& @program2 As you can see, this command basically takes what a user types at the prompt, stuffs it into %0 in the code in <obj/attr>, and then triggers that attribute. Note that when @program triggers an attribute, the enactor of that triggered attribute is <player>, and is inserted into %#. r-registers are preserved when @program triggers an attribute. An optional message, <prefix>, may be specified and will be output before the @program prompt. This is useful for telling the user what information they need to supply. A player caught in @program may send a command through to the normal command processor at the @program prompt by prefixing it with the '|' character, for example, '|WHO'. See also: @quitprogram