For every entry in this database, I will attempt to explain to the fullest degree possible the various ways every mobprog command, trigger, and ifchk works in the Cleft of Dimensions. If you're just a tourist, check out some examples
Mobprogs are the biggest use of CPU time for the Cleft of Dimensions. Because of this, builders are encouraged to design and write progs with efficiency in mind. Below are some guidelines to follow:
- Random progs attempt to execute on every game tick. Because of this, they should be small and efficient.
- It is vastly more efficient to give a mob a 'random 50' prog, than a 'random 100' prog that begins with 'if rand 50'.
- The same is true of any prog trigger with a percentile parameter!
- A 'schedule all' prog will only attempt to execute every minute instead, if that's acceptable.
- A delay prog that re-sets the acting mob's delay, can also be used instead of a random prog, as long as the initial delay amount is set by a spawn prog or some other method.
- It is vastly more efficient to give a mob a 'random 50' prog, than a 'random 100' prog that begins with 'if rand 50'.
- The 'break' command will end prog execution immediately.
- In a vnum-stacked prog, put the most frequent users first, and end those blocks with a 'break'. Without a break, the rest of the prog will still be parsed!!
- "Vnum Stacking" is a method of using one mprog vnum on multiple mobs by making blocks of code within 'if vnum $i == ####' checks.
- This can conserve vnums within an area, but in exchange makes each vnum-stacked prog less efficient to process.
- Avoid vnum stacking random progs, or other progs that are called frequently, like delay or schedule.
- The 'mobexists' and 'objexists' ifchecks with words are the least efficient in the entire mobprog language, despite efforts to speed them up.
- This is because they must compare their input string to every single name component of every single mob/obj in the entire world.
- Both of these ifchecks can be used with a vnum instead. This is MUCH, MUCH faster, because it doesn't actually count anything; mob and object index data keep track of what's been loaded and unloaded!
- This doesn't mean these ifchecks are off limits! Just avoid using them on progs that run frequently.
- Update_always mobs will execute all their progs even when a player is not in the area.
- However, when a player leaves an area, it stays active for several minutes anyway.
- Areas are also active for several minutes when the game first boots up.
- Because of this, you probably don't need update_always on your mob unless it's running schedule progs.
- Update_always and random progs are a bad mix that I will scold you for.
- Schedule, delay, and random progs WILL NOT execute if the mobile is fighting, UNLESS the mob is also flagged as update_always
rand if rand 30 - if random number between 1 and 100 is < 30 exists if exists $n - does $n exist somewhere This check is for use with variables, not names ishere if ishere $q - is $q in this room? mobexists if mobexists 1233 - is there mob vnum 1233 somewhere if mobexists fido - is there a fido mob somewhere !!! WARNING !!! this is cpu-intensive. use a vnum instead if possible! if mobexists 5.2839 - are there at least 5 mobs of vnum 2839 anywhere objexists if objexists 1233 - is there obj vnum 1233 somewhere if objexists sword - is there a sword obj somewhere !!! WARNING !!! avoid this too, for the same reasons if objexists 500.sword - are there at least 500 swords in the entire world? !!! and this mobhere if mobhere fido - is there a 'fido' mob in this room? if mobhere 1233 - is there mob vnum 1233 in this room? objhere if objhere bottle - is there a 'bottle' obj in this room? -can't see in if objhere 1233 - is there obj vnum 1233 in this room? containers isself if isself $n - evaluate equivalence between a character and the acting mob people if people > 4 - does room contain > 4 people players if players > 1 - does room contain > 1 pcs *in event obj progs the player doesn't count in if players checks mobs if mobs > 2 - does room contain > 2 mobiles clones if clones > 3 - are there > 3 mobs of $i's vnum here duplicates if duplicates $n > 3 - are there > 3 mobs of $n's vnum here order if order == 0 - is mob the first in room hour if hour > 11 - is the time > 11 o'clock Sunrise occurs at 6am (hour 6) Sunset occurs at 6pm (hour 18) day if day > 0 - is today not the first day of the week 0 - Mana Holy Day 1 - Luna Day 2 - Salamando Day 3 - Undine Day 4 - Dryad Day 5 - Jinn Day 6 - Gnome Day sky if sky > 2 - is the sky rating > cloudy 0 - dry 1 - cloudless 2 - cloudy 3 - raining 4 - lightning wind if wind > 2 - is the wind rating > breeze 0 - stale 1 - none 2 - breeze 3 - windy 4 - gale sector if sector $i == 5 - sector check 0 - inside 1 - city 2 - field 3 - forest 4 - hills 5 - mountain 6 - swim 7 - noswim 8 - unused 9 - air 10 - desert 11 - rock 12 - road 13 - enter 14 - snow 15 - swamp 16 - jungle 17 - ruins 18 - mount2 19 - coastal 20 - developed 21 - void 22 - lava ispc if ispc $n - is $n a pc isnpc if isnpc $n - is $n a mobile isgood if isgood $n - is $n good isevil if isevil $n - is $n evil isneutral if isneutral $n - is $n neutral isimmort if isimmort $n - is $n immortal ischarm if ischarm $n - is $n charmed */ isfollow if isfollow $n - is $n following someone isactive if isactive $n - is $n's position > SLEEPING isdelay if isdelay $i - does $i currently have a delay counter isvisible if isvisible $n - can mob see $n isfighting if isfighting $n - fighting check hastarget if hastarget $i - does $i have a valid remembered target istarget if istarget $n - is $n mob's remember target affected if affected $n blind - is $n affected by blind affected2 if affected2 $n frenzy - (second set of affects, see mob template for list) shielded if shielded $n charge - is $n shielded by charge act if act $i sentinel - is $i flagged sentinel act2 if act2 $i noattack - is $i flagged noattack off if off $i berserk - is $i flagged berserk imm if imm $i fire - is $i immune to fire vuln if vuln $i electricity - is $i vulnerable to electricity res if res $i cold - is $i resistant to cold carries if carries $n sword - does $n have a 'sword' if carries $n 1233 - does $n have obj vnum 1233 - (doesn't check to see if wearing, ONLY if in inventory) wears if wears $n lantern - is $n wearing a 'lantern' if wears $n 1233 - is $n wearing obj vnum 1233 upon if upon $n motorcycle - is $n riding/using as furniture a 'motorcycle if upon $n 1233 - is $n riding/using as furniture obj vnum 1233 has if has $n weapon - does $n have obj of type weapon uses if uses $n armor - is $n wearing obj of type armor pos if pos $n standing - is $n standing name if name $n puff - is $n's name 'puff' clan if clan $n 'tuna' - does $n belong to clan 'tuna' race if race $n dragon - is $n of 'dragon' race class if class $n wizard - is $n's class 'wizard' subclass if subclass $n > 0 - subclass check skill if skill $n 'big boo' - does $n have the big boo skill skillchk if skillchk $n 'fire' > 90 - character's skill percentage check objtype if objtype $o scroll - is $o a scroll type obj quest if quest $n nerb1 - is quest flag nerb1 toggled for $n remort if remort $n > 1 - has $n remorted at least once? (New characters start at "if remort == 1"; first remort is at "if remort == 2") brief if isbrief $n - does $n have 'brief' toggled? *only works for players vnum if vnum $i == 1233 - virtual number check room if room $i == 1233 - room virtual number roomaff if roomaff sandstorm - room affect check ('? roomaff' in editor to see valid flags) roomflag if roomflag dark - room flag check ('? room' in editor to see valid flags) align if align $n < -1000 - alignment check level if level $n < 5 - level check if level $o == 0 - works on objects too sex if sex $i == 0 - sex check 0 - none 1 - male 2 - female 3 - (unused) 4 - plural 5 - spivak innate if innate $n == 1 - innate check 0 - None 1 - Water 2 - Moon 3 - Wood 4 - None (Don't use) 5 - Wind 6 - Earth 7 - Fire size if size $n < 2 - size check 0 - tiny 1 - small 2 - medium 3 - large 4 - huge 5 - giant counter if counter $i >= 6 - mob counter check money if money $n > 500 - money check (in silver) objval0 if objval0 $o > 1000 - object value checks 0-4 (check object type in oedit for relevant variables) objval1 -for money in bribe triggers use objval0 for silver and objval1 for gold objval2 objval3 objval4 objcost if objcost $o >= 50 - cost of the obj in silver objweight if objweight $o < 100 - weight of the obj in 1/10lbs objextra if objextra $o glow - does $o have glow objextra2 if objextra2 $o unique - is $o unique objextra3 if objextra3 $o owned - is $o owned objcond if objcond $o > 50 - object condition value check if objcond pie > 50 grpsize if grpsize $n > 6 - group size check -a solo player is a group size of 0 -all pets and charmies count toward group size -they don't count if they aren't in the room with the target str if str $n > 13 - strength check int if int $i < 18 - intelligence check wis if wis $q == 25 - wisdom check dex if dex $f >= 8 - dexterity check con if con $g <= 20 - constitution check hpchk if hpchk $n < 15 - hit point check hpcnt if hpcnt $i > 30 - hit point percent check mpchk if mpchk $i > 8 - mana point check mpcnt if mpcnt $i > 50 - mana percentage check mvchk if mvchk $i > 25 - movement point check drunk if drunk $n >= 5 - drunkenness check khcount if khcount $n > 30 - did $n kill more than 30 things? khexists if khexists $n 1234 - did $n kill a mob of vnum 1234? enchant if enchant $o > 10 - does $o have a total enchantment modifier of more than 10? NOTE: armor enchants are negative IFCHKS can be used with 'or', 'and', and 'else'. Ex: -NOTE: 'else' can be combined with 'or' and 'and' ifchks. if room $i >= 500 - is the room vnum both greater than or equal to 500 and less than or equal to 1000? and room $i <= 1000 i.e. between 500 and 1000, including both 500 and 1000. if dex $n > 12 - are $n's dex AND str both greater than 12? and str $n > 12 if hour >= 18 - is the hour later than 6pm or earlier than 6am? or hour <= 6 i.e. is it between 6pm and 6am, including both 6pm and 6am. *'or' must be used for this type of 'evening' check because the numbers don't circle like a real clock - it can't be both greater than 18 and less than 6. if class $n thief - is $n a thief OR a warrior? or class $n warrior if uses $n weapon - does $n have an object type of 'weapon' equipped? mob exitpermit yes: they may pass through. else say You need a weapon first! no: mob says You need a weapon first! endif -If you want to get REALLY in-depth, you can use both 'and' & 'or' in a prog, too! if affected $i haste or affected $i slow and shielded $i zombie say I have either haste or slow, and I definitely have zombie! else say I might have any one of haste, slow, or zombie, I might have haste AND slow without zombie... say Or I might just have none of the above! endif if carries $i apple and carries $i sword or carries $i dagger say I have an apple for sure, and either a sword or a dagger! else say I have neither an apple and a sword, nor an apple and a dagger. say But I might have an apple and no weapon, or both weapons... or nothing! endif Just be sure to watch the order of your ifchecks, it can make the difference between a working prog and a malfunctioning one! Every if needs an endif. 'Or', 'and', and 'else' do not require additional endifs.
There are two types of variables that are used in mobprogs. There is a limited set of variables than can be used with ifchecks, and there is a far more diverse set of variables than can be used with everything else. Additionally, there are variables outside of mobprogs that deal with items such as gender, but those are covered by the general variables listed below and are outside the scope of this document anyway. The variables listed below are in alphabetical order.
$c the current combat target of the remember target $d random player-targetable entity $D random charmie or pet $f the pet of the mob remember target $g the master of the mob remember target $h random player or charmie or pet $i the acting mob itself $n the target of the mob $o the target object of the mob $p the secondary target object of the mob (act trigger only)* $q the mob remember target $r random character in room $t the secondary target of the mob (act trigger only)* $u the mob remember target of the mob remember target $y the original actor in a chain of event progs These codes return numbers instead of a mob or object target:
$a the amount of last successful mob damage $B the level of the mob remember target $z the counter of the acting mob
For use in event mprogs: $n is the targetted mob or player $o is the targetted object $i is the acting player $p is the actual event item being activated $y will always refer to the person using the event item (useful when the event forces other mobs) $n and $o cannot exist at the same time in an event mprog players are considered to be vnum 0 when using a 'vnum $i' check.
$a the numerical damage amount of the last successful Mob Damage $A the name of the mob's object target, without quotes $b the race (for PCs) or shortdesc (for mobs) of the mob's remember target $B the level of the mob's remember target $c the name of the current combat target of the mob's remember target $C the short desc of the current combat target of the mob's remember target $d the name of a random player-aligned mobile (i.e. pet or charmie) in the room $D the name of a random player-targetable mobile or PKable player in the room $e the subject pronoun of the mob's target $E the subject pronoun of the mob's secondary target* $f the name of the pet of the mob's remember target $F the short desc of the pet of the mob's remember target $g the name of the master of the mob's remember target $G the short desc of the master of the mob's remember target $h the name of a random player OR player-aligned mobile in the room $i the name of the acting mob $I the short desc of the acting mob $j the subject pronoun of the acting mob (he/she/it) $J the subject pronoun of a random character $k the object pronoun of the acting mob (him/her/it) $K the object pronoun of a random character $l the possessive adjective of the acting mob (his/her/its) $L the possessive adjective of a random character $m the object pronoun of the mob's target $M the object pronoun of the mob's secondary target* $n the name of the mob's target $N the short desc of the mob's target $o the name of the mob's object target $O the short desc of the mob's object target $p the name of the mob's secondary object target* $P the short desc of the mob's secondary object target* $q the name of the mob's remember target $Q the short desc of the mob's remember target $r the name of a random character $R the short desc of a random character $s the possessive adjective of the mob's target $S the possessive adjective of the mob's secondary target* $t the name of the mob's secondary target* $T the short desc of the mob's secondary target* $u the name of the mob's remember target's remember target $U the short desc of the mob's remember target's remember target $X the subject pronoun of the mob remember target $y the name of the original user of an event item, because $i can change in different force/call contexts $Y the object pronoun of the mob remember target $z the counter of the acting mob $Z the possessive adjective of the mob remember target $$ an actual dollar sign symbol, in case you needed that
|Name||Short Desc||Subject Pronoun||Object Pronoun||Possessive Adjective|
|For Targetting||For Echoing||He/She/It||Him/Her/It||His/Her/Its|
|Mob Remember Target||$q||$Q||$X||$Y||$Z|
|Remember Target's Pet||$f||$F|
|Remember Target's Master||$g||$G|
|Remember Target's Remember Target||$u||$U|
- The secondary target variables are a bit odd. Basically, they only work when a target or mob is related indirectly to the mob. For example, if Griswald opened a box and the mob had an act prog execute on that, the box would be $p. Or if Griswald parried Ami's attack and the mob had an act prog execute on that, Ami would be $t. $p and $t cannot exist at the same time.
The commands are grouped logically, not alphabetically. Commands that serve a similar purpose are grouped together, since I thought it would be more helpful that way. Every command has the appropriate syntax listed under it. Stuff in <brackets> denotes necessary parameters, stuff in [brackets] denotes unnecessary parameters. A synopsis of every command is listed as well. At the bottom of every entry I list examples of every command's usage.
A list of examples is given for each command. Every command has up to five basic examples and a further list of advanced usages for the command. In general, I try to draw no more than one example from each area, unless a given area has two or more distinctly different advanced usages of a command. The examples can be accessed via mpdump.
This command will immediately stop the mobprog. Nothing else below a 'break' statement will be processed. This is often used to stop a prog short when one thing happens, so that later events in the same prog will not happen. It's commonly used in vnum-stacking.
Examples: 451, 456
- mob echo <string>
This command sends a text message to every player in the room. It is the basic command to output whatever you want via mobprogs. There are many more specialized versions of this command, all of which are listed below. Oftentimes echo is a better choice than having a mob say or emote something.
Examples: 1362, 2206, 2553, 1161, 4715
- mob echoat <target> <string>
This command will echo a message to the specific player targetted in the room and no one else. In combination with the echoaround command, this can allow for messages that simulate real commands. Usually the echo command is preferable, but echoaround combined with echoat can allow for the distinction between "you" and "$n" in messages. Echoat is useful in events such as someone being telepathed to, or if you just want to hide a certain message from other players in the room.
Examples: 1072, 33, 152, 1502, 3007
- mob echoaround <target> <string>
This command will echo a message to every player in the room with the exception of the target. In combination with the echoat command, this can allow for messages that simulate real commands. Usually the echo command is preferable, but echoaround combined with echoat can allow for the distinction between "you" and "$n" in messages. Echoaround is generally useful when you want to hide certain messages from the target player.
Examples: 1462, 4001, 4807, 3129, 4072
- mob asound <string>
This command is similiar to echo. Unlike echo, however, asound will echo a message to every room that the mob's current room has an exit to - i.e., the surrounding rooms. What's interesting about asound is that it doesn't echo to the room the mob is in, only adjacent ones. It will echo through doors, but will not echo through portals or one-way exits leading INTO the mob's room.
Examples: 4017, 5683, 2217, 5494, 2714
- mob zecho <string>
This command is a more powerful version of echo, echoing a message to every player in the mob's current area. Staff will get a "mob echo>" in front of every zecho message, but players won't. The applications of this command are pretty straightforward, and they can easily add some flavor to your area.
Examples: 1035, 1003, 182
- mob gecho <string>
This command is a more powerful version of zecho, echoing a message to every player in the MUD. There probably aren't that many times anybody would want to use this, but it's a powerful command and it's there. Staff will get a "mob echo>" in front of every gecho message, but players won't.
- mob goto <location>
This command transfers the mobile from the current room to another. The location parameter takes many different arguments. When given a number, goto will transfer the mob to the given room number. When given any single word, goto will transfer the mob to the first relevant mob or object in the world. In this case, only exact keywords are allowed, partials are not accepted. An interesting fact about goto is that it stops the mob's combat during the transfer, so it acts like a localized mob peace. Also, use of the goto command can disguise a mob's death cry - shown in the examples below. Mob goto can transfer through safe or no_mob room flags and can move sentinel mobs.
Examples: 4004, 2712, 3116, 1021, 5555
Adv. Examples: 2115, 4069, 1212, 1549, 2262, 71, 4851, 1053, 187, 733
- mob transfer <target> [location]
This command transfers the target to the given location. The location can be a room vnum or a single *exact* keyword for a given mob or object. If location is omitted, the command will transfer the target to the room the mob is in. The target can be any mob or player in the world. Mob transfer can also transfer "all," which will move all characters in the mob's room. Mob transfer can transfer through safe or no_mob room flags and move sentinel mobs.
Examples: 1452, 4014, 2708, 4854, 1714
- mob transfer <target> [location]
This command works just like transfer, except it transfers everyone in the target's group as well as the target. However, you cannot gtransfer all. Besides that, it is entirely identical to transfer.
- mob mload <vnum>
This command loads a mob with the chosen vnum into the same room as the acting mob. It can load mobs from any area and into any room with no restrictions. It only takes vnums as a parameter - you cannot mload specific words. While the command appears straightforward, it can be used creatively.
Examples: 1206, 1453, 39, 3119, 154
Adv. Examples: 2729, 2262, 4076, 1404, 4849, 1563, 1003
- mob oload <vnum> [level] [R] [W]
This command loads an object with the chosen vnum into the inventory of the mobile. If the item cannot be taken into inventory, it is generated on the floor. "R" will send the object to the room, and "W" will make the mob wear the object, if possible, instead of placing it in inventory. The [level] and [R] or [W] parameters are not necessary to use mob oload, but in order to load something into the room or equipped onto the mob using R or W, the level parameter has to be defined, as well. However, the function of altering the level of the loaded object is defunct, so it's typical to simply use '0 R' or '0 W' to load objects in these ways. What's great about loading objects is that they can be used as "counters" in mobprogs, illustrated in some examples below.
Examples: 1475, 1360, 3126, 2381, 2127
Adv. Examples: 2232, 178, 5670, 4818
- mob mclone <target>
This command creates a perfect duplicate of a target mobile, including any modifications to it, such as restring/face fields, equipment, inventory, affects, etc. It cannot clone PCs.
- mob oclone <target> [I]
This command creates a perfect duplicate of a target object, including any modifications to it, such as restringed fields, affects, etc. By default, it will load the cloned object into the room, regardless of where the original object was. "I" can be added to the command to force the new object to appear in the mob's inventory instead.
- mob otransfer <target> <location>
This command transfers an object to a given location. The target object can be in the room, in the mob's inventory, or part of the mob's equipment. The location parameter can be a room vnum or an *exact* argument for a mobile or object anywhere in the world. Unlike the regular transfer command, the location is mandatory. Unfortunately, no matter what the location is, the target object will always transfer to the room the location is in, never the actual character specified. NOTE: items inside containers cannot be otransfered, but ifchks can see them.
- mob purge [target]
This command can delete items or mobiles from the room the mob is in. It has powerful and versatile purposes. Mob purge without a parameter will purge all mobs and items in the room that lack the nopurge flag. Mob purge with a target can purge any mobile in the room or any object in the room or in the mob's inventory or equipment. Mob purge will never purge player characters. A mob can "mob purge self," but do so sparingly - it appears to be able to crash the MUD at times. When you do use "mob purge self," try to place it as close to the end of mobprogs as possible. For extra security, always place 'break' right after a mob purge self command.
Examples: 53, 3149, 4829, 1581, 710
Adv. Examples: 1005, 3123
- mob junk <item>
This command can destroy any item the mob has in inventory or is wearing as equipment. The <item> parameter is very versatile. You can junk all, or junk 'all something', or just junk a specific item. It works just like the get command in this regard. It also takes variables such as $o. Mob junk cannot junk items on the ground or items in a player's inventory. NOTE: items inside containers cannot be junked, but ifchks can see them.
Examples: 1476, 2109, 1360, 2710, 4886
Adv. Examples: 3146, 2216, 4015, 2387, 727, 1009, 1212, 5491, 3113
- mob remove <target> <vnum/name>
This command removes the given object from the target's inventory or equipment. The target must be in the same room as the mob. The vnum parameter specifies the vnum of the object to be removed from the target. Mob remove will only remove one object each time it is used, even if the player is carrying multiple of that object vnum. Mob remove can also take a name argument, but be incredibly diligent when using this as it could potentially remove a different object that shares a name keyword. (For example, do not 'mob remove $n sword' because it will almost certainly not remove the item you intend!) Alternately, all can be used instead of a vnum - this will remove every object the target has. (Don't do this to players!) Removed objects are completely destroyed, not dropped to the floor or given to the mob. This means be careful when using it. Do not 'mob remove' things from players' inventories without good reason.
Examples: 1027, 4829, 1314, 1162, 5556
- mob flee
This command causes the mob to instantly run to an adjoining room. It only works if the mob is not currently fighting (simply use 'flee' for this). The mob will not flee through closed doors or into no_mob rooms, and it will not flee into the same room as it started in (via looped exits). It will cause a normal 'leaves east' type echo. The way it works is that the mob tries, six times, to run in a random direction. If at the end of those six attempts it hasn't found a valid exit, the mob does nothing. Because of this, mob flee is more likely to work in rooms with more exits than rooms with fewer exits.
- mob kill <target>
This command will force the mob to attack the target. The target parameter can be either a variable like $n or an actual name like goomba. It ignores almost all of the restrictions the regular kill command has - for example, a mob can attack a person who is already fighting someone else, or it can attack through a safe room. Here are the only restrictions: the target must be in the same room as the mob, the mob can't attack itself, and charmed mobs can't attack their masters. When your mobile absolutely must attack someone, you want to use this instead of the regular kill command.
Examples: 4700, 1456, 2712, 3123
Adv. Examples: 1514, 2352, 3014, 1060, 161, 172
- mob assist <target>
This command works similarly to kill. It functions somewhat differently than the regular assist command. Mob assist will force the mob to attack whoever the target is fighting with. The target parameter can be either a variable like $n or an actual name like goomba. It does not relieve the target of fighting, it merely draws the mob into the fray. Mob assist will attack under any circumstances unless: the target isn't in the same room as the mob, the mob is trying to assist itself, the target is not fighting, or the mob is already fighting.
Examples: None. This command is not mentioned in the standard mprog documentation.
- mob hit <target>
Similar to Kill and Assist, this command causes the mob to attack the target. However, it doesn't care if the actor is already fighting -- this makes it useful for simulating special attacks.
- mob peace
This command stops all fighting in the same room as the mob. It works exactly like the staff command of the same name. Besides furthering the cause of pacifism, it's ideal for creating a gap in the fighting to execute commands that can't be done while fighting, then resuming the brawl. Additionally, it's a helpful command to use with inert or passive mobs.
Examples: 5669, 4001, 3014, 172, 3139
- mob skill <command>
This command allows the mob to execute almost any skill. The given command is parsed like a regular command, except that, when this command is executed, the mob is treated as having 75% adequacy in all skills in the game. Therefore, skills that are normally forbidden to mobs can be used with the mob skill command. By using the adept and inept act2 flags, the proficiency of the mob at skills can be increased or decreased by 25%.
- mob damage <target> <min> <max> [damtype] [lethal] [safe] [percent]
This command directly damages the target. This will work when the mob is not in combat and will not initiate combat. The target can be any character in the same room as the mob, or it can be all, which targets all characters in the room. Mob damage does a random number of hitpoints damage between min and max. Min and max are not dice, they are a flat range. Mob damage can do negative damage, which will heal the target - however, mob damage will not send the target's hp above maximum. Note that healing this way ignores zombie status, distribute, etc.
Damtype specifies what damage type to use in respect to resistances and vulnerabilities. It can be any damage type you see with "? imm" in medit. A given mob damage can only have one given damtype.
If you type "lethal" at the end of the command, the mob damage can kill the target. Otherwise, the target's hp will not drop below 0. [damtype] and [lethal]'s positions in the command are interchangeable. If you type "safe" at the end of the command, the mob damage will not hurt characters in the same group as the mob; however, this is only relevant to "all" mob damages.
The "percent" keyword changes the min and max from a damage quantity into a percentage of the target's maximum HP. It will not do more damage than the target's current HP, however.
Examples: 4061, 4831, 1704, 1532
- mob damecho "message to target" "message to room" <target> <min> <max> [damtype] [lethal] [safe] [percent]
This command is extremely similar to 'mob damage' but allows echoes to the target and the room the target is in, with a number on the end for damage. This command will initiate combat, unlike mob damage.
- Because the message strings are parsed by the mprog interpreter BEFORE being passed to the damage_next() function, $ variables will not work as expected when using the 'all' parameter. To show each actual victim's short desc in the "message to room", use the unintuitive $$N (with two dollarsigns) instead of $n.
- mob cast <spell> [target]
This command allows a mob to cast any of the spells normally available to players. The spell parameter takes an argument, and you'd type in given spell there just like you would with the regular cast command. The target can be any mob or object in the room or mob's inventory, or, depending on the spell, no target at all. Mob cast costs no mana. You'll usually want to pair this command with a mob echo for more flavor.
Examples: 4001, 2203, 4838, 301, 4716
- mob mana <target> <min> <max>
This command drains mana from the target. It works in a similar fashion to mob damage, but it is less complex. The target can be any character in the same room as the mob, or it can be "all," which targets all characters in the room. Mob mana does a random number of mana damage between min and max. Min and max are not dice, they are a range. Mob mana can drain negative mana to cause restoration, but it will not give more mana than a character has max. Likewise, it will never send mana below 0. Mob mana $i commands are an excellent way to make realistic spellcasting for mobs, especially when combined with mob cast and mob damage commands, in addition to the mpchk ifchk.
Examples: 3139, 2748, 169, 701. This command is unique to CoD.
- mob award <target> <type> <value> [scaled]
This command can award various points to the target. It works almost exactly like the staff command of the same name. The target argument can be any character in the world, but cannot be a mob or a staffer. Below is a chart of type arguments and their relevant range of values:
gold -10000 10000 prac 10 -10 exp -10000 10000 silver -10000 10000 train 5 -5 align -100 100
Use this command sparingly and only as a reward for doing important stuff. It is best used in conjunction with the mob quest command, especially when dealing with experience, practices, or trains.
The 'scaled' argument is optional, which causes awarded experience to scale by 0-200% based on the level difference between target and mob, like XP gained from kills. Please keep in mind to level lock large experience rewards to keep quests relevant to the actual level of their area when not using scaled.
It's possible to use 'mob award $i' but ONLY do this in event progs, where $i is the player.
Examples: 2260, 4022, 1027, 1116, 32. This command is unique to CoD.
- mob advance <target> <value>
This command will advance the target to the specified level. This command MUST be used carefully, as it can reduce the target's level as well. The target can only be a player and not a mob. This command should also be used SPARINGLY as we should not be providing multiple level skips in the game and is mostly intended for use in RARE, PROMO-TYPE event objects and event content. To properly use this command without accidentally over- or under-leveling the player, the following set-up should be used, where the final 'mob counter' is the amount of levels you wish to grant the player:
mob remember $n mob counter $B mob counter 1 mob advance $n $z
- mob quest <target> <+/-/=> <questflag>
This command modifies the value of a quest flag on the target character. Quest flags are unique, hardcoded flags that save whether a mob has completed a certain event or not. Target is an argument and can refer to any player in the world. Mob quest does not work with mob targets. <+/-/=> indicates whether to set or unset the relevant quest flag; + and = are exactly the same. Each area automatically comes with 16 quest flags, regardless of the total vnums of the area, that will use the syntax of [area name]1-16 (without .are) ex. 'truce1'.
Examples: 54, 3113, 2390, 4874, 1596. This command is unique to CoD.
- mob set <target> <skill> <percent>
This command will set a player's skill% in the specified skill or spell. This is usually used to award quest skills at 1%.
Skills that are in a player's class list, but not learned yet, are actually already learned at 1% and will be unlocked for use when the player also meets the level requirement. Mob set'ing them to 2% or higher will make them practicable/usable immediately.
Examples: 823, 8947
- mob petify <target> $i
This command makes the mob using the command the pet of the target. It works almost exactly like the staff command of the same name. Mob petify will not work if the target already has a pet. Mobs can only petify themselves, this command only works with 'self' (variable $i) as the victim.
Examples: 2106, 3196, 700, 707, 715. This command is unique to CoD.
- mob force <target> <command>
This command forces the given target to perform the given command. The target can be anyone in the same room as the mobile, excluding the mobile itself. The target can also be "all," which will affect every character in the room that the mob can see and who is not staff. The command can be any regular command - or if the target is a mob, a mob command - but it cannot be an ifcheck. This can be a very powerful command.
Examples: 5660, 3130, 2710, 3014, 2387
- mob gforce <target> <command>
This command works just like force, except it forces everyone in the target's group as well as the target. The target must be in the same room as and not be the mob. Besides that, it is entirely identical to force.
- mob vforce <vnum> <command>
This command works just like force, except it forces every character in the world of the specified vnum to do the given command. Vnum must be a number. Vforce will not force the mob that executed the command, or players, or characters that are currently fighting. Besides that, it is entirely identical to force.
- mob mforce <target> <command>
This command is similar to force, but it allows a mob to force a player to perform commands that players cannot normally perform, i.e. mob commands. It can only target a single player and not the player's group. It is very useful for a variety of things, as mob commands behave differently than player commands and can allow for interesting mechanics. For example, use mforce to have a player use 'mob oload' for a quest reward, as this bypasses item and weight carry limits, so there won't be any issues having them receive the item.
Examples: None (for now).
- mob at <location> <command>
This command allows a mob to perform any single action at any location on the MUD. It's like using a mob goto, a command, and another mob goto to return all in one command. The location can be a vnum or an *exat* keyword for a mob or object. The command parameter works just like a regular line of code in a mobprog. The <command> can be any regular or mob command, but it cannot be an ifcheck. If you want to perform multiple commands and ifchecks in a remote room, use multiple mob goto statements instead.
Examples: 4073, 1003, 5664, 735, 2387
- mob delay <pulses>
This command sets the delay timer for the mob. The delay timer is measured in pulses - to see how quickly pulses count down, cast a buff spell and see how its timer works (one pulse is about 4 seconds). When the delay timer hits zero, the mob's delay trigger prog will execute, if it has one. Unless a mob has update_always, its delay counter won't tick down unless there are players in the area - staff do not count. So when debugging progs, you may note in mpstat that the delay counter can stagnate. Mob delay is an intensely useful function and requires some thought to figure out. Due to the nature of mob delay, many potential example mobprogs are split up over several progs and are difficult to show here. Note that
Examples: 182, 1005, 1502, 1061, 1806
- mob cancel
This command cancels the mob's delay timer. It sets it to zero and stops the mob's delay triggers from activating. While waiting enough pulses will also let the delay timer reach zero, that will make the mob's delay triggers activate. This will not.
Examples: 4011, 1009
- mob remember <target>
This command stores the name of a target in the mob's memory. Target is one argument and can be either a name or a variable. The target can be anywhere in the world. Once remembered, the target's name is stored as $q for the mob and will remain until a mob forget command, a new mob remember, or the mob's death. Mobs will remember players through player deaths, but will forget a player when that player logs out. A mob's memory can be seen with mpstat. If a mob has no target, it will remember the first person who walks into the room with it - note this, as it can cause problems for some mobprogs. Due to the nature of mob remember, many potential example mobprogs are split up over several progs and are difficult to show here.
Examples: 4065, 1211, 1053, 1015, 160
- mob forget
This command empties the mob's memory. It is the opposite of mob remember and almost always appears accompanying it. Besides mob forget, the only way to clear mob memory is to kill the relevant mob (although you can always store a new target to mob memory with a new mob remember).
Examples: 738, 1501, 3142, 5508, 2727
- mob call <vnum> [victim] [obj1] [obj2]
This command executes a mobprog subroutine. Essentially, when you put in a mob call command, the MUD goes into the mobprog of the given vnum and executes it. Once the sub-prog finishes, the main prog continues as normal. Victim, obj1, and obj2 are optional parameters that specify what $n, $o, and $p are in the subroutine, respectively. If they are left out, the subroutine will execute with $n, $o, and $p set to null. If you want these variables to be null, just type null in the appropriate fields. Victim, obj1, and obj2 will look for mobs or objects in the same room as the mob. A mobprog can call itself recursively, but the MUD will stop such infinite loops after 5 recursive calls. IMPORTANT: Even if there is a break inside of a called prog, this only breaks the called prog. The original prog will still continue afterwards. Do not add a 'mob purge self' or any other potentially crashy command in a called prog unless there is an additional break within the main prog right after the called prog.
Examples: 1368, 47, 1400, 2395, 5661
- mob counter <value OR 'zero'>
This command allows basic addition and subtraction operations to be performed on a variable stored on a mob. An ifcheck exists to take advantage of the command (if counter). The value parameter can be either positive or negative to perform either addition or subtraction. The word 'zero' sets the counter to zero.
Examples: 21, 22
- mob face <long/short/name> <string>
This command changes the mob's long or short desc, or name, to whatever is specified.
- mob flag <victim> <flag type> <flag> +/-
The Flag command can modify the act, act2, affect, shield, imm, resist, vuln, and off flags of a mob. A mob can use this command to change its own abilities on the fly.
- mob sdamage ??? ???
Appears to be an uncoded solution to the problem that the $a flag fixed.
- mob spawn <victim> <room vnum>
The Spawn command will change the target's recall point to the specified room vnum.
- mob rescue <victim>
The Rescue command works as the Rescue skill does, but without the restrictions on grouping or any skill checks.
- mob exitpermit
Exitpermit allows mobs with exit progs to allow the character through the exit normally, instead of requiring transfer commands or other sneaky tricks.
- mob asset <victim> <art/sound> <file> [duration in beats]
The Asset command is used for enhanced asciiart and sound functions using the Project Tuna client. For advanced usage, see Project_Tuna#Mob Asset.
Examples: 10289, 12002
- mob oset <object name> <field> <value>
Fields: name(a), short(a), long(a), level(#), wear(a), extra(a), extra2(a), extra3(a), condition(#)****, weight(#), cost(#), timer(#), value0(#), value1(#), value2(#), value3(#), value4(#) or v0-v4
- condition is not oset into a true value but adjusted ex: mob oset $o condition -20 will reduce its condition by 20 regardless of its previous condition.
Value: (a) = requires a string or bit/flag name in place of value (#) = requires a numerical value
Mob oset will only target objects in the mob's inventory or in the same room as the mob.
- mob mset <target> <field> <value>
Fields: str(#), dex(#), sex(a/#), level(#), maxhp(#), hp(#), maxmana(#), mana(#), maxmove(#), move(#), alignment(#), damtype(a), hitroll(#), damroll(#), magroll(#), saves(#), dicecount(#), dicetype(#), acbash(#), acslash(#), acpierce(#), acexotic(#)
This command seems to be incompletely implemented. Mobs can currently only mset themselves, but can be mob forced by other mobs to mset themselves.
- See Oset_and_mset_tips_and_tricks for more information
- mob rset <field> <value>
This allows a mob to temporarily edit the room they are standing in. These changes should not save through copyovers or crashes.
Available fields: name <string>, desc <string>, heal <value>, mana <value>, xpos <value>, ypos <value>, sandstorm <duration>, blizzard <duration>, frostveil <duration>, darkness <duration>, flash <duration>, firetrap <duration>
- There is a 500-ish character limit to 'mob rset desc <string>'.
- mob addlag <target> <value>
This command adds pulses of lag to a player (in which they can not act or move at all). Allowed value is anywhere from 1 to 100. Useful for keeping players still during a story scene or if mobs need to perform their actions without player interruption.
- mob clan <target> <clan>
This command allows a mob to add a player to a clan instead of requiring an Immortal's assistance. The clan must already be created, however.
- mob mforce <target> mob pretitle self <pretitle>
This command allows a mob to set a player's pretitle instead of requiring an Immortal's assistance. Technically a mob can only set their own pretitle to avoid setting someone else's pretitle by mistake, so this syntax causes the mob to force the player to set their own pretitle.
The triggers are listed alphabetically, since there aren't all that many of them and the ones that have a similar purpose have a similar name. Triggers are mostly self-explanatory, so the main use of this section will be to give examples of how the triggers are used in the MUD. Examples of usage will not be given in this section, but I will attempt to describe situations in which the triggers are usable. To see the triggers on any given mob, mpstat them.
- addmprog <vnum> act <phrase>
The act trigger is the most versatile and basic trigger there is. The act trigger reads output directly from the MUD. It will activate when the <phrase> text appears to the mob. This means that act triggers will activate when a mob or player says something, when a mob or player does a social, or when a mob or player does an action (like give or eat or sleep). However, the act trigger will not activate on emotes. Act triggers are case insensitive. If an act trigger includes color codes, as with a color coded object being opened, the act trigger <phrase> itself will require the color codes in order to trigger correctly. Act triggers can use one or more words in <phrase> - to set the phrase as multiple words, surrounded the phrase with "quotation marks." When triggered by someone's speech, the act prog will activate before the <phrase> is actually spoken - making it look out of order. Many mobiles have an act prog with the phrase "talks to you," which triggers on the talk social. This is especially common in towns and with humanoid mobs.
- addmprog <vnum> bribe <amount, in silver>
- addmprog <vnum> damtype <type of damage/"all">
The damtype trigger is activated when a mob receives damage of a particular type. Be aware that multiple-hit attacks such as Pearl, kick, etc. will trigger the prog with every hit. The damtype specified is it's number, not its name:
0 - None* 1 - Bash 2 - Pierce 3 - Slash 4 - Fire 5 - Cold 6 - Electric 7 - Acid 8 - Poison 9 - Negative 10 - Holy 11 - Energy 12 - Mental 13 - Draining 14 - Water 15 - Light 16 - Other* 17 - Harm* 18 - Charm 19 - Sound 20 - Wood 21 - Silver 22 - Iron 23 - Wind 24 - Earth 25 - Dark
- "all" can be also specified to trigger on any damage
- Very, very few attacks use the None, Other, Harm, or Charm damtype to actually deal damage.
- addmprog <vnum> death <percent>
- addmprog <vnum> delay <percent>
The delay trigger is activated when the delay timer for the mob decrements to 0. To set a mob's delay timer, use the mob delay command. The trigger has a <percent> chance of activating when the delay timer hits 0, although in almost every usage of this command, 100 is used for the <percent> parameter. Delay triggers are known to occasionally and randomly not work. Delay timers will only count down if players are currently in the mob's area or have recently been in the area. It is important to note that delay triggers are checked at the same time as schedule and random triggers. A simultaneous schedule trigger activation will override a delay trigger, and a delay trigger will likewise override a random trigger activation.
- addmprog <vnum> exall <exit number/"all">
The exall trigger works exactly like the exit trigger with the difference that the mob does not have to see the target character in order to activate the trigger. For further information, please see the EXIT trigger.
- addmprog <vnum> entry <percent>
The entry trigger is activated whenever the mob walks into a new room. The trigger has a <percent> chance of activating on each mob movement. The entry trigger does not carry a $n target into the mobprog, so, in general, this trigger is not as useful as greet or grall.
- addmprog <vnum> exit <exit number/"all">
The exit trigger is checked whenever a PC tries to exit the mob's room. The trigger will activate whenever a player tries to use <exit number>'s exit. It is important to note that if an exit trigger activates, the player's movement will be cancelled - so if you want a player to be able to move after an exit trigger has been activated on him, you'll need to use the mob transfer or mob exitpermit commands. The exit trigger will only activate if the mob can see the target character. Exit triggers will activate for mobiles as well, so exceptions will have to be made within the prog to avoid this if desired.
The following <exit numbers> collaborate with the indicated exits:
0 - north 1 - east 2 - south 3 - west 4 - up 5 - down 6 - ne 7 - nw 8 - se 9 - sw
- addmprog <vnum> fight <percent>
The fight trigger is checked at the end of each combat round for the mob. The trigger has a <percent> chance of activating each round. Both a hpcnt trigger and a fight trigger can activate in the same combat round. Most mob combat routines are activated with the fight trigger.
- addmprog <vnum> give <object>
The give trigger is checked when an object is given to the mob. When an item of keyword <object> is given to the mob, the trigger activates. The phrase 'all' can be used for <object> to cause the give trigger to activate when any item is given to the mob. In the mobprog triggered by the give trigger, the variable $o represents the object given. It is common practice to design all give triggers with the 'all' phrase and then have specific object keywords checked within the mobprog. This is so that objects can be given back to the character who gave them with the 'give $o $n' statement.
- addmprog <vnum> grall <percent>
The grall trigger works exactly like the greet trigger with the difference that the mob does not have to see the target character in order to activate the trigger. For further information, please see the GREET trigger.
- addmprog <vnum> greet <percent>
The greet trigger is checked whenever a character enters the room that the mob occupies. It has a <percent> chance of activating each time a character enters the room. Note that if several characters enter the room simultaneously, such as when characters travel in a group, the greet trigger will activate for each of the characters. The greet trigger activates for mobiles as well as players, so exceptions must be made within the prog to ignore them if desired. The greet trigger will only activate if the mob can see the target character.
- addmprog <vnum> hpcnt <hp percent>
The hpcnt trigger is checked at the end of each combat round for the mob. The trigger will activate if the mob's hp percentage drops below the <hp percent> level. Both a hpcnt trigger and a fight trigger can activate in the same combat round. Hpcnt is frequently used as an easy way to activate mob desperation attacks.
- addmprog <vnum> kill <percent>
The kill trigger is checked when someone initiates combat with the mob. The trigger has a <percent> chance of activating whenever someone initiates combat with the mob. This trigger only activates when someone attempts to kill the mob when it was not previously fighting. That is to say that the trigger activates only when combat is initiated, not when additional characters (such as groupmates) start attacking the mob.
- addmprog <vnum> random <percent>
The random trigger is checked once every mob pulse for the game. A mob pulse is equal in frequency to a combat pulse. For reference, there are 15 mob pulses in a tick and a mob pulse triggers about once every 4 seconds. Random triggers have a <percent> chance of activating every mob pulse, but only if players are currently in the mob's area or have recently been in the area. A mob with the update_always act flag will have its random triggers checked every mob pulse, regardless of the status of players. Random triggers are commonly used for all sorts of mob activity. It is important to note that random triggers are checked at the same time as schedule and delay triggers, and the simultaneous activation of either of these triggers will prevent a random trigger from happening. Random triggers can activate while a mobile is fighting, but sometimes it will not, so it is not reliable.
- addmprog <vnum> schedule <hour/"all">
The schedule trigger is checked once every hour, on the hour. The <hour> parameter equals a number from 0 to 23, where 0 is midnight and 12 is noon. If the <hour> equals the current hour, then the trigger activates. Schedule triggers are commonly used for time-based mob activity, especially mobs that move based on the time of day. It is important to note that schedule triggers are checked at the same time as random and delay triggers, and the activation of a schedule trigger will override any simultaneous delay or random trigger.
- By using the "all" keyword instead of a numerical hour, this trigger can also be set to execute every in-game hour, which is about once per minute. This is similar to a Random 100 trigger, but somewhat less frequent and therefore using less of the server's CPU time.
- addmprog <vnum> spawn <percent>
The spawn trigger is checked whenever a mob is reset into an area or loaded, either with a mob mload command or an immortal load mob command. When the mob is loaded or reset into the area, there is a <percent> chance that the spawn trigger will activate. For the most part, the spawn trigger is used to load equipment onto a mob when one does not want said equipment reset 100% of the time like with a normal reset, but there are a wide variety of uses.
- addmprog <vnum> speech <phrase>
The speech trigger is mostly identical to the act trigger, with the biggest difference being that the speech trigger only activates when a mob or player uses the 'say', 'osay', or 'tell' commands. The speech trigger is best used when one wants to limit mob response to speech instead of actions. Of further interest, the speech trigger will occur AFTER the target has actually spoken, unlike the act trigger. For further information, please see the ACT trigger.
- addmprog <vnum> surrender <percent>
The surrender trigger, while present on the triggers list, is defunct and is not actually used.
- I like using this trigger to show what mprogs my mob calls within its other mprogs. -Ageatii