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com/planet_ink/coffee_mud/Abilities/
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		<h1>Behaviors Reference</h1>
		<h2> CoffeeMud 5.2 </h2>
		</td></tr><tr><td width=20% valign=top align=left>
		<a href="affbehav.html"><B>Properties/Affects</B></a><BR>
		<B>Behaviors</B><BR>
		<ul>
			
			
				<li><a href="#ActiveTicker">ActiveTicker</a>
			&nbsp;
			
				<li><a href="#Aggressive">Aggressive</a>
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				<li><a href="#AlignHelper">AlignHelper</a>
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				<li><a href="#AntiVagrant">AntiVagrant</a>
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				<li><a href="#Arrest">Arrest</a>
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				<li><a href="#Bardness">Bardness</a>
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				<li><a href="#Beggar">Beggar</a>
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				<li><a href="#BribeGateGuard">BribeGateGuard</a>
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				<li><a href="#BrotherHelper">BrotherHelper</a>
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				<li><a href="#ClanHelper">ClanHelper</a>
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				<li><a href="#Clericness">Clericness</a>
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				<li><a href="#CombatAbilities">CombatAbilities</a>
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				<li><a href="#CombatAssister">CombatAssister</a>
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				<li><a href="#CommonSpeaker">CommonSpeaker</a>
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				<li><a href="#Concierge">Concierge</a>
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				<li><a href="#Conquerable">Conquerable</a>
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				<li><a href="#CorpseEater">CorpseEater</a>
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				<li><a href="#CorpseLooter">CorpseLooter</a>
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				<li><a href="#Decay">Decay</a>
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				<li><a href="#DelayedTransporter">DelayedTransporter</a>
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				<li><a href="#DoorwayGuardian">DoorwayGuardian</a>
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				<li><a href="#Drowness">Drowness</a>
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				<li><a href="#Druidness">Druidness</a>
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				<li><a href="#Emoter">Emoter</a>
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				<li><a href="#EvilExecutioner">EvilExecutioner</a>
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				<li><a href="#FaithHelper">FaithHelper</a>
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				<li><a href="#FasterRecovery">FasterRecovery</a>
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				<li><a href="#FieryRoom">FieryRoom</a>
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				<li><a href="#Fighterness">Fighterness</a>
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				<li><a href="#FightFlee">FightFlee</a>
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				<li><a href="#Follower">Follower</a>
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				<li><a href="#GateGuard">GateGuard</a>
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				<li><a href="#GetsAllEquipped">GetsAllEquipped</a>
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				<li><a href="#GoldLooter">GoldLooter</a>
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				<li><a href="#GoodExecutioner">GoodExecutioner</a>
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				<li><a href="#GoodGuardian">GoodGuardian</a>
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				<li><a href="#Guard">Guard</a>
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				<li><a href="#Healer">Healer</a>
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				<li><a href="#Hireling">Hireling</a>
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				<li><a href="#InstantDeath">InstantDeath</a>
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				<li><a href="#ItemGenerator">ItemGenerator</a>
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				<li><a href="#ItemIdentifier">ItemIdentifier</a>
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				<li><a href="#ItemMender">ItemMender</a>
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				<li><a href="#ItemRefitter">ItemRefitter</a>
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				<li><a href="#LinkedWeather">LinkedWeather</a>
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				<li><a href="#Mageness">Mageness</a>
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				<li><a href="#Mime">Mime</a>
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				<li><a href="#MOBEater">MOBEater</a>
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				<li><a href="#MOBHelper">MOBHelper</a>
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				<li><a href="#MOBHunter">MOBHunter</a>
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				<li><a href="#Mobile">Mobile</a>
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				<li><a href="#MobileAggressive">MobileAggressive</a>
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				<li><a href="#MobileGoodGuardian">MobileGoodGuardian</a>
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				<li><a href="#MOBReSave">MOBReSave</a>
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				<li><a href="#MOBTeacher">MOBTeacher</a>
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				<li><a href="#MoneyChanger">MoneyChanger</a>
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				<li><a href="#MovingRoom">MovingRoom</a>
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				<li><a href="#MudChat">MudChat</a>
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				<li><a href="#Nanny">Nanny</a>
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				<li><a href="#NastyAbilities">NastyAbilities</a>
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				<li><a href="#NiceAbilities">NiceAbilities</a>
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				<li><a href="#NoCombatAssist">NoCombatAssist</a>
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				<li><a href="#ObjectGuardian">ObjectGuardian</a>
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				<li><a href="#Patroller">Patroller</a>
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				<li><a href="#PlayerHelper">PlayerHelper</a>
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				<li><a href="#PokerDealer">PokerDealer</a>
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				<li><a href="#ProtectedCitizen">ProtectedCitizen</a>
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				<li><a href="#ProtectedCitizens">ProtectedCitizens</a>
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				<li><a href="#PuddleMaker">PuddleMaker</a>
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				<li><a href="#QuestChat">QuestChat</a>
			&nbsp;
			
				<li><a href="#RaceHelper">RaceHelper</a>
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				<li><a href="#RandomItems">RandomItems</a>
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				<li><a href="#RandomMonsters">RandomMonsters</a>
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				<li><a href="#RandomTeleporter">RandomTeleporter</a>
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				<li><a href="#RandomTraps">RandomTraps</a>
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				<li><a href="#ResetWhole">ResetWhole</a>
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				<li><a href="#ResourceOverride">ResourceOverride</a>
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				<li><a href="#ROMGangMember">ROMGangMember</a>
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				<li><a href="#ROMPatrolman">ROMPatrolman</a>
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				<li><a href="#Scavenger">Scavenger</a>
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				<li><a href="#Scriptable">Scriptable</a>
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				<li><a href="#ScriptableEverymob">ScriptableEverymob</a>
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				<li><a href="#Sounder">Sounder</a>
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				<li><a href="#StdBehavior">StdBehavior</a>
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				<li><a href="#TargetPlayer">TargetPlayer</a>
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				<li><a href="#TaxCollector">TaxCollector</a>
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				<li><a href="#Thiefness">Thiefness</a>
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				<li><a href="#Vagrant">Vagrant</a>
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				<li><a href="#VeryAggressive">VeryAggressive</a>
			&nbsp;
			
				<li><a href="#WaterCurrents">WaterCurrents</a>
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				<li><a href="#WeatherAffects">WeatherAffects</a>
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				<li><a href="#Wimpy">Wimpy</a>
			&nbsp;
			
				<li><a href="#WimpyAggressive">WimpyAggressive</a>
			&nbsp;
			
		</ul>
		</td><td valign=top align=left>
			
			
			<p>
			<a name="ActiveTicker"><B>ActiveTicker</B></a>
			<br>
			<br>
			<br>
			<pre>Behavior   : ActiveTicker<BR>Targets    : MOBs<BR>Parameters : <BR>Example    : <BR>Description: <BR>A base class for mobile type behaviors.  Do not use.</pre>
			</P>
			
			<p>
			<a name="Aggressive"><B>Aggressive</B></a>
			<br>
			<br>
			<br>
			<pre>Behavior   : Aggressive<BR>Targets    : MOBs<BR>Parameters : aggression masks<BR>Example    : +elf -fighter<BR>Example    : MOBKILL MISBEHAVE +elf -fighter<BR>Description: <BR>Makes the mob attack any player mob it can detect in the same room, from the<BR>moment the new mob enters.  Horribly wounded mobs are not aggressive. Mobs will<BR>also not be aggressive towards Archons and builders with the CMDMOBS security flag.<BR>If no other parameters are given, the mob will attack anyone. Valid aggressive<BR>masks include:  <BR>delay=x (makes the mob delay x ticks before looking for a victim) <BR>mobkill (makes this behavior attack mobs as well as players) <BR>misbehave (makes this mob attack even when wounded or a follower) <BR>+SYSOP (allow archons to bypass the rules)  <BR>-SYSOP (always spare archons)  <BR>+SUBOP (allow archons or area staff to bypass the rules)  <BR>-SUBOP (always spare archons and area staff)  <BR>-PLAYER (spare all players) <BR>-MOB (spare all mobs/npcs)  <BR>-CLASS  (spare all classes)  <BR>-CLASS +thief +mage +ranger (create exceptions) <BR>-BASECLASS  (spare all base classes)  <BR>-BASECLASS +thief +mage +ranger (create exceptions) <BR>-thief -mage  -ranger (spare only listed classes)<BR>-RACE (spare all races)  <BR>-RACE +elf +dwarf +human +half +gnome (create exceptions)  <BR>-elf -dwarf -human -half -gnome (spare only listed races)  <BR>-RACECAT (spare all racial categories)  <BR>-RACECAT +elf +insect +humanoid +canine +gnome (create exceptions)  <BR>+RACECAT (do not spare all racial categories)  <BR>+RACECAT -elf -insect -humanoid -canine -gnome (create exceptions)  <BR>-ALIGNMENT (spare all alignments)  <BR>-ALIGNMENT +evil +good +neutral (create exceptions)  <BR>-evil -good -neutral (spare only listed alignments)  <BR>-GENDER (spare all genders)  <BR>-GENDER +male +female +neuter (create exceptions)  <BR>-male -female -neuter (spare only listed genders)  <BR>-FACTION (spare all faction and values, even a lack of faction) <BR>-FACTION +myfactionrange +myotherfactionrange (create exceptions) <BR>-myfactionrange -myotherfactionrange (spare only named faction range)<BR>-TATTOOS (spare all tattoos, even a lack of a tattoo) <BR>-TATTOOS +mytatto +thistattoo +anytattoo etc..  (create exceptions) <BR>+TATTOOS (do not spare any or no tattoos) <BR>+TATTOOS -mytattoo -anytatto, etc.. (create exceptions) <BR>-EXPERTISES (spare all expertises, even a lack of a edus) <BR>-EXPERTISES +myedu +thisedu +anyedu etc..  (create exceptions)<BR>+EXPERTISES (do not spare any or no expertises) <BR>+EXPERTISES -myedu -anyedu, etc.. (create exceptions) <BR>-SECURITY (spare all security flags, even a lack of a security) <BR>-SECURITY +cmdrooms +area cmditems etc..  (create exceptions)<BR>+SECURITY (do not spare any or no expertises) <BR>+SECURITY -cmdrooms +area cmditems, etc.. (create exceptions) <BR>-LEVEL (spare all levels)  <BR>-LEVEL +=1 +>5 +>=7 +&lt;13 +&lt;=20 (create exceptions)  <BR>-=1 ->5 ->=7 -&lt;13 -&lt;=20 (spare only listed levels range) <BR>-NAMES (spare everyone) <BR>-NAMES +bob "+my name" etc.. (create name exceptions) <BR>+NAMES (do not spare anyone who has a name) <BR>+NAMES -bob "-my name" etc.. (create name exceptions) <BR>-CLAN (spare anyone, even no clan) <BR>-CLAN +Killers "+Holy Avengers" etc.. (create clan exceptions) <BR>+CLAN (do not spare anyone, even non clan people) <BR>+CLAN -Killers "-Holy Avengers" etc.. (create clan exceptions) <BR>-DEITY (spare anyone, even no deity) <BR>-DEITY +Apollo "+Grothon The Great" etc.. (create deity exceptions) <BR>+DEITY (do not spare anyone, even non deity worshipping people) <BR>+DEITY -Apollo "-rothon The Great" etc.. (create deity exceptions) <BR>-ANYCLASS (spare all multi-class combinations)  <BR>-ANYCLASS +thief +mage +ranger (exceptions, allow any levels) <BR>+ANYCLASS (do not spare all multi-class combinations)  <BR>+ANYCLASS -thief -mage -ranger (exceptions, disallow any levels) <BR>-STR X (spare those with strength greater than X)  <BR>+STR X (spare those with strength less than X)  <BR>-INT X (spare those with intelligence greater than X)  <BR>+INT X (spare those with intelligence less than X)  <BR>-WIS X (spare those with wisdom greater than X)  <BR>+WIS X (spare those with wisdom less than X)  <BR>-CON X (spare those with constitution greater than X)  <BR>+CON X (spare those with constitution less than X)  <BR>-CHA X (spare those with charisma greater than X)  <BR>+CHA X (spare those with charisma less than X)  <BR>-DEX X (spare those with dexterity greater than X)  <BR>+DEX X (spare those with dexterity less than X) <BR>+-ADJSTR...ADJCON (Same as above, but uses current values) <BR>-AREA (spare in all areas) <BR>-AREA "+my areaname" etc.. (create exceptions) <BR>+AREA (do not spare any areas) <BR>+AREA "-my areaname" etc.. (create exceptions) <BR>-HOME (spare in all home/beacon areas) <BR>-HOME "+my home/beacon areaname" etc.. (create exceptions) <BR>+HOME (do not spare any home/beacon areas) <BR>+HOME "-my home/beacon areaname" etc.. (create exceptions) <BR>-ITEM "+item name" etc... (spare only those with an item name) <BR>-WORN "+item name" etc... (spare only those wearing item name) <BR>-EFFECTS (spare anyone, even no effects) <BR>-EFFECTS +Sleep "+Wood Chopping" etc.. (create name exceptions) <BR>+EFFECTS (do not spare anyone, even non effected people) <BR>+EFFECTS -Sleep "-Wood Chopping" etc.. (create name exceptions) <BR>-SKILLS (spare anyone, even those with no skill) <BR>-SKILLS +Spell_Sleep(75) etc.. (create exceptions with proficiency) <BR>+SKILLS (do not spare anyone, even non skilled people) <BR>+SKILLS -Spell_Sleep(75) etc.. (create exceptions with proficiency) <BR>-MATERIAL "+WOODEN" etc.. (&lt;WORN> only items of added materials) <BR>+MATERIAL "-WOODEN" etc.. (Do not &lt;WORN> items of subtracted materials) <BR>-RESOURCES "+OAK" etc.. (&lt;WORN> only items of added resources) <BR>+RESOURCES "-OAK" etc.. (Do not &lt;WORN> items of subtracted resources) <BR>-JAVACLASS "+GENMOB" etc.. (&lt;WORN> only objects of added java class) <BR>+JAVACLASS "-GENITEM" etc.. (Do not &lt;WORN> objs of subtracted classes) <BR>-RESOURCES "+OAK" etc.. (&lt;WORN> only items of added resources) <BR>+RESOURCES "-OAK" etc.. (Do not &lt;WORN> items of subtracted resources) <BR>-ABILITY X (spare those with magical ability less than X)  <BR>+ABILITY X (spare those with magical ability greater than X) <BR>-VALUE X (spare those with value or money less than X)  <BR>+VALUE X (spare those with value or money greater than X) <BR>-WEIGHT X (spare those weighing less than X)  <BR>+WEIGHT X (spare those weighing more than X) <BR>-ARMOR X (spare those with armor bonus less than X)  <BR>+ARMOR X (spare those with armor bonus more than X) <BR>-DAMAGE X (spare those with damage bonus less than X)  <BR>+DAMAGE X (spare those with damage bonus more than X) <BR>-ATTACK X (spare those with attack bonus less than X)  <BR>+ATTACK X (spare those with attack bonus more than X) <BR>-WORNON "+TORSO" etc.. (&lt;WORN> only items wearable on added locs) <BR>+WORNON "-NECK" etc.. (Do not &lt;WORN> items wearable on subtracted locs) <BR>-DISPOSITION "+ISHIDDEN" etc.. (&lt;WORN> only with added dispositions) <BR>+DISPOSITION "-ISHIDDEN" etc.. (Do not &lt;WORN> only with sub disp) <BR>-SENSES "+CANSEEDARK" etc.. (&lt;WORN> only those with added sens.) <BR>+SENSES "-CANSEEDARK" etc.. (Do not &lt;WORN> those with subtracted sens.) <BR>-HOUR +X (spare always, unless the hour is X)  <BR>+HOUR -X (spare those only when the hour is X) <BR>-SEASON +FALL (spare those only when season is FALL)  <BR>+SEASON -SPRING (spare those whenever the season is SPRING) <BR>-MONTH +X (spare those only when month number is X)  <BR>+MONTH -X (spare those whenever the month number is X)-DAY +X (spare those only<BR>when day number is X)  <BR>+DAY -X (spare those whenever the day number is X)-WEATHER +DROUGHT (spare<BR>those only when weather is DROUGHT)  <BR>+WEATHER -BLIZZARD (spare those whenever the weather is BLIZZARD) <BR>-SKILLFLAG (spare anyone, even those with no skills) <BR>-SKILLFLAG +ENCHANTMENT etc.. (create exceptions to -skillflag) <BR>+SKILLFLAG (do not spare anyone, even non skilled people) <BR>+SKILLFLAG -ENCHANTMENT etc.. (create exceptions to +skillflag) <BR> </pre>
			</P>
			
			<p>
			<a name="AlignHelper"><B>AlignHelper</B></a>
			<br>
			<br>
			<br>
			<pre>Behavior   : AlignHelper<BR>Targets    : MOBs<BR>Parameters : <BR>Example    : <BR>Description: <BR>Joins a fight on the side of anyone who is the same alignment as the mob. </pre>
			</P>
			
			<p>
			<a name="AntiVagrant"><B>AntiVagrant</B></a>
			<br>
			<br>
			<br>
			<pre>Behavior   : AntiVagrant<BR>Targets    : MOBs<BR>Parameters : min, max ticks, a percent chance, anywhere and/or kickout flag<BR>Example    : min=2 max=3 chance=99<BR>Example    : min=2 max=3 chance=99 KICKOUT<BR>Example    : min=2 max=3 chance=75 ANYWHERE<BR>Example    : min=2 max=3 chance=75 ANYWHERE KICKOUT<BR>Description: <BR>Wakes up any MOB that is sleeping on a CityStreet type locale.  Will also stand<BR>up anyone sitting on a city street.  The locale type can be overridden by including<BR>the ANYWHERE flag.  You may also get the person kicked out of the current room by<BR>using the KICKOUT flag.  All of the parameters are optional.</pre>
			</P>
			
			<p>
			<a name="Arrest"><B>Arrest</B></a>
			<br>
			<br>
			<br>
			<pre>Behavior   : Arrest<BR>Targets    : Areas<BR>Parameters : blank, the word "custom", or the name of a formatted INI file in<BR>resources<BR>Example    : laws_mycity.ini<BR>Example    : custom<BR>Description: <BR>This powerful behavior allows you to set up the enforcement of laws inside of a<BR>city. The only parameter is the name of an ini file in the resources directory.  If<BR>left blank, the default laws.ini file will be used.  The ini file specifies the<BR>judges, enforcement mobs, the laws and their punishments, and the location of<BR>jails.  The messages seen by the criminals is also contained therein.  The word<BR>custom may also be placed in the parameters in order to make the area laws<BR>changable using either a StdLawBook or a GenLawBook.</pre>
			</P>
			
			<p>
			<a name="Bardness"><B>Bardness</B></a>
			<br>
			<br>
			<br>
			<pre>Behavior   : Bardness<BR>Targets    : MOBs<BR>Parameters : (SUBCLASS NAME)<BR>(OFFENSIVE,DEFENSIVE,MIXEDOFFENSIVE,MIXEDDEFENSIVE)<BR>Example    : <BR>Example    : Bard<BR>Example    : Dancer MIXEDOFFENSIVE<BR>Description: <BR>An extension of CombatAbilities, this behavior makes the mob a Bard by class,<BR>and gives the mob bard songs appropriate to its level.  After this behavior has<BR>triggered, it will often require a RESET for any level changes to the mob to take<BR>over. <BR>This behavior should not be used WITH any of the other CombatAbilities<BR>behaviors, such as Fighterness, Thiefness, Mageness, Clericness, Druidness, or<BR>CombatAbilities. It should be used alone on a mob.</pre>
			</P>
			
			<p>
			<a name="Beggar"><B>Beggar</B></a>
			<br>
			<br>
			<br>
			<pre>Behavior   : Beggar<BR>Targets    : MOBs<BR>Parameters : <BR>Example    : <BR>Description: <BR>The mob with this behavior will beg for money from players, and say thank you<BR>when rewarded.</pre>
			</P>
			
			<p>
			<a name="BribeGateGuard"><B>BribeGateGuard</B></a>
			<br>
			<br>
			<br>
			<pre>Behavior   : BribeGateGuard<BR>Targets    : MOBs<BR>Parameters : Price of entry, Gate System<BR>Example    : price=5 gates=Avalon<BR>Description: <BR>The mob will work akin to a gate guard, but you have to have at least the price<BR>on your tab for the guard to open it (or let you open it from that side) Any<BR>payment made over the price is retained, in a manner akin to a bank chain, so if<BR>any other guards are in the same Gate System, they will all use the same tab.  DO<BR>NOT put one on each side - unlike Gate Guards, these guys don't play well with<BR>others. If you want players to be able to sneak by them, merely make sure they<BR>can't see sneaking or invis - whichever.  The hiding player will have to wait for<BR>another player to get the door open to sneak through.</pre>
			</P>
			
			<p>
			<a name="BrotherHelper"><B>BrotherHelper</B></a>
			<br>
			<br>
			<br>
			<pre>Behavior   : BrotherHelper<BR>Targets    : MOBs<BR>Parameters : optional max fighters<BR>Example    : <BR>Example    : 5<BR>Description: <BR>Joins a fight on the side of an identical mob, or a mob from the same starting<BR>room.  You may optionally specify the maximum number of brothers who may assault a<BR>single target.</pre>
			</P>
			
			<p>
			<a name="ClanHelper"><B>ClanHelper</B></a>
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			<pre>Behavior   : ClanHelper<BR>Targets    : MOBs<BR>Parameters : Clan to make this mob a member of<BR>Example    : McElvy<BR>Description: <BR>Joins a fight on the side of a mob of the same clan as specified in the<BR>parameters.</pre>
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			<p>
			<a name="Clericness"><B>Clericness</B></a>
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			<pre>Behavior   : Clericness<BR>Targets    : MOBs<BR>Parameters : (SUBCLASS NAME)<BR>(OFFENSIVE,DEFENSIVE,MIXEDOFFENSIVE,MIXEDDEFENSIVE)<BR>Example    : <BR>Example    : Templar<BR>Example    : Doomsayer OFFENSIVE<BR>Description: <BR>An extension of CombatAbilities, this behavior makes the mob a Cleric by class,<BR>and gives the mob clerical prayers appropriate to its alignment and level.  After<BR>this behavior has triggered, it will often require a RESET for any alignment or<BR>level changes to the mob to take over. <BR>This behavior should not be used WITH any of the other CombatAbilities<BR>behaviors, such as Fighterness, Thiefness, Mageness, Clericness, Druidness, or<BR>CombatAbilities. It should be used alone on a mob.</pre>
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			<p>
			<a name="CombatAbilities"><B>CombatAbilities</B></a>
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			<pre>Behavior   : CombatAbilities<BR>Targets    : MOBs<BR>Parameters : (as derived class) and +SKILLID -SKILLID<BR>Example    : (as derived class) -Spell_Sleep<BR>Description: <BR>Gives the mob the urge to use their skills, spells, prayers, songs, and other<BR>abilities during combat. <BR>This behavior should not be used WITH any of the other CombatAbilities<BR>behaviors, such as Fighterness, Thiefness, Mageness, Clericness, Druidness, or<BR>CombatAbilities. It should be used alone on a mob.<BR><BR>The parameters are as described in one of the derived classes, but in addition,<BR>you can also specify the IDs of certain skills that the behavior will either be<BR>allowed to be used in combat even if it is not normally allowed, or be disallowed<BR>to be used in combat even if the mob has the skill and it would normally be<BR>allowed, depending on whether the ID is preceded by + or -.</pre>
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			<p>
			<a name="CombatAssister"><B>CombatAssister</B></a>
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			<pre>Behavior   : CombatAssister<BR>Targets    : MOBs<BR>Parameters : mask of mobs to assist<BR>Example    : -RACE +Elf<BR>Example    : -NAME "+My Buddies"<BR>Example    : -CLANS "+My Clan"<BR>Description: <BR>The mob with this behavior will come to the defence of any other mob which is<BR>attacked in its presence and meets the mask defined above.  <BR>Valid masks include: <BR>+SYSOP (allow archons to bypass the rules)  <BR>-SYSOP (always ignore archons)  <BR>+SUBOP (allow archons or area staff to bypass the rules)  <BR>-SUBOP (always ignore archons and area staff)  <BR>-PLAYER (ignore all players) <BR>-MOB (ignore all mobs/npcs)  <BR>-CLASS  (ignore all classes)  <BR>-CLASS +thief +mage +ranger (create exceptions) <BR>-BASECLASS  (ignore all base classes)  <BR>-BASECLASS +thief +mage +ranger (create exceptions) <BR>-thief -mage  -ranger (ignore only listed classes)<BR>-RACE (ignore all races)  <BR>-RACE +elf +dwarf +human +half +gnome (create exceptions)  <BR>-elf -dwarf -human -half -gnome (ignore only listed races)  <BR>-RACECAT (ignore all racial categories)  <BR>-RACECAT +elf +insect +humanoid +canine +gnome (create exceptions)  <BR>+RACECAT (do not ignore all racial categories)  <BR>+RACECAT -elf -insect -humanoid -canine -gnome (create exceptions)  <BR>-ALIGNMENT (ignore all alignments)  <BR>-ALIGNMENT +evil +good +neutral (create exceptions)  <BR>-evil -good -neutral (ignore only listed alignments)  <BR>-GENDER (ignore all genders)  <BR>-GENDER +male +female +neuter (create exceptions)  <BR>-male -female -neuter (ignore only listed genders)  <BR>-FACTION (ignore all faction and values, even a lack of faction) <BR>-FACTION +myfactionrange +myotherfactionrange (create exceptions) <BR>-myfactionrange -myotherfactionrange (ignore only named faction range)<BR>-TATTOOS (ignore all tattoos, even a lack of a tattoo) <BR>-TATTOOS +mytatto +thistattoo +anytattoo etc..  (create exceptions) <BR>+TATTOOS (do not ignore any or no tattoos) <BR>+TATTOOS -mytattoo -anytatto, etc.. (create exceptions) <BR>-EXPERTISES (ignore all expertises, even a lack of a edus) <BR>-EXPERTISES +myedu +thisedu +anyedu etc..  (create exceptions)<BR>+EXPERTISES (do not ignore any or no expertises) <BR>+EXPERTISES -myedu -anyedu, etc.. (create exceptions) <BR>-SECURITY (ignore all security flags, even a lack of a security) <BR>-SECURITY +cmdrooms +area cmditems etc..  (create exceptions)<BR>+SECURITY (do not ignore any or no expertises) <BR>+SECURITY -cmdrooms +area cmditems, etc.. (create exceptions) <BR>-LEVEL (ignore all levels)  <BR>-LEVEL +=1 +>5 +>=7 +&lt;13 +&lt;=20 (create exceptions)  <BR>-=1 ->5 ->=7 -&lt;13 -&lt;=20 (ignore only listed levels range) <BR>-NAMES (ignore everyone) <BR>-NAMES +bob "+my name" etc.. (create name exceptions) <BR>+NAMES (do not ignore anyone who has a name) <BR>+NAMES -bob "-my name" etc.. (create name exceptions) <BR>-CLAN (ignore anyone, even no clan) <BR>-CLAN +Killers "+Holy Avengers" etc.. (create clan exceptions) <BR>+CLAN (do not ignore anyone, even non clan people) <BR>+CLAN -Killers "-Holy Avengers" etc.. (create clan exceptions) <BR>-DEITY (ignore anyone, even no deity) <BR>-DEITY +Apollo "+Grothon The Great" etc.. (create deity exceptions) <BR>+DEITY (do not ignore anyone, even non deity worshipping people) <BR>+DEITY -Apollo "-rothon The Great" etc.. (create deity exceptions) <BR>-ANYCLASS (ignore all multi-class combinations)  <BR>-ANYCLASS +thief +mage +ranger (exceptions, allow any levels) <BR>+ANYCLASS (do not ignore all multi-class combinations)  <BR>+ANYCLASS -thief -mage -ranger (exceptions, disallow any levels) <BR>-STR X (ignore those with strength greater than X)  <BR>+STR X (ignore those with strength less than X)  <BR>-INT X (ignore those with intelligence greater than X)  <BR>+INT X (ignore those with intelligence less than X)  <BR>-WIS X (ignore those with wisdom greater than X)  <BR>+WIS X (ignore those with wisdom less than X)  <BR>-CON X (ignore those with constitution greater than X)  <BR>+CON X (ignore those with constitution less than X)  <BR>-CHA X (ignore those with charisma greater than X)  <BR>+CHA X (ignore those with charisma less than X)  <BR>-DEX X (ignore those with dexterity greater than X)  <BR>+DEX X (ignore those with dexterity less than X) <BR>+-ADJSTR...ADJCON (Same as above, but uses current values) <BR>-AREA (ignore in all areas) <BR>-AREA "+my areaname" etc.. (create exceptions) <BR>+AREA (do not ignore any areas) <BR>+AREA "-my areaname" etc.. (create exceptions) <BR>-HOME (ignore in all home/beacon areas) <BR>-HOME "+my home/beacon areaname" etc.. (create exceptions) <BR>+HOME (do not ignore any home/beacon areas) <BR>+HOME "-my home/beacon areaname" etc.. (create exceptions) <BR>-ITEM "+item name" etc... (ignore only those with an item name) <BR>-WORN "+item name" etc... (ignore only those wearing item name) <BR>-EFFECTS (ignore anyone, even no effects) <BR>-EFFECTS +Sleep "+Wood Chopping" etc.. (create name exceptions) <BR>+EFFECTS (do not ignore anyone, even non effected people) <BR>+EFFECTS -Sleep "-Wood Chopping" etc.. (create name exceptions) <BR>-SKILLS (ignore anyone, even those with no skill) <BR>-SKILLS +Spell_Sleep(75) etc.. (create exceptions with proficiency) <BR>+SKILLS (do not ignore anyone, even non skilled people) <BR>+SKILLS -Spell_Sleep(75) etc.. (create exceptions with proficiency) <BR>-MATERIAL "+WOODEN" etc.. (&lt;WORN> only items of added materials) <BR>+MATERIAL "-WOODEN" etc.. (Do not &lt;WORN> items of subtracted materials) <BR>-RESOURCES "+OAK" etc.. (&lt;WORN> only items of added resources) <BR>+RESOURCES "-OAK" etc.. (Do not &lt;WORN> items of subtracted resources) <BR>-JAVACLASS "+GENMOB" etc.. (&lt;WORN> only objects of added java class) <BR>+JAVACLASS "-GENITEM" etc.. (Do not &lt;WORN> objs of subtracted classes) <BR>-RESOURCES "+OAK" etc.. (&lt;WORN> only items of added resources) <BR>+RESOURCES "-OAK" etc.. (Do not &lt;WORN> items of subtracted resources) <BR>-ABILITY X (ignore those with magical ability less than X)  <BR>+ABILITY X (ignore those with magical ability greater than X) <BR>-VALUE X (ignore those with value or money less than X)  <BR>+VALUE X (ignore those with value or money greater than X) <BR>-WEIGHT X (ignore those weighing less than X)  <BR>+WEIGHT X (ignore those weighing more than X) <BR>-ARMOR X (ignore those with armor bonus less than X)  <BR>+ARMOR X (ignore those with armor bonus more than X) <BR>-DAMAGE X (ignore those with damage bonus less than X)  <BR>+DAMAGE X (ignore those with damage bonus more than X) <BR>-ATTACK X (ignore those with attack bonus less than X)  <BR>+ATTACK X (ignore those with attack bonus more than X) <BR>-WORNON "+TORSO" etc.. (&lt;WORN> only items wearable on added locs) <BR>+WORNON "-NECK" etc.. (Do not &lt;WORN> items wearable on subtracted locs) <BR>-DISPOSITION "+ISHIDDEN" etc.. (&lt;WORN> only with added dispositions) <BR>+DISPOSITION "-ISHIDDEN" etc.. (Do not &lt;WORN> only with sub disp) <BR>-SENSES "+CANSEEDARK" etc.. (&lt;WORN> only those with added sens.) <BR>+SENSES "-CANSEEDARK" etc.. (Do not &lt;WORN> those with subtracted sens.) <BR>-HOUR +X (ignore always, unless the hour is X)  <BR>+HOUR -X (ignore those only when the hour is X) <BR>-SEASON +FALL (ignore those only when season is FALL)  <BR>+SEASON -SPRING (ignore those whenever the season is SPRING) <BR>-MONTH +X (ignore those only when month number is X)  <BR>+MONTH -X (ignore those whenever the month number is X)-DAY +X (ignore those<BR>only when day number is X)  <BR>+DAY -X (ignore those whenever the day number is X)-WEATHER +DROUGHT (ignore<BR>those only when weather is DROUGHT)  <BR>+WEATHER -BLIZZARD (ignore those whenever the weather is BLIZZARD) <BR>-SKILLFLAG (ignore anyone, even those with no skills) <BR>-SKILLFLAG +ENCHANTMENT etc.. (create exceptions to -skillflag) <BR>+SKILLFLAG (do not ignore anyone, even non skilled people) <BR>+SKILLFLAG -ENCHANTMENT etc.. (create exceptions to +skillflag) <BR></pre>
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			<p>
			<a name="CommonSpeaker"><B>CommonSpeaker</B></a>
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			<pre>Behavior   : CommonSpeaker<BR>Targets    : MOBs<BR>Parameters : <BR>Example    : <BR>Description: <BR>This behavior makes sure that a mob is always speaking Common, even if it<BR>should be a race other than Human, or it should be polymorphed.</pre>
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			<p>
			<a name="Concierge"><B>Concierge</B></a>
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			<pre>Behavior   : Conceirge<BR>Targets    : MOBs<BR>Parameters : (PRICE FOR ALL AREAS) / (AREA/ROOM=PRICE), ...<BR>Example    : 1.5<BR>Example    : Midgaard#3001=1.5, Smurfville=2.0, Midgaard#3032<BR>Description: <BR>This behavior makes the mob a deliverer of information to players, specifically<BR>the directions to rooms or areas.  The mob will charge for his services if you<BR>specify a price in the parameters, or he will do it for free if you don't, or if<BR>the last price specified was 0.  The parameters can include a comma delimited set<BR>of room IDs, area names, or even short title descriptions for quickly entering<BR>rooms within short range of the mob.</pre>
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			<p>
			<a name="Conquerable"><B>Conquerable</B></a>
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			<pre>Behavior   : Conquerable<BR>Targets    : AREAs<BR>Parameters : (JOURNAL="[JOURNAL NAME]") (LAW=(TRUE/FALSE))<BR>Example    : <BR>Example    : JOURNAL="The Conquest Times" LAW=FALSE<BR>Description: <BR>This behavior makes the area conquerable by clans using items put together<BR>using ClanCraft.  See the general help on CONQUEST for more information on what<BR>this means and how it works.  The JOURNAL entry, if given, will log conquest events<BR>to a journal of that name.  The LAW entry is required in order to allow an area to<BR>be set up by conquering clans with a system of law.</pre>
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			<p>
			<a name="CorpseEater"><B>CorpseEater</B></a>
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			<pre>Behavior   : CorpseEater<BR>Targets    : MOBs<BR>Parameters : min, max ticks, a percent chance, eatitems flag, corpse masks<BR>Example    : min=10 max=20 chance=75<BR>Example    : min=10 max=20 chance=75 -LEVEL +&lt;17<BR>Example    : min=10 max=20 chance=75 -RACE +Elf<BR>Description: <BR>The mob will appear to eat any corpse it comes across.  It will not eat the<BR>item contents of the corpse unless the EATITEMS flag is given. You may also specify<BR>masks to give the mob a more specific diet.  The following are valid masks: <BR>+SYSOP (allow archons to bypass the rules)  <BR>-SYSOP (always dont eat archons)  <BR>+SUBOP (allow archons or area staff to bypass the rules)  <BR>-SUBOP (always dont eat archons and area staff)  <BR>-PLAYER (dont eat all players) <BR>-MOB (dont eat all mobs/npcs)  <BR>-CLASS  (dont eat all classes)  <BR>-CLASS +thief +mage +ranger (create exceptions) <BR>-BASECLASS  (dont eat all base classes)  <BR>-BASECLASS +thief +mage +ranger (create exceptions) <BR>-thief -mage  -ranger (dont eat only listed classes)<BR>-RACE (dont eat all races)  <BR>-RACE +elf +dwarf +human +half +gnome (create exceptions)  <BR>-elf -dwarf -human -half -gnome (dont eat only listed races)  <BR>-RACECAT (dont eat all racial categories)  <BR>-RACECAT +elf +insect +humanoid +canine +gnome (create exceptions)  <BR>+RACECAT (do not dont eat all racial categories)  <BR>+RACECAT -elf -insect -humanoid -canine -gnome (create exceptions)  <BR>-ALIGNMENT (dont eat all alignments)  <BR>-ALIGNMENT +evil +good +neutral (create exceptions)  <BR>-evil -good -neutral (dont eat only listed alignments)  <BR>-GENDER (dont eat all genders)  <BR>-GENDER +male +female +neuter (create exceptions)  <BR>-male -female -neuter (dont eat only listed genders)  <BR>-FACTION (dont eat all faction and values, even a lack of faction) <BR>-FACTION +myfactionrange +myotherfactionrange (create exceptions) <BR>-myfactionrange -myotherfactionrange (dont eat only named faction range)<BR>-TATTOOS (dont eat all tattoos, even a lack of a tattoo) <BR>-TATTOOS +mytatto +thistattoo +anytattoo etc..  (create exceptions) <BR>+TATTOOS (do not dont eat any or no tattoos) <BR>+TATTOOS -mytattoo -anytatto, etc.. (create exceptions) <BR>-EXPERTISES (dont eat all expertises, even a lack of a edus) <BR>-EXPERTISES +myedu +thisedu +anyedu etc..  (create exceptions)<BR>+EXPERTISES (do not dont eat any or no expertises) <BR>+EXPERTISES -myedu -anyedu, etc.. (create exceptions) <BR>-SECURITY (dont eat all security flags, even a lack of a security) <BR>-SECURITY +cmdrooms +area cmditems etc..  (create exceptions)<BR>+SECURITY (do not dont eat any or no expertises) <BR>+SECURITY -cmdrooms +area cmditems, etc.. (create exceptions) <BR>-LEVEL (dont eat all levels)  <BR>-LEVEL +=1 +>5 +>=7 +&lt;13 +&lt;=20 (create exceptions)  <BR>-=1 ->5 ->=7 -&lt;13 -&lt;=20 (dont eat only listed levels range) <BR>-NAMES (dont eat everyone) <BR>-NAMES +bob "+my name" etc.. (create name exceptions) <BR>+NAMES (do not dont eat anyone who has a name) <BR>+NAMES -bob "-my name" etc.. (create name exceptions) <BR>-CLAN (dont eat anyone, even no clan) <BR>-CLAN +Killers "+Holy Avengers" etc.. (create clan exceptions) <BR>+CLAN (do not dont eat anyone, even non clan people) <BR>+CLAN -Killers "-Holy Avengers" etc.. (create clan exceptions) <BR>-DEITY (dont eat anyone, even no deity) <BR>-DEITY +Apollo "+Grothon The Great" etc.. (create deity exceptions) <BR>+DEITY (do not dont eat anyone, even non deity worshipping people) <BR>+DEITY -Apollo "-rothon The Great" etc.. (create deity exceptions) <BR>-ANYCLASS (dont eat all multi-class combinations)  <BR>-ANYCLASS +thief +mage +ranger (exceptions, allow any levels) <BR>+ANYCLASS (do not dont eat all multi-class combinations)  <BR>+ANYCLASS -thief -mage -ranger (exceptions, disallow any levels) <BR>-STR X (dont eat those with strength greater than X)  <BR>+STR X (dont eat those with strength less than X)  <BR>-INT X (dont eat those with intelligence greater than X)  <BR>+INT X (dont eat those with intelligence less than X)  <BR>-WIS X (dont eat those with wisdom greater than X)  <BR>+WIS X (dont eat those with wisdom less than X)  <BR>-CON X (dont eat those with constitution greater than X)  <BR>+CON X (dont eat those with constitution less than X)  <BR>-CHA X (dont eat those with charisma greater than X)  <BR>+CHA X (dont eat those with charisma less than X)  <BR>-DEX X (dont eat those with dexterity greater than X)  <BR>+DEX X (dont eat those with dexterity less than X) <BR>+-ADJSTR...ADJCON (Same as above, but uses current values) <BR>-AREA (dont eat in all areas) <BR>-AREA "+my areaname" etc.. (create exceptions) <BR>+AREA (do not dont eat any areas) <BR>+AREA "-my areaname" etc.. (create exceptions) <BR>-HOME (dont eat in all home/beacon areas) <BR>-HOME "+my home/beacon areaname" etc.. (create exceptions) <BR>+HOME (do not dont eat any home/beacon areas) <BR>+HOME "-my home/beacon areaname" etc.. (create exceptions) <BR>-ITEM "+item name" etc... (dont eat only those with an item name) <BR>-WORN "+item name" etc... (dont eat only those wearing item name) <BR>-EFFECTS (dont eat anyone, even no effects) <BR>-EFFECTS +Sleep "+Wood Chopping" etc.. (create name exceptions) <BR>+EFFECTS (do not dont eat anyone, even non effected people) <BR>+EFFECTS -Sleep "-Wood Chopping" etc.. (create name exceptions) <BR>-SKILLS (dont eat anyone, even those with no skill) <BR>-SKILLS +Spell_Sleep(75) etc.. (create exceptions with proficiency) <BR>+SKILLS (do not dont eat anyone, even non skilled people) <BR>+SKILLS -Spell_Sleep(75) etc.. (create exceptions with proficiency) <BR>-MATERIAL "+WOODEN" etc.. (&lt;WORN> only items of added materials) <BR>+MATERIAL "-WOODEN" etc.. (Do not &lt;WORN> items of subtracted materials) <BR>-RESOURCES "+OAK" etc.. (&lt;WORN> only items of added resources) <BR>+RESOURCES "-OAK" etc.. (Do not &lt;WORN> items of subtracted resources) <BR>-JAVACLASS "+GENMOB" etc.. (&lt;WORN> only objects of added java class) <BR>+JAVACLASS "-GENITEM" etc.. (Do not &lt;WORN> objs of subtracted classes) <BR>-RESOURCES "+OAK" etc.. (&lt;WORN> only items of added resources) <BR>+RESOURCES "-OAK" etc.. (Do not &lt;WORN> items of subtracted resources) <BR>-ABILITY X (dont eat those with magical ability less than X)  <BR>+ABILITY X (dont eat those with magical ability greater than X) <BR>-VALUE X (dont eat those with value or money less than X)  <BR>+VALUE X (dont eat those with value or money greater than X) <BR>-WEIGHT X (dont eat those weighing less than X)  <BR>+WEIGHT X (dont eat those weighing more than X) <BR>-ARMOR X (dont eat those with armor bonus less than X)  <BR>+ARMOR X (dont eat those with armor bonus more than X) <BR>-DAMAGE X (dont eat those with damage bonus less than X)  <BR>+DAMAGE X (dont eat those with damage bonus more than X) <BR>-ATTACK X (dont eat those with attack bonus less than X)  <BR>+ATTACK X (dont eat those with attack bonus more than X) <BR>-WORNON "+TORSO" etc.. (&lt;WORN> only items wearable on added locs) <BR>+WORNON "-NECK" etc.. (Do not &lt;WORN> items wearable on subtracted locs) <BR>-DISPOSITION "+ISHIDDEN" etc.. (&lt;WORN> only with added dispositions) <BR>+DISPOSITION "-ISHIDDEN" etc.. (Do not &lt;WORN> only with sub disp) <BR>-SENSES "+CANSEEDARK" etc.. (&lt;WORN> only those with added sens.) <BR>+SENSES "-CANSEEDARK" etc.. (Do not &lt;WORN> those with subtracted sens.) <BR>-HOUR +X (dont eat always, unless the hour is X)  <BR>+HOUR -X (dont eat those only when the hour is X) <BR>-SEASON +FALL (dont eat those only when season is FALL)  <BR>+SEASON -SPRING (dont eat those whenever the season is SPRING) <BR>-MONTH +X (dont eat those only when month number is X)  <BR>+MONTH -X (dont eat those whenever the month number is X)-DAY +X (dont eat<BR>those only when day number is X)  <BR>+DAY -X (dont eat those whenever the day number is X)-WEATHER +DROUGHT (dont<BR>eat those only when weather is DROUGHT)  <BR>+WEATHER -BLIZZARD (dont eat those whenever the weather is BLIZZARD) <BR>-SKILLFLAG (dont eat anyone, even those with no skills) <BR>-SKILLFLAG +ENCHANTMENT etc.. (create exceptions to -skillflag) <BR>+SKILLFLAG (do not dont eat anyone, even non skilled people) <BR>+SKILLFLAG -ENCHANTMENT etc.. (create exceptions to +skillflag) <BR> </pre>
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			<p>
			<a name="CorpseLooter"><B>CorpseLooter</B></a>
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			<pre>Behavior   : CorpseLooter<BR>Targets    : MOBs<BR>Parameters : <BR>Example    : <BR>Description: <BR>This behavior makes a mob loot the corpses killed by it of items only.  It does<BR>this by turning on the mobs AUTOLOOT flag.</pre>
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			<p>
			<a name="Decay"><B>Decay</B></a>
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			<pre>Behavior   : Decay<BR>Targets    : MOBs, Items<BR>Parameters : min, max ticks, a percent chance, trigger masks<BR>Example    : min=10 max=20 chance=75 answer=" goes poof!"<BR>Example    : min=10 max=20 chance=75 -LEVEL +&lt;17<BR>Example    : notrigger answer=" "<BR>Example    : min=10 max=20 chance=75 -CLASS +Paladin<BR>Description: <BR>According to the timing and percent chance described by the parameters, the mob<BR>or item with this behavior will vanish at the expired time.  MOBs do not begin<BR>their countdown until attacked, items when they are picked up, weapons when they<BR>are first wielded, or armor when it is first worn.  The countdown may also depend<BR>on whether the mob or player triggering the countdown meets any masks specified.  <BR>You may force the object to decay immediately by placing the NOTRIGGER mask inside<BR>your parameter string.  The message seen when the object decays can also be<BR>modified by changing the ANSWER parameter. Value masks to determine whether a<BR>countdown begins include: <BR>+SYSOP (allow archons to bypass the rules)  <BR>-SYSOP (always ignore archons)  <BR>+SUBOP (allow archons or area staff to bypass the rules)  <BR>-SUBOP (always ignore archons and area staff)  <BR>-PLAYER (ignore all players) <BR>-MOB (ignore all mobs/npcs)  <BR>-CLASS  (ignore all classes)  <BR>-CLASS +thief +mage +ranger (create exceptions) <BR>-BASECLASS  (ignore all base classes)  <BR>-BASECLASS +thief +mage +ranger (create exceptions) <BR>-thief -mage  -ranger (ignore only listed classes)<BR>-RACE (ignore all races)  <BR>-RACE +elf +dwarf +human +half +gnome (create exceptions)  <BR>-elf -dwarf -human -half -gnome (ignore only listed races)  <BR>-RACECAT (ignore all racial categories)  <BR>-RACECAT +elf +insect +humanoid +canine +gnome (create exceptions)  <BR>+RACECAT (do not ignore all racial categories)  <BR>+RACECAT -elf -insect -humanoid -canine -gnome (create exceptions)  <BR>-ALIGNMENT (ignore all alignments)  <BR>-ALIGNMENT +evil +good +neutral (create exceptions)  <BR>-evil -good -neutral (ignore only listed alignments)  <BR>-GENDER (ignore all genders)  <BR>-GENDER +male +female +neuter (create exceptions)  <BR>-male -female -neuter (ignore only listed genders)  <BR>-FACTION (ignore all faction and values, even a lack of faction) <BR>-FACTION +myfactionrange +myotherfactionrange (create exceptions) <BR>-myfactionrange -myotherfactionrange (ignore only named faction range)<BR>-TATTOOS (ignore all tattoos, even a lack of a tattoo) <BR>-TATTOOS +mytatto +thistattoo +anytattoo etc..  (create exceptions) <BR>+TATTOOS (do not ignore any or no tattoos) <BR>+TATTOOS -mytattoo -anytatto, etc.. (create exceptions) <BR>-EXPERTISES (ignore all expertises, even a lack of a edus) <BR>-EXPERTISES +myedu +thisedu +anyedu etc..  (create exceptions)<BR>+EXPERTISES (do not ignore any or no expertises) <BR>+EXPERTISES -myedu -anyedu, etc.. (create exceptions) <BR>-SECURITY (ignore all security flags, even a lack of a security) <BR>-SECURITY +cmdrooms +area cmditems etc..  (create exceptions)<BR>+SECURITY (do not ignore any or no expertises) <BR>+SECURITY -cmdrooms +area cmditems, etc.. (create exceptions) <BR>-LEVEL (ignore all levels)  <BR>-LEVEL +=1 +>5 +>=7 +&lt;13 +&lt;=20 (create exceptions)  <BR>-=1 ->5 ->=7 -&lt;13 -&lt;=20 (ignore only listed levels range) <BR>-NAMES (ignore everyone) <BR>-NAMES +bob "+my name" etc.. (create name exceptions) <BR>+NAMES (do not ignore anyone who has a name) <BR>+NAMES -bob "-my name" etc.. (create name exceptions) <BR>-CLAN (ignore anyone, even no clan) <BR>-CLAN +Killers "+Holy Avengers" etc.. (create clan exceptions) <BR>+CLAN (do not ignore anyone, even non clan people) <BR>+CLAN -Killers "-Holy Avengers" etc.. (create clan exceptions) <BR>-DEITY (ignore anyone, even no deity) <BR>-DEITY +Apollo "+Grothon The Great" etc.. (create deity exceptions) <BR>+DEITY (do not ignore anyone, even non deity worshipping people) <BR>+DEITY -Apollo "-rothon The Great" etc.. (create deity exceptions) <BR>-ANYCLASS (ignore all multi-class combinations)  <BR>-ANYCLASS +thief +mage +ranger (exceptions, allow any levels) <BR>+ANYCLASS (do not ignore all multi-class combinations)  <BR>+ANYCLASS -thief -mage -ranger (exceptions, disallow any levels) <BR>-STR X (ignore those with strength greater than X)  <BR>+STR X (ignore those with strength less than X)  <BR>-INT X (ignore those with intelligence greater than X)  <BR>+INT X (ignore those with intelligence less than X)  <BR>-WIS X (ignore those with wisdom greater than X)  <BR>+WIS X (ignore those with wisdom less than X)  <BR>-CON X (ignore those with constitution greater than X)  <BR>+CON X (ignore those with constitution less than X)  <BR>-CHA X (ignore those with charisma greater than X)  <BR>+CHA X (ignore those with charisma less than X)  <BR>-DEX X (ignore those with dexterity greater than X)  <BR>+DEX X (ignore those with dexterity less than X) <BR>+-ADJSTR...ADJCON (Same as above, but uses current values) <BR>-AREA (ignore in all areas) <BR>-AREA "+my areaname" etc.. (create exceptions) <BR>+AREA (do not ignore any areas) <BR>+AREA "-my areaname" etc.. (create exceptions) <BR>-HOME (ignore in all home/beacon areas) <BR>-HOME "+my home/beacon areaname" etc.. (create exceptions) <BR>+HOME (do not ignore any home/beacon areas) <BR>+HOME "-my home/beacon areaname" etc.. (create exceptions) <BR>-ITEM "+item name" etc... (ignore only those with an item name) <BR>-WORN "+item name" etc... (ignore only those wearing item name) <BR>-EFFECTS (ignore anyone, even no effects) <BR>-EFFECTS +Sleep "+Wood Chopping" etc.. (create name exceptions) <BR>+EFFECTS (do not ignore anyone, even non effected people) <BR>+EFFECTS -Sleep "-Wood Chopping" etc.. (create name exceptions) <BR>-SKILLS (ignore anyone, even those with no skill) <BR>-SKILLS +Spell_Sleep(75) etc.. (create exceptions with proficiency) <BR>+SKILLS (do not ignore anyone, even non skilled people) <BR>+SKILLS -Spell_Sleep(75) etc.. (create exceptions with proficiency) <BR>-MATERIAL "+WOODEN" etc.. (&lt;WORN> only items of added materials) <BR>+MATERIAL "-WOODEN" etc.. (Do not &lt;WORN> items of subtracted materials) <BR>-RESOURCES "+OAK" etc.. (&lt;WORN> only items of added resources) <BR>+RESOURCES "-OAK" etc.. (Do not &lt;WORN> items of subtracted resources) <BR>-JAVACLASS "+GENMOB" etc.. (&lt;WORN> only objects of added java class) <BR>+JAVACLASS "-GENITEM" etc.. (Do not &lt;WORN> objs of subtracted classes) <BR>-RESOURCES "+OAK" etc.. (&lt;WORN> only items of added resources) <BR>+RESOURCES "-OAK" etc.. (Do not &lt;WORN> items of subtracted resources) <BR>-ABILITY X (ignore those with magical ability less than X)  <BR>+ABILITY X (ignore those with magical ability greater than X) <BR>-VALUE X (ignore those with value or money less than X)  <BR>+VALUE X (ignore those with value or money greater than X) <BR>-WEIGHT X (ignore those weighing less than X)  <BR>+WEIGHT X (ignore those weighing more than X) <BR>-ARMOR X (ignore those with armor bonus less than X)  <BR>+ARMOR X (ignore those with armor bonus more than X) <BR>-DAMAGE X (ignore those with damage bonus less than X)  <BR>+DAMAGE X (ignore those with damage bonus more than X) <BR>-ATTACK X (ignore those with attack bonus less than X)  <BR>+ATTACK X (ignore those with attack bonus more than X) <BR>-WORNON "+TORSO" etc.. (&lt;WORN> only items wearable on added locs) <BR>+WORNON "-NECK" etc.. (Do not &lt;WORN> items wearable on subtracted locs) <BR>-DISPOSITION "+ISHIDDEN" etc.. (&lt;WORN> only with added dispositions) <BR>+DISPOSITION "-ISHIDDEN" etc.. (Do not &lt;WORN> only with sub disp) <BR>-SENSES "+CANSEEDARK" etc.. (&lt;WORN> only those with added sens.) <BR>+SENSES "-CANSEEDARK" etc.. (Do not &lt;WORN> those with subtracted sens.) <BR>-HOUR +X (ignore always, unless the hour is X)  <BR>+HOUR -X (ignore those only when the hour is X) <BR>-SEASON +FALL (ignore those only when season is FALL)  <BR>+SEASON -SPRING (ignore those whenever the season is SPRING) <BR>-MONTH +X (ignore those only when month number is X)  <BR>+MONTH -X (ignore those whenever the month number is X)-DAY +X (ignore those<BR>only when day number is X)  <BR>+DAY -X (ignore those whenever the day number is X)-WEATHER +DROUGHT (ignore<BR>those only when weather is DROUGHT)  <BR>+WEATHER -BLIZZARD (ignore those whenever the weather is BLIZZARD) <BR>-SKILLFLAG (ignore anyone, even those with no skills) <BR>-SKILLFLAG +ENCHANTMENT etc.. (create exceptions to -skillflag) <BR>+SKILLFLAG (do not ignore anyone, even non skilled people) <BR>+SKILLFLAG -ENCHANTMENT etc.. (create exceptions to +skillflag) <BR> </pre>
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			<a name="DelayedTransporter"><B>DelayedTransporter</B></a>
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			<pre>Behavior   : Delayed Transporter<BR>Targets    : Rooms, Mobs, Items<BR>Parameters : Max and min ticks, pct chance, room ids separated by ';'.<BR>Example    : min=10 max=20 chance=25;Midgaard#3001;Sewers#6020;Midgaard#3020<BR>Description: <BR>This behavior defines a serious of random rooms.  All rooms are separated by<BR>the semicolons shown above.  The first parameter can me empty for defaults, or may<BR>contain a setting for minimum ticks, maximum ticks, and the percept chance of<BR>occurrence after the random number of ticks has expired.  In the above example<BR>every 10-20 ticks, there is a 25% chance that every mob in the same room as the<BR>behaving object will be teleported to one of the three listed rooms (at random).</pre>
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			<a name="DoorwayGuardian"><B>DoorwayGuardian</B></a>
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			<pre>Behavior   : DoorwayGuardian<BR>Targets    : MOBs<BR>Parameters : NOSNEAK, a doorway direction, followed by an optional list <BR>Parameters : of masking parameters described below, followed by an optional<BR>Parameters : semicolon and an override of the rejection message to the user.<BR>Example  : north<BR>Example  : east -class +mage -race +elf -evil<BR>Example  : east north;&lt;S-NAME> smack(s) &lt;T-NAME> and push(es)<BR>&lt;T-HIM-HER> back!<BR>Description: <BR>The mob will not allow any other mob or player to open or move through a doored<BR>exit.  The mob must be killed to get by!  If a direction is not specified, the mob<BR>will protect all exits, otherwise only the one in the direction specified. The<BR>guard will also behave according to whether the player trying to move meets the<BR>other parameter mask requirements.  If no masks are given, the guard will always<BR>block the players. The guardian is subject to being sneaked by, unless the NOSNEAK<BR>string is included in the parameters. Valid mask parameters include:  <BR>+SYSOP (allow archons to bypass the rules)  <BR>-SYSOP (always disallow archons)  <BR>+SUBOP (allow archons or area staff to bypass the rules)  <BR>-SUBOP (always disallow archons and area staff)  <BR>-PLAYER (disallow all players) <BR>-MOB (disallow all mobs/npcs)  <BR>-CLASS  (disallow all classes)  <BR>-CLASS +thief +mage +ranger (create exceptions) <BR>-BASECLASS  (disallow all base classes)  <BR>-BASECLASS +thief +mage +ranger (create exceptions) <BR>-thief -mage  -ranger (disallow only listed classes)<BR>-RACE (disallow all races)  <BR>-RACE +elf +dwarf +human +half +gnome (create exceptions)  <BR>-elf -dwarf -human -half -gnome (disallow only listed races)  <BR>-RACECAT (disallow all racial categories)  <BR>-RACECAT +elf +insect +humanoid +canine +gnome (create exceptions)  <BR>+RACECAT (do not disallow all racial categories)  <BR>+RACECAT -elf -insect -humanoid -canine -gnome (create exceptions)  <BR>-ALIGNMENT (disallow all alignments)  <BR>-ALIGNMENT +evil +good +neutral (create exceptions)  <BR>-evil -good -neutral (disallow only listed alignments)  <BR>-GENDER (disallow all genders)  <BR>-GENDER +male +female +neuter (create exceptions)  <BR>-male -female -neuter (disallow only listed genders)  <BR>-FACTION (disallow all faction and values, even a lack of faction) <BR>-FACTION +myfactionrange +myotherfactionrange (create exceptions) <BR>-myfactionrange -myotherfactionrange (disallow only named faction range)<BR>-TATTOOS (disallow all tattoos, even a lack of a tattoo) <BR>-TATTOOS +mytatto +thistattoo +anytattoo etc..  (create exceptions) <BR>+TATTOOS (do not disallow any or no tattoos) <BR>+TATTOOS -mytattoo -anytatto, etc.. (create exceptions) <BR>-EXPERTISES (disallow all expertises, even a lack of a edus) <BR>-EXPERTISES +myedu +thisedu +anyedu etc..  (create exceptions)<BR>+EXPERTISES (do not disallow any or no expertises) <BR>+EXPERTISES -myedu -anyedu, etc.. (create exceptions) <BR>-SECURITY (disallow all security flags, even a lack of a security) <BR>-SECURITY +cmdrooms +area cmditems etc..  (create exceptions)<BR>+SECURITY (do not disallow any or no expertises) <BR>+SECURITY -cmdrooms +area cmditems, etc.. (create exceptions) <BR>-LEVEL (disallow all levels)  <BR>-LEVEL +=1 +>5 +>=7 +&lt;13 +&lt;=20 (create exceptions)  <BR>-=1 ->5 ->=7 -&lt;13 -&lt;=20 (disallow only listed levels range) <BR>-NAMES (disallow everyone) <BR>-NAMES +bob "+my name" etc.. (create name exceptions) <BR>+NAMES (do not disallow anyone who has a name) <BR>+NAMES -bob "-my name" etc.. (create name exceptions) <BR>-CLAN (disallow anyone, even no clan) <BR>-CLAN +Killers "+Holy Avengers" etc.. (create clan exceptions) <BR>+CLAN (do not disallow anyone, even non clan people) <BR>+CLAN -Killers "-Holy Avengers" etc.. (create clan exceptions) <BR>-DEITY (disallow anyone, even no deity) <BR>-DEITY +Apollo "+Grothon The Great" etc.. (create deity exceptions) <BR>+DEITY (do not disallow anyone, even non deity worshipping people) <BR>+DEITY -Apollo "-rothon The Great" etc.. (create deity exceptions) <BR>-ANYCLASS (disallow all multi-class combinations)  <BR>-ANYCLASS +thief +mage +ranger (exceptions, allow any levels) <BR>+ANYCLASS (do not disallow all multi-class combinations)  <BR>+ANYCLASS -thief -mage -ranger (exceptions, disallow any levels) <BR>-STR X (disallow those with strength greater than X)  <BR>+STR X (disallow those with strength less than X)  <BR>-INT X (disallow those with intelligence greater than X)  <BR>+INT X (disallow those with intelligence less than X)  <BR>-WIS X (disallow those with wisdom greater than X)  <BR>+WIS X (disallow those with wisdom less than X)  <BR>-CON X (disallow those with constitution greater than X)  <BR>+CON X (disallow those with constitution less than X)  <BR>-CHA X (disallow those with charisma greater than X)  <BR>+CHA X (disallow those with charisma less than X)  <BR>-DEX X (disallow those with dexterity greater than X)  <BR>+DEX X (disallow those with dexterity less than X) <BR>+-ADJSTR...ADJCON (Same as above, but uses current values) <BR>-AREA (disallow in all areas) <BR>-AREA "+my areaname" etc.. (create exceptions) <BR>+AREA (do not disallow any areas) <BR>+AREA "-my areaname" etc.. (create exceptions) <BR>-HOME (disallow in all home/beacon areas) <BR>-HOME "+my home/beacon areaname" etc.. (create exceptions) <BR>+HOME (do not disallow any home/beacon areas) <BR>+HOME "-my home/beacon areaname" etc.. (create exceptions) <BR>-ITEM "+item name" etc... (disallow only those with an item name) <BR>-WORN "+item name" etc... (disallow only those wearing item name) <BR>-EFFECTS (disallow anyone, even no effects) <BR>-EFFECTS +Sleep "+Wood Chopping" etc.. (create name exceptions) <BR>+EFFECTS (do not disallow anyone, even non effected people) <BR>+EFFECTS -Sleep "-Wood Chopping" etc.. (create name exceptions) <BR>-SKILLS (disallow anyone, even those with no skill) <BR>-SKILLS +Spell_Sleep(75) etc.. (create exceptions with proficiency) <BR>+SKILLS (do not disallow anyone, even non skilled people) <BR>+SKILLS -Spell_Sleep(75) etc.. (create exceptions with proficiency) <BR>-MATERIAL "+WOODEN" etc.. (&lt;WORN> only items of added materials) <BR>+MATERIAL "-WOODEN" etc.. (Do not &lt;WORN> items of subtracted materials) <BR>-RESOURCES "+OAK" etc.. (&lt;WORN> only items of added resources) <BR>+RESOURCES "-OAK" etc.. (Do not &lt;WORN> items of subtracted resources) <BR>-JAVACLASS "+GENMOB" etc.. (&lt;WORN> only objects of added java class) <BR>+JAVACLASS "-GENITEM" etc.. (Do not &lt;WORN> objs of subtracted classes) <BR>-RESOURCES "+OAK" etc.. (&lt;WORN> only items of added resources) <BR>+RESOURCES "-OAK" etc.. (Do not &lt;WORN> items of subtracted resources) <BR>-ABILITY X (disallow those with magical ability less than X)  <BR>+ABILITY X (disallow those with magical ability greater than X) <BR>-VALUE X (disallow those with value or money less than X)  <BR>+VALUE X (disallow those with value or money greater than X) <BR>-WEIGHT X (disallow those weighing less than X)  <BR>+WEIGHT X (disallow those weighing more than X) <BR>-ARMOR X (disallow those with armor bonus less than X)  <BR>+ARMOR X (disallow those with armor bonus more than X) <BR>-DAMAGE X (disallow those with damage bonus less than X)  <BR>+DAMAGE X (disallow those with damage bonus more than X) <BR>-ATTACK X (disallow those with attack bonus less than X)  <BR>+ATTACK X (disallow those with attack bonus more than X) <BR>-WORNON "+TORSO" etc.. (&lt;WORN> only items wearable on added locs) <BR>+WORNON "-NECK" etc.. (Do not &lt;WORN> items wearable on subtracted locs) <BR>-DISPOSITION "+ISHIDDEN" etc.. (&lt;WORN> only with added dispositions) <BR>+DISPOSITION "-ISHIDDEN" etc.. (Do not &lt;WORN> only with sub disp) <BR>-SENSES "+CANSEEDARK" etc.. (&lt;WORN> only those with added sens.) <BR>+SENSES "-CANSEEDARK" etc.. (Do not &lt;WORN> those with subtracted sens.) <BR>-HOUR +X (disallow always, unless the hour is X)  <BR>+HOUR -X (disallow those only when the hour is X) <BR>-SEASON +FALL (disallow those only when season is FALL)  <BR>+SEASON -SPRING (disallow those whenever the season is SPRING) <BR>-MONTH +X (disallow those only when month number is X)  <BR>+MONTH -X (disallow those whenever the month number is X)-DAY +X (disallow<BR>those only when day number is X)  <BR>+DAY -X (disallow those whenever the day number is X)-WEATHER +DROUGHT<BR>(disallow those only when weather is DROUGHT)  <BR>+WEATHER -BLIZZARD (disallow those whenever the weather is BLIZZARD) <BR>-SKILLFLAG (disallow anyone, even those with no skills) <BR>-SKILLFLAG +ENCHANTMENT etc.. (create exceptions to -skillflag) <BR>+SKILLFLAG (do not disallow anyone, even non skilled people) <BR>+SKILLFLAG -ENCHANTMENT etc.. (create exceptions to +skillflag) <BR></pre>
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			<a name="Drowness"><B>Drowness</B></a>
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			<pre>Behavior   : Drowness<BR>Targets    : MOBs<BR>Parameters : <BR>Example    : <BR>Description: <BR>The behavior of the drow differs slightly between males and females.  This<BR>behavior is therefore an entire kit, including weapons, armor, spells, and combat<BR>behavior.  DO NOT (I repeat) DO NOT use this behavior with any CombatAbilities<BR>derivitive, unless you want an unfair and utterly deadly opponent.  Also, do NOT<BR>add any equipment to the mob with this behavior.  The kit will supply the mob with<BR>weapons and armor.</pre>
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			<a name="Druidness"><B>Druidness</B></a>
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			<pre>Behavior   : Druidness<BR>Targets    : MOBs<BR>Parameters : (SUBCLASS NAME)<BR>(OFFENSIVE,DEFENSIVE,MIXEDOFFENSIVE,MIXEDDEFENSIVE)<BR>Example    : <BR>Example    : Druid<BR>Example    : SkyWatcher DEFENSIVE<BR>Description: <BR>An extension of CombatAbilities, this behavior makes the mob a Druid by class,<BR>and gives the mob druid skills appropriate to its level.  After this behavior has<BR>triggered, it will often require a RESET for any level changes to the mob to take<BR>over. <BR>This behavior should not be used WITH any of the other CombatAbilities<BR>behaviors, such as Fighterness, Thiefness, Mageness, Clericness, Druidness, or<BR>CombatAbilities. It should be used alone on a mob.</pre>
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			<a name="Emoter"><B>Emoter</B></a>
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			<pre>Behavior   : Emoter<BR>Targets    : Room, MOBs, Items, Areas<BR>Parameters : Flags, Max/Min ticks, pct chance, expires, emote strings, ';'<BR>separated.<BR>Example    : min=10 max=20 chance=25;wiggles his bottom.;smiles evilly.;burps!<BR>Example    : smell chance=25 expires=10;smells horrible!;is really stinky!<BR>Example    : chance=100 "inroom=Here#1;Here#2";looks horrible!;is bad!<BR>Example    : broadcast sound chance=25;grumbles!;eeeks!<BR>Example    : min=1 max=2 chance=25;sound grumbles!;visual leers broadly.;social<BR>smile<BR>Description: <BR>This behavior defines a serious of random emotes.  All emote strings are<BR>separated by the semicolons shown above.  The first parameter can be empty for<BR>defaults, or may contain a setting for minimum ticks (min=10), maximum ticks<BR>(max=20), the percent chance of occurrence after the random number of ticks has<BR>expired (chance=25), a total number of occurrences before expiration (expires=0), a<BR>list of rooms where the emoter MUST be for the emoter to work (inroom=...), a tag<BR>to make the emote sound based (sound), a tag to make the emote smell based (smell),<BR>or a tag to make the emote broadcast to adjacent rooms (broadcast).  In the first<BR>example every 10-20 ticks, there is a 25% chance that the object with this property<BR>will select one of the emotes randomly and perform it for all those in the same<BR>room who can see it.  In the second example, a smell based emote will be performed<BR>25% of the time, but will only emote 10 times before the behavior is removed from<BR>the object.  In the third example, there is a 100% chance that, if the object is in<BR>room Here#1 or Here#2, it will emote one of the two choices. In the fourth example,<BR>a sound based emote will be performed 25% of the time in the room of the behavior,<BR>and in any adjacent rooms.<BR><BR>You can also mix and match the types of emotes by putting the keywords SIGHT,<BR>SMELL, NOISE, and SOCIAL as the first word in each emote string.  This denotes the<BR>type of emote for the rest of the string.  The last example shows how to enter a<BR>mixed emote.</pre>
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			<a name="EvilExecutioner"><B>EvilExecutioner</B></a>
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			<pre>Behavior   : EvilExecutioner<BR>Targets    : MOBs<BR>Parameters : PLAYERS<BR>Example    : <BR>Description: <BR>The mob with this behavior will attack any good or paladin non-player mob it<BR>detects.  With the Players parameter, it will even attack players as well.</pre>
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			<a name="FaithHelper"><B>FaithHelper</B></a>
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			<pre>Behavior   : FaithHelper<BR>Targets    : MOBs<BR>Parameters : Faith to make this mob a member of<BR>Example    : Odin<BR>Description: <BR>Joins a fight on the side of a mob of the same faith as specified in the<BR>parameters.</pre>
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			<a name="FasterRecovery"><B>FasterRecovery</B></a>
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			<pre>Behavior   : FasterRecovery<BR>Targets    : Rooms, Areas, Items, MOBs<BR>Parameters : (HEALTH=[NUM BURST TICKS]) (BURST=[NUM]) (HITS=[NUM]) (MOVE=[NUM])<BR>(MANA=[NUM])<BR>Example    : burst=2<BR>Example    : health=5<BR>Example    : hits=2<BR>Example    : mana=5 hits=10<BR>Example    : burst=2 health=5<BR>Description: <BR>This allows the room, possessed item, or ridden mob or item to give an extra<BR>burst of speed to all affected mobs. The parameters are all optional.  If the<BR>"health" parameter is given, then the mob will get a number of regen ticks equal to<BR>the number given.  For instance, if the value is 2, then the mob will regen twice<BR>per tick, a value of 3 means 3 times per tick, etc.  Values of 1 or less mean no<BR>extra regen ticks.  The "burst" parameter refers to bursts of extra speed to the<BR>benefiting mobs equal to the number given. For instance, if the value is 2, the mob<BR>will move twice as fast per tick, a value of 3 means 3 times as fast, etc.  Values<BR>of 1 or less mean normal ticking applies.  Values for hits, move, and mana are<BR>similar to health, but will only give a burst or rejuvination to that particular<BR>stat.</pre>
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			<a name="FieryRoom"><B>FieryRoom</B></a>
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			<pre>Behavior   : FieryRoom<BR>Targets    : Rooms<BR>Parameters : min, max ticks, a percent chance, flags and strings<BR>Example    : min=5 max=10 chance=100;damage=77 Title="A Horribly <BR>Blackened Spot" Description="This place was once just like <BR>any part of the road.  Now it is nothing more than a sooty pit." <BR>NOSTOP eqchance=50<BR>Description: <BR>This behavior makes a room operate like it is on fire.  This can include<BR>dealing direct damage to players, burning flammable equipment and making<BR>non-flammable equipment heat up (i.e. is dropped), emote that it is burning, and<BR>eventually turn into a burnt-out room. <BR>The first parameter can be empty for defaults, or may contain a setting for<BR>minimum ticks (min=10), maximum ticks (max=20), and the percept chance of<BR>occurrence after the random number of ticks has expired (chance=25).<BR><BR>Additional Settings and Flags: <BR>DAMAGE=XXX         - The amount of damage dealt to inhabitants every behavior<BR>tick <BR>TITLE=[text]       - The Room Display to change the room to when done burning <BR>DESCRIPTION=[text] - The Room Desc to change the room to when done burning <BR>EQCHANCE=XXX       - The unlikeliness of EQ bursting into flames or heating up.<BR>BURNTICKS=XXX      - How many behavior ticks to keep burning (Moot with NOSTOP)<BR>NOSTOP             - Prevent the room from ever burning up.  TITLE, DESCRIPTION<BR>and <BR>BURNTICKS become irrelevant<BR>NONPC              - Don't deal damage or eq burn/drop to NPC's<BR>NOFIRETEXT         - Don't display burning emotes while the room is burning.<BR><BR>All of the parameters are optional. Defaults are: <BR>DAMAGE=10 <BR>TITLE="A Charred Ruin" <BR>DESCRIPTION="Whatever was once here is now nothing more than ash." <BR>EQCHANCE=0  (no default Eq destruction) <BR>BURNTICKS=12</pre>
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			<p>
			<a name="Fighterness"><B>Fighterness</B></a>
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			<pre>Behavior   : Fighterness<BR>Targets    : MOBs<BR>Parameters : Empty, or a subclass name<BR>Example    : Fighter<BR>Example    : Paladin<BR>Description: <BR>An extension of CombatAbilities, this behavior makes the mob a Fighter by<BR>class, and gives the mob fighter skills appropriate to its level.  After this<BR>behavior has triggered, it will often require a RESET for any level changes to the<BR>mob to take over. <BR>This behavior should not be used WITH any of the other CombatAbilities<BR>behaviors, such as Fighterness, Thiefness, Mageness, Clericness, Druidness, or<BR>CombatAbilities. It should be used alone on a mob.</pre>
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			<p>
			<a name="FightFlee"><B>FightFlee</B></a>
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			<pre>Behavior   : FightFlee<BR>Targets    : MOBs<BR>Parameters : min, max ticks, and a percent chance<BR>Example    : min=10 max=20 chance=75<BR>Description: <BR>According to the timing and percent chance described by the parameters, the mob<BR>or item with this behavior will flee during combat.</pre>
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			<p>
			<a name="Follower"><B>Follower</B></a>
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			<pre>Behavior   : Follower<BR>Targets    : MOBs, Items<BR>Parameters : min, max ticks, pct chance (inv) (group) (follow mask)<BR>Example    : <BR>Example    : min=1 max=1 chance=50 -race +elf<BR>Example    : group -race +elf +gnome<BR>Example    : min=4 max=20 chance=100 inv -race +elf +gnome<BR>Description: <BR>The mob with this behavior will follow any other mob that leaves the room.  A<BR>chance percentage (1-100) parameter may be given to better randomize the<BR>opportunity.  A group flag may also be included to make the mob join the targets<BR>group instead of merely following them out of the room.  The rate of non-grouping<BR>following is dictated by the min and max ticks.<BR><BR>An item with this behavior will also follow mobs around, depending upon whether<BR>the inventory flag is in the parameters or not.  If it is, then the item will<BR>reappear in the inventory of the first person to pick it up whenever it is<BR>dispensed with.  If the inventory flag is not used, it will always appear in the<BR>same room as the first it comes across.  The rate of reappearance is dictated by<BR>the min and max ticks. Items with this behavior can not be sold to shopkeepers.<BR><BR>A mask may also be given to define what sort of targets are elligible to be<BR>followed by the mob or item.  Valid masks include: <BR>+SYSOP (allow archons to bypass the rules)  <BR>-SYSOP (always ignore archons)  <BR>+SUBOP (allow archons or area staff to bypass the rules)  <BR>-SUBOP (always ignore archons and area staff)  <BR>-PLAYER (ignore all players) <BR>-MOB (ignore all mobs/npcs)  <BR>-CLASS  (ignore all classes)  <BR>-CLASS +thief +mage +ranger (create exceptions) <BR>-BASECLASS  (ignore all base classes)  <BR>-BASECLASS +thief +mage +ranger (create exceptions) <BR>-thief -mage  -ranger (ignore only listed classes)<BR>-RACE (ignore all races)  <BR>-RACE +elf +dwarf +human +half +gnome (create exceptions)  <BR>-elf -dwarf -human -half -gnome (ignore only listed races)  <BR>-RACECAT (ignore all racial categories)  <BR>-RACECAT +elf +insect +humanoid +canine +gnome (create exceptions)  <BR>+RACECAT (do not ignore all racial categories)  <BR>+RACECAT -elf -insect -humanoid -canine -gnome (create exceptions)  <BR>-ALIGNMENT (ignore all alignments)  <BR>-ALIGNMENT +evil +good +neutral (create exceptions)  <BR>-evil -good -neutral (ignore only listed alignments)  <BR>-GENDER (ignore all genders)  <BR>-GENDER +male +female +neuter (create exceptions)  <BR>-male -female -neuter (ignore only listed genders)  <BR>-FACTION (ignore all faction and values, even a lack of faction) <BR>-FACTION +myfactionrange +myotherfactionrange (create exceptions) <BR>-myfactionrange -myotherfactionrange (ignore only named faction range)<BR>-TATTOOS (ignore all tattoos, even a lack of a tattoo) <BR>-TATTOOS +mytatto +thistattoo +anytattoo etc..  (create exceptions) <BR>+TATTOOS (do not ignore any or no tattoos) <BR>+TATTOOS -mytattoo -anytatto, etc.. (create exceptions) <BR>-EXPERTISES (ignore all expertises, even a lack of a edus) <BR>-EXPERTISES +myedu +thisedu +anyedu etc..  (create exceptions)<BR>+EXPERTISES (do not ignore any or no expertises) <BR>+EXPERTISES -myedu -anyedu, etc.. (create exceptions) <BR>-SECURITY (ignore all security flags, even a lack of a security) <BR>-SECURITY +cmdrooms +area cmditems etc..  (create exceptions)<BR>+SECURITY (do not ignore any or no expertises) <BR>+SECURITY -cmdrooms +area cmditems, etc.. (create exceptions) <BR>-LEVEL (ignore all levels)  <BR>-LEVEL +=1 +>5 +>=7 +&lt;13 +&lt;=20 (create exceptions)  <BR>-=1 ->5 ->=7 -&lt;13 -&lt;=20 (ignore only listed levels range) <BR>-NAMES (ignore everyone) <BR>-NAMES +bob "+my name" etc.. (create name exceptions) <BR>+NAMES (do not ignore anyone who has a name) <BR>+NAMES -bob "-my name" etc.. (create name exceptions) <BR>-CLAN (ignore anyone, even no clan) <BR>-CLAN +Killers "+Holy Avengers" etc.. (create clan exceptions) <BR>+CLAN (do not ignore anyone, even non clan people) <BR>+CLAN -Killers "-Holy Avengers" etc.. (create clan exceptions) <BR>-DEITY (ignore anyone, even no deity) <BR>-DEITY +Apollo "+Grothon The Great" etc.. (create deity exceptions) <BR>+DEITY (do not ignore anyone, even non deity worshipping people) <BR>+DEITY -Apollo "-rothon The Great" etc.. (create deity exceptions) <BR>-ANYCLASS (ignore all multi-class combinations)  <BR>-ANYCLASS +thief +mage +ranger (exceptions, allow any levels) <BR>+ANYCLASS (do not ignore all multi-class combinations)  <BR>+ANYCLASS -thief -mage -ranger (exceptions, disallow any levels) <BR>-STR X (ignore those with strength greater than X)  <BR>+STR X (ignore those with strength less than X)  <BR>-INT X (ignore those with intelligence greater than X)  <BR>+INT X (ignore those with intelligence less than X)  <BR>-WIS X (ignore those with wisdom greater than X)  <BR>+WIS X (ignore those with wisdom less than X)  <BR>-CON X (ignore those with constitution greater than X)  <BR>+CON X (ignore those with constitution less than X)  <BR>-CHA X (ignore those with charisma greater than X)  <BR>+CHA X (ignore those with charisma less than X)  <BR>-DEX X (ignore those with dexterity greater than X)  <BR>+DEX X (ignore those with dexterity less than X) <BR>+-ADJSTR...ADJCON (Same as above, but uses current values) <BR>-AREA (ignore in all areas) <BR>-AREA "+my areaname" etc.. (create exceptions) <BR>+AREA (do not ignore any areas) <BR>+AREA "-my areaname" etc.. (create exceptions) <BR>-HOME (ignore in all home/beacon areas) <BR>-HOME "+my home/beacon areaname" etc.. (create exceptions) <BR>+HOME (do not ignore any home/beacon areas) <BR>+HOME "-my home/beacon areaname" etc.. (create exceptions) <BR>-ITEM "+item name" etc... (ignore only those with an item name) <BR>-WORN "+item name" etc... (ignore only those wearing item name) <BR>-EFFECTS (ignore anyone, even no effects) <BR>-EFFECTS +Sleep "+Wood Chopping" etc.. (create name exceptions) <BR>+EFFECTS (do not ignore anyone, even non effected people) <BR>+EFFECTS -Sleep "-Wood Chopping" etc.. (create name exceptions) <BR>-SKILLS (ignore anyone, even those with no skill) <BR>-SKILLS +Spell_Sleep(75) etc.. (create exceptions with proficiency) <BR>+SKILLS (do not ignore anyone, even non skilled people) <BR>+SKILLS -Spell_Sleep(75) etc.. (create exceptions with proficiency) <BR>-MATERIAL "+WOODEN" etc.. (&lt;WORN> only items of added materials) <BR>+MATERIAL "-WOODEN" etc.. (Do not &lt;WORN> items of subtracted materials) <BR>-RESOURCES "+OAK" etc.. (&lt;WORN> only items of added resources) <BR>+RESOURCES "-OAK" etc.. (Do not &lt;WORN> items of subtracted resources) <BR>-JAVACLASS "+GENMOB" etc.. (&lt;WORN> only objects of added java class) <BR>+JAVACLASS "-GENITEM" etc.. (Do not &lt;WORN> objs of subtracted classes) <BR>-RESOURCES "+OAK" etc.. (&lt;WORN> only items of added resources) <BR>+RESOURCES "-OAK" etc.. (Do not &lt;WORN> items of subtracted resources) <BR>-ABILITY X (ignore those with magical ability less than X)  <BR>+ABILITY X (ignore those with magical ability greater than X) <BR>-VALUE X (ignore those with value or money less than X)  <BR>+VALUE X (ignore those with value or money greater than X) <BR>-WEIGHT X (ignore those weighing less than X)  <BR>+WEIGHT X (ignore those weighing more than X) <BR>-ARMOR X (ignore those with armor bonus less than X)  <BR>+ARMOR X (ignore those with armor bonus more than X) <BR>-DAMAGE X (ignore those with damage bonus less than X)  <BR>+DAMAGE X (ignore those with damage bonus more than X) <BR>-ATTACK X (ignore those with attack bonus less than X)  <BR>+ATTACK X (ignore those with attack bonus more than X) <BR>-WORNON "+TORSO" etc.. (&lt;WORN> only items wearable on added locs) <BR>+WORNON "-NECK" etc.. (Do not &lt;WORN> items wearable on subtracted locs) <BR>-DISPOSITION "+ISHIDDEN" etc.. (&lt;WORN> only with added dispositions) <BR>+DISPOSITION "-ISHIDDEN" etc.. (Do not &lt;WORN> only with sub disp) <BR>-SENSES "+CANSEEDARK" etc.. (&lt;WORN> only those with added sens.) <BR>+SENSES "-CANSEEDARK" etc.. (Do not &lt;WORN> those with subtracted sens.) <BR>-HOUR +X (ignore always, unless the hour is X)  <BR>+HOUR -X (ignore those only when the hour is X) <BR>-SEASON +FALL (ignore those only when season is FALL)  <BR>+SEASON -SPRING (ignore those whenever the season is SPRING) <BR>-MONTH +X (ignore those only when month number is X)  <BR>+MONTH -X (ignore those whenever the month number is X)-DAY +X (ignore those<BR>only when day number is X)  <BR>+DAY -X (ignore those whenever the day number is X)-WEATHER +DROUGHT (ignore<BR>those only when weather is DROUGHT)  <BR>+WEATHER -BLIZZARD (ignore those whenever the weather is BLIZZARD) <BR>-SKILLFLAG (ignore anyone, even those with no skills) <BR>-SKILLFLAG +ENCHANTMENT etc.. (create exceptions to -skillflag) <BR>+SKILLFLAG (do not ignore anyone, even non skilled people) <BR>+SKILLFLAG -ENCHANTMENT etc.. (create exceptions to +skillflag) <BR> </pre>
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			<p>
			<a name="GateGuard"><B>GateGuard</B></a>
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			<pre>Behavior   : GateGuard<BR>Targets    : MOBs<BR>Parameters : a list of masking parameters described below<BR>Example    : -class +mage -race +elf -evil<BR>Description: <BR>When this mob is standing next to a doorway and a player enters, the mob will<BR>open the door for the player, and close it after them.  The guard will also lock<BR>the door at night, if the door has a lock.  The guard will behave according to<BR>whether any players in the room meet the parameters.  If no parameter is given, the<BR>guard will always follow the behavior. Valid parameters include:  <BR>keeplocked (if the door has a lock, the mob will make sure it remains so <BR>allnight (does not operate differently at night than the day)<BR>+SYSOP (allow archons to bypass the rules)  <BR>-SYSOP (always disallow archons)  <BR>+SUBOP (allow archons or area staff to bypass the rules)  <BR>-SUBOP (always disallow archons and area staff)  <BR>-PLAYER (disallow all players) <BR>-MOB (disallow all mobs/npcs)  <BR>-CLASS  (disallow all classes)  <BR>-CLASS +thief +mage +ranger (create exceptions) <BR>-BASECLASS  (disallow all base classes)  <BR>-BASECLASS +thief +mage +ranger (create exceptions) <BR>-thief -mage  -ranger (disallow only listed classes)<BR>-RACE (disallow all races)  <BR>-RACE +elf +dwarf +human +half +gnome (create exceptions)  <BR>-elf -dwarf -human -half -gnome (disallow only listed races)  <BR>-RACECAT (disallow all racial categories)  <BR>-RACECAT +elf +insect +humanoid +canine +gnome (create exceptions)  <BR>+RACECAT (do not disallow all racial categories)  <BR>+RACECAT -elf -insect -humanoid -canine -gnome (create exceptions)  <BR>-ALIGNMENT (disallow all alignments)  <BR>-ALIGNMENT +evil +good +neutral (create exceptions)  <BR>-evil -good -neutral (disallow only listed alignments)  <BR>-GENDER (disallow all genders)  <BR>-GENDER +male +female +neuter (create exceptions)  <BR>-male -female -neuter (disallow only listed genders)  <BR>-FACTION (disallow all faction and values, even a lack of faction) <BR>-FACTION +myfactionrange +myotherfactionrange (create exceptions) <BR>-myfactionrange -myotherfactionrange (disallow only named faction range)<BR>-TATTOOS (disallow all tattoos, even a lack of a tattoo) <BR>-TATTOOS +mytatto +thistattoo +anytattoo etc..  (create exceptions) <BR>+TATTOOS (do not disallow any or no tattoos) <BR>+TATTOOS -mytattoo -anytatto, etc.. (create exceptions) <BR>-EXPERTISES (disallow all expertises, even a lack of a edus) <BR>-EXPERTISES +myedu +thisedu +anyedu etc..  (create exceptions)<BR>+EXPERTISES (do not disallow any or no expertises) <BR>+EXPERTISES -myedu -anyedu, etc.. (create exceptions) <BR>-SECURITY (disallow all security flags, even a lack of a security) <BR>-SECURITY +cmdrooms +area cmditems etc..  (create exceptions)<BR>+SECURITY (do not disallow any or no expertises) <BR>+SECURITY -cmdrooms +area cmditems, etc.. (create exceptions) <BR>-LEVEL (disallow all levels)  <BR>-LEVEL +=1 +>5 +>=7 +&lt;13 +&lt;=20 (create exceptions)  <BR>-=1 ->5 ->=7 -&lt;13 -&lt;=20 (disallow only listed levels range) <BR>-NAMES (disallow everyone) <BR>-NAMES +bob "+my name" etc.. (create name exceptions) <BR>+NAMES (do not disallow anyone who has a name) <BR>+NAMES -bob "-my name" etc.. (create name exceptions) <BR>-CLAN (disallow anyone, even no clan) <BR>-CLAN +Killers "+Holy Avengers" etc.. (create clan exceptions) <BR>+CLAN (do not disallow anyone, even non clan people) <BR>+CLAN -Killers "-Holy Avengers" etc.. (create clan exceptions) <BR>-DEITY (disallow anyone, even no deity) <BR>-DEITY +Apollo "+Grothon The Great" etc.. (create deity exceptions) <BR>+DEITY (do not disallow anyone, even non deity worshipping people) <BR>+DEITY -Apollo "-rothon The Great" etc.. (create deity exceptions) <BR>-ANYCLASS (disallow all multi-class combinations)  <BR>-ANYCLASS +thief +mage +ranger (exceptions, allow any levels) <BR>+ANYCLASS (do not disallow all multi-class combinations)  <BR>+ANYCLASS -thief -mage -ranger (exceptions, disallow any levels) <BR>-STR X (disallow those with strength greater than X)  <BR>+STR X (disallow those with strength less than X)  <BR>-INT X (disallow those with intelligence greater than X)  <BR>+INT X (disallow those with intelligence less than X)  <BR>-WIS X (disallow those with wisdom greater than X)  <BR>+WIS X (disallow those with wisdom less than X)  <BR>-CON X (disallow those with constitution greater than X)  <BR>+CON X (disallow those with constitution less than X)  <BR>-CHA X (disallow those with charisma greater than X)  <BR>+CHA X (disallow those with charisma less than X)  <BR>-DEX X (disallow those with dexterity greater than X)  <BR>+DEX X (disallow those with dexterity less than X) <BR>+-ADJSTR...ADJCON (Same as above, but uses current values) <BR>-AREA (disallow in all areas) <BR>-AREA "+my areaname" etc.. (create exceptions) <BR>+AREA (do not disallow any areas) <BR>+AREA "-my areaname" etc.. (create exceptions) <BR>-HOME (disallow in all home/beacon areas) <BR>-HOME "+my home/beacon areaname" etc.. (create exceptions) <BR>+HOME (do not disallow any home/beacon areas) <BR>+HOME "-my home/beacon areaname" etc.. (create exceptions) <BR>-ITEM "+item name" etc... (disallow only those with an item name) <BR>-WORN "+item name" etc... (disallow only those wearing item name) <BR>-EFFECTS (disallow anyone, even no effects) <BR>-EFFECTS +Sleep "+Wood Chopping" etc.. (create name exceptions) <BR>+EFFECTS (do not disallow anyone, even non effected people) <BR>+EFFECTS -Sleep "-Wood Chopping" etc.. (create name exceptions) <BR>-SKILLS (disallow anyone, even those with no skill) <BR>-SKILLS +Spell_Sleep(75) etc.. (create exceptions with proficiency) <BR>+SKILLS (do not disallow anyone, even non skilled people) <BR>+SKILLS -Spell_Sleep(75) etc.. (create exceptions with proficiency) <BR>-MATERIAL "+WOODEN" etc.. (&lt;WORN> only items of added materials) <BR>+MATERIAL "-WOODEN" etc.. (Do not &lt;WORN> items of subtracted materials) <BR>-RESOURCES "+OAK" etc.. (&lt;WORN> only items of added resources) <BR>+RESOURCES "-OAK" etc.. (Do not &lt;WORN> items of subtracted resources) <BR>-JAVACLASS "+GENMOB" etc.. (&lt;WORN> only objects of added java class) <BR>+JAVACLASS "-GENITEM" etc.. (Do not &lt;WORN> objs of subtracted classes) <BR>-RESOURCES "+OAK" etc.. (&lt;WORN> only items of added resources) <BR>+RESOURCES "-OAK" etc.. (Do not &lt;WORN> items of subtracted resources) <BR>-ABILITY X (disallow those with magical ability less than X)  <BR>+ABILITY X (disallow those with magical ability greater than X) <BR>-VALUE X (disallow those with value or money less than X)  <BR>+VALUE X (disallow those with value or money greater than X) <BR>-WEIGHT X (disallow those weighing less than X)  <BR>+WEIGHT X (disallow those weighing more than X) <BR>-ARMOR X (disallow those with armor bonus less than X)  <BR>+ARMOR X (disallow those with armor bonus more than X) <BR>-DAMAGE X (disallow those with damage bonus less than X)  <BR>+DAMAGE X (disallow those with damage bonus more than X) <BR>-ATTACK X (disallow those with attack bonus less than X)  <BR>+ATTACK X (disallow those with attack bonus more than X) <BR>-WORNON "+TORSO" etc.. (&lt;WORN> only items wearable on added locs) <BR>+WORNON "-NECK" etc.. (Do not &lt;WORN> items wearable on subtracted locs) <BR>-DISPOSITION "+ISHIDDEN" etc.. (&lt;WORN> only with added dispositions) <BR>+DISPOSITION "-ISHIDDEN" etc.. (Do not &lt;WORN> only with sub disp) <BR>-SENSES "+CANSEEDARK" etc.. (&lt;WORN> only those with added sens.) <BR>+SENSES "-CANSEEDARK" etc.. (Do not &lt;WORN> those with subtracted sens.) <BR>-HOUR +X (disallow always, unless the hour is X)  <BR>+HOUR -X (disallow those only when the hour is X) <BR>-SEASON +FALL (disallow those only when season is FALL)  <BR>+SEASON -SPRING (disallow those whenever the season is SPRING) <BR>-MONTH +X (disallow those only when month number is X)  <BR>+MONTH -X (disallow those whenever the month number is X)-DAY +X (disallow<BR>those only when day number is X)  <BR>+DAY -X (disallow those whenever the day number is X)-WEATHER +DROUGHT<BR>(disallow those only when weather is DROUGHT)  <BR>+WEATHER -BLIZZARD (disallow those whenever the weather is BLIZZARD) <BR>-SKILLFLAG (disallow anyone, even those with no skills) <BR>-SKILLFLAG +ENCHANTMENT etc.. (create exceptions to -skillflag) <BR>+SKILLFLAG (do not disallow anyone, even non skilled people) <BR>+SKILLFLAG -ENCHANTMENT etc.. (create exceptions to +skillflag) <BR> </pre>
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			<p>
			<a name="GetsAllEquipped"><B>GetsAllEquipped</B></a>
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			<pre>Behavior   : GetsAllEquipped<BR>Targets    : MOBs<BR>Parameters : <BR>Example    : <BR>Description: <BR>This is a deprecated behavior, but listed here in case someone can think of a<BR>new use for it.  This behavior causes the mob, on reset, to grab everything in its<BR>default room, and attempt to wear it.  He also does this whenever someone in the<BR>room dies, so its also good for making the mob autoloot.</pre>
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			<p>
			<a name="GoldLooter"><B>GoldLooter</B></a>
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			<pre>Behavior   : GoldLooter<BR>Targets    : MOBs<BR>Parameters : <BR>Example    : <BR>Description: <BR>This behavior makes a mob loot the gold from corpses killed by it.  It does<BR>this by turning on the mobs AUTOGOLD flag.</pre>
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			<a name="GoodExecutioner"><B>GoodExecutioner</B></a>
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			<pre>Behavior   : GoodExecutioner<BR>Targets    : MOBs<BR>Parameters : <BR>Example    : <BR>Description: <BR>The mob with this behavior will attack any evil or thief non-player mob it<BR>detects.    With the Players parameter, it will even attack players as well.</pre>
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			<p>
			<a name="GoodGuardian"><B>GoodGuardian</B></a>
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			<pre>Behavior   : GoodGuardian<BR>Targets    : MOBs<BR>Parameters : <BR>Example    : <BR>Description: <BR>This is a very active behavior.  If the mob detects any evil mob attacking a<BR>good mob in the same room, or an adjacent room, it will attack the evil mob.  If<BR>evil mobs are fighting, it will do nothing.  If two good or neutral mobs are<BR>fighting, it will stop the fight.</pre>
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			<p>
			<a name="Guard"><B>Guard</B></a>
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			<pre>Behavior   : Guard<BR>Targets    : MOBs<BR>Parameters : <BR>Example    : <BR>Description: <BR>If ANY mob, player or non-player, is attacked in the same room as the mob with<BR>this behavior, this mob will come to the victim's defence.</pre>
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			<p>
			<a name="Healer"><B>Healer</B></a>
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			<pre>Behavior   : Healer<BR>Targets    : MOBs<BR>Parameters : min, max ticks, and a percent chance<BR>Example    : min=10 max=20 chance=75<BR>Description: <BR>The mob with this behavior gains Cure Disease, Cure Light Wounds, Cure Serious<BR>Wounds, Bless, and Sanctuary.  At random, the mob will cast these spells on any<BR>player-mobs in the room.</pre>
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			<p>
			<a name="Hireling"><B>Hireling</B></a>
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			<pre>Behavior   : Hireling<BR>Targets    : MOBs<BR>Parameters : price to hire;minutes of service<BR>Example    : 10000;30<BR>Description: <BR>Allows a mob to hire him or herself out for a given amount of time. The first<BR>parameter is the price to hire the mob, followed by a semicolon and the number of<BR>minutes that amount of money purchases.  Additional money may be given by the<BR>player to extend the time.  When the time expires, the mob returns to his or her<BR>start room.</pre>
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			<a name="InstantDeath"><B>InstantDeath</B></a>
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			<pre>Behavior   : InstantDeath<BR>Targets    : MOBs, Items, Rooms, Areas<BR>Parameters : min, max ticks, and a percent chance<BR>Example    : min=10 max=20 chance=75<BR>Description: <BR>According to the timing and percent chance described by the parameters, the<BR>item owner with this behavior will be killed.  MOBs and Rooms with this behavior<BR>will kill all their inhabitants.  MOBs do not kill until attacked, food when eaten,<BR>drinks when sipped items when they are picked up, weapons when they are first<BR>wielded, or armor when it is first worn.  Rooms merely need to be entered.</pre>
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			<p>
			<a name="ItemGenerator"><B>ItemGenerator</B></a>
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			<pre>Behavior   : ItemGenerator<BR>Targets    : Areas, Rooms, Containers, Mobs<BR>Parameters : [min/max ticks] [% chance] [min/max items] [enchanted=%][mobs]<BR>[locale mask]; [mask]<BR>Example    : min=10 max=20 chance=75 minitems=1 maxitems=10;-LEVELS +>10<BR>Example    : minitems=10 maxitems=20 MOBS -ALL +CITY;-MATERIAL +IRON +BRONZE<BR>Example    : minitems=10 maxitems=20 enchanted=20;-NAME "+Short Sword"<BR>Description: <BR>This behavior will generate a list of items from the standard common skills. It<BR>will also add random enchantments and curses to items a percentage of the time<BR>dictated by the echanted parameter (default=10).  Items are selected from the list<BR>on a pseudo-random basis, with the chance weighted in favor of the least valuable<BR>items in favor of the most valueable.  This is to decrease the chances of a<BR>plethora of Spidersteel swords.<BR><BR>The parameters before the semicolon describe the rate and amount of items<BR>generated.  The room or area will attempt to generate an item every (min) to (max)<BR>ticks, assuming the percent chance (chance) is made.  It will then generate at<BR>least the minimum (minitems) number of items from the list, but never more than the<BR>maximum (maxitems) number of monsters.  Duplicates are allowed.  Items taken away<BR>will be replaced by this behavior, even if they are looted.  If the behavior is on<BR>a room, all items will be generated in that room.  If on an area, a random room in<BR>the area will be picked for the item. The TYPE of room in that area which will be<BR>selected for population may also be specified. -ALL to disallow all locales,<BR>followed by +AIR +CITY +JUNGLE (etc) to reallow certain locales.  -CITY -UNDERWATER<BR>and others may be used to restrict certain locales.  If no locale types are<BR>specified, then all rooms in an area will be populatable.  Valid locates include:<BR>"STONE",	"WOODEN", "CAVE", "MAGIC", "UNDERWATER", "AIR", "WATERSURFACE",	"METAL",<BR>"CITY", "WOODS", "ROCKY", "PLAINS", "UNDERWATER", "AIR", "WATERSURFACE", "JUNGLE",<BR>"SWAMP", "DESERT", "HILLS", "MOUNTAINS". If the behavior is on a mob, or the MOBS<BR>flag is given in the parameters, then the item will be placed on a mob IF POSSIBLE<BR>(if the behavior is on an area, and a room with no mobs is randomly selected, it<BR>may not happen).  Items places on mobs will be automatically worn if possible. <BR><BR>The parameters after the semicolon are a mask to help select what kind of items<BR>are generated for the several rooms or whatever.  The mask uses the following<BR>flags:<BR>+SYSOP (allow archons to bypass the rules)  <BR>-SYSOP (always disallow archons)  <BR>+SUBOP (allow archons or area staff to bypass the rules)  <BR>-SUBOP (always disallow archons and area staff)  <BR>-PLAYER (disallow all players) <BR>-MOB (disallow all mobs/npcs)  <BR>-CLASS  (disallow all classes)  <BR>-CLASS +thief +mage +ranger (create exceptions) <BR>-BASECLASS  (disallow all base classes)  <BR>-BASECLASS +thief +mage +ranger (create exceptions) <BR>-thief -mage  -ranger (disallow only listed classes)<BR>-RACE (disallow all races)  <BR>-RACE +elf +dwarf +human +half +gnome (create exceptions)  <BR>-elf -dwarf -human -half -gnome (disallow only listed races)  <BR>-RACECAT (disallow all racial categories)  <BR>-RACECAT +elf +insect +humanoid +canine +gnome (create exceptions)  <BR>+RACECAT (do not disallow all racial categories)  <BR>+RACECAT -elf -insect -humanoid -canine -gnome (create exceptions)  <BR>-ALIGNMENT (disallow all alignments)  <BR>-ALIGNMENT +evil +good +neutral (create exceptions)  <BR>-evil -good -neutral (disallow only listed alignments)  <BR>-GENDER (disallow all genders)  <BR>-GENDER +male +female +neuter (create exceptions)  <BR>-male -female -neuter (disallow only listed genders)  <BR>-FACTION (disallow all faction and values, even a lack of faction) <BR>-FACTION +myfactionrange +myotherfactionrange (create exceptions) <BR>-myfactionrange -myotherfactionrange (disallow only named faction range)<BR>-TATTOOS (disallow all tattoos, even a lack of a tattoo) <BR>-TATTOOS +mytatto +thistattoo +anytattoo etc..  (create exceptions) <BR>+TATTOOS (do not disallow any or no tattoos) <BR>+TATTOOS -mytattoo -anytatto, etc.. (create exceptions) <BR>-EXPERTISES (disallow all expertises, even a lack of a edus) <BR>-EXPERTISES +myedu +thisedu +anyedu etc..  (create exceptions)<BR>+EXPERTISES (do not disallow any or no expertises) <BR>+EXPERTISES -myedu -anyedu, etc.. (create exceptions) <BR>-SECURITY (disallow all security flags, even a lack of a security) <BR>-SECURITY +cmdrooms +area cmditems etc..  (create exceptions)<BR>+SECURITY (do not disallow any or no expertises) <BR>+SECURITY -cmdrooms +area cmditems, etc.. (create exceptions) <BR>-LEVEL (disallow all levels)  <BR>-LEVEL +=1 +>5 +>=7 +&lt;13 +&lt;=20 (create exceptions)  <BR>-=1 ->5 ->=7 -&lt;13 -&lt;=20 (disallow only listed levels range) <BR>-NAMES (disallow everyone) <BR>-NAMES +bob "+my name" etc.. (create name exceptions) <BR>+NAMES (do not disallow anyone who has a name) <BR>+NAMES -bob "-my name" etc.. (create name exceptions) <BR>-CLAN (disallow anyone, even no clan) <BR>-CLAN +Killers "+Holy Avengers" etc.. (create clan exceptions) <BR>+CLAN (do not disallow anyone, even non clan people) <BR>+CLAN -Killers "-Holy Avengers" etc.. (create clan exceptions) <BR>-DEITY (disallow anyone, even no deity) <BR>-DEITY +Apollo "+Grothon The Great" etc.. (create deity exceptions) <BR>+DEITY (do not disallow anyone, even non deity worshipping people) <BR>+DEITY -Apollo "-rothon The Great" etc.. (create deity exceptions) <BR>-ANYCLASS (disallow all multi-class combinations)  <BR>-ANYCLASS +thief +mage +ranger (exceptions, allow any levels) <BR>+ANYCLASS (do not disallow all multi-class combinations)  <BR>+ANYCLASS -thief -mage -ranger (exceptions, disallow any levels) <BR>-STR X (disallow those with strength greater than X)  <BR>+STR X (disallow those with strength less than X)  <BR>-INT X (disallow those with intelligence greater than X)  <BR>+INT X (disallow those with intelligence less than X)  <BR>-WIS X (disallow those with wisdom greater than X)  <BR>+WIS X (disallow those with wisdom less than X)  <BR>-CON X (disallow those with constitution greater than X)  <BR>+CON X (disallow those with constitution less than X)  <BR>-CHA X (disallow those with charisma greater than X)  <BR>+CHA X (disallow those with charisma less than X)  <BR>-DEX X (disallow those with dexterity greater than X)  <BR>+DEX X (disallow those with dexterity less than X) <BR>+-ADJSTR...ADJCON (Same as above, but uses current values) <BR>-AREA (disallow in all areas) <BR>-AREA "+my areaname" etc.. (create exceptions) <BR>+AREA (do not disallow any areas) <BR>+AREA "-my areaname" etc.. (create exceptions) <BR>-HOME (disallow in all home/beacon areas) <BR>-HOME "+my home/beacon areaname" etc.. (create exceptions) <BR>+HOME (do not disallow any home/beacon areas) <BR>+HOME "-my home/beacon areaname" etc.. (create exceptions) <BR>-ITEM "+item name" etc... (disallow only those with an item name) <BR>-WORN "+item name" etc... (disallow only those wearing item name) <BR>-EFFECTS (disallow anyone, even no effects) <BR>-EFFECTS +Sleep "+Wood Chopping" etc.. (create name exceptions) <BR>+EFFECTS (do not disallow anyone, even non effected people) <BR>+EFFECTS -Sleep "-Wood Chopping" etc.. (create name exceptions) <BR>-SKILLS (disallow anyone, even those with no skill) <BR>-SKILLS +Spell_Sleep(75) etc.. (create exceptions with proficiency) <BR>+SKILLS (do not disallow anyone, even non skilled people) <BR>+SKILLS -Spell_Sleep(75) etc.. (create exceptions with proficiency) <BR>-MATERIAL "+WOODEN" etc.. (&lt;WORN> only items of added materials) <BR>+MATERIAL "-WOODEN" etc.. (Do not &lt;WORN> items of subtracted materials) <BR>-RESOURCES "+OAK" etc.. (&lt;WORN> only items of added resources) <BR>+RESOURCES "-OAK" etc.. (Do not &lt;WORN> items of subtracted resources) <BR>-JAVACLASS "+GENMOB" etc.. (&lt;WORN> only objects of added java class) <BR>+JAVACLASS "-GENITEM" etc.. (Do not &lt;WORN> objs of subtracted classes) <BR>-RESOURCES "+OAK" etc.. (&lt;WORN> only items of added resources) <BR>+RESOURCES "-OAK" etc.. (Do not &lt;WORN> items of subtracted resources) <BR>-ABILITY X (disallow those with magical ability less than X)  <BR>+ABILITY X (disallow those with magical ability greater than X) <BR>-VALUE X (disallow those with value or money less than X)  <BR>+VALUE X (disallow those with value or money greater than X) <BR>-WEIGHT X (disallow those weighing less than X)  <BR>+WEIGHT X (disallow those weighing more than X) <BR>-ARMOR X (disallow those with armor bonus less than X)  <BR>+ARMOR X (disallow those with armor bonus more than X) <BR>-DAMAGE X (disallow those with damage bonus less than X)  <BR>+DAMAGE X (disallow those with damage bonus more than X) <BR>-ATTACK X (disallow those with attack bonus less than X)  <BR>+ATTACK X (disallow those with attack bonus more than X) <BR>-WORNON "+TORSO" etc.. (&lt;WORN> only items wearable on added locs) <BR>+WORNON "-NECK" etc.. (Do not &lt;WORN> items wearable on subtracted locs) <BR>-DISPOSITION "+ISHIDDEN" etc.. (&lt;WORN> only with added dispositions) <BR>+DISPOSITION "-ISHIDDEN" etc.. (Do not &lt;WORN> only with sub disp) <BR>-SENSES "+CANSEEDARK" etc.. (&lt;WORN> only those with added sens.) <BR>+SENSES "-CANSEEDARK" etc.. (Do not &lt;WORN> those with subtracted sens.) <BR>-HOUR +X (disallow always, unless the hour is X)  <BR>+HOUR -X (disallow those only when the hour is X) <BR>-SEASON +FALL (disallow those only when season is FALL)  <BR>+SEASON -SPRING (disallow those whenever the season is SPRING) <BR>-MONTH +X (disallow those only when month number is X)  <BR>+MONTH -X (disallow those whenever the month number is X)-DAY +X (disallow<BR>those only when day number is X)  <BR>+DAY -X (disallow those whenever the day number is X)-WEATHER +DROUGHT<BR>(disallow those only when weather is DROUGHT)  <BR>+WEATHER -BLIZZARD (disallow those whenever the weather is BLIZZARD) <BR>-SKILLFLAG (disallow anyone, even those with no skills) <BR>-SKILLFLAG +ENCHANTMENT etc.. (create exceptions to -skillflag) <BR>+SKILLFLAG (do not disallow anyone, even non skilled people) <BR>+SKILLFLAG -ENCHANTMENT etc.. (create exceptions to +skillflag) <BR> </pre>
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			<a name="ItemIdentifier"><B>ItemIdentifier</B></a>
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			<pre>Behavior   : ItemIdentifier<BR>Targets    : MOBs<BR>Parameters : <BR>Example    : <BR>Description: <BR>For a price, this mob will identify items.  They will NOT work for Archons,<BR>however.</pre>
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			<a name="ItemMender"><B>ItemMender</B></a>
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			<pre>Behavior   : ItemMender<BR>Targets    : MOBs<BR>Parameters : <BR>Example    : <BR>Description: <BR>For a price, this mob will repair damaged weapons and armor.  The mender will<BR>NOT work for Archons, however.</pre>
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			<a name="ItemRefitter"><B>ItemRefitter</B></a>
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			<pre>Behavior   : ItemRefitter<BR>Targets    : MOBs<BR>Parameters : <BR>Example    : <BR>Description: <BR>For a price, this mob will resize armor to fit the mob.  The mender will NOT<BR>work for Archons, however.</pre>
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			<a name="LinkedWeather"><B>LinkedWeather</B></a>
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			<pre>Behavior   : LinkedWeather<BR>Targets    : Areas<BR>Parameters : [Area Name](;ROLLING)<BR>Example    : My Area<BR>Example    : My Area;ROLLING<BR>Description: <BR>This behavior forces the area to always mimic the weather of another area on<BR>your map.  That area is determined by the parameters.  The normal behavior is for<BR>the weather of the given area to always be the same as the linked area. If the area<BR>name in the parameters is followed by a semicolon and the word ROLLING, then the<BR>area instead will always take on the weather of the linked area on its next weather<BR>change, meaning that the linked area's weather will seem to "roll" into this area<BR>on every weather change.</pre>
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			<a name="Mageness"><B>Mageness</B></a>
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			<pre>Behavior   : Mageness<BR>Targets    : MOBs<BR>Parameters : (SUBCLASS NAME)<BR>(OFFENSIVE,DEFENSIVE,MIXEDOFFENSIVE,MIXEDDEFENSIVE)<BR>Example    : <BR>Example    : Mage<BR>Example    : Illusionist MIXEDDEFENSIVE<BR>Description: <BR>An extension of CombatAbilities, this behavior makes the mob a Mage by class,<BR>and gives the mob mage spells appropriate to its level.  After this behavior has<BR>triggered, it will often require a RESET for any level changes to the mob to take<BR>over.<BR>This behavior should not be used WITH any of the other CombatAbilities<BR>behaviors, such as Fighterness, Thiefness, Mageness, Clericness, Druidness, or<BR>CombatAbilities. It should be used alone on a mob.</pre>
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			<a name="Mime"><B>Mime</B></a>
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			<pre>Behavior   : Mime<BR>Targets    : MOBs, Items, Exits, Rooms<BR>Parameters : min, max ticks, and a percent chance<BR>Example    : min=10 max=20 chance=75<BR>Description: <BR>This amazingly annoying Behavior makes the thing mimic any emotes or socials<BR>done by a player in the same room, back to that player.</pre>
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			<a name="MOBEater"><B>MOBEater</B></a>
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			<pre>Behavior   : MOBEater<BR>Targets    : MOBs<BR>Parameters : <BR>Example    : <BR>Description: <BR>This behavior allows a mob to eat other mobs or players, and digest them!  The<BR>chance runs at about 5% every two ticks during combat.  Great for dragons!</pre>
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			<a name="MOBHelper"><B>MOBHelper</B></a>
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			<pre>Behavior   : MOBHelper<BR>Targets    : MOBs<BR>Parameters : <BR>Example    : <BR>Description: <BR>The mob with this behavior will come to the defence of any non-player mob which<BR>is attacked in its presence.</pre>
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			<a name="MOBHunter"><B>MOBHunter</B></a>
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			<pre>Behavior   : MOBHunter<BR>Targets    : MOBs<BR>Parameters : min, max ticks, room radius, a percent chance, mask of mobs to<BR>hunt<BR>Example    : min=600 max=1200 chance=99 radius=50 -RACE +Human<BR>Example    : min=50 max=1200 chance=75 -NAME "+Evil Wizards"<BR>Description: <BR>This behavior will cause the mob to seek out a victim within the RADIUS number<BR>of rooms from where he is.  The mob will then hunt down and assassinate the victim.<BR> The mob will begin the hunt according to the frequency defined by the parameters. <BR>The MIN and MAX parms decide the minimum number of ticks to wait between hunts, and<BR>the CHANCE parm determines the chance the hunt will begin at that time.  The RADIUS<BR>is the number of rooms away from the mobs current room in which a victim will be<BR>sought.  The rest of the parameters are a mask to determine who would make a good<BR>victim.  Valid masks include: <BR>+SYSOP (allow archons to bypass the rules)  <BR>-SYSOP (always spare archons)  <BR>+SUBOP (allow archons or area staff to bypass the rules)  <BR>-SUBOP (always spare archons and area staff)  <BR>-PLAYER (spare all players) <BR>-MOB (spare all mobs/npcs)  <BR>-CLASS  (spare all classes)  <BR>-CLASS +thief +mage +ranger (create exceptions) <BR>-BASECLASS  (spare all base classes)  <BR>-BASECLASS +thief +mage +ranger (create exceptions) <BR>-thief -mage  -ranger (spare only listed classes)<BR>-RACE (spare all races)  <BR>-RACE +elf +dwarf +human +half +gnome (create exceptions)  <BR>-elf -dwarf -human -half -gnome (spare only listed races)  <BR>-RACECAT (spare all racial categories)  <BR>-RACECAT +elf +insect +humanoid +canine +gnome (create exceptions)  <BR>+RACECAT (do not spare all racial categories)  <BR>+RACECAT -elf -insect -humanoid -canine -gnome (create exceptions)  <BR>-ALIGNMENT (spare all alignments)  <BR>-ALIGNMENT +evil +good +neutral (create exceptions)  <BR>-evil -good -neutral (spare only listed alignments)  <BR>-GENDER (spare all genders)  <BR>-GENDER +male +female +neuter (create exceptions)  <BR>-male -female -neuter (spare only listed genders)  <BR>-FACTION (spare all faction and values, even a lack of faction) <BR>-FACTION +myfactionrange +myotherfactionrange (create exceptions) <BR>-myfactionrange -myotherfactionrange (spare only named faction range)<BR>-TATTOOS (spare all tattoos, even a lack of a tattoo) <BR>-TATTOOS +mytatto +thistattoo +anytattoo etc..  (create exceptions) <BR>+TATTOOS (do not spare any or no tattoos) <BR>+TATTOOS -mytattoo -anytatto, etc.. (create exceptions) <BR>-EXPERTISES (spare all expertises, even a lack of a edus) <BR>-EXPERTISES +myedu +thisedu +anyedu etc..  (create exceptions)<BR>+EXPERTISES (do not spare any or no expertises) <BR>+EXPERTISES -myedu -anyedu, etc.. (create exceptions) <BR>-SECURITY (spare all security flags, even a lack of a security) <BR>-SECURITY +cmdrooms +area cmditems etc..  (create exceptions)<BR>+SECURITY (do not spare any or no expertises) <BR>+SECURITY -cmdrooms +area cmditems, etc.. (create exceptions) <BR>-LEVEL (spare all levels)  <BR>-LEVEL +=1 +>5 +>=7 +&lt;13 +&lt;=20 (create exceptions)  <BR>-=1 ->5 ->=7 -&lt;13 -&lt;=20 (spare only listed levels range) <BR>-NAMES (spare everyone) <BR>-NAMES +bob "+my name" etc.. (create name exceptions) <BR>+NAMES (do not spare anyone who has a name) <BR>+NAMES -bob "-my name" etc.. (create name exceptions) <BR>-CLAN (spare anyone, even no clan) <BR>-CLAN +Killers "+Holy Avengers" etc.. (create clan exceptions) <BR>+CLAN (do not spare anyone, even non clan people) <BR>+CLAN -Killers "-Holy Avengers" etc.. (create clan exceptions) <BR>-DEITY (spare anyone, even no deity) <BR>-DEITY +Apollo "+Grothon The Great" etc.. (create deity exceptions) <BR>+DEITY (do not spare anyone, even non deity worshipping people) <BR>+DEITY -Apollo "-rothon The Great" etc.. (create deity exceptions) <BR>-ANYCLASS (spare all multi-class combinations)  <BR>-ANYCLASS +thief +mage +ranger (exceptions, allow any levels) <BR>+ANYCLASS (do not spare all multi-class combinations)  <BR>+ANYCLASS -thief -mage -ranger (exceptions, disallow any levels) <BR>-STR X (spare those with strength greater than X)  <BR>+STR X (spare those with strength less than X)  <BR>-INT X (spare those with intelligence greater than X)  <BR>+INT X (spare those with intelligence less than X)  <BR>-WIS X (spare those with wisdom greater than X)  <BR>+WIS X (spare those with wisdom less than X)  <BR>-CON X (spare those with constitution greater than X)  <BR>+CON X (spare those with constitution less than X)  <BR>-CHA X (spare those with charisma greater than X)  <BR>+CHA X (spare those with charisma less than X)  <BR>-DEX X (spare those with dexterity greater than X)  <BR>+DEX X (spare those with dexterity less than X) <BR>+-ADJSTR...ADJCON (Same as above, but uses current values) <BR>-AREA (spare in all areas) <BR>-AREA "+my areaname" etc.. (create exceptions) <BR>+AREA (do not spare any areas) <BR>+AREA "-my areaname" etc.. (create exceptions) <BR>-HOME (spare in all home/beacon areas) <BR>-HOME "+my home/beacon areaname" etc.. (create exceptions) <BR>+HOME (do not spare any home/beacon areas) <BR>+HOME "-my home/beacon areaname" etc.. (create exceptions) <BR>-ITEM "+item name" etc... (spare only those with an item name) <BR>-WORN "+item name" etc... (spare only those wearing item name) <BR>-EFFECTS (spare anyone, even no effects) <BR>-EFFECTS +Sleep "+Wood Chopping" etc.. (create name exceptions) <BR>+EFFECTS (do not spare anyone, even non effected people) <BR>+EFFECTS -Sleep "-Wood Chopping" etc.. (create name exceptions) <BR>-SKILLS (spare anyone, even those with no skill) <BR>-SKILLS +Spell_Sleep(75) etc.. (create exceptions with proficiency) <BR>+SKILLS (do not spare anyone, even non skilled people) <BR>+SKILLS -Spell_Sleep(75) etc.. (create exceptions with proficiency) <BR>-MATERIAL "+WOODEN" etc.. (&lt;WORN> only items of added materials) <BR>+MATERIAL "-WOODEN" etc.. (Do not &lt;WORN> items of subtracted materials) <BR>-RESOURCES "+OAK" etc.. (&lt;WORN> only items of added resources) <BR>+RESOURCES "-OAK" etc.. (Do not &lt;WORN> items of subtracted resources) <BR>-JAVACLASS "+GENMOB" etc.. (&lt;WORN> only objects of added java class) <BR>+JAVACLASS "-GENITEM" etc.. (Do not &lt;WORN> objs of subtracted classes) <BR>-RESOURCES "+OAK" etc.. (&lt;WORN> only items of added resources) <BR>+RESOURCES "-OAK" etc.. (Do not &lt;WORN> items of subtracted resources) <BR>-ABILITY X (spare those with magical ability less than X)  <BR>+ABILITY X (spare those with magical ability greater than X) <BR>-VALUE X (spare those with value or money less than X)  <BR>+VALUE X (spare those with value or money greater than X) <BR>-WEIGHT X (spare those weighing less than X)  <BR>+WEIGHT X (spare those weighing more than X) <BR>-ARMOR X (spare those with armor bonus less than X)  <BR>+ARMOR X (spare those with armor bonus more than X) <BR>-DAMAGE X (spare those with damage bonus less than X)  <BR>+DAMAGE X (spare those with damage bonus more than X) <BR>-ATTACK X (spare those with attack bonus less than X)  <BR>+ATTACK X (spare those with attack bonus more than X) <BR>-WORNON "+TORSO" etc.. (&lt;WORN> only items wearable on added locs) <BR>+WORNON "-NECK" etc.. (Do not &lt;WORN> items wearable on subtracted locs) <BR>-DISPOSITION "+ISHIDDEN" etc.. (&lt;WORN> only with added dispositions) <BR>+DISPOSITION "-ISHIDDEN" etc.. (Do not &lt;WORN> only with sub disp) <BR>-SENSES "+CANSEEDARK" etc.. (&lt;WORN> only those with added sens.) <BR>+SENSES "-CANSEEDARK" etc.. (Do not &lt;WORN> those with subtracted sens.) <BR>-HOUR +X (spare always, unless the hour is X)  <BR>+HOUR -X (spare those only when the hour is X) <BR>-SEASON +FALL (spare those only when season is FALL)  <BR>+SEASON -SPRING (spare those whenever the season is SPRING) <BR>-MONTH +X (spare those only when month number is X)  <BR>+MONTH -X (spare those whenever the month number is X)-DAY +X (spare those only<BR>when day number is X)  <BR>+DAY -X (spare those whenever the day number is X)-WEATHER +DROUGHT (spare<BR>those only when weather is DROUGHT)  <BR>+WEATHER -BLIZZARD (spare those whenever the weather is BLIZZARD) <BR>-SKILLFLAG (spare anyone, even those with no skills) <BR>-SKILLFLAG +ENCHANTMENT etc.. (create exceptions to -skillflag) <BR>+SKILLFLAG (do not spare anyone, even non skilled people) <BR>+SKILLFLAG -ENCHANTMENT etc.. (create exceptions to +skillflag) <BR></pre>
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			<a name="Mobile"><B>Mobile</B></a>
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			<pre>Behavior   : Mobile<BR>Targets    : MOBs<BR>Parameters : min, max ticks, a percent chance, flags, locale parms<BR>Example    : min=10 max=20 chance=75 wander -air -underwater<BR>Example    : min=10 max=20 chance=75 opendoors<BR>Example    : min=10 max=20 chance=75 leash=3 opendoors<BR>Description: <BR>According to the timing and percent chance described by the parameters, the mob<BR>with this behavior will travel in a random available direction. Mobs will not leave<BR>rooms containing visible Archons and builders with the CMDMOBS security flag. The<BR>wander flag is required if the mob is allowed to leave his or her area. The<BR>opendoors flag will allow the mob to open closed doors when walking around, or to<BR>unlock locked doors if the mob has the key. The leash parameter will prevent the<BR>mob from getting too far from home. The TYPE of room from which the mob is<BR>restricted may also be entered. -ALL to disallow all locales, followed by +AIR<BR>+CITY +JUNGLE (etc) to reallow certain locales.  -CITY -UNDERWATER and others may<BR>be used to restrict certain locales.</pre>
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			<a name="MobileAggressive"><B>MobileAggressive</B></a>
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			<pre>Behavior   : MobileAggressive<BR>Targets    : MOBs<BR>Parameters : min, max ticks, a percent chance, mobkill, misbehave, and masks<BR>Example    : min=10 max=20 chance=75 -underwater -thief +elf<BR>Example    : min=10 max=20 chance=75 wander -air -elf<BR>Example    : min=10 max=20 chance=75 mobkill misbehave<BR>Description: <BR>According to the timing and percent chance described by the parameters, the mob<BR>with this behavior will travel in a random available direction. The mob will attack<BR>any player mob it comes across. If no other parameters are given, the mob will<BR>attack anyone, anywhere. The wander flag is required if the mob is allowed to leave<BR>his or her area. The TYPE of room from which the mob is restricted may also be<BR>entered. -ALL to disallow all locales, followed by +AIR +CITY +JUNGLE (etc) to<BR>reallow certain locales.  -CITY -UNDERWATER and others may be used to restrict<BR>certain locales. Masks may also be used to specify who the mob is likely to attack.<BR> Mobs will not be mobile or aggressive towards Archons and builders with the<BR>CMDMOBS security flag. Valid aggressive masks include:  <BR>delay=x (makes the mob delay x ticks before looking for a victim) <BR>mobkill (makes this behavior attack mobs as well as players) <BR>misbehave (makes this mob attack even when wounded or a follower) <BR>+SYSOP (allow archons to bypass the rules)  <BR>-SYSOP (always spare archons)  <BR>+SUBOP (allow archons or area staff to bypass the rules)  <BR>-SUBOP (always spare archons and area staff)  <BR>-PLAYER (spare all players) <BR>-MOB (spare all mobs/npcs)  <BR>-CLASS  (spare all classes)  <BR>-CLASS +thief +mage +ranger (create exceptions) <BR>-BASECLASS  (spare all base classes)  <BR>-BASECLASS +thief +mage +ranger (create exceptions) <BR>-thief -mage  -ranger (spare only listed classes)<BR>-RACE (spare all races)  <BR>-RACE +elf +dwarf +human +half +gnome (create exceptions)  <BR>-elf -dwarf -human -half -gnome (spare only listed races)  <BR>-RACECAT (spare all racial categories)  <BR>-RACECAT +elf +insect +humanoid +canine +gnome (create exceptions)  <BR>+RACECAT (do not spare all racial categories)  <BR>+RACECAT -elf -insect -humanoid -canine -gnome (create exceptions)  <BR>-ALIGNMENT (spare all alignments)  <BR>-ALIGNMENT +evil +good +neutral (create exceptions)  <BR>-evil -good -neutral (spare only listed alignments)  <BR>-GENDER (spare all genders)  <BR>-GENDER +male +female +neuter (create exceptions)  <BR>-male -female -neuter (spare only listed genders)  <BR>-FACTION (spare all faction and values, even a lack of faction) <BR>-FACTION +myfactionrange +myotherfactionrange (create exceptions) <BR>-myfactionrange -myotherfactionrange (spare only named faction range)<BR>-TATTOOS (spare all tattoos, even a lack of a tattoo) <BR>-TATTOOS +mytatto +thistattoo +anytattoo etc..  (create exceptions) <BR>+TATTOOS (do not spare any or no tattoos) <BR>+TATTOOS -mytattoo -anytatto, etc.. (create exceptions) <BR>-EXPERTISES (spare all expertises, even a lack of a edus) <BR>-EXPERTISES +myedu +thisedu +anyedu etc..  (create exceptions)<BR>+EXPERTISES (do not spare any or no expertises) <BR>+EXPERTISES -myedu -anyedu, etc.. (create exceptions) <BR>-SECURITY (spare all security flags, even a lack of a security) <BR>-SECURITY +cmdrooms +area cmditems etc..  (create exceptions)<BR>+SECURITY (do not spare any or no expertises) <BR>+SECURITY -cmdrooms +area cmditems, etc.. (create exceptions) <BR>-LEVEL (spare all levels)  <BR>-LEVEL +=1 +>5 +>=7 +&lt;13 +&lt;=20 (create exceptions)  <BR>-=1 ->5 ->=7 -&lt;13 -&lt;=20 (spare only listed levels range) <BR>-NAMES (spare everyone) <BR>-NAMES +bob "+my name" etc.. (create name exceptions) <BR>+NAMES (do not spare anyone who has a name) <BR>+NAMES -bob "-my name" etc.. (create name exceptions) <BR>-CLAN (spare anyone, even no clan) <BR>-CLAN +Killers "+Holy Avengers" etc.. (create clan exceptions) <BR>+CLAN (do not spare anyone, even non clan people) <BR>+CLAN -Killers "-Holy Avengers" etc.. (create clan exceptions) <BR>-DEITY (spare anyone, even no deity) <BR>-DEITY +Apollo "+Grothon The Great" etc.. (create deity exceptions) <BR>+DEITY (do not spare anyone, even non deity worshipping people) <BR>+DEITY -Apollo "-rothon The Great" etc.. (create deity exceptions) <BR>-ANYCLASS (spare all multi-class combinations)  <BR>-ANYCLASS +thief +mage +ranger (exceptions, allow any levels) <BR>+ANYCLASS (do not spare all multi-class combinations)  <BR>+ANYCLASS -thief -mage -ranger (exceptions, disallow any levels) <BR>-STR X (spare those with strength greater than X)  <BR>+STR X (spare those with strength less than X)  <BR>-INT X (spare those with intelligence greater than X)  <BR>+INT X (spare those with intelligence less than X)  <BR>-WIS X (spare those with wisdom greater than X)  <BR>+WIS X (spare those with wisdom less than X)  <BR>-CON X (spare those with constitution greater than X)  <BR>+CON X (spare those with constitution less than X)  <BR>-CHA X (spare those with charisma greater than X)  <BR>+CHA X (spare those with charisma less than X)  <BR>-DEX X (spare those with dexterity greater than X)  <BR>+DEX X (spare those with dexterity less than X) <BR>+-ADJSTR...ADJCON (Same as above, but uses current values) <BR>-AREA (spare in all areas) <BR>-AREA "+my areaname" etc.. (create exceptions) <BR>+AREA (do not spare any areas) <BR>+AREA "-my areaname" etc.. (create exceptions) <BR>-HOME (spare in all home/beacon areas) <BR>-HOME "+my home/beacon areaname" etc.. (create exceptions) <BR>+HOME (do not spare any home/beacon areas) <BR>+HOME "-my home/beacon areaname" etc.. (create exceptions) <BR>-ITEM "+item name" etc... (spare only those with an item name) <BR>-WORN "+item name" etc... (spare only those wearing item name) <BR>-EFFECTS (spare anyone, even no effects) <BR>-EFFECTS +Sleep "+Wood Chopping" etc.. (create name exceptions) <BR>+EFFECTS (do not spare anyone, even non effected people) <BR>+EFFECTS -Sleep "-Wood Chopping" etc.. (create name exceptions) <BR>-SKILLS (spare anyone, even those with no skill) <BR>-SKILLS +Spell_Sleep(75) etc.. (create exceptions with proficiency) <BR>+SKILLS (do not spare anyone, even non skilled people) <BR>+SKILLS -Spell_Sleep(75) etc.. (create exceptions with proficiency) <BR>-MATERIAL "+WOODEN" etc.. (&lt;WORN> only items of added materials) <BR>+MATERIAL "-WOODEN" etc.. (Do not &lt;WORN> items of subtracted materials) <BR>-RESOURCES "+OAK" etc.. (&lt;WORN> only items of added resources) <BR>+RESOURCES "-OAK" etc.. (Do not &lt;WORN> items of subtracted resources) <BR>-JAVACLASS "+GENMOB" etc.. (&lt;WORN> only objects of added java class) <BR>+JAVACLASS "-GENITEM" etc.. (Do not &lt;WORN> objs of subtracted classes) <BR>-RESOURCES "+OAK" etc.. (&lt;WORN> only items of added resources) <BR>+RESOURCES "-OAK" etc.. (Do not &lt;WORN> items of subtracted resources) <BR>-ABILITY X (spare those with magical ability less than X)  <BR>+ABILITY X (spare those with magical ability greater than X) <BR>-VALUE X (spare those with value or money less than X)  <BR>+VALUE X (spare those with value or money greater than X) <BR>-WEIGHT X (spare those weighing less than X)  <BR>+WEIGHT X (spare those weighing more than X) <BR>-ARMOR X (spare those with armor bonus less than X)  <BR>+ARMOR X (spare those with armor bonus more than X) <BR>-DAMAGE X (spare those with damage bonus less than X)  <BR>+DAMAGE X (spare those with damage bonus more than X) <BR>-ATTACK X (spare those with attack bonus less than X)  <BR>+ATTACK X (spare those with attack bonus more than X) <BR>-WORNON "+TORSO" etc.. (&lt;WORN> only items wearable on added locs) <BR>+WORNON "-NECK" etc.. (Do not &lt;WORN> items wearable on subtracted locs) <BR>-DISPOSITION "+ISHIDDEN" etc.. (&lt;WORN> only with added dispositions) <BR>+DISPOSITION "-ISHIDDEN" etc.. (Do not &lt;WORN> only with sub disp) <BR>-SENSES "+CANSEEDARK" etc.. (&lt;WORN> only those with added sens.) <BR>+SENSES "-CANSEEDARK" etc.. (Do not &lt;WORN> those with subtracted sens.) <BR>-HOUR +X (spare always, unless the hour is X)  <BR>+HOUR -X (spare those only when the hour is X) <BR>-SEASON +FALL (spare those only when season is FALL)  <BR>+SEASON -SPRING (spare those whenever the season is SPRING) <BR>-MONTH +X (spare those only when month number is X)  <BR>+MONTH -X (spare those whenever the month number is X)-DAY +X (spare those only<BR>when day number is X)  <BR>+DAY -X (spare those whenever the day number is X)-WEATHER +DROUGHT (spare<BR>those only when weather is DROUGHT)  <BR>+WEATHER -BLIZZARD (spare those whenever the weather is BLIZZARD) <BR>-SKILLFLAG (spare anyone, even those with no skills) <BR>-SKILLFLAG +ENCHANTMENT etc.. (create exceptions to -skillflag) <BR>+SKILLFLAG (do not spare anyone, even non skilled people) <BR>+SKILLFLAG -ENCHANTMENT etc.. (create exceptions to +skillflag) <BR> </pre>
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			<p>
			<a name="MobileGoodGuardian"><B>MobileGoodGuardian</B></a>
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			<pre>Behavior   : MobileGoodGuardian<BR>Targets    : MOBs<BR>Parameters : min, max ticks, a percent chance, flags, locale parms<BR>Example    : min=10 max=20 chance=75 wander -air -underwater<BR>Description: <BR>This is a very active behavior.  If the mob detects any evil mob attacking a<BR>good mob in the same room, or an adjacent room, it will attack the evil mob.  If<BR>evil mobs are fighting, it will do nothing.  If two good or neutral mobs are<BR>fighting, it will stop the fight. This mob is also mobile, which means the mob will<BR>move around the area. The wander flag is required if the mob is allowed to leave<BR>his or her area. The TYPE of room from which the mob is restricted may also be<BR>entered. -ALL to disallow all locales, followed by +AIR +CITY +JUNGLE (etc) to<BR>reallow certain locales.  -CITY -UNDERWATER and others may be used to restrict<BR>certain locales. Mobs will not leave rooms containing visible Archons and builders<BR>with the CMDMOBS security flag.</pre>
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			<a name="MOBReSave"><B>MOBReSave</B></a>
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			<pre>Behavior   : MOBReSave<BR>Targets    : MOBs<BR>Parameters : min, max ticks, a percent chance<BR>Example    : min=140 max=140 chance=100<BR>Description: <BR>This behavior allows the mob with it to be updated in the CoffeeMud database<BR>according to the frequency defined by min, max ticks.  This behavior is tricky to<BR>set up the first time. When you know you are going to want an updating mob in a<BR>room, you should first go to the room and create a GenMob with this behavior (no<BR>parameters needed).  Wait a few seconds, and you will see the GenMob that you<BR>created has disappeared.  Now you are free to add this behavior to one or more<BR>other mobs at your leisure.  Don't forget to resave the room when you are done!</pre>
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			<p>
			<a name="MOBTeacher"><B>MOBTeacher</B></a>
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			<pre>Behavior   : MOBTeacher<BR>Targets    : MOBs<BR>Parameters : Char class name(s), ability name(s), expertise name(s), <BR>Parameters : percentages, nocommon flag, noedus flag, or empty to teach all.<BR>Example    : mage evoker illusionist transmuter<BR>Example    : 100% mage 10% Thief_Steal NOCOMMON<BR>Example    : Spell_Sleep 5% Spell_Wish<BR>Example    : Spell_BurningHands<BR>Description: <BR>This behavior makes the mob suitable to teach skills, spells, prayers, songs,<BR>or expertises as specified in the parameters.  If the parameter is empty, the mob<BR>will be able to teach all abilities.  If the parameter contains the name of a<BR>character class, the mob will only teach abilities of that class. *Any* class may<BR>always practice with a MOBTeacher, but the mob may only teach those abilities for<BR>the character class the parameters describe.  The classes listed by mob teacher are<BR>NOT base classes.  To have a teacher able to teach skills from an entire base<BR>class, all sub-classes must be listed. <BR>Percentages may be included inside the parameters as well.  The percentage will<BR>always apply only to the character classes or spells listed after the percentage,<BR>not before.  Encountering another percentage entry will override the previous.  A<BR>percentage will dictate the chance that a given spell will be known by the teacher,<BR>or the chance that a particular spell in a given character class will be known. <BR>Two flags can also modify your list.  The NOCOMMON flag prevents the teacher<BR>from teaching common skills, even if they would normally be on his list.  The<BR>NOEXPS flag prevents the teacher from teaching expertises, even if he would<BR>normally qualify for them.<BR>If this behavior has NO parameters whatsoever, the mob will teach absolutely<BR>everything (unless one of the two flags say otherwise).  Otherwise, the parameters<BR>will dictate what the mob can teach.  Expertises will only be taught of the mob<BR>otherwise qualifies for them himself.</pre>
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			<a name="MoneyChanger"><B>MoneyChanger</B></a>
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			<pre>Behavior   : MoneyChanger<BR>Targets    : MOBs<BR>Parameters : (CUT=[NUM]) (DEFAULT=[NUM]) ([CURRENCY]=[NUM])<BR>Example    : <BR>Example    : cut=5<BR>Example    : default=0 GOLD=5 INGITS=10<BR>Description: <BR>Whenever a player gives the money changer coins, the money changer will give<BR>back to the player a bag containing an equivalent amount of money in the money<BR>changers native currency.  The "cut" that the money changer takes, in general, can<BR>be defined with the CUT parameter, by making CUT equal to a percentage.  If you<BR>wish, you can also define exchange rates for the several currencies in your system<BR>by setting each currency name equal to a percentage.</pre>
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			<p>
			<a name="MovingRoom"><B>MovingRoom</B></a>
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			<pre>Behavior   : Mover<BR>Targets    : Rooms<BR>Parameters : min=3 max=3 chance=100;[xmlsection];[ticks at stops];[ticks<BR>between stops] <BR>Example    : min=3 max=3 chance=100;SUBWAY;3;10<BR>Description: <BR>The above example would set the room's parameters to the ones listed in the<BR>SUBWAY section of the file resources/moving.xml.  There is a subway example already<BR>there. <BR>NOTE!      : The follow conditions -must- be met before setting the room to<BR>this behaviour. <BR>1. <BR>The rooms that you want this room to open out to -must- already be defined<BR>before you make the XML section. <BR>2. <BR>The XML document -must- be writen before you set this behaviour. <BR>3. <BR>You -cannot- have the moving room override an exit, ie. if room A links south<BR>to Room B <BR>you cannot have the mover link north to room A.<BR>******************* <BR>XML DOCUMENT NOTES: <BR>******************* <BR>You can use the following strings in the XML document to be translated on the<BR>fly <BR>$disproom  : if mover is at a stop this is the room it is opened to otherwise <BR>. Example  : this is the next room that this room will open too. <BR>$inopendir : this is the direction the door on the inside (the mover) opens. <BR>$outopendir: this is the direction the door on the outside (where the mover<BR>stoped) opens. <BR>$traveldir : this is the current direction that the room is moving in. <BR><BR>&lt;STOPS> here you would list the ROOMID of each room the mover will stop at<BR>example.<BR>&lt;STOP1>[first stop]&lt;/STOP1>n
<BR>&lt;NORMALDIRECTION> and &lt;REVERSEDIRECTION> <BR>-in these tags you define the parameters for the mover while is is going back<BR>and forth. <BR>-normal is stop1 to stopwhatever and reverse is stopwhatever to stop1. <BR>-TRAVELDIRECTION = the direction it is traveling from point a to point b. <BR>-DOORSDIRECTION = the direction the doors open out of the mover. <BR>--&lt;INSIDE> and &lt;OUTSIDE> <BR>---in these tags you define what is echoed to the client in the mover and<BR>outside. <BR>---ARRIVALINFO = what is echoed when the room gets to the stop <BR>---DEPARTINFO = what is echoed when the room leaves the stop <BR>&lt;ROOMDESCRIPTIONS> <BR>-here you define what is appended to the end of the room descriptions. <BR>-&lt;NORMALDIRECTION> and &lt;REVERSEDIRECTION> <BR>--&lt;INSIDE> and &lt;OUTSIDE> <BR>---DOOROPENED = if the door is opened append this.<BR>---DOORCLOSED = if the door is closed append this.<BR><BR>There are two examples in the XML document you can look at for further info. <BR><BR>Ideas for this would be, subways, busses, wagon trains (caravans) spaceships,<BR>stargates, everchanging paths in mazes, elevators, ect.</pre>
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			<a name="MudChat"><B>MudChat</B></a>
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			<pre>Behavior   : MudChat<BR>Targets    : MOBs<BR>Parameters : optional or additional chat data file name and/or chat-mob-type<BR>Example    : smurf<BR>Example    : chat.dat=smurf<BR>Example    : mychat.dat=cityguard<BR>Example    : mychat.dat=<BR>Example    : +(here there);9neither;5well, where?;1nowhere<BR>Description: <BR>Allows the mobs to speak and respond to speech.  The chat.dat file, from which<BR>speech behavior is derived, contains many "templates" for different speech<BR>behaviors.  MudChat will attempt to choose the correct speech behavior for the mob<BR>based on the mobs name.  This may be overridden by specifying a speech behavior in<BR>the parameters.  Speech patterns in the chat.dat at present include:<BR>default<BR>dog fido beastly fido_dog<BR>cat kitten lion<BR>pig boar<BR>doll toy<BR>papa_smurf smurf<BR>monster<BR>smurfette<BR>healer cleric doctor<BR><BR>If the first character in the parameters is a plus-sign, then a semi-colon<BR>delimited list of chat data is expected, in the same format as is found in<BR>chat.dat.<BR></pre>
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			<a name="Nanny"><B>Nanny</B></a>
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			<pre>Behavior   : Nanny<BR>Targets    : MOBs<BR>Parameters : RATE=[PRICE] NAME=[PLACE NAME] WATCHES=[CODES] (|~| [XML])<BR>Example    : rate=2.5 name="The Stables" watches=mounts,wagons<BR>Description: <BR>Makes the mob a protector and watcher of mobs and items of various sorts, for<BR>money. The rate parameter describes the base gold value he charges for each thing<BR>dropped off, per hour.  The name is a description of the type of place he runs. <BR>The watches parameter contains one or more comma-delimeted words (no spaces!)<BR>describing the kinds of things he will charge people to watch and protect, and may<BR>include one or more of the following: <BR>babies - baby items born from mud breeding<BR>children - child mobs (after babies grow up)<BR>mounts - rideable mobs of all sorts<BR>cars - land-rideable items that aren't wagons<BR>aircars - air-rideable items<BR>wagons - rideable land items that are wagons<BR>followers - mobs that aren't children, mounts, etc.<BR>boats - rideable items of the sea<BR><BR>This behavior will automatically save the items and mobs in the room he is<BR>watching over, and prevent items from decay.  Combat against himself or mobs under<BR>protection is forbidden, as is removing any mob or item that has not been paid for.<BR> The first mud-hour is free, and protection will not begin until the owner leaves.</pre>
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			<a name="NastyAbilities"><B>NastyAbilities</B></a>
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			<pre>Behavior   : NastyAbilities<BR>Targets    : MOBs<BR>Parameters : min, max ticks, and a percent chance (optional fightok string)<BR>Example    : min=10 max=20 chance=75<BR>Example    : min=10 max=20 chance=75 fightok<BR>Description: <BR>According to the timing and percent chance described by the parameters, the mob<BR>with this behavior will use any of its malicious abilities, including spells,<BR>prayers, songs, or others, to the detriment of random player mobs in the same room.<BR> These spells will not automatically cause combat unless the FIGHTOK string is<BR>included in the parameters.</pre>
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			<a name="NiceAbilities"><B>NiceAbilities</B></a>
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			<pre>Behavior   : NiceAbilities<BR>Targets    : MOBs<BR>Parameters : min, max ticks, and a percent chance<BR>Example    : min=10 max=20 chance=75<BR>Description: <BR>According to the timing and percent chance described by the parameters, the mob<BR>with this behavior will use any of its benevolent abilities, including spells,<BR>prayers, songs, or others, for the benefit of player mobs in the same room.</pre>
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			<a name="NoCombatAssist"><B>NoCombatAssist</B></a>
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			<pre>Behavior   : NoCombatAssist<BR>Targets    : MOBs<BR>Parameters : <BR>Example    : <BR>Description: <BR>This behavior makes sure that a mob does not assist in combat when following a<BR>player or another mob.</pre>
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			<a name="ObjectGuardian"><B>ObjectGuardian</B></a>
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			<pre>Behavior   : ObjectGuardian<BR>Targets    : MOBs<BR>Parameters : SENTINAL<BR>Example    : SENTINAL<BR>Description: <BR>This will cause a mob to explicitly prevent any other mob from taking or<BR>removing any object in the same room as the mob. You have to kill him! By adding<BR>SENTINAL to the parameters, the mob will be even more vigilant and steadfast, not<BR>letting combat or even severe damage deter him from his duty.</pre>
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			<a name="Patroller"><B>Patroller</B></a>
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			<pre>Behavior   : Patroller<BR>Targets    : MOBs, Items<BR>Parameters : min, max ticks, % chance, rideok flag, diameter; room ids or<BR>directions<BR>Example    : min=10 max=20 chance=75<BR>rideok=true;Midgaard#3001;#3002;#3003;RESTART<BR>Example    : min=10 max=20 chance=99<BR>rideok=only;Midgaard#3001;#3002;#3003;RESTART<BR>Example    : min=10 max=20 chance=15;east;.;north;north;east<BR>Example    : min=10 max=20 chance=15 diameter=100;Midgaard#1;New<BR>Thalos#10;.;.;restart<BR>Description: <BR>According to the timing and percent chance described by the parameters, the mob<BR>or item with this behavior will travel the path assigned in the parameters. <BR>Cardinal directions and room numbers are all valid entries, though the cardinal<BR>directions must always be valid from the objects current position to work.  The<BR>'RESTART' parameter may be placed in the path to force the object to start the path<BR>from the beginning.  If no 'RESTART' parameter is given, the object will by default<BR>retrace their steps back to the beginning of the path.  The '.' parameter (a<BR>period) in the path will direct the patroller to pause one step at that point.  If<BR>any doors are encountered along the patrol route, they will be unlocked and opened<BR>by a mob.  Items will ignore doors. If a route of room ids is given, the patroller<BR>will automatically "track" from their current position to the next room on their<BR>patrol list, even if it is not adjacent. The diameter parameter should be enlarged<BR>when it is possible for the patroller to become more that 20 rooms "off track".<BR><BR>By default, rideable mobs and items will stop patrolling when they are ridden. <BR>Setting rideok to true will make it so that they continue their patrol even when<BR>ridden, though they can still be driven by passengers.  Setting rideok to only will<BR>keep the rideable on track, and prevent driving by passengers.</pre>
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			<a name="PlayerHelper"><B>PlayerHelper</B></a>
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			<pre>Behavior   : PlayerHelper<BR>Targets    : MOBs<BR>Parameters : <BR>Example    : <BR>Description: <BR>The mob with this behavior will come to the defence of any player mob against<BR>any non-player mob.</pre>
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			<a name="PokerDealer"><B>PokerDealer</B></a>
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			<pre>Behavior   : PokerDealer<BR>Targets    : MOBs, Rooms<BR>Parameters : (GAME=[gameint]) (MINPLAYERS=[numplayers]) (ANTI=[antiamount])<BR>Example    : game=2 minplayer=4 anti=5.0<BR>Description: <BR>This behavior makes the mob or room a dealer of poker games.  The behavior will<BR>manage not only the players hands, but their betting, card draws, and other<BR>aspects.  The variety of poker defaults to straight poker, but may be set to one of<BR>the following: STRAIGHTPOKER=0, 5CARDSTUD=1, 7CARDSTUD, DRAWPOKER=3.<BR>As of this version, the dealer can not play, so numplayers must be 2 or more.</pre>
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			<a name="ProtectedCitizen"><B>ProtectedCitizen</B></a>
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			<pre>Behavior   : ProtectedCitizen<BR>Targets    : MOBs<BR>Parameters : Max/Min ticks, pct chance, rooms radius, max#assists;guardian<BR>mask; yell strings, ';' separated.<BR>Example    : min=1 max=5 chance=25 radius=7 maxassists=1;-NAME +cityguard;HELP<BR>ME!!!;Save me!<BR>Example    : WANDER radius=20;-NAME +cityguard;HELP ME!!!;,screams for his<BR>life!<BR>Description: <BR>This behavior allows a mob to scream for help during combat, given the<BR>conditions described by the parameters.  MIN and MAX describe the range of ticks (3<BR>second periods) between screams.  MAXASSISTS describes the maximum number of mobs<BR>who will assist the citizen.  CHANCE describes the PERCENT chance the mob has of<BR>screaming after the period.  Whenever the mob screams the system will check RADIUS<BR>rooms deep around the mob for ANOTHER mob that matches the mask check after the<BR>first semicolon.  In this example, mobs with the word "citiguard" in their name. <BR>If such a mob is found, and that mob has one of the "Mobile" behaviors, it will be<BR>moved one room closer to the screaming mob.  An optional WANDER flag allows mobs<BR>from adjacent areas to be drawn in. When the guardian mob arrives to the same room<BR>as the screaming mob, it will join the screaming mob in defence. All of the<BR>semicolon-separated strings at the end of the parameter list will denote the random<BR>things which the screaming mob will yell out. Once a mob has come to the screamers<BR>defence, it will stop screaming. If a comma prefixes the scream message, it will be<BR>emoted instead.<BR>The valid masks for the assisting mobs are as follows: <BR>+SYSOP (allow archons to bypass the rules)  <BR>-SYSOP (always disallow archons)  <BR>+SUBOP (allow archons or area staff to bypass the rules)  <BR>-SUBOP (always disallow archons and area staff)  <BR>-PLAYER (disallow all players) <BR>-MOB (disallow all mobs/npcs)  <BR>-CLASS  (disallow all classes)  <BR>-CLASS +thief +mage +ranger (create exceptions) <BR>-BASECLASS  (disallow all base classes)  <BR>-BASECLASS +thief +mage +ranger (create exceptions) <BR>-thief -mage  -ranger (disallow only listed classes)<BR>-RACE (disallow all races)  <BR>-RACE +elf +dwarf +human +half +gnome (create exceptions)  <BR>-elf -dwarf -human -half -gnome (disallow only listed races)  <BR>-RACECAT (disallow all racial categories)  <BR>-RACECAT +elf +insect +humanoid +canine +gnome (create exceptions)  <BR>+RACECAT (do not disallow all racial categories)  <BR>+RACECAT -elf -insect -humanoid -canine -gnome (create exceptions)  <BR>-ALIGNMENT (disallow all alignments)  <BR>-ALIGNMENT +evil +good +neutral (create exceptions)  <BR>-evil -good -neutral (disallow only listed alignments)  <BR>-GENDER (disallow all genders)  <BR>-GENDER +male +female +neuter (create exceptions)  <BR>-male -female -neuter (disallow only listed genders)  <BR>-FACTION (disallow all faction and values, even a lack of faction) <BR>-FACTION +myfactionrange +myotherfactionrange (create exceptions) <BR>-myfactionrange -myotherfactionrange (disallow only named faction range)<BR>-TATTOOS (disallow all tattoos, even a lack of a tattoo) <BR>-TATTOOS +mytatto +thistattoo +anytattoo etc..  (create exceptions) <BR>+TATTOOS (do not disallow any or no tattoos) <BR>+TATTOOS -mytattoo -anytatto, etc.. (create exceptions) <BR>-EXPERTISES (disallow all expertises, even a lack of a edus) <BR>-EXPERTISES +myedu +thisedu +anyedu etc..  (create exceptions)<BR>+EXPERTISES (do not disallow any or no expertises) <BR>+EXPERTISES -myedu -anyedu, etc.. (create exceptions) <BR>-SECURITY (disallow all security flags, even a lack of a security) <BR>-SECURITY +cmdrooms +area cmditems etc..  (create exceptions)<BR>+SECURITY (do not disallow any or no expertises) <BR>+SECURITY -cmdrooms +area cmditems, etc.. (create exceptions) <BR>-LEVEL (disallow all levels)  <BR>-LEVEL +=1 +>5 +>=7 +&lt;13 +&lt;=20 (create exceptions)  <BR>-=1 ->5 ->=7 -&lt;13 -&lt;=20 (disallow only listed levels range) <BR>-NAMES (disallow everyone) <BR>-NAMES +bob "+my name" etc.. (create name exceptions) <BR>+NAMES (do not disallow anyone who has a name) <BR>+NAMES -bob "-my name" etc.. (create name exceptions) <BR>-CLAN (disallow anyone, even no clan) <BR>-CLAN +Killers "+Holy Avengers" etc.. (create clan exceptions) <BR>+CLAN (do not disallow anyone, even non clan people) <BR>+CLAN -Killers "-Holy Avengers" etc.. (create clan exceptions) <BR>-DEITY (disallow anyone, even no deity) <BR>-DEITY +Apollo "+Grothon The Great" etc.. (create deity exceptions) <BR>+DEITY (do not disallow anyone, even non deity worshipping people) <BR>+DEITY -Apollo "-rothon The Great" etc.. (create deity exceptions) <BR>-ANYCLASS (disallow all multi-class combinations)  <BR>-ANYCLASS +thief +mage +ranger (exceptions, allow any levels) <BR>+ANYCLASS (do not disallow all multi-class combinations)  <BR>+ANYCLASS -thief -mage -ranger (exceptions, disallow any levels) <BR>-STR X (disallow those with strength greater than X)  <BR>+STR X (disallow those with strength less than X)  <BR>-INT X (disallow those with intelligence greater than X)  <BR>+INT X (disallow those with intelligence less than X)  <BR>-WIS X (disallow those with wisdom greater than X)  <BR>+WIS X (disallow those with wisdom less than X)  <BR>-CON X (disallow those with constitution greater than X)  <BR>+CON X (disallow those with constitution less than X)  <BR>-CHA X (disallow those with charisma greater than X)  <BR>+CHA X (disallow those with charisma less than X)  <BR>-DEX X (disallow those with dexterity greater than X)  <BR>+DEX X (disallow those with dexterity less than X) <BR>+-ADJSTR...ADJCON (Same as above, but uses current values) <BR>-AREA (disallow in all areas) <BR>-AREA "+my areaname" etc.. (create exceptions) <BR>+AREA (do not disallow any areas) <BR>+AREA "-my areaname" etc.. (create exceptions) <BR>-HOME (disallow in all home/beacon areas) <BR>-HOME "+my home/beacon areaname" etc.. (create exceptions) <BR>+HOME (do not disallow any home/beacon areas) <BR>+HOME "-my home/beacon areaname" etc.. (create exceptions) <BR>-ITEM "+item name" etc... (disallow only those with an item name) <BR>-WORN "+item name" etc... (disallow only those wearing item name) <BR>-EFFECTS (disallow anyone, even no effects) <BR>-EFFECTS +Sleep "+Wood Chopping" etc.. (create name exceptions) <BR>+EFFECTS (do not disallow anyone, even non effected people) <BR>+EFFECTS -Sleep "-Wood Chopping" etc.. (create name exceptions) <BR>-SKILLS (disallow anyone, even those with no skill) <BR>-SKILLS +Spell_Sleep(75) etc.. (create exceptions with proficiency) <BR>+SKILLS (do not disallow anyone, even non skilled people) <BR>+SKILLS -Spell_Sleep(75) etc.. (create exceptions with proficiency) <BR>-MATERIAL "+WOODEN" etc.. (&lt;WORN> only items of added materials) <BR>+MATERIAL "-WOODEN" etc.. (Do not &lt;WORN> items of subtracted materials) <BR>-RESOURCES "+OAK" etc.. (&lt;WORN> only items of added resources) <BR>+RESOURCES "-OAK" etc.. (Do not &lt;WORN> items of subtracted resources) <BR>-JAVACLASS "+GENMOB" etc.. (&lt;WORN> only objects of added java class) <BR>+JAVACLASS "-GENITEM" etc.. (Do not &lt;WORN> objs of subtracted classes) <BR>-RESOURCES "+OAK" etc.. (&lt;WORN> only items of added resources) <BR>+RESOURCES "-OAK" etc.. (Do not &lt;WORN> items of subtracted resources) <BR>-ABILITY X (disallow those with magical ability less than X)  <BR>+ABILITY X (disallow those with magical ability greater than X) <BR>-VALUE X (disallow those with value or money less than X)  <BR>+VALUE X (disallow those with value or money greater than X) <BR>-WEIGHT X (disallow those weighing less than X)  <BR>+WEIGHT X (disallow those weighing more than X) <BR>-ARMOR X (disallow those with armor bonus less than X)  <BR>+ARMOR X (disallow those with armor bonus more than X) <BR>-DAMAGE X (disallow those with damage bonus less than X)  <BR>+DAMAGE X (disallow those with damage bonus more than X) <BR>-ATTACK X (disallow those with attack bonus less than X)  <BR>+ATTACK X (disallow those with attack bonus more than X) <BR>-WORNON "+TORSO" etc.. (&lt;WORN> only items wearable on added locs) <BR>+WORNON "-NECK" etc.. (Do not &lt;WORN> items wearable on subtracted locs) <BR>-DISPOSITION "+ISHIDDEN" etc.. (&lt;WORN> only with added dispositions) <BR>+DISPOSITION "-ISHIDDEN" etc.. (Do not &lt;WORN> only with sub disp) <BR>-SENSES "+CANSEEDARK" etc.. (&lt;WORN> only those with added sens.) <BR>+SENSES "-CANSEEDARK" etc.. (Do not &lt;WORN> those with subtracted sens.) <BR>-HOUR +X (disallow always, unless the hour is X)  <BR>+HOUR -X (disallow those only when the hour is X) <BR>-SEASON +FALL (disallow those only when season is FALL)  <BR>+SEASON -SPRING (disallow those whenever the season is SPRING) <BR>-MONTH +X (disallow those only when month number is X)  <BR>+MONTH -X (disallow those whenever the month number is X)-DAY +X (disallow<BR>those only when day number is X)  <BR>+DAY -X (disallow those whenever the day number is X)-WEATHER +DROUGHT<BR>(disallow those only when weather is DROUGHT)  <BR>+WEATHER -BLIZZARD (disallow those whenever the weather is BLIZZARD) <BR>-SKILLFLAG (disallow anyone, even those with no skills) <BR>-SKILLFLAG +ENCHANTMENT etc.. (create exceptions to -skillflag) <BR>+SKILLFLAG (do not disallow anyone, even non skilled people) <BR>+SKILLFLAG -ENCHANTMENT etc.. (create exceptions to +skillflag) <BR></pre>
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			<a name="ProtectedCitizens"><B>ProtectedCitizens</B></a>
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			<pre>Behavior   : ProtectedCitizens<BR>Targets    : MOBs, ROOMs, and AREAs<BR>Parameters : Max/Min ticks, pct chance, rooms radius, max#assists;<BR>Parm (cont): protected citizen mask;guardian mask; yell strings, ';' separated.<BR>Example    : radius=5 maxassists=7;-NAME +citizen;-NAME +cityguard;HELP<BR>ME!!!;Save me!<BR>Example    : radius=10 maxassists=2;-NAME +citizen;HELP ME!!!;,screams for his<BR>life!<BR>Description: <BR>This behavior allows a mob described by the citizen mask (the first string<BR>after the first semicolon) to scream for help during combat, given the conditions<BR>described by the parameters.  MIN and MAX describe the range of ticks (3 second<BR>periods) between screams.  MAXASSISTS describes the maximum number of guardians who<BR>will assist the citizen.  CHANCE describes the PERCENT chance the mob has of<BR>screaming after the period.  Whenever the mob screams the system will check RADIUS<BR>rooms deep around the mob for a guardian mob that matches the mask check after the<BR>second semicolon.  In this example, mobs with the word "cityguard" in their name. <BR>If such a mob is found, and that mob has one of the "Mobile" behaviors, it will be<BR>moved one room closer to the screaming mob.  When the guardian mob arrives to the<BR>same room as the screaming mob, it will join the screaming mob in defence. All of<BR>the semicolon-separated strings at the end of the parameter list will denote the<BR>random things which the screaming mob will yell out. Once a mob has come to the<BR>screamers defence, it will stop screaming. If a comma prefixes the scream message,<BR>it will be emoted instead.<BR>The valid masks for the citizen and guardian mobs are as follows: <BR>+SYSOP (allow archons to bypass the rules)  <BR>-SYSOP (always disallow archons)  <BR>+SUBOP (allow archons or area staff to bypass the rules)  <BR>-SUBOP (always disallow archons and area staff)  <BR>-PLAYER (disallow all players) <BR>-MOB (disallow all mobs/npcs)  <BR>-CLASS  (disallow all classes)  <BR>-CLASS +thief +mage +ranger (create exceptions) <BR>-BASECLASS  (disallow all base classes)  <BR>-BASECLASS +thief +mage +ranger (create exceptions) <BR>-thief -mage  -ranger (disallow only listed classes)<BR>-RACE (disallow all races)  <BR>-RACE +elf +dwarf +human +half +gnome (create exceptions)  <BR>-elf -dwarf -human -half -gnome (disallow only listed races)  <BR>-RACECAT (disallow all racial categories)  <BR>-RACECAT +elf +insect +humanoid +canine +gnome (create exceptions)  <BR>+RACECAT (do not disallow all racial categories)  <BR>+RACECAT -elf -insect -humanoid -canine -gnome (create exceptions)  <BR>-ALIGNMENT (disallow all alignments)  <BR>-ALIGNMENT +evil +good +neutral (create exceptions)  <BR>-evil -good -neutral (disallow only listed alignments)  <BR>-GENDER (disallow all genders)  <BR>-GENDER +male +female +neuter (create exceptions)  <BR>-male -female -neuter (disallow only listed genders)  <BR>-FACTION (disallow all faction and values, even a lack of faction) <BR>-FACTION +myfactionrange +myotherfactionrange (create exceptions) <BR>-myfactionrange -myotherfactionrange (disallow only named faction range)<BR>-TATTOOS (disallow all tattoos, even a lack of a tattoo) <BR>-TATTOOS +mytatto +thistattoo +anytattoo etc..  (create exceptions) <BR>+TATTOOS (do not disallow any or no tattoos) <BR>+TATTOOS -mytattoo -anytatto, etc.. (create exceptions) <BR>-EXPERTISES (disallow all expertises, even a lack of a edus) <BR>-EXPERTISES +myedu +thisedu +anyedu etc..  (create exceptions)<BR>+EXPERTISES (do not disallow any or no expertises) <BR>+EXPERTISES -myedu -anyedu, etc.. (create exceptions) <BR>-SECURITY (disallow all security flags, even a lack of a security) <BR>-SECURITY +cmdrooms +area cmditems etc..  (create exceptions)<BR>+SECURITY (do not disallow any or no expertises) <BR>+SECURITY -cmdrooms +area cmditems, etc.. (create exceptions) <BR>-LEVEL (disallow all levels)  <BR>-LEVEL +=1 +>5 +>=7 +&lt;13 +&lt;=20 (create exceptions)  <BR>-=1 ->5 ->=7 -&lt;13 -&lt;=20 (disallow only listed levels range) <BR>-NAMES (disallow everyone) <BR>-NAMES +bob "+my name" etc.. (create name exceptions) <BR>+NAMES (do not disallow anyone who has a name) <BR>+NAMES -bob "-my name" etc.. (create name exceptions) <BR>-CLAN (disallow anyone, even no clan) <BR>-CLAN +Killers "+Holy Avengers" etc.. (create clan exceptions) <BR>+CLAN (do not disallow anyone, even non clan people) <BR>+CLAN -Killers "-Holy Avengers" etc.. (create clan exceptions) <BR>-DEITY (disallow anyone, even no deity) <BR>-DEITY +Apollo "+Grothon The Great" etc.. (create deity exceptions) <BR>+DEITY (do not disallow anyone, even non deity worshipping people) <BR>+DEITY -Apollo "-rothon The Great" etc.. (create deity exceptions) <BR>-ANYCLASS (disallow all multi-class combinations)  <BR>-ANYCLASS +thief +mage +ranger (exceptions, allow any levels) <BR>+ANYCLASS (do not disallow all multi-class combinations)  <BR>+ANYCLASS -thief -mage -ranger (exceptions, disallow any levels) <BR>-STR X (disallow those with strength greater than X)  <BR>+STR X (disallow those with strength less than X)  <BR>-INT X (disallow those with intelligence greater than X)  <BR>+INT X (disallow those with intelligence less than X)  <BR>-WIS X (disallow those with wisdom greater than X)  <BR>+WIS X (disallow those with wisdom less than X)  <BR>-CON X (disallow those with constitution greater than X)  <BR>+CON X (disallow those with constitution less than X)  <BR>-CHA X (disallow those with charisma greater than X)  <BR>+CHA X (disallow those with charisma less than X)  <BR>-DEX X (disallow those with dexterity greater than X)  <BR>+DEX X (disallow those with dexterity less than X) <BR>+-ADJSTR...ADJCON (Same as above, but uses current values) <BR>-AREA (disallow in all areas) <BR>-AREA "+my areaname" etc.. (create exceptions) <BR>+AREA (do not disallow any areas) <BR>+AREA "-my areaname" etc.. (create exceptions) <BR>-HOME (disallow in all home/beacon areas) <BR>-HOME "+my home/beacon areaname" etc.. (create exceptions) <BR>+HOME (do not disallow any home/beacon areas) <BR>+HOME "-my home/beacon areaname" etc.. (create exceptions) <BR>-ITEM "+item name" etc... (disallow only those with an item name) <BR>-WORN "+item name" etc... (disallow only those wearing item name) <BR>-EFFECTS (disallow anyone, even no effects) <BR>-EFFECTS +Sleep "+Wood Chopping" etc.. (create name exceptions) <BR>+EFFECTS (do not disallow anyone, even non effected people) <BR>+EFFECTS -Sleep "-Wood Chopping" etc.. (create name exceptions) <BR>-SKILLS (disallow anyone, even those with no skill) <BR>-SKILLS +Spell_Sleep(75) etc.. (create exceptions with proficiency) <BR>+SKILLS (do not disallow anyone, even non skilled people) <BR>+SKILLS -Spell_Sleep(75) etc.. (create exceptions with proficiency) <BR>-MATERIAL "+WOODEN" etc.. (&lt;WORN> only items of added materials) <BR>+MATERIAL "-WOODEN" etc.. (Do not &lt;WORN> items of subtracted materials) <BR>-RESOURCES "+OAK" etc.. (&lt;WORN> only items of added resources) <BR>+RESOURCES "-OAK" etc.. (Do not &lt;WORN> items of subtracted resources) <BR>-JAVACLASS "+GENMOB" etc.. (&lt;WORN> only objects of added java class) <BR>+JAVACLASS "-GENITEM" etc.. (Do not &lt;WORN> objs of subtracted classes) <BR>-RESOURCES "+OAK" etc.. (&lt;WORN> only items of added resources) <BR>+RESOURCES "-OAK" etc.. (Do not &lt;WORN> items of subtracted resources) <BR>-ABILITY X (disallow those with magical ability less than X)  <BR>+ABILITY X (disallow those with magical ability greater than X) <BR>-VALUE X (disallow those with value or money less than X)  <BR>+VALUE X (disallow those with value or money greater than X) <BR>-WEIGHT X (disallow those weighing less than X)  <BR>+WEIGHT X (disallow those weighing more than X) <BR>-ARMOR X (disallow those with armor bonus less than X)  <BR>+ARMOR X (disallow those with armor bonus more than X) <BR>-DAMAGE X (disallow those with damage bonus less than X)  <BR>+DAMAGE X (disallow those with damage bonus more than X) <BR>-ATTACK X (disallow those with attack bonus less than X)  <BR>+ATTACK X (disallow those with attack bonus more than X) <BR>-WORNON "+TORSO" etc.. (&lt;WORN> only items wearable on added locs) <BR>+WORNON "-NECK" etc.. (Do not &lt;WORN> items wearable on subtracted locs) <BR>-DISPOSITION "+ISHIDDEN" etc.. (&lt;WORN> only with added dispositions) <BR>+DISPOSITION "-ISHIDDEN" etc.. (Do not &lt;WORN> only with sub disp) <BR>-SENSES "+CANSEEDARK" etc.. (&lt;WORN> only those with added sens.) <BR>+SENSES "-CANSEEDARK" etc.. (Do not &lt;WORN> those with subtracted sens.) <BR>-HOUR +X (disallow always, unless the hour is X)  <BR>+HOUR -X (disallow those only when the hour is X) <BR>-SEASON +FALL (disallow those only when season is FALL)  <BR>+SEASON -SPRING (disallow those whenever the season is SPRING) <BR>-MONTH +X (disallow those only when month number is X)  <BR>+MONTH -X (disallow those whenever the month number is X)-DAY +X (disallow<BR>those only when day number is X)  <BR>+DAY -X (disallow those whenever the day number is X)-WEATHER +DROUGHT<BR>(disallow those only when weather is DROUGHT)  <BR>+WEATHER -BLIZZARD (disallow those whenever the weather is BLIZZARD) <BR>-SKILLFLAG (disallow anyone, even those with no skills) <BR>-SKILLFLAG +ENCHANTMENT etc.. (create exceptions to -skillflag) <BR>+SKILLFLAG (do not disallow anyone, even non skilled people) <BR>+SKILLFLAG -ENCHANTMENT etc.. (create exceptions to +skillflag) <BR></pre>
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			<a name="PuddleMaker"><B>PuddleMaker</B></a>
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			<pre>Behavior   : PuddleMaker<BR>Targets    : Rooms, Areas<BR>Parameters : [PCT CHANCE]<BR>Example    : 34<BR>Description: <BR>The room or area with this behavior will, on the given pct chance, generate a<BR>puddle or some snow following an appropriate rain, sleet, thunderstorm, or similar<BR>weather event.  The generated snow or puddle will disappear (evaporate) after a<BR>time.</pre>
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			<a name="QuestChat"><B>QuestChat</B></a>
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			<pre>Behavior   : QuestChat<BR>Targets    : MOBs<BR>Parameters : optional or additional chat data, or filenames ,or chat-mob-type<BR>Example    : smurf<BR>Example    : +(here there);9neither;5well, where?;1nowhere<BR>Example    : chat.dat=smurf<BR>Example    : mychat.dat=cityguard<BR>Example    : mychat.dat=<BR>Example    : +(speak | talk | words::DONE_SPEAKING);9only said this to YOU<BR>once.<BR>Description: <BR>An extension of the MudChat behavior, with a special feature for Quests. Allows<BR>the mobs to speak and respond to speech.  The chat.dat file, from which speech<BR>behavior is derived, contains many "templates" for different speech behaviors. <BR>MudChat will attempt to choose the correct speech behavior for the mob based on the<BR>mobs name.  This may be overridden by specifying a speech behavior in the<BR>parameters.  This behavior extends the basic functionality of MudChat in the<BR>following ways:<BR><BR>1. If the first character in the parameters is a plus-sign, then a semi-colon<BR>delimited list of chat data is expected, in the same format as is found in<BR>chat.dat.<BR><BR>2. If format#1 is used, the trigger pattern may be followed by a double-colon,<BR>and then immediately by a variable string.   This string will designate that the<BR>given pattern is only responded to for a given player ONCE.  The string will also<BR>be added to a list of strings under the players name in any Quest object. This list<BR>will then be available through a Scriptable QVAR function.</pre>
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			<a name="RaceHelper"><B>RaceHelper</B></a>
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			<pre>Behavior   : RaceHelper<BR>Targets    : MOBs<BR>Parameters : <BR>Example    : <BR>Description: <BR>Joins a fight on the side of an identical mob, or one of the same race.</pre>
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			<a name="RandomItems"><B>RandomItems</B></a>
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			<pre>Behavior   : RandomItems<BR>Targets    : Areas, Rooms, Containers, Mobs<BR>Parameters : [min/max ticks] [% chance] [min/max items] [mobs] [locale mask];<BR>[xml/filename]<BR>Example    : min=10 max=20 chance=75 minitems=1 maxitems=10;myitems.cmare<BR>Example    : minitems=10 maxitems=20 MOBS -ALL +CITY;stuff.cmare<BR>Example    : minitems=10 maxitems=20 ;&lt;ITEMS>&lt;ITEM>..etc..<BR>Description: <BR>This behavior will read a list of items from a CMARE file of items generated<BR>using the "EXPORT AREA ITEMS" or "EXPORT ROOM ITEMS" command.  The path to this<BR>file should be the last parameter, following a semicolon.  The path is considered<BR>relative to the CoffeeMud resources directory.  The xml from such a file may also<BR>be pasted in as the last parameter instead. <BR><BR>The parameters before the semicolon describe the rate and amount of items<BR>generated.  The room or area will attempt to generate an item every (min) to (max)<BR>ticks, assuming the percent chance (chance) is made.  It will then generate at<BR>least the minimum (minitems) number of items from the list, but never more than the<BR>maximum (maxitems) number of monsters.  Duplicates are allowed.  Items taken away<BR>will be replaced by this behavior, even if they are looted.  If the behavior is on<BR>a room, all items will be generated in that room.  If on an area, a random room in<BR>the area will be picked for the item. The TYPE of room in that area which will be<BR>selected for population may also be specified. -ALL to disallow all locales,<BR>followed by +AIR +CITY +JUNGLE (etc) to reallow certain locales.  -CITY -UNDERWATER<BR>and others may be used to restrict certain locales.  If no locale types are<BR>specified, then all rooms in an area will be populatable.  Valid locates include:<BR>"STONE",	"WOODEN", "CAVE", "MAGIC", "UNDERWATER", "AIR", "WATERSURFACE",	"METAL",<BR>"CITY", "WOODS", "ROCKY", "PLAINS", "UNDERWATER", "AIR", "WATERSURFACE", "JUNGLE",<BR>"SWAMP", "DESERT", "HILLS", "MOUNTAINS". If the behavior is on a mob, or the MOBS<BR>flag is given in the parameters, then the item will be placed on a mob IF POSSIBLE<BR>(if the behavior is on an area, and a room with no mobs is randomly selected, it<BR>may not happen).  Items places on mobs will be automatically worn if possible.</pre>
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			<a name="RandomMonsters"><B>RandomMonsters</B></a>
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			<pre>Behavior   : RandomMonsters<BR>Targets    : Areas, Rooms<BR>Parameters : [min/max ticks] [% chance] [min/max monsters] [locale mask];<BR>[xml/filename]<BR>Example    : min=10 max=20 chance=75 minmonsters=1<BR>maxmonsters=10;monsters.cmare<BR>Example    : minmonsters=10 maxmonsters=20 -ALL +CITY;criminals.cmare<BR>Example    : minmonsters=10 maxmonsters=20 ;&lt;MOBS>&lt;MOB>..etc..<BR>Description: <BR>This behavior will read a list of monsters from a CMARE file of mobs generated<BR>using the "EXPORT AREA MOBS" or "EXPORT ROOM MOBS" command.  The path to this file<BR>should be the last parameter, following a semicolon.  The path is considered<BR>relative to the CoffeeMud resources directory.  The xml from such a file may also<BR>be pasted in as the last parameter instead. <BR><BR>The parameters before the semicolon describe the rate and amount of monsters<BR>generated.  The room or area will attempt to generate a monster every (min) to<BR>(max) ticks, assuming the percent chance (chance) is made.  It will then generate<BR>at least the minimum (minmonsters) number of monsters from the list, but never more<BR>than the maximum (maxmonsters) number of monsters.  Duplicates are allowed. <BR>Monsters who die will be replaced by this behavior, even if they wander out of the<BR>room or area.  If the behavior is on a room, all monsters will be generated in that<BR>room.  If on an area, a random room in the area will be picked for the monster. The<BR>TYPE of room in that area which will be selected for population may also be<BR>specified. -ALL to disallow all locales, followed by +AIR +CITY +JUNGLE (etc) to<BR>reallow certain locales.  -CITY -UNDERWATER and others may be used to restrict<BR>certain locales.  If no locale types are specified, then all rooms in an area will<BR>be populatable.  By default, non-flying mobs will never be generated in air rooms,<BR>nor will non-swimming mobs be generated underwater. Valid locates include:<BR>"STONE",	"WOODEN", "CAVE", "MAGIC", "UNDERWATER", "AIR", "WATERSURFACE",	"METAL",<BR>"CITY", "WOODS", "ROCKY", "PLAINS", "UNDERWATER", "AIR", "WATERSURFACE", "JUNGLE",<BR>"SWAMP", "DESERT", "HILLS", "MOUNTAINS".</pre>
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			<p>
			<a name="RandomTeleporter"><B>RandomTeleporter</B></a>
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			<pre>Behavior   : RandomTeleporter<BR>Targets    : Mobs<BR>Parameters : min, max ticks, a percent chance, (nowander) locale parms<BR>Example    : min=10 max=20 chance=75 -air -underwater<BR>Example    : min=10 max=20 chance=75 nowander<BR>Description: <BR>This behavior makes a mob which will transport himself to a random room on the<BR>map.  Locale parms may be given to restrict the types of rooms he will transport<BR>too.  A randomtransport will, by default, transport all over the world.  Use the<BR>nowander flag to keep him in his area.</pre>
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			<p>
			<a name="RandomTraps"><B>RandomTraps</B></a>
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			<pre>Behavior   : Random Traps<BR>Targets    : Rooms, Areas<BR>Parameters : Max and min ticks, pct chance, min and max traps, locale and other<BR>flags.<BR>Example    : min=10 max=20 chance=25 mintraps=1 maxtraps=10 EXITS=YES ITEMS=YES<BR>ROOMS=YES<BR>Example    : min=10 max=20 chance=25 ROOMS=YES ITEMS=NO -ALL +CityStreet<BR>Description: <BR>This behavior will generate traps in a room or area.  <BR>Frequency Parameters: <BR>The frequency and chance that the traps will be generated is determined by the<BR>min, max, and chance parameters.  <BR><BR>Number of traps parameters: <BR>The number of traps generated is determined by mintraps and maxtraps. <BR><BR>Types of items trapped parameters: <BR>You may also dictate the types of things which can be trapped. By default, only<BR>closed, locked doors will get trapped.  To allow other things to be trapped, other<BR>parameters must be included.<BR>The ROOMS parameter may be made equal to YES to allow trapping of rooms, or NO<BR>to not allow this. <BR>The EXITS parameter may be made equal to DOORS to allow trapping of all doors,<BR>LOCKED to allow only trapping of locked doors, or NO to not allow exits to be<BR>trapped at all.<BR>The ITEMS parameter may be equal to YES to allow trapping of any items, CONT to<BR>allow trapping only of containers, LID to trap only the containers with lids, LOCK<BR>to trap only containers with locks, or NO to never trap items. <BR><BR>The locale parameters:<BR>The TYPE of room in that area which will be checked for trappable things may<BR>also be specified. Use -ALL to disallow all locales, followed by +AIR +CITY +JUNGLE<BR>(etc) to reallow certain locales.  -CITY -UNDERWATER and others may be used to<BR>restrict certain locales.  If no locale types are specified, then all rooms in an<BR>area will be elligible.</pre>
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			<p>
			<a name="ResetWhole"><B>ResetWhole</B></a>
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			<pre>Behavior   : ResetWhole<BR>Targets    : Rooms, Areas<BR>Parameters : # of ticks of inactivity before reset<BR>Example    : 4000<BR>Description: <BR>This behavior provides an alterative means of resetting your rooms and areas. <BR>The system will total reset a room (mobs and items) which has not been visited by a<BR>player in the given amount of ticks.  Remember that a tick is about 4 seconds. An<BR>Area with this behavior will skip over any rooms which also have this behavior,<BR>allowing you to have different total reset times for certain rooms.  Of course,<BR>this behavior does not override the existing REJUV system for mobs and items, so if<BR>you would like to use the ResetWhole system exclusively, you should set the rejuv<BR>rate on all the mobs and items in your game to 0, which disables their internal<BR>rejuvination.</pre>
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			<p>
			<a name="ResourceOverride"><B>ResourceOverride</B></a>
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			<pre>Behavior   : ResourceOverride<BR>Targets    : Rooms, Areas<BR>Parameters : Space delmited list of resources and (for areas) room types list.<BR>Example    : CORN WHEAT RICE<BR>Example    : CORN WHEAT RICE ROCKY MOUNTAINS PLAINS<BR>Description: <BR>This class allows one to override the normal resources generated by rooms for<BR>many common skills.  This skill will randomly select from the list enumerated in<BR>the parameters instead of the normal list. If this behavior is added to an area,<BR>you can add to the parameters a list of room types to apply the new resources to. <BR>Room types include: STONE, WOODEN, CAVE, MAGIC, UNDERWATER, AIR,<BR>WATERSURFACE,	METAL, CITY, WOODS, ROCKY, PLAINS, UNDERWATER", AIR, WATERSURFACE,<BR>JUNGLE, SWAMP, DESERT, HILLS, MOUNTAINS</pre>
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			<p>
			<a name="ROMGangMember"><B>ROMGangMember</B></a>
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			<pre>Behavior   : ROMGangMember<BR>Targets    : MOBs<BR>Parameters : The name of the gang<BR>Example    : Troll<BR>Description: <BR>A silly behavior to better support ROM area files.  The mob with this behavior<BR>will attack any other mob which also has this behavior, but is in a different gang.<BR> This behavior is not active when a mob with the ROMPatrolman is in the room.</pre>
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			<p>
			<a name="ROMPatrolman"><B>ROMPatrolman</B></a>
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			<pre>Behavior   : ROMPatrolman<BR>Targets    : MOBs<BR>Parameters : <BR>Example    : <BR>Description: <BR>A silly behavior to better support ROM area files.  The mob with this behavior<BR>will complain whenever there is a fight going on in the same room.  The mob may do<BR>nothing, join the fight, or break it up.</pre>
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			<p>
			<a name="Scavenger"><B>Scavenger</B></a>
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			<pre>Behavior   : Scavenger<BR>Targets    : MOBs<BR>Parameters : min, max ticks, a percent chance, optional trash room id<BR>Example    : min=10 max=20 chance=75<BR>Example    : min=10 max=20 chance=75 trash=no<BR>Example    : min=10 max=20 chance=75 trash=Midgaard#3021<BR>Description: <BR>According to the timing and percent chance described by the parameters, the mob<BR>with this behavior will attempt to pick up and take away random objects in the same<BR>room as the mob.  Scavengers will not do their work when a PC is in the room,<BR>however.  If they get "filled up" on items, they will destroy them, unless the<BR>trash flag is present.  If it is set to NO, they will do nothing.  If it is set to<BR>a roomid, the mob will track to that room and put the things in any ungettable<BR>container therein, or on the ground if that is not an option.</pre>
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			<p>
			<a name="Scriptable"><B>Scriptable</B></a>
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			<pre>Behavior   : Scriptable<BR>Targets    : MOBs, Items, Rooms<BR>Parameters : (see below)<BR>Example    : LOAD=progs/mrinfo.script~<BR>Description: <BR>This behavior allows the reactions and behaviors of the mob to be scripted. The<BR>parameter may be complete scripts, and/or LOAD commands as specified below. If you<BR>choose to use a file for your script, then each script command line must be<BR>terminated by a linefeed or a semicolon.  If you choose to put your entire script<BR>into the parameters, you must terminate EVERY line with a semicolon (;). <BR>Multiple scripts with multiple triggers may be included.  Each script and<BR>trigger must be separated by the ~ character.  See examples in the resources/progs<BR>directory! <BR>Now to the script itself:<BR>The first line must be a trigger word followed by any parameters.  Valid<BR>triggers and parameters are as follows:<BR>LOAD=[SCRIPT PATH] - insert a new script from another file.  Ex:<BR>LOAD=progs/my.script~ <BR>GREET_PROG [PCT CHANCE] - When players enter the room, given the chance.<BR>ALL_GREET_PROG [PCT CHANCE] - Same as GREET_PROG, but works with sneakers too.<BR>LOGIN_PROG [PCT CHANCE] - When players logs into the game, given the chance.<BR>LOGOFF_PROG [PCT CHANCE] - When players log out of the game, given the chance.<BR>LEVEL_PROG [PCT CHANCE] - When a player anywhere gains a level, given the<BR>chance.<BR>SPEECH_PROG (P) [A PHRASE]/[ONE OR MORE WORDS] - When someone says the words.<BR>BRIBE_PROG [AMOUNT OF GOLD] - When the amount or better is given to the<BR>monster.<BR>GIVE_PROG (P) [A PHRASE]/[ONE OR MORE WORDS] - When something is given to the<BR>monster.<BR>RAND_PROG [PCT CHANCE] - Triggers at random, given the chance.<BR>ONCE_PROG - Triggers on the first occurrence, but never again (until reset).<BR>FIGHT_PROG [PCT CHANCE] - Triggers during combat, given the chance.<BR>ENTRY_PROG [PCT CHANCE] - Triggers whenever the monster enters a new room.<BR>EXIT_PROG [PCT CHANCE] - Triggers whenever anyone exits the room of the<BR>monster.<BR>DEATH_PROG - When the monster dies.<BR>HITPRCNT_PROG [HP PCT] - When the monster reaches the hit points % remaining.<BR>MASK_PROG (P) [A PHRASE]/[ONE OR MORE WORDS] - When a mob performs an action<BR>with these words.<BR>IMASK_PROG (P) [A PHRASE]/[ONE OR MORE WORDS] - When this mob performs an<BR>action with these words.<BR>REGMASK_PROG (P) [EXACT PHRASE]/[REGULAR EXPRESSION] - When a mob performs an<BR>action matching.<BR>ACT_PROG (P) [A PHRASE]/[ONE OR MORE WORDS] - When a mob performs an action<BR>with these words.<BR>SOCIAL_PROG [SOCIAL NAME] - When a mob performs the given social.<BR>CHANNEL_PROG [CHNAME] (P) [A PHRASE]/[ONE OR MORE WORDS] - When channels a<BR>message with these words.<BR>QUEST_TIME_PROG [QUEST NAME] [TIME LEFT] - When the running quest reaches the<BR>number of minutes left.<BR>TIME_PROG [LIST OF HOURS] - Mob runs program at listed hours of the day.<BR>DAY_PROG [LIST OF DAYS] - Mob runs program at listed days of the month.<BR>DELAY_PROG [LOW TICKS] [HIGH TICKS] - Mob runs program at the given interval<BR>range.<BR>LOOK_PROG (P) [A PHRASE]/[ONE OR MORE WORDS] - When matching something is<BR>looked at.<BR>LLOOK_PROG (P) [A PHRASE]/[ONE OR MORE WORDS] - When matching something is<BR>llooked at.<BR>GET_PROG (P) [A PHRASE]/[ONE OR MORE WORDS] - When matching something is<BR>gotten.<BR>OPEN_PROG (P) [A PHRASE]/[ONE OR MORE WORDS] - When matching something is<BR>opened.<BR>CLOSE_PROG (P) [A PHRASE]/[ONE OR MORE WORDS] - When matching something is<BR>closed.<BR>LOCK_PROG (P) [A PHRASE]/[ONE OR MORE WORDS] - When matching something is<BR>locked.<BR>UNLOCK_PROG (P) [A PHRASE]/[ONE OR MORE WORDS] - When matching something is<BR>unlocked.<BR>PUT_PROG (P) [A PHRASE]/[ONE OR MORE WORDS] - When matching something is put in<BR>something.<BR>DROP_PROG (P) [A PHRASE]/[ONE OR MORE WORDS] - When matching something is<BR>dropped.<BR>REMOVE_PROG (P) [A PHRASE]/[ONE OR MORE WORDS] - When matching something is<BR>removed.<BR>CONSUME_PROG (P) [A PHRASE]/[ONE OR MORE WORDS] - When matching something is<BR>ate/drank.<BR>WEAR_PROG (P) [A PHRASE]/[ONE OR MORE WORDS] - When matching something is<BR>worn/wielded.<BR>DAMAGE_PROG - When damage taken by mob or given by item. Item#2 is the weapon.<BR>$g will have the amount.<BR>BUY_PROG (P) [A PHRASE]/[ONE OR MORE WORDS] - When matching something is bought<BR>(items only).<BR>SELL_PROG (P) [A PHRASE]/[ONE OR MORE WORDS] - When matching something is sold.<BR>EXECMSG_PROG [MSG CODE] (P) [COMMAND WORDS] - When a msg of type msg code is<BR>executed. HELP MSG TYPES.<BR>CNCLMSG_PROG [MSG CODE] (P) [COMMAND WORDS] - Before a msg of type msg code is<BR>allowed. HELP MSG TYPES.<BR>FUNCTION_PROG [FUNCTION NAME] - declares a runnable function, with parms in $g,<BR>see MPCALLFUNC.<BR>*** NOTE Phrases for MASK_PROG, GIVE_PROG, GET_PROG, PUT_PROG, REMOVE_PROG,<BR>WEAR_PROG, BUY_PROG, SELL_PROG, and SPEECH_PROG must group words and phrases<BR>together using the "'" character, for instance 'a phrase' or 'multiple words'. The<BR>characteris unnecessary when put around single words 'word'.<BR><BR>*** NOTE If Scriptable is placed on an Item, triggers such as GET_PROG,<BR>DROP_PROG, WEAR_PROG, and REMOVE_PROG will only trigger when the scripted item is<BR>involved. <BR><BR>*** NOTE MASK_PROG and ACT_PROG will check commands as they appear to the mob<BR>with this behavior.  Consider perspective, vision, and word tense in light of this<BR>fact when wording your masks.  For instance, the purchase of a sword in a dark shop<BR>may be seen as 'Someone buys something from someone' instead of 'Bob buys a sword<BR>from Joe'.<BR><BR>Following this line is your script itself.  The commands are as follows:<BR>IF/ENDIF/ELSE Conditional evaluations, separated by AND/OR.  The IF statement<BR>can group conditions with () and use the following functions as part of its<BR>evaluation:<BR>- RAND([% CHANCE])    Random truth<BR>- HAS([CODE] [ITEM NAME])  if the given mob has the specified item.<BR>- HASNUM([CODE] [ITEM NAME] == [NUM])  the amount the given mob has of the<BR>item.<BR>- HASTITLE([CODE] [TITLE STR])  if the given mob has the give title.<BR>- WORN([CODE] [ITEM NAME])  if the given mob wears the specified item.<BR>- ISNPC([CODE])  if the given mob is a non-player.<BR>- ISPC([CODE])  if the given mob is a player.<BR>- ISPKILL([CODE])  if the given mob has playerkill flag on.<BR>- ISGOOD([CODE])  if the given mob is good.<BR>- ISNAME([CODE] [WORDS])  if the given item is named with given words.<BR>- CURRENCY([CODE] == [NAME])  if the native currency of the mob or coins is the<BR>name. Where == may be !=.<BR>- NUMMOBSINAREA([MOB NAME] == [NUM]) if comparison of number of mobs of that<BR>name in area. Where == may be !=, >, &lt;, &lt;=, &lt;=.<BR>- NUMMOBS([MOB NAME] == [NUM]) if comparison of number of mobs of that name in<BR>world. Where == may be !=, >, &lt;, &lt;=, &lt;=.<BR>- NUMRACEINAREA([MOB NAME] == [NUM]) if comparison of number of mobs of that<BR>name in area. Where == may be !=, >, &lt;, &lt;=, &lt;=.<BR>- NUMRACES([MOB NAME] == [NUM]) if comparison of number of mobs of that name in<BR>world. Where == may be !=, >, &lt;, &lt;=, &lt;=.<BR>- ISEVIL([CODE])  if the given mob is evil.<BR>- ISNEUTRAL([CODE])  if the given mob is neutral.<BR>- ISFIGHT([CODE])  if the given mob is fighting.<BR>- ISALIVE([CODE])  if the given mob is alive and available.<BR>- ISIMMORT([CODE])  if the given mob is an archon.<BR>- ISCHARMED([CODE])  if the given mob is charmed.<BR>- STRCONTAINS([STRING] [CODED WORDS])  is string contains coded words.  May use<BR>"" & | > &lt; ().<BR>- STAT([CODE] [STAT] == [VALUE]) if the given mob/item has a stat of value, !=<BR>is also valid.<BR>- GSTAT([CODE] [STAT] == [VALUE]) like STAT, but player data accessible. See<BR>Generic.java.<BR>- AFFECTED([CODE] [SPELL CLASS]) if the mob is affected by spell.<BR>- ISBEHAVE([CODE] [BEHAVIOR CLASS]) if the mob has a behavior.<BR>- ISFOLLOW([CODE])  if the given mob is following someone in the room.<BR>- ISSERVANT([CODE])  if the given mob is serving someone in the room.<BR>- HITPRCNT([CODE] == [% HITS])  if the given mob has the pct chance hit points.<BR> Where == may be >, &lt;, !=, >=, or &lt;=.<BR>- HASTATTOO([CODE] [TATTOONAME]) whether the given mob has the given tattoo.<BR>- INLOCALE([ROOM CLASS]) if the mob is in the given room type.<BR>- INROOM([ROOM ID/MOB NAME]) if the mob is in the given room.<BR>- ISHERE([CODE]) if the mob/item in the same room as the scripted one.<BR>- ISLIKE([CODE] [MASK]) if the mob/item meets the given zapper mask.  See<BR>Prop_HaveZapper for mask syntax<BR>- VAR([CODE] [VAR NAME] == [VALUE]) if the var for the given mob has value. <BR>Where == may be !=, >, &lt;, >=, &lt;=.<BR>- FACTION([CODE] [FACT] == [VALUE]) if the faction for the given mob has value.<BR> Where == may be !=, >, &lt;, >=, &lt;=.<BR>- SEX([CODE] == [M/F/N]) evaluates sex.  Where == may also be !=.<BR>- POSITION([CODE] == [SLEEPING/STANDING/SITTING] Evaluates position.<BR>- LEVEL([CODE] == [LVL]) evaluates level.  Where == may be !=, &lt;, >, >=,<BR>&lt;=.<BR>- MATH([EXPR] == [EXPR]) evaluates expression.  Where == may be !=, &lt;, >,<BR>>=, &lt;=.<BR>- QUESTPOINTS([CODE] == [VAL]) evaluates questpoints.  Where == may be !=,<BR>&lt;, >, >=, &lt;=.<BR>- QVAR([QUEST] [CODE] == [VAL]) evaluates temp quest vars.  Where == may be !=,<BR><, >, >=, &lt;=.<BR>- TRAINS([CODE] == [VAL]) evaluates trains.  Where == may be !=, &lt;, >, >=,<BR>&lt;=.<BR>- PRACS([CODE] == [VAL]) evaluates pracs.  Where == may be !=, &lt;, >, >=,<BR>&lt;=.<BR>- CLASS([CODE] == [CLASS NAME]) evaluates class. Where == may be !=.<BR>- BASECLASS([CODE] == [CLASS NAME]) evaluates base class. Where == may be !=.<BR>- RACE([CODE] == [RACE NAME]) evaluates race. Where == may be !=.<BR>- RACECAT([CODE] == [RACE CAT NAME]) evaluates racial category. Where == may be<BR>!=.<BR>- GOLDAMT([CODE] == [AMT]) evaluates base gold or item value. Where == may<BR>be !=, >, &lt;, >=, &lt;=.<BR>- EXP([CODE] == [AMT]) evaluates experience points. Where == may be !=, >,<BR>&lt;, >=, &lt;=.<BR>- VALUE([CODE] [CURRENCY] == [AMT]) evaluates base value in given currency.<BR>Where == may be !=, >, &lt;, >=, &lt;=.<BR>- IPADDRESS([CODE] == [ADDRESS]) evaluates ip address of player. Where == may<BR>be !=.<BR>- QUESTWINNER([CODE] [QUEST NAME]) returns whether the code of the given name<BR>has won the given quest.<BR>- QUESTMOB([NAME] [QUEST NAME]) returns whether the mob of the given name is a<BR>mob designated in the given quest.<BR>- QUESTITEM([NAME] [QUEST NAME]) returns whether the item of the given name is<BR>an item designated in the given quest.<BR>- ISQUESTMOBALIVE([NAME/NUM] [QUEST NAME]) returns whether the mob, designated<BR>in the currently running quest, is alive.<BR>- ISTIME([HOUR#/DAY/DAWN/DUSK/NIGHT]) returns the time of day, or time region.<BR>- ISSEASON([WINTER/SPRING/SUMMER/FALL]) returns the season.<BR>- ISWEATHER([CLEAR/RAIN/SNOW/WINDY/ETC..]) returns the weather<BR>- ISMOON() returns whether the scriptor can see the moon<BR>- ISMOON([NEW/WAXCRESCENT/WAXQUARTER/WAXGIBBOUS/FULL/WANEGIBBOUS/ETC..]) check<BR>the moon type<BR>- ISDAY([DAY#]) returns the day of the month.<BR>- EVAL([CODE] == [VALUE/CODE])  if the code has value.  Where == may be !=, >,<BR>&lt;, >=, &lt;=.<BR>- NUMBER([VALUE/CODE]) whether the given code or value is a number.<BR>- RANDNUM([VALUE] == [MAX VALUE]) how the 1st code compares to rand 1..max<BR>code.<BR>- RAND0NUM([VALUE] == [MAX VALUE]) how the 1st code compares to rand 0..max<BR>code-1.<BR>- ROOMMOB([NUM] [NAME]) whether the NUMth mob in the room is named NAME.<BR>- ROOMITEM([NUM] [NAME]) whether the NUMth item in the room is named NAME.<BR>- NUMMOBSROOM([*/NAME] == [NUMBER]) compares the # of named mobs in room.  <BR>Where == may be !=, >, &lt;, >=, &lt;=.<BR>- NUMPCSAREA(== [NUMBER]) compares the number of pcs in the area.   Where ==<BR>may be !=, >, &lt;, >=, &lt;=.<BR>- NUMPCSROOM(== [NUMBER]) compares the number of pcs in the room.   Where ==<BR>may be !=, >, &lt;, >=, &lt;=.<BR>- EXPLORED([CODE] [AREA/WORLD] == [NUMBER]) check % explored of code mob. <BR>Where == may be !=, >, &lt;, >=, &lt;=.<BR>- NUMITEMSROOM(== [NUMBER]) compares the number of mobs in the room.   Where ==<BR>may be !=, >, &lt;, >=, &lt;=.<BR>- NUMITEMSMOB([NAME] == [NUMBER]) compares the number of items the mob has.  <BR>Where == may be !=, >, &lt;, >=, &lt;=.<BR>- MOBITEM([MOBNAME] [NUM] [NAME]) whether the NUMth item owned by mob mobname<BR>is named NAME.<BR>- INCONTAINER([CODE] [CONTAINER/MOUNT]) whether the item is in container or<BR>mount.<BR>- ISABLE([CODE] [SKILL NAME]) whether the mob has the skill/ability.<BR>- ISOPEN([CODE/DIRECTION]) whether the container item, or direction name is<BR>open.<BR>- ISLOCKED([CODE/DIRECTION]) whether the container item, or direction name is<BR>locked.<BR>- STRIN([STRING] [STRING]) whether the second string appears as a whole word in<BR>the first.<BR>- CALLFUNC([FUNCTION] [PARM]..) returns whether the FUNCTION_PROG named returns<BR>a non-null.<BR>- DEITY([CODE] == [CLASS NAME]) evaluates a mobs deity. Where == may be !=.<BR>- CLAN([CODE] == [CLASS NAME]) evaluates a mobs clanid. Where == may be !=.<BR>- CLANRANK([CODE] == [NUMBER]) evaluates mobs rank.  Where == may be !=, &lt;,<BR>>, >=, &lt;=.<BR>- CLANDATA([CLAN] [VAR] == [STRING]) evaluates clan rank.  Where == may be !=,<BR>&lt;, >, >=, &lt;=.<BR>*** NOTES! The parenthesis are REQUIRED for the above!  The brackets should NOT<BR>be included, they are there to designate a parameter.  Where CODE above is one of<BR>the following: $n=source of the action, $i=scripted mob, $t=target, $o=item1,<BR>$p=item2, $w=owner of item1, $W=owner of item2.<BR><BR>Now we get to the executed commands.  They are as follows:<BR>FOR $X = [START] to [FINISH] - loops. X must be 0-9.  End with NEXT by itself.<BR>SWITCH/CASE/ENDSWITCH - act as a multiple if/elseif/elseif....<BR>MPASOUND [TEXT] - a noisy emote that goes to all adjacent rooms.<BR>MPECHO [TEXT] - an emote<BR>MPSLAY [MOB NAME] - utterly kill the target.<BR>MPJUNK [ITEM] - destroy the given item from the monsters inventory.<BR>MPMLOAD [MOB NAME] - create an instance of the given mob name.<BR>MPOLOAD [ITEM NAME] - create an instanceof the given item, give it to the mob.<BR>MPOLOADROOM [ITEM NAME] - create an instanceof the given item, drop it in the<BR>room.<BR>MPMLOAD FROMFILE [CMARE FILE] [MOB NAME] - create a given mob name from a file.<BR>MPOLOAD FROMFILE [CMARE FILE] [ITEM NAME] - create an item from a file, give it<BR>to the mob.<BR>MPOLOADROOM FROMFILE [CMARE FILE]  [ITEM NAME] - create an item from a file,<BR>drop it in the room.<BR>MPECHOAT [MOB/ROOM/AREA/WORLD] [TEXT] - emote to the given target.<BR>MPECHOAROUND [TEXT] - emotes to everyone in room but the source of the trigger.<BR>MPCAST [SPELL] [MOB NAME] - casts the given spell at the given target.<BR>MPKILL [MOB NAME] - attack the given target.<BR>MPEXP [MOB NAME] [EXP or TNL%] - grants amount of exp to mob.<BR>MPQUESTPOINTS [MOB NAME] [QPS] - sets mobs amount of questpoints. Prefix QPS<BR>with ++ or -- to adjust only.<BR>MPTRAINS [MOB NAME] [TRAINS] - sets mobs amount of trains. Prefix TRAINS with<BR>++ or -- to adjust only.<BR>MPPRACS [MOB NAME] [PRACS] - sets mobs amount of pracs. Prefix PRACS with ++ or<BR>-- to adjust only.<BR>MPPURGE [ITEM/MOB NAME] - destroy the given target item or mob.<BR>MPUNAFFECT [MOB NAME] [ALL/SKILL NAME]- removes given affects from the mob.<BR>MPGOTO [ROOM ID/NAME/DESC] - take the monster to the given room.<BR>MPAT [ROOM ID/NAME/DESC] [COMMAND] - do a command at the given room.<BR>MPSET [MOB/ITEM] [VAR NAME] [VALUE] - use with care! sets a stat for a mob or<BR>item.<BR>MPGSET [MOB/ITEM] [VAR NAME] [VALUE] - like MPSET but player data accessible.<BR>See GSTAT.<BR>MPTRANSFER [ALL/MOB NAME] [ROOM ID/NAME/DESC] - transfer mobs to the given<BR>room.<BR>MPBEACON [ROOM ID/NAME/DESC] [ALL/MOB NAME] - Makes given room start room for<BR>players.<BR>MPFORCE [MOB NAME] [COMMAND] - force the given mob to do the given command.<BR>MPSETVAR [MOB NAME] [VAR NAME] [VALUE] - set a variable for the given mob. <BR>Value may be ++, --, or preceeded by +,-,*,or /.<BR>MPENDQUEST [QUEST NAME] - this command will stop and shutdown the quest of the<BR>given name.<BR>MPSTARTQUEST [QUEST NAME] - this command will start the quest of the given<BR>name.<BR>MPQUESTWIN [MOB NAME] [QUEST NAME] - declares the mob a winner of the given<BR>quest.<BR>MPSTOP [MOB NAME] - forces mob to stop fighting, or performing common skills.<BR>MPCALLFUNC [FUNC NAME] [PARMS...] - executes a FUNCTON_PROG already declared.<BR>MPALARM [TICKTIME] [COMMAND] - executes COMMAND after time has elapsed.<BR>MPNOTRIGGER [TRIGGER NAME] [MILISECS]- this command will prevent given trigger<BR>for given miliseconds.<BR>MPFACTION [MOB] [FACTION] [VALUE] - changes faction value for given mob. Value<BR>is number, range, or +NUM, --NUM.<BR>MPWHILE ([IF CONDITION]) [COMMAND] - repeatedly executes commmand.<BR>MPDAMAGE [MOB/ITEM] [MIN] [MAX] (KILL)- does random damage to the target. Kills<BR>only when KILL parm given.<BR>MPRESET AREA/ROOM/[ROOMID]/[AREAID] - reload an area or room from the database<BR>MPLOG ERROR/INFO/DEBUG HEADER MESSAGE - add an entry to the coffeemud server<BR>log<BR>MPCHANNEL (!)[CHANNEL] MESSAGE - send a message to a channel<BR>MPTRACKTO [MOB NAME] - forces the mob to track down the given mob.<BR>MPWALKTO [MOB NAME] - forces the mob to track down the given mob, land surface<BR>only.<BR>MPAFFECT [SPELL] [MOB NAME] [PARMS] - automatically casts a spell on a mob.<BR>MPBEHAVE [BEHAVIOR] [MOB NAME] [PARMS] - adds a behavior to the mob.<BR>MPUNBEHAVE [BEHAVIOR] [MOB NAME] - removes a behavior from a  mob. <BR>MPTATTOO [MOB] (-)[TATTOONAME] - adds or removes the given tattoo for the mob. <BR>MPPLAYERCLASS [MOB] [CCLASS ID] ([LVL])... - changes current char class &<BR>optionally level.<BR>MPTITLE [MOB] (-) [TITLE] - adds or removes the given title string from the<BR>mob.<BR>MPENABLE [MOB] [ABILITY NAME] [PROF] [STR] - adds a new skill to the mob, or<BR>mods prof. w/++,--.<BR>MPDISABLE [MOB] [ABILITY NAME] - removes a skill from the mob.<BR>MPSAVEVAR [MOB NAME] [VAR NAME] - saves the variable set using MPSETVAR to the<BR>database.<BR>MPLOADVAR [MOB NAME] [VAR NAME] - loads the variable from the database.<BR>MPM2I2M [MOB/ITEM] - this strange command turns a mob into an item and back<BR>into a mob<BR>MPHIDE [MOB/ITEM/EXIT] - makes the target undetectable by any means.<BR>MPUNHIDE [MOB/ITEM/EXIT] - reverses the affects of MPHIDE -- does not affect<BR>Hide or other skills.<BR>MPOPEN [ITEM/EXIT] - opens a closed container or door.<BR>MPCLOSE [ITEM/EXIT] - closes an open container or door.<BR>MPLOCK [ITEM/EXIT] - closes and locks a lockable container or door.<BR>MPUNLOCK [ITEM/EXIT] - unlocks a locked container or door, but does not open.<BR>MPSETCLANDATA [CLAN] [VAR] [VALUE] - changes a datum about the given clan.<BR>MPARGSET [$VAR] [VALUE] - changes internal $(i,n,t,0,1,..9) object to one<BR>specified by value.<BR>MPLOADQUESTOBJ [QUEST] [QVARNAME] [$VAR] - loads quest obj into internal<BR>$(i,n,t,0,1,..9) object.<BR>MPUNLOADSCRIPT [SCRIPT FILE NAME] - unloads a file script from the resources<BR>cache for refreshing<BR>MPQSET [QUEST] [QVARNAME] [VALUE] - set temp quest var to given value.<BR>BREAK -- return/break out of the current if condition or program script. <BR>RETURN [OPTIONAL STRING] - exits the existing script, returning the string<BR>given.<BR>&lt;SCRIPT> - embed Javascript in Scriptable event.  Must be closed with<BR>&lt;/SCRIPT>.<BR>[COMMAND] [PARMS]- any valid coffee mud command!<BR>** NOTES! For those commands which have multiple parameters (specifically MPAT,<BR>MPFORCE, MPCAST, MPECHOAT, you must use "'" characters in order to group any words<BR>in the first parameter of those commands.  Inside your command parameters, whether<BR>it be text, or even when specifying MOB or ITEM names, you may use any of the<BR>following freely:<BR>$a - name of the area the monsters in<BR>$c - random npc/pc inhabitants name<BR>$C - random npc/pc inhabitants name<BR>$i - monsters name<BR>$I - monsters display text<BR>$n - source of triggers name<BR>$N - source of triggers name<BR>$t - target of triggers name<BR>$T - target of triggers name<BR>$r - random pc inhabitants name<BR>$R - random pc inhabitants name<BR>$j - he/she of the monster<BR>$e - he/she of the trigger source<BR>$d - title of monsters room location<BR>$D - long desc of monsters room location<BR>$f - name of the person monster follows<BR>$E - he/she of the trigger target<BR>$F - he/she of the person monster follows<BR>$J - he/she of a random pc inhabitant<BR>$k - his/her of the monster<BR>$l - list of all mobs (excluding monster). See "." syntax below.<BR>$L - list of all Items in room. See "." syntax below.<BR>$m - his/her of the trigger source<BR>$M - his/her of the trigger target<BR>$K - his/her of a random pc inhabitant<BR>$y - sir/madam of the trigger source<BR>$Y - sir/madam of the trigger target<BR>$o - item1 name<BR>$O - item1 name<BR>$p - item2 name<BR>$P - item2 name<BR>$w - owner of item1s name<BR>$W - owner of item2s name<BR>$g - lowercase form of the message from a MPCALLFUNC, MASK_PROG or SPEECH_PROG.<BR>$G - uppercase form of the message from a MPCALLFUNC, MASK_PROG or SPEECH_PROG.<BR>$x - random valid exit's direction<BR>$X - random valid exit's name<BR>$xN- north exit's name<BR>$0..$9- temporary variables set by other commands.<BR><BR>$&lt;[CODE] [VAR NAME]> - the variable of the given name, of the given code. <BR>Where code is $i, $n, $t, $o, or $p.  See MPSETVAR.<BR><BR>${[NUM] [QUEST NAME]} - a mob name from the given quest, if the quest is<BR>running. The number corresponds to the order in which mobs were designated in the<BR>quest script. Counting starts at 1.<BR><BR>$[[NUM] [QUEST NAME]] - an item name from the given quest, if the quest is<BR>running. The number corresponds to the order in which items were designated in the<BR>quest script. Counting starts at 1.<BR><BR>$%FUNCTION(PARM1 PARM2..)% - replace this code with a value from one of the<BR>internal functions.  While the names are the same as the eval functions above,<BR>their parameters will be slightly different.  The functions which may be included<BR>in this code include the following:<BR>- RAND() random number between 1 and 100.<BR>- HAS([CODE])  name of a random item in given mobs inventory.<BR>- HASNUM([CODE] [ITEM])  number of the given items in given mobs inventory.<BR>- WORN([CODE])  name of a random worn item in given mobs inventory.<BR>- ISNPC([CODE])  not implemented.<BR>- ISPC([CODE])  not implemented.<BR>- ISGOOD([CODE])  returns the alignment string of the given mob.<BR>- ISNAME([CODE])  Returns the real/full name of the given object.<BR>- CURRENCY([CODE])  Returns the native currency of the given object.<BR>- MATH([EXPR]) returns evaluated mathematical expressions. +-*\<BR>- NUMMOBSINAREA([MOB NAME]) number of mobs in area matching mask.<BR>- NUMMOBS([MOB NAME]) number of mobs in world matching mask.<BR>- NUMRACEINAREA([MOB NAME]) number of mobs in area matching race.<BR>- NUMRACES([MOB NAME]) number of mobs in world matching race.<BR>- ISEVIL([CODE])  alignment number of the given mob.<BR>- ISNEUTRAL([CODE])  short alignment string of the given mob.<BR>- ISFIGHT([CODE])  name of the mob the given mob is fighting.<BR>- ISALIVE([CODE])  health of the given mob.<BR>- ISIMMORT([CODE])  not implemented.<BR>- ISCHARMED([CODE])  name of the charm spell the mob is under.<BR>- STAT([CODE] [STAT]) value of the given stat for the given object.<BR>- GSTAT([CODE] [STAT]) like STAT, but player data accessible. See Generic.java.<BR>- AFFECTED([CODE]) name of a random spell affect on the object.<BR>- FACTION([CODE] [FACTION]) name of the range the mob has in given faction.<BR>- ISBEHAVE([CODE]) class ids of the behaviors on the object.<BR>- ISFOLLOW([CODE])  name of the mob the given mob is following.<BR>- ISSERVANT([CODE])  name of the mob the given mob is serving.<BR>- HITPRCNT([CODE])  % of hit points remaining for given mob.<BR>- INLOCALE() name of the room type the monster is in.<BR>- INROOM() raw id of the room the monster is in.<BR>- ISHERE() name of the area the monster is in.<BR>- VAR([CODE] [VAR NAME]) Value of the given variable.<BR>- SEX([CODE]) sex of the given mob.<BR>- POSITION([CODE]) position name of the given mob.<BR>- LEVEL([CODE]) level of the given mob.<BR>- QUESTPOINTS([CODE]) questpoints of the given mob.<BR>- PRACS([CODE]) practices of the given mob.<BR>- TRAINS([CODE]) trains of the given mob.<BR>- CLASS([CODE]) class of the given mob.<BR>- BASECLASS([CODE]) base class of the given mob.<BR>- RACE([CODE]) race of the given mob.<BR>- RACECAT([CODE]) racial category of the given mob.<BR>- GOLDAMT([CODE]) number of gold coins the given mob has.<BR>- EXP([CODE]) number of experience points the given mob has.<BR>- VALUE([CODE] [CURRENCY]) base value the given mob has in given currency.<BR>- QUESTWINNER() not implemented.<BR>- QUESTMOB() not implemented.<BR>- QUESTITEM() not implemented.<BR>- ISQUESTMOBALIVE() not implemented.<BR>- ISTIME() returns the approx time of day in words.<BR>- ISSEASON() returns the season.<BR>- ISWEATHER() returns the weather<BR>- ISMOON() returns the moon phase<BR>- ISDAY() returns word day or evening.<BR>- EVAL()  not implemented.<BR>- NUMBER([VALUE/CODE]) Returns the numberic value of the given argument.<BR>- RANDNUM([VALUE/CODE]) returns random number from 1..value/code.<BR>- RAND0NUM([VALUE/CODE]) returns random number from 0..value/code-1.<BR>- ROOMMOB([NUM]) returns the NUMth mob in the room's name.<BR>- ROOMITEM([NUM]) whether the NUMth item in the room's NAME.<BR>- NUMMOBSROOM([*/NAME]) returns the number of named mobs in the room.<BR>- NUMPCSAREA() returns the number of pcs in the area.<BR>- NUMPCSROOM() returns the number of pcs in the room.<BR>- EXPLORED([CODE] [AREA/WORLD]) displays % explored of code mob.<BR>- NUMITEMSROOM() returns the number of items in the room.<BR>- NUMITEMSMOB([NAME]) returns the number of items the mob has.<BR>- MOBITEM([MOBNAME] [NUM]) returns the NUMth item owned by mob mobname.<BR>- INCONTAINER([CODE]) returns container of an item, or the mount of a mob.<BR>- ISABLE([CODE] [SKILL NAME]) the mobs proficiency in the given skill/ability.<BR>- ISOPEN([CODE/DIRECTION]) "true" if the container item, or direction name is<BR>open.<BR>- ISLOCKED([CODE/DIRECTION]) the key name if the container, or direction has a<BR>lock.<BR>- STRIN([STRING] [STRING]) word number of the second string if it appears in<BR>the first.<BR>- CALLFUNC([FUNCTION] [PARM]..) the value returned by the FUNCTION_PROG named.<BR>- DEITY([CODE]) returns a mobs deity.<BR>- CLAN([CODE]) returns a mobs clan.<BR>- CLANRANK([CODE]) returns mobs clan role/rank as a number.<BR>- CLANDATA([CLAN] [VAR]) returns the given clans data based on var.<BR>- IPADDRESS([CODE]) return ip address of player.<BR>- QVAR([QUEST] [CODE]) returns temp quest vars.<BR><BR>Any of the $ codes may be followed by a period and a literal number to<BR>designate a particular word inside a string of many words.  For instance if $o<BR>evaluates to "a magic wand", $o.1 would evalulate to "magic".  If $l evaluated to<BR>"orc bob hassan", $l.2 would give "hassan".  This syntax can also be followed by<BR>".." to grab substrings.  For instance, if $o evaluates to "a magic wand", $o.1..<BR>would evaluate to "magic wand".<BR></pre>
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			<a name="ScriptableEverymob"><B>ScriptableEverymob</B></a>
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			<pre>Behavior   : ScriptableEverymob<BR>Targets    : Areas, Rooms<BR>Parameters : Same as BEHAVIOR_SCRIPTABLE<BR>Example    : LOAD=progs/mrinfo.script~<BR>Description: <BR>This behavior will cause all mobs native to the area or room to be<BR>automatically given a particular Scriptable script to run.</pre>
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			<a name="Sounder"><B>Sounder</B></a>
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			<pre>Behavior   : Sounder<BR>Targets    : Room, MOBs, Items, Areas<BR>Parameters : (Max/Min ticks;) ([EMOTE CODE] [EMOTE STRING];) <BR>Example    : sound 80 wiggles his bottom.;sound 60 smiles evilly.;sound 20<BR>burps!<BR>Example    : min=20 max=20;wear $p looks good on you.;remove Now you don't look<BR>so good.;remove_room $n doesn't look so good.<BR><BR>An alternative to the Emoter behavior, this allows you to create very simple<BR>emoting triggers based on percent chances every tick, or based on event triggers<BR>such as getting an item, or leaving a room.  Each emote trigger is semicolon (;)<BR>separated, and the first trigger may instead be a set of ticks.  Valid emote codes<BR>include the following:<BR>SOUND [PCT CHANCE] - every min/max ticks, this will be emoted % chance of the<BR>time.<BR>GET - if an item is gotten (or THE item), this will emote to the getter.<BR>GET_ROOM - if an item is gotten (or THE item), this will emote to the room (not<BR>the getter).<BR>DROP - if an item is dropped (or THE item), this will emote to the getter.<BR>DROP_ROOM - if an item is dropped (or THE item), this will emote to the room<BR>(not the getter).<BR>PUSH - if an item is pushed (or THE item), this will emote to the pusher.<BR>PUSH_ROOM - if an item is pushed (or THE item), this will emote to the room<BR>(not the pusher).<BR>PULL - if an item is pulled (or THE item), this will emote to the pulled.<BR>PULL_ROOM - if an item is pulled (or THE item), this will emote to the room<BR>(not the puller).<BR>EAT - if an item is eaten (or THE item), this will emote to the eater.<BR>EAT_ROOM - if an item is eaten (or THE item), this will emote to the room (not<BR>the getter).<BR>MOUNT - if an item is mounted (or THE item), this will emote to the mounter.<BR>MOUNT_ROOM - if an item is mounted (or THE item), this will emote to the room<BR>(not the getter).<BR>DRINK - if an item is drunk (or THE item), this will emote to the drinker.<BR>DRINK_ROOM - if an item is drunk (or THE item), this will emote to the room<BR>(not the getter).<BR>SIT - if an item is sat on (or THE item), this will emote to the sitter.<BR>SIT_ROOM - if an item is sat on (or THE item), this will emote to the room (not<BR>the getter).<BR>SLEEP - if an item is slept on (or THE item), this will emote to the sleeper.<BR>SLEEP_ROOM - if an item is slept on (or THE item), this will emote to the room<BR>(not the getter).<BR>WEAR - if an item is worn (or THE item), this will emote to the wearer.<BR>WEAR_ROOM - if an item is worn (or THE item), this will emote to the room (not<BR>the getter).<BR>OPEN - if an item is opened (or THE item), this will emote to the wearer.<BR>OPEN_ROOM - if an item is opened (or THE item), this will emote to the room<BR>(not the getter).<BR>CLOSE - if an item is closed (or THE item), this will emote to the wearer.<BR>CLOSE_ROOM - if an item is closed (or THE item), this will emote to the room<BR>(not the getter).<BR>HOLD - if an item is held (or THE item), this will emote to the wearer.<BR>HOLD_ROOM - if an item is held (or THE item), this will emote to the room (not<BR>the getter).<BR>WIELD - if an item is wielded (or THE item), this will emote to the wearer.<BR>WIELD_ROOM - if an item is wielded (or THE item), this will emote to the room<BR>(not the getter).<BR>REMOVE - if an item is removed (or THE item), this will emote to the remover.<BR>REMOVE_ROOM - if an item is removed (or THE item), this will emote to the room<BR>(not the getter).<BR>PORTAL_ENTER - if the room is entered, this will emote to the one entering.<BR>PORTAL_ENTER_ROOM - if the room is entered, this will emote to the others in<BR>the room.<BR>PORTAL_EXIT - if the room is left, this will emote to the one leaving.<BR>PORTAL_EXIT_ROOM - if the room is left, this will emote to the others in the<BR>room.<BR>DAMAGE - if the object is hurt, or used to hurt, this will emote to the one<BR>hurting.<BR>DAMAGE_ROOM - if the object is hurt, or used to hurt, this will emote to the<BR>others in the room.<BR>FIGHT - if the object is attacking, or used to attack, this will emote to the<BR>one attacking.<BR>FIGHT_ROOM - if the object is attacking, or used to attack, this will emote to<BR>the others in the room.<BR><BR>The emote strings may be any text, and the following codes may be included:<BR>$p - the name of the item with the behavior.<BR>$n - the name of the source of the emote, or the source of the trigger.<BR>$e - the he/she of $n.<BR>$s - the his/her of $n.</pre>
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			<a name="StdBehavior"><B>StdBehavior</B></a>
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			<pre></pre>
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			<a name="TargetPlayer"><B>TargetPlayer</B></a>
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			<pre>Behavior   : TargetPlayer<BR>Targets    : MOBs<BR>Parameters : min, max ticks, a percent chance<BR>Example    : min=2 max=3 chance=99<BR>Description: <BR>This behavior makes the MOB, in combat, target the weakest player in their<BR>enemies' group.</pre>
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			<a name="TaxCollector"><B>TaxCollector</B></a>
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			<pre>Behavior   : TaxCollector<BR>Targets    : MOBs<BR>Parameters : (WAIT=[TIME]) (GRACE=[TIME])<BR>Example    : <BR>Example    : WAIT=60000 GRACE=600000<BR>Description: <BR>This behavior makes the mob a very annoying and somewhat dangerous collector of<BR>money from both players and mobs.  The TaxCollector will, by default, demand 10% of<BR>any money by a random person it comes across in the form of a "citizens tax".  That<BR>person has [WAIT] milliseconds to give over the money before the tax collector<BR>either charges them with tax evasion, or attacks.  If the taxcollector is paid<BR>(mobs will always pay), then the person has [GRACE] amount of time before money is<BR>demanded again.  The TaxCollector will never demand money from a member of its own<BR>clan, if it has one.  Also, in areas with law, the tax collector will charge the<BR>rate defined as the Citizens Tax instead of the flat 10%, as well as charging for<BR>any back property taxes if applicable.</pre>
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			<a name="Thiefness"><B>Thiefness</B></a>
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			<pre>Behavior   : Thiefness<BR>Targets    : MOBs<BR>Parameters : (SUBCLASS NAME)<BR>(OFFENSIVE,DEFENSIVE,MIXEDOFFENSIVE,MIXEDDEFENSIVE)<BR>Example    : <BR>Example    : Thief<BR>Example    : Assassin MIXEDOFFENSIVE<BR>Description: <BR>An extension of CombatAbilities, this behavior makes the mob a Thief by class,<BR>and gives the mob thief skills appropriate to its level.  After this behavior has<BR>triggered, it will often require a RESET for any level changes to the mob to take<BR>over. The Thiefness behavior also includes many non-combat abilities, including<BR>sneaking and hiding, backstabbing, picking pockets, and even stealing at high<BR>levels!<BR>This behavior should not be used WITH any of the other CombatAbilities<BR>behaviors, such as Fighterness, Thiefness, Mageness, Clericness, Druidness, or<BR>CombatAbilities. It should be used alone on a mob.</pre>
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			<a name="Vagrant"><B>Vagrant</B></a>
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			<pre>Behavior   : Vagrant<BR>Targets    : MOBs<BR>Parameters : <BR>Example    : <BR>Description: <BR>The mob will spontaneously decide to go to sleep wherever the mob is currently<BR>at.  After awhile the mob will wake up.</pre>
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			<a name="VeryAggressive"><B>VeryAggressive</B></a>
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			<pre>Behavior   : VeryAggressive<BR>Targets    : MOBs<BR>Parameters : aggression masks<BR>Example    : -race +elf <BR>Example    : mobkill misbehave -race +elf<BR>Description: <BR>Makes the mob attack any player mob it can detect in the same room, from the<BR>moment the new mob enters.  In addition, this behavior will detect any mobs in<BR>adjacent rooms, and move to attack those as well. Mobs will not be aggressive<BR>towards Archons and builders with the CMDMOBS security flag. Horribly wounded mobs<BR>are not aggressive. If no other parameters are given, the mob will attack anyone<BR>within 15 levels. Valid aggressive masks include:  <BR>delay=x (makes the mob delay x ticks before looking for a victim) <BR>mobkill (makes this behavior attack mobs as well as players) <BR>misbehave (makes this mob attack even when wounded or a follower) <BR>+SYSOP (allow archons to bypass the rules)  <BR>-SYSOP (always spare archons)  <BR>+SUBOP (allow archons or area staff to bypass the rules)  <BR>-SUBOP (always spare archons and area staff)  <BR>-PLAYER (spare all players) <BR>-MOB (spare all mobs/npcs)  <BR>-CLASS  (spare all classes)  <BR>-CLASS +thief +mage +ranger (create exceptions) <BR>-BASECLASS  (spare all base classes)  <BR>-BASECLASS +thief +mage +ranger (create exceptions) <BR>-thief -mage  -ranger (spare only listed classes)<BR>-RACE (spare all races)  <BR>-RACE +elf +dwarf +human +half +gnome (create exceptions)  <BR>-elf -dwarf -human -half -gnome (spare only listed races)  <BR>-RACECAT (spare all racial categories)  <BR>-RACECAT +elf +insect +humanoid +canine +gnome (create exceptions)  <BR>+RACECAT (do not spare all racial categories)  <BR>+RACECAT -elf -insect -humanoid -canine -gnome (create exceptions)  <BR>-ALIGNMENT (spare all alignments)  <BR>-ALIGNMENT +evil +good +neutral (create exceptions)  <BR>-evil -good -neutral (spare only listed alignments)  <BR>-GENDER (spare all genders)  <BR>-GENDER +male +female +neuter (create exceptions)  <BR>-male -female -neuter (spare only listed genders)  <BR>-FACTION (spare all faction and values, even a lack of faction) <BR>-FACTION +myfactionrange +myotherfactionrange (create exceptions) <BR>-myfactionrange -myotherfactionrange (spare only named faction range)<BR>-TATTOOS (spare all tattoos, even a lack of a tattoo) <BR>-TATTOOS +mytatto +thistattoo +anytattoo etc..  (create exceptions) <BR>+TATTOOS (do not spare any or no tattoos) <BR>+TATTOOS -mytattoo -anytatto, etc.. (create exceptions) <BR>-EXPERTISES (spare all expertises, even a lack of a edus) <BR>-EXPERTISES +myedu +thisedu +anyedu etc..  (create exceptions)<BR>+EXPERTISES (do not spare any or no expertises) <BR>+EXPERTISES -myedu -anyedu, etc.. (create exceptions) <BR>-SECURITY (spare all security flags, even a lack of a security) <BR>-SECURITY +cmdrooms +area cmditems etc..  (create exceptions)<BR>+SECURITY (do not spare any or no expertises) <BR>+SECURITY -cmdrooms +area cmditems, etc.. (create exceptions) <BR>-LEVEL (spare all levels)  <BR>-LEVEL +=1 +>5 +>=7 +&lt;13 +&lt;=20 (create exceptions)  <BR>-=1 ->5 ->=7 -&lt;13 -&lt;=20 (spare only listed levels range) <BR>-NAMES (spare everyone) <BR>-NAMES +bob "+my name" etc.. (create name exceptions) <BR>+NAMES (do not spare anyone who has a name) <BR>+NAMES -bob "-my name" etc.. (create name exceptions) <BR>-CLAN (spare anyone, even no clan) <BR>-CLAN +Killers "+Holy Avengers" etc.. (create clan exceptions) <BR>+CLAN (do not spare anyone, even non clan people) <BR>+CLAN -Killers "-Holy Avengers" etc.. (create clan exceptions) <BR>-DEITY (spare anyone, even no deity) <BR>-DEITY +Apollo "+Grothon The Great" etc.. (create deity exceptions) <BR>+DEITY (do not spare anyone, even non deity worshipping people) <BR>+DEITY -Apollo "-rothon The Great" etc.. (create deity exceptions) <BR>-ANYCLASS (spare all multi-class combinations)  <BR>-ANYCLASS +thief +mage +ranger (exceptions, allow any levels) <BR>+ANYCLASS (do not spare all multi-class combinations)  <BR>+ANYCLASS -thief -mage -ranger (exceptions, disallow any levels) <BR>-STR X (spare those with strength greater than X)  <BR>+STR X (spare those with strength less than X)  <BR>-INT X (spare those with intelligence greater than X)  <BR>+INT X (spare those with intelligence less than X)  <BR>-WIS X (spare those with wisdom greater than X)  <BR>+WIS X (spare those with wisdom less than X)  <BR>-CON X (spare those with constitution greater than X)  <BR>+CON X (spare those with constitution less than X)  <BR>-CHA X (spare those with charisma greater than X)  <BR>+CHA X (spare those with charisma less than X)  <BR>-DEX X (spare those with dexterity greater than X)  <BR>+DEX X (spare those with dexterity less than X) <BR>+-ADJSTR...ADJCON (Same as above, but uses current values) <BR>-AREA (spare in all areas) <BR>-AREA "+my areaname" etc.. (create exceptions) <BR>+AREA (do not spare any areas) <BR>+AREA "-my areaname" etc.. (create exceptions) <BR>-HOME (spare in all home/beacon areas) <BR>-HOME "+my home/beacon areaname" etc.. (create exceptions) <BR>+HOME (do not spare any home/beacon areas) <BR>+HOME "-my home/beacon areaname" etc.. (create exceptions) <BR>-ITEM "+item name" etc... (spare only those with an item name) <BR>-WORN "+item name" etc... (spare only those wearing item name) <BR>-EFFECTS (spare anyone, even no effects) <BR>-EFFECTS +Sleep "+Wood Chopping" etc.. (create name exceptions) <BR>+EFFECTS (do not spare anyone, even non effected people) <BR>+EFFECTS -Sleep "-Wood Chopping" etc.. (create name exceptions) <BR>-SKILLS (spare anyone, even those with no skill) <BR>-SKILLS +Spell_Sleep(75) etc.. (create exceptions with proficiency) <BR>+SKILLS (do not spare anyone, even non skilled people) <BR>+SKILLS -Spell_Sleep(75) etc.. (create exceptions with proficiency) <BR>-MATERIAL "+WOODEN" etc.. (&lt;WORN> only items of added materials) <BR>+MATERIAL "-WOODEN" etc.. (Do not &lt;WORN> items of subtracted materials) <BR>-RESOURCES "+OAK" etc.. (&lt;WORN> only items of added resources) <BR>+RESOURCES "-OAK" etc.. (Do not &lt;WORN> items of subtracted resources) <BR>-JAVACLASS "+GENMOB" etc.. (&lt;WORN> only objects of added java class) <BR>+JAVACLASS "-GENITEM" etc.. (Do not &lt;WORN> objs of subtracted classes) <BR>-RESOURCES "+OAK" etc.. (&lt;WORN> only items of added resources) <BR>+RESOURCES "-OAK" etc.. (Do not &lt;WORN> items of subtracted resources) <BR>-ABILITY X (spare those with magical ability less than X)  <BR>+ABILITY X (spare those with magical ability greater than X) <BR>-VALUE X (spare those with value or money less than X)  <BR>+VALUE X (spare those with value or money greater than X) <BR>-WEIGHT X (spare those weighing less than X)  <BR>+WEIGHT X (spare those weighing more than X) <BR>-ARMOR X (spare those with armor bonus less than X)  <BR>+ARMOR X (spare those with armor bonus more than X) <BR>-DAMAGE X (spare those with damage bonus less than X)  <BR>+DAMAGE X (spare those with damage bonus more than X) <BR>-ATTACK X (spare those with attack bonus less than X)  <BR>+ATTACK X (spare those with attack bonus more than X) <BR>-WORNON "+TORSO" etc.. (&lt;WORN> only items wearable on added locs) <BR>+WORNON "-NECK" etc.. (Do not &lt;WORN> items wearable on subtracted locs) <BR>-DISPOSITION "+ISHIDDEN" etc.. (&lt;WORN> only with added dispositions) <BR>+DISPOSITION "-ISHIDDEN" etc.. (Do not &lt;WORN> only with sub disp) <BR>-SENSES "+CANSEEDARK" etc.. (&lt;WORN> only those with added sens.) <BR>+SENSES "-CANSEEDARK" etc.. (Do not &lt;WORN> those with subtracted sens.) <BR>-HOUR +X (spare always, unless the hour is X)  <BR>+HOUR -X (spare those only when the hour is X) <BR>-SEASON +FALL (spare those only when season is FALL)  <BR>+SEASON -SPRING (spare those whenever the season is SPRING) <BR>-MONTH +X (spare those only when month number is X)  <BR>+MONTH -X (spare those whenever the month number is X)-DAY +X (spare those only<BR>when day number is X)  <BR>+DAY -X (spare those whenever the day number is X)-WEATHER +DROUGHT (spare<BR>those only when weather is DROUGHT)  <BR>+WEATHER -BLIZZARD (spare those whenever the weather is BLIZZARD) <BR>-SKILLFLAG (spare anyone, even those with no skills) <BR>-SKILLFLAG +ENCHANTMENT etc.. (create exceptions to -skillflag) <BR>+SKILLFLAG (do not spare anyone, even non skilled people) <BR>+SKILLFLAG -ENCHANTMENT etc.. (create exceptions to +skillflag) <BR> </pre>
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			<a name="WaterCurrents"><B>WaterCurrents</B></a>
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			<pre>Behavior   : WaterCurrents<BR>Targets    : Areas, Rooms<BR>Parameters : min, max ticks, % chance, [DIRECTION] [DIRECTION] [etc..]<BR>Example    : min=1 max=3 chance=99 east south<BR>Example    : east south<BR>Description: <BR>The mob will be drawn along in the directions specified by the parameters.  If<BR>an exit is available in the first direction, it will be chosen, otherwise the<BR>second one, etc.  The min, max, and chance dictate how often the currents will<BR>strike.</pre>
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			<a name="WeatherAffects"><B>WeatherAffects</B></a>
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			<pre>Behavior   : WeatherAffects<BR>Targets    : Rooms, Areas<BR>Parameters : (windsheer=%chance) (puddlepct=%chance) (rainslipchance=%chance)<BR>Parameters : (snowSlipChance=%chance) (sleetSlipChance=%chance)<BR>(freezeOverChance=%chance)<BR>Parameters : (droughtFireChance=%chance) (botherticks=#ticks)<BR>(diseaseticks=#ticks)<BR>Parameters : (rustticks=#ticks) (lightningticks=#ticks) (rumbleticks=#ticks)<BR>Parameters : (gustticks=#ticks) (tornadoticks=#ticks) (hailticks=#ticks)<BR>Parameters : (dustticks=#ticks)<BR>Example    : windsheer=10 puddlepct=20<BR>Description: <BR>The amazingly powerful behavior handles almost all of the effects of weather<BR>upon players and the environment.  By changing the parameters listed above, the<BR>frequency of certain negative effects of weather can be tweeked, modified,<BR>enhanced, or eliminated.<BR>The parameters and their meaning are as follows:<BR>windsheer - percent chance that a ranged attack or thrown item will be blown<BR>off coarse.<BR>puddlepct - percent chance, following wet weather, that puddles or snow piles<BR>will form.<BR>rainslipchance - percent chance, during wet weather, that someone will slip<BR>while moving.<BR>snowSlipChance - percent chance, during snowy weather, that someone will slip<BR>while moving.<BR>sleetSlipChance - percent chance, during sleety weather, that someone will slip<BR>while moving.<BR>freezeOverChance - percent chance, during cold weather, following cold weather,<BR>that a given<BR>available water surface will freeze over for a time.<BR>droughtFireChance - percent chance, during a drought, that a random item will<BR>be selected <BR>from all available rooms to be spontaneously ignited.<BR>botherticks - how often, in ticks, players will be reminded of current weather<BR>conditions.<BR>diseaseticks - how often, in ticks, players will suffer a small chance,<BR>depending on weather <BR>conditions, of catching a weather related disease, such as cold, flu,<BR>frostbite, heat.<BR>rustticks - how often, in ticks, players in wet weather or conditions will<BR>suffer a chance<BR>of one of their items rusting and therefore taking damage.<BR>lightningticks - how often, in ticks, during thunderstorms, an available player<BR>will suffer<BR>a chance of someone in the same room being struck by lightning.<BR>rumbleticks - how often, in ticks, players are given slightly more personal<BR>reminders of <BR>current weather conditions than they get from botherticks.<BR>gustticks - how often, in ticks, during windy conditions, an available player<BR>will suffer<BR>a chance of someone in the same room being buffeted by a gust of wind.<BR>hailticks - how often, in ticks, during hail storms, an available player will<BR>suffer<BR>a chance of someone in the same room being buffeted by hail.<BR>dustticks - how often, in ticks, during dust storms, an available player will<BR>suffer<BR>a chance of someone in the same room being hit in the eye with dirt.<BR>tornadoticks - how often, in ticks, during thunderstorms and windy conditions,<BR>an available<BR>player will suffer the chance of a tornado touching down in their room.</pre>
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			<p>
			<a name="Wimpy"><B>Wimpy</B></a>
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			<pre>Behavior   : Wimpy<BR>Targets    : MOBs<BR>Parameters : wimpy masks<BR>Example    : -race +elf <BR>Description: <BR>Makes the mob flee any player mob it can detect in the same room. If no other<BR>parameters are given, the mob will flee anyone. Valid masks include:  <BR>delay=x (makes the mob delay x ticks before looking for someone to fear) <BR>very=1 (makes the mob flee even if not in combat) <BR>+SYSOP (allow archons to bypass the rules)  <BR>-SYSOP (always fear archons)  <BR>+SUBOP (allow archons or area staff to bypass the rules)  <BR>-SUBOP (always fear archons and area staff)  <BR>-PLAYER (fear all players) <BR>-MOB (fear all mobs/npcs)  <BR>-CLASS  (fear all classes)  <BR>-CLASS +thief +mage +ranger (create exceptions) <BR>-BASECLASS  (fear all base classes)  <BR>-BASECLASS +thief +mage +ranger (create exceptions) <BR>-thief -mage  -ranger (fear only listed classes)<BR>-RACE (fear all races)  <BR>-RACE +elf +dwarf +human +half +gnome (create exceptions)  <BR>-elf -dwarf -human -half -gnome (fear only listed races)  <BR>-RACECAT (fear all racial categories)  <BR>-RACECAT +elf +insect +humanoid +canine +gnome (create exceptions)  <BR>+RACECAT (do not fear all racial categories)  <BR>+RACECAT -elf -insect -humanoid -canine -gnome (create exceptions)  <BR>-ALIGNMENT (fear all alignments)  <BR>-ALIGNMENT +evil +good +neutral (create exceptions)  <BR>-evil -good -neutral (fear only listed alignments)  <BR>-GENDER (fear all genders)  <BR>-GENDER +male +female +neuter (create exceptions)  <BR>-male -female -neuter (fear only listed genders)  <BR>-FACTION (fear all faction and values, even a lack of faction) <BR>-FACTION +myfactionrange +myotherfactionrange (create exceptions) <BR>-myfactionrange -myotherfactionrange (fear only named faction range)<BR>-TATTOOS (fear all tattoos, even a lack of a tattoo) <BR>-TATTOOS +mytatto +thistattoo +anytattoo etc..  (create exceptions) <BR>+TATTOOS (do not fear any or no tattoos) <BR>+TATTOOS -mytattoo -anytatto, etc.. (create exceptions) <BR>-EXPERTISES (fear all expertises, even a lack of a edus) <BR>-EXPERTISES +myedu +thisedu +anyedu etc..  (create exceptions)<BR>+EXPERTISES (do not fear any or no expertises) <BR>+EXPERTISES -myedu -anyedu, etc.. (create exceptions) <BR>-SECURITY (fear all security flags, even a lack of a security) <BR>-SECURITY +cmdrooms +area cmditems etc..  (create exceptions)<BR>+SECURITY (do not fear any or no expertises) <BR>+SECURITY -cmdrooms +area cmditems, etc.. (create exceptions) <BR>-LEVEL (fear all levels)  <BR>-LEVEL +=1 +>5 +>=7 +&lt;13 +&lt;=20 (create exceptions)  <BR>-=1 ->5 ->=7 -&lt;13 -&lt;=20 (fear only listed levels range) <BR>-NAMES (fear everyone) <BR>-NAMES +bob "+my name" etc.. (create name exceptions) <BR>+NAMES (do not fear anyone who has a name) <BR>+NAMES -bob "-my name" etc.. (create name exceptions) <BR>-CLAN (fear anyone, even no clan) <BR>-CLAN +Killers "+Holy Avengers" etc.. (create clan exceptions) <BR>+CLAN (do not fear anyone, even non clan people) <BR>+CLAN -Killers "-Holy Avengers" etc.. (create clan exceptions) <BR>-DEITY (fear anyone, even no deity) <BR>-DEITY +Apollo "+Grothon The Great" etc.. (create deity exceptions) <BR>+DEITY (do not fear anyone, even non deity worshipping people) <BR>+DEITY -Apollo "-rothon The Great" etc.. (create deity exceptions) <BR>-ANYCLASS (fear all multi-class combinations)  <BR>-ANYCLASS +thief +mage +ranger (exceptions, allow any levels) <BR>+ANYCLASS (do not fear all multi-class combinations)  <BR>+ANYCLASS -thief -mage -ranger (exceptions, disallow any levels) <BR>-STR X (fear those with strength greater than X)  <BR>+STR X (fear those with strength less than X)  <BR>-INT X (fear those with intelligence greater than X)  <BR>+INT X (fear those with intelligence less than X)  <BR>-WIS X (fear those with wisdom greater than X)  <BR>+WIS X (fear those with wisdom less than X)  <BR>-CON X (fear those with constitution greater than X)  <BR>+CON X (fear those with constitution less than X)  <BR>-CHA X (fear those with charisma greater than X)  <BR>+CHA X (fear those with charisma less than X)  <BR>-DEX X (fear those with dexterity greater than X)  <BR>+DEX X (fear those with dexterity less than X) <BR>+-ADJSTR...ADJCON (Same as above, but uses current values) <BR>-AREA (fear in all areas) <BR>-AREA "+my areaname" etc.. (create exceptions) <BR>+AREA (do not fear any areas) <BR>+AREA "-my areaname" etc.. (create exceptions) <BR>-HOME (fear in all home/beacon areas) <BR>-HOME "+my home/beacon areaname" etc.. (create exceptions) <BR>+HOME (do not fear any home/beacon areas) <BR>+HOME "-my home/beacon areaname" etc.. (create exceptions) <BR>-ITEM "+item name" etc... (fear only those with an item name) <BR>-WORN "+item name" etc... (fear only those wearing item name) <BR>-EFFECTS (fear anyone, even no effects) <BR>-EFFECTS +Sleep "+Wood Chopping" etc.. (create name exceptions) <BR>+EFFECTS (do not fear anyone, even non effected people) <BR>+EFFECTS -Sleep "-Wood Chopping" etc.. (create name exceptions) <BR>-SKILLS (fear anyone, even those with no skill) <BR>-SKILLS +Spell_Sleep(75) etc.. (create exceptions with proficiency) <BR>+SKILLS (do not fear anyone, even non skilled people) <BR>+SKILLS -Spell_Sleep(75) etc.. (create exceptions with proficiency) <BR>-MATERIAL "+WOODEN" etc.. (&lt;WORN> only items of added materials) <BR>+MATERIAL "-WOODEN" etc.. (Do not &lt;WORN> items of subtracted materials) <BR>-RESOURCES "+OAK" etc.. (&lt;WORN> only items of added resources) <BR>+RESOURCES "-OAK" etc.. (Do not &lt;WORN> items of subtracted resources) <BR>-JAVACLASS "+GENMOB" etc.. (&lt;WORN> only objects of added java class) <BR>+JAVACLASS "-GENITEM" etc.. (Do not &lt;WORN> objs of subtracted classes) <BR>-RESOURCES "+OAK" etc.. (&lt;WORN> only items of added resources) <BR>+RESOURCES "-OAK" etc.. (Do not &lt;WORN> items of subtracted resources) <BR>-ABILITY X (fear those with magical ability less than X)  <BR>+ABILITY X (fear those with magical ability greater than X) <BR>-VALUE X (fear those with value or money less than X)  <BR>+VALUE X (fear those with value or money greater than X) <BR>-WEIGHT X (fear those weighing less than X)  <BR>+WEIGHT X (fear those weighing more than X) <BR>-ARMOR X (fear those with armor bonus less than X)  <BR>+ARMOR X (fear those with armor bonus more than X) <BR>-DAMAGE X (fear those with damage bonus less than X)  <BR>+DAMAGE X (fear those with damage bonus more than X) <BR>-ATTACK X (fear those with attack bonus less than X)  <BR>+ATTACK X (fear those with attack bonus more than X) <BR>-WORNON "+TORSO" etc.. (&lt;WORN> only items wearable on added locs) <BR>+WORNON "-NECK" etc.. (Do not &lt;WORN> items wearable on subtracted locs) <BR>-DISPOSITION "+ISHIDDEN" etc.. (&lt;WORN> only with added dispositions) <BR>+DISPOSITION "-ISHIDDEN" etc.. (Do not &lt;WORN> only with sub disp) <BR>-SENSES "+CANSEEDARK" etc.. (&lt;WORN> only those with added sens.) <BR>+SENSES "-CANSEEDARK" etc.. (Do not &lt;WORN> those with subtracted sens.) <BR>-HOUR +X (fear always, unless the hour is X)  <BR>+HOUR -X (fear those only when the hour is X) <BR>-SEASON +FALL (fear those only when season is FALL)  <BR>+SEASON -SPRING (fear those whenever the season is SPRING) <BR>-MONTH +X (fear those only when month number is X)  <BR>+MONTH -X (fear those whenever the month number is X)-DAY +X (fear those only<BR>when day number is X)  <BR>+DAY -X (fear those whenever the day number is X)-WEATHER +DROUGHT (fear those<BR>only when weather is DROUGHT)  <BR>+WEATHER -BLIZZARD (fear those whenever the weather is BLIZZARD) <BR>-SKILLFLAG (fear anyone, even those with no skills) <BR>-SKILLFLAG +ENCHANTMENT etc.. (create exceptions to -skillflag) <BR>+SKILLFLAG (do not fear anyone, even non skilled people) <BR>+SKILLFLAG -ENCHANTMENT etc.. (create exceptions to +skillflag) <BR> </pre>
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			<a name="WimpyAggressive"><B>WimpyAggressive</B></a>
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			<pre>Behavior   : WimpyAggressive<BR>Targets    : MOBs<BR>Parameters : aggression masks<BR>Example    : -race +elf <BR>Example    : -race +elf misbehave mobkill<BR>Description: <BR>Makes the mob attack any sleeping player mob it can detect in the same room.<BR>Mobs will not be aggressive towards Archons and builders with the CMDMOBS security<BR>flag. If no other parameters are given, the mob will attack anyone. Valid<BR>aggressive masks include:  <BR>delay=x (makes the mob delay x ticks before looking for a victim) <BR>mobkill (makes this behavior attack mobs as well as players) <BR>misbehave (makes this mob attack even when wounded or a follower) <BR>+SYSOP (allow archons to bypass the rules)  <BR>-SYSOP (always spare archons)  <BR>+SUBOP (allow archons or area staff to bypass the rules)  <BR>-SUBOP (always spare archons and area staff)  <BR>-PLAYER (spare all players) <BR>-MOB (spare all mobs/npcs)  <BR>-CLASS  (spare all classes)  <BR>-CLASS +thief +mage +ranger (create exceptions) <BR>-BASECLASS  (spare all base classes)  <BR>-BASECLASS +thief +mage +ranger (create exceptions) <BR>-thief -mage  -ranger (spare only listed classes)<BR>-RACE (spare all races)  <BR>-RACE +elf +dwarf +human +half +gnome (create exceptions)  <BR>-elf -dwarf -human -half -gnome (spare only listed races)  <BR>-RACECAT (spare all racial categories)  <BR>-RACECAT +elf +insect +humanoid +canine +gnome (create exceptions)  <BR>+RACECAT (do not spare all racial categories)  <BR>+RACECAT -elf -insect -humanoid -canine -gnome (create exceptions)  <BR>-ALIGNMENT (spare all alignments)  <BR>-ALIGNMENT +evil +good +neutral (create exceptions)  <BR>-evil -good -neutral (spare only listed alignments)  <BR>-GENDER (spare all genders)  <BR>-GENDER +male +female +neuter (create exceptions)  <BR>-male -female -neuter (spare only listed genders)  <BR>-FACTION (spare all faction and values, even a lack of faction) <BR>-FACTION +myfactionrange +myotherfactionrange (create exceptions) <BR>-myfactionrange -myotherfactionrange (spare only named faction range)<BR>-TATTOOS (spare all tattoos, even a lack of a tattoo) <BR>-TATTOOS +mytatto +thistattoo +anytattoo etc..  (create exceptions) <BR>+TATTOOS (do not spare any or no tattoos) <BR>+TATTOOS -mytattoo -anytatto, etc.. (create exceptions) <BR>-EXPERTISES (spare all expertises, even a lack of a edus) <BR>-EXPERTISES +myedu +thisedu +anyedu etc..  (create exceptions)<BR>+EXPERTISES (do not spare any or no expertises) <BR>+EXPERTISES -myedu -anyedu, etc.. (create exceptions) <BR>-SECURITY (spare all security flags, even a lack of a security) <BR>-SECURITY +cmdrooms +area cmditems etc..  (create exceptions)<BR>+SECURITY (do not spare any or no expertises) <BR>+SECURITY -cmdrooms +area cmditems, etc.. (create exceptions) <BR>-LEVEL (spare all levels)  <BR>-LEVEL +=1 +>5 +>=7 +&lt;13 +&lt;=20 (create exceptions)  <BR>-=1 ->5 ->=7 -&lt;13 -&lt;=20 (spare only listed levels range) <BR>-NAMES (spare everyone) <BR>-NAMES +bob "+my name" etc.. (create name exceptions) <BR>+NAMES (do not spare anyone who has a name) <BR>+NAMES -bob "-my name" etc.. (create name exceptions) <BR>-CLAN (spare anyone, even no clan) <BR>-CLAN +Killers "+Holy Avengers" etc.. (create clan exceptions) <BR>+CLAN (do not spare anyone, even non clan people) <BR>+CLAN -Killers "-Holy Avengers" etc.. (create clan exceptions) <BR>-DEITY (spare anyone, even no deity) <BR>-DEITY +Apollo "+Grothon The Great" etc.. (create deity exceptions) <BR>+DEITY (do not spare anyone, even non deity worshipping people) <BR>+DEITY -Apollo "-rothon The Great" etc.. (create deity exceptions) <BR>-ANYCLASS (spare all multi-class combinations)  <BR>-ANYCLASS +thief +mage +ranger (exceptions, allow any levels) <BR>+ANYCLASS (do not spare all multi-class combinations)  <BR>+ANYCLASS -thief -mage -ranger (exceptions, disallow any levels) <BR>-STR X (spare those with strength greater than X)  <BR>+STR X (spare those with strength less than X)  <BR>-INT X (spare those with intelligence greater than X)  <BR>+INT X (spare those with intelligence less than X)  <BR>-WIS X (spare those with wisdom greater than X)  <BR>+WIS X (spare those with wisdom less than X)  <BR>-CON X (spare those with constitution greater than X)  <BR>+CON X (spare those with constitution less than X)  <BR>-CHA X (spare those with charisma greater than X)  <BR>+CHA X (spare those with charisma less than X)  <BR>-DEX X (spare those with dexterity greater than X)  <BR>+DEX X (spare those with dexterity less than X) <BR>+-ADJSTR...ADJCON (Same as above, but uses current values) <BR>-AREA (spare in all areas) <BR>-AREA "+my areaname" etc.. (create exceptions) <BR>+AREA (do not spare any areas) <BR>+AREA "-my areaname" etc.. (create exceptions) <BR>-HOME (spare in all home/beacon areas) <BR>-HOME "+my home/beacon areaname" etc.. (create exceptions) <BR>+HOME (do not spare any home/beacon areas) <BR>+HOME "-my home/beacon areaname" etc.. (create exceptions) <BR>-ITEM "+item name" etc... (spare only those with an item name) <BR>-WORN "+item name" etc... (spare only those wearing item name) <BR>-EFFECTS (spare anyone, even no effects) <BR>-EFFECTS +Sleep "+Wood Chopping" etc.. (create name exceptions) <BR>+EFFECTS (do not spare anyone, even non effected people) <BR>+EFFECTS -Sleep "-Wood Chopping" etc.. (create name exceptions) <BR>-SKILLS (spare anyone, even those with no skill) <BR>-SKILLS +Spell_Sleep(75) etc.. (create exceptions with proficiency) <BR>+SKILLS (do not spare anyone, even non skilled people) <BR>+SKILLS -Spell_Sleep(75) etc.. (create exceptions with proficiency) <BR>-MATERIAL "+WOODEN" etc.. (&lt;WORN> only items of added materials) <BR>+MATERIAL "-WOODEN" etc.. (Do not &lt;WORN> items of subtracted materials) <BR>-RESOURCES "+OAK" etc.. (&lt;WORN> only items of added resources) <BR>+RESOURCES "-OAK" etc.. (Do not &lt;WORN> items of subtracted resources) <BR>-JAVACLASS "+GENMOB" etc.. (&lt;WORN> only objects of added java class) <BR>+JAVACLASS "-GENITEM" etc.. (Do not &lt;WORN> objs of subtracted classes) <BR>-RESOURCES "+OAK" etc.. (&lt;WORN> only items of added resources) <BR>+RESOURCES "-OAK" etc.. (Do not &lt;WORN> items of subtracted resources) <BR>-ABILITY X (spare those with magical ability less than X)  <BR>+ABILITY X (spare those with magical ability greater than X) <BR>-VALUE X (spare those with value or money less than X)  <BR>+VALUE X (spare those with value or money greater than X) <BR>-WEIGHT X (spare those weighing less than X)  <BR>+WEIGHT X (spare those weighing more than X) <BR>-ARMOR X (spare those with armor bonus less than X)  <BR>+ARMOR X (spare those with armor bonus more than X) <BR>-DAMAGE X (spare those with damage bonus less than X)  <BR>+DAMAGE X (spare those with damage bonus more than X) <BR>-ATTACK X (spare those with attack bonus less than X)  <BR>+ATTACK X (spare those with attack bonus more than X) <BR>-WORNON "+TORSO" etc.. (&lt;WORN> only items wearable on added locs) <BR>+WORNON "-NECK" etc.. (Do not &lt;WORN> items wearable on subtracted locs) <BR>-DISPOSITION "+ISHIDDEN" etc.. (&lt;WORN> only with added dispositions) <BR>+DISPOSITION "-ISHIDDEN" etc.. (Do not &lt;WORN> only with sub disp) <BR>-SENSES "+CANSEEDARK" etc.. (&lt;WORN> only those with added sens.) <BR>+SENSES "-CANSEEDARK" etc.. (Do not &lt;WORN> those with subtracted sens.) <BR>-HOUR +X (spare always, unless the hour is X)  <BR>+HOUR -X (spare those only when the hour is X) <BR>-SEASON +FALL (spare those only when season is FALL)  <BR>+SEASON -SPRING (spare those whenever the season is SPRING) <BR>-MONTH +X (spare those only when month number is X)  <BR>+MONTH -X (spare those whenever the month number is X)-DAY +X (spare those only<BR>when day number is X)  <BR>+DAY -X (spare those whenever the day number is X)-WEATHER +DROUGHT (spare<BR>those only when weather is DROUGHT)  <BR>+WEATHER -BLIZZARD (spare those whenever the weather is BLIZZARD) <BR>-SKILLFLAG (spare anyone, even those with no skills) <BR>-SKILLFLAG +ENCHANTMENT etc.. (create exceptions to -skillflag) <BR>+SKILLFLAG (do not spare anyone, even non skilled people) <BR>+SKILLFLAG -ENCHANTMENT etc.. (create exceptions to +skillflag) <BR> </pre>
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