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com/planet_ink/coffee_mud/Abilities/
com/planet_ink/coffee_mud/Abilities/Common/
com/planet_ink/coffee_mud/Abilities/Diseases/
com/planet_ink/coffee_mud/Abilities/Druid/
com/planet_ink/coffee_mud/Abilities/Fighter/
com/planet_ink/coffee_mud/Abilities/Prayers/
com/planet_ink/coffee_mud/Abilities/Properties/
com/planet_ink/coffee_mud/Abilities/Skills/
com/planet_ink/coffee_mud/Abilities/Songs/
com/planet_ink/coffee_mud/Abilities/Spells/
com/planet_ink/coffee_mud/Abilities/Thief/
com/planet_ink/coffee_mud/Abilities/Traps/
com/planet_ink/coffee_mud/Areas/interfaces/
com/planet_ink/coffee_mud/Behaviors/
com/planet_ink/coffee_mud/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/holidays/
resources/quests/robbed/
resources/quests/smurfocide/
resources/quests/stolen/
resources/quests/templates/
resources/quests/treasurehunt/
resources/quests/vengeance/
web/
web/admin.templates/
web/admin/images/
web/pub.templates/
web/pub/images/mxp/
web/pub/sounds/
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                            <td colspan="2" align="left" bgcolor="#dfdfdf" width="100%">                                        
                                                                        
                                          
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h1>Scripting in CoffeeMud 5.2</h1>













                            </td>













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













                                <li><a href="#introduction">Introduction</a></li>













                                <li><a href="#structure">Script Structure</a></li>













                                <li><a href="#events">Scripting Events</a>
                                                                        
                                                                        
                                                                        
                        
          
          
          
          
          
          
          
          
          
          
          
          
          
          <ul>













                                    <li><a href="#all_greet_prog">all_greet_prog</a></li>













                                    <li><a href="#act_prog">act_prog</a></li>













                                    <li><a href="#mask_prog">mask_prog</a></li>













                                    <li><a href="#bribe_prog">bribe_prog</a></li>













                                    <li><a href="#buy_prog">buy_prog</a></li>













                                    <li><a href="#channel_prog">channel_prog</a></li>













                                    <li><a href="#close_prog">close_prog</a></li>













                        <li><a href="#cnclmsg_prog">cnclmsg_prog</a></li>













                                                  <li><a href="#consume_prog">consume_prog</a></li>













                                    <li><a href="#damage_prog">damage_prog</a></li>













                                    <li><a href="#day_prog">day_prog</a></li>













                                    <li><a href="#death_prog">death_prog</a></li>













                                    <li><a href="#delay_prog">delay_prog</a></li>













                                    <li><a href="#drop_prog">drop_prog</a></li>













                                    <li><a href="#entry_prog">entry_prog</a></li>













                        <li><a href="#execmsg_prog">execmsg_prog</a></li>













                                    <li><a href="#exit_prog">exit_prog</a></li>













                                    <li><a href="#fight_prog">fight_prog</a></li>













                                    <li><a href="#function_prog">function_prog</a></li>













                                    <li><a href="#get_prog">get_prog</a></li>













                                    <li><a href="#give_prog">give_prog</a></li>













                                    <li><a href="#greet_prog">greet_prog</a></li>













                                    <li><a href="#hitprcnt_prog">hitprcnt_prog</a></li>











            <li><a href="#imask_prog">imask_prog</a></li>

            <li><a href="#kill_prog">kill_prog</a></li>













                                    <li><a href="#level_prog">level_prog</a></li>













                                    <li><a href="#lock_prog">lock_prog</a></li>













                                    <li><a href="#login_prog">login_prog</a></li>













                                    <li><a href="#logoff_prog">logoff_prog</a></li>













                              <li><a href="#llook_prog">llook_prog</a></li>













                              <li><a href="#look_prog">look_prog</a></li>













                                    <li><a href="#once_prog">once_prog</a></li>













                                    <li><a href="#open_prog">open_prog</a></li>













                                                  <li><a href="#quest_time_prog">quest_time_prog</a></li>













                                    <li><a href="#put_prog">put_prog</a></li>













                                    <li><a href="#rand_prog">rand_prog</a></li>













                                    <li><a href="#regmask_prog">regmask_prog</a></li>













                                    <li><a href="#remove_prog">remove_prog</a></li>













                                <li><a href="#social_prog">social_prog</a></li>













                                <li><a href="#sell_prog">sell_prog</a></li>













                                    <li><a href="#speech_prog">speech_prog</a></li>













                                    <li><a href="#time_prog">time_prog</a></li>













                                    <li><a href="#unlock_prog">unlock_prog</a></li>













                                    <li><a href="#wear_prog">wear_prog</a></li>













                                                                        
                                                                        
                                                                        
                                              
          
          
          
          
          
          
          
          
          
          
          
          
          
          </ul>













                                </li>













                                <li><a href="#codes">Scripting Codes</a>
                                                                        
                                                                        
                                                                        
                        
          
          
          
          
          
          
          
          
          
          
          
          
          
          <ul>













                                    <li><a href="#dollarCode">$ codes</a></li>













                                    <li><a href="#percentCode">% codes</a></li>













                                                                        
                                                                        
                                                                        
                                              
          
          
          
          
          
          
          
          
          
          
          
          
          
          </ul>













                                </li>













                                <li><a href="#commands">Scripting Commands</a>
                                                                        
                                                                        
                                                                        
                          
          
          
          
          
          
          
          
          
          
          
          
          
          
          <ul>













                                    <li><a href="#if">if, else, endif</a></li>







            <li><a href="#switch">switch, case</a></li>













                           <li><a href="#for">for, next</a></li>













                                    <li><a href="#script">&lt;SCRIPT&gt;</a></li>













                                    <li><a href="#mpaffect">mpaffect</a></li>













                                    <li><a href="#mpalarm">mpalarm</a></li>













                          <li><a href="#mpargset">mpargset</a></li>













                                    <li><a href="#mpasound">mpasound</a></li>













                                    <li><a href="#mpat">mpat</a></li>













                                    <li><a href="#mpbeacon">mpbeacon</a></li>













                                    <li><a href="#mpbehave">mpbehave</a></li>













                                    <li><a href="#mpcallfunc">mpcallfunc</a></li>













                                    <li><a href="#mpcast">mpcast</a></li>













             <li><a href="#mpchannel">mpchannel</a></li>













                                    <li><a href="#mpclose">mpclose</a></li>













                                    <li><a href="#mpdisable">mpdisable</a></li>













                                    <li><a href="#mpecho">mpecho</a></li>













                                    <li><a href="#mpechoaround">mpechoaround</a></li>













                                    <li><a href="#mpechoat">mpechoat</a></li>













                                    <li><a href="#mpenable">mpenable</a></li>













                                    <li><a href="#mpendquest">mpendquest</a></li>













                                    <li><a href="#mpexp">mpexp</a></li>













                                    <li><a href="#mpfaction">mpfaction</a></li>













                                    <li><a href="#mpforce">mpforce</a></li>













                                    <li><a href="#mpplayerclass">mpplayerclass</a></li>













                                    <li><a href="#mpgoto">mpgoto</a></li>













                                    <li><a href="#mpgset">mpgset</a></li>













                                    <li><a href="#mphide">mphide</a></li>













                                    <li><a href="#mpjunk">mpjunk</a></li>













                                    <li><a href="#mpkill">mpkill</a></li>













                          <li><a href="#mploadquestobj">mploadquestobj</a></li>













                                    <li><a href="#mploadvar">mploadvar</a></li>













                                    <li><a href="#mplock">mplock</a></li>













              <li><a href="#mplog">mplog</a></li>













                                    <li><a href="#mpm2i2m">mpm2i2m</a></li>













                                    <li><a href="#mpmload">mpmload</a></li>













                                    <li><a href="#mpnotrigger">mpnotrigger</a></li>













                                    <li><a href="#mpoload">mpoload</a></li>













                                    <li><a href="#mpoloadroom">mpoloadroom</a></li>













                                    <li><a href="#mpopen">mpopen</a></li>













                             <li><a href="#mppracs">mppracs</a></li>













                                    <li><a href="#mppurge">mppurge</a></li>













                             <li><a href="#questpoints">mpquestpoints</a></li>













                                    <li><a href="#mpquestwin">mpquestwin</a></li>













                          <li><a href="#mpqset">mpqset</a></li>













                                    <li><a href="#mpreset">mpreset</a></li>













                                    <li><a href="#mpsavevar">mpsavevar</a></li>













                                    <li><a href="#mpset">mpset</a></li>













                                    <li><a href="#mpsetclandata">mpsetclandata</a></li>













                                    <li><a href="#mpsetvar">mpsetvar</a></li>













                                    <li><a href="#mpslay">mpslay</a></li>













                                    <li><a href="#mpstartquest">mpstartquest</a></li>













                                    <li><a href="#mpstop">mpstop</a></li>













                                    <li><a href="#mptattoo">mptattoo</a></li>













                                    <li><a href="#mptitle">mptitle</a></li>













                                    <li><a href="#mptrackto">mptrackto</a></li>













                             <li><a href="#mptrains">mptrains</a></li>













                                    <li><a href="#mptransfer">mptransfer</a></li>













                                    <li><a href="#mpunaffect">mpunaffect</a></li>













                                    <li><a href="#mpunbehave">mpunbehave</a></li>













                                    <li><a href="#mpunhide">mpunhide</a></li>










            <li><a href="#mpunloadscript">mpunloadscript</a></li>













                                    <li><a href="#mpunlock">mpunlock</a></li>













                                    <li><a href="#mpwhile">mpwhile</a></li>













                                    <li><a href="#mpwalkto">mpwalkto</a></li>













                                    <li><a href="#return">return</a></li>













                                                                        
                                                                        
                                                                        
                                              
          
          
          
          
          
          
          
          
          
          
          
          
          
          </ul>













                                </li>













                                <li><a href="#functions">Scripting Functions</a>
                                                                        
                                                                        
                                                                        
                           
          
          
          
          
          
          
          
          
          
          
          
          
          
          <ul>













                                     <li><a href="#logicalOperators">Logical
 Operators</a></li>













                                     <li><a href="#affected">affected</a></li>













                                     <li><a href="#baseclass">baseclass</a></li>













                                     <li><a href="#callfunc">callfunc</a></li>













                                     <li><a href="#clan">clan</a></li>













                                     <li><a href="#clandata">clandata</a></li>













                                     <li><a href="#clanrank">clanrank</a></li>













                                     <li><a href="#class">class</a></li>













                                     <li><a href="#currency">currency</a></li>













                                     <li><a href="#deity">deity</a></li>













                                     <li><a href="#eval">eval</a></li>













                                <li><a href="#exp">exp</a><br />













                                </li>













                                <li><a href="#explored">explored</a></li>













                                     <li><a href="#faction">faction</a></li>













                                     <li><a href="#goldamt">goldamt</a></li>













                                     <li><a href="#gstat">gstat</a></li>













                                     <li><a href="#has">has</a></li>













                                     <li><a href="#hasnum">hasnum</a></li>













                                     <li><a href="#hastattoo">hastattoo</a></li>













                                     <li><a href="#hitprcnt">hitprcnt</a></li>













                                     <li><a href="#incontainer">incontainer</a></li>













                                     <li><a href="#inlocale">inlocale</a></li>













                                     <li><a href="#inroom">inroom</a></li>













                                     <li><a href="#ipaddress">ipaddress</a></li>













                                     <li><a href="#isable">isable</a></li>













                                     <li><a href="#isalive">isalive</a></li>













                                     <li><a href="#isbehave">isbehave</a></li>


            <li><a href="#isbirthday">isbirthday</a></li>













                                     <li><a href="#ischarmed">ischarmed</a></li>













                                     <li><a href="#isday">isday</a></li>













                                     <li><a href="#isevil">isevil</a></li>













                                     <li><a href="#isfight">isfight</a></li>













                                     <li><a href="#isfollow">isfollow</a></li>













                                     <li><a href="#isgood">isgood</a></li>













                                     <li><a href="#ishere">ishere</a></li>













                                     <li><a href="#isimmort">isimmort</a></li>








            <li><a href="#islike">islike</a></li>













                                     <li><a href="#islocked">islocked</a></li>













                                     <li><a href="#ismoon">ismoon</a></li>













                                     <li><a href="#isname">isname</a></li>













                                     <li><a href="#isnpc">isnpc</a></li>













                                     <li><a href="#isopen">isopen</a></li>













                                     <li><a href="#ispc">ispc</a></li>













                                     <li><a href="#ispkill">ispkill</a></li>













                                     <li><a href="#isquestmobalive">isquestmobalive</a></li>
            <li><a href="#isrecall">isrecall</a></li>













                                     <li><a href="#isseason">isseason</a></li>













                                     <li><a href="#isservant">isservant</a></li>













                                     <li><a href="#istime">istime</a></li>













                                     <li><a href="#isweather">isweather</a></li>













                                     <li><a href="#level">level</a></li>













                 <li><a href="#math">math</a><br />













                 </li>













                                     <li><a href="#mobitem">mobitem</a></li>
            <li><a href="#mood">mood</a></li>













                                     <li><a href="#number">number</a></li>













                                     <li><a href="#numitemsmob">numitemsmob</a></li>













                                     <li><a href="#numitemsroom">numitemsroom</a></li>













                                     <li><a href="#nummobs">nummobs</a></li>













                                     <li><a href="#nummobsinarea">nummobsinarea</a></li>













                                     <li><a href="#nummobsroom">nummobsroom</a></li>













                                     <li><a href="#numpcsarea">numpcsarea</a></li>













                                     <li><a href="#numpcsroom">numpcsroom</a></li>













                                     <li><a href="#numraces">numraces</a></li>













                                     <li><a href="#numracesinarea">numracesinarea</a></li>













                                     <li><a href="#position">position</a></li>













                             <li><a href="#pracs">pracs</a></li>













                                     <li><a href="#questitem">questitem</a></li>













                                     <li><a href="#questmob">questmob</a></li>













                             <li><a href="#questpoints">questpoints</a></li>













                                     <li><a href="#questwinner">questwinner</a></li>













                          <li><a href="#qvar">qvar</a></li>













                                     <li><a href="#race">race</a></li>













                                     <li><a href="#racecat">racecat</a></li>













                                     <li><a href="#rand">rand</a></li>













                                     <li><a href="#rand0num">rand0num</a></li>













                                     <li><a href="#randnum">randnum</a></li>













                                     <li><a href="#roomitem">roomitem</a></li>













                                     <li><a href="#roommob">roommob</a></li>













                                     <li><a href="#sex">sex</a></li>













                                     <li><a href="#stat">stat</a></li>






            <li><a href="#strcontains">strcontains</a></li>













                                     <li><a href="#strin">strin</a></li>













                             <li><a href="#trains">trains</a></li>













                                     <li><a href="#value">value</a></li>













                                     <li><a href="#var">var</a></li>













                                     <li><a href="#worn">worn</a></li>













                                                                        
                                                                        
                                                                        
                                              
          
          
          
          
          
          
          
          
          
          
          
          
          
          </ul>













                                </li>













                                                                        
                                                                        
                               
      
      
      
      
      
      
      
      
      
      
      
      
      
      </ul>













                            </td>













                           <td align="left" valign="top">               
                                                                        
                                                                   
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p class="center">           <img src="images/mug.jpg" alt="coffeemud logo" />
                   </p>













                                                                        
                                                                        
                           
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h2>       <a name="introduction">Introduction to Scripting</a>   
       </h2>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       Scripting is the ability to makes something behave proactively, 
           or respond to game stimuli, in a way specified by the game    
  builders.  A Script is the set of commands written by the builders    
  to perform this function. In CoffeeMud, any object may be       scripted. 
  This means that rooms, areas, items, and especially       MOBs can be scripted. 
            </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       Scripting is accomplished through the Scriptable Behavior.
     Giving       an object this behavior makes it capable of running scripts
    on       its behalf. The parameters of the Scriptable behavior define
the           source of the script itself.     </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       The most common parameter for the Scriptable behavior is
the LOAD       command, which specifies a text file containing the script.
The       syntax for this is as follows:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>load=path/file name<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       The starting path for the Scriptable behavior is the <span style="font-family: monospace; font-weight: bold;">/resources/</span>  
      directory in your CoffeeMud package. Any further paths will       branch
   from that directory. The file specified is a text file       containing
 the  script. &nbsp;You can also specify more than one script in the Scriptable
   parameters by separating LOAD= commands with the ~ character like so:
      </p>













                                                                         
     
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>load=progs/mrinfo.script~load=progs/strangetrader.script~</pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       A less common way to specify a script for the Scriptable
behavior       is to enter the script itself into the parameter. Scripts
entered       in this way differ from scripts entered into text files for
the       LOAD parameter in one significant sense: Every line of a script
       entered in this way must be terminated by a semicolon. Here is an
      example.     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>RAND_PROG 50;bounce;say "hi!";~;<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       Scripts which are entered into text files for the LOAD parameter 
           have their lines terminated by carriage returns (ENTER) instead 
       of semicolons. The script syntax is, in all other ways,       identical.
     If you need to put special characters (like ; ~ or       LOAD=) into
particular     commands, you may need to escape those       characters by
putting a \  character   before them, to tell the       Scriptable behavior
not to consider  them line  or script       delimiters.     </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       When the Scriptable behavior loads a file using the LOAD=
     syntax,       it automatically keeps a copy of it in memory for future
  use.         This memory cache is called the CoffeeMud Resources. If you
 have       a Scriptable prog you have entered using the LOAD= syntax, you
       can see its entry in the cache by using your Archon character to 
     enter  LIST RESOURCES from the CoffeeMud command line. Because the 
     script files from disk are kept in memory for quick access, any    
  changes or additions to your script on disk will not be       immediately
 noticed by the CoffeeMud engine. To force the engine       to notice your
 changes, you must first UNLOAD your script file       from the Resources
cache. This is done by using the Archon       command UNLOAD. Check the ahelp
entry for  that command for more       information on how to use it when
developing Scriptable behavior       files on disk.     </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       Those who are familiar with the mobprog scripting language
     in       other mud codebases will have no trouble picking up on the
      CoffeeMud scripting language. In fact, most of your existing      
scripts      will probably work without changes.     </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h2>       <a name="structure">Script Structure</a>     </h2>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       The CoffeeMud scripting language is an "event-based" language. 
           Each script may contain one or more event "triggers". Each    
  trigger  defines the conditions of its occurrence on a single       line. 
  This line  is followed by commands underneath it which are       executed 
  only when the trigger event occurs. Each event       trigger/command grouping 
  is terminated  by a ~ character, which       should appear on a line by 
itself.  Putting this together, we have       a high level syntax that looks 
like this:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>EVENT_TRIGGER parameter1 parameter2 ...<br />command1<br />command2<br />...<br />commandN<br />~<br /><br />ANOTHER_EVENT_TRIGGER parameter1 parameter2 ...<br />command1<br />command2<br />...<br />commandN<br />~<br />etc.<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h2>       <a name="events">Scripting Events</a>     </h2>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       Below are a list of the valid event triggers, along with
their       parameters, and a description of the events or circumstances
      under which the events occur. These docs borrow heavily from the  
    nicely written MOBPROG Tutorial at: <a href="http://aoc.pandapub.com/home.shtml">http://www.pandapub.com/tutorial/MobprogTutorial.htm</a>. 
         </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="all_greet_prog">all_greet_prog</a></h3>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       Usage:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>all_greet_prog [integer percentage]<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       This type of mobprog checks a percentage chance every time 
           someone enters the room that the mob is currently in. If the  
    random number generated between 1 and 100 is equal to or below      
the    percentage of the all_greet_prog, the prog is triggered. Note    
  that   all_greet_progs are triggered by both players and mobs, and    
  a mob in  a maze can actually sometimes end up triggering itself!     
 This type of  mobprog has all sorts of uses, ranging from giving       in-zone
quest information  to people entering the room, creating       aggressive 
progs, etc.     </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       EXAMPLES:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>all_greet_prog 25<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>     This prog will be triggered 25% of the time when someone enters
     the room where the mob currently is.     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>all_greet_prog 100<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       This prog will be triggered 100% of       the time when someone
     enters the room where the mob currently is.       This means every time. 
        </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       SPECIAL NOTES: You'll probably want to do a large number
of if       checks in all_greet_progs, specifically in the difference between 
           mobs and player characters. Note that all_greet_progs will    
  trigger  even if a person is sneaking, though the mob must have       detect
  invisibility  to see invisible people, infravision to see       people
in   the dark, sense  sneaking to see sneakers, and will not       see people
 if blinded.           </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="act_prog">act_prog</a></h3>













                                                                        
                                                                        
                           
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="mask_prog">mask_prog</a></h3>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       Usage:<br />













                          </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>act_prog [trigger message]<br />act_prog p [trigger message]<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       This type of mobprog will trigger when the mob sees a certain 
           string of text. When the 'p' is inserted into the trigger line, 
       the string of text must be precise, while if it is not, any of    
  the words in the list can trigger the mobprog. This type of       mobprog 
   has many uses, one of which is communication between       mobs. There 
are   a few socials which create a message only to the       person performing 
  them and to the one receiving them. You can use       these and act_progs 
  to safely have mobs trigger each other,       without people seeing what 
 is going on. Other uses include       triggering off of people fleeing, moving
  out of the room, etc.       The possibilities are endless.     </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       EXAMPLES:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>act_prog wolf dog coyote<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       This will trigger whenever the       mob sees a segment of
     text containing any of the words wolf, dog,       or coyote. If the
string      contains more than one of these, the       prog will be triggered
multiple      times.     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>act_prog p A wolf howls at the moon.<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       This will trigger       the prog when it sees this precise
     message. Note that punctuation       is important here as well.    
      </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       MULTIPLE PROGS: You can have more than one act_prog on a
mob, but       you shouldn't have multiple act_progs that trigger off of
the       same message.     </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       SPECIAL NOTES: ANSI colors on objects don't seem to work
well       with act_progs, so avoid using ANSI colors in anything that may
       be part of your act_prog trigger. Variables and Codes are not    
  used in act_progs, so do not try to use them; it won't work.     </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="bribe_prog">bribe_prog</a></h3>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       Usage:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>bribe_prog [money value]<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       This type of mobprog is triggered when a value of money is
     given       to the mob. If the amount of money is equal to or more than
   the        money value of the bribe_prog, the prog will go off. If it
is         less than the value of the bribe_prog, or the money is not in
the       local currency, it will not go off. This type of prog is normally
      used for in-zone quests, perhaps bribing guards to let a prisoner 
     free or bribing a bartender to give you some information. It can   
   also be used for larger, special mob behavior, such as a ferryman    
  who will move a player to another spot in the world for a fee.       The
money value is always expressed in absolute gold value of the       default
currency. See the Archon's Guide under currency if you       don't know what
that means.      </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       EXAMPLES:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>bribe_prog 1<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       This bribe_prog will trigger whenever the       mob is given
     an amount of gold equal to or greater than 1 coin.       Of course,
this     means that the prog will be triggered if any       amount of money
is given    to the mob at all.      </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>bribe_prog 500<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       This bribe_prog will trigger if someone       gives the mob
     an amount of money equal to or greater than 500       coins.)     </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       MULTIPLE PROGS: You can have multiple bribe_progs on the
same       mob. However, these must be listed in order from largest gold
      amount to smallest gold amount. So if you have a bribe_prog 250   
   and a bribe_prog 100, the 250 must be listed first, and then the     
 100. If you don't do this your larger sum bribe_progs will never       be
triggered.     </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="buy_prog">buy_prog</a></h3>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       Usage:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>buy_prog [keyword list]<br />buy_prog p [keyword phrase]<br />buy_prog all<br /></pre>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       This type of mobprog is triggered by buying an item from
a       shopkeeper. If the item being bought has any of the keywords of 
     the buy_prog, the prog is triggered. If there is a &lsquo;p' placed      
before the keyword list, the keywords of the item must exactly       match
that of the buy_prog. If there is not, then any item with       any of the
keywords in the list in it will trigger it. If a       buy_prog all is used,
then the buy_prog will trigger for any item       at all being bought. This
type of prog is usually used for       in-zone quests and special mob behavior,
     and has a variety of       uses.     </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       EXAMPLES:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>buy_prog orange apple banana<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       This will trigger if the       item being bought has any
of the keywords orange, apple, or       banana. This means that it would
be triggered by buying a banana,       an apple pie, or even an orange shield. 
         </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>buy_prog p apple pie delicious<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       This will trigger if the       item being bought has the
exact keywords apple pie delicious. The       prog would not be triggered
by buying anything with keywords red       apple or blackberry pie or anything
except the exact order and       wording of the keyword list.     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>buy_prog all<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       This will trigger if any sort of item is bought.     </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       MULTIPLE PROGS: You can have more than one buy_prog on a
mob.       Generally it is best not to have buy_progs with the same keywords
       in them, unless they are a buy_prog p with different keyword     
 lists but some of the same keywords &ndash; for example a buy_prog p       apple
    red juicy and a buy_prog p apple red poisoned.     </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="channel_prog">channel_prog</a></h3>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       Usage:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>channel_prog [channel name] [trigger words]<br />channel_prog [channel name] p [trigger message]<br /></pre>













                                                                        
                                                                        
                             
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       This type of mobprog will trigger when the mob sees a certain 
           string of text over the specified channel. When the 'p' is    
  inserted  into the trigger line, the string of text must be       precise, 
  while if  it is not, any of the words in the list can       trigger the 
mobprog.  This  type of mobprog has many uses, one of       which is communication 
 between  mobs. The possibilities are       endlessly finite.     </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       EXAMPLES:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>channel_prog help me<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       This will trigger whenever the mob       sees a segment of
     text containing any of the words help or me. If       the string contains
     more than one of these, the prog will be       triggered multiple times. 
        </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>channel_prog p GOSSIP hello.<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       This will trigger the prog       when it sees this message
     channeled. Note that punctuation is       important here as well.  
        </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       MULTIPLE PROGS: You can have more than one channel_prog on
     a mob,       but you shouldn't have multiple channel_progs that trigger
   off  of       the same message.     </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       SPECIAL NOTES: ANSI colors on objects don't seem to work
well       with channel_progs, so avoid using ANSI colors in anything that
       may be part of your channel_prog trigger. Variables and Codes are
      not used in channel_progs, so do not try to use them; it won't    
  work.     </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="close_prog">close_prog</a></h3>













                                                                        
                                                                        
                           
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>Usage:</p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>close_prog [keyword list]<br />close_prog p [keyword list]<br />close_prog all<br /></pre>













                                                                        
                                                                        
                           
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p> This type of mobprog is triggered by closing a container or door.
     If  the script is on a container-type object, such as a door or container
     item,  it will trigger only if the object being closed is the scripted
  one.   Otherwise,  if the target matches the keywords of the close_prog,
 the prog   is triggered.  If there is a 'p' placed before the keyword list,
 the keywords   of the object must exactly match that of the close_prog.
If  there is not,   then any object with any of the keywords in the list
in it  will trigger it. If the scripted item is not a container or door,
and a "close_prog   all" is used, then the close_prog will trigger from any
object at all being   opened.   This type of prog is usually used for in-zone
quests and special   mob behavior,   and has a variety of uses. As is normal,
if the scripted  object is a mob,   this event will not trigger if the scripted
mob is the  originator of the  activity.</p>













                                                                        
                                                                        
                           
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>EXAMPLES:</p>













                                                                        
                                                                        
                           
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>close_prog door gate<br /></pre>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p> This will trigger if the object closed has any of the keywords
door gate. This means that it would be triggered by closing a door or gate.</p>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>close_prog p a large chest<br />   </pre>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p> This will trigger if the object closed has the exact keywords  a
large chest.. The prog would not be triggered by closing an object with keywords
large or chest or anything except the exact order and wording of the keyword
list. </p>













                                                                        
                                                                        
                           
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>close_prog all <br /></pre>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p> This will trigger if any object is closed. </p>













                                                                        
                                                                        
                           
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>MULTIPLE PROGS: You can have more than one close_prog on an item,
     mob, or room. Generally it is best not to have close_progs with the
same     keywords  in them, unless they are a close_progs p with different
keyword     lists but some of the same keywords - for example a close_progs
p door  gate   and a close_prog p door to the gate.                     
                                                             </p>













                                                                        
                      
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="cnclmsg_prog">cnclmsg_prog</a></h3>













                                                                        
                                                                        
                           
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>Usage:</p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>cnclmsg_prog [message code] [commands/keyword list]<br />cnclmsg_prog [message code] p [commands/keyword list]<br />cnclmsg_prog [message code] all</pre>













                                                                        
                      
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>This type of mobprog is definitely for those very familiar with CoffeeMud.
&nbsp;In fact, I'd recommend at least a cursory knowledge of the Programmer's
Guide to consider using it. &nbsp;The purpose of this trigger is that it
executes before a particular event or "message" occurs in the mud. &nbsp;The&nbsp;kind
of event is called the "message code". &nbsp; The trigger also requires either
the word "all" to always execute before the desired message does, or a list
of player command line words matches those typed by the player most recently
to the arrival of this message. &nbsp;Since mobs, unlike players, do not
enter commands on a command line, you should use the ALL form liberally.</p>













                                                                        
                      
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>The body of the trigger executes before the given message occurs, 
   and the fact that the trigger executes is no guarentee that the event&nbsp;will 
   end up occuring at all. &nbsp;For instance, this trigger may execute when 
   a player tries to leave the room while under the effects of the "Hold" 
spell,   meaning the player will not actually be allowed to leave regardless 
of what   is done in your trigger. &nbsp; However, this type of trigger is 
most useful   as a means of testing and cancelling certain types of event 
messages; thus   the name. To cause the triggered event to be cancelled, you
need only add   a RETURN CANCEL command to the body of this script.</p>













                                                                        
                      
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>See also <span style="font-weight: bold;">execmsg_prog</span>. &nbsp;Valid 
   message codes include the following:</p>













                  <span style="font-family: monospace;">AREAAFFECT, PUSH,
PULL,   RECALL,  OPEN, CLOSE, PUT, GET, UNLOCK, LOCK, WIELD, GIVE, BUY, SELL,
DROP,   WEAR, FILL, DELICATE_HANDS_ACT, VALUE, HOLD, NOISYMOVEMENT, QUIETMOVEMENT, 
  WEAPONATTACK,  LOOK, READ, NOISE, SPEAK, CAST_SPELL, LIST, EAT, ENTER, FOLLOW,
  LEAVE, SLEEP,  SIT, STAND, FLEE, NOFOLLOW, WRITE, FIRE, COLD, WATER, GAS,
  MIND, GENERAL,  JUSTICE, ACID, ELECTRIC, POISON, UNDEAD, MOUNT, DISMOUNT, 
  OK_ACTION, OK_VISUAL,  DRINK, HANDS, PARALYZE, WAND_USE, SERVE, REBUKE, 
ADVANCE,  DISEASE, DEATH,  DEPOSIT, WITHDRAW, EMOTE, QUIT, SHUTDOWN, VIEW, 
RETIRE, RETREAT,PANIC, THROW,  EXTINGUISH, TELL, SITMOVE, KNOCK, PRACTICE, 
TEACH, REMOVE, EXPCHANGE, DAMAGE,  HEALING, ROOMRESET, RELOAD, SNIFF, ACTIVATE, 
DEACTIVATE, FACTIONCHANGE, LOGIN,  LEVEL, EXAMINE, ORDER, EXPIRE, BORROW, 
HUH</span>                                                               
                   
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>And here are some general message code types that may also be used:<br />













                  </p>













                  <span style="font-family: monospace;">TOUCH,MOVE,EYES,MOUTH,SOUND,GENERAL,MAGIC,DELICATE,MALICIOUS,CHANNEL,OPTIMIZE</span>
                                                                        
                                                                        
                  
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>EXAMPLES:</p>













                                                                        
                                                                        
                           
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>cnclmsg_prog hands p smile<br />  mpechoat $n No smiling is allowed here!<br />  return cancel<br />~<br /></pre>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p> This will trigger if a player (not a mob) around the scripted object 
   attempts to smile.</p>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>cnclmsg_prog GET p get rock<br />  mpechoat $n You may not get the rock.<br />  return cancel<br />~<br /></pre>













                                                                        
                      
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>This will trigger if a player (not a mob)&nbsp;enters the command 
   "get rock" at the command line, this will trigger and cancel he attempt.. 
         </p>













                                                                        
                      
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>The CNCLMSG_PROG is especially useful for creating new command that
   only apply in particular rooms or with respect to particular mobs. &nbsp;This
   is because entering an incorrect command, which normally generates a "Huh?"
   message, can also be canceled and re-applied. &nbsp;For instance, suppose
   you wanted users to be able to enter "plastify sword" at some part in
your    quest and have it do something. &nbsp;In this case, you'd need to
capture    the HUH message as so:<br />













              </p>













                                                               
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>cnclmsg_prog HUH p plastify sword<br />  mpechoat $n The sword has been plastified! Thank you!<br />  return cancel<br />~<br /></pre>













                                                                        
                      
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>MULTIPLE PROGS: You can have more than one cnclmsg_prog, not only 
   in the same script, but regarding the very same message codes if you like.</p>













                                                                        
                                                                        
                               
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="consume_prog">consume_prog</a></h3>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       Usage:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>consume_prog [keyword list]<br />consume_prog p [keyword list]<br />consume_prog all<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       This type of mobprog is triggered eating or drinking from
     an       object. If the object used matches the keywords of the    
  consume_prog,    the prog is triggered. If there is a &lsquo;p' placed      
before  the keyword   list, the keywords of the object must exactly     
 match that  of the consume_prog.    If there is not, then any object   
   with any of  the keywords in the list   in it will trigger it. If a  
    consume_prog  all is used, then the consume_prog   will trigger from
      any object at  all. This type of prog is usually used  for in-zone
      quests and special  mob behavior, and has a variety of uses.      </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       EXAMPLES:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>consume_prog orange apple banana<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       This will trigger if       the object eaten has any of the
     keywords orange, apple, or       banana. This means that it would be
triggered     by eating a banana,       an apple pie, or even an orange shield.
          </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>consume_prog p apple pie delicious<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       This will trigger if       the object eaten has the exact
     keywords apple pie delicious. The       prog would not be triggered
by   eating   an object with keywords red       apple or blackberry pie or
anything   except   the exact order and       wording of the keyword list.
    </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>consume_prog all<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       This will trigger if any object is ate or drank.     </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       MULTIPLE PROGS: You can have more than one consume_prog on
     a mob.       Generally it is best not to have consume_progs with the
same           keywords in them, unless they are a consume_prog p with different 
         keyword lists but some of the same keywords &ndash; for example a     
 consume_prog   p apple red juicy and a consume_prog p apple red       poisoned. 
     </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="damage_prog">damage_prog</a></h3>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       Usage:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>damage_prog<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       This type of mobprog is triggered whenever the scripted mob
     is       damaged, or the scripted item is used to deliver damage. The
       source and target mobs will be as you expect. The secondary item 
     will be the weapon used to deliver the damage, if it was a       physical
     item (spells are not items). The string returned in $g       will be
the    amount of damage taken.     </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       EXAMPLES:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>damage_prog<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       This program will trigger when damage       is taken by a
     mob, or given by the scripted item.     </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="day_prog">day_prog</a></h3>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       Usage:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>day_prog [list of integer day of the month]<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       This type of mobprog triggers once per mud day, on the days
     of       the month listed. This allows you to have a script which triggers 
           very infrequently indeed. There are 30 days per month in      
CoffeeMud.         </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       EXAMPLES:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>day_prog 20 21 22<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       This will trigger if day of the month is 20, 21, or 22. 
   </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>day_prog 10<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       This will trigger on the 10th day of every month.     </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="death_prog">death_prog</a></h3>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       Usage:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>death_prog<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       This mobprog type triggers on the mob's death. The death_prog
     has       a wide range of uses. The death_prog is queued just before
the          mob dies, so it is considered to be the mob's last gasp. At
the       end of the death-prog, however, the mob dies. Even if the mob 
     sets   its hit points to full, it will die. Other than that, the   
   mob can mpjunk  equipment it has, mpgoto a new room to die, unlock   
   a door,   load an object of some kind, etc.     </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       MULTIPLE PROGS: You can have multiple death_progs on the
same       mob.     </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="delay_prog">delay_prog</a></h3>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       Usage:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>delay_prog [integer, minimum number of ticks] [integer, maximum number of ticks]<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       This kind of mobprog triggers after a random number of ticks
     have       elapsed. The number of random ticks is between the two integers 
           provided. This trigger is used to take some of the load off of 
      rand_prog type programs.     </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       EXAMPLES:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>delay_prog 10 20<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       This delay_prog will be triggered after 10-20 ticks have
elapsed.     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>delay_prog 1 11<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       This delay_prog will be triggered after 1-11 ticks have elapsed. 
         </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="drop_prog">drop_prog</a></h3>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       Usage:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>drop_prog [keyword list]<br />drop_prog p [keyword list]<br />drop_prog all<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       This type of mobprog is triggered by dropping an object.
If the       object dropped matches the keywords of the drop_prog, the prog
is       triggered. If there is a &lsquo;p' placed before the keyword list, the
       keywords of the object must exactly match that of the drop_prog. 
     If there is not, then any object with any of the keywords in the   
   list in it will trigger it. If a drop_prog all is used, then the     
 drop_prog will trigger from any object at all being dropped. This      
type of prog is usually used for in-zone quests and special mob       behavior,
and has a variety of uses.     </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       EXAMPLES:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>drop_prog orange apple banana<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       This will trigger if the       object dropped has any of
the keywords orange, apple, or banana.       This means that it would be
triggered by dropping a banana, an       apple pie, or even an orange shield.
           </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>drop_prog p apple pie delicious<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       This will trigger if       the object dropped has the exact
     keywords apple pie delicious.       The prog would not be triggered
by   dropping   an object with       keywords red apple or blackberry pie
or anything  except   the exact       order and wording of the keyword list.
    </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>drop_prog all<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       This will trigger if any object is dropped.     </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       MULTIPLE PROGS: You can have more than one drop_prog on a
     mob.       Generally it is best not to have drop_progs with the same
      keywords in them, unless they are a drop_prog p with different    
  keyword   lists but some of the same keywords &ndash; for example a       drop_prog
  p apple   red juicy and a drop_prog p apple red poisoned.     </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="entry_prog">entry_prog</a></h3>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       Usage:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>entry_prog [integer percentage]<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       This type of prog checks a percentage chance every time the
     mob       moves into a new room. If the random number generated is equal
    to       or below the percentage of the entry_prog when the mob steps
into           a new room, then the prog is triggered. This prog has a variety
       of uses, for instance, you can use it in conjunction with the    
  inroom   function to make sure a mob stays in the same room or       never
  oversteps   a boundary, or to have the mob attack players as       it enters
  the room.   There are many possibilities.     </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       EXAMPLES:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>entry_prog 25<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       This will trigger 25% of the time when the mob enters a room. 
         </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>entry_prog 100<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       This will trigger 100%, or every time, the mob enters a room.</p>













                                                                        
                      
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="execmsg_prog">execmsg_prog</a></h3>













                                                                        
                                                                        
                           
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>Usage:</p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>execmsg_prog [message code] [commands/keyword list]<br />execmsg_prog [message code] p [commands/keyword list]<br />execmsg_prog [message code] all</pre>













                                                                        
                      
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>This type of mobprog is definitely for those very familiar with CoffeeMud.
&nbsp;In fact, I'd recommend at least a cursory knowledge of the  Programmer's
Guide to consider using it. &nbsp;The purpose of this trigger  is that it
executes while a particular and valid event or "message" occurs in the mud.
&nbsp;The&nbsp;kind of event is called the "message code". &nbsp; The trigger
also requires either the word "all" to always execute whenever the desired
message does, or a list of player command line words matching  those typed
by the player most recently to the arrival of this message. &nbsp;Since mobs,
unlike players, do not enter commands on a command line, you should use the
ALL form liberally.</p>













                                                                        
                      
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>See also <span style="font-weight: bold;">cnclmsg_prog</span>. &nbsp;Valid 
   message codes include the following:</p>













                  <span style="font-family: monospace;">AREAAFFECT, PUSH,
PULL,   RECALL,  OPEN, CLOSE, PUT, GET, UNLOCK, LOCK, WIELD, GIVE, BUY, SELL,
DROP,   WEAR, FILL, DELICATE_HANDS_ACT, VALUE, HOLD, NOISYMOVEMENT, QUIETMOVEMENT, 
  WEAPONATTACK,  LOOK, READ, NOISE, SPEAK, CAST_SPELL, LIST, EAT, ENTER, FOLLOW,
  LEAVE, SLEEP,  SIT, STAND, FLEE, NOFOLLOW, WRITE, FIRE, COLD, WATER, GAS,
  MIND, GENERAL,  JUSTICE, ACID, ELECTRIC, POISON, UNDEAD, MOUNT, DISMOUNT, 
  OK_ACTION, OK_VISUAL,  DRINK, HANDS, PARALYZE, WAND_USE, SERVE, REBUKE, 
ADVANCE,  DISEASE, DEATH,  DEPOSIT, WITHDRAW, EMOTE, QUIT, SHUTDOWN, VIEW, 
RETIRE, RETREAT,PANIC, THROW,  EXTINGUISH, TELL, SITMOVE, KNOCK, PRACTICE, 
TEACH, REMOVE, EXPCHANGE, DAMAGE,  HEALING, ROOMRESET, RELOAD, SNIFF, ACTIVATE, 
DEACTIVATE, FACTIONCHANGE, LOGIN,  LEVEL, EXAMINE, BORROW</span>         
                                                                        
 
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>And here are some general message code types that may also be used:<br />













                  </p>













                  <span style="font-family: monospace;">TOUCH,MOVE,EYES,MOUTH,SOUND,GENERAL,MAGIC,DELICATE,MALICIOUS,CHANNEL,OPTIMIZE</span>
                                                                        
                                                                        
                  
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>EXAMPLES:</p>













                                                                        
                                                                        
                           
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>execmsg_prog get all<br />  mpecho $n likes $p.<br />~<br /></pre>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p> This will trigger if a player or a&nbsp; mob attempts to get something.</p>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>execmsg_prog GET p get rock<br />  mpecho $n has gotten a rock!<br />~<br /></pre>













                                                                        
                      
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>This will trigger if a player (not a mob)&nbsp;enters the command 
   "get rock" at the command line, this will trigger. </p>













                                                                        
                      
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>MULTIPLE PROGS: You can have more than one execmsg_prog, not only 
   in the same script, but regarding the very same message codes if you like. 
   &nbsp;However, only the first one that triggers will count.</p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="exit_prog">exit_prog</a></h3>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       Usage:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>exit_prog [integer percentage]<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       This type of prog checks a percentage chance every time a
     mob       moves out of a the room the scripted mob is in. If the random
         number generated is equal to or below the percentage of the    
  exit_prog    when the mob steps out of the room, then the prog is     
 triggered. This    prog has a variety of uses, for instance, you can   
   use it in conjunction    with the inroom function to make sure other 
     mobs stay in the same  room  or never oversteps a boundary, or to  
    have the mob attack remaining   players when one leaves. There are  
    many possibilities.     </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       EXAMPLES:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>exit_prog 25<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       This will trigger 25% of the time when a mob leaves the room. 
         </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>exit_prog 100<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       This will trigger 100%, or every time, a       mob leaves
     the room.     </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="fight_prog">fight_prog</a></h3>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       Usage:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>fight_prog [integer percentage]<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       This type of mobprog checks a percentage chance every round
     of       combat that the mob is in. If the random number generated between 
           1 and 100 is equal to or less than the percentage of the      
fight_prog,    then it will be triggered. This type of mobprog is       generally
used  to  have the mob do certain things in combat, for       instance, cast
spells    or use skills. Sometimes it is used to       ensure a mob doesn't
fight  at  all, or to perform special, more       complicated actions in
combat.            </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       EXAMPLES:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>fight_prog 10<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       This will trigger 10% of the time each       round of combat
     the mob is in. That means that it is probable       that this mobprog
 will    go off every 10 rounds or so, although it       is not guaranteed
 to do  so.      </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>fight_prog 75<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       This will trigger 75% of the time each       combat round.
     That means it's a safe bet that the trigger will go       off 3 out
of   every   4 rounds.     </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="function_prog">function_prog</a></h3>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       Usage:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>function_prog [string name of the function]<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       This type of prog provides a named placeholder for the series
     of       commands that follows. This type of mobprog is never      
independently      triggered, but instead relys on one of the       commands,
MPCALLFUNC,   to   trigger it manually. The usefulness of       doing this
will become  apparent   in the discussion of MPCALLFUNC.     </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       EXAMPLES:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>function_prog Destroy Everyone<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>     This will trigger only when called by MPCALLFUNC.     </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="get_prog">get_prog</a></h3>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       Usage:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>get_prog [keyword list]<br />get_prog p [keyword list]<br />get_prog all<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       This type of mobprog is triggered by getting an object. If
     the       object picked up matches the keywords of the get_prog, the
prog           is triggered. If there is a &lsquo;p' placed before the keyword
list,       the keywords of the object must exactly match that of the   
   get_prog.     If there is not, then any object with any of the       keywords
in the  list   in it will trigger it. If a get_prog all is       used, then
the get_prog     will trigger from any object at all being       picked up.
This type of   prog  is usually used for in-zone quests       and special
mob behavior,  and has  a variety of uses.     </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       EXAMPLES:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>get_prog orange apple banana<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       This will trigger if the       object picked up has any of
     the keywords orange, apple, or       banana. This means that it would
 be   triggered by getting a       banana, an apple pie, or even an orange
 shield.        </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>    get_prog p apple pie delicious<br />    </pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       This will trigger if the       object picked up has the exact
     keywords apple pie delicious. The       prog would not be triggered
by   getting   an object with keywords       red apple or blackberry pie
or anything   except   the exact order       and wording of the keyword list.
    </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>get_prog all<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       This will trigger if any object is picked up.     </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       MULTIPLE PROGS: You can have more than one get_prog on a
mob.       Generally it is best not to have get_progs with the same keywords
       in them, unless they are a get_prog p with different keyword     
 lists but some of the same keywords &ndash; for example a get_prog p       apple
    red juicy and a get_prog p apple red poisoned.     </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="give_prog">give_prog</a></h3>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       Usage:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>give_prog [keyword list]<br />give_prog p [keyword list]<br />give_prog all<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       This type of mobprog is triggered by the mob being given
an       object. If the object given to the mob matches the keywords of 
     the give_prog, the prog is triggered. If there is a &lsquo;p' placed     
 before the keyword list, the keywords of the object must exactly       match
that of the give_prog. If there is not, then any object       with any of
the keywords in the list in it will trigger it. If a       give_prog all
is used, then the give_prog will trigger from any       object at all being
given to the mob. This type of prog is       usually used for in-zone quests
and special mob behavior, and has       a variety of uses.     </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       EXAMPLES:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>give_prog orange apple banana<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       This will trigger if the       object given to the mob has
     any of the keywords orange, apple, or       banana. This means that
it   would   be triggered by being given a       banana, an apple pie, or
even   an orange   shield.)     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>give_prog p apple pie delicious<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       This will trigger if       the object given to the mob has
     the exact keywords apple pie       delicious. The prog would not be
triggered      by being given an       object with keywords red apple or
blackberry pie    or anything       except the exact order and wording of
the keyword list.         </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>give_prog all<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       This will trigger if any object is given to the mob.    
      </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       MULTIPLE PROGS: You can have more than one give_prog on a
     mob.       Generally it is best not to have give_progs with the same
      keywords in them, unless they are a give_prog p with different    
  keyword   lists but some of the same keywords &ndash; for example a       give_prog
  p apple   red juicy and a give_prog p apple red poisoned.     </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       SPECIAL NOTES: More often than not, you'll want to remember
     to       have the mob use the mpjunk command to get rid of the object
       given so people cannot steal the item back and use it again. It  
    does depend on what you are doing of course, but it is something    
  to  keep in mind. It is also not a bad idea to have a give_prog       all
  to have the mob drop items other than the ones it will accept       in
other    give_progs.     </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="greet_prog">greet_prog</a></h3>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       Usage:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>greet_prog [integer percentage]<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       This type of mobprog checks a percentage chance every time 
           someone enters the room that the mob is currently in. If the  
    random number generated between 1 and 100 is equal to or below      
the    percentage of the greet_prog, the prog is triggered. Note       that 
greet_progs    are triggered by both players and mobs, and a       mob in 
a maze can actually    sometimes end up triggering itself!       This type 
of mobprog has all sorts   of uses, ranging from giving       in-zone quest 
information to people entering   the room, creating       aggressive progs, 
etc.           </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       EXAMPLES:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>greet_prog 25<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       This prog will be triggered 25% of the       time when someone
     enters the room where the mob currently is.     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>greet_prog 100<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       This prog will be triggered 100% of the       time when someone
     enters the room where the mob currently is.       This means every time. 
        </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       SPECIAL NOTES: You'll probably want to do a large number
of if       checks in greet_progs, specifically in the difference between
       mobs and player characters. Note that greet_progs will trigger   
   except if a person is sneaking. Also, the mob must have detect       invisibility
     to see invisible people, infravision to see people       in the dark,
 and    will not see people if blinded.     </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="hitprcnt_prog">hitprcnt_prog</a></h3>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       Usage:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>hitprcnt_prog [integer percentage]<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       This type of mobprog checks every round of combat to see
if the       mob's hit points are equal to or under the percentage given
to       the hitprcnt_prog. This type of prog is used mainly to have the
      mob do something at a certain percentage of hit points. Keep in   
   mind, however, that this prog will trigger EVERY round of combat     
 in which the mob's hit points are under the percentage. So if you      
want  the mob to do only one thing, you will have to set up the       mobprog
that  way with if checks.     </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       EXAMPLES:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>hitprcnt_prog 50<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       This will trigger if the mob's hit       points are 50% or
     under every round of combat.     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>hitprcnt_prog 100<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       This will trigger if the mob's hit       points are 100%
or under every round of combat. This means, more       or less, every round
of combat the mob will ever be in.</p>













                                                                        
                                                                        
                           
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="imask_prog">imask_prog</a></h3>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       Usage:<br />













                          </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>imask_prog [trigger message]<br />imask_prog p [trigger message]<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p> This type of mobprog will trigger when the mob does a thing
that generates a certain string of text. When the 'p' is inserted into
the trigger line, the string of text must be precise, while if it is
not, any of the words in the list can trigger the mobprog. This type of
mobprog has many uses, one of which is to have one action trigger
another.&nbsp; The possibilities are almost endless, except that this
trigger is meaningless unless the scripted object is a mob, since only
mobs can generate events. </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       EXAMPLES:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>imask_prog wolf dog coyote<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       This will trigger whenever the       mob does something that generates a segment of
     text containing any of the words wolf, dog,       or coyote. If the
string      contains more than one of these, the       prog will be triggered
multiple      times.     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>act_prog p A wolf howls at the moon.<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       This will trigger       the prog when&nbsp;mob does something that generates this precise
     message. Note that punctuation       is important here as well.    
      </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       MULTIPLE PROGS: You can have more than one imask_prog on a
mob, but       you shouldn't have multiple imask_progs that trigger off of
the       same message.     </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       SPECIAL NOTES: ANSI colors on objects don't seem to work
well       with imask_progs, so avoid using ANSI colors in anything that may
       be part of your imask_prog trigger. Variables and Codes are not    
  used in imask_progs, so do not try to use them; it won't work.</p>

      
      <h3><a name="kill_prog">kill_prog</a></h3>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       Usage:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>kill_prog<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       This mobprog type triggers when the mob causes&nbsp;death. The kill_prog
     has       a wide range of uses. The&nbsp;kill_prog is queued just before
the target dies, so it is considered to be the target's last gasp. At
the       end of the kill-prog, however, the target dies. Even if the target 
     sets   its hit points to full, it will die. Other than that, the   
   mob can mpjunk  equipment it has, mptrasnfer a new room to die, unlock   
   a door,   load an object of some kind, etc.     </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       MULTIPLE PROGS: You can have multiple kill_progs on the
same       mob.     </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="level_prog">level_prog</a></h3>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       Usage:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>level_prog [integer percentage]<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       This type of mobprog checks a percentage chance every time
     a       player gains a level anywhere in the game. If the random number
         generated between 1 and 100 is equal to or below the percentage
      of the level_prog, the prog is triggered.     </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       EXAMPLES:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>level_prog 25<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       This prog will be triggered 25% of the       time when someone
     levels.     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>level_prog 100<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       This prog will be triggered 100% of the       time when someone
     levels. This means every time.     </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       SPECIAL NOTES: This program will trigger every time a player 
           levels, regardless of whether they are in the same room, or even 
        whether the scripted monster can see or detect the player. The   
   exception to this is cloaked admins, which will not trigger.     </p>













                                                                        
                                                                        
                               
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="lock_prog">lock_prog</a></h3>













                                                                        
                                                                        
                               
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>    Usage:   </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>lock_prog [keyword list]<br />lock_prog p [keyword list]<br />lock_prog all<br />   </pre>













                                                                        
                                                                        
                               
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>    This type of mobprog is triggered by locking a container or
door. If     the script is on a container-type object, such as a door or
container item,     it will trigger only if the object being locked is the
scripted one. If    the target matches the keywords of the lock_prog, the
prog is triggered.    If there is a 'p' placed before the keyword list, the
keywords of the    object  must exactly match that of the lock_prog. If there
is not, then    any object with any of the keywords in the list in it will
trigger it. If    the scripted item is not a container or door, and a "lock_prog
all" is used,    then the lock_prog will trigger from any object at all being
locked. This    type of prog is usually used for in-zone quests and special
mob behavior,    and has a variety of uses. As is normal, if the scripted
object is    a mob, this event will not trigger if the scripted mob is the
originator    of the activity.   </p>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>EXAMPLES:</p>













                                                                        
                                                                        
                          
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>lock_prog door gate<br /></pre>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>This will trigger if the object locked has any of the keywords door
     gate. This means that it would be triggered by locking a door or gate.</p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>lock_prog p a large chest<br /></pre>













                                                                        
                                                                        
                             
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p> This will trigger if the object locked has the exact keywords  a
large chest.. The prog would not be triggered by locking an object with keywords
large or chest or anything except the exact order and wording of the keyword
list. </p>













                                                                        
                                                                        
                          
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>lock_prog all<br /></pre>













                                                                        
                                                                        
                          
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>This   will trigger if any object is locked.)</p>













                                                                        
                                                                        
                          
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>      MULTIPLE PROGS: You can have more than one lock_prog on an
     item, mob, or room. Generally it is best not to have lock_progs with
the    same keywords in them, unless they are a lock_prog p with different
keyword    lists but some of the same keywords - for example a lock_prog
p door gate    and a lock_prog p door to the gate </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="login_prog">login_prog</a></h3>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       Usage:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>login_prog [integer percentage]<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       This type of mobprog checks a percentage chance every time 
           someone enters the game. If the random number generated between 
 1        and 100 is equal to or below the percentage of the login_prog, 
     the prog is triggered.     </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       EXAMPLES:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>login_prog 25<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>     This prog will be triggered 25% of the time when someone enters
     the game.     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>login_prog 100<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       This prog will be triggered 100% of the       time when someone
     enters the game. This means every time.     </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       SPECIAL NOTES: This program will trigger every time a player 
           enters the game, regardless of whether they are in the same room, 
         or even whether the scripted monster can see or detect the      
player.    The exception to this is cloaked admins, which will not      
trigger           </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="logoff_prog">logoff_prog</a></h3>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       Usage:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>logoff_prog [integer percentage]<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       This type of mobprog checks a percentage chance every time 
           someone leaves the game. If the random number generated between 
 1        and 100 is equal to or below the percentage of the logoff_prog, 
      the prog is triggered.     </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       EXAMPLES:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>logoff_prog 25<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       This prog will be triggered 25% of the       time when someone
     leaves the game.     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>logoff_prog 100<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       This prog will be triggered 100% of the       time when someone
     leaves the game. This means every time.     </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       SPECIAL NOTES: This program will trigger every time a player 
           leaves the game, regardless of whether they are in the same room, 
         or even whether the scripted monster can see or detect the      
player.    The exception to this is cloaked admins, which will not      
trigger.</p>













                                                                        
                                                                      
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="llook_prog">llook_prog</a></h3>













                                                                        
                                                                      
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="look_prog">look_prog</a></h3>













                                                                        
                                                                        
                               
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>    Usage:   </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>look_prog [keyword list]<br />look_prog p [keyword list]<br />look_prog all<br />llook_prog [keyword list]<br />llook_prog p [keyword list]<br />llook_prog all<br />   </pre>













                                                                        
                                                                        
                               
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p> This type of mobprog is triggered by looking at the scripted item. 
   &nbsp;The "llook" version triggers if the item is "examined". If the target 
   matches the keywords of the lock_prog, the prog is triggered. If there 
is   a 'p' placed before the keyword list, the keywords of the object must 
exactly   match that of the look_prog. This type of prog is usually used for
in-zone   quests and special mob behavior, and has a variety of uses. As
is normal,   if the scripted object is a mob, this event will not trigger 
if the scripted   mob is the originator of the activity. </p>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>EXAMPLES:</p>













                                                                        
                                                                        
                          
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>llook_prog all<br /></pre>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>This   will trigger if any the scripted item, room, or mob is examined.</p>













                                                                        
                                                                      
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>look_prog all<br /></pre>













                                                                        
                                                                        
                          
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>This   will trigger if any the scripted item, room, or mob is looked 
   at.</p>













                                                                        
                                                                        
                          
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>      MULTIPLE PROGS: It is generally useless to have more than one
look_prog on an  item, mob, or room.&nbsp;</p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="once_prog">once_prog</a></h3>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       Usage:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>once_prog<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       This type of mobprog is triggered immediately by the script 
           engine under all circumstances, but is never triggered again. 
     This makes it useful for doing initialization or other tasks which 
     only need to be done once after the mud boots. This type of prog   
   is usually used for in-zone quests and special mob behavior, and     
 has  a variety of uses.     </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       EXAMPLES:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>once_prog<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       This will trigger once, right away     </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       MULTIPLE PROGS: You can have only one once_prog on a mob. 
         </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="open_prog">open_prog</a></h3>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>Usage:</p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>open_prog [keyword list]<br />open_prog p [keyword list]<br />open_prog all<br />   </pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>This type of mobprog is triggered by opening a container or door.
     If the script is on a container-type object, such as a door or container
    item, it will trigger only if the object being opened is the scripted
one.    Otherwise, if the target matches the keywords of the open_prog, the
prog   is triggered.   If there is a 'p' placed before the keyword list,
the keywords    of the object   must exactly match that of the open_prog.
If there is not,    then any object with any of the keywords in the list
in it will trigger  it.  If the scripted item is not a container or door,
and a "open_prog all"  is  used, then the open_prog will trigger from any
object at all being opened.     This type of prog is usually used for in-zone
quests and special mob behavior,     and has a variety of uses. As is normal,
if the scripted object is a mob,    this event will not trigger if the scripted
mob is the originator of the   activity.</p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>EXAMPLES:</p>













                                                                        
                                                                        
                               
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>open_prog door gate    <br />    </pre>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p> This will trigger if the object opened has any of the keywords
door gate. This means that it would be triggered by opening a door or gate.</p>













                                                                        
                                                                        
                               
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>open_prog p a large chest<br />    </pre>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p> This will trigger if the object opened has the exact keywords  a
large chest.. The prog would not be triggered by opening an object with keywords
large or chest or anything except the exact order and wording of the keyword
list. </p>













                                                                        
                                                                        
                               
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>open_prog all    <br />    </pre>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p> This will trigger if any object is opened.</p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>MULTIPLE PROGS: You can have more than one open_prog on an item,
     mob, or room. Generally it is best not to have open_progs with the same
    keywords in them, unless they are a open_progs p with different keyword
  lists but some of the same keywords - for example a open_prog p door gate
  and a open_prog p door to the gate.</p>













                                                                        
                                                                        
                                    
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="quest_time_prog">quest_time_prog</a></h3>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       Usage:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>quest_time_prog [quest name] [number of minutes remaining]<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p> This kind of mobprog triggers only if the script is part of an official
Quest, and only if the number of minutes remaining in the quest is equal
to the number of minutes specified. This is used as part of a quest plot
line, to allow the mobs to give warnings about a quest that is running out
of time.&nbsp; &nbsp;If the Scriptable behavior was granted as part of a
Quest, then * may be substituted for the questname. </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       EXAMPLES:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>quest_time_prog 'my quest' 20<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       This quest_time_prog will       be triggered on the final
     20th minute of the quest 'my quest'.     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>quest_time_prog 'my quest' 1<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       This quest_time_prog       will be triggered on the final
     minute of the quest 'that quest'.     </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="put_prog">put_prog</a></h3>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       Usage:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>put_prog [keyword list]<br />put_prog p [keyword list]<br />put_prog all<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       This type of mobprog is triggered by putting something in
     a       container. If the container being used matches the keywords
of         the put_prog, the prog is triggered. If there is a &lsquo;p' placed
      before  the keyword list, the keywords of the object must exactly 
     match that  of the put_prog. If there is not, then any container   
   with  any of the  keywords in the list in it will trigger it. If a   
   put_prog  all is used,  then the put_prog will trigger from any      
container at all being used.  This type of prog is usually used       for
in-zone quests and special mob  behavior, and has a variety of       uses.
    </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       EXAMPLES:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>put_prog orange apple banana<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       This will trigger if the       container used has any of
the keywords orange, apple, or banana.       This means that it would be
triggered by putting something into a       banana, an apple pie, or even
an orange shield.     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>put_prog p apple pie delicious<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       This will trigger if the       container used up has the
exact keywords apple pie delicious. The       prog would not be triggered
by putting anything into a container       with keywords red apple or blackberry
pie or anything except the       exact order and wording of the keyword list. 
         </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>put_prog all<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       This will trigger if any container is used.     </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       MULTIPLE PROGS: You can have more than one put_prog on a
mob.       Generally it is best not to have put_progs with the same keywords
       in them, unless they are a put_prog p with different keyword     
 lists but some of the same keywords &ndash; for example a put_prog p       apple
    red juicy and a put_prog p apple red poisoned.     </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="rand_prog">rand_prog</a></h3>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       Usage:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>rand_prog [integer percentage]<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       This kind of mobprog checks a percentage chance every tick.
     If       the random number generated between 1 and 100 is equal to or
       below the percentage of the rand_prog, then it will be triggered.
      This type of mobprog can be triggered at any time, so long as the 
     mob is alive, including while it is sleeping or fighting. They     
 are   very useful for setting up certain elements of your zone, or     
 for giving   personality to your mobs, such as having a blacksmith     
 who pounds out   a sword. This kind of mobprog ONLY goes off when a    
  player is in the   same zone that your mob is in.     </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       EXAMPLES:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>rand_prog 20<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       This rand_prog will be triggered 20% of each tick.     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>rand_prog 75<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       This rand_prog will be triggered 75% of each tick.     </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       SPECIAL NOTES: While using rand_progs seems really easy,
having a       lot of them can slow down your zone. Having extremely long
       rand_progs on many, many mobs is generally not a good idea. If   
   possible, consider other options, and only use rand_progs that go    
  off at a high rate on mobs that will perform the rand_prog once       and
then never again, either because they have some sort of       internal check,
or because they go and mppurge themselves       afterwards.     </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="regmask_prog">regmask_prog</a></h3>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       Usage:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>regmask_prog [java regular expression]<br />regmask_prog p [exact, case sensitive message]<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       This type of mobprog will trigger when the mob sees a certain 
           string of text. When the 'p' is inserted into the trigger line, 
       the string of text must be precisely the same, case included, as  
    the string generated. If 'p' is not the first character, then the   
   trigger will attempt to find the first match of the given java       regular
    expression string. This type of mobprog has many uses,       one of which
    is communication between mobs. There are a few       socials which create
    a message only to the person performing them       and to the one receiving
    them. You can use these and act_progs to       safely have mobs trigger
  each  other, without people seeing what       is going on. Other uses include
  triggering  off of people fleeing,       moving out of the room, etc. The
  possibilities  are endless.     </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       EXAMPLES:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>regmask_prog a*be<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       This will trigger whenever       the mob sees a segment of
     text starting with the lowercase letter       a, then containing 0 or
 more    other letter as followed by the       string "be". This would match
 aaaaabe        </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>regmask_prog p A wolf howls at the moon.<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       This will       trigger the prog when it sees this precise
     message. Note that       punctuation and case is important here as well. 
        </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       MULTIPLE PROGS: You can have more than one regmask_prog on
     a mob,       but you shouldn't have multiple regmask_progs that trigger
   off  of       the same message.     </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       SPECIAL NOTES: ANSI colors on objects don't seem to work
well       with regmask_progs, so avoid using ANSI colors in anything that
       may be part of your regmask_prog trigger. Variables and Codes are
      not used in regmask_progs, so do not try to use them; it won't    
  work.     </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="remove_prog">remove_prog</a></h3>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       Usage:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>remove_prog [keyword list]<br />remove_prog p [keyword list]<br />remove_prog all<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       This type of mobprog is triggered by removing an object.
If the       object removed matches the keywords of the remove_prog, the
prog       is triggered. If there is a &lsquo;p' placed before the keyword list,
       the keywords of the object must exactly match that of the       remove_prog.
     If there is not, then any object with any of the       keywords in the
  list   in it will trigger it. If a remove_prog all       is used, then
the   remove_prog   will trigger from any object at all       being removed
by  the mob. This  type of prog is usually used for       in-zone quests
and special mob behavior,   and has a variety of       uses.     </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       EXAMPLES:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>remove_prog orange apple banana<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       This will trigger if       the object removed has any of
the keywords orange, apple, or       banana. This means that it would be
triggered by removing a       banana, an apple pie, or even an orange shield.
           </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>remove_prog p apple pie delicious<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       This will trigger if       the object removed has the exact
     keywords apple pie delicious.       The prog would not be triggered
by   removing   an object with       keywords red apple or blackberry pie
or anything  except   the exact       order and wording of the keyword list.
    </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>remove_prog all<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       This will trigger if any object is removed.     </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       MULTIPLE PROGS: You can have more than one remove_prog on
     a mob.       Generally it is best not to have remove_progs with the
same           keywords in them, unless they are a remove_prog p with different 
       keyword lists but some of the same keywords &ndash; for example a       remove_prog
    p apple red juicy and a remove_prog p apple red       poisoned.     </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="sell_prog">sell_prog</a></h3>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       Usage:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>sell_prog [keyword list]<br />sell_prog p [keyword phrase]<br />sell_prog all<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       This type of mobprog is triggered by selling an item to a 
           shopkeeper. If the item being sold has any of the keywords of the
         sell_prog, the prog is triggered. If there is a &lsquo;p' placed before 
       the keyword list, the keywords of the item must exactly match     
 that of the sell_prog. If there is not, then any item with any of      
the keywords in the list in it will trigger it. If a sell_prog       all is
used, then the sell_prog will trigger for any item at all       being sold.
This type of prog is usually used for in-zone quests       and special mob
behavior,   and has a variety of uses.     </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       EXAMPLES:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>sell_prog orange apple banana<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       This will trigger if the       item being sold has any of
     the keywords orange, apple, or banana.       This means that it would
 be   triggered by selling a banana, an       apple pie, or even an orange
 shield.        </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>sell_prog p apple pie delicious<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       This will trigger if       the item being sold has the exact
     keywords apple pie delicious.       The prog would not be triggered
by   selling   anything with keywords       red apple or blackberry pie or
anything   except   the exact order       and wording of the keyword list.
    </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>sell_prog all<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       This will trigger if any sort of item is sold.     </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       MULTIPLE PROGS: You can have more than one sell_prog on a
     mob.       Generally it is best not to have sell_progs with the same
      keywords in them, unless they are a sell_prog p with different    
  keyword   lists but some of the same keywords &ndash; for example a       sell_prog
  p apple   red juicy and a sell_prog p apple red poisoned.<br />













                          </p>













                                                                        
                                                                         
            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="social_prog">social_prog</a></h3>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       Usage:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>social_prog [social name]</pre>













                                                                        
                                                                         
            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>This type of mobprog is triggered by a social of the looked for name
being done in the same room.&nbsp; This type of prog is usually used for
in-zone quests       and special mob behavior, and has a variety of uses. 
        </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       EXAMPLES:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>social_prog smile<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       This will trigger if the smile social is done in the same 
    room as the scripted object.<br />













                          </p>













                                                                        
                                                                         
            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>MULTIPLE PROGS: You can have more than one social_prog on a mob. 
          Generally it is best not to have social_progs with the same social 
   trigger in them.<br />













                          </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="speech_prog">speech_prog</a></h3>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       Usage:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>speech_prog [trigger message]<br />speech_prog p [trigger message]<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       This type of mobprog is triggered by someone saying the trigger 
           line, be it mob or player. If a 'p' is inserted in the prog as 
      above, the line spoken must exactly match the trigger message; if  
    it is not, then any of the keywords listed will trigger the       mobprog. A keyword of ALL will trigger on any speech.
     This type of mobprog is useful for setting up internal       quests,
giving     out background information to people exploring       your zone,
or setting     up passwords that must be spoken. This type       of prog
can also be used    to have a mob trigger itself if you want       to have
multiple connected     progs &ndash; see complex progs for details.       Note
that this kind of mobprog     is only triggered by someone using       the
say command.     </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       EXAMPLES:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>speech_prog dog wolf coyote<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       This will trigger the prog       whenever dog, wolf, or coyote
     is said in the room with the mob.       If more than one of the keywords
    is spoken in the same line, the       prog will trigger more than once.
            </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>speech_prog p The dog barks at the cat<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       This will       trigger the prog only if the exact expression
     is said. Note that       punctuation counts, although you don't *have*
  to   use it.     </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       MULTIPLE PROGS: You can have more than one speech_prog on
     a mob.       It is generally not a good idea to have more than one speech_prog 
           be triggered by the same expression.     </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="time_prog">time_prog</a></h3>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       Usage:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>time_prog [list of hours in the day]<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       This type of mobprog triggers once per mud hour, on the hours
     of       the day listed. This allows you to have a script which triggers 
          infrequently. There are 16 hours per day (0-15) in CoffeeMud.  
        </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       EXAMPLES:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>time_prog 10 1 2<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       This will       trigger if hour of the day is 10, 1, or 2. 
         </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>time_prog 3<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       This will trigger on the 3rd hour of every day.     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="unlock_prog">unlock_prog</a></h3>













                                                                        
                                                                        
                             
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>Usage:</p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>unlock_prog [keyword list]<br />unlock_prog p [keyword list]<br />unlock_prog all<br /></pre>













                                                                        
                                                                        
                             
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>This type of mobprog is triggered by unlocking a container or door.
     If  the script is on a container-type object, such as a door or container
     item,  it will trigger only if the object being unlocked is the scripted
    one. If  the target matches the keywords of the unlock_prog, the prog
is   triggered.   If there is a 'p'; placed before the keyword list, the
keywords   of the object  must exactly match that of the unlock_prog. If
there is not,   then any object with any of the keywords in the list in it
will trigger it.  If the scripted item is not a container or door, and a
"unlock_prog all" is used, then the unlock_prog will trigger from any object
at all being unlocked.     This type of prog is usually used for in-zone
quests and special mob behavior,     and has a variety of uses. As is normal,
if the scripted object is a mob,    this event will not trigger if the scripted
mob is the originator of the   activity.</p>













                                                                        
                                                                        
                             
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>EXAMPLES:</p>













                                                                        
                                                                        
                             
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>unlock_prog door gate<br /></pre>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p> This will trigger if the object unlocked has any of the keywords
     door gate. This means that it would be triggered by unlocking a door
or   gate.</p>













                                                                        
                                                                        
                           
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>unlock_prog p a large chest<br /></pre>













                                                                        
                                                                        
                           
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p> This will trigger if the object unlocked has the exact keywords
       a large chest.. The prog would not be triggered by unlocking an object
      with keywords large or chest or anything except the exact order and
wording     of the keyword list.</p>













                                                                        
                                                                        
                           
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>unlock_prog all<br /></pre>













                                                                        
                                                                        
                          
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>  This   will trigger if any object is unlocked.</p>













                                                                        
                                                                        
                          
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>      MULTIPLE PROGS: You can have more than one unlock_prog on
an item, mob, or room. Generally it is best not to have unlock_progs with
the same keywords in them, unless they are a unlock_prog p with different
 keyword lists but some of the same keywords - for example a unlock_prog
 p door gate and a unlock_prog p door to the gate.              </p>













                                                                        
                                                                        
                     
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="wear_prog">wear_prog</a></h3>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       Usage:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>wear_prog [keyword list]<br />wear_prog p [keyword list]<br />wear_prog all<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       This type of mobprog is triggered by wearing, wielding, or 
           holding an item. If the object worn matches the keywords of the 
       wear_prog, the prog is triggered. If there is a &lsquo;p' placed before 
     the keyword list, the keywords of the object must exactly match    
  that of the wear_prog. If there is not, then any object with any      
of  the keywords in the list in it will trigger it. If a wear_prog      
all is used, then the wear_prog will trigger from any object at       all 
worn. This type of prog is usually used for in-zone quests       and special 
mob behavior, and has a variety of uses.     </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       EXAMPLES:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>wear_prog orange apple banana<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       This will trigger if the       object worn has any of the
     keywords orange, apple, or banana.       This means that it would be
triggered     by wearing a banana, an       apple pie, or even an orange
shield.           </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>wear_prog p apple pie delicious<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       This will trigger if       the object worn has the exact
keywords apple pie delicious. The       prog would not be triggered by wearing
an object with keywords       red apple or blackberry pie or anything except
     the exact order       and wording of the keyword list.     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>wear_prog all<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       This will trigger if any object is worn.     </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       MULTIPLE PROGS: You can have more than one wear_prog on a
     mob.       Generally it is best not to have wear_progs with the same
      keywords in them, unless they are a wear_prog p with different    
  keyword   lists but some of the same keywords &ndash; for example a       wear_prog
  p apple   red juicy and a wear_prog p apple red poisoned.     </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h2>       <a name="codes">Scripting Codes</a>     </h2>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       Most commands in your scripts allow you to use variable-like 
           scripting Codes instead of literals. A literal is a specific  
    static string or number, such as 'the hairy blog' or 'green' or     
 '72'.   A scripting code, however, is a special string which       represents 
 a literal  and stands for it in your scripts.     </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       Understanding scripting codes is absolutely necessary for
     you to       write scripts successfully. When a DEATH_PROG triggers,
for          example, it is impossible for the commands that execute to guess 
       the name of the mobs killer. Therefore the name of the killer is  
    stored in a scripting code for you. In this case, that code is      
$n.   This allows you to use the code $n in your DEATH_PROG       commands 
and  be sure that wherever you use it, it is referring to       "the creature
   that killed me".     </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       Also, when using commands that cause strings to echo, you
     may       want to use a pronoun to refer to the creature who triggers
 an         event. Guessing, however, won't work here either. In the case
of       our DEATH_PROG example, we could use the code $m and be sure   
   that,   whever it appears, the word 'his', 'her', or 'it' will       replace 
  it appropriately.      </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p><a name="dollarCode">&nbsp;</a>       Below is a list of the simple
     scripting codes, along with their       meaning. The term 'monster'
below      refers to whatever object, mob,       item, room, exit, etc actually
has    the Scriptable behavior and is       running the script. Otherwise,
we also   refer to the source of the       trigger event and the target of
the trigger   event. For instance,       when someone 'A' gets a sword off
the ground in  front of a mob       'B' with the Scriptable behavior, the
MASK_PROG might  trigger       with the monster being the mob 'B', the source
being the someone         'A', and the target being the sword.     </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <table bgcolor="#add8e6" border="1" width="100%">













                            <tbody>













                              <tr>













                                <td width="25%">             $a         
 </td>













                                <td>             Name of the area the monsters
  in.                        </td>













                              </tr>













                              <tr>













                               <td valign="top">$c<br />













                               </td>













                               <td valign="top">A random pc or npc inhabitants
  name<br />













                               </td>













                             </tr>













                             <tr>













                               <td valign="top">$C<br />













                               </td>













                               <td valign="top">A random pc or npd inhabitants
  name<br />













                               </td>













                             </tr>













                             <tr>













                                <td>             $i           </td>













                                 <td>             The Monsters name.    
                  </td>













                              </tr>













                              <tr>













                                <td>             $I           </td>













                                <td>             The Monsters display text. 
          </td>













                               </tr>













                              <tr>













                                <td>             $n           </td>













                                <td>             The Source of the triggers 
name.                         </td>













                              </tr>













                              <tr>













                                 <td>             $N           </td>













                                <td>             The Source of the triggers 
name.                         </td>













                              </tr>













                              <tr>













                                <td>             $t           </td>













                                 <td>             The Target of the triggers
 name.                         </td>













                              </tr>













                              <tr>













                                <td>             $T           </td>













                                <td>             The Target of the triggers 
name.                         </td>













                               </tr>













                              <tr>













                                <td>             $r           </td>













                                <td>             A random pc inhabitants
name.             </td>













                              </tr>













                              <tr>













                                 <td>             $R           </td>













                                <td>             A random pc inhabitants
name.             </td>













                              </tr>













                              <tr>













                                <td>             $j           </td>













                                 <td>             The pronoun he/she of the 
monster.              </td>













                              </tr>













                              <tr>













                                <td>             $e           </td>













                                <td>             The pronoun he/she of the
source    of the trigger.             </td>













                               </tr>













                              <tr>













                                <td>             $f           </td>













                                <td>             Name of the person which
the  monster   follows.             </td>













                              </tr>













                              <tr>













                                 <td>             $E           </td>













                                <td>             The pronoun he/she of the
trigger    target.           </td>













                              </tr>













                              <tr>













                                <td>             $F           </td>













                                 <td>             The he/she of the person
which    the monster  follows.            </td>













                              </tr>













                              <tr>













                                <td>             $J           </td>













                                <td>             The pronoun he/she of a
random   pc inhabitant.             </td>













                               </tr>













                              <tr>













                                <td>             $k           </td>













                                <td>             The possessive pronoun his/her 
  of the monster.             </td>













                              </tr>













                              <tr>













                                 <td>             $l           </td>













                                <td>             A list of all mobs (excluding
  monster).  See  "." syntax             below.           </td>













                              </tr>













                              <tr>













                                <td>             $L           </td>













                                 <td>             A list of all Items in
room.   See  "." syntax  below.           </td>













                              </tr>













                              <tr>













                                <td>             $m           </td>













                                <td>             The pronoun his/her of the 
source   of the trigger.             </td>













                               </tr>













                              <tr>













                                <td>             $M           </td>













                                <td>             The pronoun his/her of the 
target   of the trigger.             </td>













                              </tr>













                              <tr>













                                 <td>             $d           </td>













                                <td>             The title of the room of
the  scripted   monster.             </td>













                              </tr>













                              <tr>













                                <td>             $D           </td>













                                 <td>             The long description of
the  room  of the scripted  monster.           </td>













                              </tr>













                              <tr>













                                <td>             $K           </td>













                                <td>             The pronoun his/her of a
random    pc inhabitant.             </td>













                               </tr>













                              <tr>













                                <td>             $o           </td>













                                <td>             The name of item#1.    
                  </td>













                              </tr>













                              <tr>













                                 <td>             $O           </td>













                                <td>             The name of item#1.    
                  </td>













                              </tr>













                              <tr>













                                <td>             $p           </td>













                                 <td>             The name of item#2.   
                   </td>













                              </tr>













                              <tr>













                                <td>             $P           </td>













                                <td>             The name of item#2.    
                  </td>













                               </tr>













                              <tr>













                                <td>             $w           </td>













                                <td>             The name of the owner of
item#1.                          </td>













                              </tr>













                              <tr>













                                 <td>             $W           </td>













                                <td>             The name of the owner of
item#2.                          </td>













                              </tr>













                              <tr>













                                <td>             $g           </td>













                                 <td>             The lowercase form of the 
message    or parameters  from a             MPCALLFUNC, MASK_PROG or SPEECH_PROG. 
           </td>













                              </tr>













                              <tr>













                                <td>             $G           </td>













                                <td>             The uppercase form of the
message    or parameters  from a             MPCALLFUNC, MASK_PROG or SPEECH_PROG.
           </td>













                               </tr>













                              <tr>













                                <td>             $x           </td>













                                <td>             Displays a random (or specified)
   exit by the  exits             direction code (north, south, etc)    
      </td>













                              </tr>













                              <tr>













                                 <td>             $X           </td>













                                <td>             Displays a random (or specified)
   exit by the  exits             direction name (door, etc etc)        
              </td>













                              </tr>













                              <tr>













                                <td>             $xN           </td>













                                 <td>             Specified directions name 
(Where   N may be N,  S, E, W, U, or             D). Will display the direction
 Code.   Use $X for  exit name.           </td>













                              </tr>













                              <tr>













                           <td>$0 .. $9</td>













                           <td>Temporary variables used by other commands,
especially    FOR, MPARGSET command.</td>













                         </tr>













                         <tr>













                                <td>             $&lt;[code] [var name]&gt; 
          </td>













                                 <td>             The variable of the given 
name,   and the given  code. Where             code is $i, $n, $t, $o, $w, 
$W, or   $p. See MPSETVAR  below.           </td>













                              </tr>













                              <tr>













                                <td>             ${[num] [*/quest name]}
          </td>













                                <td>             A mob name from the given
quest,    if the quest  is running.             The number corresponds to
the order    in which mobs  were             designated in the quest script.
Counting   starts at 1.&nbsp;           </td>













                               </tr>













                              <tr>













                                <td>             $[[num] [*/quest name]]
          </td>













                                <td>             An item name from the given
 quest,   if the quest  is running.             The number corresponds to
the order   in which items  were             designated in the quest script.
Counting   starts at 1.           </td>













                              </tr>













                                                                        
                                                                        
                                                                       
        
        
        
        
        
        
        
        
        
        
        
        
        
        </tbody>                                                         
                                                                        
                      
      
      
      
      
      
      
      
      
      
      
      
      
      
      </table>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       Any of the above codes may be followed by a period and a
literal       number to designate a particular word inside a string of many
       words. For instance, if $o evaluates to "a magic wand", then $o.1
      would evalulate to "magic". If $l evaluated to "orc bob hassan",  
    then $l.2 would give "hassan". This can be very useful when used    
  with the $l or $L codes to iterate through the contents of a       room.
This syntax can also be used to generate substrings by       following the
number with two periods "..". For instance, of $l       evaluates to "orc
bob hassan", then $l.1.. would give "bob       hassan".     </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p><a name="percentCode">&nbsp;</a>       The last code we are going
     to discuss is also the most powerful.       It allows you to fill in
a  value   from a function call. The format       of this code is as follows:
            </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <table bgcolor="#add8e6" border="1" width="100%">













                            <tbody>













                              <tr>













                                <td width="25%">             $%[function
name]([parameters])%               </td>













                                <td>             This will replace the code 
with   a value from  one of the             internal functions listed below. 
While   the names  are  the             same as the eval functions used in 
IF statements,   their              parameters will be slightly different. 
          </td>













                              </tr>













                                                                        
                                                                        
                                                                       
        
        
        
        
        
        
        
        
        
        
        
        
        
        </tbody>                                                         
                                                                        
                     
      
      
      
      
      
      
      
      
      
      
      
      
      
      </table>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       The [function name] must be the name of one of the functions 
           listed in the following chart. All functions must have       parenthesis
     after their names, and most functions require one or       more parameters
     inside the parenthesis.     </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       The parameters usually include a [code]. This may be either
     the       string name of either a mob or an item (whichever is appropriate 
           to the function), or a code from the previous chart which     
 represents   a mob or an item. The description for each function       will
 specify whether   mob names or codes representing mobs are       more appropriate,
  or whether   item names or codes representing       items are more appropriate.
      </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       Here is an example of this code being used in a say statement: 
         </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>say I am $%isgood($i)% and my favourite number is $%rand()%.<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>        This string would replace the $%.. codes with the results
     of the       given function calls.     </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       Here is the list of accepted functions for the $% code. Where 
           'monster' is referred to below, you may assume this to be     
 whatever   object (mob, item, room, exit) which has the Scriptable     
 behavior on   it. Usually this is an npc mob. In the case of an       item, 
 it refers to  a mob who takes the place of the item for       scripting purposes.
 For this  reason, using $i and $I codes, or       using functions which
only   return  information about the scripted       monster when an item
is being   scripted  is totally useless.     </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <table bgcolor="#90ee90" border="1" width="100%">













                            <tbody>













                               <tr>













                                <td width="25%">             AFFECTED([code]) 
           </td>













                                <td>             Returns the name of a random 
 spell   affect on  the given mob             or item.           </td>













                              </tr>













                              <tr>













                                <td>              BASECLASS([code])     
                 </td>













                                <td>             Returns the base class of
the   given  mob.           </td>













                              </tr>













                              <tr>













                                <td>             CALLFUNC([function name]
[parms])                          </td>













                                 <td>             Calls the FUNCTION_PROG
of  the   given name,  with the given             parameters, and returns
the  value   returned by the program              using the RETURN statement.
          </td>













                              </tr>













                              <tr>













                                <td>             CLAN([code])           </td>













                                <td>             Returns the clan of the
given   mob.                        </td>













                               </tr>













                              <tr>













                                <td>             CLANRANK([code])       
               </td>













                                <td>             Returns the rank of the
given   mob  in their clan.            </td>













                              </tr>













                              <tr>













                                 <td>             CLANDATA([clan code] [variable])
                         </td>













                                <td>             Returns data about the given 
 clan.   See CLANDATA  function             below for variables.         
             </td>













                              </tr>













                              <tr>













                                <td>             CLASS([code])          
            </td>













                                 <td>             Returns the class of the
given    mob.           </td>













                              </tr>













                              <tr>













                                <td>             CURRENCY([code])       
               </td>













                                <td>             Returns the native currency
 of  the  given mob  or coins.           </td>













                               </tr>













                              <tr>













                                <td>             DEITY([code])          
            </td>













                                <td>             Returns the deity of the
given   mob.            </td>













                              </tr>













                              <tr>













                                 <td>             EVAL()           </td>













                                <td>             Not implemented -- do not
use.             </td>













                              </tr>













                              <tr>













                                <td valign="top">EXP([code])<br />













                                </td>













                                <td valign="top">Returns the experience points
  of  the given mob.<br />













                                </td>













                              </tr>













                              <tr>













                                <td>             EXPLORED([code] [areaname
or  world])             </td>













                                 <td>             Returns the % the given
mob  has  explored of  the world or             the specified area.     
                 </td>













                              </tr>













                              <tr>













                                <td>             FACTION([mob code] [faction
 id])                         </td>













                                <td>             Returns the range name for 
the   given  mob within  the given             faction.           </td>













                               </tr>













                              <tr>













                                <td>             GOLDAMT([code])        
  </td>













                                <td>             Returns the total value
of the   money  the given  mob has, or             value of item, expressed 
in base   gold.                        </td>













                              </tr>













                              <tr>













                                 <td>             GSTAT([code] [stat variable]) 
            </td>













                                <td>             Value of the given stat
variable    for the given  mob or item.             For example: <em>$%GSTAT($i
strength)%</em>    See the MPGSET             command below for a complete
list of variables.              </td>













                              </tr>













                              <tr>













                                 <td>             HAS([code])           </td>













                                <td>             Returns the name of a random 
 item  in the scripted  monsters             inventory.           </td>













                              </tr>













                              <tr>













                                <td>             HASNUM([code] [item name]) 
          </td>













                                 <td>             Returns the number of a
given   item  in the given  mob or             rooms inventory.         
 </td>













                              </tr>













                              <tr>













                                <td>             HASTITLE([code])       
               </td>













                                <td>             Returns the selected title 
of  the  given player  mob.           </td>













                               </tr>













                              <tr>













                                <td>             HITPRCNT([code])       
               </td>













                                <td>             Return the % of hit points 
remaining    for the  given mob.           </td>













                              </tr>













                              <tr>













                                 <td>             INCONTAINER([code])   
                   </td>













                                <td>             Teturns the name of the
container    of the given  item, or the             mount of the given mob,
depending   on the code.           </td>













                              </tr>













                              <tr>













                                <td>             INLOCALE()           </td>













                                 <td>             Returns the name of the
room   type  the monster  is in             (plains, city, mountains, hills,
watersurface,    etc).           </td>













                              </tr>













                              <tr>













                                <td>             INROOM()           </td>













                                <td>             Returns the raw id of the
room   the  scripted  monster is in.           </td>













                               </tr>













                              <tr>













                                <td>             IPADDRESS([code])      
                </td>













                                <td>             Returns the ipaddress of
the  player.             </td>













                              </tr>













                              <tr>













                                 <td>             ISABLE([code] [skill name]) 
           </td>













                                <td>             Returns the given mobs proficiency 
   in the given               skill/spell/ability.           </td>













                              </tr>













                              <tr>













                                <td>             ISALIVE([code])        
  </td>













                                 <td>             Returns the health of the 
given   mob.           </td>













                              </tr>













                              <tr>













                                <td>             ISBEHAVE([code])       
               </td>













                                <td>             Returns the class ids of
the  behaviors   on the  given mob or             item.           </td>













                               </tr>













                              <tr>


            <td>ISBIRTHDAY([code])</td>


            <td>Returns a description of the given mobs birthday date.</td>


          </tr>


          <tr>













                                <td>             ISCHARMED([code])      
                </td>













                                <td>             Returns the name of the
charm   spell  the mob  is under.           </td>













                              </tr>













                              <tr>













                                 <td>             ISDAY()           </td>













                                <td>             Returns word the word day
or  the  word evening.             </td>













                              </tr>













                              <tr>













                                <td>             ISEVIL([code])         
 </td>













                                 <td>             Returns the short alignment 
 string   of the given  mob.           </td>













                              </tr>













                              <tr>













                                <td>             ISFIGHT([code])        
  </td>













                                <td>             Returns the name of the
creature    the given mob  is fighting,             or nothing otherwise.
                      </td>













                               </tr>













                              <tr>













                                <td>             ISFOLLOW([code])       
               </td>













                                <td>             Returns the name of the
creature    the given mob  is             following, or nothing otherwise.
                      </td>













                              </tr>













                              <tr>













                                 <td>             ISGOOD([code])        
  </td>













                                <td>             Returns the alignment string 
 of  the given mob.             </td>













                              </tr>













                              <tr>













                                <td>             ISHERE()           </td>













                                 <td>             Returns the name of the
area   the  scripted  monster  is in.           </td>













                              </tr>













                              <tr>













                                <td>             ISIMMORT([code])       
               </td>













                                <td>             not implemented.       
               </td>













                               </tr>













                              <tr>








            <td>ISLIKE([zapper mask])</td>








            <td>Returns human-readable description of the given mask.</td>








          </tr>








          <tr>













                                <td>             ISLOCKED([code or direction])
            </td>













                                <td>             Returns the key name if
the  given   container  name or             direction has a lock. The code
may  refer to  an item             container with a lock, or a direction
name,  such as north,              south, east, etc.           </td>













                              </tr>













                              <tr>













                                 <td>             ISMOON()           </td>













                                <td>             Returns the moon phase description. 
             </td>













                              </tr>













                              <tr>













                                <td>             ISNAME([code])         
 </td>













                                 <td>             Returns the real/full name
 of  the  given object.             </td>













                              </tr>













                              <tr>













                                <td>             ISNEUTRAL([code])      
                </td>













                                <td>             Returns the alignment number 
 of  the given mob  (0-1000).           </td>













                               </tr>













                              <tr>













                                <td>             ISNPC([code])          
            </td>













                                <td>             Not implemented -- do not
use.             </td>













                              </tr>













                              <tr>













                                 <td>             ISOPEN([code or direction]) 
           </td>













                                <td>             Returns "true" if the container
   item is open,  or the exit             in the given direction name is
open.              </td>













                              </tr>













                              <tr>













                                <td>             ISPC([code])           </td>













                                 <td>             Not implemented -- do not 
use..                         </td>













                              </tr>













                              <tr>













                                <td>             ISQUESTMOBALIVE()      
                </td>













                                <td>             Not implemented -- do not
use..              </td>













                               </tr>













                              <tr>
            <td>ISRECALL([code])</td>
            <td>Returns the start room of the given mob.</td>
          </tr>
          <tr>













                                <td>             ISSEASON()           </td>













                                <td>             Returns the name of the
season.              </td>













                              </tr>













                              <tr>













                                 <td>             ISSERVANT([code])     
                 </td>













                                <td>             Returns the name of the
creature    the given mob  is serving,             or nothing otherwise.
                      </td>













                              </tr>













                              <tr>













                                <td>             ISTIME()           </td>













                                 <td>             Returns the approximate
time   of  day in words.             </td>













                              </tr>













                              <tr>













                                <td>             ISWEATHER()           </td>













                                <td>             Returns a description of
the  weather   in a short  sentence.           </td>













                               </tr>













                              <tr>













                                <td>             LEVEL([code])          
            </td>













                                <td>             Returns the level of the
given   mob.            </td>













                              </tr>













                              <tr>













                  <td valign="top">MATH([expression](<br />













                  </td>













                  <td valign="top">Returns result of evaluated mathematical 
expression.  &nbsp;Use +, -, *, or \<br />













                  </td>













                </tr>













                <tr>













                                 <td>             MOBITEM([code] [integer
number])                          </td>













                                <td>             Returns the nth item owned 
by  the  given mob.            </td>













                              </tr>













                              <tr>
            <td>MOOD([code])</td>
            <td>Returns the mood of the given mob.</td>
          </tr>
          <tr>













                                <td>             NUMBER([integer number or
code])                          </td>













                                 <td>             Returns the numeric value 
of  the  given argument.             </td>













                              </tr>













                              <tr>













                                <td>             NUMITEMSMOB([code])    
                  </td>













                                <td>             Returns the number of items
 the   given mob has.             </td>













                               </tr>













                              <tr>













                                <td>             NUMITEMSROOM()         
 </td>













                                <td>             Returns the number of items
 in  the  room.           </td>













                              </tr>













                              <tr>













                                 <td>             NUMMOBS([name])       
               </td>













                                <td>             Returns the number of mobs 
in  the  world matching  the given             mob name.Can also use MASK=&lt;zapper 
mask&gt; to pick out certain kinds of mobs.           </td>













                              </tr>













                              <tr>













                                <td>             NUMMOBSINAREA([name])  
                    </td>













                                 <td>             Returns the number of mobs
 in  the  scripted  monsters area             matching the given mob name.Can 
also use MASK=&lt;zapper mask&gt; to pick out certain kinds of mobs.     
     </td>













                              </tr>













                              <tr>













                                <td>             NUMMOBSROOM([*/name])  
                    </td>













                                <td>             Returns the number of mobs 
in  the  same room  as the scripted             monster, including the monster,
  whose  name or  display text             matches the name pattern.&nbsp;Can 
also use MASK=&lt;zapper mask&gt; to pick out certain kinds of mobs.     
     </td>













                               </tr>













                              <tr>













                                <td>             NUMPCSAREA()           </td>













                                <td>             Returns the number of pcs
in  the  same area as  the scripted             monster.           </td>













                              </tr>













                              <tr>













                              </tr>













                            <tr>













                                <td>             NUMPCSROOM()           </td>













                                <td>             Returns the number of pcs
in  the  same room as  the scripted             monster.           </td>













                              </tr>













                              <tr>













                                 <td>             NUMRACEINAREA([race name])
           </td>













                                <td>             Returns the number of mobs 
in  the  same area  as the scripted             monster whose race matches 
the  given  string.           </td>













                              </tr>













                              <tr>













                                <td>             NUMRACES([race name])  
                     </td>













                                 <td>             Returns the number of mobs
 in  the  world whose  race matches             the given string.       
   </td>













                              </tr>













                              <tr>













                                <td>             POSITION([code])       
               </td>













                                <td>             Returns the sitting/standing/sleeping 
   position  name of the             given mob.           </td>













                               </tr>













                              <tr>













                             <td>PRACS([code])</td>













                             <td>Returns the number of practices the given
mob   has.</td>













                           </tr>













                           <tr>













                                <td>             QUESTITEM()           </td>













                                <td>             Not implemented -- do not
use.             </td>













                              </tr>













                              <tr>













                                 <td>             QUESTMOB()           </td>













                                <td>             Not implemented -- do not
use.             </td>













                              </tr>













                              <tr>













                             <td>QUESTPOINTS([code])</td>













                             <td>Returns the number of quest points the given 
 mob  has.</td>













                           </tr>













                           <tr>













                                <td>             QUESTWINNER()          
            </td>













                                 <td>             Not implemented -- do not 
use.             </td>













                              </tr>













                              <tr>













                          <td>QVAR([*/quest name] [var])</td>













                          <td>Returns value of one of the internal Quest
variable    strings, See MPQSET for more info.</td>













                        </tr>













                        <tr>













                                <td>             RACE([code])           </td>













                                <td>             Returns the name of the
race  of  the given mob.             </td>













                               </tr>













                              <tr>













                                <td>             RACECAT([code])        
  </td>













                                <td>             Returns the racial category
 of  the  given mob.             </td>













                              </tr>













                              <tr>













                                 <td>             RAND()           </td>













                                <td>             Returns random number between
  1  and 100.           </td>













                              </tr>













                              <tr>













                                <td>             RAND0NUM([integer number
or  code])                         </td>













                                 <td>             Returns a random number
from   0..given  value-1.             </td>













                              </tr>













                              <tr>













                                <td>             RANDNUM([integer number
or code])                         </td>













                                <td>             Returns a random number
from  1..given   value.            </td>













                               </tr>













                              <tr>













                                <td>             ROOMITEM([integer number]) 
          </td>













                                <td>             Returns the name of the
nth  item   in the same  room as the             scripted monster.      
    </td>













                              </tr>













                              <tr>













                                 <td>             ROOMMOB([integer number]) 
          </td>













                                <td>             Returns the name of the
nth  mob   in the same  room as the             scripted monster.       
   </td>













                              </tr>













                              <tr>













                                <td>             SEX([code])           </td>













                                 <td>             Returns the sex of the
given   mob.                        </td>













                              </tr>













                              <tr>













                                <td>             STAT([code] [stat variable]) 
           </td>













                                <td>             Returns the value of the
given   stat  for the  given object,             mob, or item. See MPSTAT
in the  section  on Commands  for              more information.        
  </td>













                               </tr>













                              <tr>













                                <td>             STRIN([string] [string])
                      </td>













                                <td>             Returns the word number
(0..n)   where  the second  string             appears in the first. This
function   deals in whole words               only.           </td>













                              </tr>













                              <tr>













                             <td>TRAINS([code])</td>













                             <td>Returns the number of training points the
given    mob has.</td>













                           </tr>













                           <tr>













                                 <td>             VALUE([code] [currency
name])             </td>













                                <td>             Returns the base value of
the   mob  or coins but  only in the             given currency.        
  </td>













                              </tr>













                              <tr>













                                <td>             VAR([code] [variable name])
           </td>













                                 <td>             Returns the value of the
given    variable. See  MPSETVAR in             the section on Commands for
more  information.            </td>













                              </tr>













                              <tr>













                                <td>             WORN([code])           </td>













                                <td>             The name of a random worn
item   in the given  mobs inventory.           </td>













                               </tr>













                                                                        
                                                                        
                                                                       
        
        
        
        
        
        
        
        
        
        
        
        
        
        </tbody>                                                         
                                                                        
                     
      
      
      
      
      
      
      
      
      
      
      
      
      
      </table>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h2>       <a name="commands">Scripting Commands</a>     </h2>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       Commands inside your scripts should each be terminated by
     a       carriage return (ENTER) or a semicolon, depending upon the manner 
           in which your script is presented.     </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       Commands are of two general types: MUD Commands, and MOBPROG
     (MP)       Commands.     </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       MUD Commands you should already be familiar with, as they
     include       commands such as GET, PUT, SAY, DROP, etc. It is not within
     the       scope of this document to list or describe the standard MUD
       Commands. The help files inside the mud itself can do a far      
better      job. It is sufficient to say that issuing the command in    
  your script      cause the scripted mob to attempt to perform the     
 command exactly   as   it is written. If you enter a script line such  
    as:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>get sword<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       .. and there is a sword, the mob will get it. If there is
     NO       sword, the mob will not appear to be doing anything at all.
          </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       MP Commands are what we will be discussing in more detail
     here.       Like MUD Commands, they each have a syntax and structure
which           must be followed.     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>commandword parameter1 parameter2 ... parametern<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       Like MUD Commands, MP Commands all have a key command word 
           followed by one or more parameters. As in MUD Commands, those 
     parameters are delimited by spaces. If you need to specify a       single
    parameter which contains a space, you would put double       quotes (")
  around  the parameter.     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>say "the scary monster" hi!<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       In an MP Command, however, this is not true. In an MP Command, 
           the single quote (') is used around a parameter when it contains 
        spaces. Keep this difference in mind when writing your scripts,  
    lest you run into problems. This difference is actually more       important
     with MP Functions. This is because most MP Commands       only have
one    parameter,  so that parameter word grouping using       quotes is
usually    not necessary.      </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="if">if, else, endif</a></h3>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       Usage:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>if [condition]<br />[commands]<br />else<br />[commands]<br />...<br />endif<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       The if command is the cornerstone of Scripting, and the 
     only other condition mechanism outside of the MPWHILE command.     
 The way the if command works is by deciding whether or not the       condition
     that is given is true, and if so, executing the       commands following
    the if condition. When the condition is not       true, the commands
before     an endif statement or, (if given), an       else statement are
not executed.      If an else statement lies       between an if statement
and the endif  statement,    then the       statements between the else statement
and the  endif statement          will be executed whenever the condition
is false,  but not ever if        the condition is true. Either way, statements
after  an endif       statement are executed regardless.     </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       Every if statement MUST have a corresponding endif      
statement somewhere after it. The else statement is completely       optional,
but if it is used, it must be between the if statement       and the endif
statement. A BREAK statement may be included inside       an IF..ENDIF block
to skip the remaining statements in that       block.     </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       Of course, everything that happens or doesn't happen in an 
           if condition depends on the condition itself. Every condition 
     consists of a valid function name followed by an open       parenthesis,
     followed by any parameters required by that       function, and a close
   parenthesis.  A simple example is       below:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>if sex($n == M)<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       In this example, the sex function is called to determine 
     whether $n (which is a variable representing the cause of a       trigger)
     is male. If the mob who caused the trigger is male, the       condition
   is  true. Otherwise it is false. In the particular       function above,
  the '==' symbols mean 'equal to'.     </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       Conditional statements may be negated using the "!"     
 character as follows:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>if !sex($n == M)<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       In this case, the condition evaluates to false if the   
   mob who caused the trigger is male, and true       otherwise.     </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       Conditional statements may contain more than one function 
           call if they are separated by the key words 'and' or 'or'. In the
         case of an 'and' key word, the condition evaluates to true if the
       functions on either side both evaluate to true, and it evaluates 
     to false otherwise. In the case of the 'or' key word, the       condition
     evaluates to true if either of the functions on either       side evaluate
     to true, and false otherwise. Here are some       examples of those
in   use:       </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>if sex($n == F) or race($n == Harpy)<br /></pre>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>if sex($n == M) and isevil($n)<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       Lastly, conditional statements may group together their 
     function calls using parenthesis. This can be used to ensure that  
    certain sets of function calls are evaluated together, while       others
     are not. For instance:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>if sex($n == M) or isevil($n) and race($n == Harpy)<br /></pre>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>if ( sex($n == M) or isevil($n) ) and race($n == Harpy)<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       In these examples, if $n happens to refer to a Good Male 
     Gnome, then the first statement would evaulate to true, while the  
    second statement would evaluate to false. This is because the       parenthesis
force the sex and isevil checks to be evaulated first       in the second
example.     </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       Please see the section below on functions for a list of the 
           conditional functions and their uses.</p>







      
      
      
      
      
      
      
      <h3><a name="switch">switch, case, default, endswitch</a></h3>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       Usage:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>switch [variable]<br />case [value]<br />[commands]<br />case [value]<br />[commands]<br />case [value]<br />[commands]<br />...<br />endswitch<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
The switch command is an alternative to the if/endif syntax above for
comparing a single variable to many different variables. &nbsp;A switch
statement is essentially a stand-in for this syntax:<br />







      <br />







      
      
      
      
      
      
      
      <pre>if VAR($i MYVAR == 'value1')<br />  [commands1]<br />else<br />  if VAR($i MYVAR == 'value2')<br />    [commands2]<br />  else<br />    if VAR($i MYVAR == 'value3')<br />      [commands3]<br />    else<br />      [commands4]<br />    endif<br />  endif<br />endif<br /></pre>







Notice how, in the above example, we are comparing the same variable
over and over again to different values, and doing something different
depending on that value. &nbsp; This is what the switch command allows
you to do without having to nest so many if-statements. &nbsp;Here
would be the equivalent switch statement to the above:<br />







      
      
      
      
      
      
      
      <pre>switch $%VAR($i MYVAR)%<br />case 'value1'<br />[commands1]<br />case 'value2'<br />[commands2]<br />case 'value3'<br />[commands3]<br />default<br />[commands4]<br />endswitch<br /><br /></pre>







In the above <span style="font-weight: bold;">switch</span> statement, we declare the value we wish to check after the key word <span style="font-weight: bold;">switch</span>, which is the value of the variable $i MYVAR. &nbsp;In the ensueing <span style="font-weight: bold;">case</span> statements, we declare what we want the value of $i MYVAR to be equal to in order for the commands which follow the <span style="font-weight: bold;">case</span> statement to be executed. &nbsp;Each <span style="font-weight: bold;">case </span>statement defines its own value which $i MYVAR must be equal to in order for its following commands to be executed. &nbsp;The <span style="font-weight: bold;">default</span> statement is a special case is executed only if a value of $i MYVAR did not match any of the previous <span style="font-weight: bold;">case</span> values. &nbsp;Finally, the <span style="font-weight: bold;">endswitch</span> declares that no more cases will be given. &nbsp;Consider another example:<br />







      <br />







      
      
      
      
      
      
      
      <pre>switch $%RANDNUM(5)%<br />case 1<br />  [commands1]<br />case 2<br />  [commands2]<br />case 3<br />  [commands3]<br />case 4<br />  [commands4]<br />case 5<br />  [commands5]<br />endswitch<br /></pre>







In this example, we are comparing a randomly generated number from 1-5 to each of the possible values in our <span style="font-weight: bold;">case</span> statements. &nbsp;Since we have covered all possible values of&nbsp;$%RANDNUM(5)%, we do not need to include a <span style="font-weight: bold;">default</span> case.
      
      
      
      
      
      
      
      <h3><a name="for">for, next</a></h3>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       Usage:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>for $[digit] = [number] to [number]<br />[commands]<br />...<br />next<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p> The for command is the simplest way to execute one or more other 
   commands numerous times. &nbsp; It allows you to specify a numeric range 
  for the scripting engine to count from and to, executing the commands after 
  the for statement (and before the next statement) as many times as is required 
   to complete the counting. &nbsp;The value of the current digit during counting
   is stored in one of the temporary variables $0, $1, $2, $3, ...&nbsp;$9. 
  &nbsp;Here's an example:</p>













                                                                        
                                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>for $0 = 1 to 10<br />   mpecho I have done this $0 times!<br />next<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>If you execute the above script, you will see the mpecho command 
   repeated 10 times, which is one time for every digit between 1 and 10. 
&nbsp;Each   time it executes the mpecho command, the value of the temporary 
variable  $0 will be incremented. &nbsp;That's the basics, simple huh?</p>













                                                                        
                                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>For loops can be nested, so long as all of the outer for loops are 
   using&nbsp;different temporary variables than the inner ones. &nbsp;Since 
   there are 10 temporary variables, this gives you a limit of a nested depth 
   of 10. &nbsp;</p>













                                                                        
                                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>The two number expressions can be literal numbers as shown above, 
   or any expression which might evaluate to a number, such as $% syntax. 
&nbsp;Here's   an example of what I mean:</p>













                                                                        
                                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>for $0 = 1 to '$%NUMMOBSROOM(*)%'<br />   mpecho $%ROOMMOB($0)% is here.<br />next<br /></pre>













                                                                        
                                                                        
                                                                        
     
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p> You'll see that the NUMMOBSROOM() function is used here to return 
   the number of mobs in the room, so we can count them. &nbsp;Each one we 
 count,  we can pass the $0 variable used in this loop to the ROOMMOB() function 
 to  get their name. </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       Please see the section below on functions for a list of the&nbsp;functions 
   and their uses.</p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="script">&lt;SCRIPT&gt;</a></h3>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       This       command denotes the beginning of a section of
ECMA Javascript.       Any lines of text following this command, and before
the       adjoining &lt;/SCRIPT&gt; command will be assumed to be       executable
     Javascript. These commands can only be embedded in       standard event
   handlers  as described       above.     </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       Javascript is a wholly different language than the      
standard Scriptable/MOBPROG language described in this document.       You
should read the JavaScripting section of the CoffeeMud       <a href="Programming.html">       Programming Guide</a> for more information,
     as well       as the following web sites which discuss the usage and
syntax     of       the Javascript language itself: <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>       After you've read the       above documentation, there are
     still a few small details to be       aware of before getting started.
  One   is that the Scriptable behavior will       provide certain methods
 for accessing   important event-related       objects from inside your Javascript.
   These  include the object       functions source(), target(), host(),
monster(),     item1(),       item2(), and message(). Another important detail
is that         Javascript variables defined will be lost from execution
to       execution,    even of the same script. For this reason, additional
      methods String    getVar(String host, String variableName),       and
void setVar(String host,   String variableName, String       value) have
been provided to save the variables  globally.       The last important detail
relates to semicolon  characters.  It is       lucky that Javascript does
not require them, because  the       Scriptable behavior will strip them
out as part of its command       parsing  process. For this reason, if you
absolutely must keep a       semicolon ANYWHERE  in your javascript, whether
as part of a       displayable  string, or a line   delimeter, it must be
escaped:       \;     </p>













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













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>GREET_PROG 100<br />mpecho Greetings $n! This command is mpecho, a mobprog command!<br /><br />&lt;SCRIPT&gt;<br />var greetedBefore=getVar(source().Name(),"GREETEDBEFORE");<br />source().tell("However, this greeting comes from Javascript!");<br />if(greetedBefore == 'true')<br />  source().tell("We've met before\; we will meet again!!");<br />else<br />  setVar(source().Name(),"GREETEDBEFORE","true");<br />&lt;/SCRIPT&gt;<br /><br />if var($n GREETEDBEFORE == true)<br />  mpecho The variable set in Javascript can be read here in mobprog land also!<br />endif<br />~<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="mpaffect">mpaffect</a></h3>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       Usage:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>mpaffect [spell name] [target] [parameters]<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       This command will put the target under the affect of the 
     given spell, chant, prayer, song, skill, or CoffeeMud property.    
  This is not the same as someone casting the given spell on the       target.
     Instead, this command causes the target simply to come       under the
  affect   (as if the whole casting process were skipped).       This means
  that not   all spells will work with this command.       Fireball, for
instance,   since   it has no effect after casting,       would do nothing
under this   command.   The parameters given apply       specifically to
CoffeeMud properties,   and   are unnecessary for       most spells, chants,
etc.     </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       EXAMPLES:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>mpaffect Invisibility $n<br />mpaffect Prop_PracticeDummy $n KILLABLE<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="mpalarm">mpalarm</a></h3>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       Usage:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>mpalarm [ticks] [command]<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       This very simple command will wait the given number of  
    ticks (4 second intervals) before executing the command given in    
  the parameters. This command does NOT end execution. Any commands     
 after mpalarm will be executed immediately. It is only the       command
given in the mpalarm parameters that will be executed       after the delay.
It is for this reason that the trigger type       function_prog exists: namely
     to allow you to execute the group of       instructions in the function_prog
     after some delay.     </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       EXAMPLES:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>mpalarm 10 say umm.. what was the question?<br />mpalarm 30 mpecho You think you heard something.<br />mpalarm 30 mpcallfunc myfunction<br /><br /></pre>













                                                                        
                                      
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="mpalarm">mpargset</a></h3>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       Usage:     </p>













                                                                        <span style="font-family: monospace;">mpargset [$var] [value or $var]</span><br />













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p> This powerful but complex command is used to change one of the internal
object variables, such as $n, $i, $t,&nbsp;$o, $p, $d, $0..$9, to point to
a different object. &nbsp;This can then affect subsequent commands that refer
to them. &nbsp;While $0..$9 may be set to any value, the standard $n..$d
variables must be set to an object of the same kind. </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       EXAMPLES:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>mpargset $o $p <br />mpargset $0 $n<br />mpargset $1 $0<br />mpargset $0 'my value'<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="mpasound">mpasound</a></h3>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       Usage:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>mpasound [text string]<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       This command will echo the text string to all of the rooms 
           adjacent to the one the mob is in, much like the echo when a mob 
        yells. This can be useful for creating dramatic deaths from mobs, 
      or for use with mobs such as a wandering minstrel or the like.     
     </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       EXAMPLES:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>mpasound You hear a scream from nearby!<br />mpasound A delightful music fills the air from somewhere near here.<br />mpasound The drunken hollering of $n can be heard nearby.<br />mpasound The earth thunders as $n's corpse falls to the ground nearby.<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       SPECIAL NOTES: Keep in mind that mpasound does not echo to
     those       in the room with the mob, only to rooms adjacent to it.
So   if   you       want people in the room to hear the mpasound too, you'll
need   to        use an mpecho as well.     </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="mpat">mpat</a></h3>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       Usage:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>mpat [destination] [command]<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       Performs the desired command at a designated location. The 
           destination can be either a room id, a key word from the room 
     description, or the name of a mob. The command can be just about   
   anything you want it to be. This command is very useful for doing    
  slight of hand kind of tricks with mobs by performing actions       away 
 from the player, or doing things elsewhere in the zone for       you. It 
has many potential uses.     </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       EXAMPLES:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>mpat MyArea#1232 unlock door<br />mpat guardone poke guardone<br />mpat 'a lovely pool' mpechoat $n You feel weakened from your escape.<br />mpat Sewers#1252 drop all<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       SPECIAL NOTES: When using mpat, it is not a bad idea to give
     your       mobs specific, unique keywords so they can be manipulated
with     no       error. The command is usually essential for zones that
have       complicated quests, and can be used to trigger other mobs, unlock
      and open doors and chests away from the mob, and a variety of     
 other     things.     </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="mpbeacon">mpbeacon</a></h3>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       Usage:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>mpbeacon [destination] [target]<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       This command changes the recall/start room of the target,
     which       must be a player.     </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       EXAMPLES:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>mpbeacon MyArea#1232 all<br />mpbeacon guardone $n<br />mpbeacon 'a lovely pool' $n<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="mpbehave">mpbehave</a></h3>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       Usage:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>mpbehave [behavior id] [target] [parameters]<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       This command will put the target under the affect of the 
     given CoffeeMud behavior. The parameters given apply specifically  
    to CoffeeMud behaviors. The Archon may use LIST BEHAVIORS, and      
AHELP [behavior name] for more information.     </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       EXAMPLES:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>mpbehave Aggressive $n<br />mpbehave Mobile $n<br />mbehave Scriptable $n ONCE_PROG;say hello;~;<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="mpcallfunc">mpcallfunc</a></h3>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       Usage:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>mpcallfunc [function name] [parameters]<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       This command allows you to execute a group of other     
 predefined commands without typing them all again. This is done       by
first defining a group of commands using the trigger       function_prog.
Once it is defined, the commands inside the       function_prog may be executed
     by placing mpcallfunc followed by       the function_prog's name parameter
     into another set of commands.       This is useful for executing a set
  of   commands that would       normally have to be typed identically into
  your   triggers over and       over again. It is especially useful when
used  in  conjunction with       commands like mpalarm. The parameters passed
into   the mpcallfunc       can be referenced using the $g and $G codes.
    </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       EXAMPLES:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>mpcallfunc CompleteTask $n 'my house'<br />mpcallfunc MyFunction<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="mpcast">mpcast</a></h3>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       Usage:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>mpcast [spell] [target]<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       This command causes the host mob to cast the given spell, 
           chant, prayer, song, or use the given skill against the given 
     target. Unlike using the mundane cast command, this scripting      
form    does not require the mob to actually have the skill.       Although 
there    is still the 1-in-20 chance of failure of any       skill, and the 
level   of the host will affect the probability of       success.     </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       EXAMPLES:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>mpcast fireball $r<br />mpcast 'stinking cloud'<br /></pre>













       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="mpchannel">mpchannel</a></h3>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       Usage:     </p>













                                                                        
                                                                        
                <span style="font-family: monospace;">mpchannel [channel
name] [message]<br />













       </span><span style="font-family: monospace;">mpchannel ![channel name]
[message]<br />













       </span>       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>This command causes the host mob to send a message to the given
public channel, overriding any&nbsp;read-only restrictions which may be established.
If the channel name is preceded by a !, then the message will be unattributed,
a system message. </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       EXAMPLES:     </p>













                                                                        
                                                                        
                mpchannel gossip Hello all!<br />













 mpchannel !info Somewhere, a script is running.                        
                                                                        
                                                                        
  
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="mpclose">mpclose</a></h3>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       Usage:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>mpclose [target]<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       This command closes a lid on a container, or the door on
an       exit. This command has no effect if there is no lid or door, or
      it is already closed.     </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       EXAMPLES:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>mpclose $xN<br />mpclose the magic door<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="mpdamage">mpdamage</a></h3>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       Usage:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>mpdamage [target] [min amount] [max amount]<br />mpdamage [target] [min amount] [max amount] kill<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       This command does damage to a mob or item specified as the 
           target. The amount of damage will be randomly between the min and
         max amounts. This command, by default, will never ever kill the
      target UNLESS the parameters are followed by the word kill as     
 shown    in the example below. Also, this command will treat any       items
that   do not normally display a condition (like mundane       items, wands,
etc)   as having 1 hit point. Other items (weapons,       armor) will have
a number    of hit points equal to their condition.       This command is
useful not   only for hurting mobs, but for       scratching up their armor
when acid  falls from the ceiling or       something similar.     </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       EXAMPLES:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>mpdamage $r 1 10 KILL<br />mpdamage $n 10 50<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="mpdisable">mpdisable</a></h3>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       Usage:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>mpdisable [target] [spell]<br />mpdisable [target] [expertise]<br /><br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       This command causes the target mob to lose the spell,   
   skill, prayer, expertise, etc specified. It does nothing if the mob does
not       have the skill. Skills can be granted using the mpenable      
command.          </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       EXAMPLES:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>mpdisable $n fireball<br />mpdisable $n pass door<br />mpdisable $n STEALTHY3</pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="mpecho">mpecho</a></h3>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       Usage:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>mpecho [text string]<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       Quite simply, the mpecho command sends a message to the room
     of       the mob. This message can be anything you like. It supports
all          of the character codes the mud uses, and can also use variables 
       set by the mpsetvar command. This has a wide range of uses, from  
    setting background noise to a mob, to allowing the mob to express   
   itself safely as if speaking. The mpecho command does not set off    
  speech_progs,  although it does set off act_progs.     </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       EXAMPLES:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>mpecho $i says, &lsquo;Hey how's it going?'<br />mpecho A blast of strong wind rushes into the room suddenly!<br />mpecho $i hisses, &lsquo;So, $n, you've come to face me&hellip;'<br />mpecho A dagger flashes into $i's hand, and $j snickers softly.<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       SPECIAL NOTES: Using mpecho $i says, &lsquo;blah' is a safe way
     to have       a mob talk. Anytime you want to have a mob say something,
   you        should use this, unless you want it to trigger speech_progs.
       Also, remember that whatever is mpechoed is seen be everyone in  
    the  room exactly the same. So if you want a message that targets   
   a specific  person, see the mpechoat and mpechoaround commands.     </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="mpechoaround">mpechoaround</a></h3>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       Usage:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>mpechoaround [target] [text string]<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       This command is similar to the mpecho command, but instead
     of       echoing to everyone in the room, can be used to echo to everyone 
           BUT the targeted person. Why would you do this? If used in    
  conjunction  with the mpechoat command, you can create text       strings 
  which look right  to everyone involved. The way to make       mpechoaround 
  do this is to use  the mpat command.     </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       EXAMPLES:     </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>      mpechoaround $n You hear voices speaking all around you.<br />      mpechoaround $n $N cringes as a poisoned dart strikes $s chest!<br />      mpechoaround $n A pile of rocks rains down upon $n!<br />      mpechoaround $n A circle of light surrounds $n, and then $e vanishes.<br />    </pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="mpechoat">mpechoat</a></h3>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       Usage:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>mpechoat [target] [text string]<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       This command functions similar to the mpecho command, but
     can be       used in such a way that only the targeted person or place
  sees         the text string. This is useful for cutting down on spam from
        greet_prog mpechos, for example, as well as personalizing the   
   text   string for all parties involved in conjunction with the       mpechoaround
     command. It also allows mobs to emulate the announce       command.
The    target  may be a local mob name, the word "world",       the word
"area",    a room id, or an area name.     </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       EXAMPLES:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>mpechoat $n You hear voices speaking all around you.<br />mpechoat $n You cringe as a poisoned dart strikes you in the chest!<br />mpechoat $n A pile of rocks rains down upon you!<br />mpechoat $n A circle of light surrounds you, and you are transported.<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="mpenable">mpenable</a></h3>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       Usage:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>mpenable [target mob] [ability] [integer proficiency] [parameters]<br />mpenable [target mob] [expertise name]<br />mpenable [target mob] [ability] [++integer proficiency] [parameters]<br />mpenable [target mob] [ability] [--integer proficiency] [parameters]<br /><br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p> This command grants a skill, spell, prayer, chant, song, expertise,
or other    ability to the target mob, or can be used to modify the proficiency
of an   existing skill. This acts like a forced 'GAIN' command, giving the
target    the skill permanently. The proficiency parameter should be between
0 and   100 when adding a new skill, or ++ followed by an adjustment integer,
or  -- followed by an adjustment integer. The final parameters       are
optional.   Abilities can be removed with the mpdisable       command.  
   </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       EXAMPLES:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>mpenable $n Fireball 100<br />mpenable $n 'Summon Elemental' 0 EARTH<br />mpenable $n 'Summon Elemental' ++20<br />mpenable $n 'Summon Elemental' --5<br />mpenable $n STEALTHY3<br /><br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="mpendquest">mpendquest</a></h3>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       Usage:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>mpendquest [quest name]<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p> This command forces a Quest which is in progress to shut itself 
   down gracefully, removing its specific mobs, items, and properties from 
 your  map. &nbsp;If the Scriptable behavior was granted as part of a Quest, 
 then  * may be substituted for the questname. </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       EXAMPLES:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>mpendquest smurfocide<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="mpexp">mpexp</a></h3>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       Usage:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>mpexp [target] [exp amount]<br />mpexp [target] [pct exp to next level%]<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       This command gives an amount of experience to the target,
   or a percentage of the experience they need to the next level.   This
is         a useful command to use to award players for completing in  zone
      quests, etc. that you have set up. If you want to award more      
experience    than the capped amount, you can have the mob give       several
  experience    awards in a row. It is best when you award an       experience
  award to   give some sort of message to the player about       why they
are   receiving    the award.     </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       EXAMPLES:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>mpexp $n 500<br />mpexp $n 10%<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       SPECIAL NOTES: Players can level off of these experience
awards,       just as if they had killed something. Be careful with this
      command. You don't want to give out awards for every little thing 
     characters do, nor do you want to give large awards for menial     
 tasks. You also will, of course, not want to make it so a mob can      
accidentally give the same award over and over endlessly, or       something
equally abusable.      </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="mpfaction">mpfaction</a></h3>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       Usage:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>mpfaction [target mob] [faction id] [new value, range, or +--change]<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       This command forces the victim to gain the given faction,
     and the       given value within it. The target can be a character variable
     or       a keyword of a mob. The faction id is the Faction to give to
 the          player or mob. The new value, difference, or range may be a
positive    numeric value, a negative numeric value, it may be the name of
one of the    faction ranges, or it may be a difference expressed by +number
or by --number    (two - characters are required to distinguish a negative
difference from   a single negative numeric value). This command can    
  be used to introduce    a player to a faction they otherwise would    
  not be able to gain, or   it can be used in combination with the      
FACTION function to modify the  value of a faction.     </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       EXAMPLES:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>mpfaction $n alignment.ini 1000<br />mpfaction $n alignment.ini -50000<br />mpfaction $i alignment.ini 'pure goodness'<br />mpfaction $n alignment.ini +1<br />mpfaction $n alignment.ini -1<br /><br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="mpforce">mpforce</a></h3>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       Usage:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>mpforce [target] [command]<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       This command forces the victim to do the designated command.
     The       target can be a character variable or a keyword of a mob.
This           command has a lot of uses, but is mostly use in combat to
do       particularly nasty things, like force the player to heal the mob,
      etc. It can also be used to trigger other mobs by forcing them to 
     perform  a specific action which triggers an act_prog.     </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       EXAMPLES:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>mpforce $n flee<br />mpforce $i sleep<br />mpforce guardtwo poke self<br />mpforce $n cast "heal serious" $i<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       SPECIAL NOTES: Remember that whatever you force something
     to do,       it needs to be typed out exactly as if they were typing
the          command themselves. That means if you want a player, for example, 
        to be forced to cast &lsquo;heal serious' on your mob, you need to make 
      sure you observe the double-quote rule for word groupings, as      
opposed  to the single quote rule for mobprog commands.     </p>













                                                                        
                                                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="mpgoto">mpgoto</a></h3>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       Usage:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>mpgoto [destination]<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       Quite simply, this command will move the mob to the designated 
           location. The destination can be a room id, keyword from a room 
       description , or keyword of a mob. There is no message given to   
   this command, so if you want there to be one, you need to include    
  an mpecho in your mobprog. This command is a good way to move       your 
  mob around your zone should you need to.     </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       EXAMPLES:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>mpgoto Area#10076<br />mpgoto guardthree<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="mpgset">mpgset</a></h3>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       Usage:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>mpgset [target] [variable] [value]<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       This powerful command lets you change all kinds of aspects
     of the       target mob or item or whatever.     </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       Valid variable names for items include: "CLASS", "USES",
"LEVEL",       "ABILITY", "NAME", "DISPLAY", "DESCRIPTION", "SECRET",   
   "PROPERWORN", "WORNAND", "BASEGOLD", "ISREADABLE", "ISDROPPABLE",    
  "ISREMOVABLE", "MATERIAL", "AFFBEHAV", "DISPOSITION", "WEIGHT",       "ARMOR",
"DAMAGE", "ATTACK", "READABLETEXT", "MINRANGE",       "MAXRANGE", "WEAPONTYPE",
"WEAPONCLASS", "AMMOTYPE",       "AMMOCAPACITY", "HASLOCK", "HASLID", "CAPACITY",
"CONTAINTYPES",       "NOURISHMENT", "RIDEBASIS", "MOBSHELD", "SENSES", "DISPOSITION",
       "LEVEL", "ABILITY", "REJUV", "WEIGHT", "HEIGHT", "ARMOR",       "DAMAGE",
     "ATTACK"     </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       Valid variable names for mobs include: "CLASS", "RACE", "LEVEL", 
           "ABILITY", "NAME", "DISPLAY", "DESCRIPTION", "MONEY",       "ALIGNMENT",
     "DISPOSITION", "SENSES", "ARMOR", "DAMAGE",       "ATTACK", "SPEED",
"AFFBEHAV",     "ABLES", "INVENTORY", "TATTS",       "EXPS", "RIDEBASIS",
"MOBSHELD", "WHATISELL",    "PREJUDICE",       "BANKCHAIN", "COININT", "LOANINT",
"IGNOREMASK", "POSTCHAIN",  "POSTMIN",         "POSTLBS", "POSTHOLD", "POSTNEW",
"POSTHELD", "ITEMINT",  "HITS",       "MANA", "MOVE", "HUNGER", "THIRST",
"FATIGUE", "STRENGTH",       "INTELLIGENCE",  "DEXTERITY", "CONSTITUTION",
"CHARISMA",       "WISDOM",  "GENDER", "PARALYSIS  SAVE", "SAVE VS FIRE",
"SAVE VS       COLD", "SAVE VS WATER", "SAVE VS GAS",  "SAVE VS MIND", "GENERAL
      SAVE", "JUSTICE SAVE", "SAVE VS ACID", "SAVE  VS ELECTRICITY",    
  "SAVE VS POISON", "SAVE VS UNDEAD", "SAVE VS MAGIC",  "SAVE VS       DISEASE",
"SAVE VS TRAPS", "MAX  STRENGTH ADJ.", "MAX INTELLIGENCE         ADJ.", "MAX
DEXTERITY ADJ.", "MAX  CONSTITUTION ADJ.", "MAX       CHARISMA  ADJ.", "MAX
WISDOM ADJ.", "SENSES",  "DISPOSITION",       "LEVEL", "ABILITY",  "REJUV",
"WEIGHT", "HEIGHT", "ARMOR",        "DAMAGE", "ATTACK", "HITS", "MANA", "MOVE",
"HUNGER", "THIRST", "FATIGUE", "BASEHITS", "BASEMANA", "BASEMOVE", "BASEHUNGER",
"BASETHIRST", "BASEFATIGUE"</p>












      
      
      
      
      
      
      
      
      
      
      
      
      <p>Valid variable names for player mobs also include: "FRIENDS",
"IGNORE", "TITLES", "ALIAS","LASTIP","LASTDATETIME", "CHANNELMASK",
"COLORSTR", "PROMPT", "POOFIN", "POOFOUT", "TRANPOOFIN",
"TRAINPOOFOUT", "ANNOUNCEMSG", "NOTES", "WRAP", "BIRTHDAY", "ACCTEXPIRATION", "INTRODUCTIONS"          </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       EXAMPLES:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>mpgset $n CHARISMA 10<br />mpgset $n NAME my name is mud<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p> SPECIAL NOTES: Be very careful with this
command when dealing with players. If used poorly it can cause bad
things to happen to them, so make sure you have good checks to ensure
they get affected correctly and fairly. </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="mphide">mphide</a></h3>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       Usage:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>mphide [target]<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       This command makes the target totally and completely    
  undetectable by any means, magical or mundane. This is useful for     
 making something "go away", but not really. mpunhide can restore       such
     a hidden thing to sight.     </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       EXAMPLES:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>mphide $n<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="mpjunk">mpjunk</a></h3>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       Usage:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>mpjunk [object]<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       This command destroys the object that the mob is referring
     to.       The object must be in the mob's inventory or part of its 
     equipment. You can also have a mob mpjunk all, which destroys      
everything     on their person. You can also do things such as mpjunk   
   all.sword  or   mpjunk all.bread, and can use the character variable 
     $o. The command     gives no message about its use, so it is a good
      way to secretly handle    the junking of items. It is useful for  
    getting rid of quest items  given  to the mob for give_progs, or if 
     you have more complicated mobs  where  you must perform some sort  
    of action in order to get its equipment,    for example.     </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       EXAMPLES:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>mpjunk chalice<br />mpjunk greatsword<br />mpjunk all.arrow<br />mpjunk all<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       SPECIAL NOTES: This command is very good for give_progs where
     you       want to destroy the thing given so it can load again or not
 be         used again by the same people. It is a good idea to give quest
       objects like that unique keywords so there is no mistaking what  
    the  mob is mpjunking.     </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="mpkill">mpkill</a></h3>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       Usage:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>mpkill [victim]<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       This command basically causes the mob to attack the victim.
     The       only real benefit of using this command is if your mob is
low          level or attacking someone under the affect of an awe spell.
      Other  than that, there is no difference between this command and 
     say, kill.      </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       EXAMPLES:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>mpkill $n<br />mpkill guardfour<br />mpkill $r<br />mpkill giant<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       SPECIAL NOTES: Really, this command doesn't get used much.
     It was       built for other MUD's which might have level requirements
  for         kill, etc. You can use it, but it more or less works exactly
 the       same as kill, murder, hit, etc.</p>













                                                                        
                                      
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="mploadquestobj">mploadquestobj</a></h3>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       Usage:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>mploadquestobj [questname] [variable expression/name] [$var]<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p> This command reads in a named object or string value for the given 
   quest, and stores it in the internal temp variable object referred to by
  $var. &nbsp;$var may be $n, $o, $p, $i, $t, $d, $0..$9. &nbsp;Normally, 
this  command only works when the object returned is of the same type as the
$var,  however, since the $0..$9 variables can hold any type of data, it
is usually  best to use one of those. &nbsp; Either way, this command can
profoundly effect subsequent commands that use the $var specified. &nbsp;The 
quest name may be the name of a loaded quest, or * if this Scriptable object 
was loaded directly by a Quest script. &nbsp;</p>













                                                                        
                                      
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>The variable expressions may be one of these standard string values 
   (non-objects): &nbsp;"CLASS", "NAME", "DURATION", "WAIT", "MINPLAYERS", 
 "PLAYERMASK",  "RUNLEVEL", "DATE", "MUDDAY", "INTERVAL"</p>













                                                                        
                                      
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>The variable expressions may also be based on one of these quest 
   objects: "LOADEDMOBS", "LOADEDITEMS", "AREA", "ROOM", "MOBGROUP", "ITEMGROUP", 
   "ROOMGROUP", "ITEM", "ENVOBJ", "STUFF" or one of the following Mystery 
quest   objects: "FACTION", "FACTIONGROUP", "AGENT", "AGENTGROUP", "ACTION", 
"ACTIONGROUP",   "TARGET", "TARGETGROUP", "MOTIVE", "MOTIVEGROUP", "WHEREHAPPENED", 
"WHEREHAPPENEDGROUP",   "WHEREAT", "WHEREATGROUP", "WHENHAPPENED", "WHENHAPPENEDGROUP", 
"WHENAT",   "WHENATGROUP", "TOOL", "TOOLGROUP". &nbsp;Some of these objects 
are actually   groups of objects, such as STUFF, LOADEDMOBS, LOADEDITEMS, 
and the ones that  end with ..GROUP. &nbsp;The ones that end in group can 
be used as-is to load  the group of objects into one of the $0..$9 vars. &nbsp;However,
you can also tack on a "#" to the end of the name to return the number of
items in the group instead of the group itself. &nbsp;After that, you can
tack on a number like "#n" to return the nth item in the group. &nbsp;See
the examples for more information on that. </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       EXAMPLES:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>mploadquestobj 'myquest' 'MOB' $t <br />mploadquestobj 'myquest' 'TOOLGROUP#' $0<br />for $1 = 1 to $0<br />   mploadquestobj 'myquest' 'TOOLGROUP#$1' $2<br />   mpecho $2 is now the $1th tool of $0 total in the myquest toolgroup.<br />next</pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="mploadvar">mploadvar</a></h3>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       Usage:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>mploadvar [mob name] [variable name]<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       This command loads a variable stored in the database using
     the       given parameters. The variable is then available to the VAR
       function, as well as the $&lt; syntax. The mob name can for a    
  variable   can be a literal name string or a code like $n or $i.      
The   variable  name must be a literal string.     </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       EXAMPLES:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>mploadvar $n KILLS<br />mploadvar guardfour RESCUES<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="mplock">mplock</a></h3>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       Usage:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>mplock [target]<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       This command locks the target item or exit. If the target
     is       already locked, or does not have a door or lock, nothing happens 
         </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       EXAMPLES:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>mplock $xN<br />mplock east<br />mplock chest<br /></pre>













               
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="mplog">mplog</a></h3>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       Usage:     </p>













                                                                        
                                                                        
         mplog&nbsp;error [module] [message]<br />













  mplog info [module] [message]<br />













                                                                        
                                                                        
              mplog debug [module] [message]<br />













                                                                        
                                                                        
              <br />













               
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p> This command outputs the given message to the coffeemud log file.
&nbsp;For debug style messages to appear, the appropriate DBGMSGS entry in
the coffeemud.ini file must be turned on. </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       EXAMPLE:     </p>













                                                                        
                                                                        
         mplog info MyQuest $n has successfully completed my quest.<br />













               
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="mpm2i2m">mpm2i2m</a></h3>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       Usage:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>mpm2i2m [target]<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       This strange command turns a target mob into an item, and
     an item       back into a mob. The target may be a mob, or an item which
    was       created with mpm2i2m or the Cage skill.     </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       EXAMPLES:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>mpm2i2m $n<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       SPECIAL NOTES: If anyone comes up with a practical use for
     this       command in an actual script, please let me know!     </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="mpmload">mpmload</a></h3>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       Usage:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>mpmload [mob name]<br />mpmload fromfile [cmare filename] [mob name]<br />mpmload fromfile [cmare filename] any<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       This command loads the mob designated by name into the room.
     If       you want the mob loaded somewhere besides the room the mpmloading 
           mob is located, you'll need to use the mpat command. This command 
         gives no message to the world, so if you want one, you'll use the 
       mpecho command. This command is useful for loading mobs to assist 
     the calling mob in combat, load in-zone quest mobs, etc. The mob   
   of that name will be searched for throughout the map, so if you      
want   to make sure the mob is available for this command, he       should 
be carefully   hidden. The fromfile syntax will allow you to       load a 
mob from a cmare   file created using the Archon EXPORT MOBS       command. 
    </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       EXAMPLES:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>mpmload the nasty bat<br />mpmload fromfile mymobs.cmare the nasty bat<br />mpmload fromfile mymobs.cmare any<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       SPECIAL NOTES: Remember that this newly loaded mob may not
     have       interacted with the world just yet, so having your mob, for
        example, mpforce it to kill $n will not work, since the new mob 
     has no idea who $n is.     </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="mpnotrigger">mpnotrigger</a></h3>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       Usage:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>mpnotrigger [trigger name] [time in miliseconds]<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       This command will prevent a scriptable event with the given 
           trigger name on the same creature to trigger for the given amount 
         of time. Where trigger name may be any of the above scriptable  
    triggers, such as "greet_prog" or "level_prog" or any other.       After
     the amount of time has passed, the trigger will be allowed.     </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       EXAMPLES:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>mpnotrigger greet_prog 10000<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       SPECIAL NOTES: This command is useful mainly to most easily 
           prevent a greet_prog from firing for an entire group, or in   
   cases where someone leaves and re-enters very quickly.     </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="mpoload">mpoload</a></h3>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       Usage:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>mpoload [item name]<br />mpoload fromfile [cmare filename] [item name]<br />mpoload fromfile [cmare filename] any<br />mpoload [item name] into [container name]<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       This command loads an item of the designated name into the 
           inventory of the mob. If you want to load an item into a room, 
      you must use the mpoloadroom command. This command gives no       message
     to the world, so if you want one you'll have to use the       mpecho
command.     This command is very useful for loading in-zone       quest
objects, mob    pelts, portals, etc. It has many, many uses.       The item
of that name   will be searched for throughout the map, so       if you want
to make sure   the item is available for this command,       it should be
carefully hidden.   The       <b>fromfile </b>syntax will allow you     
 to load an item from   a cmare file created using the Archon EXPORT    
  ITEMS command &nbsp;The         <b>into </b>syntax will allow you to load
the item into a pre-existing   container, even if the container is in the
room.     </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       EXAMPLES:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>mpoload the baseball bat<br />mpoload fromfile myitems.cmare the baseball bat<br />mpoload fromfile myitems.cmare any<br />mpoload fromfile myitems.cmare any into wooden chest<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       SPECIAL NOTES: You can do a lot with this command. There
is no       max on items loaded in this way, so keep that in mind.     </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="mpoloadroom">mpoloadroom</a></h3>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       Usage:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>mpoloadroom [item name]<br />mpoloadroom fromfile [cmare filename] [item name]<br />mpoloadroom fromfile [cmare filename] any<br />mpoloadroom [item name] into [container name]<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       This command loads an item of the designated name into the
     same       room as the mob. If you want to load an item into a mobs
      inventory, you must use the mpoload command. This command gives   
   no  message to the world, so if you want one you'll have to use      
the   mpecho  command. This command is very useful for loading       in-zone
quest   objects,  mob pelts, portals, etc. It has many, many       uses.
The item   of that name  will be searched for throughout the       map, so
if you want   to make sure  the item is available for this       command,
it should be  carefully hidden.  The <b>fromfile </b>syntax will       allow
you to load  an item from a cmare file created using the       Archon EXPORT
ITEMS command.&nbsp;The          <b>into       </b>syntax will allow you
to load the item into a pre-existing    container in the room.     </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       SPECIAL NOTES: You can do a lot with this command. There
is no       max on items loaded in this way, so keep that in mind. Using
this       command along with the mppurge command can create shifting   
   portals and the like.     </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="mpopen">mpopen</a></h3>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       Usage:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>mpopen [target]<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       This command opens a lid on a container, or the door on an 
           exit. This command has no effect if there is no lid or door, or 
       it is already open.     </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       EXAMPLES:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>mpopen $xN<br />mpopen the magic door<br /></pre>













                                                                        
                                                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="mpplayerclass">mpplayerclass</a></h3>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       Usage:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>mpplayerclass [target] [char class id] ([level] [char class id] [level] ...)<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       This command allows you to change the current character class
     of       a player, to add new character classes to a player, and to
modify            specific class levels all with one command. The first parameter 
       is the player or mobs code. The next parameter must be a valid    
  character class id, such as Fighter or Necromancer. This will       instantly 
   set that class as the targets current class, adding it       if necessary. 
   This may be optionally followed by a level integer,       which will change 
   the class level of that current class. The       level parm may then be 
 followed  by another character class id,       which will change the players 
 current  class again, and may be       followed again by a level integer 
to change  the new current       character class level, and so on.     </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       EXAMPLES:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>mpplayerclass $n Fighter<br />mpplayerclass $n Thief 20<br />mpplayerclass guardtwo Fighter 10<br />mpplayerclass $n Thief 20 Fighter 10 Mage 5</pre>













                                                                        
                                                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="mppracs">mppracs</a></h3>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       Usage:     </p>













                                                                        
                                                                        
                                                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>mppracs [target] [amount]<br />mppracs [target] ++[amount]<br />mppracs [target] --[amount]</pre>













                                                                        
                                                                        
                                                                  
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p> This command sets the mobs number of practices to the given number, 
   or adjusts their existing practices by an amount upwards or downloads depending
   on syntax. A number alone will change their existing number of practices
  to the given number. &nbsp;The ++ syntax followed by a number will raise
 their amount by the given number. &nbsp;The -- syntax followed by a number
 will lower their amount by the given number. This is a useful command to
use to award players for completing in zone quests, etc. that you have set
up. &nbsp;It is best when you reward a player using this command that you
alsogive some sort of message to the player about why they are receiving the
award.       </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       EXAMPLES:     </p>













                                                                        
                                                                        
                                                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>mppracs $n&nbsp;0<br />mppracs $n&nbsp;++3<br />mppracs $n&nbsp;--1</pre>













                                                                        
                                                                        
                                                                  
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       SPECIAL NOTES: Be careful with this       command. You don't 
   want to give out awards for every little thing       characters do, nor 
 do  you want to give large awards for menial       tasks. You also will, 
of course,  not want to make it so a mob can       accidentally give the same
award over  and over endlessly, or       something equally abusable.    
 </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="mppurge">mppurge</a></h3>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       Usage:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>mppurge [argument]<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       This command destroys the argument in the room with the mob.
     This       argument can be a mob keyword, item keyword, character variable, 
           or self. If the argument all is given, then the mob clears the 
      room of all objects in the room. If you are going to have a mob    
  mppurge itself, it must be the last command the mob does, or bad      
things  will happen. Also, never ever mppurge oneself as part of a      
death_prog.  This is a very useful command. With it you can       destroy 
 charmed mobs,  switch portals and the like, and clear out       mobs and 
objects you may  have loaded.      </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       EXAMPLES:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>mppurge portalone<br />mppurge guardthree<br />mppurge $n<br />mppurge self<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       SPECIAL NOTES: It is a good idea to have unique keywords
for mobs       and items you are sure you are going to be mppurging. That
way       there is no mistake what you are trying to mppurge. Also, you 
     should avoid mppurging players, as it basically causes them to be  
    ejected from the game. Use this command for mobs that set up       special
     quests and then go away, so each zone reset you'll have a       fresh
 zone    for adventurers to pillage.</p>













                                                                        
                                      
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="mpqset">mpqset</a></h3>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       Usage:     </p>













                                                                        
                                                                        
                                                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>mpqset [questname] [variable] [value]</pre>













                                                                        
                                      
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>This command is used to set one of the internal quest variables. 
   &nbsp;These variables can be one of the standard Quest settings, such as:&nbsp;
   "CLASS", "NAME", "DURATION", "WAIT", "MINPLAYERS", "PLAYERMASK", "RUNLEVEL",
   "DATE", "MUDDAY", or "INTERVAL". &nbsp;More commonly though, they are
user-defined    variables which are only available for the duration of the
quest, and reset    each time the quest is started. &nbsp; Questname may
be the name of a quest,    or it may be * if this Scriptable object was assigned
by a Quest. &nbsp;These    variables can be read with the QVAR function. 
     </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       EXAMPLES:     </p>













                                                                        
                                                                        
                                                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>mpqset 'myquest' 'myspecialquestvariable' $n<br /></pre>













                                                                        
                                      
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="mpquestpoints">mpquestpoints</a></h3>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       Usage:     </p>













                                                                        
                                                                        
                                                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>mpquestpoints [target] [amount]<br />mpquestpoints [target] ++[amount]<br />mpquestpoints [target] --[amount]</pre>













                                                                        
                                                                        
                                                                  
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p> This command sets the mobs number of quest points to the given number,
or adjusts their existing&nbsp;quest points by an amount upwards or downloads
depending on syntax. A number alone will change their existing number of&nbsp;quest
points to the given number. &nbsp;The ++ syntax followed by a number will
raise their amount by the given number. &nbsp;The -- syntax  followed by
a number will lower their amount by the given number. This is a useful command
to use to award players for completing in zone quests, etc. that you have
set up. &nbsp;It is best when you reward a player using this command that
you alsogive some sort of message to the player about why they are receiving
the award. </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       EXAMPLES:     </p>













                                                                        
                                                                        
                                                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>mpquestpoints $n&nbsp;0<br />mpquestpoints $n&nbsp;++3<br />mpquestpoints $n&nbsp;--1</pre>













                                                                        
                                                                        
                                                                  
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       SPECIAL NOTES: Be careful with this       command. You don't 
   want to give out awards for every little thing       characters do, nor 
 do  you want to give large awards for menial       tasks. You also will, 
of course,  not want to make it so a mob can       accidentally give the same
award over  and over endlessly, or       something equally abusable.<br />













                       </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="mpquestwin">mpquestwin</a></h3>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       Usage:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>mpquestwin [mob name] [quest name]<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p> This command declares the given mob as the winner of the quest of
the given name. This makes the mob available to the QUESTWINNER function. 
   This command is absolutely necessary to ensuring that players do not repeatedly 
   win the same quests over and over again.&nbsp; &nbsp;If the Scriptable 
behavior   was granted as part of a Quest, then * may be substituted for the
questname.         </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       EXAMPLES:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>mpquestwin $n smurfocide<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="mpreset">mpreset</a></h3>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       Usage:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>mpreset area<br />mpreset room<br />mpreset [area name]<br />mpreset [room id]<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       This command allows you to force the system to reload an
area or       a room from the database. The keywords area and room will refer 
           to the scripted objects current area and room. Otherwise, the 
     name of the area, or the full roomID can be specified.     </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       EXAMPLES:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>mpreset area<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>     SPECIAL NOTES: Be       very careful with this command when
     dealing with players in the       area. It will end their combat, clean
   up  items in the rooms they       are in, and otherwise freeze them up
while    the reset process       completes. This process can be time consuming
for    large areas, so       take that into consideration.     </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="mpsavevar">mpsavevar</a></h3>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       Usage:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>mpsavevar [mob name] [variable name]<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       This command saves a variable to the database using the given 
           parameters. This will ensure that the variable, if reloaded later 
         using mploadvar, survives reboots, resets, and other       catastrophes.
     The variable specified must be one created by the       MPSETVAR command. 
         </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       The mob name can for a variable can be a literal name string
     or a       code like $n or $i. The mob name can also be *, which will
 save          the value of every existing variable of the given variable
name.       Likewise, the variable name can also be *, which will save the
      value of every existing variable for the given mob.     </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       EXAMPLES:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>mpsavevar $n KILLS<br />mpsavevar guardfour RESCUES<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="mpset">mpset</a></h3>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       Usage:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>mpset [target] [variable] [value]<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       This powerful command lets you change all kinds of aspects
     of the       target mob or item or whatever. This command differentiates 
          between generic and standard items and mobs. Standard items and 
      mobs do not have as many changeable properties as generic items    
  do. For the maximum range of available variables, use mpgset.     </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       Valid variable names are identical to those listed under
mpset.       Please see that command above for a list of valid variables.
     </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>     EXAMPLES:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>mpset $n CHARISMA 10<br />mpset $n NAME my name is mud<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      







                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>
SPECIAL NOTES: Be very careful with this command when dealing with
players. If used poorly it can cause bad things to happen to them, so
make sure you have good checks to ensure they get affected correctly
and fairly. </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="mpsetclandata">mpsetclandata</a></h3>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       Usage:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>mpsetclandata [clan] [variable] [value]<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       This powerful command lets you change several aspects of
the       given clan based on the given variable. The clan code may be  
    either a mob code to denote that mobs clan, or a clan name. Valid   
   variables for setting are: ACCEPTANCE, DONATEROOM, EXP, GOVT,       MORGUE,
POLITICS, PREMISE, RECALL, STATUS, TAXES, TROPHIES.     </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       EXAMPLES:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>mpsetclandata 'Groovy Clan' EXP 0<br />mpecho Groovy Clans experience is now gone!<br />mpset $n PREMISE my premise is new.<br />mpecho Whoever $n is, their clan now has a new premise!<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       SPECIAL NOTES: Be very careful with this command, to ensure
     no       damage is done to clan records.     </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="mpsetvar">mpsetvar</a></h3>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       Usage:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>mpsetvar [mob name] [variable name] [value]<br />mpsetvar [mob name] [variable name] ++<br />mpsetvar [mob name] [variable name] --<br />mpsetvar [mob name] [variable name] +[number]<br />mpsetvar [mob name] [variable name] -[number]<br />mpsetvar [mob name] [variable name] *[number]<br />mpsetvar [mob name] [variable name] /[number]<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       This command creates a variable for a mob or player and stores
     a       value in it. You can mpsetvar any name that you choose to, and
        the value can be a specific text string, an integer, or an      
expanded      character variable. The value can even be mathematical    
  expression    as  shown above. The starting value of the variable     
 will be affected    by  the expression given instead of merely set to  
    it.     </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       The mob name can be a literal name string or a code like
$n or       $i. The mob name can also be *, which will change the value of
       every existing variable of the given variable name. Likewise, the
      variable name can also be *, which will change the value of every 
     existing variable for the given mob. A value is normally       required,
     but not giving a value removes that variable from       memory, so if
 you    want a variable to remain in memory so as to be       accessible
to  * syntax,    you will need to include some value.     </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       EXAMPLES:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>mpsetvar $i bugcount 1<br />mpsetvar $i bugcount ++<br />mpsetvar 'frog boy' 'my victim' The guard<br />mpsetvar $n 'my victim' var-actor<br />mpsetvar $i bugcount $&lt;$n bugcount&gt;<br />mpsetvar * bugcount<br />mpsetvar $i * null<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>     SPECIAL NOTES: Variables rock. You can do     almost anything
     you ever wanted to do once you get the hang of     them.     </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="mpslay">mpslay</a></h3>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       Usage:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>mslay [victim]<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       This command kills the victim dead.     </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       EXAMPLES:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>mpslay $n<br />mpslay ogre<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="mpstartquest">mpstartquest</a></h3>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       Usage:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>mpstartquest [quest name]<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p> This command causes the given Quest name to start running. If the 
   Quest is already running, nothing will happen. This command is useful for
   having scripted mobs start quests for you.&nbsp; &nbsp;If the Scriptable 
  behavior was granted as part of a Quest, then * may be substituted for the
  questname.       </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       EXAMPLES:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>mpstartquest smurfocide<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="mpstop">mpstop</a></h3>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       Usage:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>mpstop [target]<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       This command forces the target to stop       fighting. If
     the target happens to be in the middle of working with       a common
 skill,    it will stop that too.     </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       EXAMPLES:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>mpstop $n<br />mpstop ogre<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="mptattoo">mptattoo</a></h3>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       Usage:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>mptattoo [target] (-)[tattoo name]<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       This command grants or removes from the target a tattoo of
     the       given name. This is useful for permanently flagging players
 in         some way which can be checked and acted on elsewhere, for   
   instance    using the HASTATTOO function. The tattoo must begin with 
     the character    - to denote removal.&nbsp;</p>













                                                                        
                                                      
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>When adding new tattoos, you can prefix the name with a number to 
   create a temporary tattoo that disappears in the given number of ticks.</p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       EXAMPLES:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>mptattoo $n smurfkiller<br />mptattoo $n -smurfkiller<br />mptattoo $n '50 smurfkiller'<br /><br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="mptitle">mptitle</a></h3>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       Usage:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>mptitle [target] (-)[title string]<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       This command grants or removes from the target a title given. 
           Title strings are are name replacements for player mobs in which 
        any * character in the string is replaced with the players name. 
     The player uses the TITLE command to select which of any granted   
   titles they may use. This command is completely case sensitive.     </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       EXAMPLES:     </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>mptitle $n '*, slayer of smurfs'<br />mptitle $n '-*, slayer of smurfs'<br />    </pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="mptrackto">mptrackto</a></h3>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       Usage:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>mptrackto [mob name]<br />mptrackto [room id]<br />mptrackto [area name]<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       This command causes the mob to begin walking towards the
given       target. If there are doors in his way, he will open them. If
they       are locked, he will unlock them. If there are no-mob areas in
the       way, he will walk through them. Nothing short of combat will stop
       him from getting to the target room. This command is identical to
      the mpwalkto command, except that this command will       allow paths
through the air or water if those paths are shorter.       This command should
never be chosen over mpwalkto,       unless the tracking mob is a fish or
a bird.     </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       EXAMPLES:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>mptrackto the master guildsmith<br />mptrackto myArea#123<br />mptrackro Smurf Villiage</pre>













                                                                        
                                                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="mptrains">mptrains</a></h3>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       Usage:     </p>













                                                                        
                                                                        
                                                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>mptrains [target] [amount]<br />mptrains [target] ++[amount]<br />mptrains [target] --[amount]</pre>













                                                                        
                                                                        
                                                                  
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p> This command sets the mobs number of training sessions to the given 
   number, or adjusts their existing&nbsp;training sessions by an amount upwards
   or downloads depending on syntax. A number alone will change their existing
   number of&nbsp;training sessions to the given number. &nbsp;The ++ syntax
   followed by a number will raise their amount by the given number. &nbsp;The
   -- syntax followed by a number will lower their amount by the given number.
   This is a useful command to use to award players for completing in zone
 quests, etc. that you have set up. &nbsp;It is best when you reward a player
 using this command that you alsogive some sort of message to the player
about  why they are receiving the award. </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       EXAMPLES:     </p>













                                                                        
                                                                        
                                                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>mptrains $n&nbsp;0<br />mptrains $n&nbsp;++3<br />mptrains $n&nbsp;--1</pre>













                                                                        
                           SPECIAL NOTES: Be careful with this       command. 
 You  don't want to give out awards for every little thing       characters 
 do,  nor do you want to give large awards for menial       tasks. You also 
 will,  of course, not want to make it so a mob can       accidentally give 
 the same  award over and over endlessly, or       something equally abusable.<br />













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="mptransfer">mptransfer</a></h3>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       Usage:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>mptransfer [victim] [destination]<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       This command sends the victim to a designated destination.
     The       victim can be either a mob keyword or a character variable.
 The          destination can be a room id, room name or description, a mob
       keyword, or a character variable. If there is no destination     
 given,    the mob transfers the victim to the same room that it is     
 in. There   is no message given to this command, so if you want       there
to be one,   you need to include an mpecho in your mobprog.       This command
is a good   way to move players around your zone or       into other zones.
    </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       EXAMPLES:     </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>      mptransfer $n myarea#10049<br />      mptransfer $n<br />      mptransfer guardeight myarea#1252<br />      mptransfer guardten $n<br />    </pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       SPECIAL NOTES: You need to be careful with this command.
First of       all, you should never transfer a character variable that is
a       mob. Why not? Because you may actually end up transferring a    
  different mob entirely with a keyword that is the same. You can       mptransfer
mobs if they have unique keywords. Also, be sure to be       careful about
mptransfering mobs to players. If a player recalls       or dies, you will
end up transferring a mob into town.     </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="mpunaffect">mpunaffect</a></h3>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       Usage:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>mpunaffect [target] [affect id]<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       This command dispels the given affect from the target. If
     no       affect name is given, or ALL is given, then all non-permanent
        affects will be removed. Any affects listed by name will always 
     be removed, even if they are permanent. You should check out the   
   list  of skills, spells, and properties for a list of valid ids to   
   give.     </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       EXAMPLES:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>mpunaffect $n<br />mpunaffect $n Spell_Sleep<br />mpunaffect $n Skill_Track<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="mpunbehave">mpunbehave</a></h3>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       Usage:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>mpunbehave [behavior id] [target]<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       This command removes the given behavior from the target.
You       should check out the list behaviors by entering LIST BEHAVIORS
on       the command line.     </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       EXAMPLES:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>mpunbehave Mobile $n<br /></pre>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="mpunhide">mpunhide</a></h3>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       Usage:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>mpunhide [target]<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       This command reverses the affects of mphide,       making
     the target (possibly) visible again.     </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       EXAMPLES:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>mpunhide $n<br /><br /></pre>










      
      
      
      
      
      
      
      
      
      
      <h3><a name="mpunhide">mpunloadscript</a></h3>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       Usage:     </p>













                                                                        
                                                                        
                       
      
      
      mpunloadscript [file name]<br />













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p> This command accepts only the name of a Scriptable script
file that has already been loaded from the filesystem by a Scriptable
behavior and parsed for processing. &nbsp;The parameter MUST resolve to
a valid file in your CoffeeMud file system, and is usually the result
of putting a LOAD=&lt;filename&gt; parameter on a Scriptable behavior.
&nbsp;Remember that, since this is a Scriptable filename, that
/resources/ is implied.</p>










      
      
      
      
      
      
      
      
      
      
      <p>The purpose of this command is to allow the script writer to
de-cache his scripts automatically for cases where scripts are being
dynamically built, so that they can be re-read and re-processed by the
CoffeeMud Scripting Engine.     </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       EXAMPLES:     </p>













                                                                        
                                                                        
                       
      
      
      mpunloadscript&nbsp;progs/myscript.script<span style="font-weight: bold;">&nbsp;</span>
      
      
      
      
      
      
      
      
      
      
      <h3><a name="mpunlock">mpunlock</a></h3>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       Usage:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>mpunlock [target]<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       This command unlocks the given container or       exit. This
     command has no effect if the target does not have a       lid, does
not    have  a lock, or is already unlocked or open. No key       is required.
     </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       EXAMPLES:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>mpunlock $xN<br />mpunlock chest<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="mpwhile">mpwhile</a></h3>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       Usage:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>mpwhile ([condition]) [command]<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       This command repeatedly executes the given       command,
     so long as the given condition remains true. This is the       only
mechanism      for looping in Scripts, so it should be used       carefully,
although   a  safeguard is in place to prevent an mpwhile       loop from
ever running    longer than 4 seconds. The [condition]       must be enclosed
in parenthesis,    and is subject to the same rules       listed under the
IF command above.    Since only one command       parameter is allowed, it
is necessary for you   to use MPCALLFUNC       and FUNCTION_PROG in order
to execute more than one  command       during a loop cycle.     </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       EXAMPLES:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>mpwhile (VAR($n bittlock &lt; 1)) MPCALLFUNC myprogram $&lt;$n bittlock&gt;<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="mpwalkto">mpwalkto</a></h3>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       Usage:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>mpwalkto [mob name]<br />mpwalkto [room id]<br />mpwalkto [area name]<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       This command causes the mob to begin walking       towards
     the given target. If there are doors in his way, he will       open
them.      If they are locked, he will unlock them. If there are       no-mob
areas     in the way, he will walk through them. Nothing short       of combat
will     stop him from getting to the target room. This       command is
identical     to the mptrackto command, except       that this command only
finds land-surface      paths, ignoring       possible paths through the
air or over water. This     command should       always be used instead of
mptrackto, unless the tracking            mob is a fish or a bird.     </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       EXAMPLES:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>mpwalkto the master guildsmith<br />mpwalkto myArea#123<br />mpwalkto Smurf Villiage<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="return">return</a></h3>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       Usage:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>return ([string])<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       This command causes the current script block to       immediately
     cease executing. If this statement is used inside of       a FUNCTION_PROG
     triggered script, it will return a value from the       function. This
  value   can be accessed only if the FUNCTION_PROG       was called using
 the CALLFUNC   scripting function (see       below).     </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       EXAMPLES:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>return<br />return $&lt;$n myvariable&gt;<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h2><a name="functions">Scripting Functions</a></h2>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       Functions are what make your IF checks work.       They can
     be fairly simple, and they can be massively       complicated. There
are    quite a few of them, but knowing how and       where to use them is
rewarding    if you want to have truly unique       and intelligent scripts.
    </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="logicalOperators">Logical Operators</a></h3>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       These operators are found in many of the       functions
below. Here are their meanings:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>== This operator means &lsquo;equal to'<br />!= This operator means &lsquo;not equal to'<br />&gt; This operator means &lsquo;greater than'<br />&lt; This operator means &lsquo;less than'<br />&gt;= This operator means &lsquo;equal or greater than'<br />&lt;= This operator means &lsquo;equal or less than'<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="affected">affected</a></h3>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       Usage:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>affected(character spellid)<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       This checks whether the character is under the       effects
     of the given spell. The spellid must be the full Java       name of
the    spell,  skill, prayer, property, chant, or       whatever.     </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       EXAMPLE:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>if affected($n, Spell_Sleep)<br />  mpecho The actor triggering me is asleep.<br />else<br />  mpecho The actor triggering me is not under the effects of the sleep spell.<br />endif<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="baseclass">baseclass</a></h3>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       Usage:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>baseclass(character == baseclassname)<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       This checks whether the character is a class       which
is part of the given baseclass. Where '==' may be another       logical operator
     from above. Valid baseclasses include Archon,       Artisan, Fighter,
 Druid,    Mage, Cleric, Thief, or Bard.     </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       EXAMPLE:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>if baseclass($n == Archon)<br />  mpecho The actor triggering me is an Archon.<br />else<br />  mpecho The actor triggering me is not an Archon.<br />endif<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="callfunc">callfunc</a></h3>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       Usage:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>callfunc(myfunctionname parm1 parm2...parmn)<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       This function, similar to the MPCALLFUNC       statement
above, will cause the script block with the trigger       type FUNCTION_PROG
and the given name to execute. The       parameters passed into the callfunc
can be referenced using the       $g and $G codes. See the MPCALLFUNC statement
     above for more       information on creating functions.     </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       The callfunc function returns true ONLY if the       FUNCTION_PROG
     includes a RETURN statement that includes a       non-empty string parameter. 
         </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       EXAMPLE:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>function_prog myfunc<br />return $g<br />~<br /><br />once_prog<br />if callfunc(myfunc ASTRING)<br />  mpecho This callfunc function will always return true.<br />  mpecho This is because myfunc just returns the parameter it is given.<br />  mpecho And this callfunc is passing in a non-empty string as a parameter.<br />endif<br /><br />if !callfunc(myfunc)<br />  mpecho This callfunc function will always return false, since my parameters are empty.<br />endif<br />~<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="clan">clan</a></h3>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       Usage:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>clan(character == clanname)<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       This checks the name of the clan of the       character variable.
     Where '==' may be another logical operator       from above.     </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       EXAMPLE:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>if clan($n == 'The Unholy Goobers')<br />  mpecho The actor triggering me appears to be an Unholy Goober.<br />else<br />  mpecho The actor triggering me appears not to be a Goober.<br />endif<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="clandata">clandata</a></h3>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       Usage:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>clandata(clan variable == value)<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       This checks the value of a piece of datum       about the
     given clan. The clan parameter may be either a mob to       denote the
  mobs   clan, or a clan name. Where variable should be       one of the
following      ACCEPTANCE, DETAIL, DONATEROOM, EXP, GOVT,       MORGUE, POLITICS,
PREMISE,      RECALL, SIZE, STATUS, TAXES,       TROPHIES, TYPE, AREAS, MEMBERLIST,
 or   TOPMEMBER. Where '==' may       be another logical operator from above.
  The  value may be any       numeric, string, or literal.     </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       EXAMPLE:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>if clandata($n SIZE &lt;= 1)<br />  mpecho The actor triggering me appears to be the only solitary member of the clan.<br />else<br />  mpecho The actor triggering me appears to be part of a clan larger than 1 member.<br />endif<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="clanrank">clanrank</a></h3>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       Usage:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>clanrank(character == integer)<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       This checks the rank of the character in their       clan.
     Where '==' may be another logical operator from above.       Valid values
     include: APPLICANT=0, MEMBER=1, STAFF=2,       ENCHANTER=4, TREASURER=8,
    LEADER=16, BOSS=32     </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       EXAMPLE:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>if clanrank($n == 0)<br />  mpecho The actor triggering me appears to be an APPLICANT.<br />else<br />  mpecho The actor triggering me appears not to be an APPLICANT.<br />endif<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="class">class</a></h3>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       Usage:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>class(character == classname)<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       This checks the class of the character       variable. For
     players, this is their class, or in the case of a       multi-classed
 character,    the class they multied into. For       disguised characters,
 this is the   class they appear to be.       Where '==' may be another logical
 operator   from above.     </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       EXAMPLE:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>if class($n == Gaian)<br />  mpecho The actor triggering me appears to be a Gaian.<br />else<br />  mpecho The actor triggering me appears not to be a Gaian.<br />endif<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="currency">currency</a></h3>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       Usage:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>  currency(character == currencyname)<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       This compares the player character or coin       item native
     currency to the string. The '==' may also be       '!='.     </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       EXAMPLE:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>if currency($n == 'COPPER')<br />  mpecho You are using the bits currency.<br />else<br />  mpecho You must be using something else.<br />endif<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="deity">deity</a></h3>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       Usage:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>deity(character == deityname)<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       This checks the name of the deity of the       character
variable. Where '==' may be another logical operator       from above.  
  </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       EXAMPLE:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>if deity($n == 'Gothon')<br />  mpecho The actor triggering me appears to worship an Unholy Goober.<br />else<br />  mpecho The actor triggering me appears not to worship Gothon.<br />endif<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="eval">eval</a></h3>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       Usage:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>eval(expression == expression)<br /></pre>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       This powerful function compares the first       expression
     to the second expression. Expressions may be codes,       literal strings,
     or literal numbers. This function also allows       you to compare variables.
     Where '==' may be any other logical       operator from above. This
is   an   extremely powerful function       that can, if used properly, take
care   of  all of the evaluation       needs which other functions do not
provide.   Examine  carefully       the section on codes above to see all
the different   things  you       can evaluate.     </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       EXAMPLE:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>if eval($n == an orc) or eval('$&lt;$i VAR&gt;' != 7)<br />  mpecho Evaluates to true.<br />else<br />  mpecho Evaluates to false.<br />endif</pre>













                                                                        
                                                                         
            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="exp">exp</a></h3>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         Usage:       </p>













                    exp(character &gt; amount)<br />













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         This evaluates the total amount of experience that     
   the character variable has earned. Where '=='         may be any other
     logical operator from above.       </p>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         EXAMPLE:       </p>













                              if exp($n &lt; 10000)<br />













                      mpecho The actor has less than 10000 experience<br />













                    else<br />













                      mpecho The actor has 10000 experience<br />













                    endif                                               
                                                                        
                                 
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="explored">explored</a></h3>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         Usage:       </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>explored(character areaname == number)<br />explored(character world == number)<br /></pre>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         This function compares the percentage of the         given
     area or of the world which the given mob has explored.         The number
     should always be between 0 and 100, reflecting what         percentage
  of   the area or world that the character has         explored. Where '=='
  may   be any other logical operator from         above. Remember that percentage
     exploration is only stored for         players, not for NPC mobs.  
          </p>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         EXAMPLES:       </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>if explored($n $a &gt; 10)<br />  mpecho You have explored more than 10% of this area.<br />else<br />  mpecho You have explored less than 10% of this area.<br />endif<br /><br />if explored($n world &gt; 10)<br />  mpecho You have explored more than 10% of the world.<br />else<br />  mpecho You have explored less than 10% of the world.<br />endif<br /></pre>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="faction">faction</a></h3>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         Usage:       </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>faction(character factionid == value)<br /></pre>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         This function checks to see if the player or         mob
     given has the given faction. If it does not, the value will        
always      be empty string. Otherwise, it compares the value of the    
    players     faction with the value. If the value is numeric, it     
   will compare    the numeric value of the players faction. If the     
   value is non-numeric,     it will compare the name of the range      
  into which the player falls     in the given faction with the value   
     given.       </p>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         EXAMPLE:       </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>if faction($n alignment.ini &gt;500 ) or faction($n alignment.ini == 'Pure Goodness')<br />  mpecho The actor is either just north of neutral, or very very good.<br />else<br />  mpecho The actor is some other alignment.<br />endif<br /></pre>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="goldamt">goldamt</a></h3>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         Usage:       </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>goldamt(character &gt; amount)<br /></pre>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         This evaluates the total amount of money that         the
     character variable has on hand, or the value of the item if        
an   item   code is used instead of a character code. Where '=='        
may be  any other  logical operator from above. The value is         always
expressed    in base  gold, regardless of currency or         denomination.
      </p>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         EXAMPLE:       </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>if goldamt($n &lt; 10000)<br />  mpecho The actor has less than 10000 coins on hand<br />else<br />  mpecho The actor has 10000 coins or more on hand<br />endif<br /></pre>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="gstat">gstat</a></h3>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         Usage:       </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>gstat(target variable == value)<br /></pre>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         This is another powerful function which allows        
you to make comparisons based on numerous characteristics of         the
target. The target may be any code, including mobs or         items. The
variable may be any of those listed above under         MPGSET in the section
on Scriptable Commands. The '==' may be         any of the above logical
operators, and the value any         expression, including codes.       </p>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         EXAMPLES:       </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>if gstat($n CHARISMA &gt; 10)<br />  mpecho The actor has a charisma greater than 10.<br />endif<br /></pre>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="has">has</a></h3>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         Usage:       </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>has(character item)<br /></pre>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         This checks whether the character has the         given
     item in their inventory or on their person.       </p>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         EXAMPLE:       </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>if has($n a long sword)<br />  mpecho The actor has a long sword.<br />else<br />  mpecho The actor does not have anything called 'a long sword'.<br />endif<br /></pre>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="hasnum">hasnum</a></h3>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         Usage:       </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>hasnum(character item &gt; value)<br /></pre>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         This checks whether the character has some         number
     of the given item in their inventory or on their person.         The
character     may also be the code for a room.       </p>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         EXAMPLE:       </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>if hasnum($n 'a long sword' &gt; 1)<br />  mpecho The actor has several long swords.<br />else<br />  mpecho The actor does not have anything called 'a long sword', or only has 1.<br />endif<br /></pre>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="hastattoo">hastattoo</a></h3>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         Usage:       </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>hastattoo(character item)<br /></pre>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         This checks whether the character has had the         given
     tattoo assigned to them.       </p>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         EXAMPLE:       </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>if hastattoo($n beastmark)<br />  mpecho The actor has the tattoo called beastmark.<br />else<br />  mpecho The actor does not have the tattoo called beastmark.<br />endif<br /></pre>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="hitprcnt">hitprcnt</a></h3>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         Usage:       </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>hitprcnt(character == amount)<br /></pre>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         This checks compares the character's         percentage
     of hitpoints remaining with the amount give. Where         '==' may
be   any   logical operator from above. The amount must         evaluate
to something      between 1 and 100.       </p>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         EXAMPLE:       </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>if hitprcnt($n &lt;= 20)<br />  mpecho The actor has 20% of their hit points or less remaining.<br />else<br />  mpecho The actor has more than 20% of their hit points less.<br />endif<br /></pre>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="incontainer">incontainer</a></h3>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         Usage:       </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>incontainer(character container/mount)<br /></pre>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         This checks whether the character is on the         given
     mount, or, if the character is an item, whether the item         is
in   the   given container.       </p>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         EXAMPLES:       </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>if incontainer($n a chair)<br />  mpecho The actor is sitting on a chair<br />else<br />  mpecho The actor is not sitting on a chair<br />endif<br /><br />if incontainer($p a sack)<br />  mpecho The item is in a sack.<br />else<br />  mpecho The item is not in a sack.<br />endif<br /></pre>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="inlocale">inlocale</a></h3>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         Usage:       </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>inlocale(character roomclass)<br /></pre>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         This checks whether the character is presently        
standing in a room of a given class. The roomclass must be a         specific
Java name for a Room class. Values like CaveMaze,         Jungle, InTheAir,
Plains, etc are what we are after         here.       </p>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         EXAMPLES:       </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>if inlocale($n InTheAir)<br />  mpecho The actor either flying or falling.<br />else<br />  mpecho The actor is not up in the air.<br />endif<br /></pre>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="inroom">inroom</a></h3>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         Usage:       </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>inroom(target == roomcode)<br /></pre>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         This checks to see if the target is in the         room
     specified by the room code. The room code may be a room         id,
a  mob    name, or text from the rooms name or description. The         '=='
 may also   be '!='.       </p>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         EXAMPLES:       </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>if inroom($i == a bathroom)<br />  mpecho This means I am in a bathroom.<br />else<br />  mpecho I am not in a bathroom.<br />endif<br /><br />if inroom($i != MyArea#20001)<br />  mpecho I am not in room MyArea#20001.<br />else<br />  mpecho I am in room MyArea#20001.<br />endif<br /></pre>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="ipaddress">ipaddress</a></h3>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         Usage:       </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>ipaddress(character == string)<br /></pre>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         This compares the player characters ipaddress         to
     the string. The '==' may also be '!='.       </p>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         EXAMPLE:       </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>if ipaddress($n == '127.0.0.1')<br />  mpecho You are logging on from the mud server<br />else<br />  mpecho You must be someone else.<br />endif<br /></pre>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="isable">isable</a></h3>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         Usage:       </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>isable(character spellid)<br /></pre>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         This checks whether the character has the         given
     spell. The spellid may be any key word from any spell,         skill,
 prayer,    property, chant, or whatever.       </p>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         EXAMPLE:       </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>if isable($n Write)<br />  mpecho The actor has the writing skill.<br />else<br />  mpecho The actor triggering me does not have the writing skill.<br />endif<br /></pre>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="isalive">isalive</a></h3>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         Usage:       </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>isalive(character)<br /></pre>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         This checks whether the character is         alive.   
   </p>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         EXAMPLE:       </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>if isalive($i)<br />  mpecho I am not yet dead!<br />endif<br /></pre>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="isbehave">isbehave</a></h3>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         Usage:       </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>isbehave(character behaviorid)<br /></pre>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         This checks whether the character has a given         behavior.
     The behaviorid must be the full Java name of the         behavior. 
           </p>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         EXAMPLE:       </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>if isbehave($n Mobile)<br />  mpecho The actor triggering me is mobile.<br />else<br />  mpecho The actor triggering me is not mobile.<br />endif<br /><br /></pre>


      
      
      <h3><a name="isbirthday">isbirthday</a></h3>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         Usage:       </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      isbirthday(character)<br />













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         This checks to see if the characters birthday is today (on the global clock).       </p>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         EXAMPLE:       </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      if isbirthday($n)<br />


  mpecho Happy Birthday $n.<br />


else<br />


  mpecho Happy Un-Birthday $n!<br />


endif










                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="ischarmed">ischarmed</a></h3>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         Usage:       </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>ischarmed(character)<br /></pre>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         This checks to see if the character variable         is
     charmed.       </p>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         EXAMPLE:       </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>if ischarmed($n)<br />  mpecho This means the person triggering me is charmed.<br />else<br />  mpecho This person triggering my prog is not charmed.<br />endif<br /></pre>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="isday">isday</a></h3>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         Usage:       </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>isday(number)<br /></pre>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         This checks whether the current day of the         month
     is the one given.       </p>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         EXAMPLE:       </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>if isday(10)<br />  mpecho It is the 10th of the month.<br />endif<br /></pre>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="isevil">isevil</a></h3>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         Usage:       </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>isevil(character)<br /></pre>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         This checks whether the character is         evil.    
  </p>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         EXAMPLE:       </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>if isevil($i)<br />  mpecho I am evil!<br />else<br />  mpecho I am either neutral or good.<br />endif<br /></pre>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="isfight">isfight</a></h3>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         Usage:       </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>isfight(character)<br /></pre>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         This checks to see if the character variable         is
     in combat.       </p>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         EXAMPLE:       </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>if isfight($i)<br />  mpecho I am fighting right now.<br />else<br />  mpecho I am not fighting.<br />endif<br /></pre>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="isfollow">isfollow</a></h3>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         Usage:       </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>isfollow(character)<br /></pre>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         This checks to see if the character variable's        
master (the person they are following) is in the room.       </p>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         EXAMPLE:       </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>if isfollow($i)<br />  mpecho I am following someone and they are in the room with me.<br />else<br />  mpecho I am not following someone, or they are not in the room.<br />endif<br /></pre>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="isgood">isgood</a></h3>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         Usage:       </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>isgood(character)<br /></pre>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         This checks whether the character is         good.    
  </p>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         EXAMPLE:       </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>if isgood($i)<br />  mpecho I am good!<br />else<br />  mpecho I am either neutral or evil.<br />endif<br /></pre>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="ishere">ishere</a></h3>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         Usage:       </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>ishere(name)<br /></pre>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         This checks whether a mob or item of the given        
name is in the room. Obviously, checking for $i will always         return
true when a mob is being scripted, so the best choice         for an argument
is a literal string.       </p>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         EXAMPLE:       </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>if ishere(a happy frog)<br />  mpecho A happy frog is in the room.<br />else<br />  mpecho A happy frog is not in the room.<br />endif<br /></pre>








      <span style="font-family: monospace;"></span>




                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="isimmort">isimmort</a></h3>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         Usage:       </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>isimmort(character)<br /></pre>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         This checks to see if the character variable         is
     immortal. In CoffeeMud, that means they have the security         code
  IMMORT,   which makes them unable to die.       </p>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         EXAMPLE:       </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>if isimmort($n)<br />  mpecho The person triggering my prog is an immortal or lord.<br />else<br />  mpecho The person triggering my prog is a mortal.<br />endif<br /></pre>








      
      
      
      
      
      
      
      
      <h3><a name="ishere">islike</a></h3>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         Usage:       </p>








      <span style="font-family: monospace;">




                                                                        
                                                                        
                       
      
      
      
      
      islike(target mask)</span><br />













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p> This checks whether a mob or item target of the given name
meets the criterium described by the given mask. &nbsp;The format of
&nbsp;the mask is described in the online help for properties like
Prop_HaveZapper and Prop_EnterZapper, which is why the masks are still
referred to as "zapper mask syntax". </p>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         EXAMPLE:       </p>













                                                                        
                                                                        
                       
      
      
      
      
      <span style="font-family: monospace;">if islike($n '-TATTOO +KILLERBOY')</span><br style="font-family: monospace;" />








      <span style="font-family: monospace;">  mpecho The person has the killerboy tattoo.</span><br style="font-family: monospace;" />








      <span style="font-family: monospace;">else</span><br style="font-family: monospace;" />








      <span style="font-family: monospace;">  mpecho&nbsp;</span><span style="font-family: monospace;">The person does not have the killerboy tattoo.</span><br style="font-family: monospace;" />








      <span style="font-family: monospace;">endif</span>




                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="islocked">islocked</a></h3>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         Usage:       </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>islocked(target)<br />islocked(direction)<br /></pre>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         This checks to see if the target container or         exit
     is closed and locked. The&nbsp;target may be either an item, or         an
 item    code ($o, $p), or a direction name (north, south, east,        
west,  etc.),    or a direction code ($x, $xN, $xS, etc..)       </p>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         EXAMPLE:       </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>if islocked(the chest)<br />  mpecho The chest is locked.<br />else<br />  mpecho The chest is not locked.<br />endif<br /></pre>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="ismoon">ismoon</a></h3>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         Usage:       </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>ismoon()<br />ismoon(phase)<br /></pre>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         If no parameter is given, this function checks        
whether the moon can be seen by the monster. Typically this         means
that it is nighttime, they are outside, and the sky is         clear. With
a parameter, this function only checks the phase of         the moon, regardless
of whether or not it can be seen. Accepted         phases are: "NEW", "WAXCRESCENT",
     "WAXQUARTER", "WAXGIBBOUS",         "FULL", "WANEGIBBOUS", "WANEQUARTER",
     "WANECRESCENT", or         "BLUE".       </p>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         EXAMPLE:       </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>if ismoon(waxquarter)<br />  mpecho There is a waxing quarter moon in the sky.<br />else<br />  mpecho There is not a waxing quarter moon in the sky.<br />endif<br /></pre>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="isname">isname</a></h3>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         Usage:       </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>isname(character keyword)<br /></pre>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         This function returns whether the keyword         appears
     in the name of the character.       </p>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         EXAMPLES:       </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>if isname($n goober)<br />  mpecho The actor who caused the trigger is named goober.<br />else<br />  mpecho The actor who caused the trigger is not named goober.<br />endif<br /><br />if isname($n $i)<br />  mpecho I, or someone with my name, am/is the actor!<br />else<br />  mpecho Someone else is the actor.<br />endif<br /></pre>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="isneutral">isneutral</a></h3>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         Usage:       </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>isneutral(character)<br /></pre>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         This checks whether the         character is neutral. 
     </p>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         EXAMPLE:       </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>if isneutral($i)<br />  mpecho I am neutral!<br />else<br />  mpecho I am either good or evil.<br />end<br /></pre>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="isnpc">isnpc</a></h3>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         Usage:       </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>isnpc(character)<br /></pre>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         This checks to see if a character variable is         a
     mob.       </p>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         EXAMPLE:       </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>if isnpc($n)<br />  mpecho The actor setting my prog off is a mob.<br />else<br />  mpecho The actor setting my prog off is a player character.<br />endif<br /></pre>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="isopen">isopen</a></h3>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         Usage:       </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>isopen(target)<br />isopen(direction)<br /></pre>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         This checks to see if the target container or         exit
     is open. The target may be either an item, or an item code         ($o,
   $p),  or a direction name (north, south, east, west, etc.),         or
a  direction  code ($x, $xN, $xS, etc..)       </p>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         EXAMPLE:       </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>if isopen(the chest)<br />  mpecho The chest is open.<br />else<br />  mpecho The chest is not open.<br />endif<br /></pre>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="ispc">ispc</a></h3>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         Usage:       </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>ispc(character)<br /></pre>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         This checks to see if a character variable is         a
     player character.       </p>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         EXAMPLE:       </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>if ispc($n)<br />  mpecho The actor setting my prog off is a player character.<br />else<br />  mpecho The actor setting my prog off is not a player character.<br />endif<br /></pre>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="ispkill">ispkill</a></h3>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         Usage:       </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>ispc(character)<br /></pre>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         This checks to see if a character has their         pkill
     flag set. Only really matters with pcs, so it is best to         use
this     function in conjunction with ispc(character).       </p>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         EXAMPLE:       </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>if ispc($n) and ispkill($n)<br />  mpecho The actor setting my prog off is a player killer.<br />else<br />  mpecho The actor setting my prog off is not a player killer.<br />endif<br /></pre>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="isquestmobalive">isquestmobalive</a></h3>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         Usage:       </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>isquestmobalive(number questname)<br />isquestmobalive(mobname questname)<br /></pre>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p> This function only works if the script was assigned to a mob as 
   part of the ADDBEHAVIOR quest command. It checks to see if a mob of the 
 given  number or name is alive. The numbers refer to the order in which they
 were  designated in the quest script.&nbsp; &nbsp;If the Scriptable behavior
 was  granted as part of a Quest, then * may be substituted for the questname.
        </p>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         EXAMPLE:       </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>if isquestmobalive(1 myquest)<br />  mpecho The first set mob in the quest myquest is still alive.<br />else<br />  mpecho He's not dead yet.<br />endif<br /><br /></pre>
      <h3><a name="isrecall">isrecall</a></h3>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         Usage:       </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      isroom(target == roomcode)<br />













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         This checks to see if the target is originally from the         room
     specified by the room code. The room code may be a room         id,
a  mob    name (to compare start rooms), or text from the rooms name or description. The         '=='
 may also   be '!='.       </p>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         EXAMPLES:       </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      <span style="font-family: monospace;">if isrecall($i == a bathroom)</span><br style="font-family: monospace;" />
      <span style="font-family: monospace;">&nbsp; mpecho This means I am from a bathroom.</span><br style="font-family: monospace;" />
      <span style="font-family: monospace;">else</span><br style="font-family: monospace;" />
      <span style="font-family: monospace;">  &nbsp; mpecho I am not from a bathroom.</span><br style="font-family: monospace;" />
      <span style="font-family: monospace;">endif</span><br style="font-family: monospace;" />
      <br style="font-family: monospace;" />
      <span style="font-family: monospace;">if isrecall($i != MyArea#20001)</span><br style="font-family: monospace;" />
      <span style="font-family: monospace;">  &nbsp; mpecho I am not from room MyArea#20001.</span><br style="font-family: monospace;" />
      <span style="font-family: monospace;">else</span><br style="font-family: monospace;" />
      <span style="font-family: monospace;">  &nbsp; mpecho I am from room MyArea#20001.</span><br style="font-family: monospace;" />
      <span style="font-family: monospace;">endif</span>












                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="isseason">isseason</a></h3>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         Usage:       </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>isseason(seasonname)<br /></pre>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         This function is used to check the season of         the
     year. Valid seasonnames include "WINTER", "SPRING",         "SUMMER",
 or   "FALL".       </p>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         EXAMPLE:       </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>if isseason(summer)<br />  mpecho Yea, its summertime!<br />else<br />  mpecho Boo! It's not summer yet.<br />endif<br /></pre>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="isservant">isservant</a></h3>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         Usage:       </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>isservant(character)<br /></pre>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         This function is used to check whether the         given
     player or mob is serving anyone in the room.       </p>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         EXAMPLE:       </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>if isservant($i)<br />  say I greet my master.<br />else<br />  say I await my master.<br />endif<br /></pre>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="istime">istime</a></h3>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         Usage:       </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>istime(integer)<br />istime(todword)<br /></pre>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         This function is used to check the time. You         may
     either specify a numeric hour of the day, or a time of day         description,
     such as "DAY", "DAWN", "DUSK", or "NIGHT".       </p>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         EXAMPLE:       </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>if istime(night)<br />  mpecho It is nighttime.<br />else<br />  mpecho It must be dawn, dusk, or daytime.<br />endif<br /></pre>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="isweather">isweather</a></h3>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         Usage:       </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>isweather(weathername)<br /></pre>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         This function is used to check the weather         where
     the monster is at. If the monster is indoors, this         function
will     only return true for "CLEAR". Other valid         weathernames include:
  "CLOUDY",   "WINDY", "RAIN",         "THUNDERSTORM", "SNOW", "HAIL", "HEAT",
  "SLEET",   "BLIZZARD",         "DUST", "DROUGHT", "COLD"       </p>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         EXAMPLE:       </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>if isweather(rain)<br />  mpecho Rain, rain go away...<br />else<br />  mpecho We can play! No Rain!<br />endif<br /></pre>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="level">level</a></h3>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         Usage:       </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>level(character == number)<br /></pre>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         This checks the total level of the character         variable.
     Where '==' may be any of the logical operators         mentioned above.
         </p>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         EXAMPLES:       </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>if level($n &lt;= 15)<br />  mpecho The actor triggering me is 15th level or less.<br />else<br />  mpecho The actor triggering me is above 15th level.<br />endif<br /><br />if level($n &gt; $%level($i)%)<br />  mpecho The actor triggering me is higher level than me.<br />else<br />  mpecho The actor triggering me is my level or under.<br />endif<br /></pre>













                                               
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="math">math</a></h3>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         Usage:       </p>













      math(expression == expression)<br />













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         This function compares the total results of evaluating
two very simple mathematical expressions. &nbsp;Variables can be included
in the expressions via the normal $ code syntax, but the only operators allowed
  are +, -, *, or \.   You may also use () to group expressions within an
expression, or the ? to separate a random range.  &nbsp;The '==' may also
be any of the logical         operators from above.        </p>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         EXAMPLES:       </p>













                                                                        
                                                       if math('1+1' != '2')<br />













    &nbsp; &nbsp; mpecho There is something wrong with the universe!<br />













      endif<br />













    if math('1?5' &gt; 3)<br />













    &nbsp; &nbsp; mpecho Ahh, I did not pick a random number from 1-5 that
was  greater than 3. Darn!<br />













    endif                                                               
                                                                        
                                 
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="mobitem">mobitem</a></h3>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         Usage:       </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>mobitem(character number keywords)<br /></pre>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         This infrequently used function checks whether        
the numberth item in characters inventory has keywords in its         name.
       </p>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         EXAMPLE:       </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>if mobitem($n 1 sword) or mobitem ($n $g.1 sword)<br />  mpecho Either the actors first item is a sword,<br />  mpecho or an item whose cardinality is represented by the code<br />  mpecho $g.1 is a sword.<br />else<br />  mpecho Neither of those items is a sword.<br />endif<br /><br /></pre>
      <h3><a name="mood">mood</a></h3>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       Usage:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      mood(character == GRUMPY)<br />













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       This checks the mood of the       character variable.
     Where '==' may be another logical operator       from above.     </p>













                                                                        
                                                                        
                            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>       EXAMPLE:     </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      <span style="font-family: monospace;">if mood($n == 'LONELY')</span><br style="font-family: monospace;" />
      <span style="font-family: monospace;">&nbsp; mpecho The actor triggering me appears to be lonely.</span><br style="font-family: monospace;" />
      <span style="font-family: monospace;">else</span><br style="font-family: monospace;" />
      <span style="font-family: monospace;">&nbsp; mpecho The actor triggering me appears not to be lonely.</span><br style="font-family: monospace;" />
      <span style="font-family: monospace;">endif</span>












                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="number">number</a></h3>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         Usage:       </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>number(string)<br /></pre>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         This function returns whether the string given        
is a number.       </p>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         EXAMPLES:       </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>if number($g.2)<br />  mpecho The second parameter to this function_prog is a number.<br />else<br />  mpecho The second parameter to this function_prog is not a number.<br />endif<br /></pre>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="numitemsmob">numitemsmob</a></h3>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         Usage:       </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>numitemsmob(character == number)<br /></pre>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         This function compares the total number of         items
     in the characters inventory to the number given. This         function
  only   counts items not in a container, or sheathed. It         does count
  worn  items. The '==' may also be any of the logical         operators
from   above.         </p>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         EXAMPLES:       </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>if numitemsmob($n &gt; 10)<br />  mpecho The actor has an inventory size greater than 10.<br />else<br />  mpecho The actor has an inventory size less than or equal to 10.<br />endif<br /></pre>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="numitemsroom">numitemsroom</a></h3>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         Usage:       </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>numitemsroom( == number)<br /></pre>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         This function compares the total number of         items
     in the same room as the monster to the number given. This         function
     only counts items not in a container. The '==' may         also be any
  of   the logical operators from above.       </p>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         EXAMPLES:       </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>if numitemsroom( &gt; 10)<br />  mpecho There are more than 10 items in this room.<br />else<br />  mpecho There are 10 or less items in the room.<br />endif<br /></pre>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="nummobs">nummobs</a></h3>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         Usage:       </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>nummobs(name == number)<br />nummobs('MASK=zappermask' == number)<br /></pre>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         This function compares the total number of         mobs
     with the given name to the number. The second syntax allows you to substitute 
a zapper mask for the name, provided it starts with the MASK= string. &nbsp;See 
help on Prop_HaveZapper for more information on how to format a zapper mask. 
This function counts         every single    mob in the whole world, whether 
they are seen or         detectable or not.   The '==' may also be any of 
the logical         operators from above.       </p>













                                                                        
                                                                        
                             
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         EXAMPLES:       </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>if nummobs(goobers &gt; 10)<br />  mpecho There are more than 10 goobers in the world.<br />else<br />  mpecho There are 10 or less goobers in the world.<br />endif<br /></pre>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="nummobsinarea">nummobsinarea</a></h3>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         Usage:       </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>nummobsinarea(name == number)<br />nummobsinarea('MASK=zappermask' == number)                                                                      <br /></pre>













                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>This function compares the total number of         mobs     with 
the given name to the number. The second syntax allows you to substitute a
zapper mask for the name, provided it starts with the MASK= string. &nbsp;See 
help on Prop_HaveZapper for more information on how to format a zapper mask. 
&nbsp; This function counts         every single    mob in the same area as
the scripted monster or         object, whether  they  are seen or detectable 
or not. The '=='         may also be any of the logical  operators from above. 
      </p>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         EXAMPLES:       </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>if nummobsinarea(goobers &gt; 10)<br />  mpecho There are more than 10 goobers in this area.<br />else<br />  mpecho There are 10 or less goobers in this area.<br />endif<br /></pre>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="nummobsroom">nummobsroom</a></h3>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         Usage:       </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>nummobsroom(pattern == number)<br />nummobsroom('MASK=zappermask' == number)<br /></pre>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         This function compares the total number of         mobs
     in the same room as the monster, whose names or display         texts
 match    the given pattern to the number given. A pattern of         * may
 be used    to count all mobs of any name.&nbsp;The second syntax allows
you to substitute a zapper mask for the name pattern, provided it starts
with the MASK= string. &nbsp;See help on Prop_HaveZapper for more information
on how to format a zapper mask. &nbsp; This function         counts players,
 npcs,    and the hidden and undetectable. The '=='         may also be any
 of the   logical operators from above.       </p>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         EXAMPLES:       </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>if nummobsroom(* &gt; 10)<br />  mpecho There are more than 10 mobs in this room.<br />else<br />  mpecho There are 10 or less mobs in the room.<br />endif<br /></pre>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="numpcsroom">numpcsroom</a></h3>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         Usage:       </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>numpcsarea( == number)<br /></pre>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         This function compares the total number of         players
     in the same area as the monster to the number given.         This function
     counts players only, including the hidden and         undetectable.
The    '=='  may also be any of the logical operators         from above.
            </p>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         EXAMPLES:       </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>if numpcsarea( &gt; 10)<br />  mpecho There are more than 10 pcs in this area.<br />else<br />  mpecho There are 10 or less pcs in the area.<br />endif<br /></pre>













                                                                        
                                                                        
            
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="numpcsroom">numpcsroom</a></h3>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         Usage:       </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>numpcsroom( == number)<br /></pre>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         This function compares the total number of         players
     in the same room as the monster to the number given.         This function
     counts players only, including the hidden and         undetectable.
The    '=='  may also be any of the logical operators         from above.
            </p>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         EXAMPLES:       </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>if numpcsroom( &gt; 10)<br />  mpecho There are more than 10 pcs in this room.<br />else<br />  mpecho There are 10 or less pcs in the room.<br />endif<br /></pre>













                                                                        
                                                                        
                               
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="numraces">numraces</a></h3>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         Usage:       </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>numraces( race == number)<br /></pre>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         This function compares the total number of         mobs
     with the given race to the number. This function counts         every
 single    mob in the whole world, whether they are seen or         detectable
 or not.   The '==' may also be any of the logical         operators from
above.       </p>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         EXAMPLES:       </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>if numraces(Goblin &gt; 10)<br />  mpecho There are more than 10 goblins in the world.<br />else<br />  mpecho There are 10 or less goblins in the world.<br />endif<br /></pre>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="numracesinarea">numracesinarea</a></h3>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         Usage:       </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>numracesinarea(race== number)<br /></pre>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         This function compares the total number of         mobs
     with the given race to the number. This function counts         every
 single    mob in the same area as the scripted monster or         object,
 whether  they  are seen or detectable or not. The '=='         may also
be  any of the logical  operators from above.       </p>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         EXAMPLES:       </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>if numracesinarea(Goblin &gt; 10)<br />  mpecho There are more than 10 goblins in this area.<br />else<br />  mpecho There are 10 or less goblins in this area.<br />endif<br /></pre>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="position">position</a></h3>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         Usage:       </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>position(character == posword)<br /></pre>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         This checks the position of the character         variable.
     The position is a word, either SITTING, STANDING, or         SLEEPING.
  The   '==' may also be another of the logical operators         from above.
        </p>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         EXAMPLES:       </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>if position($n == STANDING)<br />  mpecho This means that the actor is standing.<br />else<br />  mpecho This means the actor is not standing.<br />endif<br /></pre>













                                                                        
                                                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="pracs">pracs</a></h3>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         Usage:       </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>pracs(character == number)<br /></pre>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         This checks the number of practice points&nbsp;the mob variable
has.  Where '==' may be any of the logical operators         mentioned above.
      </p>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         EXAMPLES:       </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>if pracs($n &lt;= 15)<br />  mpecho The actor triggering me has fewer than 16 practices.<br />else<br />  mpecho The actor triggering me has more than 15 practices.<br />endif<br /><br />if pracs($n &gt; $%pracs($i)%)<br />  mpecho The actor triggering me has more practices than me.<br />else<br />  mpecho The actor triggering me has the same or fewer practices than me.<br />endif</pre>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="questitem">questitem</a></h3>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         Usage:       </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>questitem(item questname)<br /></pre>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p> This checks whether the given item is an official item created by
a quest of the given questname. &nbsp; &nbsp;If the Scriptable behavior was
granted as part of a Quest, then * may be substituted for the questname. 
     </p>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         EXAMPLES:       </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>if questitem($o myquest)<br />  mpecho This means that item is a quest item for quest myquest.<br />else<br />  mpecho This means the item is not a quest item for quest myquest.<br />endif<br /></pre>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="questmob">questmob</a></h3>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         Usage:       </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>questmob(character questname)<br /></pre>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p> This checks whether the given character is an official mob created 
   by a quest of the given questname.&nbsp; &nbsp;If the Scriptable behavior 
   was granted as part of a Quest, then * may be substituted for the questname. 
         </p>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         EXAMPLES:       </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>if questmob($n myquest)<br />  mpecho This means that the actor is a quest mob for quest myquest.<br />else<br />  mpecho This means the the actor is not a quest mob for quest myquest.<br />endif<br /></pre>













                                                                        
                                                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="questpoints">questpoints</a></h3>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         Usage:       </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>questpoints(character == number)<br /></pre>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         This checks the number of quest points&nbsp;the mob variable 
   has.  Where '==' may be any of the logical operators         mentioned 
above.         </p>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         EXAMPLES:       </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>if questpoints($n &lt;= 15)<br />  mpecho The actor triggering me has fewer than 16 quest points.<br />else<br />  mpecho The actor triggering me has more than 15 quest points.<br />endif<br /><br />if questpoints($n &gt; $%questpoints($i)%)<br />  mpecho The actor triggering me has more quest points than me.<br />else<br />  mpecho The actor triggering me has the same or fewer quest points than me.<br />endif</pre>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="questwinner">questwinner</a></h3>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         Usage:       </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>questmob(character questname)<br /></pre>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p> This checks whether the given character has been declared a winner 
   of the quest in the past via the MPQUESTWIN command. &nbsp;If the Scriptable 
   behavior was granted as part of a Quest, then * may be substituted for 
the   questname. </p>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         EXAMPLES:       </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>if questwinner($n myquest)<br />  mpecho This means that the actor has been a winner of the quest myquest.<br />else<br />  mpecho This means the the actor has not been a winner of the quest myquest.<br />endif<br /><br /></pre>













                                                                        
                                      
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="qvar">qvar</a></h3>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         Usage:       </p>













                    <span style="font-family: monospace;">qvar(questname
varname    == value)</span><br />













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>This is used to evaluate one of the official or user-defined quest 
   variables. &nbsp;User-defined quest variables are defined using MPQSET. 
 &nbsp;Official  variables names include: "CLASS", "NAME", "DURATION", "WAIT", 
 "MINPLAYERS",  "PLAYERMASK", "RUNLEVEL", "DATE", "MUDDAY", or "INTERVAL".&nbsp; 
 If the Scriptable  behavior was granted as part of a Quest, then * may be 
 substituted for the  questname.&nbsp;Where '==' may be any of the logical 
 operators         mentioned  above. </p>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         EXAMPLES:       </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre style="font-family: monospace;">if qvar(myquest myvarname == 'myvalueformyvarname')<br />  mpecho This means that the user defined variable 'myvarname' has been previously set.<br />else<br />  mpecho This means the user defined variable 'myvarname' has not been previously set.<br />endif</pre>













                                                                        
                                      
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre><br /></pre>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="race">race</a></h3>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         Usage:       </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>race(character == race)<br /></pre>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         This function compares the race of the         character
     variable with the race name given. For a list of race         names,
do   LIST  RACES from the command line in the mud. The '=='         may also
 be  another  of the logical operators from above.       </p>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         EXAMPLE:       </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>if race($n == Goblin)<br />  mpecho The actor is a goblin.<br />else<br />  mpecho The actor is not a goblin.<br />endif<br /></pre>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="racecat">racecat</a></h3>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         Usage:       </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>race(character == category)<br /></pre>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         This function compares the racial category of         the
     race of the character variable with the racial category         given.
  For   a list of racial categories, do LIST RACES from the         command
  line  in the mud. The '==' may also be another of the         logical operators
    from above.       </p>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         EXAMPLE:       </p>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>        if racecat($n == Elf)<br />        mpecho The actor is an Elf, or Elf-kin.<br />        else<br />        mpecho The actor is not an Elf-Kin.<br />        endif<br />      </pre>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="rand">rand</a></h3>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         Usage:       </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>rand(integer)<br /></pre>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         This generates a random number and checks to         see
     if it is under the integer. This is best used for random         events
   where  there are only two outcomes.       </p>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         EXAMPLE:       </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>if rand(40)<br />  mpecho This is under 40% chance for me to echo this.<br />else<br />  mpecho Not under 40%.<br />endif<br /></pre>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="rand0num">rand0num</a></h3>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         Usage:       </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>rand0num(integer == integer)<br /></pre>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         This generates a random number from 0 to the         first
     integer given minus 1, and checks to see if it is under         the
value      give in the second integer. This is best used not in         its
pure  function    form, but as a string variable (see the $%         format
above).  It allows    one to randomly grab an item in a         string list.
See the  example below.         </p>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         EXAMPLE:       </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>if rand0num(2 == 0)<br />  MPSETVAR $i GREETINGLIST hi howdy hello greetings ho<br />  say I just wanted to say $&lt;$i GREETINGLIST&gt;.$%RAND0NUM(5)%!<br />endif<br /></pre>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="randnum">randnum</a></h3>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         Usage:       </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>randnum(integer == integer)<br /></pre>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         This generates a random number from 1 to the         first
     integer given, and checks to see if it is under the value         give
  in   the second integer. This is best used for random events         where
  there   are only two outcomes.       </p>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         EXAMPLE:       </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>if rand(1000 == 5)<br />  mpecho This is under a 5 in 1000 chance for me to echo this.<br />else<br />  mpecho Not under 5 in 1000.<br />endif<br /></pre>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="roomitem">roomitem</a></h3>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         Usage:       </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>roomitem(number keywords)<br /></pre>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         This infrequently used function checks whether        
the numberth item in the room has keywords in its name.       </p>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         EXAMPLE:       </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>if roomitem(1 sword) or roomitem ($g.1 sword)<br />  mpecho Either the rooms first item is a sword,<br />  mpecho or an item whose cardinality is represented by<br />  mpecho the code $g.1 is a sword.<br />else<br />  mpecho Neither of those items is a sword.<br />endif<br /></pre>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="roommob">roommob</a></h3>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         Usage:       </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>roommob(number keywords)<br /></pre>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         This infrequently used function checks whether        
the numberth mob in the room has keywords in its name.       </p>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         EXAMPLE:       </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>if roommob(1 joe) or roommob($g.1 joe)<br />  mpecho Either the rooms first mob is named joe,<br />  mpecho or a mob whose cardinality is represented by<br />  mpecho the code $g.1 is joe.<br />else<br />  mpecho Neither of those mobs is joe.<br />endif<br /></pre>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="sex">sex</a></h3>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         Usage:       </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>sex(character == letter)<br /></pre>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         This compares the sex of the character         variable
     to the letter given. The letter may be "M", "F", or         "N". The
'=='     may also be another of the logical operators from         above.
            </p>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         EXAMPLES:       </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>if sex($n == M)<br />  mpecho The actor triggering me is a male.<br />else<br />  mpecho The actor triggering me is not a male.<br />endif<br /><br />if sex($n != $%sex($n)%)<br />  mpecho The actor triggering me is not the same sex as me.<br />else<br />  mpecho The actor triggering me is the same sex as me.<br />endif<br /></pre>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="stat">stat</a></h3>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         Usage:       </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>stat(target variable == value)<br /></pre>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         This is a powerful function which allows you         to
     make comparisons based on numerous characteristics of the         target.
     The target may be any code, including mobs or items.         The variable
     may be any of those listed above under MPGSET in         the section
on   Scriptable  Commands. The '==' may be any of the         above logical
operators,   and  the value any expression,         including codes. This
function is  like gstat, with one         important difference: stat respects
only the  variables which         the target has available. For Generic mobs
and items,  this will         be many more than for Standard mobs and items.
For this  reason,          it is almost always preferable to use gstat. 
     </p>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         EXAMPLES:       </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>if stat($n CHARISMA &gt; 10)<br />  mpecho The actor, if a generic mob, has a charisma greater than 10.<br />endif<br /><br /></pre>






      
      
      
      
      
      
      <h3><a name="strcontains">strcontains</a></h3>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         Usage:       </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      <span style="font-family: monospace;">strcontains(string words)</span><br />













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p> This function searches the first string to see if the set of
words described by the second string is contained therein. &nbsp;The
search is case-insensitve, and ignores all punctuation. &nbsp;The set
of words may be double-quoted to include spaces. &nbsp;Each word or
word grouping must be separated by one of three special characters:</p>






      
      
      
      
      
      
      <p>word1 word2 means the string contains word1 which is immediately followed by word2<br />






word1 &amp; word2&nbsp;means the string must contains word1 and word2 in any order<br />






word1 | word2 means the string contains word1 or word2<br />






word1 &gt; word2 means the string contains both word1 and word2, but
word2 comes after word1 in the string (though other words may separate
them)<br />






word1 &lt; word2 means the string contaisn both word1 and word2, but word1 comes after word2 in the strong</p>






      
      
      
      
      
      
      <p>You may also use parenthesis to group word checks together.<br />






      <br />






EXAMPLE:       </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      i<span style="font-family: monospace;">f strcontains('one two three four' '(one &gt; four) &amp; (two three)')</span><br style="font-family: monospace;" />






      <span style="font-family: monospace;">  mpecho The string meets my word criteria</span><br style="font-family: monospace;" />






      <span style="font-family: monospace;">else</span><br style="font-family: monospace;" />






      <span style="font-family: monospace;">  mpecho The string does not meet my word criteria.</span><br style="font-family: monospace;" />






      <span style="font-family: monospace;">endif<br />






      </span>






                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="strin">strin</a></h3>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         Usage:       </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>strin(string string)<br /></pre>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         This function searches the first string to see        
if the second string appears as a whole word within it. If so,         this
function returns true.       </p>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         EXAMPLE:       </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>if strin('one two three four' 'three')<br />  mpecho The word three appears in the list of words.<br />else<br />  mpecho Since no variables were used in the example, this is technically impossible.<br />endif<br /></pre>













                                                                        
                                                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="trains">trains</a></h3>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         Usage:       </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>trains(character == number)<br /></pre>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         This checks the number of training sessions&nbsp;the mob 
   variable has.  Where '==' may be any of the logical operators         mentioned
   above.       </p>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         EXAMPLES:       </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>if trains($n &lt;= 15)<br />  mpecho The actor triggering me has fewer than 16 trains.<br />else<br />  mpecho The actor triggering me has more than 15 trains.<br />endif<br /><br />if trains($n &gt; $%trains($i)%)<br />  mpecho The actor triggering me has more trains than me.<br />else<br />  mpecho The actor triggering me has the same or fewer trains than me.<br />endif</pre>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="value">value</a></h3>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         Usage:       </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>value(character currency &gt; amount)<br />value(coinitem currency &gt; amount)<br /></pre>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         This evaluates the total amount of money that         the
     character variable has on hand in the given currency, or         the
value     of the coins of the given currency. Where '==' may be         any
other   logical  operator from above. The value is always         expressed
in base   gold for  comparison purposes only. If a coin         item is not
of the  given currency,  the value will always be         0.       </p>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         EXAMPLE:       </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>if value($n 'COPPER' &lt; 10000)<br />  mpecho The actor has less than 10000 base-gold with of money in the 'COPPER' currency on hand<br />else<br />  mpecho The actor has plenty<br />endif<br /></pre>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="var">var</a></h3>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         Usage:       </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>var(character variable == value)<br /></pre>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         This function compares the variable belonging         to
     the character to the given value. The character is almost         always
    a code of some sort, where the variable is almost always         a literal
    string. The value may be anything necessary. Where         '==' may be
 any   of the above logical operators. See MPSETVAR         for information
 on settings   variables.       </p>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         EXAMPLE:       </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>if var($n KILLS &gt; 10)<br />  mpecho The actor's KILLS variable is greater than 10.<br />else<br />  mpecho The actor's KILLS variable is equal to or less than 10.<br />endif<br /></pre>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <h3><a name="worn">worn</a></h3>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         Usage:       </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>worn(character item)<br /></pre>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         This function checks whether the character is         wearing
     an item of the given name.       </p>













                                                                        
                                                                        
                              
      
      
      
      
      
      
      
      
      
      
      
      
      
      <p>         EXAMPLE:       </p>













                                                                        
                                                                        
                       
      
      
      
      
      
      
      
      
      
      
      
      
      
      <pre>if worn($n brass shirt)<br />  mpecho The actor is wearing a brass shirt somewhere.<br />else<br />  mpecho The actor is not wearing a brass shirt.<br />endif<br /></pre>













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