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	<id>http://wiki.cleftofdimensions.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Pascal</id>
	<title>Cleft of Dimensions Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="http://wiki.cleftofdimensions.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Pascal"/>
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	<updated>2026-04-25T23:46:15Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.39.3</generator>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=Fossil_Roo&amp;diff=4308</id>
		<title>Fossil Roo</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=Fossil_Roo&amp;diff=4308"/>
		<updated>2021-06-09T01:05:33Z</updated>

		<summary type="html">&lt;p&gt;Pascal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AreaStats | color = #3c3 | picture = fossilroo.png | name = Fossil Roo | source = Final Fantasy IX | builder = Cooper | level range = 56-60 | linked = Yes | caption = &amp;quot;Time to die.&amp;quot; }}&lt;br /&gt;
&lt;br /&gt;
Fossil Roo is an old excavation site that was closed down for being far too dangerous and killing tons of people.&lt;br /&gt;
&lt;br /&gt;
== Sights ==&lt;br /&gt;
Lots and lots of fossils! Bring a pickaxe.&lt;br /&gt;
&lt;br /&gt;
== Travel ==&lt;br /&gt;
Very few people know how to get to Fossil Roo, the only person with any clue being Vickers, a paleontologist residing in Crysta.&lt;br /&gt;
&lt;br /&gt;
== Inhabitants ==&lt;br /&gt;
Large numbers of vicious monsters.&lt;br /&gt;
&lt;br /&gt;
== Law, Government, and Politics ==&lt;br /&gt;
&lt;br /&gt;
Being basically unknown to the world at large, Fossil Roo is ungoverned as far as anyone is concerned.&lt;br /&gt;
&lt;br /&gt;
== Quests ==&lt;br /&gt;
&lt;br /&gt;
Safe passage through the tunnel requires solving the dangerous puzzles throughout the area! Good luck figuring out what they are, though.&lt;br /&gt;
&lt;br /&gt;
== The Great Explorer Luigi Says ==&lt;br /&gt;
[[file:luigi.jpg]]&lt;br /&gt;
&amp;quot;Being unexplored for-a decades, Fossil Roo will likely try to kill you as soon as you find it!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[Category:Areas]]&lt;/div&gt;</summary>
		<author><name>Pascal</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=File:Fossilroo.png&amp;diff=4307</id>
		<title>File:Fossilroo.png</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=File:Fossilroo.png&amp;diff=4307"/>
		<updated>2021-06-09T01:03:50Z</updated>

		<summary type="html">&lt;p&gt;Pascal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Pascal</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=Fossil_Roo&amp;diff=4306</id>
		<title>Fossil Roo</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=Fossil_Roo&amp;diff=4306"/>
		<updated>2021-06-09T01:03:35Z</updated>

		<summary type="html">&lt;p&gt;Pascal: Created page with &amp;quot;{{AreaStats | color = #3c3 | picture = File:fossilroo.png | name = Fossil Roo | source = Final Fantasy IX | builder = Cooper | level range = 56-60 | linked = Yes | caption...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AreaStats | color = #3c3 | picture = [[File:fossilroo.png]] | name = Fossil Roo | source = Final Fantasy IX | builder = Cooper | level range = 56-60 | linked = Yes | caption = &amp;quot;Time to die.&amp;quot; }}&lt;br /&gt;
&lt;br /&gt;
Fossil Roo is an old excavation site that was closed down for being far too dangerous and killing tons of people.&lt;br /&gt;
&lt;br /&gt;
== Sights ==&lt;br /&gt;
Lots and lots of fossils! Bring a pickaxe.&lt;br /&gt;
&lt;br /&gt;
== Travel ==&lt;br /&gt;
Very few people know how to get to Fossil Roo, the only person with any clue being Vickers, a paleontologist residing in Crysta.&lt;br /&gt;
&lt;br /&gt;
== Inhabitants ==&lt;br /&gt;
Large numbers of vicious monsters.&lt;br /&gt;
&lt;br /&gt;
== Law, Government, and Politics ==&lt;br /&gt;
&lt;br /&gt;
Being basically unknown to the world at large, Fossil Roo is ungoverned as far as anyone is concerned.&lt;br /&gt;
&lt;br /&gt;
== Quests ==&lt;br /&gt;
&lt;br /&gt;
Safe passage through the tunnel requires solving the dangerous puzzles throughout the area! Good luck figuring out what they are, though.&lt;br /&gt;
&lt;br /&gt;
== The Great Explorer Luigi Says ==&lt;br /&gt;
[[file:luigi.jpg]]&lt;br /&gt;
&amp;quot;Being unexplored for-a decades, Fossil Roo will likely try to kill you as soon as you find it!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[Category:Areas]]&lt;/div&gt;</summary>
		<author><name>Pascal</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=Kakkara_Desert&amp;diff=4305</id>
		<title>Kakkara Desert</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=Kakkara_Desert&amp;diff=4305"/>
		<updated>2021-06-08T21:58:57Z</updated>

		<summary type="html">&lt;p&gt;Pascal: /* Travel */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AreaStats | color = #FFCC00 | picture = lom46.jpg | name = Kakkara Desert | source = Various | builder = Arilothas/Ageatii| level range = 51+ | linked = Yes | caption = Desert}}&lt;br /&gt;
&lt;br /&gt;
The Kakkara Desert is a desert island in [[Shadmire]]. It is near [[Caspia]], which sits on the other end of the same island.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;20&#039;&#039;&#039; - Desperate to survive, a large group of individuals transplanted into the Cleft of Dimensions begins digging into the earth to escape the harsh weather of the Cleft&#039;s early years.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;23&#039;&#039;&#039; - After years of digging, a tunnel is discovered deep in the ground, leading to Fa&#039;Diel.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;325&#039;&#039;&#039; - [[Monotoli Inc.]] establishes a sandship transportation system.&lt;br /&gt;
&lt;br /&gt;
== Sights ==&lt;br /&gt;
&lt;br /&gt;
It&#039;s a very barren and boring desert. There is mostly nothing to see out here.&lt;br /&gt;
&lt;br /&gt;
===Dry Dry Outpost===&lt;br /&gt;
A small outpost exists on the edge of the desert near the sandship dock. It was originally founded to support the sandship workers, but neighboring chobins moved in shortly after, expressing their natural entrepreneurial spirit.&lt;br /&gt;
&lt;br /&gt;
== Travel ==&lt;br /&gt;
&lt;br /&gt;
Traveling by foot in the desert is strongly discouraged. Some of the more experienced utilize mounts to trek across the desert. A mechanical sandship acts as a ferry between the ends of the desert, where [[Caspia]], [[Gobi&#039;s Valley]], and the [[Sea of Wonders]] lies to the northeast, and _____ lies to the south.&lt;br /&gt;
&lt;br /&gt;
== Inhabitants ==&lt;br /&gt;
&lt;br /&gt;
=== Vampires ===&lt;br /&gt;
&lt;br /&gt;
There are rumors of a dark world of vampires somewhere around the desert. They say all who go looking for the vampire castle never return, but it&#039;s probably because of heatstroke.&lt;br /&gt;
&lt;br /&gt;
=== Creatures ===&lt;br /&gt;
&lt;br /&gt;
The wildlife is sparse here, consisting of a small colony of lanmolas and a few desert mallards that congregate around the water.&lt;br /&gt;
&lt;br /&gt;
== Law, Government, and Politics ==&lt;br /&gt;
&lt;br /&gt;
Kakkara Desert exists on the largest island of the [[Shadmire]] Archipelago. It belongs to the Shadmire Kingdom, but there are no laws that govern this specific region, as it is ungovernable.&lt;br /&gt;
&lt;br /&gt;
Monotoli Inc. has staked a minor claim in the region with their Sandship Industry which is necessary for much communication and resources across the island.&lt;br /&gt;
&lt;br /&gt;
== Quests ==&lt;br /&gt;
&lt;br /&gt;
Can you assist an aspiring chef?&lt;br /&gt;
&lt;br /&gt;
== The Great Explorer Luigi Says ==&lt;br /&gt;
[[file:luigi.jpg]]&lt;br /&gt;
&amp;quot;It&#039;s-a heavy, but the water keg is-a very big water container! La Funk canteens are-a good substitute if weight is a concern. Luigi carries a blue turban around to refill his canteens on the go!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[Category:Areas]]&lt;/div&gt;</summary>
		<author><name>Pascal</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=Wizard&amp;diff=4303</id>
		<title>Wizard</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=Wizard&amp;diff=4303"/>
		<updated>2021-06-07T13:01:21Z</updated>

		<summary type="html">&lt;p&gt;Pascal: /* Spells */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;position:relative; margin: 0 0 0.5em 1em; border-collapse: collapse; float:right; background:white; clear:right; width:200px;&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! style=&amp;quot;background: {{{color|#fff}}};&amp;quot;|&#039;&#039;&#039;{{{name|{{PAGENAME}}}}}&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align:center&amp;quot;&amp;gt;[[image:Wizard.png]]&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Magical artillery, possibly in a pointy hat&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Style: Offensive Magic User&lt;br /&gt;
|-&lt;br /&gt;
|Primary Stat: [[Statistics#Intelligence|Intelligence]]&lt;br /&gt;
|-&lt;br /&gt;
|HP Gain per Level: 6-9&lt;br /&gt;
|-&lt;br /&gt;
|MP Gain per Level: 7-10&lt;br /&gt;
|-&lt;br /&gt;
|Weapon Skills: 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Wizard&#039;&#039;&#039;=&lt;br /&gt;
The Wizard is a class which can cast offensive magic proficiently. Wizards get an array of spells to damage their enemies with. Wizards can charge spells to increase their damage, and they can summon elementals at higher levels. They have poor HP and defensive skills, but make up for this with their ability to do lots of damage in a short time.&lt;br /&gt;
&lt;br /&gt;
At level 30, a Wizard may evolve into either an [[#Archmage|Archmage]] or an [[#Elementalist|Elementalist]].&lt;br /&gt;
Wizards can choose one weapon type in which to be proficient.&lt;br /&gt;
The primary attribute of the Wizard is [[Statistics#Intelligence|Intelligence]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
*&#039;&#039;&#039;Manashield&#039;&#039;&#039; - &#039;&#039;Level: 18&#039;&#039; - Lag: 4&lt;br /&gt;
:This is a toggle skill that causes all damage directed toward the caster to deplete mana instead of HP, at twice the rate.&lt;br /&gt;
&lt;br /&gt;
==Spells==&lt;br /&gt;
*&#039;&#039;&#039;Air Blast&#039;&#039;&#039; - &#039;&#039;Level: 1&#039;&#039; - Lag: 10 - &#039;&#039;Mana: 18&#039;&#039;&lt;br /&gt;
:Air Blast focuses nearby air into a forceful attack, pummeling the foe. Air Blast is a Tier 1 offensive spell and can be charged to deliver 1.5x the normal damage. It deals wind-type damage.&lt;br /&gt;
:Air Blast imposes 17% less lag than comparable spells.&lt;br /&gt;
*&#039;&#039;&#039;Gem Missile&#039;&#039;&#039; - &#039;&#039;Level: 2&#039;&#039; - Lag: 12 - &#039;&#039;Mana: 18&#039;&#039;&lt;br /&gt;
:Gem Missile takes nearby earth and rock to create a series of quick attacks upon a foe. Gem Missile is a Tier 1 offensive spell and can be charged to deliver 1.5x the normal damage. It deals earth-type damage.&lt;br /&gt;
:Gem Missile has a 12.5% chance of dealing double damage.&lt;br /&gt;
*&#039;&#039;&#039;Ice Smash&#039;&#039;&#039; - &#039;&#039;Level: 3&#039;&#039; - Lag: 12 - &#039;&#039;Mana: 18&#039;&#039;&lt;br /&gt;
:Ice Smash creates sharp thin shards of ice to stab the foe. Ice Smash is a Tier 1 offensive spell and can be charged to deliver 1.5x the the normal damage. It deals cold-type damage.&lt;br /&gt;
:Ice Smash deals two distinct hits to the target and has a higher minimum damage than comparable spells.&lt;br /&gt;
*&#039;&#039;&#039;Fireball&#039;&#039;&#039; - &#039;&#039;Level: 4&#039;&#039; - Lag: 12 - &#039;&#039;Mana: 18&#039;&#039;&lt;br /&gt;
:Fireball creates a large fireball which is hurled towards a foe. Fireball is a Tier 1 offensive spell and can be charged to deliver 1.5x the normal damage. It deals fire-type damage.&lt;br /&gt;
:After its initial hit, Fireball inflicts a lingering burn amounting to 5% damage each pulse for three pulses.&lt;br /&gt;
*&#039;&#039;&#039;Rhizome Lance&#039;&#039;&#039; - &#039;&#039;Level: 5&#039;&#039; - Lag: 12 - &#039;&#039;Mana: 15&#039;&#039;&lt;br /&gt;
:Rhizome Lance conjures giant roots from the earth to attack foes. Rhizome Lance is a Tier 1 offensive spell and can be charged to deliver 1.5x the normal damage. It deals wood-type damage.&lt;br /&gt;
:Rhizome Lance costs 17% less mana than comparable spells.&lt;br /&gt;
*&#039;&#039;&#039;Darkside&#039;&#039;&#039; - &#039;&#039;Level: 6&#039;&#039; - Lag: 12 - &#039;&#039;Mana: 18&#039;&#039;&lt;br /&gt;
:Darkside is a spell which calls upon the nature of the deep dark void to blot the caster&#039;s foes from existence. Darkside is a Tier 1 offensive spell and can be charged to deliver 1.5x the normal damage. It deals dark-type damage.&lt;br /&gt;
:Darkside is 12.5% stronger than comparable spells, but it inflicts recoil damage to the caster amounting to 10% of the damage dealt to the target.&lt;br /&gt;
*&#039;&#039;&#039;Invisibility&#039;&#039;&#039; - &#039;&#039;Level: 7&#039;&#039; - Lag: 12 - &#039;&#039;Mana: 40&#039;&#039;&lt;br /&gt;
: This is a cloaking spell, that makes the wizard, or their target, invisible to those who are not affected by &#039;detect invis&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Detect Magic&#039;&#039;&#039; - &#039;&#039;Level:9&#039;&#039; - Lag: 12 - &#039;&#039;Mana: 5&#039;&#039;&lt;br /&gt;
:This spell allows the target to see magical auras on items, as well as giving a rough estimate on the mana reserves of other mobs. This can be cast on yourself as well as others.&lt;br /&gt;
*&#039;&#039;&#039;Charge&#039;&#039;&#039; - &#039;&#039;Level: 10&#039;&#039; - Lag: 8 - &#039;&#039;Mana: 30&#039;&#039;&lt;br /&gt;
:The charge spell infuses the target with a charge, greatly improving the effects of the next spell used by the target.  Most offensive spells will have their damage output increased by half when charged, although other spells may have other effects added. Charge wears off after it has boosted one spell.&lt;br /&gt;
*&#039;&#039;&#039;Sleep&#039;&#039;&#039; - &#039;&#039;Level: 12&#039;&#039; - Lag: 12 - &#039;&#039;Mana: 96&#039;&#039;&lt;br /&gt;
:This is an enfeebling spell that, when successful, puts the target to sleep. Failing, however, will provoke the target to attack. Recasting on an already-sleeping foe will reset the duration of the spell, keeping victims tranquilized longer. Sleep is considered to be of the &amp;quot;Charm&amp;quot; element - thus, any enemy who is immune to charm will not fall asleep.&lt;br /&gt;
*&#039;&#039;&#039;Wizen&#039;&#039;&#039; - &#039;&#039;Level: 14&#039;&#039; - Lag: 4 - &#039;&#039;Mana: 0&#039;&#039;&lt;br /&gt;
:Wizen exchanges a portion of the user&#039;s HP for MP. When cast, 1/5 of your max HP is drained, to restore about 1/5 of your max MP. Greater skill % increases the efficiency of this spell.&lt;br /&gt;
*&#039;&#039;&#039;Detect Invisible&#039;&#039;&#039; - &#039;&#039;Level: 16&#039;&#039; - Lag: 12 - &#039;&#039;Mana: 5&#039;&#039;&lt;br /&gt;
:This spell is used to detect invisible entities, setting their long descriptions of those who are invisible with the (Invis) flag. It can be cast on yourself as well as others.&lt;br /&gt;
*&#039;&#039;&#039;Kundela&#039;&#039;&#039; - &#039;&#039;Level: 20&#039;&#039; - Lag: 12 - &#039;&#039;Mana: 0&#039;&#039;&lt;br /&gt;
:Kundela deals maximum damage when your current MP is equal to one fifth of your max MP. The damage decreases as your current MP deviates from this target. Kundela has no MP cost but will always fully drain the caster&#039;s MP.&lt;br /&gt;
*&#039;&#039;&#039;Blink&#039;&#039;&#039; - &#039;&#039;Level: 22&#039;&#039; - Lag: 8 - &#039;&#039;Mana: 40&#039;&#039;&lt;br /&gt;
:Blink teleports the caster randomly into a nearby room, allowing escape from combat or, sometimes, access to inaccessible areas. When charged, Blink may teleport the caster up to twice as far.&lt;br /&gt;
*&#039;&#039;&#039;Syphon&#039;&#039;&#039; - &#039;&#039;Level: 24&#039;&#039; - Lag: 16 - &#039;&#039;Mana: 27&#039;&#039;&lt;br /&gt;
:Syphon is an attack spell that absorbs the target&#039;s hp, mana and moves, converting everything drained into mana for the caster. When charged, Syphon deals 1.5x damage and therefore 50% more returned mana.&lt;br /&gt;
*&#039;&#039;&#039;Conjure Elemental&#039;&#039;&#039; - &#039;&#039;Level: 26&#039;&#039; - Lag: 12 - &#039;&#039;Mana: 40&#039;&#039;&lt;br /&gt;
:This is spell that creates a [[Pets#Followers|follower]]  for the caster. The type of pet is determined by the owner&#039;s [[innate]].  Based upon the owner&#039;s innate, each elemental has its own weaknesses and strengths. The spell can be used with charge to allow the pet better resistances.&lt;br /&gt;
:Charge will also allow this elemental to cast matching-innate spells, at the cost of the owner&#039;s mana.&lt;br /&gt;
:As a follower and not a pet, a Wizard can still own a pet of whatever type and have a conjured Elemental.&lt;br /&gt;
*&#039;&#039;&#039;Read Magic&#039;&#039;&#039; - &#039;&#039;Level: 28&#039;&#039; - Lag: 8 - &#039;&#039;Mana: 24&#039;&#039;&lt;br /&gt;
:The Read Magic spell allows witches to observe the current affects on a target, whether they are innate, granted by equipment, or the result of a spell.&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Archmage&#039;&#039;&#039;=&lt;br /&gt;
The Archmage is one of two classes a [[#Wizard|Wizard]] may evolve into at level 30.&lt;br /&gt;
&lt;br /&gt;
Archmagi are scholars of the highest caliber, who have refined the art of spellcasting into sheer masterpieces. Their level of control over mana is so fine they can ensure their spells are flawlessly cast, or even&lt;br /&gt;
reverse the elemental damage the inflict. An Archmage&#039;s repertoire is one of detailed skill, from the echoing of spells to confining a spell into a sacrificial staff or wand. Their signature ability is the&lt;br /&gt;
practice of combining spells to create an entirely new effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
*&#039;&#039;&#039;Surecasting&#039;&#039;&#039; - &#039;&#039;Level: 30&#039;&#039; - Lag: ---&lt;br /&gt;
:Surecasting is a skill that can be toggled.  When active, it ensures that any spells cast by the user will never fail.  There is a chance, dependent on the user&#039;s skill in the spell being cast, that the spell will cost dramatically more mana than it normally would.  This is capable of draining the user completely of mana, which will result in the user being stunned for a short while.  Nonetheless, the spell will be cast even if it leaves the user completely depleted.&lt;br /&gt;
*&#039;&#039;&#039;Combomagic&#039;&#039;&#039; - &#039;&#039;Level: 45&#039;&#039; - Lag: 12&lt;br /&gt;
:Combomagic is a toggled skill. When active, if the two spells of the proper innates are cast consecutively on a single target, the second spell is replaced by a Tier 4 combospell.&lt;br /&gt;
:The elemental composition and strength of the combospell depend on its components, whereas the mana cost, spell lag, and cooldown depend on the combospell itself.&lt;br /&gt;
:Combomagic can be triggered by an ally&#039;s spells, spells from held items, or even a previous combospell. The main requirement is that the second component of the combospell is provided by a caster proficient in combomagic.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Tier 4 Spell Combos&lt;br /&gt;
|-&lt;br /&gt;
|(Moon OR Earth) + Fire &lt;br /&gt;
|Flare Star&lt;br /&gt;
|&lt;br /&gt;
The flare star spell opens a portal to a nearby star directly in front of the&lt;br /&gt;
caster&#039;s opponent. Peerless heat and radiation pours from the portal,&lt;br /&gt;
incinerating the enemy. Victims of the flare star may even burst into flames,&lt;br /&gt;
their grossly incandescent bodies continued fuel for the inferno.&lt;br /&gt;
&lt;br /&gt;
Flare Star is a Tier 4 offensive spell and can be charged to deliver 1.25x the&lt;br /&gt;
damage. It deals dark and fire-type damage unless altered by combomagic.&lt;br /&gt;
&lt;br /&gt;
On a lethal blow, Flare Star inflicts damage, equal to its overkill damage, to&lt;br /&gt;
all remaining enemies in the room, every pulse for three pulses.&lt;br /&gt;
|-&lt;br /&gt;
|(Earth OR Wind) + Water&lt;br /&gt;
|Catastrophe&lt;br /&gt;
|&lt;br /&gt;
At the heart of the Catastrophe was a simple idea: they never wanted to go to&lt;br /&gt;
war again. Wanted to rule it out. Make it so their enemies would never be able&lt;br /&gt;
to threaten them ever again. The Catastrophe would stop the fighting cold, tear&lt;br /&gt;
the earth to pieces from the inside. Then there was a breakthrough. It worked.&lt;br /&gt;
&lt;br /&gt;
Catastrophe is a Tier 4 offensive spell and can be charged to deliver 1.25x the&lt;br /&gt;
damage. It deals earth and cold-type damage unless altered by combomagic.&lt;br /&gt;
&lt;br /&gt;
On a lethal blow, Catastrophe wracks the room: hp/mp/mv regen rates are cut 75%&lt;br /&gt;
and movement costs are greatly increased, with duration dependent on overkill&lt;br /&gt;
damage.&lt;br /&gt;
|-&lt;br /&gt;
|(Wind OR Wood) + Moon&lt;br /&gt;
|Southern Cross&lt;br /&gt;
|&lt;br /&gt;
The heavens themselves become the artillery of he who casts the southern cross.&lt;br /&gt;
The unlucky victim is vivisected by searing beams of starlight called down to&lt;br /&gt;
earth at the caster&#039;s command. But stellar energy is not purely destructive, and&lt;br /&gt;
the same starlight that brings the target to his knees may breathe vigor into&lt;br /&gt;
the caster.&lt;br /&gt;
&lt;br /&gt;
Southern Cross is a Tier 4 offensive spell and can be charged to deliver 1.25x&lt;br /&gt;
the damage. It deals wind, dark, and light-type damage unless altered by&lt;br /&gt;
combomagic.&lt;br /&gt;
&lt;br /&gt;
On a lethal blow, Southern Cross cancels all lag for the caster and reduces all&lt;br /&gt;
cooldowns, proportional to the amount of overkill damage.&lt;br /&gt;
|-&lt;br /&gt;
|(Wood OR Fire) + Earth&lt;br /&gt;
|Ancient Power&lt;br /&gt;
|&lt;br /&gt;
Invoking ancient power calls upon prehistoric stone-like artifacts to burst from&lt;br /&gt;
the earth. These stones, engraved with long-forgotten runes, are imbued with&lt;br /&gt;
sentience that desires only destruction. A caster who fulfills the stones&#039;&lt;br /&gt;
deadly desires by laying waste to his enemies is granted power.&lt;br /&gt;
&lt;br /&gt;
Ancient Power is a Tier 4 offensive spell and can be charged to deliver 1.25x&lt;br /&gt;
the damage. It deals wood and earth-type damage unless altered by combomagic.&lt;br /&gt;
&lt;br /&gt;
On a lethal blow, Ancient Power increases all stats of the caster to a degree&lt;br /&gt;
dependent on the overkill damage and with duration dependent on the level of the&lt;br /&gt;
victim.&lt;br /&gt;
|-&lt;br /&gt;
|(Fire OR Water) + Wind&lt;br /&gt;
|Black Wind&lt;br /&gt;
|&lt;br /&gt;
The black wind howls... one among you will shortly perish. Wheter it comes as a&lt;br /&gt;
burning, punishing wind or a frigid, piercing gale, the black wind is a dreadful&lt;br /&gt;
spell, prophesied to carry death to those who feel it. Only a fool would not&lt;br /&gt;
flee in terror before someone wielding this terrible force.&lt;br /&gt;
&lt;br /&gt;
Black Wind is a Tier 4 offensive spell and can be charged to deliver 1.25x the&lt;br /&gt;
damage. It deals fire and wind-type damage unless altered by combomagic.&lt;br /&gt;
&lt;br /&gt;
On a lethal blow, Black Wind terrifies any remaining enemies in the room, who&lt;br /&gt;
may immediately attempt to flee.&lt;br /&gt;
|-&lt;br /&gt;
|(Water OR Moon) + Wood&lt;br /&gt;
|Grand Dream&lt;br /&gt;
|&lt;br /&gt;
They say this spell banishes its victim to the dream world, but those who&lt;br /&gt;
survive never remember where they&#039;ve been. We only know that sinking into the&lt;br /&gt;
grand dream sends you somewhere for a very long time. Hair goes gray, the body&lt;br /&gt;
rots or turns to stone, covered with moss or mold like something long abandoned&lt;br /&gt;
in the forest.&lt;br /&gt;
&lt;br /&gt;
Grand Dream is a Tier 4 offensive spell and can be charged to deliver 1.25x the&lt;br /&gt;
damage. It deals cold and wood-type damage unless altered by combomagic.&lt;br /&gt;
&lt;br /&gt;
On a lethal blow, Grand Dream fossilizes the victim. Sundry goods may be looted&lt;br /&gt;
from a Grand Dream fossil, their number and quality based on the amount of&lt;br /&gt;
overkill damage.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Trance&#039;&#039;&#039; - &#039;&#039;Level: 40&#039;&#039; - Lag:---&lt;br /&gt;
:Trance is a passive skill that empowers the user for defeating many enemies consecutively. This triggers when the second foe is defeated ~30 seconds after the first foe.&lt;br /&gt;
:As long as Trance is active, the user gains +2 Magroll/defeated foe, and regenerates mana as if they were asleep.&lt;br /&gt;
:The longer you are in a trance, the more rapidly you must defeat foes to keep the trance going.&lt;br /&gt;
:As a passive skill, trance works as soon as it is practiced above 1%. Higher skill makes it easier to stay in a longer trance.&lt;br /&gt;
*&#039;&#039;&#039;Echomagic&#039;&#039;&#039; - &#039;&#039;Level: 55&#039;&#039; - Lag: ---&lt;br /&gt;
:Echomagic is a toggled skill. When active, all offensive spells will hit a second time, several pulses after the original spell.&lt;br /&gt;
:This increases the mana cost of the original spell by 50%. The power of the echoed spell increases with skill.&lt;br /&gt;
:The echoed spell will target whoever the caster is currently fighting.&lt;br /&gt;
*&#039;&#039;&#039;Staffify&#039;&#039;&#039; - &#039;&#039;Level: 70&#039;&#039; - Lag: ---&lt;br /&gt;
:An Archmage can create a magical [[staff]] by trapping their spells inside of a weapon. The level is based on the caster&#039;s level or the item&#039;s, whichever is lower. The weapon is consumed in the process, and has a single charge. The skill % in the spell you are trying to charge the staff with is a small factor in the creation process.&lt;br /&gt;
&lt;br /&gt;
==Spells==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Wind Blade&#039;&#039;&#039; - &#039;&#039;Level: 31&#039;&#039; - Lag: 10 - &#039;&#039;Mana: 64&#039;&#039;&lt;br /&gt;
:Wind Blade is a Tier 2 offensive spell and can be charged to deliver 1.25x the damage. It deals wind-type damage.&lt;br /&gt;
:Wind Blade imposes 17% less lag than comparable spells.&lt;br /&gt;
*&#039;&#039;&#039;Earthslide&#039;&#039;&#039; - &#039;&#039;Level: 32&#039;&#039; - Lag: 12 - &#039;&#039;Mana: 48&#039;&#039;&lt;br /&gt;
:Earthslide is a Tier 2 offensive spell and can be charged to deliver 1.25x the damage. It deals earth-type damage.&lt;br /&gt;
:Earthslide costs 25% less mana than comparable spells.&lt;br /&gt;
*&#039;&#039;&#039;Absolute Zero&#039;&#039;&#039; - &#039;&#039;Level: 33&#039;&#039; - Lag: 12 - &#039;&#039;Mana: 64&#039;&#039;&lt;br /&gt;
:Absolute Zero is a Tier 2 offensive spell and can be charged to deliver 1.25x the damage. It deals cold-type damage.&lt;br /&gt;
:Absolute Zero has much more predictable damage than comparable spells.&lt;br /&gt;
*&#039;&#039;&#039;Lava Wave&#039;&#039;&#039; - &#039;&#039;Level: 34&#039;&#039; - Lag: 12 - &#039;&#039;Mana: 64&#039;&#039;&lt;br /&gt;
:Lava Wave is a Tier 2 offensive spell and can be charged to deliver 1.25x the damage. It deals fire-type damage.&lt;br /&gt;
:After its initial hit, Lava Wave inflicts a lingering burn amounting to 5% damage each pulse for three pulses.&lt;br /&gt;
*&#039;&#039;&#039;Maneater&#039;&#039;&#039; - &#039;&#039;Level: 35&#039;&#039; - Lag: 12 - &#039;&#039;Mana: 64&#039;&#039;&lt;br /&gt;
:Maneater is a Tier 2 offensive spell and can be charged to deliver 1.25x the damage. It deals wood-type damage.&lt;br /&gt;
:Maneater has a small chance to swallow the target whole, dealing ten times the damage and usually ending the fight instantly. This effect is much more likely to occur against small targets.&lt;br /&gt;
*&#039;&#039;&#039;Void Ray&#039;&#039;&#039; - &#039;&#039;Level: 35&#039;&#039; - Lag: 12 - &#039;&#039;Mana: 64&#039;&#039;&lt;br /&gt;
:Void Ray is a Tier 2 offensive spell and can be charged to deliver 1.25x the damage. It deals dark-type damage.&lt;br /&gt;
:Void Ray is weaker than comparable spells but deals double damage any time it is cast at least twice in a row, regardless of the target.&lt;br /&gt;
*&#039;&#039;&#039;Thorn Aegis\Hailstone Barrier\Quartz Guard&#039;&#039;&#039; - &#039;&#039;Level: 38&#039;&#039; - Lag:  12 - &#039;&#039;Mana: 28&#039;&#039;&lt;br /&gt;
:The caster calls forth a shield that has -15AC and reflects back up to 1/4 of the damage taken by the owner.&lt;br /&gt;
:Wood\Moon-Innate evolved wizards learn Thorn Aegis, which reflects as piercing damage.&lt;br /&gt;
:Fire\Earth\None-Innate evolved wizards learn Quartz Guard, which reflects as slashing damage.&lt;br /&gt;
:Water\Wind-Innate evolved wizards learn Hailstone Barrier, which reflects as bludgeoning damage.&lt;br /&gt;
*&#039;&#039;&#039;Cure Osmose&#039;&#039;&#039; - &#039;&#039;Level: 43&#039;&#039; - Lag: 12 - &#039;&#039;Mana: 5&#039;&#039;&lt;br /&gt;
:Osmosis is a status effect that slowly depletes your mana. This spell will cure it.&lt;br /&gt;
*&#039;&#039;&#039;Chrysalis&#039;&#039;&#039; - &#039;&#039;Level: 51&#039;&#039; - Lag: 8 - &#039;&#039;Mana: 40&#039;&#039;&lt;br /&gt;
:Chrysalis produces a shield that can take damage equal to the caster&#039;s maximum MP. Like manashield, the chrysalis takes 50% more damage than the caster would otherwise suffer.&lt;br /&gt;
:Unlike manashield, damage to the chrysalis does not drain MP, but the caster cannot fight from within the chrysalis, and taking any action will cause the chrysalis to immediately shatter open.&lt;br /&gt;
*&#039;&#039;&#039;Megamagic&#039;&#039;&#039; - &#039;&#039;Level: 60&#039;&#039; - Lag: 32 - &#039;&#039;Mana: SPECIAL&#039;&#039;&lt;br /&gt;
:This is a non-elemental attack spell. The damage done by the spell is equal to the wizard&#039;s max mana. However, if a wizard is not at full mana, then HP is taken to make up for the difference between current and max mana.&lt;br /&gt;
*&#039;&#039;&#039;Reverse Polarity&#039;&#039;&#039; - &#039;&#039;Level: 65&#039;&#039; - Lag: 8 - &#039;&#039;Mana: 40&#039;&#039;&lt;br /&gt;
:After Reverse Polarity is cast, for all damage dealt by anyone in the room, most elements will have their damage type inverted, as per the table below. Both spells and elemental physical attacks are affected. Healing is unaffected.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Reverse Polarity&lt;br /&gt;
|-&lt;br /&gt;
|Fire&lt;br /&gt;
|Cold&lt;br /&gt;
|-&lt;br /&gt;
|Energy&lt;br /&gt;
|Water&lt;br /&gt;
|-&lt;br /&gt;
|Wind&lt;br /&gt;
|Earth&lt;br /&gt;
|-&lt;br /&gt;
|Electricity&lt;br /&gt;
|Iron&lt;br /&gt;
|-&lt;br /&gt;
|Wood&lt;br /&gt;
|Dark&lt;br /&gt;
|-&lt;br /&gt;
|Poison&lt;br /&gt;
|Light&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Headology&#039;&#039;&#039; - &#039;&#039;Level: 80&#039;&#039; - Lag: 12 - &#039;&#039;Mana: 150&#039;&#039;&lt;br /&gt;
:A particularly clever Witch can convince a sentient enemy that they are, in fact, a newt. I&#039;m quite sure you&#039;ll see this is true as well since they will become a tiny, slimy newt worth 0 EXP.&lt;br /&gt;
:This spell has no cooldown.&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Elementalist&#039;&#039;&#039;=&lt;br /&gt;
Elementalist is one of two classes a [[#Wizard|Wizard]] may evolve into at level 30.&lt;br /&gt;
&lt;br /&gt;
Mana is raw power, and few understand this primal rule as well as the Elementalists. They are able to impose their will on this power so forcefully that they can turn their attacks back into usable mana, cast more with less, and even instinctively retaliate with spells. While their focus is more narrow than others, the results of their dedication to the elemental powers of mana can not be argued with.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
*&#039;&#039;&#039;Wildcasting&#039;&#039;&#039; - &#039;&#039;Level: 30&#039;&#039; - Lag: 10&lt;br /&gt;
:Wildcasting is a skill that can be toggled. When active, it allows the user to continue casting spells if they don&#039;t have enough mana, even ZERO. However, casting without mana can lead to some random but detrimental side effects.&lt;br /&gt;
:Additionally, wildcasting cuts spell lag based on the caster&#039;s remaining mana. A manaless caster enjoys a 75% cut in lag, while a caster with more than half mana remaining sees a negligible lag cut.&lt;br /&gt;
*&#039;&#039;&#039;Feedback&#039;&#039;&#039; - &#039;&#039;Level: 40&#039;&#039; - Lag: 0 - &#039;&#039;Mana: 0&#039;&#039;&lt;br /&gt;
:Feedback is a passive skill that is always active once practiced above 1%. Whenever the user casts a spell, the user gains mana according to the amount of damage dealt. This is not limited by the user&#039;s maximum mana, which will temporarily increase to accomodate the gain from feedback, if needed.&lt;br /&gt;
:Feedback includes overkill damage as well as damage affecting multiple targets, as long as the damage occurs from a single spell cast. &lt;br /&gt;
:Although feedback has a long cooldown, feedback will partially activate even while on cooldown, as long as the user deals damage exceeding that of the previous feedback activation.&lt;br /&gt;
:High skill converts a greater percentage of damage into mana.&lt;br /&gt;
*&#039;&#039;&#039;Power Surge&#039;&#039;&#039; - &#039;&#039;Level: 55&#039;&#039; - Lag: --- - &#039;&#039;Mana: 0&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&#039;&#039;&lt;br /&gt;
:Power Surge is a skill that can be toggled. While active, all cast spells will enjoy a 50% power boost(via increasing the level of the spell cast) but suffer a 20% increased failure rate.&lt;br /&gt;
*&#039;&#039;&#039;Counterspell&#039;&#039;&#039; - &#039;&#039;Level: 70&#039;&#039; - Lag: 0 - &#039;&#039;Mana: 0&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&#039;&#039;&lt;br /&gt;
:Counterspell is a skill that can be toggled. When active, it allows the user to immediately counterattack any offensive spell with any offensive spell of their choice. The counterspell induces no lag but costs twice the MP of a regular spell.&lt;br /&gt;
:Counterspells do not consume a Wizard&#039;s Charge. The probability of counterspell activating is based on the user&#039;s skill percentage in counterspell.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Spells==&lt;br /&gt;
*&#039;&#039;&#039;Thunderstorm&#039;&#039;&#039; - &#039;&#039;Level: 31&#039;&#039; - Lag: 12 - &#039;&#039;Mana: 64&#039;&#039;&lt;br /&gt;
:Thunderstorm is a Tier 2 offensive spell, and can be charged to deliver 1.5x the damage.  It has a chance to confuse the target, causing them to randomly attack themselves. It does Electric-type damage. Non-Earth Innate Elementalists learn this.&lt;br /&gt;
*&#039;&#039;&#039;Gyro Ball&#039;&#039;&#039; - &#039;&#039;Level: 32&#039;&#039; - Lag: 12 - &#039;&#039;Mana: 64&#039;&#039;&lt;br /&gt;
:Gyro Ball is a Tier 2 offensive spell, and can be charged to deliver 1.5x the damage. It has a chance to sprain the target, which reduces their movement points to zero. It deals Iron-type damage. Non-Moon Innate Elementalists learn this.&lt;br /&gt;
*&#039;&#039;&#039;Bubblebeam&#039;&#039;&#039; - &#039;&#039;Level: 33&#039;&#039; - Lag: 12 - &#039;&#039;Mana: 64&#039;&#039;&lt;br /&gt;
:Bubblebeam is a Tier 2 offensive spell, and can be charged to deliver 1.5x the damage. It has a high chance to reduce its target&#039;s saves. It does Water-type damage. Non-Fire/None Innate Elementalists learn this.&lt;br /&gt;
*&#039;&#039;&#039;Burst&#039;&#039;&#039; - &#039;&#039;Level: 34&#039;&#039; - Lag: 12 - &#039;&#039;Mana: 64&#039;&#039;&lt;br /&gt;
:Burst is a Tier 2 offensive spell, and can be charged to deliver 1.5x the damage. It also has a chance to burn the target, worsening their AC and damroll. It deals Energy-type damage. Non-Wood Innate Elementalists learn this.&lt;br /&gt;
*&#039;&#039;&#039;Viro Plasm&#039;&#039;&#039; - &#039;&#039;Level: 35&#039;&#039; - Lag: 12 - &#039;&#039;Mana: 64&#039;&#039;&lt;br /&gt;
:Viro Plasm is a Tier 2 offensive spell, and can be charged to deliver 1.5x the normal damage. It also reduces the target&#039;s maximum HP, making the damage it deals difficult to heal. As a result, sometimes targets may appear healthier than they actually are. It does Poison-type damage. Non-Wind Innate Elementalists learn this.&lt;br /&gt;
*&#039;&#039;&#039;Lucent Beam&#039;&#039;&#039; - &#039;&#039;Level: 36&#039;&#039; - Lag: 12 - &#039;&#039;Mana: 64&#039;&#039;&lt;br /&gt;
:Lucent Beam is a Tier 2 offensive spell, and can be charged to deliver 1.5x the normal damage. It also has a chance to daze the target, handicapping their skills briefly. It deals Light-type damage. Non-Water Innate Elementalists learn this.&lt;br /&gt;
*&#039;&#039;&#039;Thorn Aegis\Hailstone Barrier\Quartz Guard&#039;&#039;&#039; - &#039;&#039;Level: 38&#039;&#039; - Lag:  12 - &#039;&#039;Mana: 28&#039;&#039;&lt;br /&gt;
:The caster calls forth a shield that has -15AC and reflects back up to 1/4 of the damage taken by the owner.&lt;br /&gt;
:Wood\Moon-Innate evolved wizards learn Thorn Aegis, which reflects as piercing damage.&lt;br /&gt;
:Fire\Earth\None-Innate evolved wizards learn Quartz Guard, which reflects as slashing damage.&lt;br /&gt;
:Water\Wind-Innate evolved wizards learn Hailstone Barrier, which reflects as bludgeoning damage.&lt;br /&gt;
*&#039;&#039;&#039;Cure Osmose&#039;&#039;&#039; - &#039;&#039;Level: 43&#039;&#039; - Lag: 12 - &#039;&#039;Mana: 5&#039;&#039;&lt;br /&gt;
:Osmosis is a status effect that slowly depletes your mana. This spell will cure it.&lt;br /&gt;
*&#039;&#039;&#039;Cyclone&#039;&#039;&#039; - &#039;&#039;Level: 45&#039;&#039; - Lag: 24 - &#039;&#039;Mana: 150&#039;&#039;&lt;br /&gt;
:Cyclone is a Tier 3 offensive spell. It attacks the entire room, except the caster&#039;s group and can be charged to deliver 1.5x the damage. It causes Wind-type damage. Non-Earth Innate Elementalists learn this.&lt;br /&gt;
*&#039;&#039;&#039;Magnitude&#039;&#039;&#039; - &#039;&#039;Level: 46&#039;&#039; - Lag: 24 - &#039;&#039;Mana: 150&#039;&#039;&lt;br /&gt;
:Magnitude is a Tier 3 offensive spell. It attacks the entire room, except the caster&#039;s group and can be charged to deliver 1.5x the damage. It causes Earth-type damage. Non-Moon Innate Elementalists learn this.&lt;br /&gt;
*&#039;&#039;&#039;Snowy&#039;&#039;&#039; - &#039;&#039;Level: 47&#039;&#039; - Lag: 24 - &#039;&#039;Mana: 150&#039;&#039;&lt;br /&gt;
:Snowy is a Tier 3 offensive spell. It attacks the entire room, expect the caster&#039;s group and can be charged to deliver 1.5x the damage. It causes Cold-type damage. Non-Fire/None Innate Elementalists learn this.&lt;br /&gt;
*&#039;&#039;&#039;Pyroclasm&#039;&#039;&#039; - &#039;&#039;Level: 48&#039;&#039; - Lag: 24 - &#039;&#039;Mana: 150&#039;&#039;&lt;br /&gt;
:Pyroclasm is a Tier 3 offensive spell. It attacks the entire room, except the caster&#039;s group and can be charged to deliver 1.5x the damage. It causes Fire-type damage. Non-Wood Innate Elementalists learn this.&lt;br /&gt;
*&#039;&#039;&#039;Petal Burst&#039;&#039;&#039; - &#039;&#039;Level: 49&#039;&#039; - Lag: 24 - &#039;&#039;Mana: 150&#039;&#039;&lt;br /&gt;
:Petal burst is a Tier 3 offensive spell. It attacks the entire room, except the caster&#039;s group and can be charged to deliver 1.5x the damage. It causes Wood-type damage. Non-Wind Innate Elementalists learn this.&lt;br /&gt;
*&#039;&#039;&#039;Nebula&#039;&#039;&#039; - &#039;&#039;Level: 50&#039;&#039; - Lag: 24 - &#039;&#039;Mana: 150&#039;&#039;&lt;br /&gt;
:Nebula is a Tier 3 offensive spell. It attacks the entire room, except the caster&#039;s group and can be charged to deliver 1.5x the damage. It causes Dark-type damage. Non-Water Innate Elementalists learn this.&lt;br /&gt;
*&#039;&#039;&#039;Calm&#039;&#039;&#039; - &#039;&#039;Level: 51&#039;&#039; - Lag: 12 - &#039;&#039;Mana: 200&#039;&#039;&lt;br /&gt;
:Peaceful thoughts and good vibrations flow through the air when the Calm spell is cast. All enemies in the room are overcome with an overpowering mellowness, breaking up any current fights. For a brief period afterwards, the targets will suffer reduced damroll and be unable to initiate combat.&lt;br /&gt;
:Fights with more participants are harder to stop. Calm can be charged to increase its likelihood of success.&lt;br /&gt;
*&#039;&#039;&#039;Megamagic&#039;&#039;&#039; - &#039;&#039;Level: 60&#039;&#039; - Lag: 32 - &#039;&#039;Mana: 0&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&#039;&#039;&lt;br /&gt;
:This is a non-elemental attack spell. The damage done by the spell is equal to the wizard&#039;s max mana. However, if a wizard is not at full mana, then HP is taken to make up for the difference between current and max mana.&lt;br /&gt;
*&#039;&#039;&#039;Wall Change&#039;&#039;&#039; - &#039;&#039;Level: 65&#039;&#039; - Lag: 16 - &#039;&#039;Mana: 50&#039;&#039;&lt;br /&gt;
:An expert Elementalist can alter the elemental strengths and weaknesses of himself or others. Casting Wall Change imbues a target with the major and minor elemental resistances of a random innate, as well as the corresponding vulnerabilities.&lt;br /&gt;
:Successive castings of the spell will randomly assign new resistances and vulnerabilities. Wall Change can be used on both allies and enemies. When charged, the effects from this spell last twice as long.&lt;br /&gt;
*&#039;&#039;&#039;Headology&#039;&#039;&#039; - &#039;&#039;Level: 80&#039;&#039; - Lag: 12 - &#039;&#039;Mana: 150&#039;&#039;&lt;br /&gt;
:A particularly clever Witch can convince a sentient enemy that they are, in fact, a newt. I&#039;m quite sure you&#039;ll see this is true as well since they will become a tiny, slimy newt worth 0 EXP.&lt;br /&gt;
:This spell has no cooldown.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Wizard Innate Spell Chart&#039;&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+ Wizard Spells By Innate&lt;br /&gt;
|- &lt;br /&gt;
! Innate&lt;br /&gt;
! Damage Type&lt;br /&gt;
! Tier 1&lt;br /&gt;
! Tier 2&lt;br /&gt;
! AoE&lt;br /&gt;
|-&lt;br /&gt;
| EARTH || Earth &amp;lt;br&amp;gt; Iron || Gem Missile &amp;lt;br&amp;gt; --- || Earthslide &amp;lt;br&amp;gt; Gyro Ball || Magnitude &amp;lt;br&amp;gt; ---&lt;br /&gt;
|-&lt;br /&gt;
| WIND || Wind &amp;lt;br&amp;gt; Electricity || Air Blast &amp;lt;br&amp;gt; --- || --- &amp;lt;br&amp;gt; Thunderstorm || Cyclone &amp;lt;br&amp;gt; ---&lt;br /&gt;
|-&lt;br /&gt;
| WOOD || Wood &amp;lt;br&amp;gt; Poison || Rhizome Lance &amp;lt;br&amp;gt; --- || --- &amp;lt;br&amp;gt; Viro Plasm || Petal Burst &amp;lt;br&amp;gt; ---&lt;br /&gt;
|-&lt;br /&gt;
| FIRE || Fire &amp;lt;br&amp;gt; Energy || Fireball &amp;lt;br&amp;gt; --- || Lava Wave &amp;lt;br&amp;gt; Burst  || Pyroclasm &amp;lt;br&amp;gt; ---&lt;br /&gt;
|-&lt;br /&gt;
| WATER || Water &amp;lt;br&amp;gt; Ice || --- &amp;lt;br&amp;gt; Ice Smash || Bubblebeam &amp;lt;br&amp;gt; --- || Surf &amp;lt;br&amp;gt; ---&lt;br /&gt;
|-&lt;br /&gt;
| MOON || Light &amp;lt;br&amp;gt; Dark || --- &amp;lt;br&amp;gt; Darkside || Lucent Beam &amp;lt;br&amp;gt; --- || &#039;&#039;Halo&#039;&#039; &amp;lt;br&amp;gt; Nebula&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Italicized spells are not learned naturally.&lt;br /&gt;
&lt;br /&gt;
{{Classes}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;/div&gt;</summary>
		<author><name>Pascal</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=Building_Guide&amp;diff=4299</id>
		<title>Building Guide</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=Building_Guide&amp;diff=4299"/>
		<updated>2021-06-01T01:04:02Z</updated>

		<summary type="html">&lt;p&gt;Pascal: added shopkeeper info to medit section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*&#039;&#039;This guide is adapted from [http://web.archive.org/web/20020402164025/http://www.geocities.com/TimesSquare/Dome/4876/ OLC: Down and Dirty in the Mud] (original Geocities site offline) by Kara Ann&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
OLC is short for On-Line Creation. It is your friend.&lt;br /&gt;
&lt;br /&gt;
OLC is a set of code added to a MUD that allows builders to edit area files in real-time while logged into the MUD, instead of the old method of manually editing text files and rebooting the game every time a change is to be implemented.&lt;br /&gt;
&lt;br /&gt;
There are many different versions of OLC in use on different MUDs, although the syntax and usage is fairly standard. Becoming familiar with OLC will let you be an asset as a builder on almost any MUD. This guide is written explicitly for the Cleft of Dimensions, however.&lt;br /&gt;
&lt;br /&gt;
==Basics==&lt;br /&gt;
===Vnums===&lt;br /&gt;
&#039;VNUM&#039; is short for &#039;virtual number&#039;. One vnum can be assigned to a mobile, an object, a room, AND a [[Mprog Compendium|mob program]] (or mprog)&lt;br /&gt;
&lt;br /&gt;
Each mobile and object has a virtual number, which is used to store the index data or template that is used to create each instance of that mobile or object.&lt;br /&gt;
&lt;br /&gt;
For example:&lt;br /&gt;
* Object vnum 1050 contains data for a pair of purple pants. Every pair of purple pants in the game shares this vnum, but object vnum 1050 is only used for purple pants.&lt;br /&gt;
* Mobile vnum 1050 contains data for Green Imps. Every Green Imp in the game uses shares this vnum, and mobile vnum 1050 is only used by Green Imps.&lt;br /&gt;
* Room vnum 1050 contains data for a section of road in Truce Canyon. There is only one room with this vnum, and any references to room vnum 1050 are thus references to this specific section of road.&lt;br /&gt;
* Mob program vnum 1050 contains a greet program for the Imp King. Only one mobprog is number 1050, and any references to mobprog 1050 are to this one, although one prog can be used by several mobs.&lt;br /&gt;
&lt;br /&gt;
===Building Modes===&lt;br /&gt;
These are modes in which builders can edit certain things. &lt;br /&gt;
* REDIT - room edit, rooms are created, linked, and edited, and resets are made within this mode&lt;br /&gt;
* OEDIT - object edit, objects are created and edited within this mode&lt;br /&gt;
* MEDIT - mobile edit, mobs are created and edited within this mode&lt;br /&gt;
* MPEDIT - mobprogram edit, mob programs are created and edited within this mode (reserved for builders above level 101)&lt;br /&gt;
* AEDIT - area edit, area files are created and edited within this mode (generally reserved for the head builder)&lt;br /&gt;
* HEDIT - help edit, creates and modifies help files (reserved for high-level staff)&lt;br /&gt;
Commands are limited between modes, IE you can only do certain things in a given mode. For a list of commands specific to each mode, enter one and type &#039;&#039;&#039;commands&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
You can switch from one mode to another any time. To exit a mode, type &#039;&#039;&#039;done&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Saving your Work===&lt;br /&gt;
It is vitally important to save completed work often. If the game crashes or is rebooted without saving, any work done will be lost forever. To save your work, type &#039;&#039;&#039;asave changed&#039;&#039;&#039; frequently. This works in all edit modes and will save everything that has been changed or created.&lt;br /&gt;
&lt;br /&gt;
===Names===&lt;br /&gt;
Object and mobile names function as keywords for targeting those objects and mobiles. Any words within the name will work to target the object or mobile. Adding too many names to an object or mobile increases the chance of ambiguity when attempting to interact with it.&lt;br /&gt;
&lt;br /&gt;
A mobile or object&#039;s name consists of several words, separated by spaces. Words can also be enclosed in double quotes, if necessary. If a mobile&#039;s name is &#039;green imp&#039; then both &#039;look green&#039; and &#039;look imp&#039; will function correctly. If the mobile&#039;s name is &#039;a green imp&#039; then &#039;look a&#039; will also target the imp, which is not desired behavior. If a mobile&#039;s name is &#039;&amp;quot;green imp&amp;quot;&#039; with both words enclosed by double quotes, then &#039;look green&#039; will work while &#039;look imp&#039; will not, but &#039;look &amp;quot;green imp&amp;quot;&#039; will!&lt;br /&gt;
&lt;br /&gt;
If the long description doesn&#039;t contain the same words as the short description, it&#039;s good form to add extra words to the name. For example, the Chain Chomp&#039;s short desc is &amp;quot;a Chain Chomp&amp;quot;, while its long desc is &amp;quot;A round black beast tied to a chain is chomping away at you as close as it can get.&amp;quot; Since a player may not know from the long desc that it is a chain chomp, they will probably type &#039;look beast&#039; to find out more about it. Because of this, the mob&#039;s name string is &#039;chain chomp beast&#039; so that all these words function correctly.&lt;br /&gt;
&lt;br /&gt;
===Short Descriptions===&lt;br /&gt;
A short description is the text displayed when an object or mobile is being interacted with, such as &#039;a red apple&#039; or &#039;the noxious Grimer&#039;.&lt;br /&gt;
&lt;br /&gt;
Short descriptions should either be a proper noun or begin with an article. (a/an/the/some/etc)&lt;br /&gt;
&lt;br /&gt;
===Long Descriptions===&lt;br /&gt;
A long description is the text displayed when an object or mobile is seen in a room, such as &#039;The enterprising Hassan is here, waiting to make a sale.&#039; &lt;br /&gt;
&lt;br /&gt;
Note that long descs are not the same as a mobile&#039;s &#039;description&#039;.&lt;br /&gt;
&lt;br /&gt;
==REDIT==&lt;br /&gt;
Redit is the mode used to create and change rooms and exits between rooms. &lt;br /&gt;
&lt;br /&gt;
To enter Redit mode, you can type &#039;&#039;&#039;redit&#039;&#039;&#039; by itself, but only if you are in an area that you have permission to modify.&lt;br /&gt;
&lt;br /&gt;
To see all the rooms in an area and their vnums, type &#039;&#039;&#039;rlist&#039;&#039;&#039;. To see details about the room you&#039;re working on, type &#039;&#039;&#039;show&#039;&#039;&#039; or just enter a blank line.&lt;br /&gt;
&lt;br /&gt;
===Creating New Rooms===&lt;br /&gt;
To create a room from scratch, you  &#039;&#039;&#039;redit create (new room vnum)&#039;&#039;&#039;, which will create an empty room with no exits, and simultaneously move you into it.&lt;br /&gt;
&lt;br /&gt;
You can also simultaneously create a new room and a two-way exit to it by typing &#039;&#039;&#039;(direction) dig (new room vnum)&#039;&#039;&#039;, where the direction is which way from the current room to link it.&lt;br /&gt;
&lt;br /&gt;
A brand-new room will have no name, no description, and no special properties.&lt;br /&gt;
&lt;br /&gt;
===Linking Existing Rooms===&lt;br /&gt;
Rooms can have two-way and one-way [[exits]]. &lt;br /&gt;
&lt;br /&gt;
To create a two-way exit from a room, type &#039;&#039;&#039;(direction) link (other room)&#039;&#039;&#039;, where direction is which way the exit will be in this room. Two-way exits are always linked opposite of each other E.G. if Room A has a two-way exit West to Room B, then Room B will have an exit East to Room A. A door on one side of a two-way exit will let people on the other side know that it has been opened.&lt;br /&gt;
&lt;br /&gt;
To create a one-way exit from a room, type &#039;&#039;&#039;(direction) room (other room)&#039;&#039;&#039;. One-way exits don&#039;t do anything to the room on the other side, so be careful not to create dead-ends when using one-way exits.&lt;br /&gt;
&lt;br /&gt;
When linking rooms from different areas make sure that both areas are edited and saved. The link will not save if you only asave changed.&lt;br /&gt;
&lt;br /&gt;
====Deleting Exits====&lt;br /&gt;
Rooms cannot be deleted, but exits can. To delete an exit, type &#039;&#039;&#039;(direction) delete&#039;&#039;&#039;. Deleting a two-way exit removes both sides.&lt;br /&gt;
Note that if you delete a one-way exit that leads to a room where the &amp;quot;returning&amp;quot; exit is different, both exits would be deleted.&lt;br /&gt;
&lt;br /&gt;
===Describing Rooms===&lt;br /&gt;
To set the name of a room, go to the room to name and type &#039;&#039;&#039;name (name)&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
A room&#039;s Name is the line of text that players see at the top of the description when they see a room or type &#039;exits&#039;, and the part a builder sees when typing &#039;rlist&#039;. It&#039;s standard procedure in this MUD to include the area name in the room title. Normal formats are &#039;Area Name - Room Name&#039; and &#039;Room Name, Area Name&#039;, colored however you wish.&lt;br /&gt;
&lt;br /&gt;
To edit a room&#039;s description, enter the room to be described and just type &#039;&#039;&#039;description&#039;&#039;&#039;.  This enters the description editor, which is identical to the normal note and player desc editor. Type .h if you need help using the editor.&lt;br /&gt;
&lt;br /&gt;
A room&#039;s description is the block of text that players see when they look at a room, describing its contents and atmosphere. Room descs can be colored, but they should all be one solid color for readability. &lt;br /&gt;
&lt;br /&gt;
====Description Style Tips====&lt;br /&gt;
Keeping descriptions to a decent length is important, since players will often avoid reading anything that shows up as one giant wall of words. Five or six lines is usually plenty. If you want to elaborate more on something in the room, you can use an extra desc (see below).&lt;br /&gt;
&lt;br /&gt;
Colors are available to help set a mood, but be aware that some colors (particularly blue and dark blue) are difficult to read on a black background. Descriptions can be colored, but should be one solid color for readability unless highlighting specific words.&lt;br /&gt;
&lt;br /&gt;
Descs should stay objective in tone, avoiding references to the reader. &amp;quot;The monster terrifies you.&amp;quot; is inapplicable if the player is a robot incapable of fear or a hardy warrior who&#039;s seen worse. That said, sometimes it&#039;s more fun to write them subjectively; be creative!&lt;br /&gt;
&lt;br /&gt;
====Extra Descriptions====&lt;br /&gt;
Extra Descriptions are additional descriptions a room can have for curious players who try to look at things mentioned in the main description. IE If a room description mentions that there is a painting on the wall, you could describe the painting in depth using an extra desc for the word &#039;painting&#039; to avoid cluttering the main room desc.&lt;br /&gt;
&lt;br /&gt;
If there is an item or mob in the room with the same name as an extra desc, then the player will see that item or mob instead of the extra desc.&lt;br /&gt;
&lt;br /&gt;
To add an extra desc to a room, type &#039;&#039;&#039;ed add (keywords)&#039;&#039;&#039;. You can add one desc for multiple keywords at once if you enclose them in double quotes. To edit an existing extra desc, type &#039;&#039;&#039;ed edit (keyword)&#039;&#039;&#039;. To delete an extra desc, type &#039;&#039;&#039;ed delete (keyword)&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Extra descs can be any length, can contain asciiart, break the fourth wall, and ignore all sorts of other description conventions for the sake of an interesting experience. It&#039;s good form to add extra descs in every room you can, but it&#039;s not strictly necessary.&lt;br /&gt;
&lt;br /&gt;
===Changing Room Properties===&lt;br /&gt;
To toggle a room flag, type &#039;&#039;&#039;room (flag name)&#039;&#039;&#039;. Most room properties exist as flags, which can all be toggled on and off individually. All flags are off in a new room. For a list of room flags and their functions, see [[Flags_Compendium#ROOM_FLAGS]].&lt;br /&gt;
&lt;br /&gt;
To change a room&#039;s sector, type &#039;&#039;&#039;sector (sector name)&#039;&#039;&#039;. A sector has information about the general biome or type of room. A room can only have one sector, and it is set to &#039;inside&#039; by default. For a list of sectors and their functions, see [[Flags_Compendium#SECTOR]].&lt;br /&gt;
&lt;br /&gt;
To change a room&#039;s mana or health regeneration rates, type &#039;&#039;&#039;heal (percent)&#039;&#039;&#039; or &#039;&#039;&#039;mana (percent)&#039;&#039;&#039;. These numbers are percentages that regeneration rates are modified by EG &#039;mana 200&#039; will double MP regeneration for players and monsters alike in the room. Note that setting a negative number won&#039;t cause damage, but will floor regeneration rates to their absolute minimum.&lt;br /&gt;
&lt;br /&gt;
Rooms can also have specific positions on the weather grid and extra weather modifiers. These are usually set at for the whole area instead of for specific rooms. A room&#039;s weather modifiers will override the ones set for the area. Avoid very high weather modifiers unless absolutely necessary (You&#039;re in a tornado!). We want the weather modifying spells to be more useful..&lt;br /&gt;
To set a room&#039;s coordinates, type &amp;quot;xarea #&amp;quot; or &amp;quot;yarea #&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Changing Exit Properties===&lt;br /&gt;
To toggle an exit flag, type &#039;&#039;&#039;(direction) (flag name)&#039;&#039;&#039;. For a list of exit flags and their functions, see [[Flags_Compendium#EXITS]]. Note that for &#039;closed&#039;, &#039;locked&#039;, etc to work, &#039;door&#039; must be on. If &#039;door&#039; is on but &#039;closed&#039; is not, then the door will open itself when the area is reset and players will likely not even notice it. Applying a flag to one side of a two-way exit will automatically apply it to the other side as well.&lt;br /&gt;
&lt;br /&gt;
If a door is locked, you can specify what item a player needs to unlock it by typing &#039;&#039;&#039;(direction) key (obj vnum)&#039;&#039;&#039;. The player will only need to have the object in their inventory to be able to unlock the door.&lt;br /&gt;
&lt;br /&gt;
====Exit Names and Descs====&lt;br /&gt;
Doors can also have special names and descriptions. These can help immerse the player in the area they&#039;re exploring.&lt;br /&gt;
&lt;br /&gt;
To set an exit&#039;s keywords, type &#039;&#039;&#039;(direction) name &amp;quot;(names)&amp;quot;&#039;&#039;&#039; Note that the double quotes are required. This will allow players to use these names when trying to open or close the door EG &#039;east name gate&#039; will allow players to type &#039;open gate&#039; in addition to &#039;open east&#039; to open the door, as well as allowing them to &#039;enter gate&#039; in addition to just typing &#039;east&#039;. Once you&#039;ve given an exit a special name, you can make the exit hidden and mention &#039;There is a gate to the east.&#039; in the room&#039;s description to reward players that read descs thoroughly. You can use &#039;(direction) name none&#039; to remove all names.&lt;br /&gt;
&lt;br /&gt;
To set an exit&#039;s description, type &#039;&#039;&#039;(direction) desc &amp;quot;(desc)&amp;quot;&#039;&#039;&#039; Note that the double quotes are required. A door&#039;s description string is cosmetic, and will be shown to people manipulating the door EG &#039;east desc &amp;quot;the imposing iron gate&amp;quot;&#039; will show players &#039;You open the imposing iron gate&#039;/&#039;Soandso opens the imposing iron gate&#039;, etc. You can use &#039;(direction) desc none&#039; to remove anything and revert the exit to using the default text &#039;the door&#039;.&lt;br /&gt;
&lt;br /&gt;
==MEDIT==&lt;br /&gt;
&lt;br /&gt;
Medit is the mode used to create and edit mobs, or mobiles, AKA NPCs. A mob is any fightable or unfightable monster, shopkeeper, quest NPC, townsperson, boss, etc. Mobs can also be made completely invisible to players in order to create special events or puzzles.&lt;br /&gt;
&lt;br /&gt;
To see all the mobs in the area you&#039;re in, type &#039;&#039;&#039;mlist&#039;&#039;&#039;. You can see only mobs with a certain name with &#039;&#039;&#039;mlist (name)&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
To see details about the mob you&#039;re currently working on, type &#039;&#039;&#039;show&#039;&#039;&#039; or just enter a blank line.&lt;br /&gt;
&lt;br /&gt;
===Creating and Editing Mobs===&lt;br /&gt;
To enter Medit mode, you must type either &#039;&#039;&#039;medit create (empty mobile vnum)&#039;&#039;&#039; or &#039;&#039;&#039;medit (existing mobile vnum)&#039;&#039;&#039; If you try to create a mob in a vnum that already exists, or edit a mob that doesn&#039;t already exist, you will receive an error and not enter medit mode. &lt;br /&gt;
&lt;br /&gt;
A newly created mobile is mostly blank and has no name, description, or attributes.&lt;br /&gt;
&lt;br /&gt;
===Describing Mobs===&lt;br /&gt;
To set the name of a mob, type &#039;&#039;&#039;name (mobile names)&#039;&#039;&#039;. This is not the same as the mobile&#039;s short description, and the names are never seen by the player all at once.&lt;br /&gt;
&lt;br /&gt;
To set the short description of a mob, type &#039;&#039;&#039;short (short description)&#039;&#039;&#039;. This is the what the player sees when interacting with the mobile.&lt;br /&gt;
&lt;br /&gt;
To set the mob&#039;s long description, type &#039;&#039;&#039;long (long description)&#039;&#039;&#039;. This is the line of text that the player sees when looking at a room with this mob in it.&lt;br /&gt;
&lt;br /&gt;
To create or change a mob&#039;s description, type &#039;&#039;&#039;desc&#039;&#039;&#039;. This enters the string editor, and if the mob already has a desc it will be loaded into the editor. When you are finished editing the description, type &#039;&#039;&#039;@&#039;&#039;&#039; to exit the editor. A mob&#039;s description is what a player sees when looking at the mob. A mob without a description only shows the player &#039;You see nothing special about (him/her/it).&#039;&lt;br /&gt;
&lt;br /&gt;
===Setting Mob Stats===&lt;br /&gt;
Mobs have a variety of statistics. They can all be changed from within Medit mode.&lt;br /&gt;
&lt;br /&gt;
A mob&#039;s race can be set with &#039;&#039;&#039;race (race name)&#039;&#039;&#039;. To see a list of all PC and NPC races in the game, type &#039;&#039;&#039;race ?&#039;&#039;&#039;. A mob&#039;s race pre-sets act, form, part, imm, res, and vuln flags. Changing an existing mob&#039;s race will add new flags but won&#039;t remove existing ones. A mob&#039;s race doesn&#039;t affect many things on its own, though.&lt;br /&gt;
&lt;br /&gt;
Mobiles have lots of other stats that can be set.&lt;br /&gt;
&lt;br /&gt;
;sex (male/female/neutral/random)&lt;br /&gt;
:The mob&#039;s gender; modifies pronouns when interacting with the mob. A mob set to be Random sex will be randomly male or female each time it is loaded.&lt;br /&gt;
;level (#)&lt;br /&gt;
:The level of the mob. Note that a mob&#039;s armor values will need to be modified accordingly with the mob&#039;s level.&lt;br /&gt;
;align (#)&lt;br /&gt;
:While players can only range from -1000 to 1000, mobs can have outrageous alignment values. Despite this, -1000 to 1000 is normal.&lt;br /&gt;
;hitroll (#)&lt;br /&gt;
:This is a bonus or penalty to hitroll for this mob. This usually isn&#039;t necessary to change.&lt;br /&gt;
;damtype (damage type)&lt;br /&gt;
:This is the damage noun and thus damage type that the mob uses for unarmed attacks. Type &#039;&#039;&#039;? weapon&#039;&#039;&#039; for a list.&lt;br /&gt;
;hitdice (XdY + Z)&lt;br /&gt;
:Must be entered with the &#039;&#039;&#039;d&#039;&#039;&#039; and &#039;&#039;&#039;+&#039;&#039;&#039;. A mobile will have a randomly-rolled amount of hit points when loaded. A mobile&#039;s hit points should not vary too widely to prevent very easy/difficult to defeat outliers.&lt;br /&gt;
;manadice (XdY + Z)&lt;br /&gt;
:Mobiles have mana, but will not use it unless explicitly told to by an mobprog. This number is rolled when a mobile is loaded, like hit dice.&lt;br /&gt;
;damdice (XdY + Z)&lt;br /&gt;
:The first two numbers determine how much damage a mobile will do with unarmed attacks. If the mob is wielding a proper weapon, it will do damage based on the weapon instead. The third number is the mob&#039;s damroll. This bonus will apply whether the mob has a weapon or not!&lt;br /&gt;
;armor (#  #  #  #)&lt;br /&gt;
:The AC scores of the mobile. The actual amount of damage prevented depends on the level of the mobile as well.  All four values must be entered to set all four armor scores for the mobile.&lt;br /&gt;
;size (size)&lt;br /&gt;
:Type &#039;&#039;&#039;? size&#039;&#039;&#039; for a list of valid sizes. This stat mostly affects combat skills like bash and trip.&lt;br /&gt;
;wealth (#)&lt;br /&gt;
:The amount of wealth, in silver, that this mob carries. This number is not exact, so a mob will have a random amount of money when actually loaded, somewhere near this variable. If the wealth value is high enough, at least some portion of the mob&#039;s money will be in gold coins.&lt;br /&gt;
&lt;br /&gt;
When setting stats on a mob, use the Formulator application to determine how much HP, armor, etc it should have based on its level. Talk to another staff member for information on how to download this application.&lt;br /&gt;
&lt;br /&gt;
===Mobile Special Properties===&lt;br /&gt;
&lt;br /&gt;
In addition to their descriptions and stats, mobs can have a variety of special flags that change how they act.&lt;br /&gt;
&lt;br /&gt;
To toggle a mob&#039;s Act flags, type &#039;&#039;&#039;act (flags to toggle)&#039;&#039;&#039; A mob&#039;s act2, affect, shield, form, part, imm, res, vuln, offensive, and behavior flags are changed in the same way. &lt;br /&gt;
&lt;br /&gt;
For a list of all applicable mob flags, see [[Flags_Compendium#MOB_FLAGS]], or type &#039;&#039;&#039;? (flag name)&#039;&#039;&#039; while in medit mode.&lt;br /&gt;
&lt;br /&gt;
===Shopkeepers===&lt;br /&gt;
&lt;br /&gt;
To make a mobile a shopkeeper, use the syntax &amp;quot;shop assign&amp;quot; while editing the desired mobile. Typing just &amp;quot;shop&amp;quot; while in MEdit will display possible shopkeeper-related commands.&lt;br /&gt;
&lt;br /&gt;
Shopkeepers can have mobprogs like regular mobs with the exception of give progs, always giving an error that the player must sell the item instead. &lt;br /&gt;
&lt;br /&gt;
==OEDIT==&lt;br /&gt;
===Basics===&lt;br /&gt;
&lt;br /&gt;
Oedit is the mode to edit objects, which includes fountains, apples, swords, basically anything that can&#039;t move around or perform actions on its own. Though note that there are cases where you may want a certain thing like a computer to be an object vs. a mob. Mobs can react to people interacting with them, objects cannot.&lt;br /&gt;
&lt;br /&gt;
Like the other modes, you need to either &#039;&#039;&#039;oedit create (vnum)&#039;&#039;&#039; or &#039;&#039;&#039;oedit (vnum)&#039;&#039;&#039; depending on whether it already exists or not. A new object will be basically blank and featureless. You can check its status at any time that you&#039;re in oedit mode by typing &#039;&#039;&#039;show&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Descriptions===&lt;br /&gt;
&lt;br /&gt;
There are three main descriptions that an item needs:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Name&#039;&#039;&#039; - These are the keywords that the player uses to identify the item. They&#039;ll never actually *see* this (so no need for colors), but you want it to include the relevant keywords from it&#039;s short and long descs. Depending on what item it is, you may want to add certain hidden names in order to sort them for later searching. Typically for weapons this is +wtype, like +sslash, and for armor it&#039;s =slot, like =legs. (Later you can take advantage of these along with vnum to search for a certain slot, or in an mprog to remove whatever&#039;s on the legs, as long as it&#039;s been properly tagged)&lt;br /&gt;
&lt;br /&gt;
Example: name silver sword excalibur +sslash&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Short&#039;&#039;&#039; - This is the word that shows up directly for the object, such as when the player picks it up or has it equipped. This should not be very long, and including &#039;a&#039;, &#039;an&#039;, or &#039;the&#039; is appropriate unless it has an actual proper name, as the player should ideally see &#039;You get &#039;&#039;&#039;an apple&#039;&#039;&#039;&#039; rather than &#039;You get &#039;&#039;&#039;apple&#039;&#039;&#039;&#039;. This is also where color is most likely to be used.&lt;br /&gt;
&lt;br /&gt;
Example: short {WExcalibur{x&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Long&#039;&#039;&#039; - This description is what will be seen when the item is sitting on the ground in a room. Keep in mind both where it comes from and the fact that players could potentially later drop the items in different places entirely. This is also what will normally show up for the description of the item (see below).&lt;br /&gt;
&lt;br /&gt;
Example: long A silver sword has been stuck in the ground.&lt;br /&gt;
&lt;br /&gt;
There&#039;s also extra descriptions. As mentioned, the long description is the default, but that&#039;s generally not good enough for a real item. In order to attach a longer description, exdescs must be utilized. These can be done with &#039;&#039;&#039;ed add &amp;quot;&amp;lt;keywords&amp;gt;&amp;quot;&#039;&#039;&#039;, &#039;&#039;&#039;ed edit &amp;quot;&amp;lt;keywords&amp;gt;&amp;quot;&#039;&#039;&#039;, and &#039;&#039;&#039;ed delete &amp;quot;&amp;lt;keywords&amp;gt;&amp;quot;&#039;&#039;&#039;. Remember the quotes there or else it will only take the first word that you specify. Once you do ed add, an editor window will pop up, similar to personal or mob descriptions. Just put your text in there. Make sure that you include all the same keywords that are in the name (though any hidden ones are generally unnecessary).&lt;br /&gt;
&lt;br /&gt;
Example: &lt;br /&gt;
ed add &amp;quot;silver sword excalibur&amp;quot;&lt;br /&gt;
&lt;br /&gt;
.c&lt;br /&gt;
&lt;br /&gt;
This shining sword looks like the weapon of a true king! It glows with soft light from within.&lt;br /&gt;
&lt;br /&gt;
.f&lt;br /&gt;
&lt;br /&gt;
@&lt;br /&gt;
&lt;br /&gt;
If an object has a keyword set as one of its names, but no extra desc for that keyword, then the object&#039;s long desc will be used instead. For example:&lt;br /&gt;
*name: silver sword runes&lt;br /&gt;
*short: a silver sword with runes&lt;br /&gt;
*long: Covered with runes, a silver sword has been left here.&lt;br /&gt;
*extra desc with keyword &#039;runes&#039;: These runes are in a long forgotten language.&lt;br /&gt;
*&amp;quot;look sword&amp;quot;/&amp;quot;look silver&amp;quot;: &amp;quot;Covered with runes, a silver sword has been left here.&amp;quot;&lt;br /&gt;
*&amp;quot;look runes&amp;quot;: &amp;quot;These runes are in a long forgotten language.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039; - One very important part of any object is it&#039;s type. This determines what other flags it has - weapons will have flags to determine what type of damage it does and how hard it hits, pills will have flags for what spells they cast, trash is trash, etc. For a full list of these, check the [[Flags_Compendium/Obj_Types]]. Once a type is selected, new flags v0 - v4 show up and will need to be selected.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level&#039;&#039;&#039; - The level that is required to use this item. Keep in mind that items will poof if the player is too underleveled and the remortable flag is not on the item.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wear&#039;&#039;&#039; - The wear flags determine if the item can be worn and where. Most important of these is &#039;&#039;&#039;take&#039;&#039;&#039;! If you don&#039;t flag the item as wear take, it will not be able to be picked up at all. This also means you can make strange cases, like wearing a weapon on your face or a rod on your wrist. Note that the arms, waist, and shoulders slots are typically not used in our MUD, so do not use those unless you have an good reason and have checked with someone else.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Extra&#039;&#039;&#039;, &#039;&#039;&#039;Extra2&#039;&#039;&#039; - These two flags hold various important utilities that do a variety of things. Refer to the [[Flags Compendium]] for full information.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weight&#039;&#039;&#039; - How heavy the item is. 10 here means 1 pound.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cost&#039;&#039;&#039; - How much the object is worth, in silver. Keep in mind that this is just the base, and shopkeeper settings mean they&#039;d buy the item for 60% of it&#039;s real cost, etc.&lt;br /&gt;
&lt;br /&gt;
===Enchantments===&lt;br /&gt;
&lt;br /&gt;
One last trick that you might need to know is how to put affects and applys on items. These are the &#039;enchantments&#039;, the stuff like dex+2 or permanent quartz guard that goes on an item you wear.&lt;br /&gt;
&lt;br /&gt;
They are split into two categories:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Addaffect&#039;&#039;&#039; - This is used for purely stat boosts. There&#039;s a lot of options here, but you don&#039;t really want to touch anything other than the primary stats (str, dex, etc), mana, hp, move, saves, ac, hitroll and damroll. The rest you really don&#039;t want to be messing with on items. The syntax is &#039;&#039;&#039;addaffect &amp;lt;type&amp;gt; &amp;lt;amount&amp;gt;&#039;&#039;&#039;. Remember that if you&#039;re doing this with AC, good AC is negative, not positive.&lt;br /&gt;
&lt;br /&gt;
Example: addaffect str 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Addapply&#039;&#039;&#039; - Addapply does the stuff that&#039;s not just stats but effects. The syntax for this is really strange - by definition an addapply must also *include* an addaffect, but it can be of type &#039;none&#039;. The flags that can be added include affects, object, immune/resist/vuln, weapon, and shield flags (For a full list of these refer to mob flag information). Once added these show up on the object show as just addaffects w/out the associated real effect, so you may have to load a copy of the object and identify it to make sure it&#039;s working right.&lt;br /&gt;
&lt;br /&gt;
Here are a few examples:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;addapply vuln str 1 bash&#039;&#039;&#039; - This gives +1 strength but weakness to bashing damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;addapply affects none 0 slow&#039;&#039;&#039; - This causes a permanent slow state, with no other effects.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;addapply shield mana 20 confused&#039;&#039;&#039; - This causes the player to gain 20 max mana but be constantly confused.&lt;br /&gt;
&lt;br /&gt;
To remove an affect or apply, just use delaffect #, where the # is the right one from typing &#039;&#039;&#039;show&#039;&#039;&#039; in oedit mode.&lt;br /&gt;
&lt;br /&gt;
That&#039;s basically it - items are fairly straightforward!&lt;br /&gt;
&lt;br /&gt;
==MPEDIT==&lt;br /&gt;
See [[Mprog Compendium]]. And then ask someone to show you what to do because mprogs can get confusing fast.&lt;br /&gt;
&lt;br /&gt;
==AEDIT==&lt;br /&gt;
Aedit is the mode used to create and modify area files, their vnum ranges, and certain area-wide flags and settings.&lt;br /&gt;
&lt;br /&gt;
Typing &#039;aedit&#039; in any room will begin editing the area that room is in, assuming you have appropriate permission. Aedit is currently a level 105 (advanced builder) command.&lt;br /&gt;
&lt;br /&gt;
===Creating a New Area===&lt;br /&gt;
To create a new area, enter aedit from any existing area and type &#039;create&#039;. This makes a new area with no vnums assigned and gives it the filename area0.are. &#039;&#039;Areas cannot be deleted from within OLC, so do not use this command for no reason.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Several fields need to be set right away: use &#039;filename &amp;lt;foo.are&amp;gt;&#039; to change the filename of the area, which should be short (8 characters, lowercase) but clearly indicate the name of the area. Consult with the head builder or higher immortal for further guidance.&lt;br /&gt;
&lt;br /&gt;
Next, the base vnum range needs to be set to a block of free vnums. This can be done with either the &#039;vnum (lower) (upper)&#039; command, or separately with &#039;lvnum (lower)&#039; and &#039;uvnum (upper)&#039; commands. OLC will not let you use vnums that are already part of a different area. Convention in the Cleft of Dimensions is to create new areas with contiguous vnums, so consult with the head builder or higher immortal to figure out the next highest block, or use &#039;alist&#039; to figure it out yourself!&lt;br /&gt;
* An area can contain rooms from outside its vnum range, relocated with the &#039;areaoverride (filename)&#039; Redit command. Use this sparingly, as it was mostly designed for expanding old areas which were created with insufficient vnum space!&lt;br /&gt;
&lt;br /&gt;
Make sure to give the area a name, using the &#039;name (name)&#039; command. Note that this name can be displayed to players at various points.&lt;br /&gt;
&lt;br /&gt;
Finally, fill out the credits field for the area; this is what shows up in the &#039;areas&#039; command, and unintuitively does not contain the builder credits for the area. It takes the form of &#039;&#039;&#039;{c[{Y    Area Name              {wLw-Up  {c]{x&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Security and Builders===&lt;br /&gt;
Areas can only be modified by specified people. Access can be tweaked by changing the area&#039;s Security and Builders.&lt;br /&gt;
&lt;br /&gt;
&#039;Security (number)&#039; will restrict editing of the level to immortals with security equal or higher to the given number.&lt;br /&gt;
&lt;br /&gt;
&#039;Builders (name/all)&#039; will toggle a given immortal&#039;s name, allowing that builder to override the security setting for the area. This is usually done to assign new builders to their probational area without allowing them edit access to anywhere else.&lt;br /&gt;
&lt;br /&gt;
===Weather, Location and Level Range===&lt;br /&gt;
Regardless of what [[weather]] system is over the area&#039;s X/Y coordinates, the weather can be adjusted area-wide with the &#039;skymod (number)&#039; and &#039;wndmod (number)&#039; commands, which range from 4 to -4. &lt;br /&gt;
*These can also be set per room.&lt;br /&gt;
&lt;br /&gt;
The area&#039;s X/Y coordinates can be set with the &#039;xpos (number)&#039; and &#039;ypos (number)&#039; commands. This determines the area&#039;s place on the weather map as well as the atlas.&lt;br /&gt;
*These can also be set per room.&lt;br /&gt;
&lt;br /&gt;
The area&#039;s level range is used to show players the area when appropriate in response to an &#039;areas&#039; command with no arguments. This should be set appropriately for the mobs and objects in the area.&lt;br /&gt;
&lt;br /&gt;
===Flags===&lt;br /&gt;
Areas have two types of flags: area flags, and exflags. Exflags can be set by a builder by using &#039;exflags (flag)&#039;, and have various practical effects on the area for players. The list is at [[Flags_Compendium#AREA_EXFLAGS]]&lt;br /&gt;
&lt;br /&gt;
The other kind of Area flags are for temporary weather up/down affects (caused by the Stormy Sky and Clear Sky affects) and other things about the loading/saving of area files:&lt;br /&gt;
* Changed: Area has changed and will be written to disk at the next &#039;asave changed&#039;.&lt;br /&gt;
* Added: Area is new and will be written to disk for the first time at the next &#039;asave changed&#039;.&lt;br /&gt;
* Loading: Used for counting in db.c&lt;br /&gt;
* Weather Up: Area is affected by Stormy Sky and has a temporary additional +1 to Wind modifier and Sky modifier.&lt;br /&gt;
* Weather Down: Area is affected by Clear Sky and has a temporary additional -1 to Wind modifier and Sky modifier.&lt;br /&gt;
&lt;br /&gt;
===Other Commands===&lt;br /&gt;
&#039;age (number)&#039; overrides an area&#039;s current age (in minutes) for the purpose of reset timing.&lt;br /&gt;
&lt;br /&gt;
&#039;automap&#039; does nothing useful or interesting, and is probably a vestigal remnant of some planned function.&lt;br /&gt;
&lt;br /&gt;
&#039;commands&#039; shows all the valid aedit commands.&lt;br /&gt;
&lt;br /&gt;
&#039;reset&#039; forces an immediate reset of the entire area&#039;s objects and mobs.&lt;br /&gt;
&lt;br /&gt;
&#039;show&#039; is the same as a blank line in Aedit mode, and shows information about the area being edited.&lt;br /&gt;
&lt;br /&gt;
&#039;? (field)&#039; shows available flags in a given field, like other OLC editors.&lt;br /&gt;
&lt;br /&gt;
&#039;version&#039; shows OLC credits.&lt;br /&gt;
&lt;br /&gt;
==HEDIT==&lt;br /&gt;
===Editing General Help Files===&lt;br /&gt;
For an existing help file you can just type &#039;&#039;&#039;hedit &amp;lt;keyword&amp;gt;&#039;&#039;&#039; to open that file. It has the keywords, the level to view the file (101 for immortal-only helpfiles, otherwise 0 generally), and the text itself.&lt;br /&gt;
&lt;br /&gt;
To create a new helpfile, start with &#039;&#039;&#039;hedit hedit&#039;&#039;&#039; to open a helpfile in general, then type &#039;&#039;&#039;new help.are keyword&#039;&#039;&#039; - help.are can also be olc.are or somewhere else, this is mainly for organizational purposes. In general, to ensure helpfiles get saved, it is best to edit an area in some minor way (add and remove a safe room flag, for instance) and asave changed to have both save at the same time.&lt;br /&gt;
&lt;br /&gt;
===Editing Maps===&lt;br /&gt;
Maps are slightly trickier. When designing a map, it should be 60x24 characters. You also want to put it in maps.are, again for organizational purposes. Maps should be named area.are000 and incrementing. Examples: &#039;&#039;&#039;truce.are000&#039;&#039;&#039;, &#039;&#039;&#039;saturnv.are001&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Whichever map is 000 will be set as the default local map for that area (provided it matches the name exactly! you should be using your area name exactly as it is in game). To make an individual room use a different map, redit that room and &#039;&#039;&#039;localmap newmap.are00x&#039;&#039;&#039;. These maps should all be at security level 101 - players will be able to see them as maps but not by typing &#039;help&#039;.&lt;br /&gt;
&lt;br /&gt;
ProTuna also has built-in functionality to highlight the area where the player is on the map, but this must be manually set. To do this, type &#039;&#039;&#039;xlocal 1&#039;&#039;&#039; and &#039;&#039;&#039;ylocal 1&#039;&#039;&#039; where 1,1 is the top left character of your map. These must be set individually for each room.&lt;br /&gt;
&lt;br /&gt;
===Editing Quest Lists===&lt;br /&gt;
Each area also has a corresponding quest list to be stored as: &#039;&#039;&#039;areaname.are.quests&#039;&#039;&#039; (like truce.are.quests). These are basically just text, except you can use the string &#039;&#039;&#039;^areaname1&#039;&#039;&#039; to show whether that questflag has been obtained or not. You can also hide quests until they are completed by prefacing them with two ^ i.e. &#039;&#039;&#039;^^areaname2&#039;&#039;&#039;. These hidden quests will not show up as blank lines but are entirely undetectable. See any other quests lists for examples.&lt;br /&gt;
&lt;br /&gt;
==SEDIT==&lt;br /&gt;
coming soon&lt;br /&gt;
&lt;br /&gt;
Avoid making new socials simply for entertainment purposes, as this will add more clutter to the socials list, which is utilized by players to maneuver through rooms, puzzles or quests at times. Existing social commands are for the most part set in stone. Changing existing output can cause quests to fail activation. If a condition arises where the syntax should indeed be changed, an admin should run a find and replace for relevant mprog triggers.&lt;br /&gt;
&lt;br /&gt;
==GEDIT==&lt;br /&gt;
coming soon&lt;br /&gt;
&lt;br /&gt;
Edits clans: will probably change dramatically in the future as clan code is changed.&lt;/div&gt;</summary>
		<author><name>Pascal</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=Mprog_Compendium&amp;diff=4289</id>
		<title>Mprog Compendium</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=Mprog_Compendium&amp;diff=4289"/>
		<updated>2021-05-27T13:11:51Z</updated>

		<summary type="html">&lt;p&gt;Pascal: added troubleshooting at the bottom&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:2Mprog3.jpg|right|thumb|212px|No clear results from Google images on what an Mprog looks like.]]&lt;br /&gt;
&lt;br /&gt;
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&#039;re just a tourist, check out some [[Mprog Compendium/Examples|examples]]&lt;br /&gt;
&lt;br /&gt;
===Optimizing Mobprogs===&lt;br /&gt;
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:&lt;br /&gt;
&lt;br /&gt;
* Random progs attempt to execute on every game tick. Because of this, they should be small and efficient.&lt;br /&gt;
** It is vastly more efficient to give a mob a &#039;random 50&#039; prog, than a &#039;random 100&#039; prog that begins with &#039;if rand 50&#039;.&lt;br /&gt;
*** The same is true of any prog trigger with a percentile parameter!&lt;br /&gt;
** A &#039;schedule all&#039; prog will only attempt to execute every minute instead, if that&#039;s acceptable.&lt;br /&gt;
** A delay prog that re-sets the acting mob&#039;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.&lt;br /&gt;
&lt;br /&gt;
* The &#039;break&#039; command will end prog execution immediately.&lt;br /&gt;
** In a vnum-stacked prog, put the most frequent users first, and end those blocks with a &#039;break&#039;. Without a break, the rest of the prog will still be parsed!!&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;Vnum Stacking&amp;quot; is a method of using one mprog vnum on multiple mobs by making blocks of code within &#039;if vnum $i == ####&#039; checks.&lt;br /&gt;
** This can conserve vnums within an area, but in exchange makes each vnum-stacked prog less efficient to process.&lt;br /&gt;
** Avoid vnum stacking random progs, or other progs that are called frequently, like delay or schedule.&lt;br /&gt;
&lt;br /&gt;
* The &#039;mobexists&#039; and &#039;objexists&#039; ifchecks with words are the least efficient in the entire mobprog language, despite efforts to speed them up.&lt;br /&gt;
** This is because they must compare their input string to every single name component of every single mob/obj in the entire world.&lt;br /&gt;
** Both of these ifchecks can be used with a vnum instead. This is &#039;&#039;MUCH, MUCH&#039;&#039; faster, because it doesn&#039;t actually count anything; mob and object index data keep track of what&#039;s been loaded and unloaded!&lt;br /&gt;
** This doesn&#039;t mean these ifchecks are off limits! Just avoid using them on progs that run frequently.&lt;br /&gt;
&lt;br /&gt;
* Update_always mobs will execute all their progs even when a player is not in the area.&lt;br /&gt;
** However, when a player leaves an area, it stays active for several minutes anyway.&lt;br /&gt;
** Areas are also active for several minutes when the game first boots up.&lt;br /&gt;
** Because of this, you probably don&#039;t need update_always on your mob unless it&#039;s running schedule progs.&lt;br /&gt;
** Update_always and random progs are a bad mix that I will scold you for.&lt;br /&gt;
&lt;br /&gt;
* Schedule, delay, and random progs WILL NOT execute if the mobile is fighting, UNLESS the mob is also flagged as update_always&lt;br /&gt;
&lt;br /&gt;
===IFCHECKS===&lt;br /&gt;
&lt;br /&gt;
    rand 		if rand 30		- if random number between 1 and 100 is &amp;lt; 30&lt;br /&gt;
    exists		if exists $n		- does $n exist somewhere &#039;&#039;&#039;This check is for use with variables, not names&#039;&#039;&#039;&lt;br /&gt;
    ishere   		if ishere $q            - is $q in this room?&lt;br /&gt;
    mobexists		if mobexists 1233	- is there mob vnum 1233 somewhere&lt;br /&gt;
    			if mobexists fido	- is there a fido mob somewhere     &#039;&#039;&#039;!!! WARNING !!!&#039;&#039;&#039; this is cpu-intensive. use a vnum instead if possible!&lt;br /&gt;
    			if mobexists 5.2839	- are there at least 5 mobs of vnum 2839 anywhere&lt;br /&gt;
    objexists		if objexists 1233	- is there obj vnum 1233 somewhere&lt;br /&gt;
    			if objexists sword	- is there a sword obj somewhere    &#039;&#039;&#039;!!! WARNING !!!&#039;&#039;&#039; avoid this too, for the same reasons&lt;br /&gt;
    			if objexists 500.sword	- are there at least 500 swords in the entire world? &#039;&#039;&#039;!!!&#039;&#039;&#039; and this&lt;br /&gt;
    mobhere		if mobhere fido		- is there a &#039;fido&#039; mob in this room?&lt;br /&gt;
 			if mobhere 1233		- is there mob vnum 1233 in this room?&lt;br /&gt;
    objhere		if objhere bottle	- is there a &#039;bottle&#039; obj in this room?&lt;br /&gt;
 	-can&#039;t see in	if objhere 1233		- is there obj vnum 1233 in this room?&lt;br /&gt;
 	 containers&lt;br /&gt;
    isself		if isself $n            - evaluate equivalence between a character and the acting mob&lt;br /&gt;
    people		if people &amp;gt; 4		- does room contain &amp;gt; 4 people&lt;br /&gt;
    players		if players &amp;gt; 1		- does room contain &amp;gt; 1 pcs *in event obj progs the player doesn&#039;t count in if players checks&lt;br /&gt;
    mobs   		if mobs &amp;gt; 2		- does room contain &amp;gt; 2 mobiles&lt;br /&gt;
    clones		if clones &amp;gt; 3   	- are there &amp;gt; 3 mobs of $i&#039;s vnum here&lt;br /&gt;
    duplicates		if duplicates $n &amp;gt; 3	- are there &amp;gt; 3 mobs of $n&#039;s vnum here&lt;br /&gt;
    order		if order == 0		- is mob the first in room&lt;br /&gt;
 &lt;br /&gt;
    hour 		if hour &amp;gt; 11		- is the time &amp;gt; 11 o&#039;clock&lt;br /&gt;
         Sunrise occurs at 6am (hour 6)&lt;br /&gt;
         Sunset occurs at 6pm (hour 18)&lt;br /&gt;
    day                  if day &amp;gt; 0              - is today not the first day of the week&lt;br /&gt;
         0 - Mana Holy Day&lt;br /&gt;
         1 - Luna Day        &lt;br /&gt;
         2 - Salamando Day&lt;br /&gt;
         3 - Undine Day&lt;br /&gt;
         4 - Dryad Day&lt;br /&gt;
         5 - Jinn Day&lt;br /&gt;
         6 - Gnome Day&lt;br /&gt;
    sky  		if sky &amp;gt; 2     		- is the sky rating &amp;gt; cloudy&lt;br /&gt;
 	0 - dry&lt;br /&gt;
 	1 - cloudless&lt;br /&gt;
 	2 - cloudy&lt;br /&gt;
 	3 - raining&lt;br /&gt;
 	4 - lightning&lt;br /&gt;
    wind 		if wind &amp;gt; 2		- is the wind rating &amp;gt; breeze&lt;br /&gt;
 	0 - stale&lt;br /&gt;
 	1 - none&lt;br /&gt;
 	2 - breeze&lt;br /&gt;
 	3 - windy&lt;br /&gt;
 	4 - gale&lt;br /&gt;
    sector		if sector $i == 5       - sector check&lt;br /&gt;
        0 - inside       1 - city         2 - field        3 - forest     &lt;br /&gt;
        4 - hills        5 - mountain     6 - swim         7 - noswim&lt;br /&gt;
        8 - unused       9 - air          10 - desert      11 - rock&lt;br /&gt;
        12 - road        13 - enter       14 - snow        15 - swamp&lt;br /&gt;
        16 - jungle      17 - ruins       18 - mount2      19 - coastal&lt;br /&gt;
        20 - developed   21 - void        22 - lava&lt;br /&gt;
 &lt;br /&gt;
    ispc   		if ispc $n 		- is $n a pc&lt;br /&gt;
    isnpc		if isnpc $n 		- is $n a mobile&lt;br /&gt;
    isgood		if isgood $n 		- is $n good&lt;br /&gt;
    isevil		if isevil $n 		- is $n evil&lt;br /&gt;
    isneutral		if isneutral $n 	- is $n neutral&lt;br /&gt;
    isimmort		if isimmort $n		- is $n immortal&lt;br /&gt;
    ischarm		if ischarm $n		- is $n charmed */&lt;br /&gt;
    isfollow		if isfollow $n		- is $n following someone&lt;br /&gt;
    isactive		if isactive $n		- is $n&#039;s position &amp;gt; SLEEPING&lt;br /&gt;
    isdelay		if isdelay $i		- does $i currently have a delay counter&lt;br /&gt;
    isvisible		if isvisible $n		- can mob see $n&lt;br /&gt;
    isfighting		if isfighting $n        - fighting check&lt;br /&gt;
    hastarget		if hastarget $i		- does $i have a valid remembered target&lt;br /&gt;
    istarget		if istarget $n		- is $n mob&#039;s remember target&lt;br /&gt;
 &lt;br /&gt;
    affected		if affected $n blind	- is $n affected by blind&lt;br /&gt;
    affected2		if affected2 $n frenzy  - &#039;&#039;&#039;(second set of affects, see mob template for list)&#039;&#039;&#039;&lt;br /&gt;
    shielded  		if shielded $n charge	- is $n shielded by charge&lt;br /&gt;
    act			if act $i sentinel	- is $i flagged sentinel&lt;br /&gt;
    act2 		if act2 $i noattack	- is $i flagged noattack&lt;br /&gt;
    off           	if off $i berserk	- is $i flagged berserk&lt;br /&gt;
    imm           	if imm $i fire		- is $i immune to fire &lt;br /&gt;
    vuln    		if vuln $i electricity  - is $i vulnerable to electricity&lt;br /&gt;
    res        		if res $i cold          - is $i resistant to cold&lt;br /&gt;
    carries		if carries $n sword	- does $n have a &#039;sword&#039;&lt;br /&gt;
 			if carries $n 1233	- does $n have obj vnum 1233&lt;br /&gt;
                                                - (doesn&#039;t check to see if wearing, ONLY if in inventory)&lt;br /&gt;
    wears		if wears $n lantern	- is $n wearing a &#039;lantern&#039;&lt;br /&gt;
 			if wears $n 1233	- is $n wearing obj vnum 1233&lt;br /&gt;
    upon      		if upon $n motorcycle   - is $n riding/using as furniture a &#039;motorcycle&lt;br /&gt;
              		if upon $n 1233         - is $n riding/using as furniture obj vnum 1233&lt;br /&gt;
    has    		if has $n weapon	- does $n have obj of type weapon&lt;br /&gt;
    uses  		if uses $n armor	- is $n wearing obj of type armor&lt;br /&gt;
    pos			if pos $n standing	- is $n standing&lt;br /&gt;
    name  		if name $n puff		- is $n&#039;s name &#039;puff&#039;&lt;br /&gt;
    clan 		if clan $n &#039;tuna&#039; 	- does $n belong to clan &#039;tuna&#039;&lt;br /&gt;
    race 		if race $n dragon	- is $n of &#039;dragon&#039; race&lt;br /&gt;
    class		if class $n wizard	- is $n&#039;s class &#039;wizard&#039;&lt;br /&gt;
    subclass		if subclass $n &amp;gt; 0      - subclass check&lt;br /&gt;
    skill		if skill $n &#039;big boo&#039;   - does $n have the big boo skill&lt;br /&gt;
    skillchk		if skillchk $n &#039;fire&#039; &amp;gt; 90 - character&#039;s skill percentage check&lt;br /&gt;
    objtype		if objtype $o scroll	- is $o a scroll type obj&lt;br /&gt;
    quest		if quest $n nerb1	- is quest flag nerb1 toggled for $n&lt;br /&gt;
    remort		if remort $n &amp;gt; 1        - has $n remorted at least once?&lt;br /&gt;
                                                  (New characters start at &amp;quot;if remort == 1&amp;quot;;&lt;br /&gt;
                                                   first remort is at &amp;quot;if remort == 2&amp;quot;)&lt;br /&gt;
    brief 		if isbrief $n 		- does $n have &#039;brief&#039; toggled? *only works for players&lt;br /&gt;
 &lt;br /&gt;
    vnum 		if vnum $i == 1233  	- virtual number check&lt;br /&gt;
    room 		if room $i == 1233	- room virtual number&lt;br /&gt;
    roomaff		if roomaff sandstorm    - room affect check (&#039;? roomaff&#039; in editor to see valid flags)&lt;br /&gt;
    roomflag		if roomflag dark	- room flag check (&#039;? room&#039; in editor to see valid flags)&lt;br /&gt;
    area                if area $i == 1         - is $i in the immortal area?&lt;br /&gt;
    align		if align $n &amp;lt; -1000	- alignment check&lt;br /&gt;
    level		if level $n &amp;lt; 5		- level check&lt;br /&gt;
         		if level $o == 0        - works on objects too&lt;br /&gt;
    sex			if sex $i == 0		- sex check&lt;br /&gt;
 	0 - none&lt;br /&gt;
 	1 - male&lt;br /&gt;
 	2 - female&lt;br /&gt;
 	3 - (unused)&lt;br /&gt;
 	4 - plural&lt;br /&gt;
 	5 - spivak&lt;br /&gt;
    innate		if innate $n == 1	- innate check&lt;br /&gt;
        0 - None&lt;br /&gt;
        1 - Water&lt;br /&gt;
        2 - Moon&lt;br /&gt;
        3 - Wood&lt;br /&gt;
        4 - None (Don&#039;t use)&lt;br /&gt;
        5 - Wind&lt;br /&gt;
        6 - Earth&lt;br /&gt;
        7 - Fire&lt;br /&gt;
    size		if size $n &amp;lt; 2		- size check&lt;br /&gt;
 	0 - tiny&lt;br /&gt;
 	1 - small&lt;br /&gt;
 	2 - medium&lt;br /&gt;
 	3 - large&lt;br /&gt;
 	4 - huge&lt;br /&gt;
 	5 - giant&lt;br /&gt;
 &lt;br /&gt;
    counter		if counter $i &amp;gt;= 6 	- mob counter check&lt;br /&gt;
    money		if money $n &amp;gt; 500	- money check (in silver)&lt;br /&gt;
    objval0		if objval0 $o &amp;gt; 1000 	- object value[] checks 0-4 (check object type in oedit for relevant variables)&lt;br /&gt;
    objval1						-for money in bribe triggers use objval0 for silver and objval1 for gold&lt;br /&gt;
    objval2&lt;br /&gt;
    objval3&lt;br /&gt;
    objval4&lt;br /&gt;
    objcost		if objcost $o &amp;gt;= 50 	- cost of the obj in silver&lt;br /&gt;
    objweight		if objweight $o &amp;lt; 100 	- weight of the obj in 1/10lbs&lt;br /&gt;
    objextra		if objextra $o glow 	- does $o have glow&lt;br /&gt;
    objextra2		if objextra2 $o unique 	- is $o unique&lt;br /&gt;
    objextra3		if objextra3 $o owned 	- is $o owned&lt;br /&gt;
    objcond 		if objcond $o &amp;gt; 50 	- object condition value check&lt;br /&gt;
 			if objcond pie &amp;gt; 50 	&lt;br /&gt;
 &lt;br /&gt;
    grpsize		if grpsize $n &amp;gt; 6	- group size check&lt;br /&gt;
 							-a solo player is a group size of 0&lt;br /&gt;
 							 -all pets and charmies count toward group size&lt;br /&gt;
 							  -they don&#039;t count if they aren&#039;t in the room with the target&lt;br /&gt;
    str			if str $n &amp;gt; 13		- strength check&lt;br /&gt;
    int			if int $i &amp;lt; 18		- intelligence check&lt;br /&gt;
    wis			if wis $q == 25		- wisdom check&lt;br /&gt;
    dex			if dex $f &amp;gt;= 8		- dexterity check&lt;br /&gt;
    con			if con $g &amp;lt;= 20		- constitution check&lt;br /&gt;
    hpchk		if hpchk $n &amp;lt; 15 	- hit point check&lt;br /&gt;
    hpcnt		if hpcnt $i &amp;gt; 30	- hit point percent check&lt;br /&gt;
    mpchk        	if mpchk $i &amp;gt; 8  	- mana point check&lt;br /&gt;
    mpcnt		if mpcnt $i &amp;gt; 50 	- mana percentage check&lt;br /&gt;
    mvchk 		if mvchk $i &amp;gt; 25 	- movement point check&lt;br /&gt;
    drunk		if drunk $n &amp;gt;= 5        - drunkenness check&lt;br /&gt;
    khcount		if khcount $n &amp;gt; 30	- did $n kill more than 30 things?&lt;br /&gt;
    khexists		if khexists $n 1234	- did $n kill a mob of vnum 1234? &lt;br /&gt;
    enchant		if enchant $o &amp;gt; 10	- does $o have a total enchantment modifier of more than 10? NOTE: armor enchants are negative&lt;br /&gt;
    recentdam		if recentdam $i &amp;gt; 4	- is my recent_dam variable (aka $a) greater than 4?&lt;br /&gt;
    localx              if localx = 3           - is the current room at the localx 3 position?&lt;br /&gt;
    localy              if localy = 10          - is the current room at the localy 10 position? Note that these are the variables for the protuna minimap, and they&#039;ll be zero in every room if the builder hasn&#039;t created a map and set them&lt;br /&gt;
    &lt;br /&gt;
 &lt;br /&gt;
 IFCHKS can be used with &#039;or&#039;, &#039;and&#039;, and &#039;else&#039;. Ex:&lt;br /&gt;
  	-NOTE: &#039;else&#039; can be combined with &#039;or&#039; and &#039;and&#039; ifchks.&lt;br /&gt;
 		if room $i &amp;gt;= 500 		- is the room vnum both greater than or equal to 500 and less than or equal to 1000?&lt;br /&gt;
 		and room $i &amp;lt;= 1000 			i.e. between 500 and 1000, including both 500 and 1000.&lt;br /&gt;
 &lt;br /&gt;
  		if dex $n &amp;gt; 12 			- are $n&#039;s dex AND str both greater than 12?&lt;br /&gt;
  		and str $n &amp;gt; 12&lt;br /&gt;
 &lt;br /&gt;
 		if hour &amp;gt;= 18 			- is the hour later than 6pm or earlier than 6am?&lt;br /&gt;
 		or hour &amp;lt;= 6 				i.e. is it between 6pm and 6am, including both 6pm and 6am.&lt;br /&gt;
 								*&#039;or&#039; must be used for this type of &#039;evening&#039; check because&lt;br /&gt;
 								the numbers don&#039;t circle like a real clock - it can&#039;t be both&lt;br /&gt;
 								greater than 18 and less than 6.&lt;br /&gt;
 		if class $n thief 		- is $n a thief OR a warrior?&lt;br /&gt;
 		or class $n warrior&lt;br /&gt;
 &lt;br /&gt;
 		if uses $n weapon 		- does $n have an object type of &#039;weapon&#039; equipped?&lt;br /&gt;
 		 mob exitpermit 			yes: they may pass through.&lt;br /&gt;
 		else&lt;br /&gt;
 		 say You need a weapon first! 		no: mob says You need a weapon first!&lt;br /&gt;
  		endif&lt;br /&gt;
 &lt;br /&gt;
       -If you want to get REALLY in-depth, you can use both &#039;and&#039; &amp;amp; &#039;or&#039; in a prog, too!&lt;br /&gt;
 &lt;br /&gt;
                 if affected $i haste&lt;br /&gt;
                 or affected $i slow&lt;br /&gt;
                 and shielded $i zombie&lt;br /&gt;
                 say I have either haste or slow, and I definitely have zombie!&lt;br /&gt;
                 else&lt;br /&gt;
                 say I might have any one of haste, slow, or zombie, I might have haste AND slow without zombie...&lt;br /&gt;
                 say Or I might just have none of the above!&lt;br /&gt;
                 endif&lt;br /&gt;
 &lt;br /&gt;
                 if carries $i apple&lt;br /&gt;
                 and carries $i sword&lt;br /&gt;
                 or carries $i dagger&lt;br /&gt;
                 say I have an apple for sure, and either a sword or a dagger!&lt;br /&gt;
                 else&lt;br /&gt;
                 say I have neither an apple and a sword, nor an apple and a dagger.&lt;br /&gt;
                 say But I might have an apple and no weapon, or both weapons... or nothing!&lt;br /&gt;
                 endif&lt;br /&gt;
 &lt;br /&gt;
  &lt;br /&gt;
        Just be sure to watch the order of your ifchecks, it can make the difference between a working prog and a malfunctioning one!&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 Every if needs an endif. &#039;Or&#039;, &#039;and&#039;, and &#039;else&#039; do not require additional endifs.&lt;br /&gt;
&lt;br /&gt;
===VARIABLES===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
====Ifcheck Variables:====&lt;br /&gt;
 $c     the current combat target of the remember target&lt;br /&gt;
 $d	random player-targetable entity&lt;br /&gt;
 $D     random charmie or pet&lt;br /&gt;
 $f	the pet of the mob remember target&lt;br /&gt;
 $g	the master of the mob remember target&lt;br /&gt;
 $h     random player or charmie or pet&lt;br /&gt;
 $i	the acting mob itself&lt;br /&gt;
 $n	the target of the mob&lt;br /&gt;
 $o	the target object of the mob&lt;br /&gt;
 $p	the secondary target object of the mob (act trigger only)*&lt;br /&gt;
 $q	the mob remember target&lt;br /&gt;
 $r	random character in room&lt;br /&gt;
 $t	the secondary target of the mob (act trigger only)*&lt;br /&gt;
 $u     the mob remember target of the mob remember target&lt;br /&gt;
 $y     the original actor in a chain of event progs&lt;br /&gt;
&lt;br /&gt;
 These codes return numbers instead of a mob or object target:&lt;br /&gt;
 &lt;br /&gt;
 $a     the amount of last successful mob damage OR mob award exp&lt;br /&gt;
 $B     the level of the mob remember target&lt;br /&gt;
 $z	the counter of the acting mob&lt;br /&gt;
&lt;br /&gt;
 For use in event mprogs:&lt;br /&gt;
 &lt;br /&gt;
 $n	is the targetted mob or player&lt;br /&gt;
 $o	is the targetted object&lt;br /&gt;
 $i	is the acting player&lt;br /&gt;
 $p	is the actual event item being activated&lt;br /&gt;
 $y	will always refer to the person using the event item&lt;br /&gt;
     (useful when the event forces other mobs)&lt;br /&gt;
 $n and $o cannot exist at the same time in an event mprog&lt;br /&gt;
 players are considered to be vnum 0 when using a &#039;vnum $i&#039; check.&lt;br /&gt;
&lt;br /&gt;
====General Variables:====&lt;br /&gt;
 	$a	the numerical damage amount of the last successful Mob Damage&lt;br /&gt;
 	$A	the name of the mob&#039;s object target, without quotes  &lt;br /&gt;
 	$b	the race (for PCs) or shortdesc (for mobs) of the mob&#039;s remember target&lt;br /&gt;
 	$B	the level of the mob&#039;s remember target&lt;br /&gt;
 	$c	the name of the current combat target of the mob&#039;s remember target&lt;br /&gt;
 	$C	the short desc of the current combat target of the mob&#039;s remember target&lt;br /&gt;
 	$d	the name of a random player-aligned mobile (i.e. pet or charmie) in the room&lt;br /&gt;
 	$D	the name of a random player-targetable mobile or PKable player in the room&lt;br /&gt;
 	$e	the subject pronoun of the mob&#039;s target&lt;br /&gt;
 	$E	the subject pronoun of the mob&#039;s secondary target*&lt;br /&gt;
 	$f	the name of the pet of the mob&#039;s remember target&lt;br /&gt;
 	$F	the short desc of the pet of the mob&#039;s remember target&lt;br /&gt;
 	$g	the name of the master of the mob&#039;s remember target&lt;br /&gt;
 	$G	the short desc of the master of the mob&#039;s remember target&lt;br /&gt;
 	$h	the name of a random player OR player-aligned mobile in the room&lt;br /&gt;
 	$i	the name of the acting mob&lt;br /&gt;
 	$I	the short desc of the acting mob&lt;br /&gt;
 	$j	the subject pronoun of the acting mob (he/she/it)&lt;br /&gt;
 	$J	the subject pronoun of a random character&lt;br /&gt;
 	$k	the object pronoun of the acting mob (him/her/it)&lt;br /&gt;
 	$K	the object pronoun of a random character&lt;br /&gt;
 	$l	the possessive adjective of the acting mob (his/her/its)&lt;br /&gt;
 	$L	the possessive adjective of a random character&lt;br /&gt;
 	$m	the object pronoun of the mob&#039;s target&lt;br /&gt;
 	$M	the object pronoun of the mob&#039;s secondary target*&lt;br /&gt;
 	$n	the name of the mob&#039;s target&lt;br /&gt;
 	$N	the short desc of the mob&#039;s target&lt;br /&gt;
 	$o	the name of the mob&#039;s object target&lt;br /&gt;
 	$O	the short desc of the mob&#039;s object target&lt;br /&gt;
 	$p	the name of the mob&#039;s secondary object target*&lt;br /&gt;
 	$P	the short desc of the mob&#039;s secondary object target*&lt;br /&gt;
 	$q	the name of the mob&#039;s remember target&lt;br /&gt;
 	$Q	the short desc of the mob&#039;s remember target&lt;br /&gt;
 	$r	the name of a random character&lt;br /&gt;
 	$R	the short desc of a random character&lt;br /&gt;
 	$s	the possessive adjective of the mob&#039;s target&lt;br /&gt;
 	$S	the possessive adjective of the mob&#039;s secondary target*&lt;br /&gt;
 	$t	the name of the mob&#039;s secondary target*&lt;br /&gt;
 	$T	the short desc of the mob&#039;s secondary target*&lt;br /&gt;
 	$u	the name of the mob&#039;s remember target&#039;s remember target&lt;br /&gt;
 	$U	the short desc of the mob&#039;s remember target&#039;s remember target&lt;br /&gt;
 	$X	the subject pronoun of the mob remember target&lt;br /&gt;
 	$y	the name of the original user of an event item, because $i can change in different force/call contexts&lt;br /&gt;
 	$Y	the object pronoun of the mob remember target&lt;br /&gt;
 	$z	the counter of the acting mob&lt;br /&gt;
 	$Z	the possessive adjective of the mob remember target&lt;br /&gt;
 	$$	an actual dollar sign symbol, in case you needed that&lt;br /&gt;
&lt;br /&gt;
OR:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!  !! Name !! Short Desc !! Subject Pronoun !! Object Pronoun !! Possessive Adjective&lt;br /&gt;
|-&lt;br /&gt;
|  || For Targetting || For Echoing || He/She/It || Him/Her/It || His/Her/Its&lt;br /&gt;
|-&lt;br /&gt;
|Acting Mob || $i || $I || $j || $k || $l&lt;br /&gt;
|-&lt;br /&gt;
|Mob&#039;s Target || $n || $N || $e || $m || $s&lt;br /&gt;
|-&lt;br /&gt;
|Secondary Target* || $t || $T || $E || $M || $S&lt;br /&gt;
|-&lt;br /&gt;
|Object Target || $o || $O&lt;br /&gt;
|-&lt;br /&gt;
|Secondary Object* || $p || $P&lt;br /&gt;
|-&lt;br /&gt;
|Random Character || $r || $R || $J || $K || $L&lt;br /&gt;
|-&lt;br /&gt;
|Mob Remember Target || $q || $Q || $X || $Y || $Z&lt;br /&gt;
|-&lt;br /&gt;
|Remember Target&#039;s Pet || $f || $F&lt;br /&gt;
|-&lt;br /&gt;
|Remember Target&#039;s Master|| $g || $G&lt;br /&gt;
|-&lt;br /&gt;
|Remember Target&#039;s Remember Target|| $u || $U&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*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&#039;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.&lt;br /&gt;
&lt;br /&gt;
===MOB COMMANDS===&lt;br /&gt;
&lt;br /&gt;
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 &amp;lt;brackets&amp;gt; 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&#039;s usage. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;BREAK:break&lt;br /&gt;
This command will immediately stop the mobprog. Nothing else below a &#039;break&#039; 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&#039;s commonly used in vnum-stacking.&lt;br /&gt;
&lt;br /&gt;
Examples: 451, 456&lt;br /&gt;
&lt;br /&gt;
;ECHO:mob echo &amp;lt;string&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Examples: 1362, 2206, 2553, 1161, 4715&lt;br /&gt;
&lt;br /&gt;
;ECHOAT:mob echoat &amp;lt;target&amp;gt; &amp;lt;string&amp;gt;&lt;br /&gt;
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 &amp;quot;you&amp;quot; and &amp;quot;$n&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
Examples: 1072, 33, 152, 1502, 3007&lt;br /&gt;
&lt;br /&gt;
;ECHOAROUND:mob echoaround &amp;lt;target&amp;gt; &amp;lt;string&amp;gt;&lt;br /&gt;
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 &amp;quot;you&amp;quot; and &amp;quot;$n&amp;quot; in messages. Echoaround is generally useful when you want to hide certain messages from the target player.&lt;br /&gt;
&lt;br /&gt;
Examples: 1462, 4001, 4807, 3129, 4072&lt;br /&gt;
&lt;br /&gt;
;ASOUND:mob asound &amp;lt;string&amp;gt;&lt;br /&gt;
This command is similiar to echo. Unlike echo, however, asound will echo a message to every room that the mob&#039;s current room has an exit to - i.e., the surrounding rooms. What&#039;s interesting about asound is that it doesn&#039;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&#039;s room.&lt;br /&gt;
&lt;br /&gt;
Examples: 4017, 5683, 2217, 5494, 2714&lt;br /&gt;
&lt;br /&gt;
;ZECHO:mob zecho &amp;lt;string&amp;gt;&lt;br /&gt;
This command is a more powerful version of echo, echoing a message to every player in the mob&#039;s current area. Staff will get a &amp;quot;mob echo&amp;gt;&amp;quot; in front of every zecho message, but players won&#039;t. The applications of this command are pretty straightforward, and they can easily add some flavor to your area.&lt;br /&gt;
&lt;br /&gt;
Examples: 1035, 1003, 182&lt;br /&gt;
&lt;br /&gt;
;GECHO:mob gecho &amp;lt;string&amp;gt;&lt;br /&gt;
This command is a more powerful version of zecho, echoing a message to every player in the MUD. There probably aren&#039;t that many times anybody would want to use this, but it&#039;s a powerful command and it&#039;s there. Staff will get a &amp;quot;mob echo&amp;gt;&amp;quot; in front of every gecho message, but players won&#039;t.&lt;br /&gt;
&lt;br /&gt;
Examples: 419&lt;br /&gt;
&lt;br /&gt;
;DECHO:mob decho &amp;lt;string&amp;gt;&lt;br /&gt;
As mob echo, but will not show the echo to the user.&lt;br /&gt;
&lt;br /&gt;
;GOTO:mob goto &amp;lt;location&amp;gt;&lt;br /&gt;
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&#039;s combat during the transfer, so it acts like a localized mob peace. Also, use of the goto command can disguise a mob&#039;s death cry - shown in the examples below. Mob goto can transfer through safe or no_mob room flags and can move sentinel mobs.&lt;br /&gt;
&lt;br /&gt;
Examples: 4004, 2712, 3116, 1021, 5555&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 2115, 4069, 1212, 1549, 2262, 71, 4851, 1053, 187, 733&lt;br /&gt;
&lt;br /&gt;
;TRANSFER:mob transfer &amp;lt;target&amp;gt; [location]&lt;br /&gt;
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 &amp;quot;all,&amp;quot; which will move all characters in the mob&#039;s room. Mob transfer can transfer through safe or no_mob room flags and move sentinel mobs.&lt;br /&gt;
&lt;br /&gt;
Examples: 1452, 4014, 2708, 4854, 1714&lt;br /&gt;
&lt;br /&gt;
;GTRANSFER:mob gtransfer &amp;lt;target&amp;gt; [location]&lt;br /&gt;
This command works just like transfer, except it transfers everyone in the target&#039;s group as well as the target. However, you cannot gtransfer all. Besides that, it is entirely identical to transfer.&lt;br /&gt;
&lt;br /&gt;
Examples: None.&lt;br /&gt;
&lt;br /&gt;
;MLOAD:mob mload &amp;lt;vnum&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Examples: 1206, 1453, 39, 3119, 154&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 2729, 2262, 4076, 1404, 4849, 1563, 1003&lt;br /&gt;
&lt;br /&gt;
;OLOAD:mob oload &amp;lt;vnum&amp;gt; [level] [R] [W]&lt;br /&gt;
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. &amp;quot;R&amp;quot; will send the object to the room, and &amp;quot;W&amp;quot; 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&#039;s typical to simply use &#039;0 R&#039; or &#039;0 W&#039; to load objects in these ways. What&#039;s great about loading objects is that they can be used as &amp;quot;counters&amp;quot; in mobprogs, illustrated in some examples below.&lt;br /&gt;
&lt;br /&gt;
Examples: 1475, 1360, 3126, 2381, 2127&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 2232, 178, 5670, 4818&lt;br /&gt;
&lt;br /&gt;
;MCLONE:mob mclone &amp;lt;target&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;OCLONE:mob oclone &amp;lt;target&amp;gt; [I]&lt;br /&gt;
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. &amp;quot;I&amp;quot; can be added to the command to force the new object to appear in the mob&#039;s inventory instead.&lt;br /&gt;
&lt;br /&gt;
;OTRANSFER:mob otransfer &amp;lt;target&amp;gt; &amp;lt;location&amp;gt;&lt;br /&gt;
This command transfers an object to a given location. The target object can be in the room, in the mob&#039;s inventory, or part of the mob&#039;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.&lt;br /&gt;
&lt;br /&gt;
Examples: 4868&lt;br /&gt;
&lt;br /&gt;
;PURGE:mob purge [target]&lt;br /&gt;
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&#039;s inventory or equipment. Mob purge will never purge player characters. A mob can &amp;quot;mob purge self,&amp;quot; but do so sparingly - it appears to be able to crash the MUD at times. When you do use &amp;quot;mob purge self,&amp;quot; try to place it as close to the end of mobprogs as possible. For extra security, always place &#039;break&#039; right after a mob purge self command.&lt;br /&gt;
&lt;br /&gt;
Examples: 53, 3149, 4829, 1581, 710&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 1005, 3123&lt;br /&gt;
&lt;br /&gt;
;JUNK:mob junk &amp;lt;item&amp;gt;&lt;br /&gt;
This command can destroy any item the mob has in inventory or is wearing as equipment. The &amp;lt;item&amp;gt; parameter is very versatile. You can junk all, or junk &#039;all something&#039;, 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&#039;s inventory. NOTE: items inside containers cannot be junked, but ifchks can see them.&lt;br /&gt;
&lt;br /&gt;
Examples: 1476, 2109, 1360, 2710, 4886&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 3146, 2216, 4015, 2387, 727, 1009, 1212, 5491, 3113&lt;br /&gt;
&lt;br /&gt;
;REMOVE:mob remove &amp;lt;target&amp;gt; &amp;lt;vnum/name&amp;gt;&lt;br /&gt;
This command removes the given object from the target&#039;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 &#039;mob remove $n sword&#039; 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&#039;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 &#039;mob remove&#039; things from players&#039; inventories without good reason.&lt;br /&gt;
&lt;br /&gt;
Examples: 1027, 4829, 1314, 1162, 5556&lt;br /&gt;
&lt;br /&gt;
;FLEE:mob flee&lt;br /&gt;
This command causes the mob to instantly run to an adjoining room. It only works if the mob is not currently fighting (simply use &#039;flee&#039; 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 &#039;leaves east&#039; 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&#039;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.&lt;br /&gt;
&lt;br /&gt;
Examples: 1006&lt;br /&gt;
&lt;br /&gt;
;KILL:mob kill &amp;lt;target&amp;gt;&lt;br /&gt;
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&#039;t attack itself, and charmed mobs can&#039;t attack their masters. When your mobile absolutely must attack someone, you want to use this instead of the regular kill command.&lt;br /&gt;
&lt;br /&gt;
Examples: 4700, 1456, 2712, 3123&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 1514, 2352, 3014, 1060, 161, 172&lt;br /&gt;
&lt;br /&gt;
;ASSIST:mob assist &amp;lt;target&amp;gt;&lt;br /&gt;
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&#039;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.&lt;br /&gt;
&lt;br /&gt;
Examples: None. This command is not mentioned in the standard mprog documentation.&lt;br /&gt;
&lt;br /&gt;
;HIT:mob hit &amp;lt;target&amp;gt;&lt;br /&gt;
Similar to Kill and Assist, this command causes the mob to attack the target. However, it doesn&#039;t care if the actor is already fighting -- this makes it useful for simulating special attacks.&lt;br /&gt;
&lt;br /&gt;
Examples: 1456&lt;br /&gt;
&lt;br /&gt;
;PEACE:mob peace&lt;br /&gt;
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&#039;s ideal for creating a gap in the fighting to execute commands that can&#039;t be done while fighting, then resuming the brawl. Additionally, it&#039;s a helpful command to use with inert or passive mobs.&lt;br /&gt;
&lt;br /&gt;
Examples: 5669, 4001, 3014, 172, 3139&lt;br /&gt;
&lt;br /&gt;
;SKILL:mob skill &amp;lt;command&amp;gt;&lt;br /&gt;
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%.&lt;br /&gt;
&lt;br /&gt;
Examples: 2511&lt;br /&gt;
&lt;br /&gt;
;DAMAGE:mob damage &amp;lt;target&amp;gt; &amp;lt;min&amp;gt; &amp;lt;max&amp;gt; [damtype] [lethal] [safe] [percent]&lt;br /&gt;
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 &#039;&#039;&#039;all&#039;&#039;&#039;, 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&#039;s hp above maximum. Note that healing this way ignores zombie status, distribute, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
Damtype specifies what [[damage type]] to use in respect to resistances and vulnerabilities. It can be any damage type you see with &amp;quot;? imm&amp;quot; in medit. A given mob damage can only have one given damtype.&amp;lt;br&amp;gt;&lt;br /&gt;
If you type &amp;quot;lethal&amp;quot; at the end of the command, the mob damage can kill the target. Otherwise, the target&#039;s hp will not drop below 0. [damtype] and [lethal]&#039;s positions in the command are interchangeable. If you type &amp;quot;safe&amp;quot; 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 &amp;quot;all&amp;quot; mob damages.&amp;lt;br&amp;gt;&lt;br /&gt;
The &amp;quot;percent&amp;quot; keyword changes the min and max from a damage quantity into a percentage of the target&#039;s maximum HP. It will not do more damage than the target&#039;s current HP, however.&lt;br /&gt;
&lt;br /&gt;
Examples: 4061, 4831, 1704, 1532&lt;br /&gt;
&lt;br /&gt;
;DAMECHO:mob damecho &amp;quot;message to target&amp;quot; &amp;quot;message to room&amp;quot; &amp;lt;target&amp;gt; &amp;lt;min&amp;gt; &amp;lt;max&amp;gt; [damtype] [lethal] [safe] [percent]&lt;br /&gt;
This command is extremely similar to &#039;mob damage&#039; 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. &lt;br /&gt;
: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 &#039;all&#039; parameter. To show each actual victim&#039;s short desc in the &amp;quot;message to room&amp;quot;, use the unintuitive &#039;&#039;&#039;$$N&#039;&#039;&#039; (with two dollarsigns) instead of &#039;&#039;&#039;$n&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Examples: 701&lt;br /&gt;
&lt;br /&gt;
;CAST:mob cast &amp;lt;spell&amp;gt; [target]&lt;br /&gt;
This command allows a mob to cast any of the spells normally available to players. The spell parameter takes an argument, and you&#039;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&#039;s inventory, or, depending on the spell, no target at all. Mob cast costs no mana. You&#039;ll usually want to pair this command with a mob echo for more flavor.&lt;br /&gt;
&lt;br /&gt;
Examples: 4001, 2203, 4838, 301, 4716&lt;br /&gt;
&lt;br /&gt;
;MANA:mob mana &amp;lt;target&amp;gt; &amp;lt;min&amp;gt; &amp;lt;max&amp;gt;&lt;br /&gt;
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 &amp;quot;all,&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
Examples: 3139, 2748, 169, 701. This command is unique to CoD.&lt;br /&gt;
&lt;br /&gt;
;AWARD:mob award &amp;lt;target&amp;gt; &amp;lt;type&amp;gt; &amp;lt;value&amp;gt; [scaled]&lt;br /&gt;
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:&lt;br /&gt;
&lt;br /&gt;
 gold	-10000	10000		prac	10	-10		exp	-10000	10000&lt;br /&gt;
 silver	-10000	10000		train	5	-5 		align   -100    100&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The &#039;scaled&#039; 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.&lt;br /&gt;
&lt;br /&gt;
It&#039;s possible to use &#039;mob award $i&#039; but ONLY do this in event progs, where $i is the player.&lt;br /&gt;
&lt;br /&gt;
Examples: 2260, 4022, 1027, 1116, 32. This command is unique to CoD.&lt;br /&gt;
&lt;br /&gt;
;ADVANCE:mob advance &amp;lt;target&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
This command will advance the target to the specified level. This command MUST be used carefully, as it can reduce the target&#039;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 &#039;mob counter&#039; is the amount of levels you wish to grant the player:&lt;br /&gt;
&lt;br /&gt;
 mob remember $n&lt;br /&gt;
 mob counter $B&lt;br /&gt;
 mob counter 1&lt;br /&gt;
 mob advance $n $z&lt;br /&gt;
&lt;br /&gt;
;QUEST:mob quest &amp;lt;target&amp;gt; &amp;lt;+/-/=&amp;gt; &amp;lt;questflag&amp;gt;&lt;br /&gt;
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. &amp;lt;+/-/=&amp;gt; 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. &#039;truce1&#039;. &lt;br /&gt;
&lt;br /&gt;
Examples: 54, 3113, 2390, 4874, 1596. This command is unique to CoD.&lt;br /&gt;
&lt;br /&gt;
;QUESTALT:mob questalt &amp;lt;target&amp;gt; &amp;lt;+/-/=&amp;gt; &amp;lt;questflag&amp;gt;&lt;br /&gt;
As mob quest, but for the now-defunct hardcoded quest flags.&lt;br /&gt;
&lt;br /&gt;
;SET:mob set &amp;lt;target&amp;gt; &amp;lt;skill&amp;gt; &amp;lt;percent&amp;gt;&lt;br /&gt;
This command will set a player&#039;s skill% in the specified skill or spell. This is usually used to award quest skills at 1%.&lt;br /&gt;
&lt;br /&gt;
Skills that are in a player&#039;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&#039;ing them to 2% or higher will make them practicable/usable immediately.&lt;br /&gt;
&lt;br /&gt;
Examples: 823, 8947&lt;br /&gt;
&lt;br /&gt;
;PETIFY:mob petify &amp;lt;target&amp;gt; $i&lt;br /&gt;
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 &#039;self&#039; (variable $i) as the victim.&lt;br /&gt;
&lt;br /&gt;
Examples: 2106, 3196, 700, 707, 715. This command is unique to CoD.&lt;br /&gt;
&lt;br /&gt;
;FORCE:mob force &amp;lt;target&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
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 &amp;quot;all,&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
Examples: 5660, 3130, 2710, 3014, 2387&lt;br /&gt;
&lt;br /&gt;
;GFORCE:mob gforce &amp;lt;target&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
This command works just like force, except it forces everyone in the target&#039;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.&lt;br /&gt;
&lt;br /&gt;
Examples: 5276&lt;br /&gt;
&lt;br /&gt;
;VFORCE:mob vforce &amp;lt;vnum&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Examples: None.&lt;br /&gt;
&lt;br /&gt;
;MFORCE: mob mforce &amp;lt;target&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
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&#039;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 &#039;mob oload&#039; for a quest reward, as this bypasses item and weight carry limits, so there won&#039;t be any issues having them receive the item. &lt;br /&gt;
&lt;br /&gt;
Examples: None (for now).&lt;br /&gt;
&lt;br /&gt;
;AT:mob at &amp;lt;location&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
This command allows a mob to perform any single action at any location on the MUD. It&#039;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 &amp;lt;command&amp;gt; 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.&lt;br /&gt;
&lt;br /&gt;
Examples: 4073, 1003, 5664, 735, 2387&lt;br /&gt;
&lt;br /&gt;
;DELAY:mob delay &amp;lt;pulses&amp;gt;&lt;br /&gt;
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&#039;s delay trigger prog will execute, if it has one. Unless a mob has update_always, its delay counter won&#039;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 &lt;br /&gt;
&lt;br /&gt;
Examples: 182, 1005, 1502, 1061, 1806&lt;br /&gt;
&lt;br /&gt;
;CANCEL:mob cancel&lt;br /&gt;
This command cancels the mob&#039;s delay timer. It sets it to zero and stops the mob&#039;s delay triggers from activating. While waiting enough pulses will also let the delay timer reach zero, that will make the mob&#039;s delay triggers activate. This will not.&lt;br /&gt;
&lt;br /&gt;
Examples: 4011, 1009&lt;br /&gt;
&lt;br /&gt;
;REMEMBER:mob remember &amp;lt;target&amp;gt;&lt;br /&gt;
This command stores the name of a target in the mob&#039;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&#039;s name is stored as $q for the mob and will remain until a mob forget command, a new mob remember, or the mob&#039;s death. Mobs will remember players through player deaths, but will forget a player when that player logs out. A mob&#039;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.&lt;br /&gt;
&lt;br /&gt;
Examples: 4065, 1211, 1053, 1015, 160&lt;br /&gt;
&lt;br /&gt;
;FORGET:mob forget&lt;br /&gt;
This command empties the mob&#039;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).&lt;br /&gt;
&lt;br /&gt;
Examples: 738, 1501, 3142, 5508, 2727&lt;br /&gt;
&lt;br /&gt;
;CALL:mob call &amp;lt;vnum&amp;gt; [victim] [obj1] [obj2]&lt;br /&gt;
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 &#039;mob purge self&#039; 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.&lt;br /&gt;
&lt;br /&gt;
Examples: 1368, 47, 1400, 2395, 5661&lt;br /&gt;
&lt;br /&gt;
;GCALL:mob gcall &amp;lt;vnum&amp;gt; [victim|&#039;null&#039;] [object1|&#039;null&#039;] [object2|&#039;null&#039;]&lt;br /&gt;
This command functions exactly like &#039;mob call&#039;, but will execute the called program once for every member of &amp;quot;victim&amp;quot;&#039;s group, with $n iterating over groupmates across the loops. This includes NPC groupmates. The order of execution is based on the arrangement of the group members in the room; the original &amp;quot;victim&amp;quot; will not necessarily be first.&lt;br /&gt;
&lt;br /&gt;
Groupmates who are no longer in the room when it&#039;s &amp;quot;their turn&amp;quot; will not have the prog executed on them, so be careful when combining this with commands like gforce and gtransfer.&lt;br /&gt;
&lt;br /&gt;
If there is no victim specified, or the victim isn&#039;t in the same room, then the program will execute exactly once. In this case, $n in the called prog will be null.&lt;br /&gt;
&lt;br /&gt;
Examples: &lt;br /&gt;
&lt;br /&gt;
For gcall-based quest exp, first make a dedicated mprog, e.g. mpdump 17375:&lt;br /&gt;
 * Called by prog 1001. Booster statue in Truce&lt;br /&gt;
 if ispc $n&lt;br /&gt;
  if quest $n truce6&lt;br /&gt;
  or level $n &amp;gt;= 15&lt;br /&gt;
  else&lt;br /&gt;
   mob award $n exp 500 scaled&lt;br /&gt;
   mob echoat $n {WYou have completed a quest and gain $a experience!{x&lt;br /&gt;
  endif&lt;br /&gt;
  mob quest $n + truce6&lt;br /&gt;
 endif&lt;br /&gt;
&lt;br /&gt;
Then, call that prog in the main mobprog, e.g. mpdump 1001:&lt;br /&gt;
 mob echo Something clatters within the statue&#039;s head, and an LED spits out of&lt;br /&gt;
 its mouth.&lt;br /&gt;
 mob gcall 17375 $n&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;COUNTER: mob counter &amp;lt;value OR &#039;zero&#039;&amp;gt;&lt;br /&gt;
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 &#039;zero&#039; sets the counter to zero.&lt;br /&gt;
&lt;br /&gt;
Examples: 21, 22&lt;br /&gt;
&lt;br /&gt;
;FACE:mob face &amp;lt;long/short/name&amp;gt; &amp;lt;string&amp;gt;&lt;br /&gt;
This command changes the mob&#039;s long or short desc, or name, to whatever is specified. &lt;br /&gt;
&lt;br /&gt;
Examples: 9038&lt;br /&gt;
&lt;br /&gt;
;FLAG:mob flag &amp;lt;victim&amp;gt; &amp;lt;flag type&amp;gt; &amp;lt;flag&amp;gt; +/-&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;SDAMAGE:mob sdamage ??? ???&lt;br /&gt;
Appears to be an uncoded solution to the problem that the $a flag fixed.&lt;br /&gt;
&lt;br /&gt;
;SPAWN:mob spawn &amp;lt;victim&amp;gt; &amp;lt;room vnum&amp;gt;&lt;br /&gt;
The Spawn command will change the target&#039;s recall point to the specified room vnum.&lt;br /&gt;
&lt;br /&gt;
Examples: 9098&lt;br /&gt;
&lt;br /&gt;
;RESCUE:mob rescue &amp;lt;victim&amp;gt;&lt;br /&gt;
The Rescue command works as the Rescue skill does, but without the restrictions on grouping or any skill checks.&lt;br /&gt;
&lt;br /&gt;
;EXITPERMIT:mob exitpermit&lt;br /&gt;
Exitpermit allows mobs with exit progs to allow the character through the exit normally, instead of requiring transfer commands or other sneaky tricks.&lt;br /&gt;
&lt;br /&gt;
Examples: 2917&lt;br /&gt;
&lt;br /&gt;
;ASSET:mob asset &amp;lt;victim&amp;gt; &amp;lt;art/sound&amp;gt; &amp;lt;file&amp;gt; [duration in beats]&lt;br /&gt;
The Asset command is used for enhanced asciiart and sound functions using the Project Tuna client. For advanced usage, see [[Project_Tuna#Mob Asset]].&lt;br /&gt;
&lt;br /&gt;
Examples: 10289, 12002&lt;br /&gt;
&lt;br /&gt;
;OSET: mob oset &amp;lt;object name&amp;gt; &amp;lt;field&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
*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.&lt;br /&gt;
More fields: ed(keyword &amp;quot;new extra desc&amp;quot;), add (affect #modifier), apply(flag bitvector), delaffect(#)&lt;br /&gt;
&lt;br /&gt;
Value:&lt;br /&gt;
(a) = requires a string or bit/flag name in place of value&lt;br /&gt;
(#) = requires a numerical value&lt;br /&gt;
&lt;br /&gt;
Mob oset will only target objects in the mob&#039;s inventory or in the same room as the mob. This command is very powerful, and can have complex syntax.&lt;br /&gt;
&lt;br /&gt;
;MSET: mob mset &amp;lt;target&amp;gt; &amp;lt;field&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
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(#)&lt;br /&gt;
&lt;br /&gt;
This command seems to be incompletely implemented. Mobs can currently only mset themselves, but can be mob forced by other mobs to mset themselves.&lt;br /&gt;
&lt;br /&gt;
* See [[Oset_and_mset_tips_and_tricks]] for more information&lt;br /&gt;
&lt;br /&gt;
;RSET: mob rset &amp;lt;field/affect/command&amp;gt; &amp;lt;string/value/duration&amp;gt;&lt;br /&gt;
This allows a mob to temporarily edit the room they are standing in. These changes should not save through copyovers or crashes.&lt;br /&gt;
&lt;br /&gt;
*Available fields: name &amp;lt;string&amp;gt;, desc &amp;lt;string&amp;gt;, heal &amp;lt;value&amp;gt;, mana &amp;lt;value&amp;gt;, xpos &amp;lt;value&amp;gt;, ypos &amp;lt;value&amp;gt;&lt;br /&gt;
*Available affects: sandstorm , blizzard , frostveil, darkness, flash, firetrap, brainstorm, consecrate_neutral, consecrate_good, consecrate_evil, quicksand, hprain, sunstroke, timewarp, timestop, meteo, grease, skylight&lt;br /&gt;
*Available commands: save, reset &amp;lt;&amp;quot;area&amp;quot;/&amp;quot;room&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
**There is a 500-ish character limit to &#039;mob rset desc &amp;lt;string&amp;gt;&#039;.&lt;br /&gt;
&lt;br /&gt;
;ADDLAG: mob addlag &amp;lt;target&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
This command adds [[Time#Beats|beats]] of lag to a player (in which they can not act or move at all).  Allowed value is anywhere from 1 to 999.  Useful for keeping players still during a story scene or if mobs need to perform their actions without player interruption.&lt;br /&gt;
&lt;br /&gt;
;CLAN: mob clan &amp;lt;target&amp;gt; &amp;lt;clan&amp;gt;&lt;br /&gt;
This command allows a mob to add a player to a clan instead of requiring an Immortal&#039;s assistance. The clan must already be created, however.&lt;br /&gt;
&lt;br /&gt;
;PRETITLE: mob mforce &amp;lt;target&amp;gt; mob pretitle self &amp;lt;pretitle&amp;gt;&lt;br /&gt;
This command allows a mob to set a player&#039;s pretitle instead of requiring an Immortal&#039;s assistance. Technically a mob can only set their own pretitle to avoid setting someone else&#039;s pretitle by mistake, so this syntax causes the mob to force the player to set their own pretitle.&lt;br /&gt;
&lt;br /&gt;
;ANCIENTCAVE: mob ancientcave&lt;br /&gt;
This command re-randomizes the ancient cave area. Don&#039;t use this unless you know exactly what you&#039;re doing, as the ancient cave receptionist mob already does this periodically.&lt;br /&gt;
&lt;br /&gt;
Examples: 13275&lt;br /&gt;
&lt;br /&gt;
;ADDLOG: mob addlog&lt;br /&gt;
This command allows a mob to write to the mud&#039;s log, for debug purposes. It will write the short desc and vnum of the mob, followed by the argument. It may be useful for debugging mprogs that have a lot of moving parts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===MOB TRIGGERS===&lt;br /&gt;
&lt;br /&gt;
The triggers are listed alphabetically, since there aren&#039;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.&lt;br /&gt;
&lt;br /&gt;
;ACT:addmprog &amp;lt;vnum&amp;gt; act &amp;lt;phrase&amp;gt;&lt;br /&gt;
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 &amp;lt;phrase&amp;gt; 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 &amp;lt;phrase&amp;gt; itself will require the color codes in order to trigger correctly. Act triggers can use one or more words in &amp;lt;phrase&amp;gt; - to set the phrase as multiple words, surrounded the phrase with &amp;quot;quotation marks.&amp;quot; When triggered by someone&#039;s speech, the act prog will activate before the &amp;lt;phrase&amp;gt; is actually spoken - making it look out of order. Many mobiles have an act prog with the phrase &amp;quot;talks to you,&amp;quot; which triggers on the talk social. This is especially common in towns and with humanoid mobs.&lt;br /&gt;
&lt;br /&gt;
;BRIBE:addmprog &amp;lt;vnum&amp;gt; bribe &amp;lt;amount, in silver&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;DAMTYPE:addmprog &amp;lt;vnum&amp;gt; damtype &amp;lt;type of damage/&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
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&#039;s number, not its name:&lt;br /&gt;
  0 - None*     1 - Bash      2 - Pierce    3 - Slash     4 - Fire      5 - Cold      6 - Electric&lt;br /&gt;
  7 - Acid      8 - Poison    9 - Negative 10 - Holy     11 - Energy   12 - Mental   13 - Draining&lt;br /&gt;
 14 - Water    15 - Light    16 - Other*   17 - Harm*    18 - Charm    19 - Sound    20 - Wood&lt;br /&gt;
 21 - Silver   22 - Iron     23 - Wind     24 - Earth    25 - Dark&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;all&amp;quot; can be also specified to trigger on any damage&lt;br /&gt;
&lt;br /&gt;
* Very, very few attacks use the None, Other, Harm, or Charm damtype to actually deal damage.&lt;br /&gt;
&lt;br /&gt;
;DEATH:addmprog &amp;lt;vnum&amp;gt; death &amp;lt;percent&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;DELAY:addmprog &amp;lt;vnum&amp;gt; delay &amp;lt;percent&amp;gt;&lt;br /&gt;
The delay trigger is activated when the delay timer for the mob decrements to 0. To set a mob&#039;s delay timer, use the mob delay command. The trigger has a &amp;lt;percent&amp;gt; chance of activating when the delay timer hits 0, although in almost every usage of this command, 100 is used for the &amp;lt;percent&amp;gt; parameter. Delay triggers are known to occasionally and randomly not work. Delay timers will only count down if players are currently in the mob&#039;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.&lt;br /&gt;
&lt;br /&gt;
;EXALL:addmprog &amp;lt;vnum&amp;gt; exall &amp;lt;exit number/&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;ENTRY:addmprog &amp;lt;vnum&amp;gt; entry &amp;lt;percent&amp;gt;&lt;br /&gt;
The entry trigger is activated whenever the mob walks into a new room. The trigger has a &amp;lt;percent&amp;gt; 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. &lt;br /&gt;
&lt;br /&gt;
;EXIT:addmprog &amp;lt;vnum&amp;gt; exit &amp;lt;exit number/&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
The exit trigger is checked whenever a PC tries to exit the mob&#039;s room. The trigger will activate whenever a player tries to use &amp;lt;exit number&amp;gt;&#039;s exit. It is important to note that if an exit trigger activates, the player&#039;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&#039;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.&lt;br /&gt;
&lt;br /&gt;
The following &amp;lt;exit numbers&amp;gt; collaborate with the indicated exits:&lt;br /&gt;
 0 - north  1 - east  2 - south  3 - west  4 - up&lt;br /&gt;
 5 - down   6 - ne    7 - nw     8 - se    9 - sw&lt;br /&gt;
&lt;br /&gt;
;FIGHT:addmprog &amp;lt;vnum&amp;gt; fight &amp;lt;percent&amp;gt;&lt;br /&gt;
The fight trigger is checked at the end of each combat round for the mob. The trigger has a &amp;lt;percent&amp;gt; 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.&lt;br /&gt;
&lt;br /&gt;
;GIVE:addmprog &amp;lt;vnum&amp;gt; give &amp;lt;object&amp;gt;&lt;br /&gt;
The give trigger is checked when an object is given to the mob. When an item of keyword &amp;lt;object&amp;gt; is given to the mob, the trigger activates. The phrase &#039;all&#039; can be used for &amp;lt;object&amp;gt; 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 &#039;all&#039; 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 &#039;give $o $n&#039; statement.&lt;br /&gt;
&lt;br /&gt;
;GRALL:addmprog &amp;lt;vnum&amp;gt; grall &amp;lt;percent&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;GREET:addmprog &amp;lt;vnum&amp;gt; greet &amp;lt;percent&amp;gt;&lt;br /&gt;
The greet trigger is checked whenever a character enters the room that the mob occupies. It has a &amp;lt;percent&amp;gt; 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. &lt;br /&gt;
&lt;br /&gt;
;HPCNT:addmprog &amp;lt;vnum&amp;gt; hpcnt &amp;lt;hp percent&amp;gt;&lt;br /&gt;
The hpcnt trigger is checked at the end of each combat round for the mob. The trigger will activate if the mob&#039;s hp percentage drops below the &amp;lt;hp percent&amp;gt; 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.&lt;br /&gt;
&lt;br /&gt;
;KILL:addmprog &amp;lt;vnum&amp;gt; kill &amp;lt;percent&amp;gt;&lt;br /&gt;
The kill trigger is checked when someone initiates combat with the mob. The trigger has a &amp;lt;percent&amp;gt; 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.&lt;br /&gt;
&lt;br /&gt;
;RANDOM:addmprog &amp;lt;vnum&amp;gt; random &amp;lt;percent&amp;gt;&lt;br /&gt;
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 &amp;lt;percent&amp;gt; chance of activating every mob pulse, but only if players are currently in the mob&#039;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.&lt;br /&gt;
&lt;br /&gt;
;SCHEDULE:addmprog &amp;lt;vnum&amp;gt; schedule &amp;lt;hour/&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
The schedule trigger is checked once every hour, on the hour. The &amp;lt;hour&amp;gt; parameter equals a number from 0 to 23, where 0 is midnight and 12 is noon. If the &amp;lt;hour&amp;gt; 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.&lt;br /&gt;
*By using the &amp;quot;all&amp;quot; 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&#039;s CPU time.&lt;br /&gt;
&lt;br /&gt;
;SPAWN:addmprog &amp;lt;vnum&amp;gt; spawn &amp;lt;percent&amp;gt;&lt;br /&gt;
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 &amp;lt;percent&amp;gt; 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.&lt;br /&gt;
&lt;br /&gt;
;SPEECH:addmprog &amp;lt;vnum&amp;gt; speech &amp;lt;phrase&amp;gt;&lt;br /&gt;
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 &#039;say&#039;, &#039;osay&#039;, or &#039;tell&#039; 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.&lt;br /&gt;
&lt;br /&gt;
;SURRENDER:addmprog &amp;lt;vnum&amp;gt; surrender &amp;lt;percent&amp;gt;&lt;br /&gt;
The surrender trigger, while present on the triggers list, is defunct and is not actually used.&lt;br /&gt;
&lt;br /&gt;
*I like using this trigger to show what mprogs my mob calls within its other mprogs. -Ageatii&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Mobprog Troubleshooting===&lt;br /&gt;
&lt;br /&gt;
Aside from improperly coding mobprogs, they sometimes don&#039;t work for less obvious reasons. Below is a basic guide to help troubleshoot mobprogs that appear like they should be working. You can also always ask other Builders for help.&lt;br /&gt;
&lt;br /&gt;
=====Inside Progs=====&lt;br /&gt;
&lt;br /&gt;
There&#039;s nothing much more to say about checking for typos other than, checking for them. Assuming nothing is simply misspelled, there are other typo-like errors to look for.&lt;br /&gt;
&lt;br /&gt;
:*Ensure placement of the variable(s) in the right place in the command, i.e. &amp;quot;give $n $o&amp;quot; is backward.&lt;br /&gt;
:*A common error is to accidentally type things like, &amp;quot;mob get item&amp;quot; instead of simply &amp;quot;get item&amp;quot;. Mobs can perform basic tasks without a &#039;mob&#039; signifier.&lt;br /&gt;
:*A space at the end of a mob command will cause it to not fire. Spaces at the beginning of lines are allowed and do not interfere with the command firing, but at the end, e.g. &amp;quot;mob peace &amp;quot;, they will cause the command to not work. Highlight your mobprog and check for accidental spaces at the end of commands where it seems to be breaking.&lt;br /&gt;
:*If the mobprog is shared with other mobprogs in the same vnum, ensure a previous mprog is not breaking the ones after it. Missing or extra endifs in previous mobprogs can also cause these errors, so a perfectly written mobprog may not execute if it&#039;s stacked with another incorrectly written prog ahead of it in the stack.&lt;br /&gt;
:*Double check things like &amp;quot;if vnum $i&amp;quot; checks to make sure the mob that is supposed to perform the action is properly written. &lt;br /&gt;
&lt;br /&gt;
=====Trigger Errors=====&lt;br /&gt;
&lt;br /&gt;
:*An act trigger for a mob that requires a social needs syntax as the mob sees it. This will be the same as seeing the social used on yourself, so forcing a mob to use the social on you will show you what the mob being acted upon will see.&lt;br /&gt;
:*It is unadvised to use any part of the social echo that includes a pronoun, as there are many pronouns and you would have to add an additional trigger for each pronoun possible. This may still wind up breaking in the future if we add more genders.&lt;br /&gt;
:*Act triggers that involve an item with color codes require the actual typed characters in perfect sync with the short of the item. This means if you color code your item like so, &amp;quot;a {Ggreen{R snapple{X&amp;quot; but write your act trigger like so, &amp;quot;a {Ggreen {Rsnapple{X&amp;quot;, the act trigger will not fire. Remember: The game doesn&#039;t &amp;quot;see&amp;quot; colors, it sees the color codes as characters.&lt;br /&gt;
:*If mobprogs do not appear to be triggering at all, please double check the wiki to ensure they do not interfere with other mobprogs, for example schedule triggers override simultaneous delay and random triggers. Two different mobprogs with the same trigger can&#039;t both activate at once, either.&lt;br /&gt;
:*Ensure you are using the proper variant of GREET vs. GRALL and EXIT vs. EXALL if these appear to be improperly firing. Only use greet and exit if you do not want the mob to react to sneaking, hiding, or otherwise invisible players. &lt;br /&gt;
&lt;br /&gt;
=====Further Testing Tips=====&lt;br /&gt;
&lt;br /&gt;
:*A good method for troubleshooting a mobprog that otherwise appears to be properly written is to have the mob &#039;say&#039; or otherwise announce each step of the mobprog. Adding the variables being used into the says can help ensure that other parts are happening correctly as well. When you do not see the expected extra says, you can assume the error is somewhere close by. &lt;br /&gt;
:*Utilizing &amp;quot;mpstat [mobname]&amp;quot; will also help ensure that expected behaviors are occurring in the background, as far as counters, remember target, and delay timers.&lt;br /&gt;
:*While testing a prog that involves a quest flag, you can force mobs to quest you and unquest you to ensure each step of the prog is reacting properly to the quest flags.&lt;br /&gt;
:*Immortals cannot be forced by mobs, so it&#039;s common practice to make a test character to bring in and test such mobprogs for accuracy. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Technical Information]]&lt;/div&gt;</summary>
		<author><name>Pascal</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=BEdit&amp;diff=4266</id>
		<title>BEdit</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=BEdit&amp;diff=4266"/>
		<updated>2021-05-12T02:31:55Z</updated>

		<summary type="html">&lt;p&gt;Pascal: added rules and regulations&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:bedit.jpg|right|thumb|400px|clonk badonk]]&lt;br /&gt;
&lt;br /&gt;
BEdit, short for Base Edit, is an OLC mode available for players to build new rooms within the game, which can be private or public as the builder desires.&lt;br /&gt;
&lt;br /&gt;
This building mode is still in a &#039;beta&#039; testing state, and so details are liable to change before full implementation.&lt;br /&gt;
&lt;br /&gt;
==Rules and Guidelines==&lt;br /&gt;
======Guidelines======&lt;br /&gt;
The purpose of BEdit is for players to be able to create their own basic player houses without Immortal intervention. There are more advanced player housing additions that are available but must be obtained through an Immortal. &lt;br /&gt;
&lt;br /&gt;
BEdit is not to allow players to participate in world building at large. While such endeavors may be acceptable, when considering a personal BEdit project that could overstep the lines between a player house and world building, the player has the personal responsibility to contact an Immortal and ask if their plans are acceptable. Unacceptable world building is subject to relocation or deconstruction by the Staff under the premise that the player should have done their due diligence to ensure it was appropriate before beginning their project. Additionally, such violations may be subject to punishment on a case by case basis. &lt;br /&gt;
&lt;br /&gt;
As always, a player seeking to lend their creativity to the game for actual world building can either apply for builder status or seek a willing Immortal to build their ideas for them.&lt;br /&gt;
&lt;br /&gt;
======Rules======&lt;br /&gt;
1. BEdit should not be used in ways that may cause violations of the game&#039;s existing rules. &lt;br /&gt;
:Ex. Room descs that give qinfo for nearby quests.&lt;br /&gt;
2. BEdit rooms that are public should not detract from the expected quality of the game. &lt;br /&gt;
:Ex1. With the exception of the house being under active construction, unfinished rooms cannot be left accessible by the public.&lt;br /&gt;
:Ex2. Excessively graphic or obscene descs or custom objects would be considered a violation of this rule.&lt;br /&gt;
3. BEdit rooms cannot interfere with the intended gameplay of the area they are built into. &lt;br /&gt;
:Ex1. Placing too many exits in an existing area, either individually or because of multiple player houses, that make navigating the area much harder than intended.&lt;br /&gt;
:Ex2. Making shortcuts with housing exits.&lt;br /&gt;
4. If an area for the most part disallows the use of BEdit except for small numbers of rooms, it is most likely this is an error. Alert Staff to these instances before building in such a room. Violations of this will be removed once discovered and the creator subject to punishment.&lt;br /&gt;
&lt;br /&gt;
5. Public housing in starting towns and early areas, especially Truce, will be held to higher quality standards due to the likelyhood of newbies finding them. Make a good first impression!&lt;br /&gt;
&lt;br /&gt;
The Staff reserves the right to decide if a particular public player house is unacceptable for reasons not listed here. Such decisions will not be taken lightly and will be discussed between Staff and with the player who built the house before any action is taken. A house will not be deconstructed or moved without informing the player. If it requires immediate attention, it may be disconnected from the world until discussion can properly be had.&lt;br /&gt;
&lt;br /&gt;
==Using BEdit==&lt;br /&gt;
===Creating New Houses===&lt;br /&gt;
* show&lt;br /&gt;
* build &amp;lt;direction&amp;gt;&lt;br /&gt;
* build portal&lt;br /&gt;
&lt;br /&gt;
Cost is 5000 + ( area&#039;s level x 50 ) gold. Not all areas can be built in. The &#039;show&#039; command will tell you whether a house can be built, and what the cost will be.&lt;br /&gt;
&lt;br /&gt;
New houses are either created with a sign or portal outside, depending on how the house is linked. The name and description of this item can be freely edited, or it can be hidden, but its long description will always start with [Player Housing].&lt;br /&gt;
&lt;br /&gt;
&#039;dig&#039; and &#039;create&#039; are synonyms for &#039;build&#039;.&lt;br /&gt;
&lt;br /&gt;
===Expanding Houses===&lt;br /&gt;
* show&lt;br /&gt;
* build &amp;lt;direction&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Cost is 500 gold per room for the first 6 rooms, then 500 x (rooms - 5) beyond that. The &#039;show&#039; command will calculate the cost for you, and show you other information about the room. Please note that all extra rooms are CUMULATIVE, regardless of how many individual houses you own. This means that if you own a home with 5 rooms and a house with 7 rooms, the next room you build for EITHER one of these houses will be at the cost of room #13.&lt;br /&gt;
&lt;br /&gt;
Interior rooms cannot be created with a portal.&lt;br /&gt;
&lt;br /&gt;
===Describing Rooms===&lt;br /&gt;
* desc&lt;br /&gt;
* name &amp;lt;string&amp;gt;&lt;br /&gt;
* format&lt;br /&gt;
        &lt;br /&gt;
Rooms can have their descriptions edited freely. Room titles will always begin with [Player Housing], however.&lt;br /&gt;
&lt;br /&gt;
===Describing Signs or Portals===&lt;br /&gt;
* entrance show&lt;br /&gt;
* entrance short &amp;lt;string&amp;gt;&lt;br /&gt;
* entrance long &amp;lt;string&amp;gt;&lt;br /&gt;
* entrance name &amp;lt;string&amp;gt;&lt;br /&gt;
* entrance portal&lt;br /&gt;
* entrance hidden&lt;br /&gt;
* exit &amp;lt;direction&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Entrance portals will always have the keyword _portal_Playername. Portals and signs both will always have [Player Housing] at the beginning of their long description.&lt;br /&gt;
&lt;br /&gt;
Changing an entrance sign into a portal or vice-versa will reset its properties and descriptions. You can also hide the object and make it inert, if desired.&lt;br /&gt;
&lt;br /&gt;
The exit command can move a one-way exit from a house into a different direction. Changing the exit back into a normal two-way exit will re-link it to the live world in the appropriate way, if possible.&lt;br /&gt;
&lt;br /&gt;
====Extra Descriptions====&lt;br /&gt;
* ed add &amp;lt;keyword&amp;gt;&lt;br /&gt;
* ed delete &amp;lt;keyword&amp;gt;&lt;br /&gt;
* ed edit &amp;lt;keyword&amp;gt;&lt;br /&gt;
* ed format &amp;lt;keyword&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Extra descriptions, which are shown when one enters &#039;look &amp;lt;keyword&amp;gt;&#039; can be added and removed freely.&lt;br /&gt;
&lt;br /&gt;
===Deleting Rooms and Houses===&lt;br /&gt;
* destroy &amp;lt;direction&amp;gt;&lt;br /&gt;
* destroy portal&lt;br /&gt;
&lt;br /&gt;
Deleting a room refunds half of what it cost to create. For safety, you can&#039;t destroy a room that isn&#039;t empty of furniture, or that still has exits to other rooms.&lt;br /&gt;
&lt;br /&gt;
===Access Lists===&lt;br /&gt;
* access show&lt;br /&gt;
* access add &amp;lt;name&amp;gt;&lt;br /&gt;
* access delete &amp;lt;name&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Rooms have one primary owner which cannot be changed, and a list of secondary owners which can be added and removed. Only the primary owner can edit the access list.&lt;br /&gt;
&lt;br /&gt;
The first room of a house has the builder as the primary owner, and no secondary owners. Expansion rooms will have their access list copied from the current room in any case.&lt;br /&gt;
&lt;br /&gt;
Unless a room is private, secondary owners can edit that room and add new ones connected to it.&lt;br /&gt;
&lt;br /&gt;
====Private Rooms====&lt;br /&gt;
* access private&lt;br /&gt;
&lt;br /&gt;
If a room is set to private, secondary owners can no longer build in it, and players who are not owners cannot enter it at all!&lt;br /&gt;
&lt;br /&gt;
If the main room is made private, this effectively locks the entire house to players not on the access list.&lt;br /&gt;
&lt;br /&gt;
====Ejecting Players====&lt;br /&gt;
* eject &amp;lt;player&amp;gt;&lt;br /&gt;
* eject self&lt;br /&gt;
&lt;br /&gt;
You can eject a player from any house you own, even if you&#039;re not in it.&lt;br /&gt;
&lt;br /&gt;
You can also eject yourself from any house at any time.&lt;br /&gt;
&lt;br /&gt;
===Adding and Removing Furniture===&lt;br /&gt;
* buy list&lt;br /&gt;
* buy &amp;lt;furniture&amp;gt;&lt;br /&gt;
* sell list&lt;br /&gt;
* sell &amp;lt;reset number&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Furniture costs are in gold. More furniture can be added at any time. Selling furniture refunds 1/4 of its cost. If you would like a specific item placed in the shop for purchase, please let Lilly know, and she will (probably) make it happen. &#039;&#039;&#039;Please note: Purchasing an item installs the RESET for that item in the room, but not the object/mob itself.  You must then wait for the object/mob to spawn naturally.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
For Immortals: Any object or mob reset into room 32766 will be available for purchase. A mob&#039;s cost as furniture is it&#039;s &#039;wealth&#039; stat.&lt;br /&gt;
&lt;br /&gt;
===Changing Room Properties===&lt;br /&gt;
* sector &amp;lt;sector&amp;gt;&lt;br /&gt;
* indoors&lt;br /&gt;
&lt;br /&gt;
Changing a room&#039;s [[Flags_Compendium#SECTOR|sector]] will cost the player 100 gold per change. Changing a room&#039;s status as indoors or outdoors costs 50 gold per toggle. Outdoors rooms will automatically also be set as lit.&lt;br /&gt;
&lt;br /&gt;
===Other Information===&lt;br /&gt;
* done&lt;br /&gt;
Like other OLC modes, you can leave the editor by typing &#039;done&#039;.&lt;br /&gt;
&lt;br /&gt;
* recall&lt;br /&gt;
You can freely set your recall point to any room you have building permission in.&lt;br /&gt;
&lt;br /&gt;
* commands&lt;br /&gt;
You can see a list of BEdit commands at any time within the editor.&lt;/div&gt;</summary>
		<author><name>Pascal</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=Immortal_Shops&amp;diff=4200</id>
		<title>Immortal Shops</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=Immortal_Shops&amp;diff=4200"/>
		<updated>2021-04-19T03:57:08Z</updated>

		<summary type="html">&lt;p&gt;Pascal: /* Rare and Exotic High-Risk Trading */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For the sake of vanity, various staff members have set up shops that you can only access by trading in an immortal token. Some of these shops are hidden somewhere in the cleft, others require contacting an immortal.&lt;br /&gt;
&lt;br /&gt;
===Tea House of Ageatii===&lt;br /&gt;
Hidden somewhere in the cleft, the Tea House of Ageatii can be accessed by trading in a clay cup of ageatea. A bank is present inside the shop for your convenience, but make sure you buy everything you came here for before leaving! The shop keeper, the Basilisk Ronin offers the following items:&lt;br /&gt;
    &lt;br /&gt;
* Steel Fist Sake   (1)&lt;br /&gt;
: Cost: 300g Level: 50 Weight: 0lbs&lt;br /&gt;
:: It is a potion with the level 50 spells of Attack Up, Encore and Encore&lt;br /&gt;
 &lt;br /&gt;
* Steel Soul Sake&lt;br /&gt;
: Cost: 300g Level: 50 Weight: 0lbs&lt;br /&gt;
:: It is a potion with the level 50 spells of Protect, Encore and Encore&lt;br /&gt;
&lt;br /&gt;
* Rare Ores Grab Bag   (%)&lt;br /&gt;
: Cost: 500g Level: 0 Charges: 3 Cooldown: 0 minutes Weight: 0lbs&lt;br /&gt;
:: It is an event that randomly creates rare crafting materials.&lt;br /&gt;
&lt;br /&gt;
* Masterball   (%)&lt;br /&gt;
: Cost: 750g Level: 65 Charges: -1 Cooldown: 2 minutes Weight: 1lbs&lt;br /&gt;
::  It is an event that will charm and enslave the target, unless it is immune to charm or you already have a pet. It will then vanish.&lt;br /&gt;
&lt;br /&gt;
* Piece of Heart   (x)(!)&lt;br /&gt;
: Cost: 1500g Level: 0 Weight: 0lbs&lt;br /&gt;
:: If you get four of these it will give you an additional 50 max HP.&lt;br /&gt;
&lt;br /&gt;
* Organ of the Evening Calm   (m)&lt;br /&gt;
: Cost: 2000g Level: 40 Cooldown: 10 minutes Weight: 2lbs&lt;br /&gt;
:: It is a rod that can be worn as a shield and it casts a level 150 spell of Calm. It also affects HP by +150 and affects armor class by -40. This is an instrument that can affect Harvest Sprites, too.&lt;br /&gt;
&lt;br /&gt;
* Warp Whistle (Currently DISABLED)&lt;br /&gt;
: Cost: 4000g Level: 0 Charges: 100 Cooldown: 0 minutes Weight: 1lbs&lt;br /&gt;
:: It is an event that will call forth a spiraling vortex that carries you to a warp zone. The warp zone has pipes leading down to many locations around the world.&lt;br /&gt;
&lt;br /&gt;
* Dainty Cup of Ageatea   (!)(x)(*)&lt;br /&gt;
: Cost: 6000g Level: 0 Weight: 0lbs&lt;br /&gt;
:: It is a handy and weightless fountain of tea. &lt;br /&gt;
&lt;br /&gt;
* Stone Mask   (!)&lt;br /&gt;
: Cost: 10,000g Level: 60 Weight: 2lbs&lt;br /&gt;
:: Wearing this mask makes you permanently invisible(unless you enter a fight like the spell) but also makes you vulnerable to weapons, magic and degrades your dexterity by 4. With great power comes...Great weakness?&lt;br /&gt;
&lt;br /&gt;
=== The Wigglytuff Store (Carsanquay)===&lt;br /&gt;
[[Wigglytuff]], the mysterious entity, will sell you these items for a frightening amount of gold and a tuna token. This shop requires an immortal to load Wigglytuff, so send an immortal a tell when you&#039;re willing to purchase an item. Each item costs 1 tuna token and its gold amount.&lt;br /&gt;
&lt;br /&gt;
* the wand of banishment (*)&lt;br /&gt;
: Cost: 1,500g Level: 0 Weight: 3lbs&lt;br /&gt;
:: This wand will send the target to a twisted void of shadow and horror.  It will disappear when exhausted.&lt;br /&gt;
:* It has 40 (max 40) charges of level 100 &#039;Xzone&#039;.&lt;br /&gt;
&lt;br /&gt;
* Lobster Power&lt;br /&gt;
: Cost: 3,000g Level: 0 Weight: 1lb&lt;br /&gt;
:: This staff, worn on the wrist, will enhance your power. It protects the wearer with a mystical barrier of thorns, enable the wearer to swim, make them slightly tougher, and possibly improve their love life. Or not.&lt;br /&gt;
:* This staff improves Constitution by 2, Damroll by 5, AC by -10, adds Swim,  and grants the Thorn Shield effect.&lt;br /&gt;
:* It has 20 charges of level 50 &#039;Attack Up&#039;.&lt;br /&gt;
&lt;br /&gt;
* a lazy shell&lt;br /&gt;
: Cost: 3,000g Level: 0 Weight: 35lbs&lt;br /&gt;
:: This huge shell is worn on the torso. It makes the user a little tougher, but makes it harder to move freely. You could easily carry junk in this.&lt;br /&gt;
:* This container improves Constitution by 1, worsens Dexterity by 2, and improves AC by -15.  It&#039;s also a container, which can hold up to 10000 items weighing up to 10000 pounds, in total.  The weight of all those items is reduced to 10% of their normal value.&lt;br /&gt;
&lt;br /&gt;
* a minivan&lt;br /&gt;
: Cost: 6,000g Level: 60 (70 to purchase) Weight: 25lbs&lt;br /&gt;
::* This is a van. You can ride in it! Sweet! Insanely strong people can also hulk out and use this as a weapon. Ouch. I don&#039;t even want to think about what that would do to your premiums.&lt;br /&gt;
:* A minivan is a level 60 vehicle with seating for 8. It ignores move, and, when wielded as a weapon, affects dexterity by -4, damage roll by 70, armor class by -9,and hit roll by 100. WHAM!&lt;br /&gt;
&lt;br /&gt;
* the pratfallotron &lt;br /&gt;
: Cost: 2,250g  Level: 0 Weight: 2 lbs&lt;br /&gt;
::  This item can be held. What it does is a mystery.&lt;br /&gt;
&lt;br /&gt;
===The Bountiful Garden Cafe &amp;amp; Gift Shop (Lilly)===&lt;br /&gt;
The lovely waitstaff of this cafe have plenty to offer,&lt;br /&gt;
both food and trinkets alike, as long as you have a Bag&lt;br /&gt;
of Grass Seed (and plenty of gold) to exchange in return!&lt;br /&gt;
This shop is hidden somewhere in the cleft and costs a single Bag of Grass Seed to enter. A bank is present, so be sure not to leave the shop until you&#039;ve purchased everything you came here for!&lt;br /&gt;
&lt;br /&gt;
====Cafe====&lt;br /&gt;
&lt;br /&gt;
* A Bountiful Garden designer tote bag&lt;br /&gt;
: Cost: 2000g, Level: 8, Weight: 2lbs&lt;br /&gt;
:: Elegant and sturdy, this thing holds a lot!&lt;br /&gt;
:* Weight Cap: 300lbs, Item Cap: 120, Weight Reduction: 40%&lt;br /&gt;
:* Can be held or worn over the shoulder! AC -5, Moves +50, Wis &amp;amp; Int +1&lt;br /&gt;
&lt;br /&gt;
* A Bountiful Garden designer canteen&lt;br /&gt;
:  Cost: 1000g, Level: 1, Weight: 1lbs&lt;br /&gt;
:: One of our best-selling souvenirs!&lt;br /&gt;
:* Holds 250 units of liquid, starting with pre-filled root beer.&lt;br /&gt;
:* Can be held, HP &amp;amp; Mana +20&lt;br /&gt;
&lt;br /&gt;
* A Caramel Mocha Latte&lt;br /&gt;
: Cost: 500g, Level: 50, Weight: 0lbs&lt;br /&gt;
:: Great for those who need a quick pick-me-up (and we do mean &amp;quot;quick&amp;quot;)!&lt;br /&gt;
:* This is  a single-use potion with Lv110 spells of &amp;quot;Haste&amp;quot;, &amp;quot;Regen&amp;quot; &amp;amp; &amp;quot;Extension&amp;quot;&lt;br /&gt;
&lt;br /&gt;
* An Angelic Energy Drink&lt;br /&gt;
: Cost: 650g, Level: 50, Weight: 0lbs&lt;br /&gt;
:: Downing one of these is guaranteed to bring about a heavenly experience!&lt;br /&gt;
:* This is a single-use potion with Lv80 spells of &amp;quot;Attack Up&amp;quot;, &amp;quot;Valor&amp;quot;, &amp;amp; &amp;quot;Seraph Form&amp;quot;&lt;br /&gt;
&lt;br /&gt;
* A Slice of Bountiful Garden Cafe&#039;s Cherry Cheesecake&lt;br /&gt;
: Cost: 50g, Level 5, Weight: 0lbs&lt;br /&gt;
:: The signature treat of the Bountiful Garden Cafe!  Few leave without having tried some at least once!&lt;br /&gt;
:* This is food that provides 15 hours of satiation and 7 hours of fullness.&lt;br /&gt;
:* Also heals the consumer by ~450 HP!&lt;br /&gt;
&lt;br /&gt;
* A Whole Bountiful Garden Cafe&#039;s Cherry Cheesecake&lt;br /&gt;
: Cost: 200g, Level: 5, Weight 1lbs&lt;br /&gt;
:: Why stop at just one slice when you can have the whole thing?&lt;br /&gt;
:* This is a useable item that creates a slice of cheesecake when activated.&lt;br /&gt;
:* Provides 6 slices total, and is no-recharge.&lt;br /&gt;
&lt;br /&gt;
====Gift Shop====&lt;br /&gt;
&lt;br /&gt;
* A Bountiful Garden &#039;Vol Wolf&#039; Essence Bulb (!)(%)(m)(1)&lt;br /&gt;
: Cost: 4000g, Level: 50, Weight: 0lbs&lt;br /&gt;
:: A faithful companion for the more-traveled adventurer.  Shockingly loyal!&lt;br /&gt;
:* This is a useable item that will summon a Lv50 &#039;Vol Wolf&#039; as a pet.&lt;br /&gt;
:* It has 1 charge, but does not disappear when exhausted.&lt;br /&gt;
&lt;br /&gt;
* A Bountiful Garden &#039;Rappy&#039; Essence Bulb (!)(%)(m)(1)&lt;br /&gt;
: Cost: 2500g, Level: 30, Weight: 0lbs&lt;br /&gt;
:: A cute companion for the seasoned, but not super-experienced, traveler.  Cuddly in its own way!&lt;br /&gt;
:* This is a useable item that will summon a Lv30 &#039;Rappy&#039; as a pet.&lt;br /&gt;
:* It has 1 charge, but does not disappear when exhausted.&lt;br /&gt;
&lt;br /&gt;
* An Adventurously-Cut, Pale Rose Tube Top (!)(%)(1)&lt;br /&gt;
: Cost: 3800g, Level: 15, Weight: 1lbs&lt;br /&gt;
:: Sleek and provocative, worn only by the most outgoing of ladies.  Designed by our resident succubus, Natalie!&lt;br /&gt;
:* This is a wand-type item that can be worn on the torso and is flagged AntiMale.&lt;br /&gt;
:* AC +25, Hitroll +5, Damroll +10, Magroll+5, Mana +100&lt;br /&gt;
:* Contains 20 charges of Lv50 &#039;Charm&#039;&lt;br /&gt;
&lt;br /&gt;
*(Bountiful Garden) Rose Dress Shoes (!)&lt;br /&gt;
: Cost: 3200g, Level: 20, Weight: 1lbs&lt;br /&gt;
:: Cute in their presentation and easy to move around in!  These are the standard footwear apparel for our waitstaff.&lt;br /&gt;
:* This is a wand-type item that can be worn on the feet and is flagged AntiMale.&lt;br /&gt;
:* AC -20, Int/Wis+1, Dex +2, Mana +50, Magroll+2&lt;br /&gt;
:* Contains 30 charges of Lv120 &#039;Mana Restore&#039;&lt;br /&gt;
&lt;br /&gt;
* (Bountiful Garden) A Pleated, Dark Rose Dress Skirt (!)&lt;br /&gt;
: Cost: 3000g, Level: 30, Weight: 1lbs&lt;br /&gt;
:: Stylish and elegant, this classy skirt is the standard legwear apparel for our waitstaff.&lt;br /&gt;
:*This is an armor that can be worn on the legs and is flagged AntiMale.&lt;br /&gt;
:* AC: 38 pierce/slash/bash, 45 Magic&lt;br /&gt;
:* Int &amp;amp; Wis +1, HP/Mana/Mov +50, Magroll+3&lt;br /&gt;
:* Adds resistance to iron &amp;amp; silver&lt;br /&gt;
&lt;br /&gt;
* (Bountiful Garden) A Ruffle-Sleeved, Rose-Hued Blouse (!)&lt;br /&gt;
: Cost: 3000g, Level: 30, Weight: 1lbs&lt;br /&gt;
::  Professional with a touch of grace, this pretty blouse is the standard upperwear  apparel for our waitstaff.&lt;br /&gt;
:* This is an armor that can be worn on the torso and is flagged AntiMale.&lt;br /&gt;
:* AC: 38 pierce/slash/bash, 45 magic&lt;br /&gt;
:* Int &amp;amp; Wis +1, HP/Mana/Mov +50, Magroll+3&lt;br /&gt;
:* Adds resistance to charm &amp;amp; mental&lt;br /&gt;
&lt;br /&gt;
* A Soft and Cuddly Flammie Plushie (!) (1)&lt;br /&gt;
: Cost: 8000g, Level: 85, Weight: 1lbs&lt;br /&gt;
:: A soft, furry and squishy representation of the gentle Manabeast herself.  A strong magical aura surrounds this toy; known to bring happiness to those who can afford one!&lt;br /&gt;
:* This is a wand-type item that can be held.&lt;br /&gt;
:* Mov +150, Mana/HP +250, Damroll/Magroll/Hitroll +5, Str &amp;amp; Wis +1&lt;br /&gt;
:* Contains 20 charges of Lv100 &#039;Float&#039;&lt;br /&gt;
&lt;br /&gt;
* A Giant Sunflower Pillow (!)(1)&lt;br /&gt;
: Cost: 3500g, Level: 12, Weight: 3lbs&lt;br /&gt;
:: A bright decoration to throw around the house, yet sturdy enough to bring into combat!&lt;br /&gt;
:* This is a furniture-type item that increases HP/Mana regen rates by 300%,&lt;br /&gt;
:* can hold one person, and can be worn as a shield.&lt;br /&gt;
:* HP +75, Con +3, AC -20, Mana +30&lt;br /&gt;
&lt;br /&gt;
* A Golden Ankh of Venus (!)(%)(1)&lt;br /&gt;
: Cost: 2500g, Level: 30, Weight: 0lbs&lt;br /&gt;
:: A symbol of the female gender itself, this trinket is guaranteed to turn your world upside down!  Or is it inverted?  We&#039;re not too sure, really. Has a unique effect if used with the full Bountiful Garden Waitress&#039; ensemble.&lt;br /&gt;
:* This is a useable item that can be worn around the neck.  When used, it will cast Lv30 &#039;Change Sex&#039; &amp;amp; &#039;Extension&#039; on the user if a target is not selected, or a specified player if one is selected.&lt;br /&gt;
:* It has unlimited charges, with a cooldown of 3 minutes.&lt;br /&gt;
:* Wis &amp;amp; Int +2, Mana +50&lt;br /&gt;
&lt;br /&gt;
* A Flammie Jetbike (!)(1)&lt;br /&gt;
: Cost: 6800g, Level: 50, Weight: 5lbs&lt;br /&gt;
:: Highly prized and consistently ranked at the top of most customers&#039; &amp;quot;Most-Wanted&amp;quot; lists, this blazing vehicle boasts speed and durability, as well as easy carrying ability when not in use!&lt;br /&gt;
:* This is a vehicle that is ignores movement during usage, is fast, and flying.  It can hold 2 people, and can be worn on the body.&lt;br /&gt;
:* Damroll +3, AC -10, HP +75, Mana +50, Mov +100&lt;br /&gt;
&lt;br /&gt;
* A Piece of Mind (!)(x)&lt;br /&gt;
: Cost: 1500g, Level: 1, Weight: 0lbs&lt;br /&gt;
:: The long-awaited counterpart to the Piece of Heart, obtaining four of these will boost your maximum Mana by 50!&lt;br /&gt;
:* Collect four of these and turn them in to an Immortal to obtain +50 Max Mana.&lt;br /&gt;
&lt;br /&gt;
* A Token of Expansion (!)(x)(1)&lt;br /&gt;
: Cost: 3500g, Level: 1, Weight: 0lbs&lt;br /&gt;
:: Bigger houses, more room, happier guests!  This token allows you to expand your house space by one room.  Useful when you just don&#039;t have enough restring tokens (damn that stingy Lilly)!&lt;br /&gt;
:* Give this token to an Immortal in charge of Player Housing to waive the cost of 1 room!  Mobs, objects, and anything else not included.&lt;br /&gt;
&lt;br /&gt;
* A Token of Conversion (!)(x)(1)&lt;br /&gt;
: Cost: 3000g, Level: 85, Weight: 0lbs&lt;br /&gt;
:: You ask, and we answered!  This token allows an adventurer to exchange 50 practice sessions for 5 training sessions!  The power involved is a fickle one, however, and only one of these may be used per incarnation!&lt;br /&gt;
:* This is a useable item that will deduct 50 practices and bestow 5 trains to the user.  The player is then flagged for the playthrough, and may not use another one until reaching the appropriate level of their next remort session.&lt;br /&gt;
&lt;br /&gt;
* A Token of Exchange&lt;br /&gt;
: Cost: 2500g, Level: 50, Weight: 0lbs&lt;br /&gt;
:: Did you pick the wrong weaponskill?  Are you tired of the one you DID pick and yearn for something else?  We&#039;ve got you covered!  Simply exchange this trinket to Lilly to exchange your old weaponskill for a new one (at 50% of the original&#039;s &amp;quot;learned&amp;quot; percentage rate)!&lt;br /&gt;
:* This is an exchangeable that will trade one weaponskill of your choice for a new one.  The new weaponskill will be bestowed at half the learned rate of the one being swapped out.&lt;br /&gt;
&lt;br /&gt;
=&amp;lt;(The Magician&#039;s Trick)&amp;gt;=&lt;br /&gt;
If you&#039;ve received a black silk top hat with a red velvet band, you can visit Ozlynn&#039;s magical shop! By dropping the hat and entering it (which will promptly pick it back up), you can freely purchase these 4 items:&lt;br /&gt;
&lt;br /&gt;
* A Magikoopa Kap (1)&lt;br /&gt;
: Cost: 750g, Level: 16, Weight: 4 lbs&lt;br /&gt;
:: Use this hat to recall with style and hustle your goods to unsuspecting citizens, like a true Magikoopa! (Do not use in nonsmoking areas)&lt;br /&gt;
:* This hat is an event that boosts INT by 1 and Mana by 30. It has 4 charges of recall.&lt;br /&gt;
&lt;br /&gt;
* A solid brick of cheese&lt;br /&gt;
: Cost: 100g, Level:1, Weight: 10 lbs&lt;br /&gt;
:: This big brick of cheese will provide 5 hours of satiation and 20 hours of fullness, but be warned: Eating 10 pounds of cheese in a single sitting might cause one to feel lethargic.&lt;br /&gt;
&lt;br /&gt;
* A twinkle, twinkle little star&lt;br /&gt;
: Cost: 60g, Level: 5, Weight: 1 lbs&lt;br /&gt;
:* This little star will guide you through darkness forever!.. Or at least 240 hours, whichever comes first. It affects Mana by 10 and saves by -2&lt;br /&gt;
&lt;br /&gt;
* A fancy bottle of orange juice&lt;br /&gt;
: Cost: 320g, Level: 10, Weight 3 lbs&lt;br /&gt;
:: Start your day out right. Start your day with orange juice!&lt;br /&gt;
:* This is a drink container that holds 95 units, starting with orange juice.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===For Serious Magicians===&lt;br /&gt;
These items can only be purchased by trading in a tophat for each transaction. Magical!&lt;br /&gt;
&lt;br /&gt;
* A Personal Dimension&lt;br /&gt;
: Cost: 6,200g, Level 30, Weighing 1 lbs.&lt;br /&gt;
:: Holds 15 items weighing up to 10,000 pounds, Reducing weight by 100%&lt;br /&gt;
:: Worn in float slot&lt;br /&gt;
:* Adds regeneration, HP/Mana/MV +110&lt;br /&gt;
&lt;br /&gt;
* A Warp Star&lt;br /&gt;
: Cost: 14,500g, Level 90 vehicle, Weighing 20 lbs.&lt;br /&gt;
:: Holds 2 people, affects regen by 100%&lt;br /&gt;
:: Fast, flying, indoors and ignores MV&lt;br /&gt;
:: Worn in shield slot&lt;br /&gt;
:* Affects hitroll by -3, AC -45, damroll +16, HP/Mana +120&lt;br /&gt;
:: Note: It cannot be used by mobs&lt;br /&gt;
&lt;br /&gt;
* A pair of hypno-goggles (%)&lt;br /&gt;
: Cost: 3,600 Level 35 event, weighing 2 lbs&lt;br /&gt;
:: Has 100(max 100) charges with a cooldown of 120 minutes, with norecharge&lt;br /&gt;
::Worn in face slot&lt;br /&gt;
:: It will hypnotize/tame the target, then enslave them!&lt;br /&gt;
:* Affects Con +2, AC -10, HP +40&lt;br /&gt;
&lt;br /&gt;
* A shiny cummerbund (%)&lt;br /&gt;
: Cost: 13,500g, Level 50 rod, Weighing 0 lbs.&lt;br /&gt;
:: Casts level 50 Dazzle, with a 10 minute cooldown.&lt;br /&gt;
:: Worn in waist slot&lt;br /&gt;
:* Affects AC -10, Mana +150, HP +50&lt;br /&gt;
&lt;br /&gt;
* A large, striped bow tie (!)&lt;br /&gt;
: Cost: 12,500g, Level 80 rod, Weighing 1 lbs.&lt;br /&gt;
:: Casts level 10 Charge, with a 5 minute cooldown, with norecharge&lt;br /&gt;
:: Worn in neck slot&lt;br /&gt;
:* Affects AC -5, HP +60, Mana +380, WIS +2, Int +2&lt;br /&gt;
&lt;br /&gt;
* A pair of glossy tap dancing shoes (!)&lt;br /&gt;
: Cost: 11,000g Level 35 event, weighing 4 lbs.&lt;br /&gt;
:: Has infinite charges with a 20 minute cooldown, with norecharge&lt;br /&gt;
:: Worn in feet slot&lt;br /&gt;
:: Tap dance in ways that might make you kick, break someone&#039;s heart, or get pumped and charged!&lt;br /&gt;
:* Affects HP +30, Mana +40, AC -20, MV +100, dex +2&lt;br /&gt;
&lt;br /&gt;
* A flashy black suede cape, lined in red silk&lt;br /&gt;
: Cost: 10,500g, Level 38 rod, weighing 8 lbs.&lt;br /&gt;
:: Casts level 15 Invisibility, with a 30 minute cooldown, with norecharge&lt;br /&gt;
:: Worn in about slot&lt;br /&gt;
:*Affects AC -16, MV +30, Mana +110, HP +105, adds float&lt;br /&gt;
:: Note: It cannot be used by mobs&lt;br /&gt;
&lt;br /&gt;
* A sterling silver cufflink (!)&lt;br /&gt;
: Cost: 1000g, Level 0 staff, weighing 0 lbs.&lt;br /&gt;
:: Has 20(max 25) charges of level 40 Haste&lt;br /&gt;
:: Worn in wrist slot&lt;br /&gt;
:* Affects damroll/hitroll +5, Ac -10, dex +2, adds ice shield&lt;br /&gt;
&lt;br /&gt;
* A Disco Star&lt;br /&gt;
: Cost: 8,000g, Level 1.&lt;br /&gt;
:* Summons a temporary float item and a temporary light item for a super boost!&lt;br /&gt;
&lt;br /&gt;
* A false memory (x)&lt;br /&gt;
: Cost 15,000g, Level 0, weighing 0 lbs.&lt;br /&gt;
:: Give this memory to Ozlynn and have her jam it into your head, but be warned, she&#039;ll take a memory in exchange!&lt;br /&gt;
:* Trade in a skill NOT in your current class, which you remorted into the class you are now, for another skill of another class.&lt;br /&gt;
:* The skill you wish to receive may not be a qspell, megamagic, a style(for simplicity&#039;s sake), or a skill that&#039;s outside what the current classes have available to them.&lt;br /&gt;
:* Other restrictions may apply.&lt;br /&gt;
&lt;br /&gt;
= The Black Market (Cooper) =&lt;br /&gt;
Hidden somewhere in the Cleft, the bartender of The Thieves&#039; Den will accept a coin made of pyrite featuring the smug grinning mug of Cooper himself for access to The Black Market. Certain items can only be acquired by exchanging the coin!&lt;br /&gt;
&lt;br /&gt;
===Surplus Contraband===&lt;br /&gt;
&lt;br /&gt;
* Terrible, glittering potion (1)&lt;br /&gt;
: Cost: 350g Level: 30 Weight: 4lbs&lt;br /&gt;
:: Potion that casts level 80 Darkmatter and level 80 Bleeding.&lt;br /&gt;
::* It is not recommended to drink these yourself.&lt;br /&gt;
&lt;br /&gt;
* Bottled enchantment essence&lt;br /&gt;
: Cost: 250g Level: 8 Light: 80 hours Weight: 5lbs&lt;br /&gt;
:: Used as light&lt;br /&gt;
:* Affects ac -2, damroll 1&lt;br /&gt;
&lt;br /&gt;
* Bag of unusual food (x) (q) (A)&lt;br /&gt;
: Cost: 25,000g Level: 40 Weight: 0lbs&lt;br /&gt;
:: Worn in hold&lt;br /&gt;
:: Event that spawns a random food on a 15 minute cooldown. Rechargeable, infinite charges. &lt;br /&gt;
&lt;br /&gt;
* Glass rod tipped with a beer keg (1) (m) (A)&lt;br /&gt;
: Cost: 10,000g Level: 0 Weight: 2lbs&lt;br /&gt;
:: Worn in hold&lt;br /&gt;
:: Rod that casts level 1 Create Booze on a 10 minute cooldown. Rechargeable.&lt;br /&gt;
:* Affects con 5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Rare and Exotic High-Risk Trading===&lt;br /&gt;
&lt;br /&gt;
* Tanuki Leaf   (%) (1) (A)&lt;br /&gt;
: Cost: 20,000g Level: 40 Charges: 30 Cooldown: 1 minute Weight 0lbs&lt;br /&gt;
:: Worn in float&lt;br /&gt;
:: Event item that equips the user with the Tanuki Suit. Suit is worn in head, face, about, legs, and feet and must be removed with the leaf, or by dying. How convenient! The leaf does not need to be worn while the suit is worn.&lt;br /&gt;
:* Affects saves -10, hp 25, hitroll 5&lt;br /&gt;
:* Suit grants infrared, detect hidden, motivation, sneak, fast, 500 move, 400 hp, 250 mana, 15 dex, 5 str, 10 damroll, 15 hitroll&lt;br /&gt;
&lt;br /&gt;
* Instalux brand instant tent  (x) (!) (%) (1) (A) (norecharge)&lt;br /&gt;
: Cost: 1,500g Level: 1 Charges: 500 Cooldown: 1 minute Weight 0lbs&lt;br /&gt;
:: Worn in hold&lt;br /&gt;
:: Event item that spawns a temporary tent. The tent grants 1000/1000 health/mana regen and can fit 5 people up to 10,000lbs. The tent disappears after 10 minutes or when the person who used the Instalux brand instant tent leaves the room.&lt;br /&gt;
&lt;br /&gt;
* Hooked staff, for thievery   (1) (A)&lt;br /&gt;
: Cost: 3,000g Level 23 Weight: 3lbs&lt;br /&gt;
:: Long bashing weapon&lt;br /&gt;
:* Claw attacks (slashing) 6d12 (average 39) &lt;br /&gt;
:* Affects dex 5, hitroll 2&lt;br /&gt;
:* Weapon flags: sharp, leaf&lt;br /&gt;
:* Has a 3% chance to steal coins from your target, once per target (success percentage based on your own level).&lt;br /&gt;
&lt;br /&gt;
* Chrome cufflink   (!) (1) (noexplode)&lt;br /&gt;
: Cost: 1,000g Level 0 Charges: 15 (25max) Cooldown: 0 Weight .5lbs&lt;br /&gt;
:: Worn on wrist&lt;br /&gt;
:: Wand that casts level 5 Psyke Up with 15 charges (25 max)&lt;br /&gt;
:* Affects ac -10, saves -10, wisdom 2, strength 2, magroll 5&lt;br /&gt;
&lt;br /&gt;
* Pair of finely tailored crocodile skin, suede padded leggings   (1)&lt;br /&gt;
: Cost: 18,000g Level: 31 Weight 10lbs&lt;br /&gt;
:: Worn on legs&lt;br /&gt;
:: Armor with 25/25/25/25&lt;br /&gt;
:* Affects moves 300, mana 200, hp 100, dex 3, damroll 5, hitroll 2&lt;br /&gt;
&lt;br /&gt;
* High-tech steel-reinforced designer tote bag &lt;br /&gt;
: Cost: 2,000g Level: 8 Weight: 10lbs&lt;br /&gt;
:: Worn on shoulders, hold&lt;br /&gt;
:: Container with 100 item capacity, up to 300lbs. Items weigh 30% of normal.&lt;br /&gt;
:* Affects ac -15, mana 20, str 3&lt;br /&gt;
&lt;br /&gt;
* Super Potato Plushie   (!) (%) (1) (A)&lt;br /&gt;
: Cost: 4,500g Level: 3 Cooldown: 3 minutes Weight: 2lbs&lt;br /&gt;
:: Worn in hold&lt;br /&gt;
:: Rod that casts level 3 Create Food on a 3 minute cooldown&lt;br /&gt;
:* Affects ac -10, saves -5, moves 50, wis 1, int 1, con 1, dex 1, str 1&lt;br /&gt;
&lt;br /&gt;
* Pouch-laden sash    (!) (A) (noexplode)&lt;br /&gt;
: Cost: 3,500g Level: 17 Charges: 70 Weight: 3lbs&lt;br /&gt;
:: Worn in waist&lt;br /&gt;
:: Wand with 70 charges of level 1 Idle Hands&lt;br /&gt;
:* Affects ac -10, moves 100, hitroll 5&lt;br /&gt;
&lt;br /&gt;
* Unusually large flask, modified for use as a shield   (!) (noexplode)&lt;br /&gt;
: Cost: 23,000g Level 71 Units: 300 Weight: 12lbs&lt;br /&gt;
:: Worn as shield&lt;br /&gt;
:: Drink container with 300 units of whisky. Refillable.&lt;br /&gt;
:* Affects ac -40, con 5, damroll 5, magroll 5&lt;br /&gt;
:* Grants resistance to draining&lt;br /&gt;
&lt;br /&gt;
* Ring of pure condensed magic   (1) (A) (norecharge)&lt;br /&gt;
: Cost: 25,000g Level: 60 Cooldown: 15 minutes Weight: 2lbs&lt;br /&gt;
:: Worn on finger&lt;br /&gt;
:: Rod that casts level 60 Rainbow on a 15 minute cooldown&lt;br /&gt;
:* Affects saves -10, mana 600, int 5, magroll 4&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(x)= Uncounted (!)= Adhesive (*)= Magic (%)= No Check (m)= Hum (1)= Unique (A)= Anti-mob&lt;/div&gt;</summary>
		<author><name>Pascal</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=Building_Guide&amp;diff=2527</id>
		<title>Building Guide</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=Building_Guide&amp;diff=2527"/>
		<updated>2019-12-11T02:21:18Z</updated>

		<summary type="html">&lt;p&gt;Pascal: /* Editing Quest Lists */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*&#039;&#039;This guide is adapted from [http://web.archive.org/web/20020402164025/http://www.geocities.com/TimesSquare/Dome/4876/ OLC: Down and Dirty in the Mud] (original Geocities site offline) by Kara Ann&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
OLC is short for On-Line Creation. It is your friend.&lt;br /&gt;
&lt;br /&gt;
OLC is a set of code added to a MUD that allows builders to edit area files in real-time while logged into the MUD, instead of the old method of manually editing text files and rebooting the game every time a change is to be implemented.&lt;br /&gt;
&lt;br /&gt;
There are many different versions of OLC in use on different MUDs, although the syntax and usage is fairly standard. Becoming familiar with OLC will let you be an asset as a builder on almost any MUD. This guide is written explicitly for the Cleft of Dimensions, however.&lt;br /&gt;
&lt;br /&gt;
==Basics==&lt;br /&gt;
===Vnums===&lt;br /&gt;
&#039;VNUM&#039; is short for &#039;virtual number&#039;. One vnum can be assigned to a mobile, an object, a room, AND a [[Mprog Compendium|mob program]] (or mprog)&lt;br /&gt;
&lt;br /&gt;
Each mobile and object has a virtual number, which is used to store the index data or template that is used to create each instance of that mobile or object.&lt;br /&gt;
&lt;br /&gt;
For example:&lt;br /&gt;
* Object vnum 1050 contains data for a pair of purple pants. Every pair of purple pants in the game shares this vnum, but object vnum 1050 is only used for purple pants.&lt;br /&gt;
* Mobile vnum 1050 contains data for Green Imps. Every Green Imp in the game uses shares this vnum, and mobile vnum 1050 is only used by Green Imps.&lt;br /&gt;
* Room vnum 1050 contains data for a section of road in Truce Canyon. There is only one room with this vnum, and any references to room vnum 1050 are thus references to this specific section of road.&lt;br /&gt;
* Mob program vnum 1050 contains a greet program for the Imp King. Only one mobprog is number 1050, and any references to mobprog 1050 are to this one, although one prog can be used by several mobs.&lt;br /&gt;
&lt;br /&gt;
===Building Modes===&lt;br /&gt;
These are modes in which builders can edit certain things. &lt;br /&gt;
* REDIT - room edit, rooms are created, linked, and edited, and resets are made within this mode&lt;br /&gt;
* OEDIT - object edit, objects are created and edited within this mode&lt;br /&gt;
* MEDIT - mobile edit, mobs are created and edited within this mode&lt;br /&gt;
* MPEDIT - mobprogram edit, mob programs are created and edited within this mode (reserved for builders above level 101)&lt;br /&gt;
* AEDIT - area edit, area files are created and edited within this mode (generally reserved for the head builder)&lt;br /&gt;
* HEDIT - help edit, creates and modifies help files (reserved for high-level staff)&lt;br /&gt;
Commands are limited between modes, IE you can only do certain things in a given mode. For a list of commands specific to each mode, enter one and type &#039;&#039;&#039;commands&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
You can switch from one mode to another any time. To exit a mode, type &#039;&#039;&#039;done&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Saving your Work===&lt;br /&gt;
It is vitally important to save completed work often. If the game crashes or is rebooted without saving, any work done will be lost forever. To save your work, type &#039;&#039;&#039;asave changed&#039;&#039;&#039; frequently. This works in all edit modes and will save everything that has been changed or created.&lt;br /&gt;
&lt;br /&gt;
===Names===&lt;br /&gt;
Object and mobile names function as keywords for targeting those objects and mobiles. Any words within the name will work to target the object or mobile. Adding too many names to an object or mobile increases the chance of ambiguity when attempting to interact with it.&lt;br /&gt;
&lt;br /&gt;
If a mobile&#039;s name is &#039;green imp&#039; then both &#039;look green&#039; and &#039;look imp&#039; will function correctly. If the mobile&#039;s name is &#039;a green imp&#039; then &#039;look a&#039; will also target the imp, which is not desired behavior.&lt;br /&gt;
&lt;br /&gt;
If the long description doesn&#039;t contain the same words as the short description, it&#039;s good form to add extra words to the name. For example, the Chain Chomp&#039;s short desc is &amp;quot;a Chain Chomp&amp;quot;, while its long desc is &amp;quot;A round black beast tied to a chain is chomping away at you as close as it can get.&amp;quot; Since a player may not know from the long desc that it is a chain chomp, they will probably type &#039;look beast&#039; to find out more about it. Because of this, the mob&#039;s name string is &#039;chain chomp beast&#039; so that all these words function correctly.&lt;br /&gt;
&lt;br /&gt;
===Short Descriptions===&lt;br /&gt;
A short description is the text displayed when an object or mobile is being interacted with, such as &#039;a red apple&#039; or &#039;the noxious Grimer&#039;.&lt;br /&gt;
&lt;br /&gt;
Short descriptions should either be a proper noun or begin with an article. (a/an/the/some/etc)&lt;br /&gt;
&lt;br /&gt;
===Long Descriptions===&lt;br /&gt;
A long description is the text displayed when an object or mobile is seen in a room, such as &#039;The enterprising Hassan is here, waiting to make a sale.&#039; &lt;br /&gt;
&lt;br /&gt;
Note that long descs are not the same as a mobile&#039;s &#039;description&#039;.&lt;br /&gt;
&lt;br /&gt;
==REDIT==&lt;br /&gt;
Redit is the mode used to create and change rooms and exits between rooms. &lt;br /&gt;
&lt;br /&gt;
To enter Redit mode, you can type &#039;&#039;&#039;redit&#039;&#039;&#039; by itself, but only if you are in an area that you have permission to modify.&lt;br /&gt;
&lt;br /&gt;
To see all the rooms in an area and their vnums, type &#039;&#039;&#039;rlist&#039;&#039;&#039;. To see details about the room you&#039;re working on, type &#039;&#039;&#039;show&#039;&#039;&#039; or just enter a blank line.&lt;br /&gt;
&lt;br /&gt;
===Creating New Rooms===&lt;br /&gt;
To create a room from scratch, you  &#039;&#039;&#039;redit create (new room vnum)&#039;&#039;&#039;, which will create an empty room with no exits, and simultaneously move you into it.&lt;br /&gt;
&lt;br /&gt;
You can also simultaneously create a new room and a two-way exit to it by typing &#039;&#039;&#039;(direction) dig (new room vnum)&#039;&#039;&#039;, where the direction is which way from the current room to link it.&lt;br /&gt;
&lt;br /&gt;
A brand-new room will have no name, no description, and no special properties.&lt;br /&gt;
&lt;br /&gt;
===Linking Existing Rooms===&lt;br /&gt;
Rooms can have two-way and one-way [[exits]]. &lt;br /&gt;
&lt;br /&gt;
To create a two-way exit from a room, type &#039;&#039;&#039;(direction) link (other room)&#039;&#039;&#039;, where direction is which way the exit will be in this room. Two-way exits are always linked opposite of each other E.G. if Room A has a two-way exit West to Room B, then Room B will have an exit East to Room A. A door on one side of a two-way exit will let people on the other side know that it has been opened.&lt;br /&gt;
&lt;br /&gt;
To create a one-way exit from a room, type &#039;&#039;&#039;(direction) room (other room)&#039;&#039;&#039;. One-way exits don&#039;t do anything to the room on the other side, so be careful not to create dead-ends when using one-way exits.&lt;br /&gt;
&lt;br /&gt;
When linking rooms from different areas make sure that both areas are edited and saved. The link will not save if you only asave changed.&lt;br /&gt;
&lt;br /&gt;
====Deleting Exits====&lt;br /&gt;
Rooms cannot be deleted, but exits can. To delete an exit, type &#039;&#039;&#039;(direction) delete&#039;&#039;&#039;. Deleting a two-way exit removes both sides.&lt;br /&gt;
Note that if you delete a one-way exit that leads to a room where the &amp;quot;returning&amp;quot; exit is different, both exits would be deleted.&lt;br /&gt;
&lt;br /&gt;
===Describing Rooms===&lt;br /&gt;
To set the name of a room, go to the room to name and type &#039;&#039;&#039;name (name)&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
A room&#039;s Name is the line of text that players see at the top of the description when they see a room or type &#039;exits&#039;, and the part a builder sees when typing &#039;rlist&#039;. It&#039;s standard procedure in this MUD to include the area name in the room title. Normal formats are &#039;Area Name - Room Name&#039; and &#039;Room Name, Area Name&#039;, colored however you wish.&lt;br /&gt;
&lt;br /&gt;
To edit a room&#039;s description, enter the room to be described and just type &#039;&#039;&#039;description&#039;&#039;&#039;.  This enters the description editor, which is identical to the normal note and player desc editor. Type .h if you need help using the editor.&lt;br /&gt;
&lt;br /&gt;
A room&#039;s description is the block of text that players see when they look at a room, describing its contents and atmosphere. Room descs can be colored, but they should all be one solid color for readability. &lt;br /&gt;
&lt;br /&gt;
====Description Style Tips====&lt;br /&gt;
Keeping descriptions to a decent length is important, since players will often avoid reading anything that shows up as one giant wall of words. Five or six lines is usually plenty. If you want to elaborate more on something in the room, you can use an extra desc (see below).&lt;br /&gt;
&lt;br /&gt;
Colors are available to help set a mood, but be aware that some colors (particularly blue and dark blue) are difficult to read on a black background. Descriptions can be colored, but should be one solid color for readability unless highlighting specific words.&lt;br /&gt;
&lt;br /&gt;
Descs should stay objective in tone, avoiding references to the reader. &amp;quot;The monster terrifies you.&amp;quot; is inapplicable if the player is a robot incapable of fear or a hardy warrior who&#039;s seen worse. That said, sometimes it&#039;s more fun to write them subjectively; be &lt;br /&gt;
&lt;br /&gt;
====Extra Descriptions====&lt;br /&gt;
Extra Descriptions are additional descriptions a room can have for curious players who try to look at things mentioned in the main description. IE If a room description mentions that there is a painting on the wall, you could describe the painting in depth using an extra desc for the word &#039;painting&#039; to avoid cluttering the main room desc.&lt;br /&gt;
&lt;br /&gt;
If there is an item or mob in the room with the same name as an extra desc, then the player will see that item or mob instead of the extra desc.&lt;br /&gt;
&lt;br /&gt;
To add an extra desc to a room, type &#039;&#039;&#039;ed add (keywords)&#039;&#039;&#039;. You can add one desc for multiple keywords at once if you enclose them in double quotes. To edit an existing extra desc, type &#039;&#039;&#039;ed edit (keyword)&#039;&#039;&#039;. To delete an extra desc, type &#039;&#039;&#039;ed delete (keyword)&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Extra descs can be any length, can contain asciiart, break the fourth wall, and ignore all sorts of other description conventions for the sake of an interesting experience. It&#039;s good form to add extra descs in every room you can, but it&#039;s not strictly necessary.&lt;br /&gt;
&lt;br /&gt;
===Changing Room Properties===&lt;br /&gt;
To toggle a room flag, type &#039;&#039;&#039;room (flag name)&#039;&#039;&#039;. Most room properties exist as flags, which can all be toggled on and off individually. All flags are off in a new room. For a list of room flags and their functions, see [[Flags_Compendium#ROOM_FLAGS]].&lt;br /&gt;
&lt;br /&gt;
To change a room&#039;s sector, type &#039;&#039;&#039;sector (sector name)&#039;&#039;&#039;. A sector has information about the general biome or type of room. A room can only have one sector, and it is set to &#039;inside&#039; by default. For a list of sectors and their functions, see [[Flags_Compendium#SECTOR]].&lt;br /&gt;
&lt;br /&gt;
To change a room&#039;s mana or health regeneration rates, type &#039;&#039;&#039;heal (percent)&#039;&#039;&#039; or &#039;&#039;&#039;mana (percent)&#039;&#039;&#039;. These numbers are percentages that regeneration rates are modified by EG &#039;mana 200&#039; will double MP regeneration for players and monsters alike in the room. Note that setting a negative number won&#039;t cause damage, but will floor regeneration rates to their absolute minimum.&lt;br /&gt;
&lt;br /&gt;
Rooms can also have specific positions on the weather grid and extra weather modifiers. These are usually set at for the whole area instead of for specific rooms. A room&#039;s weather modifiers will override the ones set for the area. Avoid very high weather modifiers unless absolutely necessary (You&#039;re in a tornado!). We want the weather modifying spells to be more useful..&lt;br /&gt;
To set a room&#039;s coordinates, type &amp;quot;xarea #&amp;quot; or &amp;quot;yarea #&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Changing Exit Properties===&lt;br /&gt;
To toggle an exit flag, type &#039;&#039;&#039;(direction) (flag name)&#039;&#039;&#039;. For a list of exit flags and their functions, see [[Flags_Compendium#EXITS]]. Note that for &#039;closed&#039;, &#039;locked&#039;, etc to work, &#039;door&#039; must be on. If &#039;door&#039; is on but &#039;closed&#039; is not, then the door will open itself when the area is reset and players will likely not even notice it. Applying a flag to one side of a two-way exit will automatically apply it to the other side as well.&lt;br /&gt;
&lt;br /&gt;
If a door is locked, you can specify what item a player needs to unlock it by typing &#039;&#039;&#039;(direction) key (obj vnum)&#039;&#039;&#039;. The player will only need to have the object in their inventory to be able to unlock the door.&lt;br /&gt;
&lt;br /&gt;
====Exit Names and Descs====&lt;br /&gt;
Doors can also have special names and descriptions. These can help immerse the player in the area they&#039;re exploring.&lt;br /&gt;
&lt;br /&gt;
To set an exit&#039;s keywords, type &#039;&#039;&#039;(direction) name &amp;quot;(names)&amp;quot;&#039;&#039;&#039; Note that the double quotes are required. This will allow players to use these names when trying to open or close the door EG &#039;east name gate&#039; will allow players to type &#039;open gate&#039; in addition to &#039;open east&#039; to open the door, as well as allowing them to &#039;enter gate&#039; in addition to just typing &#039;east&#039;. Once you&#039;ve given an exit a special name, you can make the exit hidden and mention &#039;There is a gate to the east.&#039; in the room&#039;s description to reward players that read descs thoroughly. You can use &#039;(direction) name none&#039; to remove all names.&lt;br /&gt;
&lt;br /&gt;
To set an exit&#039;s description, type &#039;&#039;&#039;(direction) desc &amp;quot;(desc)&amp;quot;&#039;&#039;&#039; Note that the double quotes are required. A door&#039;s description string is cosmetic, and will be shown to people manipulating the door EG &#039;east desc &amp;quot;the imposing iron gate&amp;quot;&#039; will show players &#039;You open the imposing iron gate&#039;/&#039;Soandso opens the imposing iron gate&#039;, etc. You can use &#039;(direction) desc none&#039; to remove anything and revert the exit to using the default text &#039;the door&#039;.&lt;br /&gt;
&lt;br /&gt;
==MEDIT==&lt;br /&gt;
&lt;br /&gt;
Medit is the mode used to create and edit mobs, or mobiles, AKA NPCs. A mob is any fightable or unfightable monster, shopkeeper, quest NPC, townsperson, boss, etc. Mobs can also be made completely invisible to players in order to create special events or puzzles.&lt;br /&gt;
&lt;br /&gt;
To see all the mobs in the area you&#039;re in, type &#039;&#039;&#039;mlist&#039;&#039;&#039;. You can see only mobs with a certain name with &#039;&#039;&#039;mlist (name)&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
To see details about the mob you&#039;re currently working on, type &#039;&#039;&#039;show&#039;&#039;&#039; or just enter a blank line.&lt;br /&gt;
&lt;br /&gt;
===Creating and Editing Mobs===&lt;br /&gt;
To enter Medit mode, you must type either &#039;&#039;&#039;medit create (empty mobile vnum)&#039;&#039;&#039; or &#039;&#039;&#039;medit (existing mobile vnum)&#039;&#039;&#039; If you try to create a mob in a vnum that already exists, or edit a mob that doesn&#039;t already exist, you will receive an error and not enter medit mode. &lt;br /&gt;
&lt;br /&gt;
A newly created mobile is mostly blank and has no name, description, or attributes.&lt;br /&gt;
&lt;br /&gt;
===Describing Mobs===&lt;br /&gt;
To set the name of a mob, type &#039;&#039;&#039;name (mobile names)&#039;&#039;&#039;. This is not the same as the mobile&#039;s short description, and the names are never seen by the player all at once.&lt;br /&gt;
&lt;br /&gt;
To set the short description of a mob, type &#039;&#039;&#039;short (short description)&#039;&#039;&#039;. This is the what the player sees when interacting with the mobile.&lt;br /&gt;
&lt;br /&gt;
To set the mob&#039;s long description, type &#039;&#039;&#039;long (long description)&#039;&#039;&#039;. This is the line of text that the player sees when looking at a room with this mob in it.&lt;br /&gt;
&lt;br /&gt;
To create or change a mob&#039;s description, type &#039;&#039;&#039;desc&#039;&#039;&#039;. This enters the string editor, and if the mob already has a desc it will be loaded into the editor. When you are finished editing the description, type &#039;&#039;&#039;@&#039;&#039;&#039; to exit the editor. A mob&#039;s description is what a player sees when looking at the mob. A mob without a description only shows the player &#039;You see nothing special about (him/her/it).&#039;&lt;br /&gt;
&lt;br /&gt;
===Setting Mob Stats===&lt;br /&gt;
Mobs have a variety of statistics. They can all be changed from within Medit mode.&lt;br /&gt;
&lt;br /&gt;
A mob&#039;s race can be set with &#039;&#039;&#039;race (race name)&#039;&#039;&#039;. To see a list of all PC and NPC races in the game, type &#039;&#039;&#039;race ?&#039;&#039;&#039;. A mob&#039;s race pre-sets act, form, part, imm, res, and vuln flags. Changing an existing mob&#039;s race will add new flags but won&#039;t remove existing ones. A mob&#039;s race doesn&#039;t affect many things on its own, though.&lt;br /&gt;
&lt;br /&gt;
Mobiles have lots of other stats that can be set.&lt;br /&gt;
&lt;br /&gt;
;sex (male/female/neutral/random)&lt;br /&gt;
:The mob&#039;s gender; modifies pronouns when interacting with the mob. A mob set to be Random sex will be randomly male or female each time it is loaded.&lt;br /&gt;
;level (#)&lt;br /&gt;
:The level of the mob. Note that a mob&#039;s armor values will need to be modified accordingly with the mob&#039;s level.&lt;br /&gt;
;align (#)&lt;br /&gt;
:While players can only range from -1000 to 1000, mobs can have outrageous alignment values. Despite this, -1000 to 1000 is normal.&lt;br /&gt;
;hitroll (#)&lt;br /&gt;
:This is a bonus or penalty to hitroll for this mob. This usually isn&#039;t necessary to change.&lt;br /&gt;
;damtype (damage type)&lt;br /&gt;
:This is the damage noun and thus damage type that the mob uses for unarmed attacks. Type &#039;&#039;&#039;? weapon&#039;&#039;&#039; for a list.&lt;br /&gt;
;hitdice (XdY + Z)&lt;br /&gt;
:Must be entered with the &#039;&#039;&#039;d&#039;&#039;&#039; and &#039;&#039;&#039;+&#039;&#039;&#039;. A mobile will have a randomly-rolled amount of hit points when loaded. A mobile&#039;s hit points should not vary too widely to prevent very easy/difficult to defeat outliers.&lt;br /&gt;
;manadice (XdY + Z)&lt;br /&gt;
:Mobiles have mana, but will not use it unless explicitly told to by an mobprog. This number is rolled when a mobile is loaded, like hit dice.&lt;br /&gt;
;damdice (XdY + Z)&lt;br /&gt;
:The first two numbers determine how much damage a mobile will do with unarmed attacks. If the mob is wielding a proper weapon, it will do damage based on the weapon instead. The third number is the mob&#039;s damroll. This bonus will apply whether the mob has a weapon or not!&lt;br /&gt;
;armor (#  #  #  #)&lt;br /&gt;
:The AC scores of the mobile. The actual amount of damage prevented depends on the level of the mobile as well.  All four values must be entered to set all four armor scores for the mobile.&lt;br /&gt;
;size (size)&lt;br /&gt;
:Type &#039;&#039;&#039;? size&#039;&#039;&#039; for a list of valid sizes. This stat mostly affects combat skills like bash and trip.&lt;br /&gt;
;wealth (#)&lt;br /&gt;
:The amount of wealth, in silver, that this mob carries. This number is not exact, so a mob will have a random amount of money when actually loaded, somewhere near this variable. If the wealth value is high enough, at least some portion of the mob&#039;s money will be in gold coins.&lt;br /&gt;
&lt;br /&gt;
When setting stats on a mob, use the Formulator application to determine how much HP, armor, etc it should have based on its level. Talk to another staff member for information on how to download this application.&lt;br /&gt;
&lt;br /&gt;
===Mobile Special Properties===&lt;br /&gt;
&lt;br /&gt;
In addition to their descriptions and stats, mobs can have a variety of special flags that change how they act.&lt;br /&gt;
&lt;br /&gt;
To toggle a mob&#039;s Act flags, type &#039;&#039;&#039;act (flags to toggle)&#039;&#039;&#039; A mob&#039;s act2, affect, shield, form, part, imm, res, vuln, offensive, and behavior flags are changed in the same way. &lt;br /&gt;
&lt;br /&gt;
For a list of all applicable mob flags, see [[Flags_Compendium#MOB_FLAGS]], or type &#039;&#039;&#039;? (flag name)&#039;&#039;&#039; while in medit mode.&lt;br /&gt;
&lt;br /&gt;
==OEDIT==&lt;br /&gt;
===Basics===&lt;br /&gt;
&lt;br /&gt;
Oedit is the mode to edit objects, which includes fountains, apples, swords, basically anything that can&#039;t move around or perform actions on its own. Though note that there are cases where you may want a certain thing like a computer to be an object vs. a mob. Mobs can react to people interacting with them, objects cannot.&lt;br /&gt;
&lt;br /&gt;
Like the other modes, you need to either &#039;&#039;&#039;oedit create (vnum)&#039;&#039;&#039; or &#039;&#039;&#039;oedit (vnum)&#039;&#039;&#039; depending on whether it already exists or not. A new object will be basically blank and featureless. You can check its status at any time that you&#039;re in oedit mode by typing &#039;&#039;&#039;show&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Descriptions===&lt;br /&gt;
&lt;br /&gt;
There are three main descriptions that an item needs:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Name&#039;&#039;&#039; - These are the keywords that the player uses to identify the item. They&#039;ll never actually *see* this (so no need for colors), but you want it to include the relevant keywords from it&#039;s short and long descs. Depending on what item it is, you may want to add certain hidden names in order to sort them for later searching. Typically for weapons this is +wtype, like +sslash, and for armor it&#039;s =slot, like =legs. (Later you can take advantage of these along with vnum to search for a certain slot, or in an mprog to remove whatever&#039;s on the legs, as long as it&#039;s been properly tagged)&lt;br /&gt;
&lt;br /&gt;
Example: name silver sword excalibur +sslash&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Short&#039;&#039;&#039; - This is the word that shows up directly for the object, such as when the player picks it up or has it equipped. This should not be very long, and including &#039;a&#039;, &#039;an&#039;, or &#039;the&#039; is appropriate unless it has an actual proper name, as the player should ideally see &#039;You get &#039;&#039;&#039;an apple&#039;&#039;&#039;&#039; rather than &#039;You get &#039;&#039;&#039;apple&#039;&#039;&#039;&#039;. This is also where color is most likely to be used.&lt;br /&gt;
&lt;br /&gt;
Example: short {WExcalibur{x&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Long&#039;&#039;&#039; - This description is what will be seen when the item is sitting on the ground in a room. Keep in mind both where it comes from and the fact that players could potentially later drop the items in different places entirely. This is also what will normally show up for the description of the item (see below).&lt;br /&gt;
&lt;br /&gt;
Example: long A silver sword has been stuck in the ground.&lt;br /&gt;
&lt;br /&gt;
There&#039;s also extra descriptions. As mentioned, the long description is the default, but that&#039;s generally not good enough for a real item. In order to attach a longer description, exdescs must be utilized. These can be done with &#039;&#039;&#039;ed add &amp;quot;&amp;lt;keywords&amp;gt;&amp;quot;&#039;&#039;&#039;, &#039;&#039;&#039;ed edit &amp;quot;&amp;lt;keywords&amp;gt;&amp;quot;&#039;&#039;&#039;, and &#039;&#039;&#039;ed delete &amp;quot;&amp;lt;keywords&amp;gt;&amp;quot;&#039;&#039;&#039;. Remember the quotes there or else it will only take the first word that you specify. Once you do ed add, an editor window will pop up, similar to personal or mob descriptions. Just put your text in there. Make sure that you include all the same keywords that are in the name (though any hidden ones are generally unnecessary).&lt;br /&gt;
&lt;br /&gt;
Example: &lt;br /&gt;
ed add &amp;quot;silver sword excalibur&amp;quot;&lt;br /&gt;
&lt;br /&gt;
.c&lt;br /&gt;
&lt;br /&gt;
This shining sword looks like the weapon of a true king! It glows with soft light from within.&lt;br /&gt;
&lt;br /&gt;
.f&lt;br /&gt;
&lt;br /&gt;
@&lt;br /&gt;
&lt;br /&gt;
If an object has a keyword set as one of its names, but no extra desc for that keyword, then the object&#039;s long desc will be used instead. For example:&lt;br /&gt;
*name: silver sword runes&lt;br /&gt;
*short: a silver sword with runes&lt;br /&gt;
*long: Covered with runes, a silver sword has been left here.&lt;br /&gt;
*extra desc with keyword &#039;runes&#039;: These runes are in a long forgotten language.&lt;br /&gt;
*&amp;quot;look sword&amp;quot;/&amp;quot;look silver&amp;quot;: &amp;quot;Covered with runes, a silver sword has been left here.&amp;quot;&lt;br /&gt;
*&amp;quot;look runes&amp;quot;: &amp;quot;These runes are in a long forgotten language.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039; - One very important part of any object is it&#039;s type. This determines what other flags it has - weapons will have flags to determine what type of damage it does and how hard it hits, pills will have flags for what spells they cast, trash is trash, etc. For a full list of these, check the [[Flags_Compendium/Obj_Types]]. Once a type is selected, new flags v0 - v4 show up and will need to be selected.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level&#039;&#039;&#039; - The level that is required to use this item. Keep in mind that items will poof if the player is too underleveled and the remortable flag is not on the item.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wear&#039;&#039;&#039; - The wear flags determine if the item can be worn and where. Most important of these is &#039;&#039;&#039;take&#039;&#039;&#039;! If you don&#039;t flag the item as wear take, it will not be able to be picked up at all. This also means you can make strange cases, like wearing a weapon on your face or a rod on your wrist. Note that the arms, waist, and shoulders slots are typically not used in our MUD, so do not use those unless you have an good reason and have checked with someone else.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Extra&#039;&#039;&#039;, &#039;&#039;&#039;Extra2&#039;&#039;&#039; - These two flags hold various important utilities that do a variety of things. Refer to the [[Flags Compendium]] for full information.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weight&#039;&#039;&#039; - How heavy the item is. 10 here means 1 pound.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cost&#039;&#039;&#039; - How much the object is worth, in silver. Keep in mind that this is just the base, and shopkeeper settings mean they&#039;d buy the item for 60% of it&#039;s real cost, etc.&lt;br /&gt;
&lt;br /&gt;
===Enchantments===&lt;br /&gt;
&lt;br /&gt;
One last trick that you might need to know is how to put affects and applys on items. These are the &#039;enchantments&#039;, the stuff like dex+2 or permanent quartz guard that goes on an item you wear.&lt;br /&gt;
&lt;br /&gt;
They are split into two categories:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Addaffect&#039;&#039;&#039; - This is used for purely stat boosts. There&#039;s a lot of options here, but you don&#039;t really want to touch anything other than the primary stats (str, dex, etc), mana, hp, move, saves, ac, hitroll and damroll. The rest you really don&#039;t want to be messing with on items. The syntax is &#039;&#039;&#039;addaffect &amp;lt;type&amp;gt; &amp;lt;amount&amp;gt;&#039;&#039;&#039;. Remember that if you&#039;re doing this with AC, good AC is negative, not positive.&lt;br /&gt;
&lt;br /&gt;
Example: addaffect str 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Addapply&#039;&#039;&#039; - Addapply does the stuff that&#039;s not just stats but effects. The syntax for this is really strange - by definition an addapply must also *include* an addaffect, but it can be of type &#039;none&#039;. The flags that can be added include affects, object, immune/resist/vuln, weapon, and shield flags (For a full list of these refer to mob flag information). Once added these show up on the object show as just addaffects w/out the associated real effect, so you may have to load a copy of the object and identify it to make sure it&#039;s working right.&lt;br /&gt;
&lt;br /&gt;
Here are a few examples:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;addapply vuln str 1 bash&#039;&#039;&#039; - This gives +1 strength but weakness to bashing damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;addapply affects none 0 slow&#039;&#039;&#039; - This causes a permanent slow state, with no other effects.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;addapply shield mana 20 confused&#039;&#039;&#039; - This causes the player to gain 20 max mana but be constantly confused.&lt;br /&gt;
&lt;br /&gt;
To remove an affect or apply, just use delaffect #, where the # is the right one from typing &#039;&#039;&#039;show&#039;&#039;&#039; in oedit mode.&lt;br /&gt;
&lt;br /&gt;
That&#039;s basically it - items are fairly straightforward!&lt;br /&gt;
&lt;br /&gt;
==MPEDIT==&lt;br /&gt;
See [[Mprog Compendium]]. And then ask someone to show you what to do because mprogs can get confusing fast.&lt;br /&gt;
&lt;br /&gt;
==AEDIT==&lt;br /&gt;
Aedit is the mode used to create and modify area files, their vnum ranges, and certain area-wide flags and settings.&lt;br /&gt;
&lt;br /&gt;
Typing &#039;aedit&#039; in any room will begin editing the area that room is in, assuming you have appropriate permission. Aedit is currently a level 105 (advanced builder) command.&lt;br /&gt;
&lt;br /&gt;
===Creating a New Area===&lt;br /&gt;
To create a new area, enter aedit from any existing area and type &#039;create&#039;. This makes a new area with no vnums assigned and gives it the filename area0.are. &#039;&#039;Areas cannot be deleted from within OLC, so do not use this command for no reason.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Several fields need to be set right away: use &#039;filename &amp;lt;foo.are&amp;gt;&#039; to change the filename of the area, which should be short (8 characters, lowercase) but clearly indicate the name of the area. Consult with the head builder or higher immortal for further guidance.&lt;br /&gt;
&lt;br /&gt;
Next, the base vnum range needs to be set to a block of free vnums. This can be done with either the &#039;vnum (lower) (upper)&#039; command, or separately with &#039;lvnum (lower)&#039; and &#039;uvnum (upper)&#039; commands. OLC will not let you use vnums that are already part of a different area. Convention in the Cleft of Dimensions is to create new areas with contiguous vnums, so consult with the head builder or higher immortal to figure out the next highest block, or use &#039;alist&#039; to figure it out yourself!&lt;br /&gt;
* An area can contain rooms from outside its vnum range, relocated with the &#039;areaoverride (filename)&#039; Redit command. Use this sparingly, as it was mostly designed for expanding old areas which were created with insufficient vnum space!&lt;br /&gt;
&lt;br /&gt;
Make sure to give the area a name, using the &#039;name (name)&#039; command. Note that this name can be displayed to players at various points.&lt;br /&gt;
&lt;br /&gt;
Finally, fill out the credits field for the area; this is what shows up in the &#039;areas&#039; command, and unintuitively does not contain the builder credits for the area. It takes the form of &#039;&#039;&#039;{c[{Y    Area Name              {wLw-Up  {c]{x&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Security and Builders===&lt;br /&gt;
Areas can only be modified by specified people. Access can be tweaked by changing the area&#039;s Security and Builders.&lt;br /&gt;
&lt;br /&gt;
&#039;Security (number)&#039; will restrict editing of the level to immortals with security equal or higher to the given number.&lt;br /&gt;
&lt;br /&gt;
&#039;Builders (name/all)&#039; will toggle a given immortal&#039;s name, allowing that builder to override the security setting for the area. This is usually done to assign new builders to their probational area without allowing them edit access to anywhere else.&lt;br /&gt;
&lt;br /&gt;
===Weather, Location and Level Range===&lt;br /&gt;
Regardless of what [[weather]] system is over the area&#039;s X/Y coordinates, the weather can be adjusted area-wide with the &#039;skymod (number)&#039; and &#039;wndmod (number)&#039; commands, which range from 4 to -4. &lt;br /&gt;
*These can also be set per room.&lt;br /&gt;
&lt;br /&gt;
The area&#039;s X/Y coordinates can be set with the &#039;xpos (number)&#039; and &#039;ypos (number)&#039; commands. This determines the area&#039;s place on the weather map as well as the atlas.&lt;br /&gt;
*These can also be set per room.&lt;br /&gt;
&lt;br /&gt;
The area&#039;s level range is used to show players the area when appropriate in response to an &#039;areas&#039; command with no arguments. This should be set appropriately for the mobs and objects in the area.&lt;br /&gt;
&lt;br /&gt;
===Flags===&lt;br /&gt;
Areas have two types of flags: area flags, and exflags. Exflags can be set by a builder by using &#039;exflags (flag)&#039;, and have various practical effects on the area for players. The list is at [[Flags_Compendium#AREA_EXFLAGS]]&lt;br /&gt;
&lt;br /&gt;
The other kind of Area flags are for temporary weather up/down affects (caused by the Stormy Sky and Clear Sky affects) and other things about the loading/saving of area files:&lt;br /&gt;
* Changed: Area has changed and will be written to disk at the next &#039;asave changed&#039;.&lt;br /&gt;
* Added: Area is new and will be written to disk for the first time at the next &#039;asave changed&#039;.&lt;br /&gt;
* Loading: Used for counting in db.c&lt;br /&gt;
* Weather Up: Area is affected by Stormy Sky and has a temporary additional +1 to Wind modifier and Sky modifier.&lt;br /&gt;
* Weather Down: Area is affected by Clear Sky and has a temporary additional -1 to Wind modifier and Sky modifier.&lt;br /&gt;
&lt;br /&gt;
===Other Commands===&lt;br /&gt;
&#039;age (number)&#039; overrides an area&#039;s current age (in minutes) for the purpose of reset timing.&lt;br /&gt;
&lt;br /&gt;
&#039;automap&#039; does nothing useful or interesting, and is probably a vestigal remnant of some planned function.&lt;br /&gt;
&lt;br /&gt;
&#039;commands&#039; shows all the valid aedit commands.&lt;br /&gt;
&lt;br /&gt;
&#039;reset&#039; forces an immediate reset of the entire area&#039;s objects and mobs.&lt;br /&gt;
&lt;br /&gt;
&#039;show&#039; is the same as a blank line in Aedit mode, and shows information about the area being edited.&lt;br /&gt;
&lt;br /&gt;
&#039;? (field)&#039; shows available flags in a given field, like other OLC editors.&lt;br /&gt;
&lt;br /&gt;
&#039;version&#039; shows OLC credits.&lt;br /&gt;
&lt;br /&gt;
==HEDIT==&lt;br /&gt;
===Editing General Help Files===&lt;br /&gt;
For an existing help file you can just type &#039;&#039;&#039;hedit &amp;lt;keyword&amp;gt;&#039;&#039;&#039; to open that file. It has the keywords, the level to view the file (101 for immortal-only helpfiles, otherwise 0 generally), and the text itself.&lt;br /&gt;
&lt;br /&gt;
To create a new helpfile, start with &#039;&#039;&#039;hedit hedit&#039;&#039;&#039; to open a helpfile in general, then type &#039;&#039;&#039;new help.are keyword&#039;&#039;&#039; - help.are can also be olc.are or somewhere else, this is mainly for organizational purposes. In general, to ensure helpfiles get saved, it is best to edit an area in some minor way (add and remove a safe room flag, for instance) and asave changed to have both save at the same time.&lt;br /&gt;
&lt;br /&gt;
===Editing Maps===&lt;br /&gt;
Maps are slightly trickier. When designing a map, it should be 60x24 characters. You also want to put it in maps.are, again for organizational purposes. Maps should be named area.are000 and incrementing. Examples: &#039;&#039;&#039;truce.are000&#039;&#039;&#039;, &#039;&#039;&#039;saturnv.are001&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Whichever map is 000 will be set as the default local map for that area (provided it matches the name exactly! you should be using your area name exactly as it is in game). To make an individual room use a different map, redit that room and &#039;&#039;&#039;localmap newmap.are00x&#039;&#039;&#039;. These maps should all be at security level 101 - players will be able to see them as maps but not by typing &#039;help&#039;.&lt;br /&gt;
&lt;br /&gt;
ProTuna also has built-in functionality to highlight the area where the player is on the map, but this must be manually set. To do this, type &#039;&#039;&#039;xlocal 1&#039;&#039;&#039; and &#039;&#039;&#039;ylocal 1&#039;&#039;&#039; where 1,1 is the top left character of your map. These must be set individually for each room.&lt;br /&gt;
&lt;br /&gt;
===Editing Quest Lists===&lt;br /&gt;
Each area also has a corresponding quest list to be stored as: &#039;&#039;&#039;areaname.are.quests&#039;&#039;&#039; (like truce.are.quests). These are basically just text, except you can use the string &#039;&#039;&#039;^areaname1&#039;&#039;&#039; to show whether that questflag has been obtained or not. You can also hide quests until they are completed by prefacing them with two ^ i.e. &#039;&#039;&#039;^^areaname2&#039;&#039;&#039;. These hidden quests will not show up as blank lines but are entirely undetectable. See any other quests lists for examples.&lt;br /&gt;
&lt;br /&gt;
==SEDIT==&lt;br /&gt;
coming soon&lt;br /&gt;
&lt;br /&gt;
Avoid making new socials simply for entertainment purposes, as this will add more clutter to the socials list, which is utilized by players to maneuver through rooms, puzzles or quests at times. Existing social commands are for the most part set in stone. Changing existing output can cause quests to fail activation. If a condition arises where the syntax should indeed be changed, an admin should run a find and replace for relevant mprog triggers.&lt;br /&gt;
&lt;br /&gt;
==GEDIT==&lt;br /&gt;
coming soon&lt;br /&gt;
&lt;br /&gt;
Edits clans: will probably change dramatically in the future as clan code is changed.&lt;/div&gt;</summary>
		<author><name>Pascal</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=Economy&amp;diff=2508</id>
		<title>Economy</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=Economy&amp;diff=2508"/>
		<updated>2019-11-29T17:00:45Z</updated>

		<summary type="html">&lt;p&gt;Pascal: /* Just the Equipment Upgrades */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Economy of the Cleft is diverse and varied, owing primarily to the diverse and varied resources in the world and the diverse and varied peoples that use them.&lt;br /&gt;
&lt;br /&gt;
== Towns of the Cleft ==&lt;br /&gt;
Not all shops shall be listed here. Some that are intentionally left off the list are &amp;quot;Secret/Hidden&amp;quot; shops or those not in towns.&lt;br /&gt;
&lt;br /&gt;
General Store = variety of items&lt;br /&gt;
&lt;br /&gt;
Artifice Store = items like wands or scrolls&lt;br /&gt;
&lt;br /&gt;
=== Lvl 1-30 Areas Closer to Truce ===&lt;br /&gt;
&lt;br /&gt;
====[[Truce]] - Starting Town:====&lt;br /&gt;
*IMPORTS - Newbies, Cloth, Weapons, Medicines&lt;br /&gt;
*EXPORTS - Adventurers, Tourism, Clothing, Labor&lt;br /&gt;
*Recall, Bank, Inn, Healer and Morgue Services&lt;br /&gt;
&lt;br /&gt;
Tent of Warfare - Armor (light) [lvl 10]&lt;br /&gt;
&lt;br /&gt;
Tent of Subsistence - General Store&lt;br /&gt;
&lt;br /&gt;
Moogle Trader - General Store&lt;br /&gt;
&lt;br /&gt;
Tent of Medicines - Recovery Items&lt;br /&gt;
&lt;br /&gt;
Tent of Wonders - Artifice Items&lt;br /&gt;
&lt;br /&gt;
Truce Bar - Restaurant&lt;br /&gt;
&lt;br /&gt;
Hut of Animal Husbandry - Pets&lt;br /&gt;
&lt;br /&gt;
====[[Crysta]]:====&lt;br /&gt;
*IMPORTS - Labor&lt;br /&gt;
*EXPORTS - Grain, Cloth, Medicines&lt;br /&gt;
&lt;br /&gt;
Merchant - Weapons [lvl 5] and Recovery Items&lt;br /&gt;
&lt;br /&gt;
Weaver&#039;s Hall - Magic Armor [lvl 15]&lt;br /&gt;
&lt;br /&gt;
Magishop - Recovery and Artifice Items&lt;br /&gt;
&lt;br /&gt;
Golem Workshop - Pets&lt;br /&gt;
&lt;br /&gt;
Jimmy&#039;s Bait and Tackle - Fishing Gear&lt;br /&gt;
&lt;br /&gt;
====[[Rocket Town]]:====&lt;br /&gt;
*IMPORTS - Labor, Metal&lt;br /&gt;
*EXPORTS - Machinery, Weapons&lt;br /&gt;
*Inn Service&lt;br /&gt;
&lt;br /&gt;
Weapons Store - Weapons [lvl 10]&lt;br /&gt;
&lt;br /&gt;
Armor Shop - Armor [lvl 15]&lt;br /&gt;
&lt;br /&gt;
Items Shop - General Store&lt;br /&gt;
&lt;br /&gt;
Mindy&#039;s Mine Shop - Mining Gear&lt;br /&gt;
&lt;br /&gt;
====[[Wutai]]:====&lt;br /&gt;
*IMPORTS - Iron, Cloth&lt;br /&gt;
*EXPORTS - Grain (Rice), Tourism, Tea, Silk &lt;br /&gt;
*Bank Service&lt;br /&gt;
&lt;br /&gt;
Weapon Shop - Weapons [lvl 15]&lt;br /&gt;
&lt;br /&gt;
Armor Shop - Armor (medium and heavy) [lvl 20]&lt;br /&gt;
&lt;br /&gt;
Item Shop - General Store&lt;br /&gt;
&lt;br /&gt;
Bits and Pieces - General Store&lt;br /&gt;
&lt;br /&gt;
Magishop - Artifice Items&lt;br /&gt;
&lt;br /&gt;
Turtle&#039;s Paradise - Restaurant&lt;br /&gt;
&lt;br /&gt;
Altamira Boardwalk - Entertainment&lt;br /&gt;
&lt;br /&gt;
====[[Saturn Valley]]====&lt;br /&gt;
*IMPORTS - Ducks, Ribbon&lt;br /&gt;
*EXPORTS - Peanut Cheese Bars&lt;br /&gt;
*ATM, Healer Services&lt;br /&gt;
&lt;br /&gt;
Inside a Store - General Store&lt;br /&gt;
&lt;br /&gt;
====[[Cosmo Canyon]]:====&lt;br /&gt;
*IMPORTS - Grain, Cloth&lt;br /&gt;
*EXPORTS - Clothing, Weapons, Stone&lt;br /&gt;
*Inn Service&lt;br /&gt;
&lt;br /&gt;
Tiger Lily Arms Shop - Weapons [lvl 20 + one lvl 35]&lt;br /&gt;
&lt;br /&gt;
Tailor&#039;s Shop - Armor (medium) [lvl 30]&lt;br /&gt;
&lt;br /&gt;
Lifestream - Recovery Items&lt;br /&gt;
&lt;br /&gt;
Materia Shop - Artifice Items&lt;br /&gt;
&lt;br /&gt;
Starlet Pub - Restaurant&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Lvl 1-30 Areas Closer to Viorar ===&lt;br /&gt;
&lt;br /&gt;
====[[Viorar]] - Starting Town:====&lt;br /&gt;
*IMPORTS - Grain, Cloth, Lumber&lt;br /&gt;
*EXPORTS - Iron, Seafood, Gems, Minerals, Books&lt;br /&gt;
*Recall, Bank, Inn, Healer and Morgue Services&lt;br /&gt;
&lt;br /&gt;
El Hazardous - Weapons [lvl 10]&lt;br /&gt;
&lt;br /&gt;
Armor Emporium - Armor (light) [lvl 5-10)&lt;br /&gt;
&lt;br /&gt;
Reckless Abandon - General Store&lt;br /&gt;
&lt;br /&gt;
Woodfall - Recovery Items&lt;br /&gt;
&lt;br /&gt;
Tatl Tael - Artifice Items&lt;br /&gt;
&lt;br /&gt;
Mummy Seeker - Artifice Items&lt;br /&gt;
&lt;br /&gt;
Lucky 8 - Food&lt;br /&gt;
&lt;br /&gt;
Mischievous Spirit - Restaurant&lt;br /&gt;
&lt;br /&gt;
Limelight - Light Sources&lt;br /&gt;
&lt;br /&gt;
Inuki&#039;s - Pets&lt;br /&gt;
&lt;br /&gt;
Cindy&#039;s Mine Shop - Mining Gear&lt;br /&gt;
&lt;br /&gt;
====[[Douglas Island]]====&lt;br /&gt;
*IMPORTS - Machinery&lt;br /&gt;
*EXPORTS - Fish&lt;br /&gt;
&lt;br /&gt;
Timmy&#039;s Bait and Tackle - Fishing Gear&lt;br /&gt;
&lt;br /&gt;
====[[Monstro Town]]====&lt;br /&gt;
*IMPORTS - Books, Fine Art&lt;br /&gt;
*EXPORTS - Pacifism, Fine Art&lt;br /&gt;
&lt;br /&gt;
Goom-Mart - Weapons [lvl 5], General Store&lt;br /&gt;
&lt;br /&gt;
====[[Fort Walla Walla]]====&lt;br /&gt;
*IMPORTS - Metal, Weapons, Cattle&lt;br /&gt;
*EXPORTS - Security, Tourism&lt;br /&gt;
&lt;br /&gt;
Blacksmith - some Weapons [lvl 10]&lt;br /&gt;
&lt;br /&gt;
Dry Goods - General Store&lt;br /&gt;
&lt;br /&gt;
====[[Arlia]]====&lt;br /&gt;
*IMPORTS - Produce&lt;br /&gt;
*EXPORTS - Alcohol, Gold, Minerals&lt;br /&gt;
*Bank and Inn Service&lt;br /&gt;
&lt;br /&gt;
Hardware Store - some Weapons [lvl 25], Armor (heavy) [lvl 30]&lt;br /&gt;
&lt;br /&gt;
Drug Store - Recovery Items &lt;br /&gt;
&lt;br /&gt;
Love Delicatessen - Restaurant&lt;br /&gt;
&lt;br /&gt;
Lanky&#039;s Saloon - Alcohol&lt;br /&gt;
&lt;br /&gt;
====[[Tonoe]]====&lt;br /&gt;
*IMPORTS - Labor, Machinery&lt;br /&gt;
*EXPORTS - Cloth, Dairy, Medicines, Produce&lt;br /&gt;
*Inn Service&lt;br /&gt;
&lt;br /&gt;
Atelier Saibara - Weapons [lvl 30]&lt;br /&gt;
&lt;br /&gt;
Hearty Lyla - Armor (light) [lvl 25], Recovery Items, General Store&lt;br /&gt;
&lt;br /&gt;
Cafe Callaway - Restaurant&lt;br /&gt;
&lt;br /&gt;
???? - Resistance Earrings&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Areas Above Lvl 30 ===&lt;br /&gt;
&lt;br /&gt;
====[[Shrike]]====&lt;br /&gt;
*IMPORTS - Grain, Iron&lt;br /&gt;
*EXPORTS - Medicines, Machinery&lt;br /&gt;
*Recall and Bank Services&lt;br /&gt;
&lt;br /&gt;
Bushmaster Sporting Goods - Various Level 35 Equipment&lt;br /&gt;
&lt;br /&gt;
Nakajima Robotics - Pets&lt;br /&gt;
&lt;br /&gt;
Lu Bu Feng Xian&#039;s Chinese Takeout - Restaurant&lt;br /&gt;
&lt;br /&gt;
Fruit Vendor - Food&lt;br /&gt;
&lt;br /&gt;
Quickstop - Food&lt;br /&gt;
&lt;br /&gt;
====[[Brei]]====&lt;br /&gt;
*IMPORTS - ???&lt;br /&gt;
*EXPORTS - Lumber&lt;br /&gt;
&lt;br /&gt;
====[[Mandala]]====&lt;br /&gt;
*IMPORTS - Books, Clothing&lt;br /&gt;
*EXPORTS - The Future?&lt;br /&gt;
*Inn Service&lt;br /&gt;
&lt;br /&gt;
Watts&#039; Forge - Weapons [lvl 40]&lt;br /&gt;
&lt;br /&gt;
Mr. Mito&#039;s Shop - General Store&lt;br /&gt;
&lt;br /&gt;
Happy Mask Shop - Masks&lt;br /&gt;
&lt;br /&gt;
====[[Dry Dry Outpost]]====&lt;br /&gt;
*IMPORTS - Machinery, Produce&lt;br /&gt;
*EXPORTS - Transportation, Tourism&lt;br /&gt;
&lt;br /&gt;
Item Shop - General Store&lt;br /&gt;
&lt;br /&gt;
Pawn Shop - Artifice Items&lt;br /&gt;
&lt;br /&gt;
Fruit Stand - Food and Drink&lt;br /&gt;
&lt;br /&gt;
====[[Caspia]]====&lt;br /&gt;
*IMPORTS - Clothing, Food, Machinery, Seafood&lt;br /&gt;
*EXPORTS - Gems&lt;br /&gt;
*Recall, ATM Services&lt;br /&gt;
&lt;br /&gt;
Armoury Plaza - Armor (light) (heavy) [lvl 50]&lt;br /&gt;
&lt;br /&gt;
Flower Stand - Flowers&lt;br /&gt;
&lt;br /&gt;
Crystal Stand - Artifice Items&lt;br /&gt;
&lt;br /&gt;
Yoshimi&#039;s Jewelry - Resistance Necklaces&lt;br /&gt;
&lt;br /&gt;
The Blue Moon - Restaurant&lt;br /&gt;
&lt;br /&gt;
====[[Lasacul]]====&lt;br /&gt;
*IMPORTS - Books, Produce&lt;br /&gt;
*EXPORTS - Water, Medicines, Fish&lt;br /&gt;
*Recall, Bank, Inn, Healer, Morgue Services&lt;br /&gt;
&lt;br /&gt;
====[[Todo]]====&lt;br /&gt;
*IMPORTS - Clothing, Weapons&lt;br /&gt;
*EXPORTS - Lumber, Medicines&lt;br /&gt;
*Recall Service&lt;br /&gt;
&lt;br /&gt;
Mammoth Discounts - General Store&lt;br /&gt;
&lt;br /&gt;
Savoonga Diner - Restaurant&lt;br /&gt;
&lt;br /&gt;
====[[Brigantes]]====&lt;br /&gt;
*IMPORTS - Books, Candles, Halloween decorations&lt;br /&gt;
*EXPORTS - Candy, Gold, Gemstones, Wands, Potions&lt;br /&gt;
*Bank Service&lt;br /&gt;
&lt;br /&gt;
Pin&#039;s Armor Emporium - Armor (light) [lvl 60]&lt;br /&gt;
&lt;br /&gt;
Pip&#039;s Pawn Shop - General Store&lt;br /&gt;
&lt;br /&gt;
Alanna&#039;s Alchemy - Recovery Items&lt;br /&gt;
&lt;br /&gt;
Studious Scribbery - Scrolls&lt;br /&gt;
&lt;br /&gt;
Creepy Confectionary - Food&lt;br /&gt;
&lt;br /&gt;
Killer Kitchen - Food&lt;br /&gt;
&lt;br /&gt;
Resting Rat - Alcohol&lt;br /&gt;
&lt;br /&gt;
The Witch&#039;s Wart - Alcohol&lt;br /&gt;
&lt;br /&gt;
Monstrous Menagerie - Pets&lt;br /&gt;
&lt;br /&gt;
Enchanted Evenings - Item Enhancements&lt;br /&gt;
&lt;br /&gt;
Fiendish Forge - Item Crafting&lt;br /&gt;
&lt;br /&gt;
====[[Gigantos Stronghold]]====&lt;br /&gt;
*IMPORTS - Water, Weapons&lt;br /&gt;
*EXPORTS - None&lt;br /&gt;
&lt;br /&gt;
Merchant - Weapons (twohands) [lvl 60]&lt;br /&gt;
&lt;br /&gt;
Classroom - Pets&lt;br /&gt;
&lt;br /&gt;
====[[Gold City]]====&lt;br /&gt;
*IMPORTS - Cloth, Clothing, Silk, Tea, Seafood, Medicines, Machinery, Gems, Minerals, Books, Slaves&lt;br /&gt;
*EXPORTS - Gold, Slaves&lt;br /&gt;
*Bank and Inn Service&lt;br /&gt;
&lt;br /&gt;
Market Stall - Weapons [lvl 60]&lt;br /&gt;
&lt;br /&gt;
Hole-in-the-wall Market - Armor (light) [lvl 70]&lt;br /&gt;
&lt;br /&gt;
Original Moti Market - General Store&lt;br /&gt;
&lt;br /&gt;
Gepetto&#039;s Toy Shop - Toys&lt;br /&gt;
&lt;br /&gt;
Poppy and Palahniuk&#039;s - Jewelry&lt;br /&gt;
&lt;br /&gt;
The Mad Hatter - Restaurant that also sells Decorative Headgear&lt;br /&gt;
&lt;br /&gt;
==  Just the Equipment Upgrades ==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+ Locations of Full Armor and Weapon Shops&lt;br /&gt;
|- &lt;br /&gt;
! Level&lt;br /&gt;
! Light Armor&lt;br /&gt;
! Medium Armor&lt;br /&gt;
! Heavy Armor&lt;br /&gt;
! Weapons&lt;br /&gt;
|-&lt;br /&gt;
| 5 ||  || [[Crysta]] &amp;lt;br&amp;gt; [[Viorar]] || || [[Crysta]] &amp;lt;br&amp;gt; [[Monstro Town]]&lt;br /&gt;
|-&lt;br /&gt;
| 10 || || [[Truce]] &amp;lt;br&amp;gt; [[Viorar]] || || [[Rocket Town]] &amp;lt;br&amp;gt; [[Viorar]]&lt;br /&gt;
|-&lt;br /&gt;
| 15 || || [[Rocket Town]] || || [[Wutai]]&lt;br /&gt;
|-&lt;br /&gt;
| 20 || [[Wutai]] || [[Wutai]] ||  || [[Cosmo Canyon]]&lt;br /&gt;
|-&lt;br /&gt;
| 25 || [[Mabe Village]] &amp;lt;br&amp;gt; [[Tonoe]] || || || [[Arlia]] (some)&lt;br /&gt;
|-&lt;br /&gt;
| 30 || [[Cosmo Canyon]] || Arlia || || [[Tonoe]]&lt;br /&gt;
|-&lt;br /&gt;
| 35 || || || || [[Alfador Isle]]&lt;br /&gt;
|-&lt;br /&gt;
| 40 || || [[Brei]] || [[Brei]] || [[Mandala]]&lt;br /&gt;
|-&lt;br /&gt;
| 50 || [[Caspia]] || [[Lasacul]] || Caspia || Lasacul&lt;br /&gt;
|-&lt;br /&gt;
| 60 || || [[Brigantes]] || || [[Gigan Hold]] &amp;lt;br&amp;gt; [[Gold City]]&lt;br /&gt;
|-&lt;br /&gt;
| 70 || || [[Gold_City]] || ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*No Upgrade Shops will exist beyond 70&lt;br /&gt;
*Medium Armor - normal defensive armor&lt;br /&gt;
*Light Armor - weaker defensive armor but with some stat bonuses&lt;br /&gt;
*Heavy Armor - stronger defensive armor but with some stat penalties&lt;br /&gt;
&lt;br /&gt;
==Global Economy==&lt;br /&gt;
The Cleft, despite its often high level of technology, does not appear to have an extremely high volume of trade. As such, Cleft economies do not usually have a high degree of specialization. While every town has its imports and exports, all towns have some degree of self-sufficiency. Due to the high volume of monsters and invading armies that tend to roam the countryside, relying on distant areas for vital supplies would be suicidal for most areas. The diversification of Cleft economies can be seen in that almost all towns have a general store which sells most essential supplies.&lt;br /&gt;
&lt;br /&gt;
Due to their proximity and the relative safety of the routes between them, there is a high volume of trade between Truce, Wutai, Crysta, and Rocket Town. Shrike, too, is only a port away from Truce.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ADD MORE INTERCONNECTED REGIONS HERE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Currency===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;See the main article at [[Money]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Treasures ==&lt;br /&gt;
&lt;br /&gt;
The Cleft is full of many rare ores and minerals. All of these are found by miners and their cost reflects their rarity. Sometimes you may be rewarded these items for doing good deeds or as a rare monster drop. The names reflect the location they were initially discovered by the Cleft denizens, but do NOT reflect where you are most likely to find it.&lt;br /&gt;
&lt;br /&gt;
Names of Items subject to change when we have more places to name them after.&lt;br /&gt;
&lt;br /&gt;
{| border = 1&lt;br /&gt;
! Value !! Name !! Mining !! Drops !! Quests !! Sea Chests !! Forge Implemented?&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Altamira Zinc || X || || || X || X&lt;br /&gt;
|-&lt;br /&gt;
| 50 || Bequerel Copper || X || X || || X || X&lt;br /&gt;
|-&lt;br /&gt;
| 100 || Cosmo Brimstone || X || || || || X&lt;br /&gt;
|-&lt;br /&gt;
| 500 || Tonoe Manganese* || X || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 1000 || Smaskifa Bronze* || X || X || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2500 || Shrike Iron || X || X || || || X&lt;br /&gt;
|-&lt;br /&gt;
| 5000 || Pedan Wood || || X || X || || X&lt;br /&gt;
|-&lt;br /&gt;
| 10000 || Gold City Gold || X || || X || X ||&lt;br /&gt;
|-&lt;br /&gt;
| 15000 || Shasras Steel || X || || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| 20000 || Lorien Silver* || || || X || X ||&lt;br /&gt;
|-&lt;br /&gt;
| 30000 || Brigantes Gold || || || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| 40000 || Zurvan Platinum || || X || X || X ||&lt;br /&gt;
|-&lt;br /&gt;
| 50000 || Iktoa Mithril || X || || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| 60000 || Lasacul Alloy || || X || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| 70000 || Magicant Rock || || X || X || X ||&lt;br /&gt;
|-&lt;br /&gt;
| 80000 || Nosgoth Obsidian || X || || X || X ||&lt;br /&gt;
|-&lt;br /&gt;
| 90000 || Zanarkand Diamond || || || || X ||&lt;br /&gt;
|-&lt;br /&gt;
| 100000 || Rune Metal || ? || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Starred Names* subject to change&lt;br /&gt;
&lt;br /&gt;
== [[Player Housing]] ==&lt;br /&gt;
&lt;br /&gt;
== [[Clan Halls]] ==&lt;/div&gt;</summary>
		<author><name>Pascal</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=Oset_and_mset_tips_and_tricks&amp;diff=2502</id>
		<title>Oset and mset tips and tricks</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=Oset_and_mset_tips_and_tricks&amp;diff=2502"/>
		<updated>2019-11-20T14:55:21Z</updated>

		<summary type="html">&lt;p&gt;Pascal: /* GENERAL */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page contains tips and tricks for the commands oset and mset, it is not a fully detailed, exhaustive guide. These commands are considered to be more advanced and a good grasp of mobprogs should be obtained before attempting to utilize most of the applications written below. Oset and mset were only implemented to a certain degree. Any information herein may become inaccurate if either command are updated or changed in some way.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== GENERAL ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are a lot of things to keep in mind for all potential applications of mset and oset.&lt;br /&gt;
&lt;br /&gt;
Oset does not work on vnums and must specifically target a name keyword (or variable, as in event item progs). If the name keyword is too vague and shared by other items in the room or the player&#039;s or mob&#039;s inventory, oset could set the wrong item. Oset typically smartly targets the &amp;quot;closest&amp;quot; item to the mob using it, I.e. if the item is in the mob&#039;s inventory (and is the only item in existence with that name keyword) it will probably definitely oset the right item. You can also use &amp;quot;mob mforce ($n or $q) mob oset &amp;lt;item name&amp;gt;&amp;quot; as this will target the &amp;quot;closest&amp;quot; item to the player, as they are the one osetting the item. Alternately, if the item can be dropped, it can be given to the mob to oset and given back. Remember these oset item keywords will share keywords with identical items carried by separate players!&lt;br /&gt;
&lt;br /&gt;
If the item will need to be &amp;quot;mob remove&amp;quot;&#039;d, remember to give it a unique name keyword and to not use the vnum, as you may mob remove the wrong item.&lt;br /&gt;
&lt;br /&gt;
Use &amp;quot;help oset&amp;quot; and &amp;quot;help mset&amp;quot; to remember which fields can be oset and mset. Remember unlike string, oset and mset replaces the variable entirely. If the object name it started with is not repeated in the oset command, it will lose that name keyword. Typically I use a temporary name on the base item with &amp;quot;osetitem&amp;quot; or some variation, to both indicate to anyone looking at the item in the obj editor that the item&#039;s final intended form is oset in the prog that creates it, as well as ensuring there are no other items in the game with that name keyword to be accidentally oset. Make sure to keep track of your oset item&#039;s name keywords - if you oset the name before you&#039;re done osetting other parts, you&#039;ll need to change the target name keyword for the remaining commands, as well as any following commands (give, wear, etc.).&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;type&amp;quot; of an item cannot be oset! You cannot turn a potion into a sword, for example.&lt;br /&gt;
&lt;br /&gt;
When using mset, mobs can only mset themselves. This is easily bypassed by using &amp;quot;mob force&amp;quot; commands i.e. &amp;quot;mob force (target mob) mob mset (target mob)&amp;quot; if a separate mob is the one running the prog. Obviously if the target mob is msetting itself it can just mob mset $i.&lt;br /&gt;
&lt;br /&gt;
== VARIOUS CREATIVE APPLICATIONS ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Oset and mset allow a lot of creativity and new types of mechanics! Here are some of the things you can do with them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UPGRADING EXISTING ITEMS ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Allow players to add strong, meaningful upgrades their existing items, including not only additional stats but upgrading the base values (and level) of the item itself. This could be through event type items or quest rewards.&lt;br /&gt;
&lt;br /&gt;
When using oset to upgrade existing items: if using an event item, ensure that the object being upgraded is represented by the &#039;target object&#039; variable. The player will need to use the event item on the target upgrade item. When using oset on an item forcibly, as in occurring through a prog as a quest reward or what not, ensure that the item being oset has a unique name keyword. Remember other players may have this same item keyword! When upgrading existing items that may share keywords with objs other players in the room may be carrying (if players quest together and are grouped etc) it is safest to give the item to the mob (use an owned flag if you don&#039;t want the item to be able to be given away) to have them oset it to avoid osetting the wrong item.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== RANDOM CHANCE TO UPGRADE ITEMS ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Create varied and random drops of the same item without creating a different object vnum for each variation. For example, using &#039;if rand&#039; commands to give a weapon a chance to have a poison weapon flag or a leaf weapon flag. It is even possible to make event items with stronger or weaker uses by utilizing the name field of the item combined with &amp;quot;if name&amp;quot; checks.&lt;br /&gt;
&lt;br /&gt;
When using oset to make random attributes, remember the details of the base object. You can reduce the amount of characters in your prog if there is a stat you want to be on all of the potential variations, just make the base item as complete as possible. You may want to add a name keyword identifier that indicates the item is oset or that that specific item was randomly generated to be better, for example &amp;quot;broadsword sword _osetupgraded&amp;quot; so that when the item is stat&#039;d or searched, you can tell it benefited from an RNG upgrade. This is also necessary if you&#039;re making an upgraded event type item that you want to have a better chance to work well, or have a chance to do something that the non-upgraded version doesn&#039;t, by using this keyword in the manner of &amp;quot;if name $p _osetupgraded&amp;quot; before your special application within the event&#039;s prog.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 if rand 25&lt;br /&gt;
  mob oset =osetdagger v4 vorpal&lt;br /&gt;
 endif&lt;br /&gt;
&lt;br /&gt;
The above example creates an if rand 25 chance to make the weapon add the special weapon flag of &#039;vorpal&#039;. &lt;br /&gt;
&lt;br /&gt;
Mpdump 8461 for an example of an event item that becomes oset to be better or worse.&lt;br /&gt;
&lt;br /&gt;
== SCALE MOBS/PETS TO PLAYER&#039;S LEVEL ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Make mobs that scale with the player&#039;s level. This can require very long progs depending on how wide of a scale you want. This would be valuable for special event or arena type areas where you want a large number of players to be able to participate regardless of their level, or if you don&#039;t want a player to be able to muscle through a combat oriented quest with a valuable reward by over leveling it (or making harder, remort versions of existing fights!) This is also good for making pets scale with their master&#039;s level. This level scaling potential includes the stats of the mobs as well, so they scale realistically! This is an advanced application, be mindful!&lt;br /&gt;
&lt;br /&gt;
There are a large number of things to consider and know in regards to making mobs scale with level or &amp;quot;level up&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
First of all, for a mob to actually realistically scale, you will need to do more than set its level to the level of the target/master. Setting the level of the mob to the player/targets level is done by making the mob remember the intended scale target and using &#039;mob mset $i level $B&#039;, $B being the level of the mob remember target. You can also only scale it at certain intervals if desired, with if level $n &amp;gt;= xx etc. checks.&lt;br /&gt;
&lt;br /&gt;
You can just make the mob level up, which will do some things, but not increase its health, mana, moves, stats or increase any &#039;mob damage&#039; or &#039;mob damecho&#039; numbers. It WILL make any spells it uses increase in power, it will fair better against higher level foes in melee combat in regards to dodge/parry, and obviously allow it to use higher level armor. It is more feasible to scale every 5 or every 10 levels for stats on the mob, depending on how wide of a level range you&#039;d like. If you want them to use a mob damecho/damage command that also scales, that mob damecho/damage command will have to have if level $i &amp;gt;= xx checks each time to make it better according to the mob&#039;s level, meaning a mob that levels up a lot could have a very long fight prog!&lt;br /&gt;
&lt;br /&gt;
Mset itself cannot add all of the stats typically considered necessary for a realistic scale, and oset cannot change the level or maxhp of a mob, thus making mset and oset both necessary for detailed, advanced scaling. For bosses, having it oload the item and ensuring the item is removed upon the mob&#039;s death is also easily accomplished. Unless the item seems relevant to the boss fight, perhaps a warrior swapping weapons, you may want the item to be inert so that the player will not see it when looking at the mob in question. &lt;br /&gt;
&lt;br /&gt;
There are two very important things to keep in mind when using this application. First of all, when osetting a piece of equipment, the changes do not affect the mob until the item is removed and re-equipped. This does not apply to VALUES but does apply to any affects (added with &#039;add&#039; or &#039;apply&#039;). Second of all, if you mset the maxhp, maxmana, or maxmove of a mob that is currently wearing armor that affects the hp, mana, or move of that mob, the result is NOT a total of (new maxhp/mana/move) + (benefit from armor), but rather the the benefit from the armor becomes part of the maxhp/mana/move of the mob. This means that if you have a piece of armor that increases hp by 500 and you mset the maxhp to be 1000, removing that piece of armor will result in 500 hp. ALSO NOTE: This can cause removal of armor to put the mob&#039;s HP below 0, putting it into a &amp;quot;dead&amp;quot; stasis that can only be fixed by immortal intervention. In practice, this means, don&#039;t mset the maxhp/mana/move of a mob that has any chance of wearing armor, i.e., a pet.&lt;br /&gt;
&lt;br /&gt;
For an example of this application with a pet that scales from 1 to 100, mpdump 7917.&lt;br /&gt;
For an example of this application with a boss that scales from 50 to 100, but only gains stats at three different intervals, mpdump 8495.&lt;br /&gt;
&lt;br /&gt;
== COMPLEX BOSS PHASES ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Allow bosses (or any mob!) to change their stats on the fly for phases. It was already possible to add and remove affects, shields, and extra flags, but now you can also change their mana pools, health pools, damroll, magroll, hitroll, etc. without having to make new mob vnums for each phase.&lt;br /&gt;
&lt;br /&gt;
You can reliably and forcibly heal your mob by using mset maxhp and mset hp. If you wish to increase the total HP of the mob for a phase swap, but still keep it &amp;quot;damaged&amp;quot;, simple mset the maxhp and then determine how much they should have left for the mset hp line. Obviously ensure this doesn&#039;t happen over and over, so that the mob is actually defeatable (unless it&#039;s not supposed to be!). The information under &amp;quot;mob scaling&amp;quot; in relation to setting different stats for a phase swap apply the same way.&lt;br /&gt;
&lt;br /&gt;
For an example of a boss phase swap using oset and mset, mpdump 8496 (8496 is called from fight prog 8490 for a more complete picture). Note this example is also a scaling boss.&lt;br /&gt;
&lt;br /&gt;
== BETTER EFFICIENCY USING SKILLS ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Allow pets or mobs to temporarily increase their level to be more successful at using skills. It was previously possible to use different leveled spells by utilizing scrolls and artifice, but since skills could not be put into scrolls, it was not possible to use them at greater efficiency.&lt;br /&gt;
&lt;br /&gt;
This is simply done by temporarily msetting the mob&#039;s level before the use of the skill, then returning it back immediately after the skill is executed. If the mob ALSO scales, you will need to make an individual &#039;if level $i == xx&amp;quot; check for each possible level of the mob before this sequence in order to return it to the accurate level!&lt;br /&gt;
&lt;br /&gt;
For an example of this application on a pet, mpdump 8430. This example pet is also a scaling pet.&lt;br /&gt;
&lt;br /&gt;
== SAVE ON VNUMS ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
One of the simplest applications is using oset to make a wide variety of similar items without needing to use a large number of vnums. Be wary of overusing this application, as each type of osetted item will not appear in a vnum (name) search, making your osetted items hard for other immortals to find in case of potential problems! I would recommend making batches of similar items, and using new vnums for different areas or different applications of items. The vnum of the object will still be visible when the item is stat&#039;d, but it may be a decent idea to add a name keyword into the object referencing the mprog where it is created.&lt;br /&gt;
&lt;br /&gt;
For an example of this oset application, mpdump 8445.&lt;br /&gt;
&lt;br /&gt;
== MAKE THINGS OWNED ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It is also possible to utilize another new item flag, &amp;quot;owned&amp;quot;, with oset: when osetting the name field of the item you&#039;d like to be &amp;quot;owned&amp;quot;, ensure the variable representing the name of the player (either $n or $q) is present. &#039;&#039;Ex: mob oset (item) name (desired name keywords) $n&#039;&#039; Owned means only that player can equip it, allowing you to make strong quest items that can be dropped without worrying about someone who did not complete the quest picking it up and using it. You can also make unique items for unique pets as well, that even the owner can&#039;t wear! It also functions as an ID for the item if it gets dropped by accident!&lt;br /&gt;
&lt;br /&gt;
The owned flag is an extra3 flag. &lt;br /&gt;
&lt;br /&gt;
This does mean the item will be stat obj and searchable using the name of the player, so any owned equipment will show up in an &amp;quot;owhere (player name)&amp;quot; search.&lt;/div&gt;</summary>
		<author><name>Pascal</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=Flags_Compendium&amp;diff=2488</id>
		<title>Flags Compendium</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=Flags_Compendium&amp;diff=2488"/>
		<updated>2019-11-05T19:38:46Z</updated>

		<summary type="html">&lt;p&gt;Pascal: /* ACT FLAGS */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==FLAGS COMPENDIUM==&lt;br /&gt;
===ROOM FLAGS===&lt;br /&gt;
{|&lt;br /&gt;
|dark || Need a light source &lt;br /&gt;
|-&lt;br /&gt;
|always_night || Room is always night; sun never rises, &#039;look sky&#039; always shows stars.&lt;br /&gt;
|-&lt;br /&gt;
|no_mob || Mobs won&#039;t wander in here. Mobs on scripts and charmies are unaffected&lt;br /&gt;
|-&lt;br /&gt;
|indoors || Won&#039;t see [[weather]] or [[time|sunrise/set messages]]&lt;br /&gt;
|-&lt;br /&gt;
|private || Two people at a time&lt;br /&gt;
|-&lt;br /&gt;
|arena || Players don&#039;t leave corpses or lose XP when they die. Players also don&#039;t lose XP for fleeing combat.&lt;br /&gt;
|-&lt;br /&gt;
|safe || No fighting allowed&lt;br /&gt;
|-&lt;br /&gt;
|solitary || One person at a time&lt;br /&gt;
|-&lt;br /&gt;
|pet_shop || Can buy pets here. Pet cost is the &#039;wealth&#039; of the mob, but purchased pets will be flat broke. Builders should reset the pet mobs into next room vnum.&lt;br /&gt;
|-&lt;br /&gt;
|no_recall || Can&#039;t recall from here&lt;br /&gt;
|-&lt;br /&gt;
|imp_only || MTS only&lt;br /&gt;
|-&lt;br /&gt;
|gods_only || Staff only&lt;br /&gt;
|-&lt;br /&gt;
|heroes_only || Also Staff only&lt;br /&gt;
|-&lt;br /&gt;
|newbies_only || Level 5 or less only&lt;br /&gt;
|-&lt;br /&gt;
|law || Prevents use of Charm, Tame, and Hypnotize spells (for some reason). Other stock ROM effects have been commented out.&lt;br /&gt;
|-&lt;br /&gt;
|nowhere || Can&#039;t Scan into this room&lt;br /&gt;
|-&lt;br /&gt;
|wilderness || Was supposed to involve some sort of overworld map? Doesn&#039;t do anything now.&lt;br /&gt;
|-&lt;br /&gt;
|overgrown_1 || Room has +1 level of overgrowth.&lt;br /&gt;
|-&lt;br /&gt;
|overgrown_2 || Room has +2 levels of overgrowth. This can stack with overgrown_1.&lt;br /&gt;
|-&lt;br /&gt;
|always_day || Room is always day; sun never sets, &#039;look sky&#039; shows the sun.&lt;br /&gt;
|-&lt;br /&gt;
|lit || Room is always lit, don&#039;t require a light.&lt;br /&gt;
|}&lt;br /&gt;
====SECTOR====&lt;br /&gt;
{|&lt;br /&gt;
!Sector !! Movement Rate !! Properties !! Geomance Element !! Dance Element&lt;br /&gt;
|-&lt;br /&gt;
|Inside || 4 || Stays lit at night || Pierce || No effect&lt;br /&gt;
|-&lt;br /&gt;
|City || 4 || Stays lit at night || Bash || No effect&lt;br /&gt;
|-&lt;br /&gt;
|Field || 4 || || Slash || Pierce&lt;br /&gt;
|-&lt;br /&gt;
|Forest || 6 || Has 1 level of overgrowth || Wood || Earth&lt;br /&gt;
|-&lt;br /&gt;
|Hills || 6 || || Slash || Pierce&lt;br /&gt;
|-&lt;br /&gt;
|Mountain || 8 || || Earth || Earth&lt;br /&gt;
|-&lt;br /&gt;
|Water (swim) || 4 || || Water || Water&lt;br /&gt;
|-&lt;br /&gt;
|Water (noswim) || 8 || Can&#039;t enter without a boat or the Swim affect || Water || Water&lt;br /&gt;
|-&lt;br /&gt;
|Unused || 1 || || Wind || No effect&lt;br /&gt;
|-&lt;br /&gt;
|Air || 4 || Can&#039;t enter without the Float affect || Wind || Wind&lt;br /&gt;
|-&lt;br /&gt;
|Desert || 8 || || Earth || Wind&lt;br /&gt;
|-&lt;br /&gt;
|Rock || 4 || || Earth || Earth&lt;br /&gt;
|-&lt;br /&gt;
|Road || 4 || || Wind || No effect&lt;br /&gt;
|-&lt;br /&gt;
|Enter || 4 || || Wind || No effect&lt;br /&gt;
|-&lt;br /&gt;
|Snow || 8 || || Cold || Cold&lt;br /&gt;
|-&lt;br /&gt;
|Swamp || 8 || || Water || Earth&lt;br /&gt;
|-&lt;br /&gt;
|Jungle || 8 || Has 1 level of overgrowth || Wood || Earth&lt;br /&gt;
|-&lt;br /&gt;
|Ruins || 4 || || Bash || No effect &lt;br /&gt;
|-&lt;br /&gt;
|Mount2 || 16 || || Earth || No effect&lt;br /&gt;
|-&lt;br /&gt;
|Coastal || 4 || || Earth || Wind&lt;br /&gt;
|-&lt;br /&gt;
|Developed || 4 || || Bash || No effect &lt;br /&gt;
|-&lt;br /&gt;
|Void || 4 || || Wind || No effect&lt;br /&gt;
|-&lt;br /&gt;
|Lava || 8 || || Fire || Fire&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====[[Exits|EXITS]]====&lt;br /&gt;
{|&lt;br /&gt;
|door || Exit has a door -- Required for most other exit flags&lt;br /&gt;
|-&lt;br /&gt;
|closed || Door resets to closed&lt;br /&gt;
|-&lt;br /&gt;
|locked || Door resets to locked&lt;br /&gt;
|-&lt;br /&gt;
|pickproof || Door can&#039;t be picked&lt;br /&gt;
|-&lt;br /&gt;
|nopass || Door can&#039;t be Pass Door&#039;d&lt;br /&gt;
|-&lt;br /&gt;
|easy || Pick Lock doesn&#039;t take many tries&lt;br /&gt;
|-&lt;br /&gt;
|hard || Pick Lock takes a few tries&lt;br /&gt;
|-&lt;br /&gt;
|infuriating || Keep pickin&#039;&lt;br /&gt;
|-&lt;br /&gt;
|noclose || Door can&#039;t be closed&lt;br /&gt;
|-&lt;br /&gt;
|nolock || Door can&#039;t be locked&lt;br /&gt;
|-&lt;br /&gt;
|hidden || Exit can&#039;t be seen by normal means&lt;br /&gt;
|-&lt;br /&gt;
|swim || Only players who can fly or swim, or are on a flying or seaworthy [[vehicle]] can pass.&lt;br /&gt;
|-&lt;br /&gt;
|fly || Only players who can fly or are on a flying [[vehicle]] can pass.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===MOB FLAGS===&lt;br /&gt;
*Mobs with the None [[damage type]] will randomly have Slash, Pound, or Pierce.&lt;br /&gt;
&lt;br /&gt;
====FORM FLAGS====&lt;br /&gt;
Most of these don&#039;t do anything. The ones that have a coded effect are listed below!&lt;br /&gt;
{|&lt;br /&gt;
|edible || Mob&#039;s parts are edible, and the corpse can be butchered into meat.&lt;br /&gt;
|-&lt;br /&gt;
|poison || Mob&#039;s edible parts are poisonous, and meat butchered from the corpse will be poisoned. Bloodsucking will poison the bloodsucker.&lt;br /&gt;
|-&lt;br /&gt;
|instant_decay || Mob doesn&#039;t leave a corpse at all. (Note: This means items on the mob are lost as well.)&lt;br /&gt;
|-&lt;br /&gt;
|animal || Mob is affected by the Tame spell.&lt;br /&gt;
|-&lt;br /&gt;
| || Mobs with any of the mammal, bird, reptile, amphibian, fish, or snake form flags can also be Tamed.&lt;br /&gt;
|-&lt;br /&gt;
|sentient || Mob is affected by the Hypnotize spell and can be haggled with if it&#039;s a shopkeeper.&lt;br /&gt;
|-&lt;br /&gt;
|undead || Mob takes extra non-elemental damage from weapons with disrupting weapon flag.&lt;br /&gt;
|-&lt;br /&gt;
|cold_blood || Mob has blood that can be bloodsuck&#039;d.&lt;br /&gt;
|-&lt;br /&gt;
|warm_blood || Mob can be seen in the dark by characters with Infrared and can be bloodsuck&#039;d.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====PART FLAGS / WEARLOCS====&lt;br /&gt;
Mob parts determine what equipment it can wear.&lt;br /&gt;
&lt;br /&gt;
{| &lt;br /&gt;
! Wearloc !! Required Part flag&lt;br /&gt;
|-&lt;br /&gt;
|take || none&lt;br /&gt;
|-&lt;br /&gt;
|finger || fingers&lt;br /&gt;
|-&lt;br /&gt;
|neck || head&lt;br /&gt;
|-&lt;br /&gt;
|body || guts&lt;br /&gt;
|-&lt;br /&gt;
|head || head&lt;br /&gt;
|-&lt;br /&gt;
|legs || legs&lt;br /&gt;
|-&lt;br /&gt;
|feet || feet&lt;br /&gt;
|-&lt;br /&gt;
|hands || hands&lt;br /&gt;
|-&lt;br /&gt;
|arms || hands&lt;br /&gt;
|-&lt;br /&gt;
|shield || hands&lt;br /&gt;
|-&lt;br /&gt;
|about || guts&lt;br /&gt;
|-&lt;br /&gt;
|waist || legs&lt;br /&gt;
|-&lt;br /&gt;
|wrist || hands&lt;br /&gt;
|-&lt;br /&gt;
|shoulders || head&lt;br /&gt;
|-&lt;br /&gt;
|wield || hands&lt;br /&gt;
|-&lt;br /&gt;
|hold || hands&lt;br /&gt;
|-&lt;br /&gt;
|nosac || not actually a wearloc&lt;br /&gt;
|-&lt;br /&gt;
|wearfloat || none&lt;br /&gt;
|-&lt;br /&gt;
|face || head&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* The Brawling warrior style has special attacks that only execute if the opponent has certain parts; eye, tail, feet, or arms.&lt;br /&gt;
* The guts, head, heart, arms, legs, and brains parts can cause dismembered mob organs to be created when the mob dies.&lt;br /&gt;
* A mob requires the brains part in order to take any damage from the Brainbuster spell.&lt;br /&gt;
* &#039;&#039;&#039;A mob without hands cannot hold items, use weapons, or equip shields.&#039;&#039;&#039;&lt;br /&gt;
* Items which do not have the Take flag can&#039;t be sacrificed, so it is redundant to put nosac on these items also.&lt;br /&gt;
* Items without a Take flag can&#039;t be held by players or mobs at all. Avoid resetting these onto mobs or trying to have mobs oload them.&lt;br /&gt;
&lt;br /&gt;
====ACT FLAGS====&lt;br /&gt;
{|&lt;br /&gt;
|sentinel || Mob won&#039;t wander between rooms (although it can still move if instructed to by an mprog).&lt;br /&gt;
|-&lt;br /&gt;
|scavenger || Mob will pick up takeable objects in the room, starting with the most valuable.&lt;br /&gt;
|-&lt;br /&gt;
|inert || Mob can&#039;t be seen in the room (but can still be interacted with).&lt;br /&gt;
|-&lt;br /&gt;
|omnisight || Mob can see everyone despite invisibility etc but can&#039;t necessarily see in the dark.&lt;br /&gt;
|-&lt;br /&gt;
|aggressive || should target a random PC, not more than 5 levels higher than the mob, chosen from an entire group entering the room at once - may be funky with portals&lt;br /&gt;
|-&lt;br /&gt;
|stay_area || Mob won&#039;t wander outside the area it was reset into.&lt;br /&gt;
|-&lt;br /&gt;
|wimpy || Mob will try to flee from combat at 20% hp or less.&lt;br /&gt;
|-&lt;br /&gt;
|pet || Mob is a pet? Probably reserved for pet code. Don&#039;t use this.&lt;br /&gt;
|-&lt;br /&gt;
|train || Players can Train at this mob -- defunct&lt;br /&gt;
|-&lt;br /&gt;
|practice || Players can Practice at this mob -- defunct&lt;br /&gt;
|-&lt;br /&gt;
|passive || Mob doesn&#039;t fight back with autoattacks, its current health isn&#039;t visible when you &#039;look&#039; at it, nor will Peek work on it.&lt;br /&gt;
|-&lt;br /&gt;
|hyper || Mob wanders around real fast.&lt;br /&gt;
|-&lt;br /&gt;
|visdeath || Mob can only be seen by immortals and can&#039;t be interacted with by players.&lt;br /&gt;
|-&lt;br /&gt;
|mage || Mob gets -5 to Saves&lt;br /&gt;
|-&lt;br /&gt;
|thief || Mob has the Smokescreen skill&lt;br /&gt;
|-&lt;br /&gt;
|warrior || Mob has the Shield Block skill&lt;br /&gt;
|-&lt;br /&gt;
|noalign || Mob won&#039;t affect player alignment at all when killed.&lt;br /&gt;
|-&lt;br /&gt;
|nopurge || Mob can&#039;t be purged by immortals (the Mob Purge command from a mob can still affect these).&lt;br /&gt;
|-&lt;br /&gt;
|outdoors || Mob won&#039;t wander into Indoor flagged rooms.&lt;br /&gt;
|-&lt;br /&gt;
|indoors || Mob won&#039;t wander outdoors.&lt;br /&gt;
|-&lt;br /&gt;
|healer || Mob offers hardcoded heal-for-cash services (EG Selan).&lt;br /&gt;
|-&lt;br /&gt;
|gain || Doesn&#039;t do anything -- in stock ROM allows for gaining new skills.&lt;br /&gt;
|-&lt;br /&gt;
|update_always || Mob does things even when no player in the area. Avoid using this as it spikes CPU usage badly.&lt;br /&gt;
|-&lt;br /&gt;
|changer || Mob is a [[bank]].&lt;br /&gt;
|-&lt;br /&gt;
|hyper_res || Mob takes 1/4 damage from sources it resists (instead of 2/3) and double damage from sources it&#039;s vulnerable to (instead of 3/2).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes on wandering mobs:&lt;br /&gt;
* When mobs try to move, they make three attempts. Each attempt, they pick a random exit in the room and then look at it more closely. If they can&#039;t move, they try again. If they can move, they do.&lt;br /&gt;
* Mobs will not wander through closed doors (even if affected by pass_door) or into no_mob rooms.&lt;br /&gt;
* Mobs with the stay_area flag will not wander between areas (which area its&#039; vnum is in doesn&#039;t matter).&lt;br /&gt;
* Mobs with the Outdoors flag won&#039;t wander into Indoors rooms. Mobs with the Indoors flag won&#039;t wander into rooms that aren&#039;t flagged Indoors.&lt;br /&gt;
* Only Flying mobs will move into Air sector rooms. Only mobs with the Swim affect will move into any sort of water room.&lt;br /&gt;
&lt;br /&gt;
====ACT2 FLAGS====&lt;br /&gt;
{|&lt;br /&gt;
|doublexp || Mob gives double XP.&lt;br /&gt;
|-&lt;br /&gt;
|halfxp || Mob gives half XP.&lt;br /&gt;
|-&lt;br /&gt;
|noxp || Mob gives no XP.&lt;br /&gt;
|-&lt;br /&gt;
|noparts || Mob leaves no parts when killed.&lt;br /&gt;
|-&lt;br /&gt;
|sociable || Mob talks to or slaps people that use socials on it.&lt;br /&gt;
|-&lt;br /&gt;
|aquatic || Mob won&#039;t wander outside water rooms.&lt;br /&gt;
|-&lt;br /&gt;
|xpandahalf || Mob gives 1.5x XP.&lt;br /&gt;
|-&lt;br /&gt;
|adept || Mob uses skills at 100% (instead of 75%).&lt;br /&gt;
|-&lt;br /&gt;
|inept || Mob uses skills at 50% (instead of 75%).&lt;br /&gt;
|-&lt;br /&gt;
|carryall || Mob has no weight or item# limits.&lt;br /&gt;
|-&lt;br /&gt;
|priority || Mob will be targetted first by opponents with the AI_1 flag.&lt;br /&gt;
|-&lt;br /&gt;
|antihyper || Mob wanders especially slowly.&lt;br /&gt;
|-&lt;br /&gt;
|parsename || Mob will have a unique name as its first name when it resets.&lt;br /&gt;
|-&lt;br /&gt;
|noattack || Mob can&#039;t be attacked by anyone.&lt;br /&gt;
|-&lt;br /&gt;
|necromancer || Mob offers corpse retrieval for cash services, as Xzar, Caroline, etc.&lt;br /&gt;
|-&lt;br /&gt;
|raidmob || Mob can be attacked by anyone with no regard to &#039;kill stealing&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|carrynone || Mob can&#039;t pick up or be given items&lt;br /&gt;
|-&lt;br /&gt;
|passivelite || Mob won&#039;t auto-attack but still has visible health and such&lt;br /&gt;
|-&lt;br /&gt;
|ally || Is treated as a PC for some attack-safety purposes -- EG Ally mobs won&#039;t hit other Ally mobs with area attacks&lt;br /&gt;
|-&lt;br /&gt;
|shopkeepitems || Shop will not slowly discard items sold to it.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====OFF FLAGS====&lt;br /&gt;
A lot of these are affected by the adept/inept Act flags&lt;br /&gt;
{|&lt;br /&gt;
|area_attack || Mob hits everything that&#039;s fighting it with its normal attacks.&lt;br /&gt;
|-&lt;br /&gt;
|backstab || Mob is capable of using the Backstab skill, and would if it aggroed, but mobs don&#039;t aggro, so it does nothing.&lt;br /&gt;
|-&lt;br /&gt;
|bash || Mob has a 12.5% chance of using the bash skill, if it&#039;s not lagged.&lt;br /&gt;
|-&lt;br /&gt;
|berserk || Mob has a 12.5% chance of using the berserk skill, if it&#039;s not lagged and isn&#039;t already berserk.&lt;br /&gt;
|-&lt;br /&gt;
|disarm || Mob has a 12.5% chance of using the disarm skill, if it&#039;s not lagged. The mob needs a [[weapon]].&lt;br /&gt;
|-&lt;br /&gt;
|dodge || Mob can dodge melee attacks as a player with the dodge skill at 75%.&lt;br /&gt;
|-&lt;br /&gt;
|fade || Doesn&#039;t do anything.&lt;br /&gt;
|-&lt;br /&gt;
|fast || Mob attacks twice always, doesn&#039;t stack with Haste. Mob will ignore Slow if affected. Mob gets +2 DEX when spawned.&lt;br /&gt;
|-&lt;br /&gt;
|kick || Mob has a 12.5% chance of using the kick skill, if it&#039;s not lagged.&lt;br /&gt;
|-&lt;br /&gt;
|dirt_kick || Mob has a 12.5% chance of using the dirt kick skill, if it&#039;s not lagged.&lt;br /&gt;
|-&lt;br /&gt;
|parry || Mob can parry attacks; works half as often with no [[weapon]].&lt;br /&gt;
|-&lt;br /&gt;
|rescue || Mob will try to rescue the target of its target, if that target is at 50% hp or less.&lt;br /&gt;
|-&lt;br /&gt;
|tail || Mob has a 12.5% chance of.. not doing anything (the code for this attack is commented out).&lt;br /&gt;
|-&lt;br /&gt;
|trip || Mob has a 12.5% chance of using the trip skill, if it&#039;s not lagged.&lt;br /&gt;
|-&lt;br /&gt;
|crush || Mob has a 12.5% chance of using the smash skill, if it&#039;s not lagged.&lt;br /&gt;
|-&lt;br /&gt;
|assist_all || Mob will assist all other &#039;&#039;&#039;mobs&#039;&#039;&#039; that it sees fighting.&lt;br /&gt;
|-&lt;br /&gt;
|assist_align || Mob will assist other mobs with a similar alignment, chunked out to good/neutral/evil.&lt;br /&gt;
|-&lt;br /&gt;
|assist_race || Mob will assist other mobs of the same race.&lt;br /&gt;
|-&lt;br /&gt;
|assist_players || Mob will assist players as long as the player isn&#039;t more than 5 levels above them. This has precedence over the other assist flags.&lt;br /&gt;
|-&lt;br /&gt;
|assist_leader || If following someone, mob will assist its leader.&lt;br /&gt;
|-&lt;br /&gt;
|assist_vnum || Mob will assist mobs of the same vnum.&lt;br /&gt;
|-&lt;br /&gt;
|second_attack || Mob has the 2x-Cut skill.&lt;br /&gt;
|-&lt;br /&gt;
|third_attack || Mob has the 3x-Cut skill.&lt;br /&gt;
|-&lt;br /&gt;
|ai_retargeting || Mob will aggro onto players that have recently fled from it, and selectively hit targets with the Priority act flag. If the mob&#039;s attacks are ineffective, it will re-target randomly to another member of the same group.&lt;br /&gt;
|-&lt;br /&gt;
|ai_flees || Mob will flee from sandstorms, flurries, miasmas, wildfires, etc unless it&#039;s immune to the appropriate damage type.&lt;br /&gt;
|-&lt;br /&gt;
|ai_rests || Mob will rest when injured (hp&amp;lt;50%), stand up when it&#039;s recovered (hp&amp;gt;75%).&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
* Only one of the various 12.5% flags can trigger in any given round. A mob will all eight will try to use one (and only one) every single round.&lt;br /&gt;
&lt;br /&gt;
====BEHAV FLAGS====&lt;br /&gt;
{|&lt;br /&gt;
|random_innate || Mob randomly has one of the 6 elemental innates. This creates one resistance and one vulnerability.&lt;br /&gt;
|-&lt;br /&gt;
|rand_phys_resist || Mob randomly resists one of bashing, slashing, or piercing.&lt;br /&gt;
|-&lt;br /&gt;
|rand_misc_resist || Mob randomly resists one or two non-physical elements.&lt;br /&gt;
|-&lt;br /&gt;
|rand_phys_vuln || Mob is randomly vulnerable to one of bashing, slashing, or piercing.&lt;br /&gt;
|-&lt;br /&gt;
|rand_misc_vuln || Mob is randomly vulnerable to one or two non-physical elements.&lt;br /&gt;
|-&lt;br /&gt;
|travelingpet || Mob will automatically teleport to its master as long as it has one, and will otherwise despawn itself unless it is inside of a petshop room.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====AFFECT FLAGS====&lt;br /&gt;
{|&lt;br /&gt;
|blind || Character can&#039;t see anything! Mobs ignore this flag so their mobprogs work&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|invisible || Character can only be seen and targetted by things with detect_invis.&lt;br /&gt;
|-&lt;br /&gt;
|detect_evil || Character sees evil objects and characters with a red aura.&lt;br /&gt;
|-&lt;br /&gt;
|detect_invis || Character can see invisible objects and characters, and knows they&#039;re invisible.&lt;br /&gt;
|-&lt;br /&gt;
|detect_magic || Character sees a blue aura around magical objects.&lt;br /&gt;
|-&lt;br /&gt;
|detect_hidden || Character can see hidden objects and characters, and knows they&#039;re hidden.&lt;br /&gt;
|-&lt;br /&gt;
|detect_good || Character sees good objects and characters with a gold aura.&lt;br /&gt;
|-&lt;br /&gt;
|sanctuary || Character is permanently under the effects of Nayru&#039;s Love (half damage from everything).&lt;br /&gt;
|-&lt;br /&gt;
|faerie_fire || Character has a pink aura. Negates invisibility.&lt;br /&gt;
|-&lt;br /&gt;
|infrared || Character can see warm_blood mobs in the dark.&lt;br /&gt;
|-&lt;br /&gt;
|curse || Character is flagged as cursed. All skill effectiveness is reduced by 15% while this flag is applied, but the character is immune to the Curse spell.&lt;br /&gt;
|-&lt;br /&gt;
|solidified || Character is completely frozen!&lt;br /&gt;
|-&lt;br /&gt;
|poison || Character is flagged as poisoned. This flag has no affect on stats but the character can&#039;t be poisoned again. Regeneration is decreased while this flag is applied, however.&lt;br /&gt;
|-&lt;br /&gt;
|protect_evil || Character takes 2/3 damage from evil foes.&lt;br /&gt;
|-&lt;br /&gt;
|protect_good || Character takes 2/3 damage from good foes.&lt;br /&gt;
|-&lt;br /&gt;
|sneak || Character doesn&#039;t generate echoes when moving from room to room. Triggers GRALL but not GREET progs.&lt;br /&gt;
|-&lt;br /&gt;
|hide || Character is hiding. Using any command removes this effect.&lt;br /&gt;
|-&lt;br /&gt;
|sleep || Character is under the effects of &#039;&#039;permanent&#039;&#039; magical sleep!!&lt;br /&gt;
|-&lt;br /&gt;
|charm || Character is under the effects of a Charm spell. Don&#039;t use.&lt;br /&gt;
|-&lt;br /&gt;
|flying || Character is flying: reduced MV costs everywhere (by 1 per room), can travel into air sector rooms, and doesn&#039;t need a boat to travel into noswim sector rooms. Also immune to Trip and Earthquake.&lt;br /&gt;
|-&lt;br /&gt;
|pass_door || Character can walk through some closed doors.&lt;br /&gt;
|-&lt;br /&gt;
|haste || Character is under the effects of Haste: &#039;&#039;&#039;always&#039;&#039;&#039; gets exactly 1 extra attack in combat, but regenerates at half speed. &lt;br /&gt;
|-&lt;br /&gt;
|calm || Character is under the effects of the Calm spell. Character can&#039;t use berserk.&lt;br /&gt;
|-&lt;br /&gt;
|plague || Character is flagged as plagued. Regeneration is decreased but the player can&#039;t be hit with the Bio 2 spell.&lt;br /&gt;
|-&lt;br /&gt;
|locusts || Character is a swarm of locusts per the Plague Swarm spell. *Cannot be set on a mob&#039;s template or applied by an item.&lt;br /&gt;
|-&lt;br /&gt;
|dark_vision || Character can see anything in any kind of darkness without a light source.&lt;br /&gt;
|-&lt;br /&gt;
|berserk || Character is under the effects of Berserk! Character can&#039;t cast spells, everything the character sees is red, and they get a 50% penalty to all saving throws.&lt;br /&gt;
|-&lt;br /&gt;
|swim || Character doesn&#039;t need a boat to enter noswim sector rooms.&lt;br /&gt;
|-&lt;br /&gt;
|regeneration || Character regenerates HP twice as fast!&lt;br /&gt;
|-&lt;br /&gt;
|slow || Character has a chance to simply not attack during combat. 2x-cut and 3x-cut chances are reduced dramatically. Ignored if the mob is flagged off_fast. Character also regenerates at half speed AND spends more MV when traveling.&lt;br /&gt;
|-&lt;br /&gt;
|scarecrow || Character is affected by the Scarecrow spell -- can&#039;t eat, drink, or move, and melee attacks do reduced damage.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====AFFECT2 FLAGS====&lt;br /&gt;
{|&lt;br /&gt;
|focus || double mana regeneration&lt;br /&gt;
|-&lt;br /&gt;
|motivation || slight movement regeneration&lt;br /&gt;
|-&lt;br /&gt;
|theatrical || takes damage when receiving an affect&lt;br /&gt;
|-&lt;br /&gt;
|frenzy || grants extra attack&lt;br /&gt;
|-&lt;br /&gt;
|vampirism || ??&lt;br /&gt;
|-&lt;br /&gt;
|paralysis|| ??&lt;br /&gt;
|-&lt;br /&gt;
|fast|| no command lag when moving rooms (like vehicle fast)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====SHIELD FLAGS====&lt;br /&gt;
{|&lt;br /&gt;
|charge || Character does 1.5x damage with all applicable spells. DOES NOT DISSIPATE UNLESS IT IS APPLIED BY THE CHARGE SPELL.&lt;br /&gt;
|-&lt;br /&gt;
|sabotaged || Character takes damage when using skills or spells.&lt;br /&gt;
|-&lt;br /&gt;
|hallucinating || Character is under the effects of the Mushroomize spell; all MUD output turns wacky.&lt;br /&gt;
|-&lt;br /&gt;
|terrified || Character may cower helplessly in combat, with a greater chance is the foe&#039;s level is higher than the character&#039;s. Also makes the character try to flee.&lt;br /&gt;
|-&lt;br /&gt;
|haunted || Character is tormented by minighosts.&lt;br /&gt;
|-&lt;br /&gt;
|confused || Character hits itself sometimes in combat.&lt;br /&gt;
|-&lt;br /&gt;
|stat enhancement || Character is under the effects of one of Sage Aura, Brilliance, Limber, Valor, or Vigor/Warcry and can&#039;t be affected by another one.&lt;br /&gt;
|-&lt;br /&gt;
|ice shield || Returns 20 to 30% of melee damage as bash-type damage&lt;br /&gt;
|-&lt;br /&gt;
|thorn shield || Returns 20 to 30% of melee damage as pierce-type damage&lt;br /&gt;
|-&lt;br /&gt;
|crystal shield || Returns 20 to 30% of melee damage as slash-type damage&lt;br /&gt;
|-&lt;br /&gt;
|osmosis || Character loses MP steadily. Also decreases MP regeneration.&lt;br /&gt;
|-&lt;br /&gt;
|volta || Character does not auto-attack but has double normal dodge chances.&lt;br /&gt;
|-&lt;br /&gt;
|manashield || Character has Mana Shield permanently up. It will give the &#039;your shield broke&#039; message with every attack if they&#039;re at 0MP but they&#039;ll still take full damage.&lt;br /&gt;
|-&lt;br /&gt;
|kamikaze || Character is going to Detonate. *Cannot be set on a mob&#039;s template or applied by an item.&lt;br /&gt;
|-&lt;br /&gt;
|zeal || Character fails all saving throws but receives a bonus to damage for each bad affect&lt;br /&gt;
|-&lt;br /&gt;
|bleeding || Character loses HP steadily. Some types of bleeding make you bleed worse than others!&lt;br /&gt;
|-&lt;br /&gt;
|undead || Character is a zombie with a relentless hunger for delicious brains. All text is dark gray, healing spells do damage instead of healing, and the poor bastard doesn&#039;t necessarily die when they drop below 0hp! This is distinct from the undead form flag.&lt;br /&gt;
|-&lt;br /&gt;
|oozaru form || Character is an oozaru and can&#039;t cast spells.&lt;br /&gt;
|-&lt;br /&gt;
|double image || Character has a double image. It will take one attack and then vanish.&lt;br /&gt;
|-&lt;br /&gt;
|ink || Character has been inked. Display is all goofed up with large black splotches.&lt;br /&gt;
|-&lt;br /&gt;
|seraph form || Character has seraph form and can&#039;t cast spells.&lt;br /&gt;
|-&lt;br /&gt;
|reflect || Spells targetted at the character bounce back the wrong way&lt;br /&gt;
|-&lt;br /&gt;
|surefire casting || Character has surecasting on.&lt;br /&gt;
|-&lt;br /&gt;
|jinx || Character has a 33% chance of dropping any [[weapon]] they&#039;re wielding in any combat round.&lt;br /&gt;
|-&lt;br /&gt;
|leechseed || Character is under the effects of the Leech Seed spell. *Cannot be set on a mob&#039;s template or applied by an item.&lt;br /&gt;
|-&lt;br /&gt;
|bees || Character is covered in bees which deal periodic damage.&lt;br /&gt;
|-&lt;br /&gt;
|choke || Character is affected by Choke and casts spells at 3/4 the normal strength.&lt;br /&gt;
|-&lt;br /&gt;
|endure || Character cannot be reduced below 1hp.&lt;br /&gt;
|-&lt;br /&gt;
|sheltered || Character is being sheltered by a friendly Templar. *Cannot be set on a mob&#039;s template or applied by an item.&lt;br /&gt;
|-&lt;br /&gt;
|bide || Character is using the skill Bide. *Cannot be set on a mob&#039;s template or applied by an item.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Some of these affects can&#039;t be applied to a mob&#039;s template, only by spells; homing attack, stat enhancement, extension, kamikaze, short term combat effect, oozaru form, double image, seraph form, Jumi empathy, surefire casting, and leechseed.&lt;br /&gt;
&lt;br /&gt;
===OBJ FLAGS===&lt;br /&gt;
For more details on object types see [[Flags Compendium/Obj Types]]&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[light]] || Light sources, go in a special &#039;light&#039; slot when equipped no matter what wear flags you use&lt;br /&gt;
|-&lt;br /&gt;
|[[scroll]] || Can be recited or read to cast 1-4 spells on a target. Works from base inventory, consumed when used, uses [[Artifice]] skill.&lt;br /&gt;
|-&lt;br /&gt;
|[[wand]] || Can be zapped or used to cast 1 spell a set number of times on a target. Must be equipped, any slot is OK. Uses [[Artifice]] skill. Explodes when out of charges unless NOEXPLODE extra flag is set.&lt;br /&gt;
|-&lt;br /&gt;
|[[staff]] || Can be brandished or used to cast 1 spell a set number of times on all targets in a room! Must be equipped, any slot is OK. Uses [[Artifice]] skill. Explodes when out of charges unless NOEXPLODE extra flag is set.&lt;br /&gt;
|-&lt;br /&gt;
|[[weapon]] || Changes wearer&#039;s melee autoattack damage to the type and amount specified in the object. Must be in the Wield slot to work.&lt;br /&gt;
|-&lt;br /&gt;
|[[treasure]] || No inherent properties, reserved for salable loot.&lt;br /&gt;
|-&lt;br /&gt;
|armor || Modifies wearer&#039;s armor values. Can be equipped anywhere.&lt;br /&gt;
|-&lt;br /&gt;
|[[potion]] || Can be quaffed or drunk to cast 1-4 spells on the drinker. Works from base inventory, consumed when used.&lt;br /&gt;
|-&lt;br /&gt;
|[[furniture]] || Various flags allow characters to sit, rest, stand, or sleep on, in, or at these objects. Recovery rates can be modified as well.&lt;br /&gt;
|-&lt;br /&gt;
|[[trash]] || No inherent properties, reserved for nonsalable loot.&lt;br /&gt;
|-&lt;br /&gt;
|[[container]] || Object that holds other objects. Can be closable/lockable like a door.&lt;br /&gt;
|-&lt;br /&gt;
|[[drinkcontainer]] || Holds a set quantity of a certain [[liquid]]. Liquids can be replaced with different liquids. Disappears when empty unless NOEXPLODE is set.&lt;br /&gt;
|-&lt;br /&gt;
|[[key]] || Object vanishes on logout. Has no other properties.&lt;br /&gt;
|- &lt;br /&gt;
|[[food]] || Can be eaten for food/full value and cast 1 spell on the eater.&lt;br /&gt;
|- &lt;br /&gt;
|[[money]] || Is abstracted into current wealth when picked up by a player. Dropped wealth turns into a money object. The Priest class can sacrifice money to recover mana for 1 MP per 50 silver.&lt;br /&gt;
|- &lt;br /&gt;
|boat || Can be equipped or in base inventory for players to move in water rooms. Defunct.&lt;br /&gt;
|- &lt;br /&gt;
|npccorpse || NPC [[Corpse]]. Reserved.&lt;br /&gt;
|- &lt;br /&gt;
|[[fountain]] || Like a drinkcontainer but the [[liquid]] inside can&#039;t be poisoned. Drinkcontainers can also be &#039;fill&#039;ed from it.&lt;br /&gt;
|- &lt;br /&gt;
|[[pill]] || Can be eaten to cast 1-4 spells on the drinker. Works from base inventory, consumed when used.&lt;br /&gt;
|- &lt;br /&gt;
|protect || Uncoded junk. Don&#039;t use.&lt;br /&gt;
|- &lt;br /&gt;
|map || Uncoded junk. Don&#039;t use.&lt;br /&gt;
|- &lt;br /&gt;
|[[portal]] || Objects that can be &#039;entered&#039; to take the character to a set room. Can be closable/lockable like a door.&lt;br /&gt;
|- &lt;br /&gt;
|warpstone || Used to be necessary for the Nexus spell.&lt;br /&gt;
|- &lt;br /&gt;
|roomkey || Uncoded junk. Don&#039;t use.&lt;br /&gt;
|- &lt;br /&gt;
|gem || Uncoded junk. Don&#039;t use.&lt;br /&gt;
|- &lt;br /&gt;
|[[jewelry]] || No inherent properties. Used for equippables that aren&#039;t armor.&lt;br /&gt;
|- &lt;br /&gt;
|[[Event Item|event]] || An object with both charges and cooldown capability, which executes an mprog when &#039;zap&#039;ped or &#039;use&#039;d. Uses [[Artifice]] skill.&lt;br /&gt;
|- &lt;br /&gt;
|slotmachine || &amp;lt;s&amp;gt;Type &amp;quot;Game slots&amp;quot; at a slot machine to spin the wheel. Slot machines can have their cost and jackpot size specified in the object template.&amp;lt;/s&amp;gt; Just kidding! Disabled.&lt;br /&gt;
|- &lt;br /&gt;
|gun || Uncoded junk. Don&#039;t use.&lt;br /&gt;
|- &lt;br /&gt;
|ammo || Uncoded junk. Don&#039;t use.&lt;br /&gt;
|- &lt;br /&gt;
|[[vehicle]] || Vehicles allow players to consume less movement points as they travel, move faster, and/or travel to rooms they can&#039;t enter on foot.&lt;br /&gt;
|- &lt;br /&gt;
|exit || Uncoded junk. Don&#039;t use. Not the same as a real [[exit]].&lt;br /&gt;
|- &lt;br /&gt;
|[[rod]] || Can be zapped or used to cast 1 spell on a target with a set delay between uses. Must be equipped, any slot is OK. Uses [[Artifice]] skill.&lt;br /&gt;
|}&lt;br /&gt;
====EXTRA FLAGS====&lt;br /&gt;
{|&lt;br /&gt;
|glow || Item can be seen in the dark, shows (glowing) before its short desc&lt;br /&gt;
|-&lt;br /&gt;
|hum || Item shows (Humming) before its short desc&lt;br /&gt;
|-&lt;br /&gt;
|norecharge || Wand, staff, rod, or event can&#039;t be recharged with the Recharge spell. Weapon or armor can&#039;t be enchanted. Light can&#039;t be recharged with the Phlogiston spell.&lt;br /&gt;
|-&lt;br /&gt;
|autoconsume || Item is automatically used as soon as it&#039;s picked up off the ground. Works with [[potions]], [[pills]], and [[artifice]] items.&lt;br /&gt;
|-&lt;br /&gt;
|evil || Item has a red aura if you can detect evil, can be removed with Bless.&lt;br /&gt;
|-&lt;br /&gt;
|invis || Item can only be seen if you have detect invis, and shows (Invis) if you can&lt;br /&gt;
|-&lt;br /&gt;
|magic || Item shows as magic if you can detect magic&lt;br /&gt;
|-&lt;br /&gt;
|nodrop || Item can&#039;t be dropped, can be removed with Bless&lt;br /&gt;
|-&lt;br /&gt;
|bless || Item has a blue aura if you can detect good, can&#039;t be poisoned, and is a little easier to enchant. Is removed by Curse.&lt;br /&gt;
|-&lt;br /&gt;
|anti-good || Item cannot be worn, held, or wielded by characters at or above 350 alignment.&lt;br /&gt;
|-&lt;br /&gt;
|anti-evil || Item cannot be worn, held, or wielded by characters at or below -350 alignment.&lt;br /&gt;
|-&lt;br /&gt;
|anti-neutral || Item cannot be worn, held, or wielded by characters between -350 and 350 alignment.&lt;br /&gt;
|-&lt;br /&gt;
|noremove || Item can&#039;t be removed. This flag is removed by uncursing&lt;br /&gt;
|-&lt;br /&gt;
|inventory || Item is part of a shopkeeper&#039;s inventory and will be sold with infinite quantity left. Also evaporates when the holder dies, like rotdeath.&lt;br /&gt;
|-&lt;br /&gt;
|nopurge || Item can&#039;t be purged. Use sparingly!&lt;br /&gt;
|-&lt;br /&gt;
|rotdeath || Item poofs when whoever is holding it dies. If a mob dies with one of these, it will vanish.&lt;br /&gt;
|-&lt;br /&gt;
|visdeath || Item can only be seen by immortals&lt;br /&gt;
|-&lt;br /&gt;
|uncounted || Item doesn&#039;t count against the holder&#039;s carry number or weight capacities.&lt;br /&gt;
|-&lt;br /&gt;
|nonmetal || Item is unaffected by Heat Metal&lt;br /&gt;
|-&lt;br /&gt;
|meltdrop || Item poofs when dropped or stolen. If a mob dies with one of these, it will appear in the room. &lt;br /&gt;
|-&lt;br /&gt;
|decaying || Item loses 1 condition per minute, then disintegrates.&lt;br /&gt;
|-&lt;br /&gt;
|sellextract || Item poofs when sold to shopkeeper -- doesn&#039;t show up in their inventory&lt;br /&gt;
|-&lt;br /&gt;
|nodestroy || (AKA burn_proof in the code for some reason) Item can&#039;t be poisoned, and can&#039;t be destroyed by various item-destroying affects (which I think are disabled)&lt;br /&gt;
|-&lt;br /&gt;
|nouncurse || Item can&#039;t be uncursed. (nodrop, noremove flags)&lt;br /&gt;
|-&lt;br /&gt;
|runic || Unused&lt;br /&gt;
|-&lt;br /&gt;
|adhesive || Item stays with a player, not on their corpse&lt;br /&gt;
|-&lt;br /&gt;
|nochk || [[Wand]], [[Scroll]], [[Staff]], [[Rod]], and [[Event Item|Event]] items with this flag won&#039;t check a character&#039;s [[artifice]] skill when used, but just always work&lt;br /&gt;
|-&lt;br /&gt;
|noremort || Item can&#039;t be carried through a remort&lt;br /&gt;
|-&lt;br /&gt;
|inert || Item doesn&#039;t appear in rooms its in&lt;br /&gt;
|-&lt;br /&gt;
|noexplode || Wand and staff type item won&#039;t disintegrate when their charges are used up. Drinkcontainers won&#039;t poof when empty.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====EXTRA2 FLAGS====&lt;br /&gt;
{|&lt;br /&gt;
|antihuman || Can&#039;t be equipped by Human race&lt;br /&gt;
|-&lt;br /&gt;
|antimoogle || Can&#039;t be equipped by Moogle race&lt;br /&gt;
|-&lt;br /&gt;
|antisaiyan || Can&#039;t be equipped by Saiyan race&lt;br /&gt;
|-&lt;br /&gt;
|antiesper || Can&#039;t be equipped by Esper race&lt;br /&gt;
|-&lt;br /&gt;
|antihylian || Can&#039;t be equipped by Hylian race&lt;br /&gt;
|-&lt;br /&gt;
|antikokiri || Can&#039;t be equipped by Kokiri race&lt;br /&gt;
|-&lt;br /&gt;
|antigiganto || Can&#039;t be equipped by Giganto race&lt;br /&gt;
|-&lt;br /&gt;
|antimatango || Can&#039;t be equipped by Matango race&lt;br /&gt;
|-&lt;br /&gt;
|antireploid || Can&#039;t be equipped by Reploid race&lt;br /&gt;
|-&lt;br /&gt;
|antikoopa || Can&#039;t be equipped by Koopa race&lt;br /&gt;
|-&lt;br /&gt;
|antipmpkn || Can&#039;t be equipped by Pumpkinhead race&lt;br /&gt;
|-&lt;br /&gt;
|antiknight || Can&#039;t be equipped by Knight class&lt;br /&gt;
|-&lt;br /&gt;
|antiwarrior || Can&#039;t be equipped by Warrior class&lt;br /&gt;
|-&lt;br /&gt;
|antithief || Can&#039;t be equipped by Thief class&lt;br /&gt;
|-&lt;br /&gt;
|antiwizard || Can&#039;t be equipped by Wizard class&lt;br /&gt;
|-&lt;br /&gt;
|antipriest || Can&#039;t be equipped by Priest class&lt;br /&gt;
|-&lt;br /&gt;
|antigeomancer || Can&#039;t be equipped by Geomancer class&lt;br /&gt;
|-&lt;br /&gt;
|antisummoner || Can&#039;t be equipped by Summoner class&lt;br /&gt;
|-&lt;br /&gt;
|antifemale || Can&#039;t be equipped by female characters&lt;br /&gt;
|-&lt;br /&gt;
|antimale || Can&#039;t be equipped by male characters&lt;br /&gt;
|-&lt;br /&gt;
|antineuter || Can&#039;t be equipped by sexless characters&lt;br /&gt;
|-&lt;br /&gt;
|cursed || Item becomes noremove when equipped&lt;br /&gt;
|-&lt;br /&gt;
|unique || Characters can&#039;t pick up one of these if they already have one.&lt;br /&gt;
|-&lt;br /&gt;
|remortable || Item was carried through a remort and won&#039;t vanish on logout if it&#039;s out of the player&#039;s level range.&lt;br /&gt;
|-&lt;br /&gt;
|antinu || Can&#039;t be equipped by Nu race&lt;br /&gt;
|-&lt;br /&gt;
|antikirby || Can&#039;t be equipped by Kirby race&lt;br /&gt;
|-&lt;br /&gt;
|antilobsterman || Can&#039;t be equipped by Lobster race&lt;br /&gt;
|-&lt;br /&gt;
|antiranboob || Can&#039;t be equipped by Ranboob race&lt;br /&gt;
|-&lt;br /&gt;
|antijumi || Can&#039;t be equipped by Jumi race&lt;br /&gt;
|-&lt;br /&gt;
|antidancer || Can&#039;t be equipped by Dancer class&lt;br /&gt;
|-&lt;br /&gt;
|antimob || Can&#039;t be equipped by mobs&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* NOTE: Old classes are affected by antiwizard, etc, just as new ones are.&lt;br /&gt;
&lt;br /&gt;
====EXTRA3 FLAGS====&lt;br /&gt;
{|&lt;br /&gt;
|exalted || Can only be equipped by players who have remorted at least once (if remort $n &amp;gt;= 2)&lt;br /&gt;
|-&lt;br /&gt;
|heroic || Can only be equipped by players who have remorted at least five times (if remort $n &amp;gt;= 6)&lt;br /&gt;
|-&lt;br /&gt;
|epic|| Can only be equipped by players who have remorted at least ten times (if remort $n &amp;gt;= 11)&lt;br /&gt;
|-&lt;br /&gt;
|perishable|| Object will disappear on logout if the character is not in the object&#039;s source area.&lt;br /&gt;
|-&lt;br /&gt;
|owned|| Object cannot be equipped unless it shares all name keywords with the character.&lt;br /&gt;
|-&lt;br /&gt;
|eventitem || A consumed food, potion, or pill, or recited scroll item won&#039;t cast a spell, but instead execute a mobprog specified by the item&#039;s data fields (v2, v0, v0, or v0 respectively).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* NOTE 1: Objects restricted by number of remorts will also not be saved to unqualified player files when logging out, UNLESS they are somehow also flagged as remortable.&lt;br /&gt;
* NOTE 2: Mobiles cannot remort, so exalted, heroic, and epic objects are effectively also antimob.&lt;br /&gt;
&lt;br /&gt;
===AREA EXFLAGS===&lt;br /&gt;
{|&lt;br /&gt;
|visdeath || Area is not visible on &#039;areas&#039; display.&lt;br /&gt;
|-&lt;br /&gt;
|norecall || No recalling anywhere within this area.&lt;br /&gt;
|-&lt;br /&gt;
|nosummon || No summoning within this area.&lt;br /&gt;
|-&lt;br /&gt;
|noweather || Weather is always 0 wind, 0 sky, and the &#039;weather&#039; command fails with no map displayed.&lt;br /&gt;
|-&lt;br /&gt;
|cold_weather || Weather messages mention snow instead of rain, and other tweaks to represent chilly areas.&lt;br /&gt;
|-&lt;br /&gt;
|norandoport || &#039;random&#039; and &#039;buggy&#039; portals will not send characters to rooms in this area.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Technical Information]]&lt;/div&gt;</summary>
		<author><name>Pascal</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=September_2018:_Safari_Zone&amp;diff=2331</id>
		<title>September 2018: Safari Zone</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=September_2018:_Safari_Zone&amp;diff=2331"/>
		<updated>2019-07-05T20:27:39Z</updated>

		<summary type="html">&lt;p&gt;Pascal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Area of the Month for September 2018 is the [[Safari_Zone|Safari Zone]]!&lt;br /&gt;
&lt;br /&gt;
A template format for your review is below; click &#039;edit&#039; at the top of the page, copy-pasta from the &amp;lt;nowiki&amp;gt;----&amp;lt;/nowiki&amp;gt; to the next &amp;lt;nowiki&amp;gt;----&amp;lt;/nowiki&amp;gt;, and fill in the gaps!&lt;br /&gt;
&lt;br /&gt;
(&#039;&#039;&#039;&#039;&#039;Yes,&#039;&#039;&#039;&#039;&#039; a wiki account is required to edit the page and therefore post your review, but take heart: The wiki is hosted by the Cleft itself, not a third party!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player: You!(Class/Level)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Review Date(s): &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Descriptions: X/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
How does the area&#039;s room descriptions(descs) work for you? Do they give you a good idea of the area? Do things that stand out in the desc and NEED explanation GET that, either from flavor text(extra-descs) or NPCs in the room or anything?&lt;br /&gt;
&lt;br /&gt;
What about mobiles(mobs) and their descriptions? Can you get a decent mental image of who or what this NPC/monster is? Do they respond when you talk or interact with them?&lt;br /&gt;
&lt;br /&gt;
Some areas have interact-able objects like fountains. Do they stack up well also?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Balance: X/10 (OR N/A)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
(NOTE: combat will be most accurately gauged when your character is in the area&#039;s suggested level range.)&lt;br /&gt;
&lt;br /&gt;
If this area has combat, how does it feel? Does anything jump as horribly overpowered and impossible to deal with? What about the flipside, anything far too easy to beat? &lt;br /&gt;
&lt;br /&gt;
Are purchased or rewarded items at the appropriate strength levels? Is the effort required to obtain rewarded items reflected in their usefulness (or uniqueness and fancifulness)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attractions: X/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Why would you suggest someone come to this area?&lt;br /&gt;
Is it just a good place to grind experience(lots of mobs)?&lt;br /&gt;
Does the area provide a chunk of good gold and loot?&lt;br /&gt;
&lt;br /&gt;
What about the quests? Does this area&#039;s quests feel properly done, or is there some part of it that you feel needs work?&lt;br /&gt;
&lt;br /&gt;
For towns, are the shops good? Any other non-combative attraction for the area?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Connections: X/10 &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
How easily and well does this area connect to its nearby areas?&lt;br /&gt;
Does it make sense thematically to be connected to the areas it is?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personal&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Any comments you&#039;d like to make that you don&#039;t feel apply to the other sections can go here!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player:&#039;&#039;&#039; Emouse (Dollmage, L100, ~5 remorts) --TOKEN&#039;D&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Review Dates:&#039;&#039;&#039; 9/7/2018-9/8/2018&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Descriptions: 5/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The mobs in the Safari Zone are good, but not great: The lookdescs and combat progs are effective descriptions and show some personality, but outside of that the mobs are kinda lifeless. None of the pokemon have talkprogs to demonstrate non-violent interaction, there&#039;s no text while idle or interaction between pokemon in the wild, and Todd&#039;s involvement for his quest is... minimal. And easily sequence broken - you can walk straight to the Fearow and skip the rest of his requests. Of which I remember more than the one he currently makes, so I&#039;m not sure if it&#039;s even operating as intended. You&#039;d also think his enthusiasm would lead him to babble a lot about the pokemon in the region if prompted when following, but that&#039;s pure radio silence as well...&lt;br /&gt;
&lt;br /&gt;
Gotta say, the graffiti adds a lot of personality to the room descriptions. The river/pond region has a lot of little bonus descriptions that add life to the area... but the rest of the zone doesn&#039;t. The room descriptions in the caves and forest area are good, but there&#039;s little further details on items of interest from trying to &#039;look&#039; at them, aside from one or two quest-related tidbits. Complete lack of detail on the Dustox colony in the forest and the various stalactites and water pools in the cave is saddening. It feels like the one N W W from the entrance of the caves would even be a fountain...?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Balance: 7/10?&#039;&#039;&#039;; approximated by having level 30 pet solo battles&lt;br /&gt;
&lt;br /&gt;
The mostly-questing-prices Level 30 Knight-like pet that I brought here to fight could usually win solo battles before the Anger Rating maxxed out, but took nontrivial amounts of damage in the process, even with the modestly-interesting combat progs most of them had. Except against Gyrados, which is appropriate given the level jump. RIP.&lt;br /&gt;
&lt;br /&gt;
In terms of drops and loot, there are some finds here that... aren&#039;t very good, but have niche uses, and the pokemon in the area drop enough cash that the 100 silver entry fee isn&#039;t a huge deterrant. However, the drops have... pretty bad sell value, and feel rare for the narrow range where it&#039;s useful. For example, I managed to clear out the forest twice without getting the Scyther equipment drop.&lt;br /&gt;
&lt;br /&gt;
I&#039;m not sure how to feel about the frequency of the pokemon food dropping from everything in the area: It&#039;s such a poor food item that it can&#039;t be used to stave off hunger, but I don&#039;t know how common it should be to have it as an option to offset the anger meter mechanic for classes that aren&#039;t damage-focused, or if it should offer much side use for players that don&#039;t. Would 1 satiation/1 fullness to make it at least count as a snack for the shameless be too much?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attractions: 3/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Safari Zone is in a weird place in terms of attractiveness. If you know enough about it already and have an aggressive enough skillset, it can be a servicable levelling spot with some niche drops available, but if you haven&#039;t figured the area out already, there&#039;s no real indication that sticking around is worth it - especially since the main attraction to the area is fighting the pokemon without being caught by the warden, when both the warden and Todd appear to discourage you from fighting them. Some more guidance that &amp;quot;yeah, beat &#039;em up but be careful&amp;quot; is the real point would probably make the area clearer. Perhaps Todd could drop a hint that you&#039;ll need to at least provoke pokemon to get the photos he needs and let the rest happen as it will?&lt;br /&gt;
&lt;br /&gt;
There are some hidden things hinted at or with requirements from other zones that are definitely worthwhile, but I don&#039;t know whether to count those as attractions for the Safari Zone, or attractions for those other zones that require you to look around further. They don&#039;t really add incentives to stay at the safari zone - just to visit briefly to get something else in an area you&#039;re already overlevelled for and might as well leave immediately afterwards. The items available are... usable, but not especially impressive outside of some distinct niches.&lt;br /&gt;
&lt;br /&gt;
Outside of the purely pokemon-flavored sightseeing there&#039;s not a lot here that you can&#039;t do better at elsewhere. Tonoe and Arlia aren&#039;t much further from Viorar with significantly wider options and more relevant quests...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Connections: 2/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Another rough spot. The Safari Zone is entirely pokemon-based aside from references in the graffiti and a few external quest things that are hard to count as the Safari Zone specifically. But... it is specifically an animal reserve for pokemon and that&#039;s exactly what the Warden would do, so it&#039;s hard to justify further connection to the rest of the Cleft.&lt;br /&gt;
&lt;br /&gt;
At most, other visitors of different races/whatever as NPCs with hints or advice could be added, or adding references to external resources that the Warden would be willing to employ to try and keep the pokemon safe; hidden Monotoli-brand security cameras, for example. Still, whether the warden would have/use the resources to do this is difficult to say.&lt;br /&gt;
&lt;br /&gt;
The connections for Safari Zone are poor, but adding more is also difficult to justify. Hard to say what to do with this one: Probably best left as a low priority outside of a serious zone overhaul.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bugs/Exploits:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Something I&#039;m not sure is a bug - you can attack and kill Todd, the starter NPC for the only real quest in the zone. No special response or acknowledgement is given for this, and he&#039;s level 0. Should he be classified as either noattack or a player ally?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Overall: C-&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Safari Zone is not one of the Cleft&#039;s stronger zones. Between the mediocre attractions there and its dead-end location it&#039;s very easy to skip over or forget about entirely, though there are some neat points hidden away if you make a point of looking. Is it worth doing more than once? Well... not really. Todd doesn&#039;t even offer a mini medal for his miniquest, which is so small and simple that&#039;s even understandable. There&#039;s not much to do here aside from get into fights to level, but the zone flavor even discourages that. It looks so promising when you start out with the river and pond areas and all the graffiti descriptions, but falls apart pretty quickly once you go further and start really interacting with the area. If anyone particularly feels like revamping things, this is probably a good candidate for it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Player: Patapon(Warrior/25) - TOKEN&#039;D&lt;br /&gt;
&lt;br /&gt;
Review Date(s): 9/19/18&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Descriptions: 5/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Marginal typographical errors throughout the area, not bad enough to really distract too terribly. The mobs are described well, however the descs are all short and formatted inconsistently. There are almost no extra descs except for some graffiti and one random lantern that is formatted kind of crazily and seems almost cryptic and meaningful, but isn&#039;t, like most things in this area.&lt;br /&gt;
&lt;br /&gt;
It&#039;s not the worst I&#039;ve ever seen but it&#039;s right about bare minimum for acceptable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Balance: 4/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The fights are very easy, but I am also a warrior so that might be a side effect. There are a lot of mobs to fight so it&#039;s a pretty mindless grind. The anger mechanic exists. I&#039;m sure it&#039;s helpful but it&#039;s mostly a non-issue, it&#039;s never difficult to toss a food at a pokemon, especially since they drop all over.&lt;br /&gt;
&lt;br /&gt;
The random rarer pokemon are marginally harder, which makes sense.&lt;br /&gt;
&lt;br /&gt;
The gear attained here is entirely ignorable. There is nothing significant that better can&#039;t be found before or at the same level, some of it from vendors. Even random drops from mobs should be better than vendor gear.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attractions: 1/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
I immediately lost Todd in a tree before finding the pokemon he requested. Looking around the entire place, I&#039;m not sure it even exists. The quest ends abruptly with screen spam. It could be tidied up with some delays. The quest could also be made better by not being so terrible.&lt;br /&gt;
&lt;br /&gt;
There is nothing here of value or interest, except for two different unrelated things from completely different areas that you wouldn&#039;t know about just from going here.&lt;br /&gt;
&lt;br /&gt;
I&#039;m giving it 1 point because pokemon themselves are an attraction. It was fun finding the different pokemon, like gyarados. However, defeating them always let me down.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Connections: 1/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
From a straight-forward approach, the connections here are close enough to non-existent to be statistically insignificant. However, it could easily be speculated that the Safari Zone as a wildlife preserve is controlled by the nearby Fort Walla Walla, one of the only &#039;law and order&#039; type establishments in this region of Fa&#039;diel and possibly the only ones interested in preserving wildlife. Otherwise, the &amp;quot;don&#039;t fight the pokemon&amp;quot; command doesn&#039;t make any sense. As is, there is no connection, but potential exists to tie it in much better.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personal&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The way to get in is not straightforward. It says you have to pay, but what he means is you have to buy a ticket. I am not the only person who did not figure out that you had to actually buy a physical ticket from the guard via typical shop mechanics. The first time I came here I couldn&#039;t figure it out literally at all and got in by sneaking through. When I came back without sneak, it took me 10 minutes to figure out. He also says you need to put away your weapons, but you actually don&#039;t, which is lame.&lt;br /&gt;
&lt;br /&gt;
This area has great potential. Even with the mediocre descriptions, the aesthetic is nice. Just by merit of having pokemon and being the safari zone, this area is okay. If it was anything else, I would probably say it was terrible.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
**Safari Zone has been updated since this review.&lt;br /&gt;
&lt;br /&gt;
[[Category:Area of the Month]]&lt;/div&gt;</summary>
		<author><name>Pascal</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=Apr_2018:Booster_Tower&amp;diff=2330</id>
		<title>Apr 2018:Booster Tower</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=Apr_2018:Booster_Tower&amp;diff=2330"/>
		<updated>2019-07-05T20:26:41Z</updated>

		<summary type="html">&lt;p&gt;Pascal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Area of the Month for April 2018 is [[Booster_Tower|Booster Tower]]!&lt;br /&gt;
&lt;br /&gt;
A template format for your review is below; click &#039;edit&#039; at the top of the page, copy-pasta from the &amp;lt;nowiki&amp;gt;----&amp;lt;/nowiki&amp;gt; to the next &amp;lt;nowiki&amp;gt;----&amp;lt;/nowiki&amp;gt;, and fill in the gaps!&lt;br /&gt;
&lt;br /&gt;
(&#039;&#039;&#039;&#039;&#039;Yes,&#039;&#039;&#039;&#039;&#039; a wiki account is required to edit the page and therefore post your review, but take heart: The wiki is hosted by the Cleft itself, not a third party!&lt;br /&gt;
&lt;br /&gt;
**Post-reviews, Booster Tower was altered too significantly to note every change here, thanks. 9/27/2018&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player: You!(Class/Level)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Review Date(s): &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Descriptions: X/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
How does the area&#039;s room descriptions(descs) work for you? Do they give you a good idea of the area? Do things that stand out in the desc and NEED explanation GET that, either from flavor text(extra-descs) or NPCs in the room or anything?&lt;br /&gt;
&lt;br /&gt;
What about mobiles(mobs) and their descriptions? Can you get a decent mental image of who or what this NPC/monster is? Do they respond when you talk or interact with them?&lt;br /&gt;
&lt;br /&gt;
Some areas have interact-able objects like fountains. Do they stack up well also?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Balance: X/10 (OR N/A)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
(NOTE: combat will be most accurately gauged when your character is in the area&#039;s suggested level range.)&lt;br /&gt;
&lt;br /&gt;
If this area has combat, how does it feel? Does anything jump as horribly overpowered and impossible to deal with? What about the flipside, anything far too easy to beat? &lt;br /&gt;
&lt;br /&gt;
Are purchased or rewarded items at the appropriate strength levels? Is the effort required to obtain rewarded items reflected in their usefulness (or uniqueness and fancifulness)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attractions: X/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Why would you suggest someone come to this area?&lt;br /&gt;
Is it just a good place to grind experience(lots of mobs)?&lt;br /&gt;
Does the area provide a chunk of good gold and loot?&lt;br /&gt;
&lt;br /&gt;
What about the quests? Does this area&#039;s quests feel properly done, or is there some part of it that you feel needs work?&lt;br /&gt;
&lt;br /&gt;
For towns, are the shops good? Any other non-combative attraction for the area?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Connections: X/10 &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
How easily and well does this area connect to its nearby areas?&lt;br /&gt;
Does it make sense thematically to be connected to the areas it is?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personal&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Any comments you&#039;d like to make that you don&#039;t feel apply to the other sections can go here!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player: Scribble(Knight/16)&#039;&#039;&#039; - TOKEN&#039;D&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Review Date(s): 4/1/2018&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Descriptions: 4/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The descriptions of the mobs are short and sweet, which is fine. They describe them rather well, but just somewhat unimaginatively. The Snifits all share a description except for one, describing them as Booster&#039;s &amp;quot;three main toadies&amp;quot; even though there is a fourth. This fourth one is also a shopkeeper, but looking at him still reveals his condition as if he were killable.&lt;br /&gt;
&lt;br /&gt;
The room descriptions are easy to ignore and very short. A few are even one sentence. The room you are sent to after taking the trip there refers to the event that sent you there, even though it&#039;s possible to leave from this room and then go back through it normally, obviously not having arrived there the same way as you did initially. There are very few things in the room descriptions to look at and nothing in them is ever important, every important interactable object and mob being plainly visible in the room.&lt;br /&gt;
&lt;br /&gt;
While reading the descriptions does help mildly paint a picture of the area, the tower is more or less a free for all killing spree zone without much to look at. The only location within this area that is actually interesting to read is the Marrymore Province, but it lacks extra descriptions. On that note, extra descriptions are highly lacking and the ones that *do* exist do not add much more to the area.&lt;br /&gt;
&lt;br /&gt;
This is somewhat an important note as, being a very popular, easily accessible area that nearly every newbie will visit, it does not help adjust them to the fact that reading room descriptions is typically very important in the Cleft. Though, arguably, completing the quests would still be very hard to do without reading the descriptions of the mobs involved.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Balance: 8/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The balance here is good, in regards to mobs. There are large numbers of killable mobs all around the tower, ranging from 15 to 19. All of the named mobs, with sparse few exceptions, are killable and much higher level, however they are only so much more difficult than the regular mobs, except for a few (the Apprentice for example is rather tough). My character is perhaps slightly more well geared than your typical newbie, though these mobs will be harder for some classes than for others, as well. At level 17 (I leveled while writing this) I&#039;m able to kill the level 25 mobs here, as long as I&#039;m paying attention. For a lower level area, perhaps this is okay. The trash mobs are of varying difficulty and introduce some new status effects to new players, which is important, though annoying. &lt;br /&gt;
&lt;br /&gt;
For instance, I&#039;ve just been not killing Orb Users because I can&#039;t re-equip my shield after using shield slam due to being blinded. This is just annoying and not really a huge issue. Bob-Ombs are probably the weakest enemies, but will explode for no experience if not killed quickly, which is a neat mechanic, teaching new players that not all fights will be so cut and dry.&lt;br /&gt;
&lt;br /&gt;
The items available here are decently balanced, though the level requirement for certain quest rewards is worth some discussion, mentioned below. The actual strength of these items is probably fine.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attractions: 7/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Booster Tower is obviously a hotspot for leveling and it&#039;s suggested quite frequently already. Its location is incredibly convenient, much closer to Truce than other similar leveled areas, and a useful spot for much longer than others. It&#039;s a good leveling spot for first life characters and newbies from its starting level (depending on the skill and class of the player, possibly earlier), though it tends to lose its steam quite a few levels before its suggested ending level range.&lt;br /&gt;
&lt;br /&gt;
There are useful pieces of gear, here, from quests or otherwise, that are typical standard fare for your general player. Some of the quest rewards are not useable until the very last level of the range of the tower. Even for a first life character, the quests are not difficult to complete before level 25, even *far* before 25, potentially teaching newbies the hard way that items will poof from your inventory if they are 10 levels out of reach. By the time you can actually use them, you probably won&#039;t even be in Booster Tower anymore.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;main&amp;quot; quest (the one with the most steps) is not too hard to follow and figure out, although considering its main mechanic is giving items to NPCs, it&#039;s unfortunate that some of the NPCs may keep these quest items when they are the incorrect recipient. There is inconsistency here, as some NPCs WILL give back wrong items and others will not. It&#039;s not clear if this is intentional, but if so, it&#039;s not really a great sort of &#039;difficulty modifier&#039; in my opinion, and moreso just annoying.&lt;br /&gt;
&lt;br /&gt;
It&#039;s also worth questioning if it&#039;s worth preserving the situation within this quest where the final turn in item is a potentially useful item for certain classes to keep, while the final reward would be bad for those classes. It&#039;s possible to do the quest over again, but that would insist that if the final reward is not good for your class, you basically just do it again, while other people would not have to. I&#039;m not sure this is a great mechanic, personally.&lt;br /&gt;
&lt;br /&gt;
One of the quests can be cheesed (I won&#039;t explain how publicly!) really easily, while another requires an item that requires level 20 to wear, but the reward requires level 25 to use. The item also doesn&#039;t *necessarily* require combat to acquire, so the jump in level requirements is potentially super annoying. Basically if you complete it as soon as you are able, you&#039;ll still have an unusable item in your inventory for five levels before you even know if it&#039;s worth the space to keep it.&lt;br /&gt;
&lt;br /&gt;
These level requirements for the quest rewards is the only thing I would really think to take a second look at, if only for the fact that Booster Tower - despite being level 16-25 - becomes less useful and will typically be finished significantly before its final level of 25, even by newbies, as has been demonstrated recently.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Connections: 5/10 &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is one of the most easily accessible, mob-dense areas for low level leveling in the game for a Truce start. Thematically, Booster Tower is questionable in its location. It&#039;s just a short walk from Truce, between there and Rocket Town. The entrance to the tower itself implies the tower is somewhat unpleasant looking, saying that the door has been broken down. For an area openly displayed between two neat and orderly towns, this seems like something that may be of interest to be addressed by the authorities. Maybe it&#039;s mentioned and I just haven&#039;t seen it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Player:&#039;&#039;&#039; Aludra(Wizard/8) -- Token&#039;d&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Review Date(s)&#039;&#039;&#039;: 04/06/2018&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Descriptions&#039;&#039;&#039;: 5/10&lt;br /&gt;
&lt;br /&gt;
The area itself is fairly decent. Some rooms have much shorter descriptions than others, but the environment is rather same-y all in all. Especially in the source material. There are only so many ways to say &#039;big ugly marble chessboard room.&#039; I wouldn&#039;t mind seeing some colour pops though, just to highlight some of the more interesting things. There aren&#039;t really any extra descriptions of note other than the TV near the top. Cute, but not inspiring.&lt;br /&gt;
&lt;br /&gt;
Most of the mobs have strange formatting and linebreaks. Snifit 1 for example:&lt;br /&gt;
&lt;br /&gt;
He wears a grey coat over his whole body, a black belt, and a black gas &lt;br /&gt;
mask covering his face.  He is one of Booster&#039;s three main toadies and loves&lt;br /&gt;
to catch beetles and eat cake.  &lt;br /&gt;
&lt;br /&gt;
And, of course, a Spookum: &lt;br /&gt;
&lt;br /&gt;
Spookums are the same height and wear the same mask as Snifits, but their&lt;br /&gt;
rank is lower and their robes are blue rather than grey.  They came to&lt;br /&gt;
become Snifits under Booster&#039;s training, but he only wants four.  &lt;br /&gt;
&lt;br /&gt;
They all seem to be written under a very short linewrap. I&#039;m not going to paste every single mob description, but there are a lot of them with this issue.&lt;br /&gt;
&lt;br /&gt;
Other than that, they&#039;re all nice and concise and give a good idea of what you&#039;re dealing with.&lt;br /&gt;
&lt;br /&gt;
As for area objects, such as the toy chest and therein, these objects suffer the same linewrap issue. One of the trains are barely described at all. Player-ownable objects (such as the balloons) have equally lackluster notes. Some colour pops would be great there too.&lt;br /&gt;
&lt;br /&gt;
All in all, the writing is decent, but it&#039;s lacking in content. Jazz it up!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Balance&#039;&#039;&#039;: 7/10 (OR N/A)&lt;br /&gt;
&lt;br /&gt;
The chain chomps are probably the most difficult thing here to fight. Disproportionately so, given their relative level.&lt;br /&gt;
&lt;br /&gt;
Fireballs are definitely the weakest, and their level/xp are true to that. Would be neat if they were more in line with the rest of the area.&lt;br /&gt;
&lt;br /&gt;
Second to fireballs, bombs are definitely probably the weakest. I just wish they didn&#039;t cease to give you XP if they delete themselves via explosion. If they survived that with 1hp, I&#039;d be a lot happier. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I wish the rewards were more consistently leveled though. Equipment and items you can get here range from 15 to 45. By level 25, there are definitely way better places to be and much better items to use. At least the level 45 item isn&#039;t terrible. It&#039;s very easy to lose track of though, especially at a lower level where it will disappear and you&#039;ll forget about it entirely.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attractions&#039;&#039;&#039;: 7/10&lt;br /&gt;
&lt;br /&gt;
There&#039;s basically no reason not to come to this area if you&#039;re starting out on the Truce side. It&#039;s easily located, it&#039;s packed to the gills with things to kills. The money drops aren&#039;t too bad for the level. There are plenty of little hidden treasures you can acquire if you know what to do. And, most importantly, you can do the beetle hunting minigame and rack up all kinds of dosh if you&#039;re bored.&lt;br /&gt;
&lt;br /&gt;
The main questline here is pretty slick. It takes a little bit of trial and error, but once you get rolling, it&#039;s hard to stop!&lt;br /&gt;
&lt;br /&gt;
There are three shops. None of which have any weapons or armor, but you can get some useful goodies here, if you know where to use them!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Connections&#039;&#039;&#039;: 10/10&lt;br /&gt;
&lt;br /&gt;
It connects Truce, Rocket Town and Rabite forest. Or, I&#039;m assuming. I&#039;ve never found the key to the locked back door. But I&#039;m assuming! If the door does go where I think it was, it&#039;s a quick trip through Booster&#039;s Tower to get to Neko&#039;s Cabin, which backdoors into Guardia Castle. Pretty handy shortcut, if true. But where&#039;s the key? This might be a Thief Only scenario.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personal&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All in all, this area is a great springboard into the teen-levels, and further adventure. At least one of the rewards is good for all levels. I just wish it were more visual.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player: Kaze(Warrior/10ish, Theif 10-15)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Review Date(s): April 1st for the Warrior, April 15th for the Thief&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Descriptions: 7/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
I like the descriptions as a rule. It&#039;s good. Many of the rooms are pretty bland. One common issue is that the names are the primary way to get a feel for relative height short of mapping, not the descriptions.&lt;br /&gt;
&lt;br /&gt;
The rooms that are noteworthy locations are pretty well described. That includes the entryway, Thomp&#039;s room, Booster&#039;s room, and Marymore... Dodo, etc. The knifey dude is pretty much the only interesting feature of his room.&lt;br /&gt;
&lt;br /&gt;
Most of the puzzles are in the descriptions, fair dinkum. This is good. Some level of hand holding is appropriate such an early stage, even, so the clarity is welcome.&lt;br /&gt;
&lt;br /&gt;
Mobs are pretty descriptive and have a jovial feel. None stood out as particularly bad, but a few were especially good. Valentina&#039;s rich trailer-trash vibe was readily apparent. The train&#039;s animation played in my head.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Balance: 9/10 (OR N/A)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Fire vulnerability is NASTY in the tower. &lt;br /&gt;
&lt;br /&gt;
The Bob-ombs seem overpowered for their level. You need DPS to drop them. The boom is devastating or deadly at the low end of the level. (If you have the HP to survive, I suspect they are much easier. Warrior handled them much lower than thief, say) Still, if you &#039;&#039;have&#039;&#039; enough, they are otherwise a bit easy. They are pretty binary that way. Going into the tower at level, I&#039;d recommend most steer clear. On your way out, waste them for the exp.&lt;br /&gt;
&lt;br /&gt;
Orb users can also be deadly, especially to the fire vulnerable, but their tricks mostly seem challenging to me, not unfair. They blind and hit hard, yet are a bit fragile. I think they&#039;re well balanced for level.&lt;br /&gt;
&lt;br /&gt;
Spookums are pretty fair, given they act as a pretty solid entry requirement. Must be this big to enter. They are pretty much average, Maybe a touch weak, but given their company, that&#039;s far from a bad thing.&lt;br /&gt;
&lt;br /&gt;
Chomps are tough little cookies at level. Got to use dirty tricks or resources to fight them until about mid level. They are fairly easy to avoid and, frankly, used quite well. &lt;br /&gt;
&lt;br /&gt;
The bosses are a bit of a ramp, as expected and desired. The only one that really seems out of range is Val. Especially if you have the wrong vulnerabilities, she&#039;s realy good at smacking a low level character around. It generally wise to come back to finish her off.&lt;br /&gt;
&lt;br /&gt;
Item rewards range from about what you&#039;d purchase to nice for the level. Clown Gloves are really nice for their level. Otherwise things tend to be a bit light.&lt;br /&gt;
&lt;br /&gt;
All in all, this is pretty much my standard for combat balance. It&#039;s one of the best zones, that way.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attractions: 9/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It&#039;s got fun and amusing little secrets. It&#039;s got challenging MOBs. It&#039;s got some decent EQ. If you like MUDs, it&#039;s for you. &lt;br /&gt;
&lt;br /&gt;
Loot isn&#039;t much of a draw, though the shops are. Gold is decent.&lt;br /&gt;
&lt;br /&gt;
Quests are average. They mostly aren&#039;t hard. The Chain Chomp thing is pretty obscure. The Sniffits are humerous but the rewards are pretty pointless. Marymore is cool looking but one of its quest elements is tricky to even spot, much less solve. &lt;br /&gt;
&lt;br /&gt;
A few more scattered hints are in order. Given the nature of the area, that&#039;s probably best solved in other zones, predominantly, but some on site would be good, too.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Connections: 7/10 &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Why&#039;&#039; it&#039;s where it is isn&#039;t clear, but it does link to its surroundings in a rational way. Really ought to have a bit more description on the road, though. A tower that big would be visible from quite a ways off.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personal&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It&#039;s my favorite low-level area. &lt;br /&gt;
&lt;br /&gt;
A clever way across the fireball floor without an encounter would be welcome, as would some more flavor in the interstitial floors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kolem (Playing as Belle, L. 8-13 Moogle Geomancer, with various others; also Paisley, L~10 thief)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Review Date(s): 4/26/2918&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As is standard with my reviews, all sections begin with five points. Consistent positives or excellent examples gain points; consistent negatives lose points or half points. Here we go!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Descriptions: 5/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Oh, Booster tower. You hold a special place in my heart, but you show your age in a lotta places.  One of them is the near-dearth of extra look descriptions--the only ones there are for interactables, as well as a single T.V.  On the bright side, all monsters in the tower respond to talking, and spookums and snifits aside, seem to be desced decently. I was gonna ding this area half a point for lack of extra descriptions, but it doesn&#039;t really IMPEDE the player--it just feels like a missed opportunity, especially given the bonkers nature of the source material. I&#039;ll give it functional marks, but this is an area for improvement.&lt;br /&gt;
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&#039;&#039;&#039;Balance: 5/10&#039;&#039;&#039;&lt;br /&gt;
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This is a hard one, and I feel like it&#039;s one of Booster Tower&#039;s high points--and low points.  The real problem I have with the zone is that, outside of the boss enemies and quest items, there aren&#039;t any real &#039;drops&#039; to speak of in the tower. Spookums, Bob-ombs, Orb Users, Chain Chomps, and Remo Cons don&#039;t appear to have any drops whatsoever, and the boss rewards are either high-end of the range or storebought at the very lowest end of the scale (as is the case with Valentia&#039;s drops).  &lt;br /&gt;
&lt;br /&gt;
On the other hand, I have nothing but praises to sing ABOUT those mobs.  Booster Tower&#039;s mobs--the ones above, before we get to the bosses--all have interesting, engaging combat tricks. Analyze reveals that chain chomps have a random major weapon resistance, making melee classes have to think and plan, while Bob-Ombs will severely punish, say, a caster who bungles a few spells (this happened to me more than once). Orb users introduce low level blind and fire attacks into the mix, while Remo Cons inflict the Curse ailment, which can lead to real problems. Coupled with the levels you might attempt the tower being the introduction to the necro mechanics, these monsters are incredible teaching moments. Which leads us to...&lt;br /&gt;
&lt;br /&gt;
The bosses.  They can and WILL thrash players who are much too low level to challenge them, with powerful attacks. One sore point is the Apprentice miniboss, who can come off as a nasty surprise the first time you encounter them, and is probably single handedly responsible for most of the new player deaths in the tower. Fireballs are also fairly obnoxious, but much less challenging than just about everybody else in the zone. Some sort of trick mechanic to switch them &#039;off&#039; for a bit might be cool, similar to the trick for the chain chomps and spookum at the doorway. Maybe a minor in-room puzzle? Booster can call for help, and Valentia has powerful spells for the level. &lt;br /&gt;
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Another sore spot is the items--not just the lack thereof from the main common monsters, but the boss drops, as well, and those items gleaned through quests and mini-quests. They&#039;re all over the scale, swinging wildly from cheap but usable to high level and very useful, with levels that don&#039;t really quite suit their placement. The Balloons item, wands, and rod in particular in this zone are all handy to have, but have caveats--whether they be rot-death, high level, or simply hidden in a multi-level quest with a slightly obscure (but fun!) beginning. I kinda wish it was possible to expand the entry point to the quest, just because I enjoy it personally.&lt;br /&gt;
&lt;br /&gt;
All in all: Plus one full point for dynamic, interesting monsters that have multiple approaches to fights, minus one half for a lack of drops, and minus another half for the swinginess of item level and placement--it&#039;s items that hold this zone back, and that&#039;s a pity, because the combats here are genuinely a blast. (Hah!)&lt;br /&gt;
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&#039;&#039;&#039;Attractions: 7/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hmm. While Booster Tower has solid experience payouts, the treasures--once you know what is here--are pretty useful, even though their levels are skewed. Additionally, there&#039;s at least one major item for a tie in quest later. I wish there were more to recommend here, especially in Marrymore--it&#039;s just big enough and themed enough with enough facilities to suggest expanding it to a mini-town, like Monstro Town or Medina. It&#039;d really add some zing to the tower!  There are also some mini-quests available in other areas that tie here, and a little lateral thinking can net you an nice piece of equipment. I can award one point for that--the distinctive items that are here are pretty fun, but I wish there was more reward for the lower end challenges here. See the Suggestions section for more.  &lt;br /&gt;
&lt;br /&gt;
Additionally, the Beetle-catching minigame--and the hidden quest given by it--is really fun, but as others have pointed out, the mobs in the tower don&#039;t return items. I&#039;ll award another half point to the beetle game, and I wish there was more to do with it.  There&#039;s also a minigame miniboss, which is always nice to see! I&#039;ll award it another point for that.&lt;br /&gt;
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&#039;&#039;&#039;Connections: 5/10 &#039;&#039;&#039;&lt;br /&gt;
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Booster tower itself has been worked on, off and on, by different builders for several years. This sorta patchwork addition is fine, but the surrounding environments--truce and Rocket town--refer to it only sparsely. It might be nice if it being obnoxious and visible played into more areas.&lt;br /&gt;
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Ultimately, it only has two exits, and one of them is locked by default. Which is... ehhhn.  I wish there was more to Marrymore, and I wish there were more connections to external zones--it feels like the sort of place a Cannon Travel guy would totally make an installation on a balcony, or something. &lt;br /&gt;
&lt;br /&gt;
Five points for a functional, easy connection to one of the starting towns, but it could always stand to be improved.&lt;br /&gt;
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&#039;&#039;&#039;Personal&#039;&#039;&#039;&lt;br /&gt;
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Woof. What do I even say here? Booster&#039;s tower is practically a fixture of my time in the cleft, and it really sold me on the kind of lateral-thinking fighting on your feet that comes more into play as you fight later monsters. I love the flavor of the enemies here, but the tower itself could use a lot of touch ups. &lt;br /&gt;
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FINAL AVERAGE: Out of four categories, average score is &#039;&#039;&#039;5.5&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
SUGGESTIONS FOR IMPROVEMENT:&lt;br /&gt;
&lt;br /&gt;
*Rebalance item levels and flags and grant minor loot drops to the lower end monsters. One suggestion that sticks out in my mind is a hunk of Cosmo Brimstone as an uncommon drop from bob-ombs, regardless of if they explode or not--one gold treasures are decent enough for the level, and it would reward players with crafting components that they could feasibly use to start poking the crafting shops. It would also be thematically consistent with the bob-omb recipe sold in cosmo canyon.&lt;br /&gt;
&lt;br /&gt;
*Touch up room, mob, and extra descriptions. For being such a gaudy place, Booster Tower uses criminally little color--the portraits are begging for ascii art or at least extra descriptions, along with loads of other spots it&#039;d be easy to add more un-style.&lt;br /&gt;
&lt;br /&gt;
*Expand the beetle minigame! Yes this is silly and dumb and unnecessary but I love it, and I wish more beetle-based enemies yielded special rewards / there were more variants of beetle / a beetle box event item. Shush don&#039;t judge me.&lt;br /&gt;
&lt;br /&gt;
*Add additional resources to Marrymore. It has a fountain and even benches--expanding it into a minitown would reward adventurous players, and would be a great spot for &#039;toys&#039; and the like to be sold in the future.&lt;br /&gt;
&lt;br /&gt;
*Give more external clues about the way to bypass the guard / get various prizes / bypass the chomps with the use of a logically fitting item.&lt;br /&gt;
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**Booster Tower has been updated since these reviews.&lt;br /&gt;
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[[Category:Area of the Month]]&lt;/div&gt;</summary>
		<author><name>Pascal</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=Mar_2018:_Chocobo_Forest&amp;diff=2329</id>
		<title>Mar 2018: Chocobo Forest</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=Mar_2018:_Chocobo_Forest&amp;diff=2329"/>
		<updated>2019-07-05T20:26:02Z</updated>

		<summary type="html">&lt;p&gt;Pascal: &lt;/p&gt;
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&lt;div&gt;Area of the Month for March 2018 is [[Chocobo_Forest|Chocobo Forest]]!&lt;br /&gt;
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A template format for your review is below; click &#039;edit&#039; at the top of the page, copy-pasta from the &amp;lt;nowiki&amp;gt;----&amp;lt;/nowiki&amp;gt; to the next &amp;lt;nowiki&amp;gt;----&amp;lt;/nowiki&amp;gt;, and fill in the gaps!&lt;br /&gt;
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&#039;&#039;&#039;Player: You!(Class/Level)&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Review Date(s): &#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Descriptions: X/10&#039;&#039;&#039;&lt;br /&gt;
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How does the area&#039;s room descriptions(descs) work for you? Do they give you a good idea of the area? Do things that stand out in the desc and NEED explanation GET that, either from flavor text(extra-descs) or NPCs in the room or anything?&lt;br /&gt;
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What about mobiles(mobs) and their descriptions? Can you get a decent mental image of who or what this NPC/monster is? Do they respond when you talk or interact with them?&lt;br /&gt;
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Some areas have interact-able objects like fountains. Do they stack up well also?&lt;br /&gt;
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&#039;&#039;&#039;Balance: X/10 (OR N/A)&#039;&#039;&#039;&lt;br /&gt;
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(NOTE: combat will be most accurately gauged when your character is in the area&#039;s suggested level range.)&lt;br /&gt;
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If this area has combat, how does it feel? Does anything jump as horribly overpowered and impossible to deal with? What about the flipside, anything far too easy to beat? &lt;br /&gt;
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Are purchased or rewarded items at the appropriate strength levels? Is the effort required to obtain rewarded items reflected in their usefulness (or uniqueness and fancifulness)&lt;br /&gt;
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&#039;&#039;&#039;Attractions: X/10&#039;&#039;&#039;&lt;br /&gt;
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Why would you suggest someone come to this area?&lt;br /&gt;
Is it just a good place to grind experience(lots of mobs)?&lt;br /&gt;
Does the area provide a chunk of good gold and loot?&lt;br /&gt;
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What about the quests? Does this area&#039;s quests feel properly done, or is there some part of it that you feel needs work?&lt;br /&gt;
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For towns, are the shops good? Any other non-combative attraction for the area?&lt;br /&gt;
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&#039;&#039;&#039;Connections: X/10 &#039;&#039;&#039;&lt;br /&gt;
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How easily and well does this area connect to its nearby areas?&lt;br /&gt;
Does it make sense thematically to be connected to the areas it is?&lt;br /&gt;
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&#039;&#039;&#039;Personal&#039;&#039;&#039;&lt;br /&gt;
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Any comments you&#039;d like to make that you don&#039;t feel apply to the other sections can go here!&lt;br /&gt;
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&#039;&#039;&#039;Player: Kaze (Ninja L50)&#039;&#039;&#039; - Token&#039;d&lt;br /&gt;
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&#039;&#039;&#039;Review Date(s): 3/2/2018&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Descriptions: 7/10&#039;&#039;&#039;&lt;br /&gt;
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The general navigation worked to a point. The descriptions were were generally serviceable.&lt;br /&gt;
The description when you pop the box is one of the better ones, but I don&#039;t like that it&#039;s a weird special room that teleports you around. (More on that later)&lt;br /&gt;
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One thing that isn&#039;t clear from the descriptions is any sort of progression from place to place. Forest becomes rocky. Go up and you&#039;re on a hill or in the sky. It&#039;s rather abrupt, really. The layout is probably part of that issue. &lt;br /&gt;
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The descriptions of the chocobo are pretty good. I can tell which each is, readily. I&#039;m not convinced someone who hadn&#039;t played as much FF as I would, but such tend not to stick around that long, so... eh?&lt;br /&gt;
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Chocobo should either spook and run/fight or react with curiosity when you talk to them. They tend to be portrayed as quite friendly, which doesn&#039;t come through. Maybe that&#039;s intentional. Dunno.&lt;br /&gt;
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The nooks are suggested in the descriptions, so that seems fair. The cave is rather vague.&lt;br /&gt;
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The biggest thing that seemed off, though was the inability to ride Boco or one of the others. What a gyp!&lt;br /&gt;
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&#039;&#039;&#039;Balance: 7/10 (OR N/A)&#039;&#039;&#039;&lt;br /&gt;
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The chocobo are pretty straightforward foes. (Some teamwork would ramp up the difficulty tremendously, as would inserting a white one should you do so.) &lt;br /&gt;
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&#039;&#039;&#039;Attractions: 4/10&#039;&#039;&#039;&lt;br /&gt;
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Honestly, mostly this zone is accessible exp. While they are giving good experience and you can drop them, the zone is a goldmine. Otherwise, it&#039;s not all that great. The gold chocobo feather was less than exciting. Note that part of that is the difficulty in obtaining Float status. If you could snag such things while there was exp to be had, it wouldn&#039;t seem so lackluster but you&#039;d have less reason to return. The Sky Armor pet I now have is... interesting, but not very useful.&lt;br /&gt;
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Now, I say all this knowing that I haven&#039;t gotten into the cave, yet. (I was going to experiment with trying to get the red chocobo to cast comet on the boulder, but I haven&#039;t come up with a good way to do so.)&lt;br /&gt;
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Okay: The fact that completing a leg of the quest leads to a special smoky room and then forces you to exit back to the clearing is irritating because that sleep thing. When you wake you can easily abandon a vehicle in the void. It&#039;s not too hard to avoid, if you&#039;re thinking about it, but I don&#039;t like it.&lt;br /&gt;
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I&#039;d like there to be more quests, honestly. A quest to set up safer spots for nesting might be interesting. If there&#039;s going to be a free pet available, why not a chocobo buddy that&#039;s one of those fancy ones that levels and, thus, scales? Apparently, there is code in place to do that, so even if not a mount, (which, obviously, would be cool)  at least a battle buddy could be a nice touch. A quest one-shot flag would make this something to be very careful of. (opening up the possibility of one or more resurrection quests)  I&#039;m seeing this as a difficult quest, though possibly more on the mind than the body. Don&#039;t know; kinda spit-balling. Some spirit of the forest could need something done to fix stuff for Big Bird&#039;s cousins.&lt;br /&gt;
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&#039;&#039;&#039;Connections: 4/10&#039;&#039;&#039;&lt;br /&gt;
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It&#039;s not hard to find but it&#039;s certainly out of the way. I have no idea what the thematic reason for its placement was. It actually seems like something that might fit better between Viorar and Truce, whether north of the Veldt or more southerly.&lt;br /&gt;
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&#039;&#039;&#039;Player: Aludra???(Gambler/100)&#039;&#039;&#039; - Token&#039;d&lt;br /&gt;
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&#039;&#039;&#039;Review Date(s): 03/04/2018&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Descriptions: 8/10&#039;&#039;&#039;&lt;br /&gt;
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The room descriptions aren&#039;t too short, nor are they too long to the point where it&#039;s a bother to read them. The different sections of the area are color coded in the short description, which is a nice touch. It really helps to remind you which part of the area you&#039;re in at a glance. &lt;br /&gt;
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The mobs themselves are all described fairly decently except for Mene, the moogle. It isn&#039;t badly written so much as it&#039;s more backstory than appearance. A little jarring compared to the rest of the zone. The color in his name also makes me spell it wrong constantly. Although this could be contributed to my font as well.&lt;br /&gt;
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The hidden objects and other looktraps are also quite nice. Plenty of secrets if you know where to look.&lt;br /&gt;
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&#039;&#039;&#039;Balance: 7/10 (OR N/A)&#039;&#039;&#039;&lt;br /&gt;
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The combat in the area is fairly engaging. The enemies use a variety of different abilities, which is only natural given the nature of different coloured chocobos. Some of the enemies drop wands that help out. The merchant in the area sells a few goodies as well. Though those are mostly used to access the rest of the zone. Aside from the boss of the zone, the enemies themselves aren&#039;t too rough. The only exception to this is the boss, and depending on your level, the Sky Armours. They can be a little mean if you&#039;re there kind of early. There&#039;s not much aggro to deal with. It&#039;s just too bad the zone is lacking in actual mobs. It&#039;s kind of deserted.&lt;br /&gt;
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&#039;&#039;&#039;Attractions: 10/10&#039;&#039;&#039;&lt;br /&gt;
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The main reason I&#039;d come to this zone is for the quests. They&#039;re short, fun, and the rewards are very nice. It&#039;s worth a trip just to check them out, even if you&#039;re out of range for the forest itself.&lt;br /&gt;
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The secondary reason? Taming chocobos. They make great pets and each colour offers a different utility - though Red would be my favorite, as it&#039;s a berserker with a lot to offer. &lt;br /&gt;
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Like I mentioned previously, there aren&#039;t very many mobs to kill. Maybe ten enemies in the entire area, assuming you can swim and/or fly, and then you have to wait for a repop.&lt;br /&gt;
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But again, like I mentioned before, the enemies drop some feathers - wands - which prove to be fairly useful if you remember to use them. It&#039;s just too bad you can&#039;t buy them in the shop.&lt;br /&gt;
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&#039;&#039;&#039;Connections: 2/10 &#039;&#039;&#039;&lt;br /&gt;
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There&#039;s only one place this really connects to, and that&#039;s the road outside of Wutai. The plus side, is it&#039;s super quick and easy to get to whether you&#039;re coming from the pier or walking through Truce Canyon. You don&#039;t even have to worry about recall scrolls because it&#039;s such a short distance. It&#039;s just a shame there isn&#039;t an area beyond it. &lt;br /&gt;
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&#039;&#039;&#039;Personal&#039;&#039;&#039;&lt;br /&gt;
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Great zone, very iconic. Easily one of my favorite areas when I was a lower level. Just wish it was more populated. Throw out some chocobo eaters and some extra chocobos or something, you know?&lt;br /&gt;
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&#039;&#039;&#039;Player: RedMage(Wizard/26)&#039;&#039;&#039; - Token&#039;d&lt;br /&gt;
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&#039;&#039;&#039;Review Date(s): 3/15/18&#039;&#039;&#039;&lt;br /&gt;
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Under Descriptions, I will list all of the typos/bad Engrish I&#039;ve encountered while minimizing potential spoilers. I&#039;ll be posting only partial room descriptions to point these things out. Attractions has some problems too. Some of my comments are maked by ((parenthesis)).&lt;br /&gt;
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*EDITOR NOTE As we address these errors and other types of description afflictions, we&#039;ll be deleting these comments to keep track of what has and has not been addressed. Thanks for the handy checklist!&lt;br /&gt;
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&#039;&#039;&#039;Descriptions/Problems: 1/10&#039;&#039;&#039;&lt;br /&gt;
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&amp;gt;talk breeder&lt;br /&gt;
  You think &#039;Do you have any work needs doing?&#039;&lt;br /&gt;
((*Do you have any work that needs doing?))&lt;br /&gt;
  You think &#039;I&#039;ve got the feathers you wanted!&#039;&lt;br /&gt;
((This line showed up the first time I talked to him then mysteriously disappeared the second time, strange.))&lt;br /&gt;
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*Chocobo Forest - Riverside Path&lt;br /&gt;
  creatures drinking from the water.  A river crossing made up of solid white&lt;br /&gt;
((Why can&#039;t I drink the water? Other rooms describe it as being pristine and pure.))&lt;br /&gt;
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*Choco Falls - East Side&lt;br /&gt;
  The river that the waterfall creates flows gently to the norhtwest,&lt;br /&gt;
((*northwest.))&lt;br /&gt;
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*Top of the Cliff&lt;br /&gt;
  A small alcove set agains the side of the mountain, accessible only by climbing from the plateua below.&lt;br /&gt;
((*against, *plateau.))&lt;br /&gt;
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*Stepping Stones&lt;br /&gt;
  To the south you can spy a waterfall at its origin.&lt;br /&gt;
((There&#039;s that you again.))&lt;br /&gt;
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*Singed Forest&lt;br /&gt;
  woods, aside from the occasional reslilent tree proving too stubborn to die. The cause of the devestation is made strikingly clear from the constant&lt;br /&gt;
((The only thing that&#039;s strikingly clear are these typos. *resilient, *devastation.))&lt;br /&gt;
  patrol of crimson fowl, their sharp determined glare speaks volumes of their disdain for anyone who would intrude upon their sacred ground.  &lt;br /&gt;
((What crimson fowl?))&lt;br /&gt;
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*Chocobo Trail&lt;br /&gt;
  To the northwest you can spot a large clearing surrounded by thick brush and large rock formations.  To the east the trail widens, and you can hear the faint sound of running water in the distance.  &lt;br /&gt;
((I should start a &#039;you&#039; counter.))&lt;br /&gt;
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*Chocobo Lake: Shallow Water&lt;br /&gt;
  The creatures in this lake live in a peculiar casual harmony, the chocobos acting as both predator and proector, another sign of their strange but astonishing intelligence.&lt;br /&gt;
((Their intelligence is so astonishing that they have become the legendary proectors of the forest. *protector))&lt;br /&gt;
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*While in ??? foggy rooms&lt;br /&gt;
  Looking around you see:&lt;br /&gt;
  This doesn&#039;t matter probably? , right here.&lt;br /&gt;
((GUESS AGAIN MOTHERWARKER!))&lt;br /&gt;
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*Cumulus Ridge&lt;br /&gt;
  Comfortable and sturdy, it provides an excellent place to lean against or sit for a spell without fear of falling to the ground below.&lt;br /&gt;
((So why is there no furniture to rest on?))&lt;br /&gt;
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*Chocobo Forest - Chocobo Paradise &lt;br /&gt;
&lt;br /&gt;
  (] Exits: sw [)&lt;br /&gt;
  A shimmering golden chocobo observes you sagely.&lt;br /&gt;
  Choco is sitting here.&lt;br /&gt;
  Choco is sitting here.&lt;br /&gt;
  An enormous, rotund chocobo occupies a throne here, endlessly devouring a pile of food next to him.&lt;br /&gt;
((Choco look, it&#039;s your long lost twin brothers! I wonder how many Chocos we&#039;ll get in here before a despawn prog is put in.))&lt;br /&gt;
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Throne extra desc&lt;br /&gt;
  At the side of the throne sits a giant pile of food of every type and variety.&lt;br /&gt;
((Why not just list some greens?))&lt;br /&gt;
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*Fat Chocobo&#039;s ?????&lt;br /&gt;
  seals off any hope of escape. &lt;br /&gt;
((Divine recall is reserved for those of lower levels than you. - GUESS AGAIN MOTHERCLUCKER! Huh, deja vu.))&lt;br /&gt;
  is lined with a series of protusions which should allow safe descent;*&lt;br /&gt;
((Not that anything has had any extra descriptions in this zone, but it&#039;d be nice to know what those protusions are that I can climb down. Erm, I mean *protrusions.))&lt;br /&gt;
&lt;br /&gt;
*After Recalling with Choco present at any time&lt;br /&gt;
((So nice of Choco to wait for me if I recall while he&#039;s following and return later. That can get messy fast if people keep abandoning their Chocos and nothing is there to despawn them.))&lt;br /&gt;
&lt;br /&gt;
*Chocobos going past the boulder&lt;br /&gt;
((Hey wouldn&#039;t it be nice if the only red chocobo in the entire zone wandered past the boulder where no one who&#039;s done the quests yet could get to it to attempt to grind for red chocobo feathers? That can totally happen.))&lt;br /&gt;
&lt;br /&gt;
   pecks you hard on the forehead! ( (39))&lt;br /&gt;
  That&#039;ll yeach ya!&lt;br /&gt;
((That sure did yeach me.)&lt;br /&gt;
&lt;br /&gt;
((Post-Mene Quest Choco no longer seems to be afraid of fighting. It can now be a useless follower, yay!))&lt;br /&gt;
&lt;br /&gt;
*Aspik description&lt;br /&gt;
  Its body is extremely weak and vulnerable to physical attack, and its sole tendril fares poorly in combat.  In order to survive the Aspik has developed a natural defense in the form of an extremely high voltage current, which it can generate at will.  &lt;br /&gt;
((Hey thanks, now I don&#039;t have to read an analysis scroll!))&lt;br /&gt;
&lt;br /&gt;
*Mene the Moogle&#039;s description&lt;br /&gt;
  All other ways, however, Mene stands alone.  An outcast from his moogle brethren, he identifies more with his best friend Choco than anyone from his own race.  Alone together, they travel to find their place in the world.&lt;br /&gt;
((Well I&#039;m glad I got to know Mene better just by looking at him.))&lt;br /&gt;
&lt;br /&gt;
*Choco&#039;s description&lt;br /&gt;
  Choco is no different; though smaller than most and strangley distant from his choco brethren. Choco is particuarly gifted in his intellect, especially in his ability to determine a person&#039;s worth.  A shy bird, Choco&#039;s only friend is a moogle named Mene.  Alone together, they travel to find their place in the world. &lt;br /&gt;
((Well I&#039;m glad I got to know choco better just by looking at him. Huh, deja vu. *strangely, *particularly))&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In summary: Most of the room descriptions are okay, typos can be fixed, but they are lacking severely in extra descriptions. There are many instances of capitalized improper nouns and the hidden areas are really easy to find (found them all before I was even tasked to). What really drags this score down are the mob descriptions. There is a lot of copy and pasting across the different chocobos as well as background elements in some parts, which don&#039;t belong in a mob&#039;s description. This area is also lacking in furniture/fountains/fishing spots/mining spots, all the things that make a zone interesting.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Balance: 7/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
While I have a bit more HP/Mana than most Wizards at my level, my armor was 100&#039;s across and I had vulnerability to Pierce, which EVERYTHING here uses. Despite these drawbacks I didn&#039;t have much trouble fighting anything. Red Chocobos could pull me down pretty quickly if I failed enough casts. They&#039;re also resistant to mental for some reason, so watch out Dancers! The other mobs had reasonable resistances/vulnerabilities and their combat progs certainly filled them with some life.&lt;br /&gt;
&lt;br /&gt;
The main problem here is that there&#039;s BARELY any chocobos to fight. This ties into the quest mentioned below, so if these reviews are to accomplish anything, Chocobo Forest needs more spawns. A lot of spawns. Maybe even a few other critters from the source material (or from the cleft. Chocobos are Pokemon, aren&#039;t they? Look how they evolve into new colors! Someone should CATCH THEM ALL!).&lt;br /&gt;
&lt;br /&gt;
Oh yeah, no mobs reward any money, at all. That&#039;s most likely a bug so I won&#039;t subtract any points, but it certainly needs to be addressed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attractions/Problems: 0/10&#039;&#039;&#039;&lt;br /&gt;
*Loot&lt;br /&gt;
  The Sky Armor now follows you.&lt;br /&gt;
((Oh, uh...ok. Thanks? Wait, your name is SKY ARMOR and you can&#039;t fly? How are you even..nevermind. Nice lack of teleport prog there, too.))&lt;br /&gt;
  [*SAY*] The Sky Armor &#039;I can wear equipment in these locations:&#039;&lt;br /&gt;
  [*SAY*] The Sky Armor &#039;Hold, float, and light.&#039;&lt;br /&gt;
  [*SAY*] The Sky Armor &#039;I have 4 damroll 6 hitroll 0 magroll. My average damage is 22.&#039;&lt;br /&gt;
  [*SAY*] The Sky Armor &#039;My armor modifies damage by 105 / 105 / 105 / 105 percent. I have 0 Saves.&#039;&lt;br /&gt;
((Well aren&#039;t you a keeper. No wonder you were free.))&lt;br /&gt;
&lt;br /&gt;
Chocobo Wing(L32) is uh...semi-mediocre. Garbage as a shield since its -AC is worse than a L10 shield and there are better ways to get Haste. A +Dex shield with proper AC would probably be better.&lt;br /&gt;
&lt;br /&gt;
The Dislodge Quest Reward isn&#039;t clear about what level you have to be to use it. I&#039;m L31 now and I still can&#039;t use it properly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;-Quest Issues-&#039;&#039;&lt;br /&gt;
*Mene Quest&lt;br /&gt;
  Mene says &#039;But...this place is way too big, and there&#039;s dangers all around.  Sad to say, but I&#039;m simply of no help to choco in this situation...&#039;&lt;br /&gt;
((I left all the capitalized non-proper nouns alone in the room descriptions, but I think Mene owes his buddy a capital C at the very least. Mene&#039;s dialogue is very uh, interestingly spaced out by the way.))&lt;br /&gt;
  You think, &amp;quot;No thanks.&amp;quot;&lt;br /&gt;
((This option literally does nothing.))&lt;br /&gt;
  Mene takes a moment to catch his breath&lt;br /&gt;
((Hey Mene finally decided to do an emote instead of spamming say, too bad he forgot his period.))&lt;br /&gt;
&lt;br /&gt;
((Mene seems to enjoy copy and pasting parts of his dialogue between quest sessions. Choco definately enjoys copy and pasting throughout when QINFO happens.))&lt;br /&gt;
&lt;br /&gt;
  Mene says &#039;I guess I&#039;ll have to forgo a life in the lap of luxury...but hey, at least I can always pay for food from that Chinese Delivery place.&#039;&lt;br /&gt;
((Not for long!))&lt;br /&gt;
  You say &#039;I lost my [QINFO ITEM], can I have another?&#039;&lt;br /&gt;
  Mene says &#039;Sure!  Here you go! &#039;&lt;br /&gt;
  (10) [QINFO ITEM] is here.&lt;br /&gt;
((Miiight want to add melt_drop to those suckers. Too bad I&#039;m not L30 yet, I&#039;d totally max Artifice here.))&lt;br /&gt;
&lt;br /&gt;
  Mene says &#039;Sorry, looks like your party&#039;s a little too full, Choco&#039;s really shy.&#039;&lt;br /&gt;
((I know other zones use pet mechanics, but does Chocobo Forest really -need- one? You can&#039;t even order Choco to do anything let alone get in a battle with it. Well Sky Armor, it&#039;s been nice while it lasted. ...You uh..you can go home now. You know, wander on home? HOME! Shoo!...or you can just stay at Mene, that&#039;s fine too.))&lt;br /&gt;
&lt;br /&gt;
((A mob post-Mene Quest has a description that describes the outcome of Mene Quest when you look at it. Spoilers!))&lt;br /&gt;
&lt;br /&gt;
*Chocobo Breeder Quest&lt;br /&gt;
((Chocobo Breeder Turn-in didn&#039;t remove the black and blue feathers from my inventory. Free items!))&lt;br /&gt;
&lt;br /&gt;
*Dislodging Quest&lt;br /&gt;
((This is handled pretty messily. Can&#039;t go into detail because it&#039;s qinfo, but anyone is welcome to message me in private if they want the details as to why I say that. I&#039;ll just sum it up as &#039;It can be progged better.&#039; It&#039;s also level locked.))&lt;br /&gt;
*Fat Chocobo&lt;br /&gt;
  Fatty C says &#039;Well, well, well, what do we have here? QINFO, I haven&#039;t had one of those in ages! &#039;&lt;br /&gt;
((I always wanted to call the Fat Chocobo Fatty C and make fat jokes about it.))&lt;br /&gt;
*Dislodge Quest Boss&lt;br /&gt;
((Um...it&#039;s really hard to talk about this without breaking QINFO rules. Just like above, anyone is free to ask me in private if they want a detailed opinion. But it&#039;s really BAD. On-kill dialogue makes NO sense and it is a very immature way to implement a very notable boss from its source material.))&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Summary: The quests are boring and unimaginative. There is no immersion, there is no reason why you should care about anyone or anything in this zone. There were so many ways the quests here could have been better and more clefty and the finale is just downright immature. There are not enough mobs to support the fetch quest or its other level locks. The quest rewards aren&#039;t worth the effort either.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Connections: 1/1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Chocobo Forest fits where it&#039;s been connected to. What else is there to say? It does its job on this front. 1/1.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personal&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Breeder&#039;s Courtyard&lt;br /&gt;
  It definitely smells like chocobo here, for all the wrong reasons.  &lt;br /&gt;
((Well I did keep saying this was a shitty area, seems the zone itself agrees.))&lt;br /&gt;
&lt;br /&gt;
*Chocobo Breeder Quest&lt;br /&gt;
((This quest is awful. You need to turn in items dropped by mobs in the area, which there are very, VERY few of.))&lt;br /&gt;
&lt;br /&gt;
*Chocobo Lake: Shallow Water&lt;br /&gt;
  This rather shallow section of the lake butts up against a high wall of rock and earth, making land access impossible.&lt;br /&gt;
((Well that&#039;s just an excuse to put the word butt in the description. I guess this area really is ass.))&lt;br /&gt;
&lt;br /&gt;
*Chocobo Lagoon&lt;br /&gt;
  The walls sparkle with occasional gems, but are otherwise bare and smooth.  &lt;br /&gt;
((I want those gems. Why can&#039;t I mine them?))&lt;br /&gt;
&lt;br /&gt;
  Redmage&#039;s group:&lt;br /&gt;
  [ 0 Mob] Choco  501/ 501 hp    0/   0 mana  100/ 100 mv    0 xp&lt;br /&gt;
  [26 Wiz] Redmage     505/ 505 hp  593/ 593 mana  490/ 490 mv 59017 xp&lt;br /&gt;
((I feel like Choco should just ride me.))&lt;br /&gt;
&lt;br /&gt;
  You are in Chocobo Forest. Have you:&lt;br /&gt;
  - Talked to the friend of a Chocobo?&lt;br /&gt;
  - Discovered the truth behind the legend?&lt;br /&gt;
  - Dislodged an obstruction?&lt;br /&gt;
  - Finished a stupid fetch quest?&lt;br /&gt;
((I guess even the zone acknowledges one of its quests is stupid.))&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Final Observation: It looked like Ademisk was pretty good with the combat from the source material and I wouldn&#039;t mind seeing him in charge of designing possible action heavy events in the future. Just leave the creativity to someone else.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player: Poochie(Geomancer/27)&#039;&#039;&#039; - Token&#039;d&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Review Date(s): 3/16/18&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Descriptions: 6/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Some of the room descriptions are somewhat clunky and awkward to read. There are several spelling and grammatical errors sprinkled throughout as well. Some sentences are fragments entirely, while others lack or misuse certain types of punctuation. One room in the float section of the area is particularly clunky with multiple errors. Some rooms may need to be entirely rewritten to fix these types of problems.&lt;br /&gt;
&lt;br /&gt;
Aside from logistics, the descriptions are adequate on a room by room basis. The area is set up in different types of terrains, somewhat quartered off from each other, which makes reading through them interesting. The rooms linking the different terrains describe their transitions adequately for some areas, but not so much for others, specifically the forest into mountain sector. It&#039;s mentioned, but easily overlooked.&lt;br /&gt;
&lt;br /&gt;
In the Scorched Forest quadrant of the area, three of the rooms suddenly lack the &amp;quot;Chocobo Forest&amp;quot; title. They become one phrase titles in the default room name color. If this is intended, it&#039;s somewhat odd and makes it feel somewhat disjointed.&lt;br /&gt;
&lt;br /&gt;
The chocobos are fancifully described for the most part, with one exception - the first sentence appears copy-pasted and simply altered for colored adjectives of each chocobo. The black chocobo&#039;s description is disjointed, as it starts off describing them as &#039;standing&#039; on their legs and ends with clarification that they are in fact floating. It&#039;s also clear they are floating from the fact that they are only in the float area. The copy-pasting of the first sentence is likely to blame for this inconsistency, as all the other chocobos begin with the same &#039;standing&#039; sentence. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Balance: 6/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The yellow chocobos in the beginning of the area are rather easy. The red chocobos are slightly dangerous, especially for a caster with their use of bash. This would make sense, since the yellow ones are 25 and the red ones are 30. The problem I see with this specifically is that it&#039;s not like there is a large amount of progress to make between the beginning of the area and the &amp;quot;end&amp;quot;. Additionally, there are only 2-3 (that I could tell) of each chocobo type and not many other mobs. An entire five level difference in this area seems somewhat broad considering it&#039;s mostly quest focused. In order to not be highly threatened by the higher level mobs in this area, you have to level elsewhere and come back at the high-end of the level range, more or less, unless you&#039;re a remorter or of a particular class.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attractions: 4/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The &#039;first&#039; quest has a strange set-up, where when you go into the room you can&#039;t actually begin the quest until you &#039;come back later&#039;. I&#039;m not sure if this is just as simple as leaving and re-entering the room immediately, as I actually did go out and read some more room descriptions and what not at that point. Mene abrutly speaks with you, and then says that he is busy if you speak with him afterwards.&lt;br /&gt;
&lt;br /&gt;
You are required to dismiss your pet to begin this quest, which is never something people are excited about. It also is likely entirely unecessary, especially because Mene explicitly states that Choco will not engage in combat. There is no benefit to having Choco be your actual pet rather than simply follow you.&lt;br /&gt;
&lt;br /&gt;
The area lists one of its own quests as &amp;quot;a stupid fetch quest&amp;quot; and it is unfortunately right on the money. This collection quest requires a drop from one of each of the chocobo types, of which, as mentioned, there are only 2-3 reset into the area at a time. Even doing this passively while working on the other quests may not net you all of the items and it could easily be incomplete by the time you&#039;re done everything else. There is nothing else to do except leave the area and wait for it to repop, come back, and hope - or just not do the &#039;final&#039; quest.&lt;br /&gt;
&lt;br /&gt;
The other aspects of the quests are adequate, if unexpected.&lt;br /&gt;
&lt;br /&gt;
There are some pets here, which may be enticing for some, but unfortunately they lack some of the normal, expected functions of most pets. They also don&#039;t despawn on dismissal. There are some interesting quest rewards and there is a useful item for a relatively low level, readily available. There are too few mobs here with no other similar level areas nearby where it could be considered a pit stop to kill everything and then move on to somewhere else. &lt;br /&gt;
&lt;br /&gt;
I would recommend it if someone were specifically looking for something that they could find here, but probably not for leveling purposes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Connections: 3/10 &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Chocobo Forest sort of pops out of nowhere and doesn&#039;t seem to have any connection to the area around it. Logistically, it&#039;s easy to find and not too far for its level range. It is, however, the end of the line for anything else in that direction, which feels odd for some reason. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personal&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Despite several rooms clearly describing forests and trees, there was only a default level of overgrowth in one such room that I attempted to fight in. In reference to Mene&#039;s speech when you enter the room, the extra spaces between output lines is annoying. There don&#039;t need to be extra spaces for any reason, and anyone with compact off is going to be spammed by it.&lt;br /&gt;
&lt;br /&gt;
Of note, if you do happen to die in the swim or float areas, you either need assistance to retrieve your corpse or you have to necro your corpse, unless you can float or swim naturally.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player: Alyse Wizard/39 no remort - Token&#039;d&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Review Date: March 2018&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Descriptions 1/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
While some things can certainly be overlooked, it is hard to ignore the abundance of issues in Chocobo Forest with the writing. It is littered with typos, awkward grammatical errors, bland and lacking in substance, minimal with extra descriptions, as well as full of useless repetitive ideas used in order to make the rooms appear more fleshed out at first glance out than they actually are. Sometimes they are even unclear in what idea they are trying to portray as some of the writing can allow for misinterpretation. There are even inconsistencies between the room descriptions and the exits.&lt;br /&gt;
&lt;br /&gt;
The room descriptions sometimes talk about the mobs that are in the area rather than the scenery and provide information that the player may not or should not know. For example many times it assumes that the player entering knows about chocobos, sometimes referring to their calls, signs, and smells but giving no description to exactly what any of those are like. While we can assume many of our players might have some familiarity with games we can&#039;t assume they have knowledge of all the content within the cleft or remember everything about the games they played, even when it comes to popular titles.&lt;br /&gt;
&lt;br /&gt;
More than once you can encounter places described as &#039;serene&#039; or &#039;grimdark&#039; which basically tell the player how they should be feeling about the area when time could be better spent setting the stage to show these things. &#039;You&#039; also makes an appearance here more than once. This would be fine if the player was reading a Choose Your Own Adventure book, but it doesn&#039;t belong in a room description for a MUD. The area description should have no control over the player and should not be addressing the player in any way.&lt;br /&gt;
&lt;br /&gt;
NPCs when spoken to have weird random spacing in their dialogue and bombard the player with repetitive says for just about every single sentence with nothing like even a sigh, pause, or smile to break it up. When looked at, players are presented with their back story, or in the case of the chocobo&#039;s descriptions a copied and pasted description with no difference or variation aside from the bird&#039;s color.&lt;br /&gt;
&lt;br /&gt;
The only positive about the descriptions is that the use of color in some places is done well. Particularly when you are in a place obscured by fog.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Balance 6/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hopefully any pets the player has are not important to them or difficult to get because in order to do half the quests in this area they will have to be dismissed. This also goes for the pets you gain from the area itself as the Flying Armor will sometimes make itself the player&#039;s pet rather than attacking the player.&lt;br /&gt;
&lt;br /&gt;
The mobs seem to be decently balanced, and each are slightly different from one another as far as attacks go. The green chocobos assist each other which came as a surprise, and the red ones were appropriately aggressive by comparison to the others (even though getting slapped by stars seemed kind of silly for an attack).&lt;br /&gt;
&lt;br /&gt;
There isn&#039;t a whole lot to fight here though, making the place feel kind of empty and devoid of life. Save for the Aspik and the flying armor, the only things moving about the area are chocobos and they are not very plentiful in number, having only two mobs of each type wandering through each sub area. It is not a good place to level because of it. It makes it a pain when trying to collect a specific drop and produces a problem for players who enter the area at the minimum level requirement as some of the items in the area are level locked. Many will have to venture elsewhere or else deal with a slow and drawn out level grind.&lt;br /&gt;
&lt;br /&gt;
The area&#039;s final &#039;boss&#039; really wasn&#039;t much of a boss. It did nothing to attack or defend itself for most rounds of fighting. While it eventually cast rainbow before it died it basically just amounted to the player hacking at it until it is out of hp making it no real challenge or threat.&lt;br /&gt;
&lt;br /&gt;
For the area&#039;s level, the reward for the last quest on the list is passable, but not particularly exciting. The reward in completing Choco&#039;s quest and dealing with the obstruction is either not working correctly, is not well explained, or has a ridiculous level requirement (I am 9 levels past the maximum level recommended for the area and still unable to use it).&lt;br /&gt;
&lt;br /&gt;
Players entering this area better hope they brought some money with them for the shop because the mobs here are sparse and do not drop any amount of gold or silver when they are killed. This isn&#039;t a huge issue though, as Wutai and its bank is just around the corner and easy enough to go back to when a player needs funds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attractions 2/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There are also a lot of missed opportunities to add features such as mining, fishing or mini games to make the area more fun to explore. Especially since there is a lot of waiting involved in the area.&lt;br /&gt;
&lt;br /&gt;
*Talked to the friend of a Chocobo?&lt;br /&gt;
&lt;br /&gt;
There is not much to comment on about this quest as it just involves finding and talking to an NPC. It is simple enough, and not uncommon to see goals like this in some areas. You will have to wait before continuing on to the next quest on the list however. And while waiting for a quest isn&#039;t so bad, forcing the player to wait is used a bit too much in this area.&lt;br /&gt;
&lt;br /&gt;
*Discovered the truth behind the legend?&lt;br /&gt;
&lt;br /&gt;
This quest is a repetitive, dull game of hot and cold. While the idea itself isn&#039;t bad it wasn&#039;t very well executed. The quest goes as follows;&lt;br /&gt;
&lt;br /&gt;
Talk to Mene and take Choco → Enter a special room→ Talk to Choco → wait → exit room → wait again → Repeat&lt;br /&gt;
&lt;br /&gt;
The repetition wouldn&#039;t be so bad if there was some variation in the text. For example, Mene reacts by having to catch his breath and saying the exact same thing every time the player returns. While it is understandable the moogle could be startled by the appearance of the player and Choco suddenly appearing the first time, it doesn&#039;t make as much sense the 3rd or 4th time it happens. By then Mene should be expecting it to happen by that point.&lt;br /&gt;
&lt;br /&gt;
The waiting is also a bit annoying with the frequency in which it happens. Not only do you have to wait on Choco after finding each chest, but you have to wait again for Mene to talk to him regarding his new abilities. As mentioned in the Balance portion of the review, there really isn&#039;t a whole lot of things to do in the area during this downtime, and there is no indication as to just how long the downtime is.&lt;br /&gt;
&lt;br /&gt;
Part of what makes this quest so boring and tedious is a lack of variation when it comes to finding the locations of the treasure. All save for one can be found in rooms hidden only by extra descriptions. And by the time players get to this quest (Particularly those used to looking for hidden things in descriptions) they have likely already found all of these spots negating the need to even play the mini game with Choco in the first place. It isn&#039;t a far jump in logic to assume hidden places that have nothing in them are connected with finding the treasure chests for this quest.&lt;br /&gt;
&lt;br /&gt;
Some variation could go a long way and provide players with a little more challenge as they work their way through this quest. For example instead of only leaving the treasure in a hidden room (or completely out in the open at the end of the route as the last one is) What about putting them behind a puzzle, or placed at a seemingly random spot along the path that the player has walked past a dozen times? There is no increase in difficulty or challenge in locating them and it is the the same gimmick every time. The only obstacle getting in the way of the player is the wait time and traveling from point A to point B.&lt;br /&gt;
&lt;br /&gt;
*Dislodged an obstruction?&lt;br /&gt;
&lt;br /&gt;
Something tells me there needs to be a talk about maturity. While Chocobo Forest&#039;s other quests are bland with room for improvement, this one just ends up being flat out juvenile and inappropriate. The fat jokes, the boss&#039;s death line of “I&#039;m a pretty princess, dammit!”, and the matter of both the player and reward being defecated from a bird&#039;s ass really isn&#039;t in the spirit of the source material. It&#039;s degrading to the player. Hopefully no one going through this part of the quest wanted to leave it with any degree of dignity. The only suggestion that can be made here is to just get rid of the entire thing.&lt;br /&gt;
&lt;br /&gt;
*Finished a stupid fetch quest?&lt;br /&gt;
&lt;br /&gt;
When an area calls its own quest stupid, it is basically telling the player they are not in for anything fun. You are basically required to collect feathers from different types of chocobo which may or may not be so easy to do as there are only 2 of each chocobo type and the drop is random. It is not particularly exciting or interesting.&lt;br /&gt;
&lt;br /&gt;
There are a lot of ways the &#039;Collect 20 Bear Asses&#039; trope could be avoided. A possible way to make the quest more engaging and maybe a little less frustrating to players who just have poor luck would be to make obtaining the feathers more of a puzzle. Maybe each type of chocobo needs something and the player has to figure out how to help them in order to get the feather. It would even potentially make use of the breeder&#039;s hut and shop and maybe open up the possibilities in adding features to the surroundings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Connections 4/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The location is not the best nor the worst. It can be found roughly in a spot of similar leveled locations but at the same time it could go somewhere else if it needed and nothing would be lost. The only reference it makes in relation to its place in the world is a description mentioning Wutai in the distance. While it is tucked away in the corner of the continent, making it a little more hidden would be more fitting to the original content. It feels like an optional area.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personal&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
I do not know why this area was linked. Even now after a number of immortals have combed through it and fixed things it still looks like a mess. Maybe it is less so than when first introduced to the players, but it is still a place I would consider low in quality and not one I would recommend unless an overhaul was done for the entire thing.&lt;br /&gt;
&lt;br /&gt;
Though not as demanding of attention as the balance or the mechanics, descriptions are an important part of the game. And that was one of my biggest disappointments here. Descriptions create a setting and tone for the player as they venture through each of the zones as well as provide important clues for the quests and puzzles they are to solve. They are what give the area life and personality. Most MUDs out there do not use their descriptions they way the Cleft does. It is something that the game prides itself upon when comparing it to other games out there so this is why the writing for an area should never be overlooked, its typos never brushed aside, and its inaccuracies and other flaws ignored.&lt;br /&gt;
&lt;br /&gt;
It is understandable to find a hiccup or two within an area and overlook something. But there are just so many problems here with the writing that it lessens the experience. It is kind of embarrassing to present this area to future players who might see these and develop an impression on the game and what is acceptable building standards based on them.&lt;br /&gt;
&lt;br /&gt;
There is potential to improve on it and make it a decent and even interesting. I am not suggesting it is so bad that it cannot be salvaged. It felt like there were a lot of missed opportunities to do something neat with the place. Rewrite and edit a large chunk of the descriptions, add more things to look at and see, clean up the weird quirks in the dialogue, add more mobs and this area, and completely drop everything beyond the boulder and would not be so bad. While it has improved since its first release, it still needs a lot of work and attention. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player: Kolem (Various, primarily Playback L. 22 Dancer)&#039;&#039;&#039; - Token&#039;d.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Review Date(s): 3/23/18 &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Well, here we go.  I haven&#039;t been looking forward to this, but sometimes that just means it&#039;s more necessary. Having read through the other reviews, I am going to do my best to focus on suggestions for improvement in areas that have not been extensively covered already, and thanks everyone for tackling this particular zone. It always stinks when a less than stellar area is up for review, because I have a harder time being negative than positive. But Chocobo Forest seems to fall into a contentious area: A lot of effort has gone into improving it already, and some are so frustrated they suggest just wiping it entirely. I don&#039;t feel that&#039;s quite needed, here; this is no Zork or old-version Lelanol. But I&#039;ll discuss this further in the personal section.&lt;br /&gt;
&lt;br /&gt;
As always, I begin each category at Five, with generalized positives and negatives swaying the score higher or lower as needed. Exceptionally poor or wonderful examples may merit points on their own.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Descriptions: 4/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There have been countless detailed descriptions of the many issues with the descriptions in prior reviews.  In order to avoid beating a zombie horse, I will say that most descriptions are technically functional but poorly implemented. There are very few look commands other than those utilized to hide specific areas, and since there are no non-consequential look commands, the area feels very hollow and the areas are easily discovered.  I am going to ding one point for general poor implementation, but I have seen (much, much) worse.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Balance: 3/10 &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here is where I start to feel like the real problems of the Chocobo Forest come in to play, and as previous reviews have not really gone into extreme depth with the issues here, it&#039;s where I&#039;m going to be focusing a fair bit of my attention.&lt;br /&gt;
&lt;br /&gt;
-Let&#039;s start with the items. Specifically, the lack thereof, and the imbalance on the items that exist in the zone.  (This will tie in to the Attractions section shortly.)  One of the primary quests in this location is to kill chocobos until at least three drop specific items--feathers corresponding to the color of chocobo in question.  Given the low numbers of those mobs present and the general disapproval of the quest on Kill X Mob quests to start wish, this is an issue in and of itself. But the real issue I&#039;m taking with this is that for some reason the dropped items are all one shot wands-and NONE of them are on level. Two are below, and one is above. It&#039;s straight up baffling.  Additionally, the one store sells held items that grant either swim or float. You can get one of the two nearby if you&#039;re investigative, but by level twenty, the player will have had plenty of opportunities to get swim vehicles or equipment regardless of starting town. Purchasing float in any equipment slot is NICE, technically, but held is a very competitive spot--giving up a shield, weapon, or other bonus, to say nothing of two handed weapons.  The quest reward items are also underwhelming, with one exception (which I will discuss in Attractions).  Dead Peppers are ripe for change, as well; there is no reason not to make them an interesting pill and not unique.&lt;br /&gt;
&lt;br /&gt;
-Moving on from the items, let&#039;s discuss the early-zone mobs.  Playing as a level twenty two dancer, defeating yellow, red, and green chocobos was fairly effortless. I recall Sky Armor being rough, and I grasp WHY these mobs are so weak, but there are other problems: Their low drop rate, the fact that they apparently award half experience if that, and complete lack of money, for starters. Aspiks were also a complete breeze. Given the nature of the farming quest this is particularly egregious. Even the reward for collecting all the feathers is outshone in general by various consumables obtainable elsewhere.&lt;br /&gt;
&lt;br /&gt;
Starting at 5 points:&lt;br /&gt;
&lt;br /&gt;
-1 for all items being level inappropriate&lt;br /&gt;
-1 for mobs which are not built to challenge on-level players&lt;br /&gt;
&lt;br /&gt;
The boss and sky armors, as I recall, are somewhat rough; but gated behind float.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attractions: 5/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is something of a difficult call.  The upshot of the final portion of the quest here is that you can obtain any one of the chocobos as a pet--and they are surprisingly decent pets, for the level they are.  However, players will need to be a higher level than the pets to obtain them, and there is considerable competition for the Pet / Companion slot as it is.  They all lack wander-home progs, as well. I go into some alternatives in the closing section, but alone--as fun as flavorful having a Chocobo is, and as nice as them all having &#039;moves&#039; are is, alone that can&#039;t balance the consequences of the rest of the zone.  I will give the zone credit for attempting it, though.  Chocobo forest is a terrible place to grind; with few monsters to challenge and fewer rewards. The one shop could use considerable tweaking. Additionally, it feels like the Item you get as a result of defeating the boss ought to have better implementation outside of its zone of origin. There are definite missed possibilities here.&lt;br /&gt;
&lt;br /&gt;
Beginning at five points:&lt;br /&gt;
-plus one and a half points for an attempt at a full pet subcategory, which must have took concerted effort to pull off&lt;br /&gt;
-Minus half a point for poor implementation of said mobs as pets&lt;br /&gt;
-Minus one for the complete lack of valuable treasure, experience, and other rewards from the zone apropos to level&lt;br /&gt;
&lt;br /&gt;
Final score of this category is Five: It is *tolerable*, in this area, but any number of small or large adjustments or additions could really improve matters.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Connections: 2.5/10 &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Oh. Oh dear.  The issue with Chocobo forest is this:&lt;br /&gt;
&lt;br /&gt;
Chocobo Forest has all of one connection point. None of its items have major or minor consequences outside, even though in all fairness it seems like its quest item is the exact sort of item that could or should have small easter eggs or benefits used outside of its initial introduction. While its foresty introduction fits OKAY I GUESS with the outside, the complete mishmash of areas it itself is means it could technically be linked any sort of place, and I try to not give extra credit for bare minimums. This is a pity, but I would suggest focusing on improving the rest of the areas first--it has enough need for retools and improvement that improving linkage can take a back seat. This is a pity, as I go into in the personal section.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personal&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Whoof. Just... whoof.  The problem with Chocobo forest is that the effort is SHOWING. There is a very hard=pressed debate currently over whether to nuke or improve the zone, since there has been a lot of effort into the zone already to improve it from its initial drop into the cleft, and it sounds like those improvements have started to take hold. I am never in favor of a complete gutting of a zone unless it is completely beyond the pale, and I do not think Chocobo Forest as it is now is in that territory. &lt;br /&gt;
&lt;br /&gt;
It just needs several passes and improvements. That probably isn&#039;t anything the imms want to hear, but there are opportunities inherent to Chocobo Forest that it would be criminal not to take advantage of.&lt;br /&gt;
&lt;br /&gt;
FINAL SCORE:&lt;br /&gt;
&lt;br /&gt;
Averaging four categories, Chocobo Forest gets an approximate &#039;&#039;&#039;3.5 / 10&#039;&#039;&#039; -- a score that is not beyond reach, but speaks out for significant need for improvements. &lt;br /&gt;
&lt;br /&gt;
Therefore in the interest of working toward a better, brighter cleft and Chocobo Forest, I will make some suggestions for improvement, from the least to most effort intensive on the part of the imms.&lt;br /&gt;
&lt;br /&gt;
--An Item and fetch quest Rebalance and reconsideration.&lt;br /&gt;
  There is no reason to gate the Fetch reward as it is. In fact, it is generally a lackluster item. I would suggest Chocobos &#039;disappear&#039;--&lt;br /&gt;
  leaving a feather behind in their haste to escape. Whether these feathers remain wands or not is still up for evaluation; certainly some level&lt;br /&gt;
  or spell adjustment is needed. I would suggest changing them from mediocre protective or offensive spells to utility items, if this avenue is &lt;br /&gt;
  taken.&lt;br /&gt;
&lt;br /&gt;
--General redescing mobs and areas in a more cohesive, collective fashion. No one likes to do this, but the zone does need it. Refer to other reviews for specific trouble spots.&lt;br /&gt;
&lt;br /&gt;
--Reevaluating mob drop rates, spawn frequencies, and rewards.&lt;br /&gt;
&lt;br /&gt;
Now for some tougher suggestions:&lt;br /&gt;
&lt;br /&gt;
--Reevaluate whether Chocobos should be pets.  There are two broad categories of idea I have for these birds, owing to their origin: One, if these mobs are to continue to exist as is, append a &amp;quot;ranch quest&amp;quot; to the end of the current questline wherein Caught chocobos follow you into a &#039;ranch&#039; type area, where they will mill about and offer to follow the player not as a pet but a follower.  Given the approximate level of the zone, it is a fantastic opportunity to teach players the mechanics of followers that are not pets.  Refer to the Runaway Five for similar examples of this; this would mean fetching a chocobo and ensuring it stay with you via Gather wands or scrolls, which could be sold here, could be fantastic training for certain late-game rewards. Given the relatively low strength of individual chocobos, this is unlikely to break anything in any major way.  Alternatively, a reward of an reusable cooldown event Chocobo Call for temporary assistance from a random bird would be a cool, flavorful addition that would be considerably more compact and random enough to be engaging. &lt;br /&gt;
  &lt;br /&gt;
The second idea is that, for each breed of Chocobo caught and returned, the player could have a transport to a specific nearby location in the &lt;br /&gt;
cleft corresponding to the Chocobos in question: Mandala for Green Chocobo, for instance; Rocket Town for Yellow Chocobo, etc. This would improve both the area&#039;s linkage and attractions, and it could be expanded through the use of the major quest reward to chocobos present outside this zone, such as the Chocobos on Luon Highway--a quick way to hop back to viorar if your recall was not set there--or the Kakkara Desert chocobo.&lt;br /&gt;
&lt;br /&gt;
I know this is a bit of an ask, but Chocobo forest is too nice a source material to waste, imo.  Given the diverse nature of the cleft, it&#039;s no shock seeing these creatures find a place in it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
**Chocobo Forest has been reworked since this review.&lt;br /&gt;
&lt;br /&gt;
[[Category:Area of the Month]]&lt;/div&gt;</summary>
		<author><name>Pascal</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=Mprog_Compendium&amp;diff=2315</id>
		<title>Mprog Compendium</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=Mprog_Compendium&amp;diff=2315"/>
		<updated>2019-06-28T22:39:03Z</updated>

		<summary type="html">&lt;p&gt;Pascal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:2Mprog3.jpg|right|thumb|212px|No clear results from Google images on what an Mprog looks like.]]&lt;br /&gt;
&lt;br /&gt;
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&#039;re just a tourist, check out some [[Mprog Compendium/Examples|examples]]&lt;br /&gt;
&lt;br /&gt;
===IFCHECKS===&lt;br /&gt;
&lt;br /&gt;
    rand 		if rand 30		- if random number between 1 and 100 is &amp;lt; 30&lt;br /&gt;
    exists		if exists $n		- does $n exist somewhere&lt;br /&gt;
    ishere   		if ishere $q            - is $q in this room?&lt;br /&gt;
    mobexists		if mobexists fido	- is there a fido mob somewhere&lt;br /&gt;
    			if mobexists 1233	- is there mob vnum 1233 somewhere&lt;br /&gt;
    objexists		if objexists sword	- is there a sword obj somewhere&lt;br /&gt;
    			if objexists 1233	- is there obj vnum 1233 somewhere&lt;br /&gt;
    mobhere		if mobhere fido		- is there a &#039;fido&#039; mob in this room?&lt;br /&gt;
 			if mobhere 1233		- is there mob vnum 1233 in this room?&lt;br /&gt;
    objhere		if objhere bottle	- is there a &#039;bottle&#039; obj in this room?&lt;br /&gt;
 	-can&#039;t see in	if objhere 1233		- is there obj vnum 1233 in this room?&lt;br /&gt;
 	 containers&lt;br /&gt;
    isself		if isself $n            - evaluate equivalence between a character and the acting mob&lt;br /&gt;
    people		if people &amp;gt; 4		- does room contain &amp;gt; 4 people&lt;br /&gt;
    players		if players &amp;gt; 1		- does room contain &amp;gt; 1 pcs *in event obj progs the player doesn&#039;t count in if players checks&lt;br /&gt;
    mobs   		if mobs &amp;gt; 2		- does room contain &amp;gt; 2 mobiles&lt;br /&gt;
    clones		if clones &amp;gt; 3   	- are there &amp;gt; 3 mobs of $i&#039;s vnum here&lt;br /&gt;
    duplicates		if duplicates $n &amp;gt; 3	- are there &amp;gt; 3 mobs of $n&#039;s vnum here&lt;br /&gt;
    order		if order == 0		- is mob the first in room&lt;br /&gt;
 &lt;br /&gt;
    hour 		if hour &amp;gt; 11		- is the time &amp;gt; 11 o&#039;clock&lt;br /&gt;
         Sunrise occurs at 6am (hour 6)&lt;br /&gt;
         Sunset occurs at 6pm (hour 18)&lt;br /&gt;
    day                  if day &amp;gt; 0              - is today not the first day of the week&lt;br /&gt;
         0 - Mana Holy Day&lt;br /&gt;
         1 - Luna Day        &lt;br /&gt;
         2 - Salamando Day&lt;br /&gt;
         3 - Undine Day&lt;br /&gt;
         4 - Dryad Day&lt;br /&gt;
         5 - Jinn Day&lt;br /&gt;
         6 - Gnome Day&lt;br /&gt;
    sky  		if sky &amp;gt; 2     		- is the sky rating &amp;gt; cloudy&lt;br /&gt;
 	0 - dry&lt;br /&gt;
 	1 - cloudless&lt;br /&gt;
 	2 - cloudy&lt;br /&gt;
 	3 - raining&lt;br /&gt;
 	4 - lightning&lt;br /&gt;
    wind 		if wind &amp;gt; 2		- is the wind rating &amp;gt; breeze&lt;br /&gt;
 	0 - stale&lt;br /&gt;
 	1 - none&lt;br /&gt;
 	2 - breeze&lt;br /&gt;
 	3 - windy&lt;br /&gt;
 	4 - gale&lt;br /&gt;
    sector		if sector $i == 5       - sector check&lt;br /&gt;
        0 - inside       1 - city         2 - field        3 - forest     &lt;br /&gt;
        4 - hills        5 - mountain     6 - swim         7 - noswim&lt;br /&gt;
        8 - unused       9 - air          10 - desert      11 - rock&lt;br /&gt;
        12 - road        13 - enter       14 - snow        15 - swamp&lt;br /&gt;
        16 - jungle      17 - ruins       18 - mount2      19 - coastal&lt;br /&gt;
        20 - developed   21 - void        22 - lava&lt;br /&gt;
 &lt;br /&gt;
    ispc   		if ispc $n 		- is $n a pc&lt;br /&gt;
    isnpc		if isnpc $n 		- is $n a mobile&lt;br /&gt;
    isgood		if isgood $n 		- is $n good&lt;br /&gt;
    isevil		if isevil $n 		- is $n evil&lt;br /&gt;
    isneutral		if isneutral $n 	- is $n neutral&lt;br /&gt;
    isimmort		if isimmort $n		- is $n immortal&lt;br /&gt;
    ischarm		if ischarm $n		- is $n charmed */&lt;br /&gt;
    isfollow		if isfollow $n		- is $n following someone&lt;br /&gt;
    isactive		if isactive $n		- is $n&#039;s position &amp;gt; SLEEPING&lt;br /&gt;
    isdelay		if isdelay $i		- does $i currently have a delay counter&lt;br /&gt;
    isvisible		if isvisible $n		- can mob see $n&lt;br /&gt;
    isfighting		if isfighting $n        - fighting check&lt;br /&gt;
    hastarget		if hastarget $i		- does $i have a valid remembered target&lt;br /&gt;
    istarget		if istarget $n		- is $n mob&#039;s remember target&lt;br /&gt;
 &lt;br /&gt;
    affected		if affected $n blind	- is $n affected by blind&lt;br /&gt;
    affected2		if affected2 $n frenzy  - &#039;&#039;&#039;(second set of affects, see mob template for list)&#039;&#039;&#039;&lt;br /&gt;
    shielded  		if shielded $n charge	- is $n shielded by charge&lt;br /&gt;
    act			if act $i sentinel	- is $i flagged sentinel&lt;br /&gt;
    act2 		if act2 $i noattack	- is $i flagged noattack&lt;br /&gt;
    off           	if off $i berserk	- is $i flagged berserk&lt;br /&gt;
    imm           	if imm $i fire		- is $i immune to fire &lt;br /&gt;
    vuln    		if vuln $i electricity  - is $i vulnerable to electricity&lt;br /&gt;
    res        		if res $i cold          - is $i resistant to cold&lt;br /&gt;
    carries		if carries $n sword	- does $n have a &#039;sword&#039;&lt;br /&gt;
 			if carries $n 1233	- does $n have obj vnum 1233&lt;br /&gt;
                                                - (doesn&#039;t check to see if wearing, ONLY if in inventory)&lt;br /&gt;
    wears		if wears $n lantern	- is $n wearing a &#039;lantern&#039;&lt;br /&gt;
 			if wears $n 1233	- is $n wearing obj vnum 1233&lt;br /&gt;
    upon      		if upon $n motorcycle   - is $n riding/using as furniture a &#039;motorcycle&lt;br /&gt;
              		if upon $n 1233         - is $n riding/using as furniture obj vnum 1233&lt;br /&gt;
    has    		if has $n weapon	- does $n have obj of type weapon&lt;br /&gt;
    uses  		if uses $n armor	- is $n wearing obj of type armor&lt;br /&gt;
    pos			if pos $n standing	- is $n standing&lt;br /&gt;
    name  		if name $n puff		- is $n&#039;s name &#039;puff&#039;&lt;br /&gt;
    clan 		if clan $n &#039;tuna&#039; 	- does $n belong to clan &#039;tuna&#039;&lt;br /&gt;
    race 		if race $n dragon	- is $n of &#039;dragon&#039; race&lt;br /&gt;
    class		if class $n wizard	- is $n&#039;s class &#039;wizard&#039;&lt;br /&gt;
    subclass		if subclass $n &amp;gt; 0      - subclass check&lt;br /&gt;
    skill		if skill $n &#039;big boo&#039;   - does $n have the big boo skill&lt;br /&gt;
    skillchk		if skillchk $n &#039;fire&#039; &amp;gt; 90 - character&#039;s skill percentage check&lt;br /&gt;
    objtype		if objtype $o scroll	- is $o a scroll type obj&lt;br /&gt;
    quest		if quest $n nerb1	- is quest flag nerb1 toggled for $n&lt;br /&gt;
    remort		if remort $n &amp;gt; 1        - has $n remorted at least once?&lt;br /&gt;
                                                  (New characters start at &amp;quot;if remort == 1&amp;quot;;&lt;br /&gt;
                                                   first remort is at &amp;quot;if remort == 2&amp;quot;)&lt;br /&gt;
    brief 		if isbrief $n 		- does $n have &#039;brief&#039; toggled? *only works for players&lt;br /&gt;
 &lt;br /&gt;
    vnum 		if vnum $i == 1233  	- virtual number check&lt;br /&gt;
    room 		if room $i == 1233	- room virtual number&lt;br /&gt;
    roomaff		if roomaff sandstorm    - room affect check (&#039;? roomaff&#039; in editor to see valid flags)&lt;br /&gt;
    roomflag		if roomflag dark	- room flag check (&#039;? room&#039; in editor to see valid flags)&lt;br /&gt;
    align		if align $n &amp;lt; -1000	- alignment check&lt;br /&gt;
    level		if level $n &amp;lt; 5		- level check&lt;br /&gt;
         		if level $o == 0        - works on objects too&lt;br /&gt;
    sex			if sex $i == 0		- sex check&lt;br /&gt;
 	0 - none&lt;br /&gt;
 	1 - male&lt;br /&gt;
 	2 - female&lt;br /&gt;
 	3 - (unused)&lt;br /&gt;
 	4 - plural&lt;br /&gt;
 	5 - spivak&lt;br /&gt;
    innate		if innate $n == 1	- innate check&lt;br /&gt;
        0 - None&lt;br /&gt;
        1 - Water&lt;br /&gt;
        2 - Moon&lt;br /&gt;
        3 - Wood&lt;br /&gt;
        4 - None (Don&#039;t use)&lt;br /&gt;
        5 - Wind&lt;br /&gt;
        6 - Earth&lt;br /&gt;
        7 - Fire&lt;br /&gt;
    size		if size $n &amp;lt; 2		- size check&lt;br /&gt;
 	0 - tiny&lt;br /&gt;
 	1 - small&lt;br /&gt;
 	2 - medium&lt;br /&gt;
 	3 - large&lt;br /&gt;
 	4 - huge&lt;br /&gt;
 	5 - giant&lt;br /&gt;
 &lt;br /&gt;
    counter		if counter $i &amp;gt;= 6 	- mob counter check&lt;br /&gt;
    money		if money $n &amp;gt; 500	- money check (in silver)&lt;br /&gt;
    objval0		if objval0 $o &amp;gt; 1000 	- object value[] checks 0-4 (check object type in oedit for relevant variables)&lt;br /&gt;
    objval1						-for money in bribe triggers use objval0 for silver and objval1 for gold&lt;br /&gt;
    objval2&lt;br /&gt;
    objval3&lt;br /&gt;
    objval4&lt;br /&gt;
    objcost		if objcost $o &amp;gt;= 50 	- cost of the obj in silver&lt;br /&gt;
    objweight		if objweight $o &amp;lt; 100 	- weight of the obj in 1/10lbs&lt;br /&gt;
    objextra		if objextra $o glow 	- does $o have glow&lt;br /&gt;
    objextra2		if objextra2 $o unique 	- is $o unique&lt;br /&gt;
    objextra3		if objextra3 $o owned 	- is $o owned&lt;br /&gt;
    objcond 		if objcond $o &amp;gt; 50 	- object condition value check&lt;br /&gt;
 			if objcond pie &amp;gt; 50 	&lt;br /&gt;
 &lt;br /&gt;
    grpsize		if grpsize $n &amp;gt; 6	- group size check&lt;br /&gt;
 							-a solo player is a group size of 0&lt;br /&gt;
 							 -all pets and charmies count toward group size&lt;br /&gt;
 							  -they don&#039;t count if they aren&#039;t in the room with the target&lt;br /&gt;
    str			if str $n &amp;gt; 13		- strength check&lt;br /&gt;
    int			if int $i &amp;lt; 18		- intelligence check&lt;br /&gt;
    wis			if wis $q == 25		- wisdom check&lt;br /&gt;
    dex			if dex $f &amp;gt;= 8		- dexterity check&lt;br /&gt;
    con			if con $g &amp;lt;= 20		- constitution check&lt;br /&gt;
    hpchk		if hpchk $n &amp;lt; 15 	- hit point check&lt;br /&gt;
    hpcnt		if hpcnt $i &amp;gt; 30	- hit point percent check&lt;br /&gt;
    mpchk        	if mpchk $i &amp;gt; 8  	- mana point check&lt;br /&gt;
    mpcnt		if mpcnt $i &amp;gt; 50 	- mana percentage check&lt;br /&gt;
    mvchk 		if mvchk $i &amp;gt; 25 	- movement point check&lt;br /&gt;
    drunk		if drunk $n &amp;gt;= 5        - drunkenness check&lt;br /&gt;
    khcount		if khcount $n &amp;gt; 30	- did $n kill more than 30 things?&lt;br /&gt;
    khexists		if khexists $n 1234	- did $n kill a mob of vnum 1234? &lt;br /&gt;
    enchant		if enchant $o &amp;gt; 10	- has $o been enchanted more than 10 times?&lt;br /&gt;
    &lt;br /&gt;
 &lt;br /&gt;
 IFCHKS can be used with &#039;or&#039;, &#039;and&#039;, and &#039;else&#039;. Ex:&lt;br /&gt;
  	-NOTE: &#039;else&#039; can be combined with &#039;or&#039; and &#039;and&#039; ifchks.&lt;br /&gt;
 		if room $i &amp;gt;= 500 		- is the room vnum both greater than or equal to 500 and less than or equal to 1000?&lt;br /&gt;
 		and room $i &amp;lt;= 1000 			i.e. between 500 and 1000, including both 500 and 1000.&lt;br /&gt;
 &lt;br /&gt;
  		if dex $n &amp;gt; 12 			- are $n&#039;s dex AND str both greater than 12?&lt;br /&gt;
  		and str $n &amp;gt; 12&lt;br /&gt;
 &lt;br /&gt;
 		if hour &amp;gt;= 18 			- is the hour later than 6pm or earlier than 6am?&lt;br /&gt;
 		or hour &amp;lt;= 6 				i.e. is it between 6pm and 6am, including both 6pm and 6am.&lt;br /&gt;
 								*&#039;or&#039; must be used for this type of &#039;evening&#039; check because&lt;br /&gt;
 								the numbers don&#039;t circle like a real clock - it can&#039;t be both&lt;br /&gt;
 								greater than 18 and less than 6.&lt;br /&gt;
 		if class $n thief 		- is $n a thief OR a warrior?&lt;br /&gt;
 		or class $n warrior&lt;br /&gt;
 &lt;br /&gt;
 		if uses $n weapon 		- does $n have an object type of &#039;weapon&#039; equipped?&lt;br /&gt;
 		 mob exitpermit 			yes: they may pass through.&lt;br /&gt;
 		else&lt;br /&gt;
 		 say You need a weapon first! 		no: mob says You need a weapon first!&lt;br /&gt;
  		endif&lt;br /&gt;
 &lt;br /&gt;
       -If you want to get REALLY in-depth, you can use both &#039;and&#039; &amp;amp; &#039;or&#039; in a prog, too!&lt;br /&gt;
 &lt;br /&gt;
                if vnum $i == ####&lt;br /&gt;
                 if affected $i haste&lt;br /&gt;
                 or affected $i slow&lt;br /&gt;
                 and shielded $i zombie&lt;br /&gt;
                 say I can have either haste or slow, but I&#039;ll always have zombie!&lt;br /&gt;
                 else&lt;br /&gt;
                 say I have neither haste nor slow, and I totes don&#039;t have zombie, either.&lt;br /&gt;
                 endif&lt;br /&gt;
                endif&lt;br /&gt;
 &lt;br /&gt;
        Just be sure to watch the order of your ifchecks, it can make the difference between a working prog and a malfunctioning one!&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 Every if needs an endif. &#039;Or&#039;, &#039;and&#039;, and &#039;else&#039; do not require additional endifs.&lt;br /&gt;
&lt;br /&gt;
===VARIABLES===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
====Ifcheck Variables:====&lt;br /&gt;
 $f	the pet of the mob remember target&lt;br /&gt;
 $g	the master of the mob remember target&lt;br /&gt;
 $i	the acting mob himself&lt;br /&gt;
 $n	the target of the mob&lt;br /&gt;
 $o	the target object of the mob&lt;br /&gt;
 $p	the secondary target object of the mob (act trigger only)*&lt;br /&gt;
 $q	the mob remember target&lt;br /&gt;
 $r	random character in room&lt;br /&gt;
 $t	the secondary target of the mob (act trigger only)*&lt;br /&gt;
 $z	the counter of the acting mob&lt;br /&gt;
 &lt;br /&gt;
 For use in event mprogs:&lt;br /&gt;
 &lt;br /&gt;
 $n	is the targetted mob or player&lt;br /&gt;
 $o	is the targetted object&lt;br /&gt;
 $i	is the acting player&lt;br /&gt;
 $p	is the actual event item being activated&lt;br /&gt;
 $y	will always refer to the person using the event item&lt;br /&gt;
     (useful when the event forces other mobs)&lt;br /&gt;
 $n and $o cannot exist at the same time in an event mprog&lt;br /&gt;
 players are considered to be vnum 0 when using a &#039;vnum $i&#039; check.&lt;br /&gt;
&lt;br /&gt;
====General Variables:====&lt;br /&gt;
 	$a	the numerical damage amount of the last successful Mob Damage&lt;br /&gt;
 	$b	the race (for PCs) or shortdesc (for mobs) of the mob&#039;s remember target&lt;br /&gt;
 	$B	the level of the mob&#039;s remember target&lt;br /&gt;
 	$e	the subject pronoun of the mob&#039;s target&lt;br /&gt;
 	$E	the subject pronoun of the mob&#039;s secondary target*&lt;br /&gt;
 	$f	the name of the pet of the mob&#039;s remember target&lt;br /&gt;
 	$F	the short desc of the pet of the mob&#039;s remember target&lt;br /&gt;
 	$g	the name of the master of the mob&#039;s remember target&lt;br /&gt;
 	$G	the short desc of the master of the mob&#039;s remember target&lt;br /&gt;
 	$i	the name of the acting mob&lt;br /&gt;
 	$I	the short desc of the acting mob&lt;br /&gt;
 	$j	the subject pronoun of the acting mob (he/she/it)&lt;br /&gt;
 	$J	the subject pronoun of a random character&lt;br /&gt;
 	$k	the object pronoun of the acting mob (him/her/it)&lt;br /&gt;
 	$K	the object pronoun of a random character&lt;br /&gt;
 	$l	the possessive adjective of the acting mob (his/her/its)&lt;br /&gt;
 	$L	the possessive adjective of a random character&lt;br /&gt;
 	$m	the object pronoun of the mob&#039;s target&lt;br /&gt;
 	$M	the object pronoun of the mob&#039;s secondary target*&lt;br /&gt;
 	$n	the name of the mob&#039;s target&lt;br /&gt;
 	$N	the short desc of the mob&#039;s target&lt;br /&gt;
 	$o	the name of the mob&#039;s object target&lt;br /&gt;
 	$O	the short desc of the mob&#039;s object target&lt;br /&gt;
 	$p	the name of the mob&#039;s secondary object target*&lt;br /&gt;
 	$P	the short desc of the mob&#039;s secondary object target*&lt;br /&gt;
 	$q	the name of the mob&#039;s remember target&lt;br /&gt;
 	$Q	the short desc of the mob&#039;s remember target&lt;br /&gt;
 	$r	the name of a random character&lt;br /&gt;
 	$R	the short desc of a random character&lt;br /&gt;
 	$s	the possessive adjective of the mob&#039;s target&lt;br /&gt;
 	$S	the possessive adjective of the mob&#039;s secondary target*&lt;br /&gt;
 	$t	the name of the mob&#039;s secondary target*&lt;br /&gt;
 	$T	the short desc of the mob&#039;s secondary target*&lt;br /&gt;
 	$X	the subject pronoun of the mob remember target&lt;br /&gt;
 	$Y	the object pronoun of the mob remember target&lt;br /&gt;
 	$z	the counter of the acting mob&lt;br /&gt;
 	$Z	the possessive adjective of the mob remember target&lt;br /&gt;
&lt;br /&gt;
OR:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!  !! Name !! Short Desc !! Subject Pronoun !! Object Pronoun !! Possessive Adjective&lt;br /&gt;
|-&lt;br /&gt;
|  || For Targetting || For Echoing || He/She/It || Him/Her/It || His/Her/Its&lt;br /&gt;
|-&lt;br /&gt;
|Acting Mob || $i || $I || $j || $k || $l&lt;br /&gt;
|-&lt;br /&gt;
|Mob&#039;s Target || $n || $N || $e || $m || $s&lt;br /&gt;
|-&lt;br /&gt;
|Secondary Target* || $t || $T || $E || $M || $S&lt;br /&gt;
|-&lt;br /&gt;
|Object Target || $o || $O&lt;br /&gt;
|-&lt;br /&gt;
|Secondary Object* || $p || $P&lt;br /&gt;
|-&lt;br /&gt;
|Random Character || $r || $R || $J || $K || $L&lt;br /&gt;
|-&lt;br /&gt;
|Mob Remember Target || $q || $Q || $X || $Y || $Z&lt;br /&gt;
|-&lt;br /&gt;
|Remember Target&#039;s Pet || $f || $F&lt;br /&gt;
|-&lt;br /&gt;
|Remember Target&#039;s Master|| $g || $G&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*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&#039;s attack and the mob had an act prog execute on that, Ami would be $t. $p and $t cannot exist at the same time.&lt;br /&gt;
&lt;br /&gt;
===MOB COMMANDS===&lt;br /&gt;
&lt;br /&gt;
The commands are grouped logically, not alphabetically. Commands that serve a similar purpose are grouped together, since I thought it would be more helpful that way. Every command has the appropriate syntax listed under it. Stuff in &amp;lt;brackets&amp;gt; denotes necessary parameters, stuff in [brackets] denotes unnecessary parameters. A synopsis of every command is listed as well. At the bottom of every entry I list examples of every command&#039;s usage. &lt;br /&gt;
&lt;br /&gt;
A list of examples is given for each command. Every command has up to five basic examples and a further list of advanced usages for the command. In general, I try to draw no more than one example from each area, unless a given area has two or more distinctly different advanced usages of a command. The examples can be accessed via mpdump.&lt;br /&gt;
&lt;br /&gt;
;ECHO:mob echo &amp;lt;string&amp;gt;&lt;br /&gt;
This command sends a text message to every player in the room. It is the basic command to output whatever you want via mobprogs. There are many more specialized versions of this command, all of which are listed below. Oftentimes echo is a better choice than having a mob say or emote something.&lt;br /&gt;
&lt;br /&gt;
Examples: 1362, 2206, 2553, 1161, 4715&lt;br /&gt;
&lt;br /&gt;
;ECHOAT:mob echoat &amp;lt;target&amp;gt; &amp;lt;string&amp;gt;&lt;br /&gt;
This command will echo a message to the specific player targetted in the room and no one else. In combination with the echoaround command, this can allow for messages that simulate real commands. Usually the echo command is preferable, but echoaround combined with echoat can allow for the distinction between &amp;quot;you&amp;quot; and &amp;quot;$n&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
Examples: 1072, 33, 152, 1502, 3007&lt;br /&gt;
&lt;br /&gt;
;ECHOAROUND:mob echoaround &amp;lt;target&amp;gt; &amp;lt;string&amp;gt;&lt;br /&gt;
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 &amp;quot;you&amp;quot; and &amp;quot;$n&amp;quot; in messages. Echoaround is generally useful when you want to hide certain messages from the target player.&lt;br /&gt;
&lt;br /&gt;
Examples: 1462, 4001, 4807, 3129, 4072&lt;br /&gt;
&lt;br /&gt;
;ASOUND:mob asound &amp;lt;string&amp;gt;&lt;br /&gt;
This command is similiar to echo. Unlike echo, however, asound will echo a message to every room that the mob&#039;s current room has an exit to - i.e., the surrounding rooms. What&#039;s interesting about asound is that it doesn&#039;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&#039;s room.&lt;br /&gt;
&lt;br /&gt;
Examples: 4017, 5683, 2217, 5494, 2714&lt;br /&gt;
&lt;br /&gt;
;ZECHO:mob zecho &amp;lt;string&amp;gt;&lt;br /&gt;
This command is a more powerful version of echo, echoing a message to every player in the mob&#039;s current area. Staff will get a &amp;quot;mob echo&amp;gt;&amp;quot; in front of every zecho message, but players won&#039;t. The applications of this command are pretty straightforward, and they can easily add some flavor to your area.&lt;br /&gt;
&lt;br /&gt;
Examples: 1035, 1003, 182&lt;br /&gt;
&lt;br /&gt;
;GECHO:mob gecho &amp;lt;string&amp;gt;&lt;br /&gt;
This command is a more powerful version of zecho, echoing a message to every player in the MUD. There probably aren&#039;t that many times anybody would want to use this, but it&#039;s a powerful command and it&#039;s there. Staff will get a &amp;quot;mob echo&amp;gt;&amp;quot; in front of every gecho message, but players won&#039;t.&lt;br /&gt;
&lt;br /&gt;
Examples: 419&lt;br /&gt;
&lt;br /&gt;
;GOTO:mob goto &amp;lt;location&amp;gt;&lt;br /&gt;
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. An interesting fact about goto is that it stops the mob&#039;s combat during the transfer, so it acts like a localized mob peace. Also, use of the goto command can disguise a mob&#039;s death cry - shown in the examples below. Mob goto can transfer through safe or no_mob room flags and can move sentinel mobs.&lt;br /&gt;
&lt;br /&gt;
Examples: 4004, 2712, 3116, 1021, 5555&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 2115, 4069, 1212, 1549, 2262, 71, 4851, 1053, 187, 733&lt;br /&gt;
&lt;br /&gt;
;TRANSFER:mob transfer &amp;lt;target&amp;gt; [location]&lt;br /&gt;
This command transfers the target to the given location. The location can be a room vnum or a single 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 &amp;quot;all,&amp;quot; which will move all characters in the mob&#039;s room. Mob transfer can transfer through safe or no_mob room flags and move sentinel mobs.&lt;br /&gt;
&lt;br /&gt;
Examples: 1452, 4014, 2708, 4854, 1714&lt;br /&gt;
&lt;br /&gt;
;GTRANSFER:mob transfer &amp;lt;target&amp;gt; [location]&lt;br /&gt;
This command works just like transfer, except it transfers everyone in the target&#039;s group as well as the target. However, you cannot gtransfer all. Besides that, it is entirely identical to transfer.&lt;br /&gt;
&lt;br /&gt;
Examples: None.&lt;br /&gt;
&lt;br /&gt;
;MLOAD:mob mload &amp;lt;vnum&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Examples: 1206, 1453, 39, 3119, 154&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 2729, 2262, 4076, 1404, 4849, 1563, 1003&lt;br /&gt;
&lt;br /&gt;
;OLOAD:mob oload &amp;lt;vnum&amp;gt; [level] [R] [W]&lt;br /&gt;
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. &amp;quot;R&amp;quot; will send the object to the room, and &amp;quot;W&amp;quot; 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&#039;s typical to simply use &#039;0 R&#039; or &#039;0 W&#039; to load objects in these ways. What&#039;s great about loading objects is that they can be used as &amp;quot;counters&amp;quot; in mobprogs, illustrated in some examples below.&lt;br /&gt;
&lt;br /&gt;
Examples: 1475, 1360, 3126, 2381, 2127&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 2232, 178, 5670, 4818&lt;br /&gt;
&lt;br /&gt;
;MCLONE:mob mclone &amp;lt;target&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;OCLONE:mob oclone &amp;lt;target&amp;gt; [I]&lt;br /&gt;
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. &amp;quot;I&amp;quot; can be added to the command to force the new object to appear in the mob&#039;s inventory instead.&lt;br /&gt;
&lt;br /&gt;
;OTRANSFER:mob otransfer &amp;lt;target&amp;gt; &amp;lt;location&amp;gt;&lt;br /&gt;
This command transfers an object to a given location. The target object can be in the room, in the mob&#039;s inventory, or part of the mob&#039;s equipment. The location parameter can be a room vnum or an 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.&lt;br /&gt;
&lt;br /&gt;
Examples: 4868&lt;br /&gt;
&lt;br /&gt;
;PURGE:mob purge [target]&lt;br /&gt;
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&#039;s inventory or equipment. Mob purge will never purge player characters. A mob can &amp;quot;mob purge self,&amp;quot; but do so sparingly - it appears to be able to crash the MUD at times. When you do use &amp;quot;mob purge self,&amp;quot; try to place it as close to the end of mobprogs as possible. For extra security, always place &#039;break&#039; right after a mob purge self command.&lt;br /&gt;
&lt;br /&gt;
Examples: 53, 3149, 4829, 1581, 710&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 1005, 3123&lt;br /&gt;
&lt;br /&gt;
;JUNK:mob junk &amp;lt;item&amp;gt;&lt;br /&gt;
This command can destroy any item the mob has in inventory or is wearing as equipment. The &amp;lt;item&amp;gt; parameter is very versatile. You can junk all, or junk &#039;all something&#039;, 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&#039;s inventory. NOTE: items inside containers cannot be junked, but ifchks can see them.&lt;br /&gt;
&lt;br /&gt;
Examples: 1476, 2109, 1360, 2710, 4886&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 3146, 2216, 4015, 2387, 727, 1009, 1212, 5491, 3113&lt;br /&gt;
&lt;br /&gt;
;REMOVE:mob remove &amp;lt;target&amp;gt; &amp;lt;vnum/name&amp;gt;&lt;br /&gt;
This command removes the given object from the target&#039;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 &#039;mob remove $n sword&#039; 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&#039;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 &#039;mob remove&#039; things from players&#039; inventories without good reason.&lt;br /&gt;
&lt;br /&gt;
Examples: 1027, 4829, 1314, 1162, 5556&lt;br /&gt;
&lt;br /&gt;
;FLEE:mob flee&lt;br /&gt;
This command causes the mob to instantly run to an adjoining room. It only works if the mob is not currently fighting (simply use &#039;flee&#039; 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 &#039;leaves east&#039; 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&#039;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.&lt;br /&gt;
&lt;br /&gt;
Examples: 1006&lt;br /&gt;
&lt;br /&gt;
;KILL:mob kill &amp;lt;target&amp;gt;&lt;br /&gt;
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&#039;t attack itself, and charmed mobs can&#039;t attack their masters. When your mobile absolutely must attack someone, you want to use this instead of the regular kill command.&lt;br /&gt;
&lt;br /&gt;
Examples: 4700, 1456, 2712, 3123&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 1514, 2352, 3014, 1060, 161, 172&lt;br /&gt;
&lt;br /&gt;
;ASSIST:mob assist &amp;lt;target&amp;gt;&lt;br /&gt;
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&#039;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.&lt;br /&gt;
&lt;br /&gt;
Examples: None. This command is not mentioned in the standard mprog documentation.&lt;br /&gt;
&lt;br /&gt;
;HIT:mob hit &amp;lt;target&amp;gt;&lt;br /&gt;
Similar to Kill and Assist, this command causes the mob to attack the target. However, it doesn&#039;t care if the actor is already fighting -- this makes it useful for simulating special attacks.&lt;br /&gt;
&lt;br /&gt;
Examples: 1456&lt;br /&gt;
&lt;br /&gt;
;PEACE:mob peace&lt;br /&gt;
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&#039;s ideal for creating a gap in the fighting to execute commands that can&#039;t be done while fighting, then resuming the brawl. Additionally, it&#039;s a helpful command to use with inert or passive mobs.&lt;br /&gt;
&lt;br /&gt;
Examples: 5669, 4001, 3014, 172, 3139&lt;br /&gt;
&lt;br /&gt;
;SKILL:mob skill &amp;lt;command&amp;gt;&lt;br /&gt;
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%.&lt;br /&gt;
&lt;br /&gt;
Examples: 2511&lt;br /&gt;
&lt;br /&gt;
;DAMAGE:mob damage &amp;lt;target&amp;gt; &amp;lt;min&amp;gt; &amp;lt;max&amp;gt; [damtype] [lethal] [safe] [percent]&lt;br /&gt;
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 &#039;&#039;&#039;all&#039;&#039;&#039;, 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&#039;s hp above maximum. Note that healing this way ignores zombie status, distribute, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
Damtype specifies what [[damage type]] to use in respect to resistances and vulnerabilities. It can be any damage type you see with &amp;quot;? imm&amp;quot; in medit. A given mob damage can only have one given damtype.&amp;lt;br&amp;gt;&lt;br /&gt;
If you type &amp;quot;lethal&amp;quot; at the end of the command, the mob damage can kill the target. Otherwise, the target&#039;s hp will not drop below 0. [damtype] and [lethal]&#039;s positions in the command are interchangeable. If you type &amp;quot;safe&amp;quot; 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 &amp;quot;all&amp;quot; mob damages.&amp;lt;br&amp;gt;&lt;br /&gt;
The &amp;quot;percent&amp;quot; keyword changes the min and max from a damage quantity into a percentage of the target&#039;s maximum HP. It will not do more damage than the target&#039;s current HP, however.&lt;br /&gt;
&lt;br /&gt;
Examples: 4061, 4831, 1704, 1532&lt;br /&gt;
&lt;br /&gt;
;DAMECHO:mob damecho &amp;quot;message to target&amp;quot; &amp;quot;message to room&amp;quot; &amp;lt;target&amp;gt; &amp;lt;min&amp;gt; &amp;lt;max&amp;gt; [damtype] [lethal] [safe] [percent]&lt;br /&gt;
This command is extremely similar to &#039;mob damage&#039; 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. &lt;br /&gt;
&lt;br /&gt;
Examples: 701&lt;br /&gt;
&lt;br /&gt;
;CAST:mob cast &amp;lt;spell&amp;gt; [target]&lt;br /&gt;
This command allows a mob to cast any of the spells normally available to players. The spell parameter takes an argument, and you&#039;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&#039;s inventory, or, depending on the spell, no target at all. Mob cast costs no mana. You&#039;ll usually want to pair this command with a mob echo for more flavor.&lt;br /&gt;
&lt;br /&gt;
Examples: 4001, 2203, 4838, 301, 4716&lt;br /&gt;
&lt;br /&gt;
;MANA:mob mana &amp;lt;target&amp;gt; &amp;lt;min&amp;gt; &amp;lt;max&amp;gt;&lt;br /&gt;
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 &amp;quot;all,&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
Examples: 3139, 2748, 169, 701. This command is unique to CoD.&lt;br /&gt;
&lt;br /&gt;
;AWARD:mob award &amp;lt;target&amp;gt; &amp;lt;type&amp;gt; &amp;lt;value&amp;gt; [scaled]&lt;br /&gt;
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:&lt;br /&gt;
&lt;br /&gt;
 gold	-10000	10000		prac	10	-10		exp	-10000	10000&lt;br /&gt;
 silver	-10000	10000		train	5	-5 		align   -100    100&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The &#039;scaled&#039; 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.&lt;br /&gt;
&lt;br /&gt;
It&#039;s possible to use &#039;mob award $i&#039; but ONLY do this in event progs, where $i is the player.&lt;br /&gt;
&lt;br /&gt;
Examples: 2260, 4022, 1027, 1116, 32. This command is unique to CoD.&lt;br /&gt;
&lt;br /&gt;
;ADVANCE:mob advance &amp;lt;target&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
This command will advance the target to the specified level. This command MUST be used carefully, as it can reduce the target&#039;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 &#039;mob counter&#039; is the amount of levels you wish to grant the player:&lt;br /&gt;
&lt;br /&gt;
 mob remember $n&lt;br /&gt;
 mob counter $B&lt;br /&gt;
 mob counter 1&lt;br /&gt;
 mob advance $n $z&lt;br /&gt;
&lt;br /&gt;
;QUEST:mob quest &amp;lt;target&amp;gt; &amp;lt;+/-/=&amp;gt; &amp;lt;questflag&amp;gt;&lt;br /&gt;
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. &amp;lt;+/-/=&amp;gt; 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. &#039;truce1&#039;. &lt;br /&gt;
&lt;br /&gt;
Examples: 54, 3113, 2390, 4874, 1596. This command is unique to CoD.&lt;br /&gt;
&lt;br /&gt;
;PETIFY:mob petify &amp;lt;target&amp;gt; $i&lt;br /&gt;
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 &#039;self&#039; (variable $i) as the victim.&lt;br /&gt;
&lt;br /&gt;
Examples: 2106, 3196, 700, 707, 715. This command is unique to CoD.&lt;br /&gt;
&lt;br /&gt;
;FORCE:mob force &amp;lt;target&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
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 &amp;quot;all,&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
Examples: 5660, 3130, 2710, 3014, 2387&lt;br /&gt;
&lt;br /&gt;
;GFORCE:mob gforce &amp;lt;target&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
This command works just like force, except it forces everyone in the target&#039;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.&lt;br /&gt;
&lt;br /&gt;
Examples: 5276&lt;br /&gt;
&lt;br /&gt;
;VFORCE:mob vforce &amp;lt;vnum&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Examples: None.&lt;br /&gt;
&lt;br /&gt;
;MFORCE: mob mforce &amp;lt;target&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
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&#039;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 &#039;mob oload&#039; for a quest reward, as this bypasses item and weight carry limits, so there won&#039;t be any issues having them receive the item. &lt;br /&gt;
&lt;br /&gt;
Examples: None (for now).&lt;br /&gt;
&lt;br /&gt;
;AT:mob at &amp;lt;location&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
This command allows a mob to perform any single action at any location on the MUD. It&#039;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 any one word mob or object. The command parameter works just like a regular line of code in a mobprog. The &amp;lt;command&amp;gt; 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.&lt;br /&gt;
&lt;br /&gt;
Examples: 4073, 1003, 5664, 735, 2387&lt;br /&gt;
&lt;br /&gt;
;DELAY:mob delay &amp;lt;pulses&amp;gt;&lt;br /&gt;
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&#039;s delay trigger prog will execute, if it has one. Unless a mob has update_always, its delay counter won&#039;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.&lt;br /&gt;
&lt;br /&gt;
Examples: 182, 1005, 1502, 1061, 1806&lt;br /&gt;
&lt;br /&gt;
;CANCEL:mob cancel&lt;br /&gt;
This command cancels the mob&#039;s delay timer. It sets it to zero and stops the mob&#039;s delay triggers from activating. While waiting enough pulses will also let the delay timer reach zero, that will make the mob&#039;s delay triggers activate. This will not.&lt;br /&gt;
&lt;br /&gt;
Examples: 4011, 1009&lt;br /&gt;
&lt;br /&gt;
;REMEMBER:mob remember &amp;lt;target&amp;gt;&lt;br /&gt;
This command stores the name of a target in the mob&#039;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&#039;s name is stored as $q for the mob and will remain until a mob forget command, a new mob remember, or the mob&#039;s death. Mobs will remember players through player deaths, but will forget a player when that player logs out. A mob&#039;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.&lt;br /&gt;
&lt;br /&gt;
Examples: 4065, 1211, 1053, 1015, 160&lt;br /&gt;
&lt;br /&gt;
;FORGET:mob forget&lt;br /&gt;
This command empties the mob&#039;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).&lt;br /&gt;
&lt;br /&gt;
Examples: 738, 1501, 3142, 5508, 2727&lt;br /&gt;
&lt;br /&gt;
;CALL:mob call &amp;lt;vnum&amp;gt; [victim] [obj1] [obj2]&lt;br /&gt;
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 &#039;mob purge self&#039; 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.&lt;br /&gt;
&lt;br /&gt;
Examples: 1368, 47, 1400, 2395, 5661&lt;br /&gt;
&lt;br /&gt;
;COUNTER: mob counter &amp;lt;value OR &#039;zero&#039;&amp;gt;&lt;br /&gt;
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 &#039;zero&#039; sets the counter to zero.&lt;br /&gt;
&lt;br /&gt;
Examples: 21, 22&lt;br /&gt;
&lt;br /&gt;
;FACE:mob face &amp;lt;long/short/name&amp;gt; &amp;lt;string&amp;gt;&lt;br /&gt;
This command changes the mob&#039;s long or short desc, or name, to whatever is specified. &lt;br /&gt;
&lt;br /&gt;
Examples: 9038&lt;br /&gt;
&lt;br /&gt;
;FLAG:mob flag &amp;lt;victim&amp;gt; &amp;lt;flag type&amp;gt; &amp;lt;flag&amp;gt; +/-&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;SDAMAGE:mob sdamage ??? ???&lt;br /&gt;
Appears to be an uncoded solution to the problem that the $a flag fixed.&lt;br /&gt;
&lt;br /&gt;
;SPAWN:mob spawn &amp;lt;victim&amp;gt; &amp;lt;room vnum&amp;gt;&lt;br /&gt;
The Spawn command will change the target&#039;s recall point to the specified room vnum.&lt;br /&gt;
&lt;br /&gt;
Examples: 9098&lt;br /&gt;
&lt;br /&gt;
;RESCUE:mob rescue &amp;lt;victim&amp;gt;&lt;br /&gt;
The Rescue command works as the Rescue skill does, but without the restrictions on grouping or any skill checks.&lt;br /&gt;
&lt;br /&gt;
;EXITPERMIT:mob exitpermit&lt;br /&gt;
Exitpermit allows mobs with exit progs to allow the character through the exit normally, instead of requiring transfer commands or other sneaky tricks.&lt;br /&gt;
&lt;br /&gt;
Examples: 2917&lt;br /&gt;
&lt;br /&gt;
;ASSET:mob asset &amp;lt;victim&amp;gt; &amp;lt;art/sound&amp;gt; &amp;lt;file&amp;gt; [duration in beats]&lt;br /&gt;
The Asset command is used for enhanced asciiart and sound functions using the Project Tuna client. For advanced usage, see [[Project_Tuna#Mob Asset]].&lt;br /&gt;
&lt;br /&gt;
Examples: 10289, 12002&lt;br /&gt;
&lt;br /&gt;
;OSET: mob oset &amp;lt;object name&amp;gt; &amp;lt;field&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
****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.&lt;br /&gt;
&lt;br /&gt;
Value:&lt;br /&gt;
(a) = requires a string or bit/flag name in place of value&lt;br /&gt;
(#) = requires a numerical value&lt;br /&gt;
&lt;br /&gt;
Mob oset will only target objects in the mob&#039;s inventory or in the same room as the mob.&lt;br /&gt;
&lt;br /&gt;
;MSET: mob mset &amp;lt;target&amp;gt; &amp;lt;field&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
Fields: str(#), dex(#), sex(a/#), level(#), maxhp(#), hp(#), maxmana(#), mana(#), maxmove(#), move(#), alignment(#), wealth(#), damtype(a), hitroll(#), damroll(#), magroll(#), saves(#), dicecount(#), dicetype(#), acbash(#), acslash(#), acpierce(#), acexotic(#)&lt;br /&gt;
&lt;br /&gt;
This command seems to be incompletely implemented. Mobs can currently only mset themselves, but can be mob forced by other mobs to mset themselves.&lt;br /&gt;
&lt;br /&gt;
* See [[Oset_and_mset_tips_and_tricks]] for more information&lt;br /&gt;
&lt;br /&gt;
;RSET: mob rset &amp;lt;field&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
This allows a mob to temporarily edit the room they are standing in. These changes will not save through copyovers or crashes. Available fields: name &amp;lt;string&amp;gt;, desc &amp;lt;string&amp;gt;, heal &amp;lt;value&amp;gt;, mana &amp;lt;value&amp;gt;. There is a 255 character limit to &#039;mob rset desc &amp;lt;string&amp;gt;&#039;.&lt;br /&gt;
&lt;br /&gt;
;ADDLAG: mob addlag &amp;lt;target&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;CLAN: mob clan &amp;lt;target&amp;gt; &amp;lt;clan&amp;gt;&lt;br /&gt;
This command allows a mob to add a player to a clan instead of requiring an Immortal&#039;s assistance. The clan must already be created, however.&lt;br /&gt;
&lt;br /&gt;
;PRETITLE: mob mforce &amp;lt;target&amp;gt; mob pretitle self &amp;lt;pretitle&amp;gt;&lt;br /&gt;
This command allows a mob to set a player&#039;s pretitle instead of requiring an Immortal&#039;s assistance. Technically a mob can only set their own pretitle to avoid setting someone else&#039;s pretitle by mistake, so this syntax causes the mob to force the player to set their own pretitle.&lt;br /&gt;
&lt;br /&gt;
===MOB TRIGGERS===&lt;br /&gt;
&lt;br /&gt;
The triggers are listed alphabetically, since there aren&#039;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.&lt;br /&gt;
&lt;br /&gt;
;ACT:addmprog &amp;lt;vnum&amp;gt; act &amp;lt;phrase&amp;gt;&lt;br /&gt;
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 &amp;lt;phrase&amp;gt; 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 &amp;lt;phrase&amp;gt; itself will require the color codes in order to trigger correctly. Act triggers can use one or more words in &amp;lt;phrase&amp;gt; - to set the phrase as multiple words, surrounded the phrase with &amp;quot;quotation marks.&amp;quot; When triggered by someone&#039;s speech, the act prog will activate before the &amp;lt;phrase&amp;gt; is actually spoken - making it look out of order. Many mobiles have an act prog with the phrase &amp;quot;talks to you,&amp;quot; which triggers on the talk social. This is especially common in towns and with humanoid mobs.&lt;br /&gt;
&lt;br /&gt;
;BRIBE:addmprog &amp;lt;vnum&amp;gt; bribe &amp;lt;amount, in silver&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;DAMTYPE:addmprog &amp;lt;vnum&amp;gt; damtype &amp;lt;type of damage&amp;gt;&lt;br /&gt;
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&#039;s number, not its name:&lt;br /&gt;
  0 - None*     1 - Bash      2 - Pierce    3 - Slash     4 - Fire      5 - Cold      6 - Electric&lt;br /&gt;
  7 - Acid      8 - Poison    9 - Negative 10 - Holy     11 - Energy   12 - Mental   13 - Draining&lt;br /&gt;
 14 - Water    15 - Light    16 - Other*   17 - Harm*    18 - Charm    19 - Sound    20 - Wood&lt;br /&gt;
 21 - Silver   22 - Iron     23 - Wind     24 - Earth    25 - Dark&lt;br /&gt;
&lt;br /&gt;
* Very, very few attacks use the None, Other, Harm, or Charm damtype to actually deal damage.&lt;br /&gt;
&lt;br /&gt;
;DEATH:addmprog &amp;lt;vnum&amp;gt; death &amp;lt;percent&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;DELAY:addmprog &amp;lt;vnum&amp;gt; delay &amp;lt;percent&amp;gt;&lt;br /&gt;
The delay trigger is activated when the delay timer for the mob decrements to 0. To set a mob&#039;s delay timer, use the mob delay command. The trigger has a &amp;lt;percent&amp;gt; chance of activating when the delay timer hits 0, although in almost every usage of this command, 100 is used for the &amp;lt;percent&amp;gt; parameter. Delay triggers are known to occasionally and randomly not work. Delay timers will only count down if players are currently in the mob&#039;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.&lt;br /&gt;
&lt;br /&gt;
;EXALL:addmprog &amp;lt;vnum&amp;gt; exall &amp;lt;exit number&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;ENTRY:addmprog &amp;lt;vnum&amp;gt; entry &amp;lt;percent&amp;gt;&lt;br /&gt;
The entry trigger is activated whenever the mob walks into a new room. The trigger has a &amp;lt;percent&amp;gt; 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. &lt;br /&gt;
&lt;br /&gt;
;EXIT:addmprog &amp;lt;vnum&amp;gt; exit &amp;lt;exit number&amp;gt;&lt;br /&gt;
The exit trigger is checked whenever a PC tries to exit the mob&#039;s room. The trigger will activate whenever a player tries to use &amp;lt;exit number&amp;gt;&#039;s exit. It is important to note that if an exit trigger activates, the player&#039;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&#039;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.&lt;br /&gt;
&lt;br /&gt;
The following &amp;lt;exit numbers&amp;gt; collaborate with the indicated exits:&lt;br /&gt;
 0 - north  1 - east  2 - south  3 - west  4 - up&lt;br /&gt;
 5 - down   6 - ne    7 - nw     8 - se    9 - sw&lt;br /&gt;
&lt;br /&gt;
;FIGHT:addmprog &amp;lt;vnum&amp;gt; fight &amp;lt;percent&amp;gt;&lt;br /&gt;
The fight trigger is checked at the end of each combat round for the mob. The trigger has a &amp;lt;percent&amp;gt; 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.&lt;br /&gt;
&lt;br /&gt;
;GIVE:addmprog &amp;lt;vnum&amp;gt; give &amp;lt;object&amp;gt;&lt;br /&gt;
The give trigger is checked when an object is given to the mob. When an item of keyword &amp;lt;object&amp;gt; is given to the mob, the trigger activates. The phrase &#039;all&#039; can be used for &amp;lt;object&amp;gt; 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 &#039;all&#039; 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 &#039;give $o $n&#039; statement.&lt;br /&gt;
&lt;br /&gt;
;GRALL:addmprog &amp;lt;vnum&amp;gt; grall &amp;lt;percent&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;GREET:addmprog &amp;lt;vnum&amp;gt; greet &amp;lt;percent&amp;gt;&lt;br /&gt;
The greet trigger is checked whenever a character enters the room that the mob occupies. It has a &amp;lt;percent&amp;gt; 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. &lt;br /&gt;
&lt;br /&gt;
;HPCNT:addmprog &amp;lt;vnum&amp;gt; hpcnt &amp;lt;hp percent&amp;gt;&lt;br /&gt;
The hpcnt trigger is checked at the end of each combat round for the mob. The trigger will activate if the mob&#039;s hp percentage drops below the &amp;lt;hp percent&amp;gt; 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.&lt;br /&gt;
&lt;br /&gt;
;KILL:addmprog &amp;lt;vnum&amp;gt; kill &amp;lt;percent&amp;gt;&lt;br /&gt;
The kill trigger is checked when someone initiates combat with the mob. The trigger has a &amp;lt;percent&amp;gt; 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.&lt;br /&gt;
&lt;br /&gt;
;RANDOM:addmprog &amp;lt;vnum&amp;gt; random &amp;lt;percent&amp;gt;&lt;br /&gt;
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 &amp;lt;percent&amp;gt; chance of activating every mob pulse, but only if players are currently in the mob&#039;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.&lt;br /&gt;
&lt;br /&gt;
;SCHEDULE:addmprog &amp;lt;vnum&amp;gt; schedule &amp;lt;hour&amp;gt;&lt;br /&gt;
The schedule trigger is checked once every hour, on the hour. The &amp;lt;hour&amp;gt; parameter equals a number from 0 to 23, where 0 is midnight and 12 is noon. If the &amp;lt;hour&amp;gt; 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.&lt;br /&gt;
&lt;br /&gt;
;SPAWN:addmprog &amp;lt;vnum&amp;gt; spawn &amp;lt;percent&amp;gt;&lt;br /&gt;
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 &amp;lt;percent&amp;gt; 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.&lt;br /&gt;
&lt;br /&gt;
;SPEECH:addmprog &amp;lt;vnum&amp;gt; speech &amp;lt;phrase&amp;gt;&lt;br /&gt;
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 &#039;say&#039;, &#039;osay&#039;, or &#039;tell&#039; 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.&lt;br /&gt;
&lt;br /&gt;
;SURRENDER:addmprog &amp;lt;vnum&amp;gt; surrender &amp;lt;percent&amp;gt;&lt;br /&gt;
The surrender trigger, while present on the triggers list, is defunct and is not actually used.&lt;br /&gt;
&lt;br /&gt;
*I like using this trigger to show what mprogs my mob calls within its other mprogs. -Ageatii&lt;br /&gt;
&lt;br /&gt;
[[Category:Technical Information]]&lt;/div&gt;</summary>
		<author><name>Pascal</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=Mprog_Compendium&amp;diff=2295</id>
		<title>Mprog Compendium</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=Mprog_Compendium&amp;diff=2295"/>
		<updated>2019-06-20T16:33:14Z</updated>

		<summary type="html">&lt;p&gt;Pascal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:2Mprog3.jpg|right|thumb|212px|No clear results from Google images on what an Mprog looks like.]]&lt;br /&gt;
&lt;br /&gt;
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&#039;re just a tourist, check out some [[Mprog Compendium/Examples|examples]]&lt;br /&gt;
&lt;br /&gt;
===IFCHECKS===&lt;br /&gt;
&lt;br /&gt;
    rand 		if rand 30		- if random number between 1 and 100 is &amp;lt; 30&lt;br /&gt;
    exists		if exists $n		- does $n exist somewhere&lt;br /&gt;
    ishere   		if ishere $q            - is $q in this room?&lt;br /&gt;
    mobexists		if mobexists fido	- is there a fido mob somewhere&lt;br /&gt;
    			if mobexists 1233	- is there mob vnum 1233 somewhere&lt;br /&gt;
    objexists		if objexists sword	- is there a sword obj somewhere&lt;br /&gt;
    			if objexists 1233	- is there obj vnum 1233 somewhere&lt;br /&gt;
    mobhere		if mobhere fido		- is there a &#039;fido&#039; mob in this room?&lt;br /&gt;
 			if mobhere 1233		- is there mob vnum 1233 in this room?&lt;br /&gt;
    objhere		if objhere bottle	- is there a &#039;bottle&#039; obj in this room?&lt;br /&gt;
 	-can&#039;t see in	if objhere 1233		- is there obj vnum 1233 in this room?&lt;br /&gt;
 	 containers&lt;br /&gt;
    isself		if isself $n            - evaluate equivalence between a character and the acting mob&lt;br /&gt;
    people		if people &amp;gt; 4		- does room contain &amp;gt; 4 people&lt;br /&gt;
    players		if players &amp;gt; 1		- does room contain &amp;gt; 1 pcs *in event obj progs the player doesn&#039;t count in if players checks&lt;br /&gt;
    mobs   		if mobs &amp;gt; 2		- does room contain &amp;gt; 2 mobiles&lt;br /&gt;
    clones		if clones &amp;gt; 3   	- are there &amp;gt; 3 mobs of $i&#039;s vnum here&lt;br /&gt;
    duplicates		if duplicates $n &amp;gt; 3	- are there &amp;gt; 3 mobs of $n&#039;s vnum here&lt;br /&gt;
    order		if order == 0		- is mob the first in room&lt;br /&gt;
 &lt;br /&gt;
    hour 		if hour &amp;gt; 11		- is the time &amp;gt; 11 o&#039;clock&lt;br /&gt;
         Sunrise occurs at 6am (hour 6)&lt;br /&gt;
         Sunset occurs at 6pm (hour 18)&lt;br /&gt;
    day                  if day &amp;gt; 0              - is today not the first day of the week&lt;br /&gt;
         0 - Mana Holy Day&lt;br /&gt;
         1 - Luna Day        &lt;br /&gt;
         2 - Salamando Day&lt;br /&gt;
         3 - Undine Day&lt;br /&gt;
         4 - Dryad Day&lt;br /&gt;
         5 - Jinn Day&lt;br /&gt;
         6 - Gnome Day&lt;br /&gt;
    sky  		if sky &amp;gt; 2     		- is the sky rating &amp;gt; cloudy&lt;br /&gt;
 	0 - dry&lt;br /&gt;
 	1 - cloudless&lt;br /&gt;
 	2 - cloudy&lt;br /&gt;
 	3 - raining&lt;br /&gt;
 	4 - lightning&lt;br /&gt;
    wind 		if wind &amp;gt; 2		- is the wind rating &amp;gt; breeze&lt;br /&gt;
 	0 - stale&lt;br /&gt;
 	1 - none&lt;br /&gt;
 	2 - breeze&lt;br /&gt;
 	3 - windy&lt;br /&gt;
 	4 - gale&lt;br /&gt;
    sector		if sector $i == 5       - sector check&lt;br /&gt;
        0 - inside       1 - city         2 - field        3 - forest     &lt;br /&gt;
        4 - hills        5 - mountain     6 - swim         7 - noswim&lt;br /&gt;
        8 - unused       9 - air          10 - desert      11 - rock&lt;br /&gt;
        12 - road        13 - enter       14 - snow        15 - swamp&lt;br /&gt;
        16 - jungle      17 - ruins       18 - mount2      19 - coastal&lt;br /&gt;
        20 - developed   21 - void        22 - lava&lt;br /&gt;
 &lt;br /&gt;
    ispc   		if ispc $n 		- is $n a pc&lt;br /&gt;
    isnpc		if isnpc $n 		- is $n a mobile&lt;br /&gt;
    isgood		if isgood $n 		- is $n good&lt;br /&gt;
    isevil		if isevil $n 		- is $n evil&lt;br /&gt;
    isneutral		if isneutral $n 	- is $n neutral&lt;br /&gt;
    isimmort		if isimmort $n		- is $n immortal&lt;br /&gt;
    ischarm		if ischarm $n		- is $n charmed */&lt;br /&gt;
    isfollow		if isfollow $n		- is $n following someone&lt;br /&gt;
    isactive		if isactive $n		- is $n&#039;s position &amp;gt; SLEEPING&lt;br /&gt;
    isdelay		if isdelay $i		- does $i currently have a delay counter&lt;br /&gt;
    isvisible		if isvisible $n		- can mob see $n&lt;br /&gt;
    isfighting		if isfighting $n        - fighting check&lt;br /&gt;
    hastarget		if hastarget $i		- does $i have a valid remembered target&lt;br /&gt;
    istarget		if istarget $n		- is $n mob&#039;s remember target&lt;br /&gt;
 &lt;br /&gt;
    affected		if affected $n blind	- is $n affected by blind&lt;br /&gt;
    affected2		if affected2 $n frenzy  - &#039;&#039;&#039;(second set of affects, see mob template for list)&#039;&#039;&#039;&lt;br /&gt;
    shielded  		if shielded $n charge	- is $n shielded by charge&lt;br /&gt;
    act			if act $i sentinel	- is $i flagged sentinel&lt;br /&gt;
    act2 		if act2 $i noattack	- is $i flagged noattack&lt;br /&gt;
    off           	if off $i berserk	- is $i flagged berserk&lt;br /&gt;
    imm           	if imm $i fire		- is $i immune to fire &lt;br /&gt;
    vuln    		if vuln $i electricity  - is $i vulnerable to electricity&lt;br /&gt;
    res        		if res $i cold          - is $i resistant to cold&lt;br /&gt;
    carries		if carries $n sword	- does $n have a &#039;sword&#039;&lt;br /&gt;
 			if carries $n 1233	- does $n have obj vnum 1233&lt;br /&gt;
                                                - (doesn&#039;t check to see if wearing, ONLY if in inventory)&lt;br /&gt;
    wears		if wears $n lantern	- is $n wearing a &#039;lantern&#039;&lt;br /&gt;
 			if wears $n 1233	- is $n wearing obj vnum 1233&lt;br /&gt;
    upon      		if upon $n motorcycle   - is $n riding/using as furniture a &#039;motorcycle&lt;br /&gt;
              		if upon $n 1233         - is $n riding/using as furniture obj vnum 1233&lt;br /&gt;
    has    		if has $n weapon	- does $n have obj of type weapon&lt;br /&gt;
    uses  		if uses $n armor	- is $n wearing obj of type armor&lt;br /&gt;
    pos			if pos $n standing	- is $n standing&lt;br /&gt;
    name  		if name $n puff		- is $n&#039;s name &#039;puff&#039;&lt;br /&gt;
    clan 		if clan $n &#039;tuna&#039; 	- does $n belong to clan &#039;tuna&#039;&lt;br /&gt;
    race 		if race $n dragon	- is $n of &#039;dragon&#039; race&lt;br /&gt;
    class		if class $n wizard	- is $n&#039;s class &#039;wizard&#039;&lt;br /&gt;
    subclass		if subclass $n &amp;gt; 0      - subclass check&lt;br /&gt;
    skill		if skill $n &#039;big boo&#039;   - does $n have the big boo skill&lt;br /&gt;
    skillchk		if skillchk $n &#039;fire&#039; &amp;gt; 90 - character&#039;s skill percentage check&lt;br /&gt;
    objtype		if objtype $o scroll	- is $o a scroll type obj&lt;br /&gt;
    quest		if quest $n nerb1	- is quest flag nerb1 toggled for $n&lt;br /&gt;
    remort		if remort $n &amp;gt; 1        - has $n remorted at least once?&lt;br /&gt;
                                                  (New characters start at &amp;quot;if remort == 1&amp;quot;;&lt;br /&gt;
                                                   first remort is at &amp;quot;if remort == 2&amp;quot;)&lt;br /&gt;
    brief 		if isbrief $n 		- does $n have &#039;brief&#039; toggled? *only works for players&lt;br /&gt;
 &lt;br /&gt;
    vnum 		if vnum $i == 1233  	- virtual number check&lt;br /&gt;
    room 		if room $i == 1233	- room virtual number&lt;br /&gt;
    roomaff		if roomaff sandstorm    - room affect check (&#039;? roomaff&#039; in editor to see valid flags)&lt;br /&gt;
    roomflag		if roomflag dark	- room flag check (&#039;? room&#039; in editor to see valid flags)&lt;br /&gt;
    align		if align $n &amp;lt; -1000	- alignment check&lt;br /&gt;
    level		if level $n &amp;lt; 5		- level check&lt;br /&gt;
         		if level $o == 0        - works on objects too&lt;br /&gt;
    sex			if sex $i == 0		- sex check&lt;br /&gt;
 	0 - none&lt;br /&gt;
 	1 - male&lt;br /&gt;
 	2 - female&lt;br /&gt;
 	3 - (unused)&lt;br /&gt;
 	4 - plural&lt;br /&gt;
 	5 - spivak&lt;br /&gt;
    innate		if innate $n == 1	- innate check&lt;br /&gt;
        0 - None&lt;br /&gt;
        1 - Water&lt;br /&gt;
        2 - Moon&lt;br /&gt;
        3 - Wood&lt;br /&gt;
        4 - None (Don&#039;t use)&lt;br /&gt;
        5 - Wind&lt;br /&gt;
        6 - Earth&lt;br /&gt;
        7 - Fire&lt;br /&gt;
    size		if size $n &amp;lt; 2		- size check&lt;br /&gt;
 	0 - tiny&lt;br /&gt;
 	1 - small&lt;br /&gt;
 	2 - medium&lt;br /&gt;
 	3 - large&lt;br /&gt;
 	4 - huge&lt;br /&gt;
 	5 - giant&lt;br /&gt;
 &lt;br /&gt;
    counter		if counter $i &amp;gt;= 6 	- mob counter check&lt;br /&gt;
    money		if money $n &amp;gt; 500	- money check (in silver)&lt;br /&gt;
    objval0		if objval0 $o &amp;gt; 1000 	- object value[] checks 0-4 (check object type in oedit for relevant variables)&lt;br /&gt;
    objval1						-for money in bribe triggers use objval0 for silver and objval1 for gold&lt;br /&gt;
    objval2&lt;br /&gt;
    objval3&lt;br /&gt;
    objval4&lt;br /&gt;
    objcost		if objcost $o &amp;gt;= 50 	- cost of the obj in silver&lt;br /&gt;
    objweight		if objweight $o &amp;lt; 100 	- weight of the obj in 1/10lbs&lt;br /&gt;
    objextra		if objextra $o glow 	- does $o have glow&lt;br /&gt;
    objextra2		if objextra2 $o unique 	- is $o unique&lt;br /&gt;
    objextra3		if objextra3 $o owned 	- is $o owned&lt;br /&gt;
    objcond 		if objcond $o &amp;gt; 50 	- object condition value check&lt;br /&gt;
 			if objcond pie &amp;gt; 50 	&lt;br /&gt;
 &lt;br /&gt;
    grpsize		if grpsize $n &amp;gt; 6	- group size check&lt;br /&gt;
 							-a solo player is a group size of 0&lt;br /&gt;
 							 -all pets and charmies count toward group size&lt;br /&gt;
 							  -they don&#039;t count if they aren&#039;t in the room with the target&lt;br /&gt;
    str			if str $n &amp;gt; 13		- strength check&lt;br /&gt;
    int			if int $i &amp;lt; 18		- intelligence check&lt;br /&gt;
    wis			if wis $q == 25		- wisdom check&lt;br /&gt;
    dex			if dex $f &amp;gt;= 8		- dexterity check&lt;br /&gt;
    con			if con $g &amp;lt;= 20		- constitution check&lt;br /&gt;
    hpchk		if hpchk $n &amp;lt; 15 	- hit point check&lt;br /&gt;
    hpcnt		if hpcnt $i &amp;gt; 30	- hit point percent check&lt;br /&gt;
    mpchk        	if mpchk $i &amp;gt; 8  	- mana point check&lt;br /&gt;
    mpcnt		if mpcnt $i &amp;gt; 50 	- mana percentage check&lt;br /&gt;
    mvchk 		if mvchk $i &amp;gt; 25 	- movement point check&lt;br /&gt;
    drunk		if drunk $n &amp;gt;= 5        - drunkenness check&lt;br /&gt;
 &lt;br /&gt;
 IFCHKS can be used with &#039;or&#039;, &#039;and&#039;, and &#039;else&#039;. Ex:&lt;br /&gt;
  	-NOTE: &#039;else&#039; can be combined with &#039;or&#039; and &#039;and&#039; ifchks.&lt;br /&gt;
 		if room $i &amp;gt;= 500 		- is the room vnum both greater than or equal to 500 and less than or equal to 1000?&lt;br /&gt;
 		and room $i &amp;lt;= 1000 			i.e. between 500 and 1000, including both 500 and 1000.&lt;br /&gt;
 &lt;br /&gt;
  		if dex $n &amp;gt; 12 			- are $n&#039;s dex AND str both greater than 12?&lt;br /&gt;
  		and str $n &amp;gt; 12&lt;br /&gt;
 &lt;br /&gt;
 		if hour &amp;gt;= 18 			- is the hour later than 6pm or earlier than 6am?&lt;br /&gt;
 		or hour &amp;lt;= 6 				i.e. is it between 6pm and 6am, including both 6pm and 6am.&lt;br /&gt;
 								*&#039;or&#039; must be used for this type of &#039;evening&#039; check because&lt;br /&gt;
 								the numbers don&#039;t circle like a real clock - it can&#039;t be both&lt;br /&gt;
 								greater than 18 and less than 6.&lt;br /&gt;
 		if class $n thief 		- is $n a thief OR a warrior?&lt;br /&gt;
 		or class $n warrior&lt;br /&gt;
 &lt;br /&gt;
 		if uses $n weapon 		- does $n have an object type of &#039;weapon&#039; equipped?&lt;br /&gt;
 		 mob exitpermit 			yes: they may pass through.&lt;br /&gt;
 		else&lt;br /&gt;
 		 say You need a weapon first! 		no: mob says You need a weapon first!&lt;br /&gt;
  		endif&lt;br /&gt;
 &lt;br /&gt;
       -If you want to get REALLY in-depth, you can use both &#039;and&#039; &amp;amp; &#039;or&#039; in a prog, too!&lt;br /&gt;
 &lt;br /&gt;
                if vnum $i == ####&lt;br /&gt;
                 if affected $i haste&lt;br /&gt;
                 or affected $i slow&lt;br /&gt;
                 and shielded $i zombie&lt;br /&gt;
                 say I can have either haste or slow, but I&#039;ll always have zombie!&lt;br /&gt;
                 else&lt;br /&gt;
                 say I have neither haste nor slow, and I totes don&#039;t have zombie, either.&lt;br /&gt;
                 endif&lt;br /&gt;
                endif&lt;br /&gt;
 &lt;br /&gt;
        Just be sure to watch the order of your ifchecks, it can make the difference between a working prog and a malfunctioning one!&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 Every if needs an endif. &#039;Or&#039;, &#039;and&#039;, and &#039;else&#039; do not require additional endifs.&lt;br /&gt;
&lt;br /&gt;
===VARIABLES===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
====Ifcheck Variables:====&lt;br /&gt;
 $f	the pet of the mob remember target&lt;br /&gt;
 $g	the master of the mob remember target&lt;br /&gt;
 $i	the acting mob himself&lt;br /&gt;
 $n	the target of the mob&lt;br /&gt;
 $o	the target object of the mob&lt;br /&gt;
 $p	the secondary target object of the mob (act trigger only)*&lt;br /&gt;
 $q	the mob remember target&lt;br /&gt;
 $r	random character in room&lt;br /&gt;
 $t	the secondary target of the mob (act trigger only)*&lt;br /&gt;
 $z	the counter of the acting mob&lt;br /&gt;
 &lt;br /&gt;
 For use in event mprogs:&lt;br /&gt;
 &lt;br /&gt;
 $n	is the targetted mob or player&lt;br /&gt;
 $o	is the targetted object&lt;br /&gt;
 $i	is the acting player&lt;br /&gt;
 $p	is the actual event item being activated&lt;br /&gt;
 $y	will always refer to the person using the event item&lt;br /&gt;
     (useful when the event forces other mobs)&lt;br /&gt;
 $n and $o cannot exist at the same time in an event mprog&lt;br /&gt;
 players are considered to be vnum 0 when using a &#039;vnum $i&#039; check.&lt;br /&gt;
&lt;br /&gt;
====General Variables:====&lt;br /&gt;
 	$a	the numerical damage amount of the last successful Mob Damage (only works with Mob Echo)&lt;br /&gt;
 	$b	the race (for PCs) or shortdesc (for mobs) of the mob&#039;s remember target&lt;br /&gt;
 	$B	the level of the mob&#039;s remember target&lt;br /&gt;
 	$e	the subject pronoun of the mob&#039;s target&lt;br /&gt;
 	$E	the subject pronoun of the mob&#039;s secondary target*&lt;br /&gt;
 	$f	the name of the pet of the mob&#039;s remember target&lt;br /&gt;
 	$F	the short desc of the pet of the mob&#039;s remember target&lt;br /&gt;
 	$g	the name of the master of the mob&#039;s remember target&lt;br /&gt;
 	$G	the short desc of the master of the mob&#039;s remember target&lt;br /&gt;
 	$i	the name of the acting mob&lt;br /&gt;
 	$I	the short desc of the acting mob&lt;br /&gt;
 	$j	the subject pronoun of the acting mob (he/she/it)&lt;br /&gt;
 	$J	the subject pronoun of a random character&lt;br /&gt;
 	$k	the object pronoun of the acting mob (him/her/it)&lt;br /&gt;
 	$K	the object pronoun of a random character&lt;br /&gt;
 	$l	the possessive adjective of the acting mob (his/her/its)&lt;br /&gt;
 	$L	the possessive adjective of a random character&lt;br /&gt;
 	$m	the object pronoun of the mob&#039;s target&lt;br /&gt;
 	$M	the object pronoun of the mob&#039;s secondary target*&lt;br /&gt;
 	$n	the name of the mob&#039;s target&lt;br /&gt;
 	$N	the short desc of the mob&#039;s target&lt;br /&gt;
 	$o	the name of the mob&#039;s object target&lt;br /&gt;
 	$O	the short desc of the mob&#039;s object target&lt;br /&gt;
 	$p	the name of the mob&#039;s secondary object target*&lt;br /&gt;
 	$P	the short desc of the mob&#039;s secondary object target*&lt;br /&gt;
 	$q	the name of the mob&#039;s remember target&lt;br /&gt;
 	$Q	the short desc of the mob&#039;s remember target&lt;br /&gt;
 	$r	the name of a random character&lt;br /&gt;
 	$R	the short desc of a random character&lt;br /&gt;
 	$s	the possessive adjective of the mob&#039;s target&lt;br /&gt;
 	$S	the possessive adjective of the mob&#039;s secondary target*&lt;br /&gt;
 	$t	the name of the mob&#039;s secondary target*&lt;br /&gt;
 	$T	the short desc of the mob&#039;s secondary target*&lt;br /&gt;
 	$X	the subject pronoun of the mob remember target&lt;br /&gt;
 	$Y	the object pronoun of the mob remember target&lt;br /&gt;
 	$z	the counter of the acting mob&lt;br /&gt;
 	$Z	the possessive adjective of the mob remember target&lt;br /&gt;
&lt;br /&gt;
OR:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!  !! Name !! Short Desc !! Subject Pronoun !! Object Pronoun !! Possessive Adjective&lt;br /&gt;
|-&lt;br /&gt;
|  || For Targetting || For Echoing || He/She/It || Him/Her/It || His/Her/Its&lt;br /&gt;
|-&lt;br /&gt;
|Acting Mob || $i || $I || $j || $k || $l&lt;br /&gt;
|-&lt;br /&gt;
|Mob&#039;s Target || $n || $N || $e || $m || $s&lt;br /&gt;
|-&lt;br /&gt;
|Secondary Target* || $t || $T || $E || $M || $S&lt;br /&gt;
|-&lt;br /&gt;
|Object Target || $o || $O&lt;br /&gt;
|-&lt;br /&gt;
|Secondary Object* || $p || $P&lt;br /&gt;
|-&lt;br /&gt;
|Random Character || $r || $R || $J || $K || $L&lt;br /&gt;
|-&lt;br /&gt;
|Mob Remember Target || $q || $Q || $X || $Y || $Z&lt;br /&gt;
|-&lt;br /&gt;
|Remember Target&#039;s Pet || $f || $F&lt;br /&gt;
|-&lt;br /&gt;
|Remember Target&#039;s Master|| $g || $G&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*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&#039;s attack and the mob had an act prog execute on that, Ami would be $t. $p and $t cannot exist at the same time.&lt;br /&gt;
&lt;br /&gt;
===MOB COMMANDS===&lt;br /&gt;
&lt;br /&gt;
The commands are grouped logically, not alphabetically. Commands that serve a similar purpose are grouped together, since I thought it would be more helpful that way. Every command has the appropriate syntax listed under it. Stuff in &amp;lt;brackets&amp;gt; denotes necessary parameters, stuff in [brackets] denotes unnecessary parameters. A synopsis of every command is listed as well. At the bottom of every entry I list examples of every command&#039;s usage. &lt;br /&gt;
&lt;br /&gt;
A list of examples is given for each command. Every command has up to five basic examples and a further list of advanced usages for the command. In general, I try to draw no more than one example from each area, unless a given area has two or more distinctly different advanced usages of a command. The examples can be accessed via mpdump.&lt;br /&gt;
&lt;br /&gt;
;ECHO:mob echo &amp;lt;string&amp;gt;&lt;br /&gt;
This command sends a text message to every player in the room. It is the basic command to output whatever you want via mobprogs. There are many more specialized versions of this command, all of which are listed below. Oftentimes echo is a better choice than having a mob say or emote something.&lt;br /&gt;
&lt;br /&gt;
Examples: 1362, 2206, 2553, 1161, 4715&lt;br /&gt;
&lt;br /&gt;
;ECHOAT:mob echoat &amp;lt;target&amp;gt; &amp;lt;string&amp;gt;&lt;br /&gt;
This command will echo a message to the specific player targetted in the room and no one else. In combination with the echoaround command, this can allow for messages that simulate real commands. Usually the echo command is preferable, but echoaround combined with echoat can allow for the distinction between &amp;quot;you&amp;quot; and &amp;quot;$n&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
Examples: 1072, 33, 152, 1502, 3007&lt;br /&gt;
&lt;br /&gt;
;ECHOAROUND:mob echoaround &amp;lt;target&amp;gt; &amp;lt;string&amp;gt;&lt;br /&gt;
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 &amp;quot;you&amp;quot; and &amp;quot;$n&amp;quot; in messages. Echoaround is generally useful when you want to hide certain messages from the target player.&lt;br /&gt;
&lt;br /&gt;
Examples: 1462, 4001, 4807, 3129, 4072&lt;br /&gt;
&lt;br /&gt;
;ASOUND:mob asound &amp;lt;string&amp;gt;&lt;br /&gt;
This command is similiar to echo. Unlike echo, however, asound will echo a message to every room that the mob&#039;s current room has an exit to - i.e., the surrounding rooms. What&#039;s interesting about asound is that it doesn&#039;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&#039;s room.&lt;br /&gt;
&lt;br /&gt;
Examples: 4017, 5683, 2217, 5494, 2714&lt;br /&gt;
&lt;br /&gt;
;ZECHO:mob zecho &amp;lt;string&amp;gt;&lt;br /&gt;
This command is a more powerful version of echo, echoing a message to every player in the mob&#039;s current area. Staff will get a &amp;quot;mob echo&amp;gt;&amp;quot; in front of every zecho message, but players won&#039;t. The applications of this command are pretty straightforward, and they can easily add some flavor to your area.&lt;br /&gt;
&lt;br /&gt;
Examples: 1035, 1003, 182&lt;br /&gt;
&lt;br /&gt;
;GECHO:mob gecho &amp;lt;string&amp;gt;&lt;br /&gt;
This command is a more powerful version of zecho, echoing a message to every player in the MUD. There probably aren&#039;t that many times anybody would want to use this, but it&#039;s a powerful command and it&#039;s there. Staff will get a &amp;quot;mob echo&amp;gt;&amp;quot; in front of every gecho message, but players won&#039;t.&lt;br /&gt;
&lt;br /&gt;
Examples: 419&lt;br /&gt;
&lt;br /&gt;
;GOTO:mob goto &amp;lt;location&amp;gt;&lt;br /&gt;
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. An interesting fact about goto is that it stops the mob&#039;s combat during the transfer, so it acts like a localized mob peace. Also, use of the goto command can disguise a mob&#039;s death cry - shown in the examples below. Mob goto can transfer through safe or no_mob room flags and can move sentinel mobs.&lt;br /&gt;
&lt;br /&gt;
Examples: 4004, 2712, 3116, 1021, 5555&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 2115, 4069, 1212, 1549, 2262, 71, 4851, 1053, 187, 733&lt;br /&gt;
&lt;br /&gt;
;TRANSFER:mob transfer &amp;lt;target&amp;gt; [location]&lt;br /&gt;
This command transfers the target to the given location. The location can be a room vnum or a single 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 &amp;quot;all,&amp;quot; which will move all characters in the mob&#039;s room. Mob transfer can transfer through safe or no_mob room flags and move sentinel mobs.&lt;br /&gt;
&lt;br /&gt;
Examples: 1452, 4014, 2708, 4854, 1714&lt;br /&gt;
&lt;br /&gt;
;GTRANSFER:mob transfer &amp;lt;target&amp;gt; [location]&lt;br /&gt;
This command works just like transfer, except it transfers everyone in the target&#039;s group as well as the target. However, you cannot gtransfer all. Besides that, it is entirely identical to transfer.&lt;br /&gt;
&lt;br /&gt;
Examples: None.&lt;br /&gt;
&lt;br /&gt;
;MLOAD:mob mload &amp;lt;vnum&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Examples: 1206, 1453, 39, 3119, 154&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 2729, 2262, 4076, 1404, 4849, 1563, 1003&lt;br /&gt;
&lt;br /&gt;
;OLOAD:mob oload &amp;lt;vnum&amp;gt; [level] [R] [W]&lt;br /&gt;
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. &amp;quot;R&amp;quot; will send the object to the room, and &amp;quot;W&amp;quot; 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&#039;s typical to simply use &#039;0 R&#039; or &#039;0 W&#039; to load objects in these ways. What&#039;s great about loading objects is that they can be used as &amp;quot;counters&amp;quot; in mobprogs, illustrated in some examples below.&lt;br /&gt;
&lt;br /&gt;
Examples: 1475, 1360, 3126, 2381, 2127&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 2232, 178, 5670, 4818&lt;br /&gt;
&lt;br /&gt;
;OTRANSFER:mob otransfer &amp;lt;target&amp;gt; &amp;lt;location&amp;gt;&lt;br /&gt;
This command transfers an object to a given location. The target object can be in the room, in the mob&#039;s inventory, or part of the mob&#039;s equipment. The location parameter can be a room vnum or an 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.&lt;br /&gt;
&lt;br /&gt;
Examples: 4868&lt;br /&gt;
&lt;br /&gt;
;PURGE:mob purge [target]&lt;br /&gt;
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&#039;s inventory or equipment. Mob purge will never purge player characters. A mob can &amp;quot;mob purge self,&amp;quot; but do so sparingly - it appears to be able to crash the MUD at times. When you do use &amp;quot;mob purge self,&amp;quot; try to place it as close to the end of mobprogs as possible. For extra security, always place &#039;break&#039; right after a mob purge self command.&lt;br /&gt;
&lt;br /&gt;
Examples: 53, 3149, 4829, 1581, 710&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 1005, 3123&lt;br /&gt;
&lt;br /&gt;
;JUNK:mob junk &amp;lt;item&amp;gt;&lt;br /&gt;
This command can destroy any item the mob has in inventory or is wearing as equipment. The &amp;lt;item&amp;gt; parameter is very versatile. You can junk all, or junk &#039;all something&#039;, 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&#039;s inventory. NOTE: items inside containers cannot be junked, but ifchks can see them.&lt;br /&gt;
&lt;br /&gt;
Examples: 1476, 2109, 1360, 2710, 4886&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 3146, 2216, 4015, 2387, 727, 1009, 1212, 5491, 3113&lt;br /&gt;
&lt;br /&gt;
;REMOVE:mob remove &amp;lt;target&amp;gt; &amp;lt;vnum/name&amp;gt;&lt;br /&gt;
This command removes the given object from the target&#039;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 &#039;mob remove $n sword&#039; 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&#039;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 &#039;mob remove&#039; things from players&#039; inventories without good reason.&lt;br /&gt;
&lt;br /&gt;
Examples: 1027, 4829, 1314, 1162, 5556&lt;br /&gt;
&lt;br /&gt;
;FLEE:mob flee&lt;br /&gt;
This command causes the mob to instantly run to an adjoining room. It only works if the mob is not currently fighting (simply use &#039;flee&#039; 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 &#039;leaves east&#039; 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&#039;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.&lt;br /&gt;
&lt;br /&gt;
Examples: 1006&lt;br /&gt;
&lt;br /&gt;
;KILL:mob kill &amp;lt;target&amp;gt;&lt;br /&gt;
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&#039;t attack itself, and charmed mobs can&#039;t attack their masters. When your mobile absolutely must attack someone, you want to use this instead of the regular kill command.&lt;br /&gt;
&lt;br /&gt;
Examples: 4700, 1456, 2712, 3123&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 1514, 2352, 3014, 1060, 161, 172&lt;br /&gt;
&lt;br /&gt;
;ASSIST:mob assist &amp;lt;target&amp;gt;&lt;br /&gt;
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&#039;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.&lt;br /&gt;
&lt;br /&gt;
Examples: None. This command is not mentioned in the standard mprog documentation.&lt;br /&gt;
&lt;br /&gt;
;HIT:mob hit &amp;lt;target&amp;gt;&lt;br /&gt;
Similar to Kill and Assist, this command causes the mob to attack the target. However, it doesn&#039;t care if the actor is already fighting -- this makes it useful for simulating special attacks.&lt;br /&gt;
&lt;br /&gt;
Examples: 1456&lt;br /&gt;
&lt;br /&gt;
;PEACE:mob peace&lt;br /&gt;
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&#039;s ideal for creating a gap in the fighting to execute commands that can&#039;t be done while fighting, then resuming the brawl. Additionally, it&#039;s a helpful command to use with inert or passive mobs.&lt;br /&gt;
&lt;br /&gt;
Examples: 5669, 4001, 3014, 172, 3139&lt;br /&gt;
&lt;br /&gt;
;SKILL:mob skill &amp;lt;command&amp;gt;&lt;br /&gt;
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%.&lt;br /&gt;
&lt;br /&gt;
Examples: 2511&lt;br /&gt;
&lt;br /&gt;
;DAMAGE:mob damage &amp;lt;target&amp;gt; &amp;lt;min&amp;gt; &amp;lt;max&amp;gt; [damtype] [lethal] [safe] [percent]&lt;br /&gt;
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 &#039;&#039;&#039;all&#039;&#039;&#039;, 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&#039;s hp above maximum. Note that healing this way ignores zombie status, distribute, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
Damtype specifies what [[damage type]] to use in respect to resistances and vulnerabilities. It can be any damage type you see with &amp;quot;? imm&amp;quot; in medit. A given mob damage can only have one given damtype.&amp;lt;br&amp;gt;&lt;br /&gt;
If you type &amp;quot;lethal&amp;quot; at the end of the command, the mob damage can kill the target. Otherwise, the target&#039;s hp will not drop below 0. [damtype] and [lethal]&#039;s positions in the command are interchangeable. If you type &amp;quot;safe&amp;quot; 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 &amp;quot;all&amp;quot; mob damages.&amp;lt;br&amp;gt;&lt;br /&gt;
The &amp;quot;percent&amp;quot; keyword changes the min and max from a damage quantity into a percentage of the target&#039;s maximum HP. It will not do more damage than the target&#039;s current HP, however.&lt;br /&gt;
&lt;br /&gt;
Examples: 4061, 4831, 1704, 1532&lt;br /&gt;
&lt;br /&gt;
;DAMECHO:mob damecho &amp;quot;message to target&amp;quot; &amp;quot;message to room&amp;quot; &amp;lt;target&amp;gt; &amp;lt;min&amp;gt; &amp;lt;max&amp;gt; [damtype] [lethal] [safe] [percent]&lt;br /&gt;
This command is extremely similar to &#039;mob damage&#039; 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. &lt;br /&gt;
&lt;br /&gt;
Examples: 701&lt;br /&gt;
&lt;br /&gt;
;CAST:mob cast &amp;lt;spell&amp;gt; [target]&lt;br /&gt;
This command allows a mob to cast any of the spells normally available to players. The spell parameter takes an argument, and you&#039;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&#039;s inventory, or, depending on the spell, no target at all. Mob cast costs no mana. You&#039;ll usually want to pair this command with a mob echo for more flavor.&lt;br /&gt;
&lt;br /&gt;
Examples: 4001, 2203, 4838, 301, 4716&lt;br /&gt;
&lt;br /&gt;
;MANA:mob mana &amp;lt;target&amp;gt; &amp;lt;min&amp;gt; &amp;lt;max&amp;gt;&lt;br /&gt;
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 &amp;quot;all,&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
Examples: 3139, 2748, 169, 701. This command is unique to CoD.&lt;br /&gt;
&lt;br /&gt;
;AWARD:mob award &amp;lt;target&amp;gt; &amp;lt;type&amp;gt; &amp;lt;value&amp;gt; [scaled]&lt;br /&gt;
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:&lt;br /&gt;
&lt;br /&gt;
 gold	-10000	10000		prac	10	-10		exp	-10000	10000&lt;br /&gt;
 silver	-10000	10000		train	5	-5 		align   -100    100&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The &#039;scaled&#039; 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.&lt;br /&gt;
&lt;br /&gt;
It&#039;s possible to use &#039;mob award $i&#039; but ONLY do this in event progs, where $i is the player.&lt;br /&gt;
&lt;br /&gt;
Examples: 2260, 4022, 1027, 1116, 32. This command is unique to CoD.&lt;br /&gt;
&lt;br /&gt;
;ADVANCE:mob advance &amp;lt;target&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
This command will advance the target to the specified level. This command MUST be used carefully, as it can reduce the target&#039;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 &#039;mob counter&#039; is the amount of levels you wish to grant the player:&lt;br /&gt;
&lt;br /&gt;
 mob remember $n&lt;br /&gt;
 mob counter $B&lt;br /&gt;
 mob counter 1&lt;br /&gt;
 mob advance $n $z&lt;br /&gt;
&lt;br /&gt;
;QUEST:mob quest &amp;lt;target&amp;gt; &amp;lt;+/-/=&amp;gt; &amp;lt;questflag&amp;gt;&lt;br /&gt;
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. &amp;lt;+/-/=&amp;gt; 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. &#039;truce1&#039;. &lt;br /&gt;
&lt;br /&gt;
Examples: 54, 3113, 2390, 4874, 1596. This command is unique to CoD.&lt;br /&gt;
&lt;br /&gt;
;PETIFY:mob petify &amp;lt;target&amp;gt; $i&lt;br /&gt;
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 &#039;self&#039; (variable $i) as the victim.&lt;br /&gt;
&lt;br /&gt;
Examples: 2106, 3196, 700, 707, 715. This command is unique to CoD.&lt;br /&gt;
&lt;br /&gt;
;FORCE:mob force &amp;lt;target&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
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 &amp;quot;all,&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
Examples: 5660, 3130, 2710, 3014, 2387&lt;br /&gt;
&lt;br /&gt;
;GFORCE:mob gforce &amp;lt;target&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
This command works just like force, except it forces everyone in the target&#039;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.&lt;br /&gt;
&lt;br /&gt;
Examples: 5276&lt;br /&gt;
&lt;br /&gt;
;VFORCE:mob vforce &amp;lt;vnum&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Examples: None.&lt;br /&gt;
&lt;br /&gt;
;MFORCE: mob mforce &amp;lt;target&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
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&#039;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 &#039;mob oload&#039; for a quest reward, as this bypasses item and weight carry limits, so there won&#039;t be any issues having them receive the item. &lt;br /&gt;
&lt;br /&gt;
Examples: None (for now).&lt;br /&gt;
&lt;br /&gt;
;AT:mob at &amp;lt;location&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
This command allows a mob to perform any single action at any location on the MUD. It&#039;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 any one word mob or object. The command parameter works just like a regular line of code in a mobprog. The &amp;lt;command&amp;gt; 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.&lt;br /&gt;
&lt;br /&gt;
Examples: 4073, 1003, 5664, 735, 2387&lt;br /&gt;
&lt;br /&gt;
;DELAY:mob delay &amp;lt;pulses&amp;gt;&lt;br /&gt;
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&#039;s delay trigger prog will execute, if it has one. Unless a mob has update_always, its delay counter won&#039;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.&lt;br /&gt;
&lt;br /&gt;
Examples: 182, 1005, 1502, 1061, 1806&lt;br /&gt;
&lt;br /&gt;
;CANCEL:mob cancel&lt;br /&gt;
This command cancels the mob&#039;s delay timer. It sets it to zero and stops the mob&#039;s delay triggers from activating. While waiting enough pulses will also let the delay timer reach zero, that will make the mob&#039;s delay triggers activate. This will not.&lt;br /&gt;
&lt;br /&gt;
Examples: 4011, 1009&lt;br /&gt;
&lt;br /&gt;
;REMEMBER:mob remember &amp;lt;target&amp;gt;&lt;br /&gt;
This command stores the name of a target in the mob&#039;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&#039;s name is stored as $q for the mob and will remain until a mob forget command, a new mob remember, or the mob&#039;s death. Mobs will remember players through player deaths, but will forget a player when that player logs out. A mob&#039;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.&lt;br /&gt;
&lt;br /&gt;
Examples: 4065, 1211, 1053, 1015, 160&lt;br /&gt;
&lt;br /&gt;
;FORGET:mob forget&lt;br /&gt;
This command empties the mob&#039;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).&lt;br /&gt;
&lt;br /&gt;
Examples: 738, 1501, 3142, 5508, 2727&lt;br /&gt;
&lt;br /&gt;
;CALL:mob call &amp;lt;vnum&amp;gt; [victim] [obj1] [obj2]&lt;br /&gt;
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 &#039;mob purge self&#039; 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.&lt;br /&gt;
&lt;br /&gt;
Examples: 1368, 47, 1400, 2395, 5661&lt;br /&gt;
&lt;br /&gt;
;COUNTER: mob counter &amp;lt;value OR &#039;zero&#039;&amp;gt;&lt;br /&gt;
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 &#039;zero&#039; sets the counter to zero.&lt;br /&gt;
&lt;br /&gt;
Examples: 21, 22&lt;br /&gt;
&lt;br /&gt;
;FACE:mob face &amp;lt;long/short/name&amp;gt; &amp;lt;string&amp;gt;&lt;br /&gt;
This command changes the mob&#039;s long or short desc, or name, to whatever is specified. &lt;br /&gt;
&lt;br /&gt;
Examples: 9038&lt;br /&gt;
&lt;br /&gt;
;FLAG:mob flag &amp;lt;victim&amp;gt; &amp;lt;flag type&amp;gt; &amp;lt;flag&amp;gt; +/-&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;SDAMAGE:mob sdamage ??? ???&lt;br /&gt;
Appears to be an uncoded solution to the problem that the $a flag fixed.&lt;br /&gt;
&lt;br /&gt;
;SPAWN:mob spawn &amp;lt;victim&amp;gt; &amp;lt;room vnum&amp;gt;&lt;br /&gt;
The Spawn command will change the target&#039;s recall point to the specified room vnum.&lt;br /&gt;
&lt;br /&gt;
Examples: 9098&lt;br /&gt;
&lt;br /&gt;
;RESCUE:mob rescue &amp;lt;victim&amp;gt;&lt;br /&gt;
The Rescue command works as the Rescue skill does, but without the restrictions on grouping or any skill checks.&lt;br /&gt;
&lt;br /&gt;
;EXITPERMIT:mob exitpermit&lt;br /&gt;
Exitpermit allows mobs with exit progs to allow the character through the exit normally, instead of requiring transfer commands or other sneaky tricks.&lt;br /&gt;
&lt;br /&gt;
Examples: 2917&lt;br /&gt;
&lt;br /&gt;
;ASSET:mob asset &amp;lt;victim&amp;gt; &amp;lt;art/sound&amp;gt; &amp;lt;file&amp;gt; [duration in beats]&lt;br /&gt;
The Asset command is used for enhanced asciiart and sound functions using the Project Tuna client. For advanced usage, see [[Project_Tuna#Mob Asset]].&lt;br /&gt;
&lt;br /&gt;
Examples: 10289, 12002&lt;br /&gt;
&lt;br /&gt;
;OSET: mob oset &amp;lt;object name&amp;gt; &amp;lt;field&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
****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.&lt;br /&gt;
&lt;br /&gt;
Value:&lt;br /&gt;
(a) = requires a string or bit/flag name in place of value&lt;br /&gt;
(#) = requires a numerical value&lt;br /&gt;
&lt;br /&gt;
Mob oset will only target objects in the mob&#039;s inventory or in the same room as the mob.&lt;br /&gt;
&lt;br /&gt;
;MSET: mob mset &amp;lt;target&amp;gt; &amp;lt;field&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
Fields: str(#), dex(#), sex(a/#), level(#), maxhp(#), hp(#), maxmana(#), mana(#), maxmove(#), move(#), alignment(#), wealth(#), damtype(a), hitroll(#), damroll(#), magroll(#), saves(#), dicecount(#), dicetype(#), acbash(#), acslash(#), acpierce(#), acexotic(#)&lt;br /&gt;
&lt;br /&gt;
This command seems to be incompletely implemented. Mobs can currently only mset themselves, but can be mob forced by other mobs to mset themselves.&lt;br /&gt;
&lt;br /&gt;
* See [[Oset_and_mset_tips_and_tricks]] for more information&lt;br /&gt;
&lt;br /&gt;
;RSET: mob rset &amp;lt;field&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
This allows a mob to temporarily edit the room they are standing in. These changes will not save through copyovers or crashes. Available fields: name &amp;lt;string&amp;gt;, desc &amp;lt;string&amp;gt;, heal &amp;lt;value&amp;gt;, mana &amp;lt;value&amp;gt;. There is a 255 character limit to &#039;mob rset desc &amp;lt;string&amp;gt;&#039;.&lt;br /&gt;
&lt;br /&gt;
;ADDLAG: mob addlag &amp;lt;target&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;CLAN: mob clan &amp;lt;target&amp;gt; &amp;lt;clan&amp;gt;&lt;br /&gt;
This command allows a mob to add a player to a clan instead of requiring an Immortal&#039;s assistance. The clan must already be created, however.&lt;br /&gt;
&lt;br /&gt;
;PRETITLE: mob mforce &amp;lt;target&amp;gt; mob pretitle self &amp;lt;pretitle&amp;gt;&lt;br /&gt;
This command allows a mob to set a player&#039;s pretitle instead of requiring an Immortal&#039;s assistance. Technically a mob can only set their own pretitle to avoid setting someone else&#039;s pretitle by mistake, so this syntax causes the mob to force the player to set their own pretitle.&lt;br /&gt;
&lt;br /&gt;
===MOB TRIGGERS===&lt;br /&gt;
&lt;br /&gt;
The triggers are listed alphabetically, since there aren&#039;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.&lt;br /&gt;
&lt;br /&gt;
;ACT:addmprog &amp;lt;vnum&amp;gt; act &amp;lt;phrase&amp;gt;&lt;br /&gt;
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 &amp;lt;phrase&amp;gt; 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 &amp;lt;phrase&amp;gt; itself will require the color codes in order to trigger correctly. Act triggers can use one or more words in &amp;lt;phrase&amp;gt; - to set the phrase as multiple words, surrounded the phrase with &amp;quot;quotation marks.&amp;quot; When triggered by someone&#039;s speech, the act prog will activate before the &amp;lt;phrase&amp;gt; is actually spoken - making it look out of order. Many mobiles have an act prog with the phrase &amp;quot;talks to you,&amp;quot; which triggers on the talk social. This is especially common in towns and with humanoid mobs.&lt;br /&gt;
&lt;br /&gt;
;BRIBE:addmprog &amp;lt;vnum&amp;gt; bribe &amp;lt;amount, in silver&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;DAMTYPE:addmprog &amp;lt;vnum&amp;gt; damtype &amp;lt;type of damage&amp;gt;&lt;br /&gt;
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&#039;s number, not its name:&lt;br /&gt;
  0 - None*     1 - Bash      2 - Pierce    3 - Slash     4 - Fire      5 - Cold      6 - Electric&lt;br /&gt;
  7 - Acid      8 - Poison    9 - Negative 10 - Holy     11 - Energy   12 - Mental   13 - Draining&lt;br /&gt;
 14 - Water    15 - Light    16 - Other*   17 - Harm*    18 - Charm    19 - Sound    20 - Wood&lt;br /&gt;
 21 - Silver   22 - Iron     23 - Wind     24 - Earth    25 - Dark&lt;br /&gt;
&lt;br /&gt;
* Very, very few attacks use the None, Other, Harm, or Charm damtype to actually deal damage.&lt;br /&gt;
&lt;br /&gt;
;DEATH:addmprog &amp;lt;vnum&amp;gt; death &amp;lt;percent&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;DELAY:addmprog &amp;lt;vnum&amp;gt; delay &amp;lt;percent&amp;gt;&lt;br /&gt;
The delay trigger is activated when the delay timer for the mob decrements to 0. To set a mob&#039;s delay timer, use the mob delay command. The trigger has a &amp;lt;percent&amp;gt; chance of activating when the delay timer hits 0, although in almost every usage of this command, 100 is used for the &amp;lt;percent&amp;gt; parameter. Delay triggers are known to occasionally and randomly not work. Delay timers will only count down if players are currently in the mob&#039;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.&lt;br /&gt;
&lt;br /&gt;
;EXALL:addmprog &amp;lt;vnum&amp;gt; exall &amp;lt;exit number&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;ENTRY:addmprog &amp;lt;vnum&amp;gt; entry &amp;lt;percent&amp;gt;&lt;br /&gt;
The entry trigger is activated whenever the mob walks into a new room. The trigger has a &amp;lt;percent&amp;gt; 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. &lt;br /&gt;
&lt;br /&gt;
;EXIT:addmprog &amp;lt;vnum&amp;gt; exit &amp;lt;exit number&amp;gt;&lt;br /&gt;
The exit trigger is checked whenever a PC tries to exit the mob&#039;s room. The trigger will activate whenever a player tries to use &amp;lt;exit number&amp;gt;&#039;s exit. It is important to note that if an exit trigger activates, the player&#039;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&#039;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.&lt;br /&gt;
&lt;br /&gt;
The following &amp;lt;exit numbers&amp;gt; collaborate with the indicated exits:&lt;br /&gt;
 0 - north  1 - east  2 - south  3 - west  4 - up&lt;br /&gt;
 5 - down   6 - ne    7 - nw     8 - se    9 - sw&lt;br /&gt;
&lt;br /&gt;
;FIGHT:addmprog &amp;lt;vnum&amp;gt; fight &amp;lt;percent&amp;gt;&lt;br /&gt;
The fight trigger is checked at the end of each combat round for the mob. The trigger has a &amp;lt;percent&amp;gt; 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.&lt;br /&gt;
&lt;br /&gt;
;GIVE:addmprog &amp;lt;vnum&amp;gt; give &amp;lt;object&amp;gt;&lt;br /&gt;
The give trigger is checked when an object is given to the mob. When an item of keyword &amp;lt;object&amp;gt; is given to the mob, the trigger activates. The phrase &#039;all&#039; can be used for &amp;lt;object&amp;gt; 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 &#039;all&#039; 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 &#039;give $o $n&#039; statement.&lt;br /&gt;
&lt;br /&gt;
;GRALL:addmprog &amp;lt;vnum&amp;gt; grall &amp;lt;percent&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;GREET:addmprog &amp;lt;vnum&amp;gt; greet &amp;lt;percent&amp;gt;&lt;br /&gt;
The greet trigger is checked whenever a character enters the room that the mob occupies. It has a &amp;lt;percent&amp;gt; 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. &lt;br /&gt;
&lt;br /&gt;
;HPCNT:addmprog &amp;lt;vnum&amp;gt; hpcnt &amp;lt;hp percent&amp;gt;&lt;br /&gt;
The hpcnt trigger is checked at the end of each combat round for the mob. The trigger will activate if the mob&#039;s hp percentage drops below the &amp;lt;hp percent&amp;gt; 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.&lt;br /&gt;
&lt;br /&gt;
;KILL:addmprog &amp;lt;vnum&amp;gt; kill &amp;lt;percent&amp;gt;&lt;br /&gt;
The kill trigger is checked when someone initiates combat with the mob. The trigger has a &amp;lt;percent&amp;gt; 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.&lt;br /&gt;
&lt;br /&gt;
;RANDOM:addmprog &amp;lt;vnum&amp;gt; random &amp;lt;percent&amp;gt;&lt;br /&gt;
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 &amp;lt;percent&amp;gt; chance of activating every mob pulse, but only if players are currently in the mob&#039;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.&lt;br /&gt;
&lt;br /&gt;
;SCHEDULE:addmprog &amp;lt;vnum&amp;gt; schedule &amp;lt;hour&amp;gt;&lt;br /&gt;
The schedule trigger is checked once every hour, on the hour. The &amp;lt;hour&amp;gt; parameter equals a number from 0 to 23, where 0 is midnight and 12 is noon. If the &amp;lt;hour&amp;gt; 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.&lt;br /&gt;
&lt;br /&gt;
;SPAWN:addmprog &amp;lt;vnum&amp;gt; spawn &amp;lt;percent&amp;gt;&lt;br /&gt;
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 &amp;lt;percent&amp;gt; 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.&lt;br /&gt;
&lt;br /&gt;
;SPEECH:addmprog &amp;lt;vnum&amp;gt; speech &amp;lt;phrase&amp;gt;&lt;br /&gt;
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 &#039;say&#039;, &#039;osay&#039;, or &#039;tell&#039; 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.&lt;br /&gt;
&lt;br /&gt;
;SURRENDER:addmprog &amp;lt;vnum&amp;gt; surrender &amp;lt;percent&amp;gt;&lt;br /&gt;
The surrender trigger, while present on the triggers list, is defunct and is not actually used.&lt;br /&gt;
&lt;br /&gt;
*I like using this trigger to show what mprogs my mob calls within its other mprogs. -Ageatii&lt;br /&gt;
&lt;br /&gt;
[[Category:Technical Information]]&lt;/div&gt;</summary>
		<author><name>Pascal</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=Atlas&amp;diff=2279</id>
		<title>Atlas</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=Atlas&amp;diff=2279"/>
		<updated>2019-06-15T12:57:16Z</updated>

		<summary type="html">&lt;p&gt;Pascal: Created page with &amp;quot;The atlas is a full sized map of the Cleft. Certain areas are not drawn on it, as they may be in places like the sky, space, or other planes of existence.   File:Atlas_pictu...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The atlas is a full sized map of the Cleft. Certain areas are not drawn on it, as they may be in places like the sky, space, or other planes of existence. &lt;br /&gt;
&lt;br /&gt;
[[File:Atlas_picture.png]]&lt;/div&gt;</summary>
		<author><name>Pascal</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=File:Atlas_picture.png&amp;diff=2278</id>
		<title>File:Atlas picture.png</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=File:Atlas_picture.png&amp;diff=2278"/>
		<updated>2019-06-15T12:55:18Z</updated>

		<summary type="html">&lt;p&gt;Pascal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Pascal</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=Mprog_Compendium&amp;diff=2277</id>
		<title>Mprog Compendium</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=Mprog_Compendium&amp;diff=2277"/>
		<updated>2019-06-09T20:05:56Z</updated>

		<summary type="html">&lt;p&gt;Pascal: /* IFCHECKS */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:2Mprog3.jpg|right|thumb|212px|No clear results from Google images on what an Mprog looks like.]]&lt;br /&gt;
&lt;br /&gt;
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&#039;re just a tourist, check out some [[Mprog Compendium/Examples|examples]]&lt;br /&gt;
&lt;br /&gt;
===IFCHECKS===&lt;br /&gt;
&lt;br /&gt;
    rand 		if rand 30		- if random number between 1 and 100 is &amp;lt; 30&lt;br /&gt;
    exists		if exists $n		- does $n exist somewhere&lt;br /&gt;
    ishere   		if ishere $q            - is $q in this room?&lt;br /&gt;
    mobexists		if mobexists fido	- is there a fido mob somewhere&lt;br /&gt;
    			if mobexists 1233	- is there mob vnum 1233 somewhere&lt;br /&gt;
    objexists		if objexists sword	- is there a sword obj somewhere&lt;br /&gt;
    			if objexists 1233	- is there obj vnum 1233 somewhere&lt;br /&gt;
    mobhere		if mobhere fido		- is there a &#039;fido&#039; mob in this room?&lt;br /&gt;
 			if mobhere 1233		- is there mob vnum 1233 in this room?&lt;br /&gt;
    objhere		if objhere bottle	- is there a &#039;bottle&#039; obj in this room?&lt;br /&gt;
 	-can&#039;t see in	if objhere 1233		- is there obj vnum 1233 in this room?&lt;br /&gt;
 	 containers&lt;br /&gt;
    isself		if isself $n            - evaluate equivalence between a character and the acting mob&lt;br /&gt;
    people		if people &amp;gt; 4		- does room contain &amp;gt; 4 people&lt;br /&gt;
    players		if players &amp;gt; 1		- does room contain &amp;gt; 1 pcs *in event obj progs the player doesn&#039;t count in if players checks&lt;br /&gt;
    mobs   		if mobs &amp;gt; 2		- does room contain &amp;gt; 2 mobiles&lt;br /&gt;
    clones		if clones &amp;gt; 3   	- are there &amp;gt; 3 mobs of $i&#039;s vnum here&lt;br /&gt;
    duplicates		if duplicates $n &amp;gt; 3	- are there &amp;gt; 3 mobs of $n&#039;s vnum here&lt;br /&gt;
    order		if order == 0		- is mob the first in room&lt;br /&gt;
 &lt;br /&gt;
    hour 		if hour &amp;gt; 11		- is the time &amp;gt; 11 o&#039;clock&lt;br /&gt;
         Sunrise occurs at 6am (hour 6)&lt;br /&gt;
         Sunset occurs at 6pm (hour 18)&lt;br /&gt;
    day                  if day &amp;gt; 0              - is today not the first day of the week&lt;br /&gt;
         0 - Mana Holy Day&lt;br /&gt;
         1 - Luna Day        &lt;br /&gt;
         2 - Salamando Day&lt;br /&gt;
         3 - Undine Day&lt;br /&gt;
         4 - Dryad Day&lt;br /&gt;
         5 - Jinn Day&lt;br /&gt;
         6 - Gnome Day&lt;br /&gt;
    sky  		if sky &amp;gt; 2     		- is the sky rating &amp;gt; cloudy&lt;br /&gt;
 	0 - dry&lt;br /&gt;
 	1 - cloudless&lt;br /&gt;
 	2 - cloudy&lt;br /&gt;
 	3 - raining&lt;br /&gt;
 	4 - lightning&lt;br /&gt;
    wind 		if wind &amp;gt; 2		- is the wind rating &amp;gt; breeze&lt;br /&gt;
 	0 - stale&lt;br /&gt;
 	1 - none&lt;br /&gt;
 	2 - breeze&lt;br /&gt;
 	3 - windy&lt;br /&gt;
 	4 - gale&lt;br /&gt;
    sector		if sector $i == 5       - sector check&lt;br /&gt;
        0 - inside       1 - city         2 - field        3 - forest     &lt;br /&gt;
        4 - hills        5 - mountain     6 - swim         7 - noswim&lt;br /&gt;
        8 - unused       9 - air          10 - desert      11 - rock&lt;br /&gt;
        12 - road        13 - enter       14 - snow        15 - swamp&lt;br /&gt;
        16 - jungle      17 - ruins       18 - mount2      19 - coastal&lt;br /&gt;
        20 - developed   21 - void        22 - lava&lt;br /&gt;
 &lt;br /&gt;
    ispc   		if ispc $n 		- is $n a pc&lt;br /&gt;
    isnpc		if isnpc $n 		- is $n a mobile&lt;br /&gt;
    isgood		if isgood $n 		- is $n good&lt;br /&gt;
    isevil		if isevil $n 		- is $n evil&lt;br /&gt;
    isneutral		if isneutral $n 	- is $n neutral&lt;br /&gt;
    isimmort		if isimmort $n		- is $n immortal&lt;br /&gt;
    ischarm		if ischarm $n		- is $n charmed */&lt;br /&gt;
    isfollow		if isfollow $n		- is $n following someone&lt;br /&gt;
    isactive		if isactive $n		- is $n&#039;s position &amp;gt; SLEEPING&lt;br /&gt;
    isdelay		if isdelay $i		- does $i currently have a delay counter&lt;br /&gt;
    isvisible		if isvisible $n		- can mob see $n&lt;br /&gt;
    isfighting		if isfighting $n        - fighting check&lt;br /&gt;
    hastarget		if hastarget $i		- does $i have a valid remembered target&lt;br /&gt;
    istarget		if istarget $n		- is $n mob&#039;s remember target&lt;br /&gt;
 &lt;br /&gt;
    affected		if affected $n blind	- is $n affected by blind&lt;br /&gt;
    affected2		if affected2 $n frenzy  - &#039;&#039;&#039;(second set of affects, see mob template for list)&#039;&#039;&#039;&lt;br /&gt;
    shielded  		if shielded $n charge	- is $n shielded by charge&lt;br /&gt;
    act			if act $i sentinel	- is $i flagged sentinel&lt;br /&gt;
    act2 		if act2 $i noattack	- is $i flagged noattack&lt;br /&gt;
    off           	if off $i berserk	- is $i flagged berserk&lt;br /&gt;
    imm           	if imm $i fire		- is $i immune to fire &lt;br /&gt;
    vuln    		if vuln $i electricity  - is $i vulnerable to electricity&lt;br /&gt;
    res        		if res $i cold          - is $i resistant to cold&lt;br /&gt;
    carries		if carries $n sword	- does $n have a &#039;sword&#039;&lt;br /&gt;
 			if carries $n 1233	- does $n have obj vnum 1233&lt;br /&gt;
                                                - (doesn&#039;t check to see if wearing, ONLY if in inventory)&lt;br /&gt;
    wears		if wears $n lantern	- is $n wearing a &#039;lantern&#039;&lt;br /&gt;
 			if wears $n 1233	- is $n wearing obj vnum 1233&lt;br /&gt;
    upon      		if upon $n motorcycle   - is $n riding/using as furniture a &#039;motorcycle&lt;br /&gt;
              		if upon $n 1233         - is $n riding/using as furniture obj vnum 1233&lt;br /&gt;
    has    		if has $n weapon	- does $n have obj of type weapon&lt;br /&gt;
    uses  		if uses $n armor	- is $n wearing obj of type armor&lt;br /&gt;
    pos			if pos $n standing	- is $n standing&lt;br /&gt;
    name  		if name $n puff		- is $n&#039;s name &#039;puff&#039;&lt;br /&gt;
    clan 		if clan $n &#039;tuna&#039; 	- does $n belong to clan &#039;tuna&#039;&lt;br /&gt;
    race 		if race $n dragon	- is $n of &#039;dragon&#039; race&lt;br /&gt;
    class		if class $n wizard	- is $n&#039;s class &#039;wizard&#039;&lt;br /&gt;
    subclass		if subclass $n &amp;gt; 0      - subclass check&lt;br /&gt;
    skill		if skill $n &#039;big boo&#039;   - does $n have the big boo skill&lt;br /&gt;
    skillchk		if skillchk $n &#039;fire&#039; &amp;gt; 90 - character&#039;s skill percentage check&lt;br /&gt;
    objtype		if objtype $o scroll	- is $o a scroll type obj&lt;br /&gt;
    quest		if quest $n nerb1	- is quest flag nerb1 toggled for $n&lt;br /&gt;
    remort		if remort $n &amp;gt; 1        - has $n remorted at least once?&lt;br /&gt;
                                                  (New characters start at &amp;quot;if remort == 1&amp;quot;;&lt;br /&gt;
                                                   first remort is at &amp;quot;if remort == 2&amp;quot;)&lt;br /&gt;
    brief 		if isbrief $n 		- does $n have &#039;brief&#039; toggled? *only works for players&lt;br /&gt;
 &lt;br /&gt;
    vnum 		if vnum $i == 1233  	- virtual number check&lt;br /&gt;
    room 		if room $i == 1233	- room virtual number&lt;br /&gt;
    roomaff		if roomaff sandstorm    - room affect check (&#039;? roomaff&#039; in editor to see valid flags)&lt;br /&gt;
    roomflag		if roomflag dark	- room flag check (&#039;? room&#039; in editor to see valid flags)&lt;br /&gt;
    align		if align $n &amp;lt; -1000	- alignment check&lt;br /&gt;
    level		if level $n &amp;lt; 5		- level check&lt;br /&gt;
         		if level $o == 0        - works on objects too&lt;br /&gt;
    sex			if sex $i == 0		- sex check&lt;br /&gt;
 	0 - none&lt;br /&gt;
 	1 - male&lt;br /&gt;
 	2 - female&lt;br /&gt;
 	3 - (unused)&lt;br /&gt;
 	4 - plural&lt;br /&gt;
 	5 - spivak&lt;br /&gt;
    innate		if innate $n == 1	- innate check&lt;br /&gt;
        0 - None&lt;br /&gt;
        1 - Water&lt;br /&gt;
        2 - Moon&lt;br /&gt;
        3 - Wood&lt;br /&gt;
        4 - None (Don&#039;t use)&lt;br /&gt;
        5 - Wind&lt;br /&gt;
        6 - Earth&lt;br /&gt;
        7 - Fire&lt;br /&gt;
    size		if size $n &amp;lt; 2		- size check&lt;br /&gt;
 	0 - tiny&lt;br /&gt;
 	1 - small&lt;br /&gt;
 	2 - medium&lt;br /&gt;
 	3 - large&lt;br /&gt;
 	4 - huge&lt;br /&gt;
 	5 - giant&lt;br /&gt;
 &lt;br /&gt;
    counter		if counter $i &amp;gt;= 6 	- mob counter check&lt;br /&gt;
    money		if money $n &amp;gt; 500	- money check (in silver)&lt;br /&gt;
    objval0		if objval0 $o &amp;gt; 1000 	- object value[] checks 0-4 (check object type in oedit for relevant variables)&lt;br /&gt;
    objval1						-for money in bribe triggers use objval0 for silver and objval1 for gold&lt;br /&gt;
    objval2&lt;br /&gt;
    objval3&lt;br /&gt;
    objval4&lt;br /&gt;
    objcost		if objcost $o &amp;gt;= 50 	- cost of the obj in silver&lt;br /&gt;
    objweight		if objweight $o &amp;lt; 100 	- weight of the obj in 1/10lbs&lt;br /&gt;
    objextra		if objextra $o glow 	- does $o have glow&lt;br /&gt;
    objextra2		if objextra2 $o unique 	- is $o unique&lt;br /&gt;
    objextra3		if objextra3 $o owned 	- is $o owned&lt;br /&gt;
    objcond 		if objcond $o &amp;gt; 50 	- object condition value check&lt;br /&gt;
 			if objcond pie &amp;gt; 50 	&lt;br /&gt;
 &lt;br /&gt;
    grpsize		if grpsize $n &amp;gt; 6	- group size check&lt;br /&gt;
 							-a solo player is a group size of 0&lt;br /&gt;
 							 -all pets and charmies count toward group size&lt;br /&gt;
 							  -they don&#039;t count if they aren&#039;t in the room with the target&lt;br /&gt;
    str			if str $n &amp;gt; 13		- strength check&lt;br /&gt;
    int			if int $i &amp;lt; 18		- intelligence check&lt;br /&gt;
    wis			if wis $q == 25		- wisdom check&lt;br /&gt;
    dex			if dex $f &amp;gt;= 8		- dexterity check&lt;br /&gt;
    con			if con $g &amp;lt;= 20		- constitution check&lt;br /&gt;
    hpchk		if hpchk $n &amp;lt; 15 	- hit point check&lt;br /&gt;
    hpcnt		if hpcnt $i &amp;gt; 30	- hit point percent check&lt;br /&gt;
    mpchk        	if mpchk $i &amp;gt; 8  	- mana point check&lt;br /&gt;
    mpcnt		if mpcnt $i &amp;gt; 50 	- mana percentage check&lt;br /&gt;
    mvchk 		if mvchk $i &amp;gt; 25 	- movement point check&lt;br /&gt;
    drunk		if drunk $n &amp;gt;= 5        - drunkenness check&lt;br /&gt;
 &lt;br /&gt;
 IFCHKS can be used with &#039;or&#039;, &#039;and&#039;, and &#039;else&#039;. Ex:&lt;br /&gt;
  	-NOTE: &#039;else&#039; can be combined with &#039;or&#039; and &#039;and&#039; ifchks.&lt;br /&gt;
 		if room $i &amp;gt;= 500 		- is the room vnum both greater than or equal to 500 and less than or equal to 1000?&lt;br /&gt;
 		and room $i &amp;lt;= 1000 			i.e. between 500 and 1000, including both 500 and 1000.&lt;br /&gt;
 &lt;br /&gt;
  		if dex $n &amp;gt; 12 			- are $n&#039;s dex AND str both greater than 12?&lt;br /&gt;
  		and str $n &amp;gt; 12&lt;br /&gt;
 &lt;br /&gt;
 		if hour &amp;gt;= 18 			- is the hour later than 6pm or earlier than 6am?&lt;br /&gt;
 		or hour &amp;lt;= 6 				i.e. is it between 6pm and 6am, including both 6pm and 6am.&lt;br /&gt;
 								*&#039;or&#039; must be used for this type of &#039;evening&#039; check because&lt;br /&gt;
 								the numbers don&#039;t circle like a real clock - it can&#039;t be both&lt;br /&gt;
 								greater than 18 and less than 6.&lt;br /&gt;
 		if class $n thief 		- is $n a thief OR a warrior?&lt;br /&gt;
 		or class $n warrior&lt;br /&gt;
 &lt;br /&gt;
 		if uses $n weapon 		- does $n have an object type of &#039;weapon&#039; equipped?&lt;br /&gt;
 		 mob exitpermit 			yes: they may pass through.&lt;br /&gt;
 		else&lt;br /&gt;
 		 say You need a weapon first! 		no: mob says You need a weapon first!&lt;br /&gt;
  		endif&lt;br /&gt;
 &lt;br /&gt;
       -If you want to get REALLY in-depth, you can use both &#039;and&#039; &amp;amp; &#039;or&#039; in a prog, too!&lt;br /&gt;
 &lt;br /&gt;
                if vnum $i == ####&lt;br /&gt;
                 if affected $i haste&lt;br /&gt;
                 or affected $i slow&lt;br /&gt;
                 and shielded $i zombie&lt;br /&gt;
                 say I can have either haste or slow, but I&#039;ll always have zombie!&lt;br /&gt;
                 else&lt;br /&gt;
                 say I have neither haste nor slow, and I totes don&#039;t have zombie, either.&lt;br /&gt;
                 endif&lt;br /&gt;
                endif&lt;br /&gt;
 &lt;br /&gt;
        Just be sure to watch the order of your ifchecks, it can make the difference between a working prog and a malfunctioning one!&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 Every if needs an endif. &#039;Or&#039;, &#039;and&#039;, and &#039;else&#039; do not require additional endifs.&lt;br /&gt;
&lt;br /&gt;
===VARIABLES===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
====Ifcheck Variables:====&lt;br /&gt;
 $f	the pet of the mob remember target&lt;br /&gt;
 $g	the master of the mob remember target&lt;br /&gt;
 $i	the acting mob himself&lt;br /&gt;
 $n	the target of the mob&lt;br /&gt;
 $o	the target object of the mob&lt;br /&gt;
 $p	the secondary target object of the mob (act trigger only)*&lt;br /&gt;
 $q	the mob remember target&lt;br /&gt;
 $r	random character in room&lt;br /&gt;
 $t	the secondary target of the mob (act trigger only)*&lt;br /&gt;
 $z	the counter of the acting mob&lt;br /&gt;
 &lt;br /&gt;
 For use in event mprogs:&lt;br /&gt;
 &lt;br /&gt;
 $n	is the targetted mob or player&lt;br /&gt;
 $o	is the targetted object&lt;br /&gt;
 $i	is the acting player&lt;br /&gt;
 $p	is the actual event item being activated&lt;br /&gt;
 $y	will always refer to the person using the event item&lt;br /&gt;
     (useful when the event forces other mobs)&lt;br /&gt;
 $n and $o cannot exist at the same time in an event mprog&lt;br /&gt;
 players are considered to be vnum 0 when using a &#039;vnum $i&#039; check.&lt;br /&gt;
&lt;br /&gt;
====General Variables:====&lt;br /&gt;
 	$a	the numerical damage amount of the last successful Mob Damage (only works with Mob Echo)&lt;br /&gt;
 	$b	the race (for PCs) or shortdesc (for mobs) of the mob&#039;s remember target&lt;br /&gt;
 	$B	the level of the mob&#039;s remember target&lt;br /&gt;
 	$e	the subject pronoun of the mob&#039;s target&lt;br /&gt;
 	$E	the subject pronoun of the mob&#039;s secondary target*&lt;br /&gt;
 	$f	the name of the pet of the mob&#039;s remember target&lt;br /&gt;
 	$F	the short desc of the pet of the mob&#039;s remember target&lt;br /&gt;
 	$g	the name of the master of the mob&#039;s remember target&lt;br /&gt;
 	$G	the short desc of the master of the mob&#039;s remember target&lt;br /&gt;
 	$i	the name of the acting mob&lt;br /&gt;
 	$I	the short desc of the acting mob&lt;br /&gt;
 	$j	the subject pronoun of the acting mob (he/she/it)&lt;br /&gt;
 	$J	the subject pronoun of a random character&lt;br /&gt;
 	$k	the object pronoun of the acting mob (him/her/it)&lt;br /&gt;
 	$K	the object pronoun of a random character&lt;br /&gt;
 	$l	the possessive adjective of the acting mob (his/her/its)&lt;br /&gt;
 	$L	the possessive adjective of a random character&lt;br /&gt;
 	$m	the object pronoun of the mob&#039;s target&lt;br /&gt;
 	$M	the object pronoun of the mob&#039;s secondary target*&lt;br /&gt;
 	$n	the name of the mob&#039;s target&lt;br /&gt;
 	$N	the short desc of the mob&#039;s target&lt;br /&gt;
 	$o	the name of the mob&#039;s object target&lt;br /&gt;
 	$O	the short desc of the mob&#039;s object target&lt;br /&gt;
 	$p	the name of the mob&#039;s secondary object target*&lt;br /&gt;
 	$P	the short desc of the mob&#039;s secondary object target*&lt;br /&gt;
 	$q	the name of the mob&#039;s remember target&lt;br /&gt;
 	$Q	the short desc of the mob&#039;s remember target&lt;br /&gt;
 	$r	the name of a random character&lt;br /&gt;
 	$R	the short desc of a random character&lt;br /&gt;
 	$s	the possessive adjective of the mob&#039;s target&lt;br /&gt;
 	$S	the possessive adjective of the mob&#039;s secondary target*&lt;br /&gt;
 	$t	the name of the mob&#039;s secondary target*&lt;br /&gt;
 	$T	the short desc of the mob&#039;s secondary target*&lt;br /&gt;
 	$X	the subject pronoun of the mob remember target&lt;br /&gt;
 	$Y	the object pronoun of the mob remember target&lt;br /&gt;
 	$z	the counter of the acting mob&lt;br /&gt;
 	$Z	the possessive adjective of the mob remember target&lt;br /&gt;
&lt;br /&gt;
OR:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!  !! Name !! Short Desc !! Subject Pronoun !! Object Pronoun !! Possessive Adjective&lt;br /&gt;
|-&lt;br /&gt;
|  || For Targetting || For Echoing || He/She/It || Him/Her/It || His/Her/Its&lt;br /&gt;
|-&lt;br /&gt;
|Acting Mob || $i || $I || $j || $k || $l&lt;br /&gt;
|-&lt;br /&gt;
|Mob&#039;s Target || $n || $N || $e || $m || $s&lt;br /&gt;
|-&lt;br /&gt;
|Secondary Target* || $t || $T || $E || $M || $S&lt;br /&gt;
|-&lt;br /&gt;
|Object Target || $o || $O&lt;br /&gt;
|-&lt;br /&gt;
|Secondary Object* || $p || $P&lt;br /&gt;
|-&lt;br /&gt;
|Random Character || $r || $R || $J || $K || $L&lt;br /&gt;
|-&lt;br /&gt;
|Mob Remember Target || $q || $Q || $X || $Y || $Z&lt;br /&gt;
|-&lt;br /&gt;
|Remember Target&#039;s Pet || $f || $F&lt;br /&gt;
|-&lt;br /&gt;
|Remember Target&#039;s Master|| $g || $G&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*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&#039;s attack and the mob had an act prog execute on that, Ami would be $t. $p and $t cannot exist at the same time.&lt;br /&gt;
&lt;br /&gt;
===MOB COMMANDS===&lt;br /&gt;
&lt;br /&gt;
The commands are grouped logically, not alphabetically. Commands that serve a similar purpose are grouped together, since I thought it would be more helpful that way. Every command has the appropriate syntax listed under it. Stuff in &amp;lt;brackets&amp;gt; denotes necessary parameters, stuff in [brackets] denotes unnecessary parameters. A synopsis of every command is listed as well. At the bottom of every entry I list examples of every command&#039;s usage. &lt;br /&gt;
&lt;br /&gt;
A list of examples is given for each command. Every command has up to five basic examples and a further list of advanced usages for the command. In general, I try to draw no more than one example from each area, unless a given area has two or more distinctly different advanced usages of a command. The examples can be accessed via mpdump.&lt;br /&gt;
&lt;br /&gt;
;ECHO:mob echo &amp;lt;string&amp;gt;&lt;br /&gt;
This command sends a text message to every player in the room. It is the basic command to output whatever you want via mobprogs. There are many more specialized versions of this command, all of which are listed below. Oftentimes echo is a better choice than having a mob say or emote something.&lt;br /&gt;
&lt;br /&gt;
Examples: 1362, 2206, 2553, 1161, 4715&lt;br /&gt;
&lt;br /&gt;
;ECHOAT:mob echoat &amp;lt;target&amp;gt; &amp;lt;string&amp;gt;&lt;br /&gt;
This command will echo a message to the specific player targetted in the room and no one else. In combination with the echoaround command, this can allow for messages that simulate real commands. Usually the echo command is preferable, but echoaround combined with echoat can allow for the distinction between &amp;quot;you&amp;quot; and &amp;quot;$n&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
Examples: 1072, 33, 152, 1502, 3007&lt;br /&gt;
&lt;br /&gt;
;ECHOAROUND:mob echoaround &amp;lt;target&amp;gt; &amp;lt;string&amp;gt;&lt;br /&gt;
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 &amp;quot;you&amp;quot; and &amp;quot;$n&amp;quot; in messages. Echoaround is generally useful when you want to hide certain messages from the target player.&lt;br /&gt;
&lt;br /&gt;
Examples: 1462, 4001, 4807, 3129, 4072&lt;br /&gt;
&lt;br /&gt;
;ASOUND:mob asound &amp;lt;string&amp;gt;&lt;br /&gt;
This command is similiar to echo. Unlike echo, however, asound will echo a message to every room that the mob&#039;s current room has an exit to - i.e., the surrounding rooms. What&#039;s interesting about asound is that it doesn&#039;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&#039;s room.&lt;br /&gt;
&lt;br /&gt;
Examples: 4017, 5683, 2217, 5494, 2714&lt;br /&gt;
&lt;br /&gt;
;ZECHO:mob zecho &amp;lt;string&amp;gt;&lt;br /&gt;
This command is a more powerful version of echo, echoing a message to every player in the mob&#039;s current area. Staff will get a &amp;quot;mob echo&amp;gt;&amp;quot; in front of every zecho message, but players won&#039;t. The applications of this command are pretty straightforward, and they can easily add some flavor to your area.&lt;br /&gt;
&lt;br /&gt;
Examples: 1035, 1003, 182&lt;br /&gt;
&lt;br /&gt;
;GECHO:mob gecho &amp;lt;string&amp;gt;&lt;br /&gt;
This command is a more powerful version of zecho, echoing a message to every player in the MUD. There probably aren&#039;t that many times anybody would want to use this, but it&#039;s a powerful command and it&#039;s there. Staff will get a &amp;quot;mob echo&amp;gt;&amp;quot; in front of every gecho message, but players won&#039;t.&lt;br /&gt;
&lt;br /&gt;
Examples: 419&lt;br /&gt;
&lt;br /&gt;
;GOTO:mob goto &amp;lt;location&amp;gt;&lt;br /&gt;
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. An interesting fact about goto is that it stops the mob&#039;s combat during the transfer, so it acts like a localized mob peace. Also, use of the goto command can disguise a mob&#039;s death cry - shown in the examples below. Mob goto can transfer through safe or no_mob room flags and can move sentinel mobs.&lt;br /&gt;
&lt;br /&gt;
Examples: 4004, 2712, 3116, 1021, 5555&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 2115, 4069, 1212, 1549, 2262, 71, 4851, 1053, 187, 733&lt;br /&gt;
&lt;br /&gt;
;TRANSFER:mob transfer &amp;lt;target&amp;gt; [location]&lt;br /&gt;
This command transfers the target to the given location. The location can be a room vnum or a single 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 &amp;quot;all,&amp;quot; which will move all characters in the mob&#039;s room. Mob transfer can transfer through safe or no_mob room flags and move sentinel mobs.&lt;br /&gt;
&lt;br /&gt;
Examples: 1452, 4014, 2708, 4854, 1714&lt;br /&gt;
&lt;br /&gt;
;GTRANSFER:mob transfer &amp;lt;target&amp;gt; [location]&lt;br /&gt;
This command works just like transfer, except it transfers everyone in the target&#039;s group as well as the target. However, you cannot gtransfer all. Besides that, it is entirely identical to transfer.&lt;br /&gt;
&lt;br /&gt;
Examples: None.&lt;br /&gt;
&lt;br /&gt;
;MLOAD:mob mload &amp;lt;vnum&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Examples: 1206, 1453, 39, 3119, 154&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 2729, 2262, 4076, 1404, 4849, 1563, 1003&lt;br /&gt;
&lt;br /&gt;
;OLOAD:mob oload &amp;lt;vnum&amp;gt; [level] [R] [W]&lt;br /&gt;
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. &amp;quot;R&amp;quot; will send the object to the room, and &amp;quot;W&amp;quot; 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&#039;s typical to simply use &#039;0 R&#039; or &#039;0 W&#039; to load objects in these ways. What&#039;s great about loading objects is that they can be used as &amp;quot;counters&amp;quot; in mobprogs, illustrated in some examples below.&lt;br /&gt;
&lt;br /&gt;
Examples: 1475, 1360, 3126, 2381, 2127&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 2232, 178, 5670, 4818&lt;br /&gt;
&lt;br /&gt;
;OTRANSFER:mob otransfer &amp;lt;target&amp;gt; &amp;lt;location&amp;gt;&lt;br /&gt;
This command transfers an object to a given location. The target object can be in the room, in the mob&#039;s inventory, or part of the mob&#039;s equipment. The location parameter can be a room vnum or an 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.&lt;br /&gt;
&lt;br /&gt;
Examples: 4868&lt;br /&gt;
&lt;br /&gt;
;PURGE:mob purge [target]&lt;br /&gt;
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&#039;s inventory or equipment. Mob purge will never purge player characters. A mob can &amp;quot;mob purge self,&amp;quot; but do so sparingly - it appears to be able to crash the MUD at times. When you do use &amp;quot;mob purge self,&amp;quot; try to place it as close to the end of mobprogs as possible. For extra security, always place &#039;break&#039; right after a mob purge self command.&lt;br /&gt;
&lt;br /&gt;
Examples: 53, 3149, 4829, 1581, 710&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 1005, 3123&lt;br /&gt;
&lt;br /&gt;
;JUNK:mob junk &amp;lt;item&amp;gt;&lt;br /&gt;
This command can destroy any item the mob has in inventory or is wearing as equipment. The &amp;lt;item&amp;gt; parameter is very versatile. You can junk all, or junk &#039;all something&#039;, 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&#039;s inventory. NOTE: items inside containers cannot be junked, but ifchks can see them.&lt;br /&gt;
&lt;br /&gt;
Examples: 1476, 2109, 1360, 2710, 4886&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 3146, 2216, 4015, 2387, 727, 1009, 1212, 5491, 3113&lt;br /&gt;
&lt;br /&gt;
;REMOVE:mob remove &amp;lt;target&amp;gt; &amp;lt;vnum/name&amp;gt;&lt;br /&gt;
This command removes the given object from the target&#039;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 &#039;mob remove $n sword&#039; 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&#039;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 &#039;mob remove&#039; things from players&#039; inventories without good reason.&lt;br /&gt;
&lt;br /&gt;
Examples: 1027, 4829, 1314, 1162, 5556&lt;br /&gt;
&lt;br /&gt;
;FLEE:mob flee&lt;br /&gt;
This command causes the mob to instantly run to an adjoining room. It only works if the mob is not currently fighting (simply use &#039;flee&#039; 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 &#039;leaves east&#039; 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&#039;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.&lt;br /&gt;
&lt;br /&gt;
Examples: 1006&lt;br /&gt;
&lt;br /&gt;
;KILL:mob kill &amp;lt;target&amp;gt;&lt;br /&gt;
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&#039;t attack itself, and charmed mobs can&#039;t attack their masters. When your mobile absolutely must attack someone, you want to use this instead of the regular kill command.&lt;br /&gt;
&lt;br /&gt;
Examples: 4700, 1456, 2712, 3123&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 1514, 2352, 3014, 1060, 161, 172&lt;br /&gt;
&lt;br /&gt;
;ASSIST:mob assist &amp;lt;target&amp;gt;&lt;br /&gt;
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&#039;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.&lt;br /&gt;
&lt;br /&gt;
Examples: None. This command is not mentioned in the standard mprog documentation.&lt;br /&gt;
&lt;br /&gt;
;HIT:mob hit &amp;lt;target&amp;gt;&lt;br /&gt;
Similar to Kill and Assist, this command causes the mob to attack the target. However, it doesn&#039;t care if the actor is already fighting -- this makes it useful for simulating special attacks.&lt;br /&gt;
&lt;br /&gt;
Examples: 1456&lt;br /&gt;
&lt;br /&gt;
;PEACE:mob peace&lt;br /&gt;
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&#039;s ideal for creating a gap in the fighting to execute commands that can&#039;t be done while fighting, then resuming the brawl. Additionally, it&#039;s a helpful command to use with inert or passive mobs.&lt;br /&gt;
&lt;br /&gt;
Examples: 5669, 4001, 3014, 172, 3139&lt;br /&gt;
&lt;br /&gt;
;SKILL:mob skill &amp;lt;command&amp;gt;&lt;br /&gt;
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%.&lt;br /&gt;
&lt;br /&gt;
Examples: 2511&lt;br /&gt;
&lt;br /&gt;
;DAMAGE:mob damage &amp;lt;target&amp;gt; &amp;lt;min&amp;gt; &amp;lt;max&amp;gt; [damtype] [lethal] [safe] [percent]&lt;br /&gt;
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 &#039;&#039;&#039;all&#039;&#039;&#039;, 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&#039;s hp above maximum. Note that healing this way ignores zombie status, distribute, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
Damtype specifies what [[damage type]] to use in respect to resistances and vulnerabilities. It can be any damage type you see with &amp;quot;? imm&amp;quot; in medit. A given mob damage can only have one given damtype.&amp;lt;br&amp;gt;&lt;br /&gt;
If you type &amp;quot;lethal&amp;quot; at the end of the command, the mob damage can kill the target. Otherwise, the target&#039;s hp will not drop below 0. [damtype] and [lethal]&#039;s positions in the command are interchangeable. If you type &amp;quot;safe&amp;quot; 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 &amp;quot;all&amp;quot; mob damages.&amp;lt;br&amp;gt;&lt;br /&gt;
The &amp;quot;percent&amp;quot; keyword changes the min and max from a damage quantity into a percentage of the target&#039;s maximum HP. It will not do more damage than the target&#039;s current HP, however.&lt;br /&gt;
&lt;br /&gt;
Examples: 4061, 4831, 1704, 1532&lt;br /&gt;
&lt;br /&gt;
;DAMECHO:mob damecho &amp;quot;message to target&amp;quot; &amp;quot;message to room&amp;quot; &amp;lt;target&amp;gt; &amp;lt;min&amp;gt; &amp;lt;max&amp;gt; [damtype] [lethal] [safe] [percent]&lt;br /&gt;
This command is extremely similar to &#039;mob damage&#039; 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. &lt;br /&gt;
&lt;br /&gt;
Examples: 701&lt;br /&gt;
&lt;br /&gt;
;CAST:mob cast &amp;lt;spell&amp;gt; [target]&lt;br /&gt;
This command allows a mob to cast any of the spells normally available to players. The spell parameter takes an argument, and you&#039;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&#039;s inventory, or, depending on the spell, no target at all. Mob cast costs no mana. You&#039;ll usually want to pair this command with a mob echo for more flavor.&lt;br /&gt;
&lt;br /&gt;
Examples: 4001, 2203, 4838, 301, 4716&lt;br /&gt;
&lt;br /&gt;
;MANA:mob mana &amp;lt;target&amp;gt; &amp;lt;min&amp;gt; &amp;lt;max&amp;gt;&lt;br /&gt;
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 &amp;quot;all,&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
Examples: 3139, 2748, 169, 701. This command is unique to CoD.&lt;br /&gt;
&lt;br /&gt;
;AWARD:mob award &amp;lt;target&amp;gt; &amp;lt;type&amp;gt; &amp;lt;value&amp;gt; [noscale]&lt;br /&gt;
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:&lt;br /&gt;
&lt;br /&gt;
 gold	-10000	10000		prac	10	-10		exp	-10000	10000&lt;br /&gt;
 silver	-10000	10000		train	5	-5 		align   -100    100&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The &#039;noscale&#039; argument is optional, and causes awarded experience to be a flat award regardless of the level of the player being awarded. Please keep in mind to level lock large experience rewards to keep quests relevant to the actual level of their area, when using noscale. Without &#039;noscale&#039;, &#039;mob award exp&#039; modifies awarded XP by 0-200% based on the level difference between target and mob, like XP gained from kills.&lt;br /&gt;
&lt;br /&gt;
It&#039;s possible to use &#039;mob award $i&#039; but ONLY do this in event progs, where $i is the player.&lt;br /&gt;
&lt;br /&gt;
Examples: 2260, 4022, 1027, 1116, 32. This command is unique to CoD.&lt;br /&gt;
&lt;br /&gt;
;ADVANCE:mob advance &amp;lt;target&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
This command will advance the target to the specified level. This command MUST be used carefully, as it can reduce the target&#039;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 &#039;mob counter&#039; is the amount of levels you wish to grant the player:&lt;br /&gt;
&lt;br /&gt;
 mob remember $n&lt;br /&gt;
 mob counter $B&lt;br /&gt;
 mob counter 1&lt;br /&gt;
 mob advance $n $z&lt;br /&gt;
&lt;br /&gt;
;QUEST:mob quest &amp;lt;target&amp;gt; &amp;lt;+/-/=&amp;gt; &amp;lt;questflag&amp;gt;&lt;br /&gt;
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. &amp;lt;+/-/=&amp;gt; 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. &#039;truce1&#039;. &lt;br /&gt;
&lt;br /&gt;
Examples: 54, 3113, 2390, 4874, 1596. This command is unique to CoD.&lt;br /&gt;
&lt;br /&gt;
;PETIFY:mob petify &amp;lt;target&amp;gt; $i&lt;br /&gt;
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 &#039;self&#039; (variable $i) as the victim.&lt;br /&gt;
&lt;br /&gt;
Examples: 2106, 3196, 700, 707, 715. This command is unique to CoD.&lt;br /&gt;
&lt;br /&gt;
;FORCE:mob force &amp;lt;target&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
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 &amp;quot;all,&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
Examples: 5660, 3130, 2710, 3014, 2387&lt;br /&gt;
&lt;br /&gt;
;GFORCE:mob gforce &amp;lt;target&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
This command works just like force, except it forces everyone in the target&#039;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.&lt;br /&gt;
&lt;br /&gt;
Examples: 5276&lt;br /&gt;
&lt;br /&gt;
;VFORCE:mob vforce &amp;lt;vnum&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Examples: None.&lt;br /&gt;
&lt;br /&gt;
;MFORCE: mob mforce &amp;lt;target&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
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&#039;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 &#039;mob oload&#039; for a quest reward, as this bypasses item and weight carry limits, so there won&#039;t be any issues having them receive the item. &lt;br /&gt;
&lt;br /&gt;
Examples: None (for now).&lt;br /&gt;
&lt;br /&gt;
;AT:mob at &amp;lt;location&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
This command allows a mob to perform any single action at any location on the MUD. It&#039;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 any one word mob or object. The command parameter works just like a regular line of code in a mobprog. The &amp;lt;command&amp;gt; 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.&lt;br /&gt;
&lt;br /&gt;
Examples: 4073, 1003, 5664, 735, 2387&lt;br /&gt;
&lt;br /&gt;
;DELAY:mob delay &amp;lt;pulses&amp;gt;&lt;br /&gt;
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&#039;s delay trigger prog will execute, if it has one. Unless a mob has update_always, its delay counter won&#039;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.&lt;br /&gt;
&lt;br /&gt;
Examples: 182, 1005, 1502, 1061, 1806&lt;br /&gt;
&lt;br /&gt;
;CANCEL:mob cancel&lt;br /&gt;
This command cancels the mob&#039;s delay timer. It sets it to zero and stops the mob&#039;s delay triggers from activating. While waiting enough pulses will also let the delay timer reach zero, that will make the mob&#039;s delay triggers activate. This will not.&lt;br /&gt;
&lt;br /&gt;
Examples: 4011, 1009&lt;br /&gt;
&lt;br /&gt;
;REMEMBER:mob remember &amp;lt;target&amp;gt;&lt;br /&gt;
This command stores the name of a target in the mob&#039;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&#039;s name is stored as $q for the mob and will remain until a mob forget command, a new mob remember, or the mob&#039;s death. Mobs will remember players through player deaths, but will forget a player when that player logs out. A mob&#039;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.&lt;br /&gt;
&lt;br /&gt;
Examples: 4065, 1211, 1053, 1015, 160&lt;br /&gt;
&lt;br /&gt;
;FORGET:mob forget&lt;br /&gt;
This command empties the mob&#039;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).&lt;br /&gt;
&lt;br /&gt;
Examples: 738, 1501, 3142, 5508, 2727&lt;br /&gt;
&lt;br /&gt;
;CALL:mob call &amp;lt;vnum&amp;gt; [victim] [obj1] [obj2]&lt;br /&gt;
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 &#039;mob purge self&#039; 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.&lt;br /&gt;
&lt;br /&gt;
Examples: 1368, 47, 1400, 2395, 5661&lt;br /&gt;
&lt;br /&gt;
;COUNTER: mob counter &amp;lt;value OR &#039;zero&#039;&amp;gt;&lt;br /&gt;
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 &#039;zero&#039; sets the counter to zero.&lt;br /&gt;
&lt;br /&gt;
Examples: 21, 22&lt;br /&gt;
&lt;br /&gt;
;FACE:mob face &amp;lt;long/short/name&amp;gt; &amp;lt;string&amp;gt;&lt;br /&gt;
This command changes the mob&#039;s long or short desc, or name, to whatever is specified. &lt;br /&gt;
&lt;br /&gt;
Examples: 9038&lt;br /&gt;
&lt;br /&gt;
;FLAG:mob flag &amp;lt;victim&amp;gt; &amp;lt;flag type&amp;gt; &amp;lt;flag&amp;gt; +/-&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;SDAMAGE:mob sdamage ??? ???&lt;br /&gt;
Appears to be an uncoded solution to the problem that the $a flag fixed.&lt;br /&gt;
&lt;br /&gt;
;SPAWN:mob spawn &amp;lt;victim&amp;gt; &amp;lt;room vnum&amp;gt;&lt;br /&gt;
The Spawn command will change the target&#039;s recall point to the specified room vnum.&lt;br /&gt;
&lt;br /&gt;
Examples: 9098&lt;br /&gt;
&lt;br /&gt;
;RESCUE:mob rescue &amp;lt;victim&amp;gt;&lt;br /&gt;
The Rescue command works as the Rescue skill does, but without the restrictions on grouping or any skill checks.&lt;br /&gt;
&lt;br /&gt;
;EXITPERMIT:mob exitpermit&lt;br /&gt;
Exitpermit allows mobs with exit progs to allow the character through the exit normally, instead of requiring transfer commands or other sneaky tricks.&lt;br /&gt;
&lt;br /&gt;
Examples: 2917&lt;br /&gt;
&lt;br /&gt;
;ASSET:mob asset &amp;lt;victim&amp;gt; &amp;lt;art/sound&amp;gt; &amp;lt;file&amp;gt; [duration in beats]&lt;br /&gt;
The Asset command is used for enhanced asciiart and sound functions using the Project Tuna client. For advanced usage, see [[Project_Tuna#Mob Asset]].&lt;br /&gt;
&lt;br /&gt;
Examples: 10289, 12002&lt;br /&gt;
&lt;br /&gt;
;OSET: mob oset &amp;lt;object name&amp;gt; &amp;lt;field&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
****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.&lt;br /&gt;
&lt;br /&gt;
Value:&lt;br /&gt;
(a) = requires a string or bit/flag name in place of value&lt;br /&gt;
(#) = requires a numerical value&lt;br /&gt;
&lt;br /&gt;
Mob oset will only target objects in the mob&#039;s inventory or in the same room as the mob.&lt;br /&gt;
&lt;br /&gt;
;MSET: mob mset &amp;lt;target&amp;gt; &amp;lt;field&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
Fields: str(#), dex(#), sex(a/#), level(#), maxhp(#), hp(#), maxmana(#), mana(#), maxmove(#), move(#), alignment(#), wealth(#), damtype(a), hitroll(#), damroll(#), magroll(#), saves(#), dicecount(#), dicetype(#), acbash(#), acslash(#), acpierce(#), acexotic(#)&lt;br /&gt;
&lt;br /&gt;
This command seems to be incompletely implemented. Mobs can currently only mset themselves, but can be mob forced by other mobs to mset themselves.&lt;br /&gt;
&lt;br /&gt;
* See [[Oset_and_mset_tips_and_tricks]] for more information&lt;br /&gt;
&lt;br /&gt;
;RSET: mob rset &amp;lt;field&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
This allows a mob to temporarily edit the room they are standing in. These changes will not save through copyovers or crashes. Available fields: name &amp;lt;string&amp;gt;, desc &amp;lt;string&amp;gt;, heal &amp;lt;value&amp;gt;, mana &amp;lt;value&amp;gt;. There is a 255 character limit to &#039;mob rset desc &amp;lt;string&amp;gt;&#039;.&lt;br /&gt;
&lt;br /&gt;
;ADDLAG: mob addlag &amp;lt;target&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;CLAN: mob clan &amp;lt;target&amp;gt; &amp;lt;clan&amp;gt;&lt;br /&gt;
This command allows a mob to add a player to a clan instead of requiring an Immortal&#039;s assistance. The clan must already be created, however.&lt;br /&gt;
&lt;br /&gt;
;PRETITLE: mob mforce &amp;lt;target&amp;gt; mob pretitle self &amp;lt;pretitle&amp;gt;&lt;br /&gt;
This command allows a mob to set a player&#039;s pretitle instead of requiring an Immortal&#039;s assistance. Technically a mob can only set their own pretitle to avoid setting someone else&#039;s pretitle by mistake, so this syntax causes the mob to force the player to set their own pretitle.&lt;br /&gt;
&lt;br /&gt;
===MOB TRIGGERS===&lt;br /&gt;
&lt;br /&gt;
The triggers are listed alphabetically, since there aren&#039;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.&lt;br /&gt;
&lt;br /&gt;
;ACT:addmprog &amp;lt;vnum&amp;gt; act &amp;lt;phrase&amp;gt;&lt;br /&gt;
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 &amp;lt;phrase&amp;gt; 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 &amp;lt;phrase&amp;gt; itself will require the color codes in order to trigger correctly. Act triggers can use one or more words in &amp;lt;phrase&amp;gt; - to set the phrase as multiple words, surrounded the phrase with &amp;quot;quotation marks.&amp;quot; When triggered by someone&#039;s speech, the act prog will activate before the &amp;lt;phrase&amp;gt; is actually spoken - making it look out of order. Many mobiles have an act prog with the phrase &amp;quot;talks to you,&amp;quot; which triggers on the talk social. This is especially common in towns and with humanoid mobs.&lt;br /&gt;
&lt;br /&gt;
;BRIBE:addmprog &amp;lt;vnum&amp;gt; bribe &amp;lt;amount, in silver&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;DAMTYPE:addmprog &amp;lt;vnum&amp;gt; damtype &amp;lt;type of damage&amp;gt;&lt;br /&gt;
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&#039;s number, not its name:&lt;br /&gt;
  0 - None*     1 - Bash      2 - Pierce    3 - Slash     4 - Fire      5 - Cold      6 - Electric&lt;br /&gt;
  7 - Acid      8 - Poison    9 - Negative 10 - Holy     11 - Energy   12 - Mental   13 - Draining&lt;br /&gt;
 14 - Water    15 - Light    16 - Other*   17 - Harm*    18 - Charm    19 - Sound    20 - Wood&lt;br /&gt;
 21 - Silver   22 - Iron     23 - Wind     24 - Earth    25 - Dark&lt;br /&gt;
&lt;br /&gt;
* Very, very few attacks use the None, Other, Harm, or Charm damtype to actually deal damage.&lt;br /&gt;
&lt;br /&gt;
;DEATH:addmprog &amp;lt;vnum&amp;gt; death &amp;lt;percent&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;DELAY:addmprog &amp;lt;vnum&amp;gt; delay &amp;lt;percent&amp;gt;&lt;br /&gt;
The delay trigger is activated when the delay timer for the mob decrements to 0. To set a mob&#039;s delay timer, use the mob delay command. The trigger has a &amp;lt;percent&amp;gt; chance of activating when the delay timer hits 0, although in almost every usage of this command, 100 is used for the &amp;lt;percent&amp;gt; parameter. Delay triggers are known to occasionally and randomly not work. Delay timers will only count down if players are currently in the mob&#039;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.&lt;br /&gt;
&lt;br /&gt;
;EXALL:addmprog &amp;lt;vnum&amp;gt; exall &amp;lt;exit number&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;ENTRY:addmprog &amp;lt;vnum&amp;gt; entry &amp;lt;percent&amp;gt;&lt;br /&gt;
The entry trigger is activated whenever the mob walks into a new room. The trigger has a &amp;lt;percent&amp;gt; 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. &lt;br /&gt;
&lt;br /&gt;
;EXIT:addmprog &amp;lt;vnum&amp;gt; exit &amp;lt;exit number&amp;gt;&lt;br /&gt;
The exit trigger is checked whenever a PC tries to exit the mob&#039;s room. The trigger will activate whenever a player tries to use &amp;lt;exit number&amp;gt;&#039;s exit. It is important to note that if an exit trigger activates, the player&#039;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&#039;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.&lt;br /&gt;
&lt;br /&gt;
The following &amp;lt;exit numbers&amp;gt; collaborate with the indicated exits:&lt;br /&gt;
 0 - north  1 - east  2 - south  3 - west  4 - up&lt;br /&gt;
 5 - down   6 - ne    7 - nw     8 - se    9 - sw&lt;br /&gt;
&lt;br /&gt;
;FIGHT:addmprog &amp;lt;vnum&amp;gt; fight &amp;lt;percent&amp;gt;&lt;br /&gt;
The fight trigger is checked at the end of each combat round for the mob. The trigger has a &amp;lt;percent&amp;gt; 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.&lt;br /&gt;
&lt;br /&gt;
;GIVE:addmprog &amp;lt;vnum&amp;gt; give &amp;lt;object&amp;gt;&lt;br /&gt;
The give trigger is checked when an object is given to the mob. When an item of keyword &amp;lt;object&amp;gt; is given to the mob, the trigger activates. The phrase &#039;all&#039; can be used for &amp;lt;object&amp;gt; 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 &#039;all&#039; 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 &#039;give $o $n&#039; statement.&lt;br /&gt;
&lt;br /&gt;
;GRALL:addmprog &amp;lt;vnum&amp;gt; grall &amp;lt;percent&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;GREET:addmprog &amp;lt;vnum&amp;gt; greet &amp;lt;percent&amp;gt;&lt;br /&gt;
The greet trigger is checked whenever a character enters the room that the mob occupies. It has a &amp;lt;percent&amp;gt; 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. &lt;br /&gt;
&lt;br /&gt;
;HPCNT:addmprog &amp;lt;vnum&amp;gt; hpcnt &amp;lt;hp percent&amp;gt;&lt;br /&gt;
The hpcnt trigger is checked at the end of each combat round for the mob. The trigger will activate if the mob&#039;s hp percentage drops below the &amp;lt;hp percent&amp;gt; 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.&lt;br /&gt;
&lt;br /&gt;
;KILL:addmprog &amp;lt;vnum&amp;gt; kill &amp;lt;percent&amp;gt;&lt;br /&gt;
The kill trigger is checked when someone initiates combat with the mob. The trigger has a &amp;lt;percent&amp;gt; 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.&lt;br /&gt;
&lt;br /&gt;
;RANDOM:addmprog &amp;lt;vnum&amp;gt; random &amp;lt;percent&amp;gt;&lt;br /&gt;
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 &amp;lt;percent&amp;gt; chance of activating every mob pulse, but only if players are currently in the mob&#039;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.&lt;br /&gt;
&lt;br /&gt;
;SCHEDULE:addmprog &amp;lt;vnum&amp;gt; schedule &amp;lt;hour&amp;gt;&lt;br /&gt;
The schedule trigger is checked once every hour, on the hour. The &amp;lt;hour&amp;gt; parameter equals a number from 0 to 23, where 0 is midnight and 12 is noon. If the &amp;lt;hour&amp;gt; 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.&lt;br /&gt;
&lt;br /&gt;
;SPAWN:addmprog &amp;lt;vnum&amp;gt; spawn &amp;lt;percent&amp;gt;&lt;br /&gt;
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 &amp;lt;percent&amp;gt; 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.&lt;br /&gt;
&lt;br /&gt;
;SPEECH:addmprog &amp;lt;vnum&amp;gt; speech &amp;lt;phrase&amp;gt;&lt;br /&gt;
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 &#039;say&#039;, &#039;osay&#039;, or &#039;tell&#039; 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.&lt;br /&gt;
&lt;br /&gt;
;SURRENDER:addmprog &amp;lt;vnum&amp;gt; surrender &amp;lt;percent&amp;gt;&lt;br /&gt;
The surrender trigger, while present on the triggers list, is defunct and is not actually used.&lt;br /&gt;
&lt;br /&gt;
*I like using this trigger to show what mprogs my mob calls within its other mprogs. -Ageatii&lt;br /&gt;
&lt;br /&gt;
[[Category:Technical Information]]&lt;/div&gt;</summary>
		<author><name>Pascal</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=Mprog_Compendium&amp;diff=2272</id>
		<title>Mprog Compendium</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=Mprog_Compendium&amp;diff=2272"/>
		<updated>2019-05-28T14:18:23Z</updated>

		<summary type="html">&lt;p&gt;Pascal: /* IFCHECKS */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:2Mprog3.jpg|right|thumb|212px|No clear results from Google images on what an Mprog looks like.]]&lt;br /&gt;
&lt;br /&gt;
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&#039;re just a tourist, check out some [[Mprog Compendium/Examples|examples]]&lt;br /&gt;
&lt;br /&gt;
===IFCHECKS===&lt;br /&gt;
&lt;br /&gt;
    rand 		if rand 30		- if random number between 1 and 100 is &amp;lt; 30&lt;br /&gt;
    exists		if exists $n		- does $n exist somewhere&lt;br /&gt;
    ishere   		if ishere $q            - is $q in this room?&lt;br /&gt;
    mobexists		if mobexists fido	- is there a fido mob somewhere&lt;br /&gt;
    			if mobexists 1233	- is there mob vnum 1233 somewhere&lt;br /&gt;
    objexists		if objexists sword	- is there a sword obj somewhere&lt;br /&gt;
    			if objexists 1233	- is there obj vnum 1233 somewhere&lt;br /&gt;
    mobhere		if mobhere fido		- is there a &#039;fido&#039; mob in this room?&lt;br /&gt;
 			if mobhere 1233		- is there mob vnum 1233 in this room?&lt;br /&gt;
    objhere		if objhere bottle	- is there a &#039;bottle&#039; obj in this room?&lt;br /&gt;
 	-can&#039;t see in	if objhere 1233		- is there obj vnum 1233 in this room?&lt;br /&gt;
 	 containers&lt;br /&gt;
    isself		if isself $n            - evaluate equivalence between a character and the acting mob&lt;br /&gt;
    people		if people &amp;gt; 4		- does room contain &amp;gt; 4 people&lt;br /&gt;
    players		if players &amp;gt; 1		- does room contain &amp;gt; 1 pcs *in event obj progs the player doesn&#039;t count in if players checks&lt;br /&gt;
    mobs   		if mobs &amp;gt; 2		- does room contain &amp;gt; 2 mobiles&lt;br /&gt;
    clones		if clones &amp;gt; 3   	- are there &amp;gt; 3 mobs of $i&#039;s vnum here&lt;br /&gt;
    duplicates		if duplicates $n &amp;gt; 3	- are there &amp;gt; 3 mobs of $n&#039;s vnum here&lt;br /&gt;
    order		if order == 0		- is mob the first in room&lt;br /&gt;
 &lt;br /&gt;
    hour 		if hour &amp;gt; 11		- is the time &amp;gt; 11 o&#039;clock&lt;br /&gt;
         Sunrise occurs at 6am (hour 6)&lt;br /&gt;
         Sunset occurs at 6pm (hour 18)&lt;br /&gt;
    day                  if day &amp;gt; 0              - is today not the first day of the week&lt;br /&gt;
         0 - Mana Holy Day&lt;br /&gt;
         1 - Luna Day        &lt;br /&gt;
         2 - Salamando Day&lt;br /&gt;
         3 - Undine Day&lt;br /&gt;
         4 - Dryad Day&lt;br /&gt;
         5 - Jinn Day&lt;br /&gt;
         6 - Gnome Day&lt;br /&gt;
    sky  		if sky &amp;gt; 2     		- is the sky rating &amp;gt; cloudy&lt;br /&gt;
 	0 - dry&lt;br /&gt;
 	1 - cloudless&lt;br /&gt;
 	2 - cloudy&lt;br /&gt;
 	3 - raining&lt;br /&gt;
 	4 - lightning&lt;br /&gt;
    wind 		if wind &amp;gt; 2		- is the wind rating &amp;gt; breeze&lt;br /&gt;
 	0 - stale&lt;br /&gt;
 	1 - none&lt;br /&gt;
 	2 - breeze&lt;br /&gt;
 	3 - windy&lt;br /&gt;
 	4 - gale&lt;br /&gt;
    sector		if sector $i == 5       - sector check&lt;br /&gt;
        0 - inside       1 - city         2 - field        3 - forest     &lt;br /&gt;
        4 - hills        5 - mountain     6 - swim         7 - noswim&lt;br /&gt;
        8 - unused       9 - air          10 - desert      11 - rock&lt;br /&gt;
        12 - road        13 - enter       14 - snow        15 - swamp&lt;br /&gt;
        16 - jungle      17 - ruins       18 - mount2      19 - coastal&lt;br /&gt;
        20 - developed   21 - void        22 - lava&lt;br /&gt;
 &lt;br /&gt;
    ispc   		if ispc $n 		- is $n a pc&lt;br /&gt;
    isnpc		if isnpc $n 		- is $n a mobile&lt;br /&gt;
    isgood		if isgood $n 		- is $n good&lt;br /&gt;
    isevil		if isevil $n 		- is $n evil&lt;br /&gt;
    isneutral		if isneutral $n 	- is $n neutral&lt;br /&gt;
    isimmort		if isimmort $n		- is $n immortal&lt;br /&gt;
    ischarm		if ischarm $n		- is $n charmed */&lt;br /&gt;
    isfollow		if isfollow $n		- is $n following someone&lt;br /&gt;
    isactive		if isactive $n		- is $n&#039;s position &amp;gt; SLEEPING&lt;br /&gt;
    isdelay		if isdelay $i		- does $i currently have a delay counter&lt;br /&gt;
    isvisible		if isvisible $n		- can mob see $n&lt;br /&gt;
    isfighting		if isfighting $n        - fighting check&lt;br /&gt;
    hastarget		if hastarget $i		- does $i have a valid remembered target&lt;br /&gt;
    istarget		if istarget $n		- is $n mob&#039;s remember target&lt;br /&gt;
 &lt;br /&gt;
    affected		if affected $n blind	- is $n affected by blind&lt;br /&gt;
    affected2		if affected2 $n frenzy  - &#039;&#039;&#039;(second set of affects, see mob template for list)&#039;&#039;&#039;&lt;br /&gt;
    shielded  		if shielded $n charge	- is $n shielded by charge&lt;br /&gt;
    act			if act $i sentinel	- is $i flagged sentinel&lt;br /&gt;
    act2 		if act2 $i noattack	- is $i flagged noattack&lt;br /&gt;
    off           	if off $i berserk	- is $i flagged berserk&lt;br /&gt;
    imm           	if imm $i fire		- is $i immune to fire &lt;br /&gt;
    vuln    		if vuln $i electricity  - is $i vulnerable to electricity&lt;br /&gt;
    res        		if res $i cold          - is $i resistant to cold&lt;br /&gt;
    carries		if carries $n sword	- does $n have a &#039;sword&#039;&lt;br /&gt;
 			if carries $n 1233	- does $n have obj vnum 1233&lt;br /&gt;
                                                - (doesn&#039;t check to see if wearing, ONLY if in inventory)&lt;br /&gt;
    wears		if wears $n lantern	- is $n wearing a &#039;lantern&#039;&lt;br /&gt;
 			if wears $n 1233	- is $n wearing obj vnum 1233&lt;br /&gt;
    upon      		if upon $n motorcycle   - is $n riding/using as furniture a &#039;motorcycle&lt;br /&gt;
              		if upon $n 1233         - is $n riding/using as furniture obj vnum 1233&lt;br /&gt;
    has    		if has $n weapon	- does $n have obj of type weapon&lt;br /&gt;
    uses  		if uses $n armor	- is $n wearing obj of type armor&lt;br /&gt;
    pos			if pos $n standing	- is $n standing&lt;br /&gt;
    name  		if name $n puff		- is $n&#039;s name &#039;puff&#039;&lt;br /&gt;
    clan 		if clan $n &#039;tuna&#039; 	- does $n belong to clan &#039;tuna&#039;&lt;br /&gt;
    race 		if race $n dragon	- is $n of &#039;dragon&#039; race&lt;br /&gt;
    class		if class $n wizard	- is $n&#039;s class &#039;wizard&#039;&lt;br /&gt;
    subclass		if subclass $n &amp;gt; 0      - subclass check&lt;br /&gt;
    skill		if skill $n &#039;big boo&#039;   - does $n have the big boo skill&lt;br /&gt;
    skillchk		if skillchk $n &#039;fire&#039; &amp;gt; 90 - character&#039;s skill percentage check&lt;br /&gt;
    objtype		if objtype $o scroll	- is $o a scroll type obj&lt;br /&gt;
    quest		if quest $n nerb1	- is quest flag nerb1 toggled for $n&lt;br /&gt;
    remort		if remort $n &amp;gt; 1        - has $n remorted at least once?&lt;br /&gt;
                                                  (New characters start at &amp;quot;if remort == 1&amp;quot;;&lt;br /&gt;
                                                   first remort is at &amp;quot;if remort == 2&amp;quot;)&lt;br /&gt;
    brief 		if isbrief $n 		- does $n have &#039;brief&#039; toggled? *only works for players&lt;br /&gt;
 &lt;br /&gt;
    vnum 		if vnum $i == 1233  	- virtual number check&lt;br /&gt;
    room 		if room $i == 1233	- room virtual number&lt;br /&gt;
    roomaff		if roomaff sandstorm    - room affect check (&#039;? roomaff&#039; in editor to see valid flags)&lt;br /&gt;
    roomflag		if roomflag dark	- room flag check (&#039;? room&#039; in editor to see valid flags)&lt;br /&gt;
    align		if align $n &amp;lt; -1000	- alignment check&lt;br /&gt;
    level		if level $n &amp;lt; 5		- level check&lt;br /&gt;
         		if level $o == 0        - works on objects too&lt;br /&gt;
    sex			if sex $i == 0		- sex check&lt;br /&gt;
 	0 - none&lt;br /&gt;
 	1 - male&lt;br /&gt;
 	2 - female&lt;br /&gt;
 	3 - (unused)&lt;br /&gt;
 	4 - plural&lt;br /&gt;
 	5 - spivak&lt;br /&gt;
    innate		if innate $n == 1	- innate check&lt;br /&gt;
        0 - None&lt;br /&gt;
        1 - Water&lt;br /&gt;
        2 - Moon&lt;br /&gt;
        3 - Wood&lt;br /&gt;
        4 - None (Don&#039;t use)&lt;br /&gt;
        5 - Wind&lt;br /&gt;
        6 - Earth&lt;br /&gt;
        7 - Fire&lt;br /&gt;
    size		if size $n &amp;lt; 2		- size check&lt;br /&gt;
 	0 - tiny&lt;br /&gt;
 	1 - small&lt;br /&gt;
 	2 - medium&lt;br /&gt;
 	3 - large&lt;br /&gt;
 	4 - huge&lt;br /&gt;
 	5 - giant&lt;br /&gt;
 &lt;br /&gt;
    counter		if counter $i &amp;gt;= 6 	- mob counter check&lt;br /&gt;
    money		if money $n &amp;gt; 500	- money check (in silver)&lt;br /&gt;
    objval0		if objval0 $o &amp;gt; 1000 	- object value[] checks 0-4 (check object type in oedit for relevant variables)&lt;br /&gt;
    objval1						-for money in bribe triggers use objval0 for silver and objval1 for gold&lt;br /&gt;
    objval2&lt;br /&gt;
    objval3&lt;br /&gt;
    objval4&lt;br /&gt;
    objcost		if objcost $o &amp;gt;= 50 	- cost of the obj in silver&lt;br /&gt;
    objweight		if objweight $o &amp;lt; 100 	- weight of the obj in 1/10lbs&lt;br /&gt;
    objextra		if objextra $o glow 	- does $o have glow&lt;br /&gt;
    objextra2		if objextra2 $o unique 	- is $o unique&lt;br /&gt;
    objextra3		if objextra3 $o owned 	- is $o owned&lt;br /&gt;
    objcond 		if objcond $o &amp;gt; 50 	- object condition value check&lt;br /&gt;
 			if objcond pie &amp;gt; 50 	&lt;br /&gt;
    wenchant		if wenchant $o == 10    - has $o been enchanted 10 times (weapon only)&lt;br /&gt;
    aenchant		if aenchant $o == 10    - has $o been enchanted 10 times (armor only)&lt;br /&gt;
 &lt;br /&gt;
    grpsize		if grpsize $n &amp;gt; 6	- group size check&lt;br /&gt;
 							-a solo player is a group size of 0&lt;br /&gt;
 							 -all pets and charmies count toward group size&lt;br /&gt;
 							  -they don&#039;t count if they aren&#039;t in the room with the target&lt;br /&gt;
    str			if str $n &amp;gt; 13		- strength check&lt;br /&gt;
    int			if int $i &amp;lt; 18		- intelligence check&lt;br /&gt;
    wis			if wis $q == 25		- wisdom check&lt;br /&gt;
    dex			if dex $f &amp;gt;= 8		- dexterity check&lt;br /&gt;
    con			if con $g &amp;lt;= 20		- constitution check&lt;br /&gt;
    hpchk		if hpchk $n &amp;lt; 15 	- hit point check&lt;br /&gt;
    hpcnt		if hpcnt $i &amp;gt; 30	- hit point percent check&lt;br /&gt;
    mpchk        	if mpchk $i &amp;gt; 8  	- mana point check&lt;br /&gt;
    mpcnt		if mpcnt $i &amp;gt; 50 	- mana percentage check&lt;br /&gt;
    mvchk 		if mvchk $i &amp;gt; 25 	- movement point check&lt;br /&gt;
    drunk		if drunk $n &amp;gt;= 5        - drunkenness check&lt;br /&gt;
    khexists		if khexists $n 1234     - does mob of this vnum exist in kill history (bodycount)&lt;br /&gt;
    khcount		if khcount $n 1234 &amp;gt; 5  - is number of mob of this vnum in kill history higher than 5&lt;br /&gt;
 &lt;br /&gt;
 IFCHKS can be used with &#039;or&#039;, &#039;and&#039;, and &#039;else&#039;. Ex:&lt;br /&gt;
  	-NOTE: &#039;else&#039; can be combined with &#039;or&#039; and &#039;and&#039; ifchks.&lt;br /&gt;
 		if room $i &amp;gt;= 500 		- is the room vnum both greater than or equal to 500 and less than or equal to 1000?&lt;br /&gt;
 		and room $i &amp;lt;= 1000 			i.e. between 500 and 1000, including both 500 and 1000.&lt;br /&gt;
 &lt;br /&gt;
  		if dex $n &amp;gt; 12 			- are $n&#039;s dex AND str both greater than 12?&lt;br /&gt;
  		and str $n &amp;gt; 12&lt;br /&gt;
 &lt;br /&gt;
 		if hour &amp;gt;= 18 			- is the hour later than 6pm or earlier than 6am?&lt;br /&gt;
 		or hour &amp;lt;= 6 				i.e. is it between 6pm and 6am, including both 6pm and 6am.&lt;br /&gt;
 								*&#039;or&#039; must be used for this type of &#039;evening&#039; check because&lt;br /&gt;
 								the numbers don&#039;t circle like a real clock - it can&#039;t be both&lt;br /&gt;
 								greater than 18 and less than 6.&lt;br /&gt;
 		if class $n thief 		- is $n a thief OR a warrior?&lt;br /&gt;
 		or class $n warrior&lt;br /&gt;
 &lt;br /&gt;
 		if uses $n weapon 		- does $n have an object type of &#039;weapon&#039; equipped?&lt;br /&gt;
 		 mob exitpermit 			yes: they may pass through.&lt;br /&gt;
 		else&lt;br /&gt;
 		 say You need a weapon first! 		no: mob says You need a weapon first!&lt;br /&gt;
  		endif&lt;br /&gt;
 &lt;br /&gt;
       -If you want to get REALLY in-depth, you can use both &#039;and&#039; &amp;amp; &#039;or&#039; in a prog, too!&lt;br /&gt;
 &lt;br /&gt;
                if vnum $i == ####&lt;br /&gt;
                 if affected $i haste&lt;br /&gt;
                 or affected $i slow&lt;br /&gt;
                 and shielded $i zombie&lt;br /&gt;
                 say I can have either haste or slow, but I&#039;ll always have zombie!&lt;br /&gt;
                 else&lt;br /&gt;
                 say I have neither haste nor slow, and I totes don&#039;t have zombie, either.&lt;br /&gt;
                 endif&lt;br /&gt;
                endif&lt;br /&gt;
 &lt;br /&gt;
        Just be sure to watch the order of your ifchecks, it can make the difference between a working prog and a malfunctioning one!&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 Every if needs an endif. &#039;Or&#039;, &#039;and&#039;, and &#039;else&#039; do not require additional endifs.&lt;br /&gt;
&lt;br /&gt;
===VARIABLES===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
====Ifcheck Variables:====&lt;br /&gt;
 $f	the pet of the mob remember target&lt;br /&gt;
 $g	the master of the mob remember target&lt;br /&gt;
 $i	the acting mob himself&lt;br /&gt;
 $n	the target of the mob&lt;br /&gt;
 $o	the target object of the mob&lt;br /&gt;
 $p	the secondary target object of the mob (act trigger only)*&lt;br /&gt;
 $q	the mob remember target&lt;br /&gt;
 $r	random character in room&lt;br /&gt;
 $t	the secondary target of the mob (act trigger only)*&lt;br /&gt;
 $z	the counter of the acting mob&lt;br /&gt;
 &lt;br /&gt;
 For use in event mprogs:&lt;br /&gt;
 &lt;br /&gt;
 $n	is the targetted mob or player&lt;br /&gt;
 $o	is the targetted object&lt;br /&gt;
 $i	is the acting player&lt;br /&gt;
 $p	is the actual event item being activated&lt;br /&gt;
 $y	will always refer to the person using the event item&lt;br /&gt;
     (useful when the event forces other mobs)&lt;br /&gt;
 $n and $o cannot exist at the same time in an event mprog&lt;br /&gt;
 players are considered to be vnum 0 when using a &#039;vnum $i&#039; check.&lt;br /&gt;
&lt;br /&gt;
====General Variables:====&lt;br /&gt;
 	$a	the numerical damage amount of the last successful Mob Damage (only works with Mob Echo)&lt;br /&gt;
 	$b	the race (for PCs) or shortdesc (for mobs) of the mob&#039;s remember target&lt;br /&gt;
 	$B	the level of the mob&#039;s remember target&lt;br /&gt;
 	$e	the subject pronoun of the mob&#039;s target&lt;br /&gt;
 	$E	the subject pronoun of the mob&#039;s secondary target*&lt;br /&gt;
 	$f	the name of the pet of the mob&#039;s remember target&lt;br /&gt;
 	$F	the short desc of the pet of the mob&#039;s remember target&lt;br /&gt;
 	$g	the name of the master of the mob&#039;s remember target&lt;br /&gt;
 	$G	the short desc of the master of the mob&#039;s remember target&lt;br /&gt;
 	$i	the name of the acting mob&lt;br /&gt;
 	$I	the short desc of the acting mob&lt;br /&gt;
 	$j	the subject pronoun of the acting mob (he/she/it)&lt;br /&gt;
 	$J	the subject pronoun of a random character&lt;br /&gt;
 	$k	the object pronoun of the acting mob (him/her/it)&lt;br /&gt;
 	$K	the object pronoun of a random character&lt;br /&gt;
 	$l	the possessive adjective of the acting mob (his/her/its)&lt;br /&gt;
 	$L	the possessive adjective of a random character&lt;br /&gt;
 	$m	the object pronoun of the mob&#039;s target&lt;br /&gt;
 	$M	the object pronoun of the mob&#039;s secondary target*&lt;br /&gt;
 	$n	the name of the mob&#039;s target&lt;br /&gt;
 	$N	the short desc of the mob&#039;s target&lt;br /&gt;
 	$o	the name of the mob&#039;s object target&lt;br /&gt;
 	$O	the short desc of the mob&#039;s object target&lt;br /&gt;
 	$p	the name of the mob&#039;s secondary object target*&lt;br /&gt;
 	$P	the short desc of the mob&#039;s secondary object target*&lt;br /&gt;
 	$q	the name of the mob&#039;s remember target&lt;br /&gt;
 	$Q	the short desc of the mob&#039;s remember target&lt;br /&gt;
 	$r	the name of a random character&lt;br /&gt;
 	$R	the short desc of a random character&lt;br /&gt;
 	$s	the possessive adjective of the mob&#039;s target&lt;br /&gt;
 	$S	the possessive adjective of the mob&#039;s secondary target*&lt;br /&gt;
 	$t	the name of the mob&#039;s secondary target*&lt;br /&gt;
 	$T	the short desc of the mob&#039;s secondary target*&lt;br /&gt;
 	$X	the subject pronoun of the mob remember target&lt;br /&gt;
 	$Y	the object pronoun of the mob remember target&lt;br /&gt;
 	$z	the counter of the acting mob&lt;br /&gt;
 	$Z	the possessive adjective of the mob remember target&lt;br /&gt;
&lt;br /&gt;
OR:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!  !! Name !! Short Desc !! Subject Pronoun !! Object Pronoun !! Possessive Adjective&lt;br /&gt;
|-&lt;br /&gt;
|  || For Targetting || For Echoing || He/She/It || Him/Her/It || His/Her/Its&lt;br /&gt;
|-&lt;br /&gt;
|Acting Mob || $i || $I || $j || $k || $l&lt;br /&gt;
|-&lt;br /&gt;
|Mob&#039;s Target || $n || $N || $e || $m || $s&lt;br /&gt;
|-&lt;br /&gt;
|Secondary Target* || $t || $T || $E || $M || $S&lt;br /&gt;
|-&lt;br /&gt;
|Object Target || $o || $O&lt;br /&gt;
|-&lt;br /&gt;
|Secondary Object* || $p || $P&lt;br /&gt;
|-&lt;br /&gt;
|Random Character || $r || $R || $J || $K || $L&lt;br /&gt;
|-&lt;br /&gt;
|Mob Remember Target || $q || $Q || $X || $Y || $Z&lt;br /&gt;
|-&lt;br /&gt;
|Remember Target&#039;s Pet || $f || $F&lt;br /&gt;
|-&lt;br /&gt;
|Remember Target&#039;s Master|| $g || $G&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*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&#039;s attack and the mob had an act prog execute on that, Ami would be $t. $p and $t cannot exist at the same time.&lt;br /&gt;
&lt;br /&gt;
===MOB COMMANDS===&lt;br /&gt;
&lt;br /&gt;
The commands are grouped logically, not alphabetically. Commands that serve a similar purpose are grouped together, since I thought it would be more helpful that way. Every command has the appropriate syntax listed under it. Stuff in &amp;lt;brackets&amp;gt; denotes necessary parameters, stuff in [brackets] denotes unnecessary parameters. A synopsis of every command is listed as well. At the bottom of every entry I list examples of every command&#039;s usage. &lt;br /&gt;
&lt;br /&gt;
A list of examples is given for each command. Every command has up to five basic examples and a further list of advanced usages for the command. In general, I try to draw no more than one example from each area, unless a given area has two or more distinctly different advanced usages of a command. The examples can be accessed via mpdump.&lt;br /&gt;
&lt;br /&gt;
;ECHO:mob echo &amp;lt;string&amp;gt;&lt;br /&gt;
This command sends a text message to every player in the room. It is the basic command to output whatever you want via mobprogs. There are many more specialized versions of this command, all of which are listed below. Oftentimes echo is a better choice than having a mob say or emote something.&lt;br /&gt;
&lt;br /&gt;
Examples: 1362, 2206, 2553, 1161, 4715&lt;br /&gt;
&lt;br /&gt;
;ECHOAT:mob echoat &amp;lt;target&amp;gt; &amp;lt;string&amp;gt;&lt;br /&gt;
This command will echo a message to the specific player targetted in the room and no one else. In combination with the echoaround command, this can allow for messages that simulate real commands. Usually the echo command is preferable, but echoaround combined with echoat can allow for the distinction between &amp;quot;you&amp;quot; and &amp;quot;$n&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
Examples: 1072, 33, 152, 1502, 3007&lt;br /&gt;
&lt;br /&gt;
;ECHOAROUND:mob echoaround &amp;lt;target&amp;gt; &amp;lt;string&amp;gt;&lt;br /&gt;
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 &amp;quot;you&amp;quot; and &amp;quot;$n&amp;quot; in messages. Echoaround is generally useful when you want to hide certain messages from the target player.&lt;br /&gt;
&lt;br /&gt;
Examples: 1462, 4001, 4807, 3129, 4072&lt;br /&gt;
&lt;br /&gt;
;ASOUND:mob asound &amp;lt;string&amp;gt;&lt;br /&gt;
This command is similiar to echo. Unlike echo, however, asound will echo a message to every room that the mob&#039;s current room has an exit to - i.e., the surrounding rooms. What&#039;s interesting about asound is that it doesn&#039;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&#039;s room.&lt;br /&gt;
&lt;br /&gt;
Examples: 4017, 5683, 2217, 5494, 2714&lt;br /&gt;
&lt;br /&gt;
;ZECHO:mob zecho &amp;lt;string&amp;gt;&lt;br /&gt;
This command is a more powerful version of echo, echoing a message to every player in the mob&#039;s current area. Staff will get a &amp;quot;mob echo&amp;gt;&amp;quot; in front of every zecho message, but players won&#039;t. The applications of this command are pretty straightforward, and they can easily add some flavor to your area.&lt;br /&gt;
&lt;br /&gt;
Examples: 1035, 1003, 182&lt;br /&gt;
&lt;br /&gt;
;GECHO:mob gecho &amp;lt;string&amp;gt;&lt;br /&gt;
This command is a more powerful version of zecho, echoing a message to every player in the MUD. There probably aren&#039;t that many times anybody would want to use this, but it&#039;s a powerful command and it&#039;s there. Staff will get a &amp;quot;mob echo&amp;gt;&amp;quot; in front of every gecho message, but players won&#039;t.&lt;br /&gt;
&lt;br /&gt;
Examples: 419&lt;br /&gt;
&lt;br /&gt;
;GOTO:mob goto &amp;lt;location&amp;gt;&lt;br /&gt;
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. An interesting fact about goto is that it stops the mob&#039;s combat during the transfer, so it acts like a localized mob peace. Also, use of the goto command can disguise a mob&#039;s death cry - shown in the examples below. Mob goto can transfer through safe or no_mob room flags and can move sentinel mobs.&lt;br /&gt;
&lt;br /&gt;
Examples: 4004, 2712, 3116, 1021, 5555&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 2115, 4069, 1212, 1549, 2262, 71, 4851, 1053, 187, 733&lt;br /&gt;
&lt;br /&gt;
;TRANSFER:mob transfer &amp;lt;target&amp;gt; [location]&lt;br /&gt;
This command transfers the target to the given location. The location can be a room vnum or a single 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 &amp;quot;all,&amp;quot; which will move all characters in the mob&#039;s room. Mob transfer can transfer through safe or no_mob room flags and move sentinel mobs.&lt;br /&gt;
&lt;br /&gt;
Examples: 1452, 4014, 2708, 4854, 1714&lt;br /&gt;
&lt;br /&gt;
;GTRANSFER:mob transfer &amp;lt;target&amp;gt; [location]&lt;br /&gt;
This command works just like transfer, except it transfers everyone in the target&#039;s group as well as the target. However, you cannot gtransfer all. Besides that, it is entirely identical to transfer.&lt;br /&gt;
&lt;br /&gt;
Examples: None.&lt;br /&gt;
&lt;br /&gt;
;MLOAD:mob mload &amp;lt;vnum&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Examples: 1206, 1453, 39, 3119, 154&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 2729, 2262, 4076, 1404, 4849, 1563, 1003&lt;br /&gt;
&lt;br /&gt;
;OLOAD:mob oload &amp;lt;vnum&amp;gt; [level] [R] [W]&lt;br /&gt;
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. &amp;quot;R&amp;quot; will send the object to the room, and &amp;quot;W&amp;quot; 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&#039;s typical to simply use &#039;0 R&#039; or &#039;0 W&#039; to load objects in these ways. What&#039;s great about loading objects is that they can be used as &amp;quot;counters&amp;quot; in mobprogs, illustrated in some examples below.&lt;br /&gt;
&lt;br /&gt;
Examples: 1475, 1360, 3126, 2381, 2127&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 2232, 178, 5670, 4818&lt;br /&gt;
&lt;br /&gt;
;OTRANSFER:mob otransfer &amp;lt;target&amp;gt; &amp;lt;location&amp;gt;&lt;br /&gt;
This command transfers an object to a given location. The target object can be in the room, in the mob&#039;s inventory, or part of the mob&#039;s equipment. The location parameter can be a room vnum or an 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.&lt;br /&gt;
&lt;br /&gt;
Examples: 4868&lt;br /&gt;
&lt;br /&gt;
;PURGE:mob purge [target]&lt;br /&gt;
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&#039;s inventory or equipment. Mob purge will never purge player characters. A mob can &amp;quot;mob purge self,&amp;quot; but do so sparingly - it appears to be able to crash the MUD at times. When you do use &amp;quot;mob purge self,&amp;quot; try to place it as close to the end of mobprogs as possible. For extra security, always place &#039;break&#039; right after a mob purge self command.&lt;br /&gt;
&lt;br /&gt;
Examples: 53, 3149, 4829, 1581, 710&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 1005, 3123&lt;br /&gt;
&lt;br /&gt;
;JUNK:mob junk &amp;lt;item&amp;gt;&lt;br /&gt;
This command can destroy any item the mob has in inventory or is wearing as equipment. The &amp;lt;item&amp;gt; parameter is very versatile. You can junk all, or junk &#039;all something&#039;, 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&#039;s inventory. NOTE: items inside containers cannot be junked, but ifchks can see them.&lt;br /&gt;
&lt;br /&gt;
Examples: 1476, 2109, 1360, 2710, 4886&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 3146, 2216, 4015, 2387, 727, 1009, 1212, 5491, 3113&lt;br /&gt;
&lt;br /&gt;
;REMOVE:mob remove &amp;lt;target&amp;gt; &amp;lt;vnum/name&amp;gt;&lt;br /&gt;
This command removes the given object from the target&#039;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 &#039;mob remove $n sword&#039; 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&#039;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 &#039;mob remove&#039; things from players&#039; inventories without good reason.&lt;br /&gt;
&lt;br /&gt;
Examples: 1027, 4829, 1314, 1162, 5556&lt;br /&gt;
&lt;br /&gt;
;FLEE:mob flee&lt;br /&gt;
This command causes the mob to instantly run to an adjoining room. It only works if the mob is not currently fighting (simply use &#039;flee&#039; 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 &#039;leaves east&#039; 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&#039;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.&lt;br /&gt;
&lt;br /&gt;
Examples: 1006&lt;br /&gt;
&lt;br /&gt;
;KILL:mob kill &amp;lt;target&amp;gt;&lt;br /&gt;
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&#039;t attack itself, and charmed mobs can&#039;t attack their masters. When your mobile absolutely must attack someone, you want to use this instead of the regular kill command.&lt;br /&gt;
&lt;br /&gt;
Examples: 4700, 1456, 2712, 3123&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 1514, 2352, 3014, 1060, 161, 172&lt;br /&gt;
&lt;br /&gt;
;ASSIST:mob assist &amp;lt;target&amp;gt;&lt;br /&gt;
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&#039;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.&lt;br /&gt;
&lt;br /&gt;
Examples: None. This command is not mentioned in the standard mprog documentation.&lt;br /&gt;
&lt;br /&gt;
;HIT:mob hit &amp;lt;target&amp;gt;&lt;br /&gt;
Similar to Kill and Assist, this command causes the mob to attack the target. However, it doesn&#039;t care if the actor is already fighting -- this makes it useful for simulating special attacks.&lt;br /&gt;
&lt;br /&gt;
Examples: 1456&lt;br /&gt;
&lt;br /&gt;
;PEACE:mob peace&lt;br /&gt;
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&#039;s ideal for creating a gap in the fighting to execute commands that can&#039;t be done while fighting, then resuming the brawl. Additionally, it&#039;s a helpful command to use with inert or passive mobs.&lt;br /&gt;
&lt;br /&gt;
Examples: 5669, 4001, 3014, 172, 3139&lt;br /&gt;
&lt;br /&gt;
;SKILL:mob skill &amp;lt;command&amp;gt;&lt;br /&gt;
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%.&lt;br /&gt;
&lt;br /&gt;
Examples: 2511&lt;br /&gt;
&lt;br /&gt;
;DAMAGE:mob damage &amp;lt;target&amp;gt; &amp;lt;min&amp;gt; &amp;lt;max&amp;gt; [damtype] [lethal] [safe] [percent]&lt;br /&gt;
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 &#039;&#039;&#039;all&#039;&#039;&#039;, 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&#039;s hp above maximum. Note that healing this way ignores zombie status, distribute, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
Damtype specifies what [[damage type]] to use in respect to resistances and vulnerabilities. It can be any damage type you see with &amp;quot;? imm&amp;quot; in medit. A given mob damage can only have one given damtype.&amp;lt;br&amp;gt;&lt;br /&gt;
If you type &amp;quot;lethal&amp;quot; at the end of the command, the mob damage can kill the target. Otherwise, the target&#039;s hp will not drop below 0. [damtype] and [lethal]&#039;s positions in the command are interchangeable. If you type &amp;quot;safe&amp;quot; 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 &amp;quot;all&amp;quot; mob damages.&amp;lt;br&amp;gt;&lt;br /&gt;
The &amp;quot;percent&amp;quot; keyword changes the min and max from a damage quantity into a percentage of the target&#039;s maximum HP. It will not do more damage than the target&#039;s current HP, however.&lt;br /&gt;
&lt;br /&gt;
Examples: 4061, 4831, 1704, 1532&lt;br /&gt;
&lt;br /&gt;
;DAMECHO:mob damecho &amp;quot;message to target&amp;quot; &amp;quot;message to room&amp;quot; &amp;lt;target&amp;gt; &amp;lt;min&amp;gt; &amp;lt;max&amp;gt; [damtype] [lethal] [safe] [percent]&lt;br /&gt;
This command is extremely similar to &#039;mob damage&#039; 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. &lt;br /&gt;
&lt;br /&gt;
Examples: 701&lt;br /&gt;
&lt;br /&gt;
;CAST:mob cast &amp;lt;spell&amp;gt; [target]&lt;br /&gt;
This command allows a mob to cast any of the spells normally available to players. The spell parameter takes an argument, and you&#039;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&#039;s inventory, or, depending on the spell, no target at all. Mob cast costs no mana. You&#039;ll usually want to pair this command with a mob echo for more flavor.&lt;br /&gt;
&lt;br /&gt;
Examples: 4001, 2203, 4838, 301, 4716&lt;br /&gt;
&lt;br /&gt;
;MANA:mob mana &amp;lt;target&amp;gt; &amp;lt;min&amp;gt; &amp;lt;max&amp;gt;&lt;br /&gt;
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 &amp;quot;all,&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
Examples: 3139, 2748, 169, 701. This command is unique to CoD.&lt;br /&gt;
&lt;br /&gt;
;AWARD:mob award &amp;lt;target&amp;gt; &amp;lt;type&amp;gt; &amp;lt;value&amp;gt; [noscale]&lt;br /&gt;
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:&lt;br /&gt;
&lt;br /&gt;
 gold	-10000	10000		prac	10	-10		exp	-10000	10000&lt;br /&gt;
 silver	-10000	10000		train	5	-5 		align   -100    100&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The &#039;noscale&#039; argument is optional, and causes awarded experience to be a flat award regardless of the level of the player being awarded. Please keep in mind to level lock large experience rewards to keep quests relevant to the actual level of their area, when using noscale. Without &#039;noscale&#039;, &#039;mob award exp&#039; modifies awarded XP by 0-200% based on the level difference between target and mob, like XP gained from kills.&lt;br /&gt;
&lt;br /&gt;
It&#039;s possible to use &#039;mob award $i&#039; but ONLY do this in event progs, where $i is the player.&lt;br /&gt;
&lt;br /&gt;
Examples: 2260, 4022, 1027, 1116, 32. This command is unique to CoD.&lt;br /&gt;
&lt;br /&gt;
;ADVANCE:mob advance &amp;lt;target&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
This command will advance the target to the specified level. This command MUST be used carefully, as it can reduce the target&#039;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 &#039;mob counter&#039; is the amount of levels you wish to grant the player:&lt;br /&gt;
&lt;br /&gt;
 mob remember $n&lt;br /&gt;
 mob counter $B&lt;br /&gt;
 mob counter 1&lt;br /&gt;
 mob advance $n $z&lt;br /&gt;
&lt;br /&gt;
;QUEST:mob quest &amp;lt;target&amp;gt; &amp;lt;+/-/=&amp;gt; &amp;lt;questflag&amp;gt;&lt;br /&gt;
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. &amp;lt;+/-/=&amp;gt; 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. &#039;truce1&#039;. &lt;br /&gt;
&lt;br /&gt;
Examples: 54, 3113, 2390, 4874, 1596. This command is unique to CoD.&lt;br /&gt;
&lt;br /&gt;
;PETIFY:mob petify &amp;lt;target&amp;gt; $i&lt;br /&gt;
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 &#039;self&#039; (variable $i) as the victim.&lt;br /&gt;
&lt;br /&gt;
Examples: 2106, 3196, 700, 707, 715. This command is unique to CoD.&lt;br /&gt;
&lt;br /&gt;
;FORCE:mob force &amp;lt;target&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
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 &amp;quot;all,&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
Examples: 5660, 3130, 2710, 3014, 2387&lt;br /&gt;
&lt;br /&gt;
;GFORCE:mob gforce &amp;lt;target&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
This command works just like force, except it forces everyone in the target&#039;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.&lt;br /&gt;
&lt;br /&gt;
Examples: 5276&lt;br /&gt;
&lt;br /&gt;
;VFORCE:mob vforce &amp;lt;vnum&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Examples: None.&lt;br /&gt;
&lt;br /&gt;
;MFORCE: mob mforce &amp;lt;target&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
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&#039;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 &#039;mob oload&#039; for a quest reward, as this bypasses item and weight carry limits, so there won&#039;t be any issues having them receive the item. &lt;br /&gt;
&lt;br /&gt;
Examples: None (for now).&lt;br /&gt;
&lt;br /&gt;
;AT:mob at &amp;lt;location&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
This command allows a mob to perform any single action at any location on the MUD. It&#039;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 any one word mob or object. The command parameter works just like a regular line of code in a mobprog. The &amp;lt;command&amp;gt; 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.&lt;br /&gt;
&lt;br /&gt;
Examples: 4073, 1003, 5664, 735, 2387&lt;br /&gt;
&lt;br /&gt;
;DELAY:mob delay &amp;lt;pulses&amp;gt;&lt;br /&gt;
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&#039;s delay trigger prog will execute, if it has one. Unless a mob has update_always, its delay counter won&#039;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.&lt;br /&gt;
&lt;br /&gt;
Examples: 182, 1005, 1502, 1061, 1806&lt;br /&gt;
&lt;br /&gt;
;CANCEL:mob cancel&lt;br /&gt;
This command cancels the mob&#039;s delay timer. It sets it to zero and stops the mob&#039;s delay triggers from activating. While waiting enough pulses will also let the delay timer reach zero, that will make the mob&#039;s delay triggers activate. This will not.&lt;br /&gt;
&lt;br /&gt;
Examples: 4011, 1009&lt;br /&gt;
&lt;br /&gt;
;REMEMBER:mob remember &amp;lt;target&amp;gt;&lt;br /&gt;
This command stores the name of a target in the mob&#039;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&#039;s name is stored as $q for the mob and will remain until a mob forget command, a new mob remember, or the mob&#039;s death. Mobs will remember players through player deaths, but will forget a player when that player logs out. A mob&#039;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.&lt;br /&gt;
&lt;br /&gt;
Examples: 4065, 1211, 1053, 1015, 160&lt;br /&gt;
&lt;br /&gt;
;FORGET:mob forget&lt;br /&gt;
This command empties the mob&#039;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).&lt;br /&gt;
&lt;br /&gt;
Examples: 738, 1501, 3142, 5508, 2727&lt;br /&gt;
&lt;br /&gt;
;CALL:mob call &amp;lt;vnum&amp;gt; [victim] [obj1] [obj2]&lt;br /&gt;
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 &#039;mob purge self&#039; 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.&lt;br /&gt;
&lt;br /&gt;
Examples: 1368, 47, 1400, 2395, 5661&lt;br /&gt;
&lt;br /&gt;
;COUNTER: mob counter &amp;lt;value OR &#039;zero&#039;&amp;gt;&lt;br /&gt;
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 &#039;zero&#039; sets the counter to zero.&lt;br /&gt;
&lt;br /&gt;
Examples: 21, 22&lt;br /&gt;
&lt;br /&gt;
;FACE:mob face &amp;lt;long/short/name&amp;gt; &amp;lt;string&amp;gt;&lt;br /&gt;
This command changes the mob&#039;s long or short desc, or name, to whatever is specified. &lt;br /&gt;
&lt;br /&gt;
Examples: 9038&lt;br /&gt;
&lt;br /&gt;
;FLAG:mob flag &amp;lt;victim&amp;gt; &amp;lt;flag type&amp;gt; &amp;lt;flag&amp;gt; +/-&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;SDAMAGE:mob sdamage ??? ???&lt;br /&gt;
Appears to be an uncoded solution to the problem that the $a flag fixed.&lt;br /&gt;
&lt;br /&gt;
;SPAWN:mob spawn &amp;lt;victim&amp;gt; &amp;lt;room vnum&amp;gt;&lt;br /&gt;
The Spawn command will change the target&#039;s recall point to the specified room vnum.&lt;br /&gt;
&lt;br /&gt;
Examples: 9098&lt;br /&gt;
&lt;br /&gt;
;RESCUE:mob rescue &amp;lt;victim&amp;gt;&lt;br /&gt;
The Rescue command works as the Rescue skill does, but without the restrictions on grouping or any skill checks.&lt;br /&gt;
&lt;br /&gt;
;EXITPERMIT:mob exitpermit&lt;br /&gt;
Exitpermit allows mobs with exit progs to allow the character through the exit normally, instead of requiring transfer commands or other sneaky tricks.&lt;br /&gt;
&lt;br /&gt;
Examples: 2917&lt;br /&gt;
&lt;br /&gt;
;ASSET:mob asset &amp;lt;victim&amp;gt; &amp;lt;art/sound&amp;gt; &amp;lt;file&amp;gt; [duration in beats]&lt;br /&gt;
The Asset command is used for enhanced asciiart and sound functions using the Project Tuna client. For advanced usage, see [[Project_Tuna#Mob Asset]].&lt;br /&gt;
&lt;br /&gt;
Examples: 10289, 12002&lt;br /&gt;
&lt;br /&gt;
;OSET: mob oset &amp;lt;object name&amp;gt; &amp;lt;field&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
****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.&lt;br /&gt;
&lt;br /&gt;
Value:&lt;br /&gt;
(a) = requires a string or bit/flag name in place of value&lt;br /&gt;
(#) = requires a numerical value&lt;br /&gt;
&lt;br /&gt;
Mob oset will only target objects in the mob&#039;s inventory or in the same room as the mob.&lt;br /&gt;
&lt;br /&gt;
;MSET: mob mset &amp;lt;target&amp;gt; &amp;lt;field&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
Fields: str(#), dex(#), sex(a/#), level(#), maxhp(#), hp(#), maxmana(#), mana(#), maxmove(#), move(#), alignment(#), wealth(#), damtype(a), hitroll(#), damroll(#), magroll(#), saves(#), dicecount(#), dicetype(#), acbash(#), acslash(#), acpierce(#), acexotic(#)&lt;br /&gt;
&lt;br /&gt;
This command seems to be incompletely implemented. Mobs can currently only mset themselves, but can be mob forced by other mobs to mset themselves.&lt;br /&gt;
&lt;br /&gt;
* See [[Oset_and_mset_tips_and_tricks]] for more information&lt;br /&gt;
&lt;br /&gt;
;RSET: mob rset &amp;lt;field&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
This allows a mob to temporarily edit the room they are standing in. These changes will not save through copyovers or crashes. Available fields: name &amp;lt;string&amp;gt;, desc &amp;lt;string&amp;gt;, heal &amp;lt;value&amp;gt;, mana &amp;lt;value&amp;gt;. There is a 255 character limit to &#039;mob rset desc &amp;lt;string&amp;gt;&#039;.&lt;br /&gt;
&lt;br /&gt;
;ADDLAG: mob addlag &amp;lt;target&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;CLAN: mob clan &amp;lt;target&amp;gt; &amp;lt;clan&amp;gt;&lt;br /&gt;
This command allows a mob to add a player to a clan instead of requiring an Immortal&#039;s assistance. The clan must already be created, however.&lt;br /&gt;
&lt;br /&gt;
;PRETITLE: mob mforce &amp;lt;target&amp;gt; mob pretitle self &amp;lt;pretitle&amp;gt;&lt;br /&gt;
This command allows a mob to set a player&#039;s pretitle instead of requiring an Immortal&#039;s assistance. Technically a mob can only set their own pretitle to avoid setting someone else&#039;s pretitle by mistake, so this syntax causes the mob to force the player to set their own pretitle.&lt;br /&gt;
&lt;br /&gt;
===MOB TRIGGERS===&lt;br /&gt;
&lt;br /&gt;
The triggers are listed alphabetically, since there aren&#039;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.&lt;br /&gt;
&lt;br /&gt;
;ACT:addmprog &amp;lt;vnum&amp;gt; act &amp;lt;phrase&amp;gt;&lt;br /&gt;
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 &amp;lt;phrase&amp;gt; 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 &amp;lt;phrase&amp;gt; itself will require the color codes in order to trigger correctly. Act triggers can use one or more words in &amp;lt;phrase&amp;gt; - to set the phrase as multiple words, surrounded the phrase with &amp;quot;quotation marks.&amp;quot; When triggered by someone&#039;s speech, the act prog will activate before the &amp;lt;phrase&amp;gt; is actually spoken - making it look out of order. Many mobiles have an act prog with the phrase &amp;quot;talks to you,&amp;quot; which triggers on the talk social. This is especially common in towns and with humanoid mobs.&lt;br /&gt;
&lt;br /&gt;
;BRIBE:addmprog &amp;lt;vnum&amp;gt; bribe &amp;lt;amount, in silver&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;DAMTYPE:addmprog &amp;lt;vnum&amp;gt; damtype &amp;lt;type of damage&amp;gt;&lt;br /&gt;
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&#039;s number, not its name:&lt;br /&gt;
  0 - None*     1 - Bash      2 - Pierce    3 - Slash     4 - Fire      5 - Cold      6 - Electric&lt;br /&gt;
  7 - Acid      8 - Poison    9 - Negative 10 - Holy     11 - Energy   12 - Mental   13 - Draining&lt;br /&gt;
 14 - Water    15 - Light    16 - Other*   17 - Harm*    18 - Charm    19 - Sound    20 - Wood&lt;br /&gt;
 21 - Silver   22 - Iron     23 - Wind     24 - Earth    25 - Dark&lt;br /&gt;
&lt;br /&gt;
* Very, very few attacks use the None, Other, Harm, or Charm damtype to actually deal damage.&lt;br /&gt;
&lt;br /&gt;
;DEATH:addmprog &amp;lt;vnum&amp;gt; death &amp;lt;percent&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;DELAY:addmprog &amp;lt;vnum&amp;gt; delay &amp;lt;percent&amp;gt;&lt;br /&gt;
The delay trigger is activated when the delay timer for the mob decrements to 0. To set a mob&#039;s delay timer, use the mob delay command. The trigger has a &amp;lt;percent&amp;gt; chance of activating when the delay timer hits 0, although in almost every usage of this command, 100 is used for the &amp;lt;percent&amp;gt; parameter. Delay triggers are known to occasionally and randomly not work. Delay timers will only count down if players are currently in the mob&#039;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.&lt;br /&gt;
&lt;br /&gt;
;EXALL:addmprog &amp;lt;vnum&amp;gt; exall &amp;lt;exit number&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;ENTRY:addmprog &amp;lt;vnum&amp;gt; entry &amp;lt;percent&amp;gt;&lt;br /&gt;
The entry trigger is activated whenever the mob walks into a new room. The trigger has a &amp;lt;percent&amp;gt; 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. &lt;br /&gt;
&lt;br /&gt;
;EXIT:addmprog &amp;lt;vnum&amp;gt; exit &amp;lt;exit number&amp;gt;&lt;br /&gt;
The exit trigger is checked whenever a PC tries to exit the mob&#039;s room. The trigger will activate whenever a player tries to use &amp;lt;exit number&amp;gt;&#039;s exit. It is important to note that if an exit trigger activates, the player&#039;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&#039;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.&lt;br /&gt;
&lt;br /&gt;
The following &amp;lt;exit numbers&amp;gt; collaborate with the indicated exits:&lt;br /&gt;
 0 - north  1 - east  2 - south  3 - west  4 - up&lt;br /&gt;
 5 - down   6 - ne    7 - nw     8 - se    9 - sw&lt;br /&gt;
&lt;br /&gt;
;FIGHT:addmprog &amp;lt;vnum&amp;gt; fight &amp;lt;percent&amp;gt;&lt;br /&gt;
The fight trigger is checked at the end of each combat round for the mob. The trigger has a &amp;lt;percent&amp;gt; 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.&lt;br /&gt;
&lt;br /&gt;
;GIVE:addmprog &amp;lt;vnum&amp;gt; give &amp;lt;object&amp;gt;&lt;br /&gt;
The give trigger is checked when an object is given to the mob. When an item of keyword &amp;lt;object&amp;gt; is given to the mob, the trigger activates. The phrase &#039;all&#039; can be used for &amp;lt;object&amp;gt; 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 &#039;all&#039; 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 &#039;give $o $n&#039; statement.&lt;br /&gt;
&lt;br /&gt;
;GRALL:addmprog &amp;lt;vnum&amp;gt; grall &amp;lt;percent&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;GREET:addmprog &amp;lt;vnum&amp;gt; greet &amp;lt;percent&amp;gt;&lt;br /&gt;
The greet trigger is checked whenever a character enters the room that the mob occupies. It has a &amp;lt;percent&amp;gt; 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. &lt;br /&gt;
&lt;br /&gt;
;HPCNT:addmprog &amp;lt;vnum&amp;gt; hpcnt &amp;lt;hp percent&amp;gt;&lt;br /&gt;
The hpcnt trigger is checked at the end of each combat round for the mob. The trigger will activate if the mob&#039;s hp percentage drops below the &amp;lt;hp percent&amp;gt; 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.&lt;br /&gt;
&lt;br /&gt;
;KILL:addmprog &amp;lt;vnum&amp;gt; kill &amp;lt;percent&amp;gt;&lt;br /&gt;
The kill trigger is checked when someone initiates combat with the mob. The trigger has a &amp;lt;percent&amp;gt; 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.&lt;br /&gt;
&lt;br /&gt;
;RANDOM:addmprog &amp;lt;vnum&amp;gt; random &amp;lt;percent&amp;gt;&lt;br /&gt;
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 &amp;lt;percent&amp;gt; chance of activating every mob pulse, but only if players are currently in the mob&#039;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.&lt;br /&gt;
&lt;br /&gt;
;SCHEDULE:addmprog &amp;lt;vnum&amp;gt; schedule &amp;lt;hour&amp;gt;&lt;br /&gt;
The schedule trigger is checked once every hour, on the hour. The &amp;lt;hour&amp;gt; parameter equals a number from 0 to 23, where 0 is midnight and 12 is noon. If the &amp;lt;hour&amp;gt; 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.&lt;br /&gt;
&lt;br /&gt;
;SPAWN:addmprog &amp;lt;vnum&amp;gt; spawn &amp;lt;percent&amp;gt;&lt;br /&gt;
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 &amp;lt;percent&amp;gt; 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.&lt;br /&gt;
&lt;br /&gt;
;SPEECH:addmprog &amp;lt;vnum&amp;gt; speech &amp;lt;phrase&amp;gt;&lt;br /&gt;
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 &#039;say&#039;, &#039;osay&#039;, or &#039;tell&#039; 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.&lt;br /&gt;
&lt;br /&gt;
;SURRENDER:addmprog &amp;lt;vnum&amp;gt; surrender &amp;lt;percent&amp;gt;&lt;br /&gt;
The surrender trigger, while present on the triggers list, is defunct and is not actually used.&lt;br /&gt;
&lt;br /&gt;
*I like using this trigger to show what mprogs my mob calls within its other mprogs. -Ageatii&lt;br /&gt;
&lt;br /&gt;
[[Category:Technical Information]]&lt;/div&gt;</summary>
		<author><name>Pascal</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=Mprog_Compendium&amp;diff=2243</id>
		<title>Mprog Compendium</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=Mprog_Compendium&amp;diff=2243"/>
		<updated>2019-02-24T14:58:36Z</updated>

		<summary type="html">&lt;p&gt;Pascal: /* MOB COMMANDS */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:2Mprog3.jpg|right|thumb|212px|No clear results from Google images on what an Mprog looks like.]]&lt;br /&gt;
&lt;br /&gt;
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&#039;re just a tourist, check out some [[Mprog Compendium/Examples|examples]]&lt;br /&gt;
&lt;br /&gt;
===IFCHECKS===&lt;br /&gt;
&lt;br /&gt;
    rand 		if rand 30		- if random number between 1 and 100 is &amp;lt; 30&lt;br /&gt;
    exists		if exists $n		- does $n exist somewhere&lt;br /&gt;
    ishere   		if ishere $q            - is $q in this room?&lt;br /&gt;
    mobexists		if mobexists fido	- is there a fido mob somewhere&lt;br /&gt;
    			if mobexists 1233	- is there mob vnum 1233 somewhere&lt;br /&gt;
    objexists		if objexists sword	- is there a sword obj somewhere&lt;br /&gt;
    			if objexists 1233	- is there obj vnum 1233 somewhere&lt;br /&gt;
    mobhere		if mobhere fido		- is there a &#039;fido&#039; mob in this room?&lt;br /&gt;
 			if mobhere 1233		- is there mob vnum 1233 in this room?&lt;br /&gt;
    objhere		if objhere bottle	- is there a &#039;bottle&#039; obj in this room?&lt;br /&gt;
 	-can&#039;t see in	if objhere 1233		- is there obj vnum 1233 in this room?&lt;br /&gt;
 	 containers&lt;br /&gt;
    isself		if isself $n            - evaluate equivalence between a character and the acting mob&lt;br /&gt;
    people		if people &amp;gt; 4		- does room contain &amp;gt; 4 people&lt;br /&gt;
    players		if players &amp;gt; 1		- does room contain &amp;gt; 1 pcs *in event obj progs the player doesn&#039;t count in if players checks&lt;br /&gt;
    mobs   		if mobs &amp;gt; 2		- does room contain &amp;gt; 2 mobiles&lt;br /&gt;
    clones		if clones &amp;gt; 3   	- are there &amp;gt; 3 mobs of $i&#039;s vnum here&lt;br /&gt;
    duplicates		if duplicates $n &amp;gt; 3	- are there &amp;gt; 3 mobs of $n&#039;s vnum here&lt;br /&gt;
    order		if order == 0		- is mob the first in room&lt;br /&gt;
 &lt;br /&gt;
    hour 		if hour &amp;gt; 11		- is the time &amp;gt; 11 o&#039;clock&lt;br /&gt;
         Sunrise occurs at 6am (hour 6)&lt;br /&gt;
         Sunset occurs at 6pm (hour 18)&lt;br /&gt;
    day                  if day &amp;gt; 0              - is today not the first day of the week&lt;br /&gt;
         0 - Mana Holy Day&lt;br /&gt;
         1 - Luna Day        &lt;br /&gt;
         2 - Salamando Day&lt;br /&gt;
         3 - Undine Day&lt;br /&gt;
         4 - Dryad Day&lt;br /&gt;
         5 - Jinn Day&lt;br /&gt;
         6 - Gnome Day&lt;br /&gt;
    sky  		if sky &amp;gt; 2     		- is the sky rating &amp;gt; cloudy&lt;br /&gt;
 	0 - dry&lt;br /&gt;
 	1 - cloudless&lt;br /&gt;
 	2 - cloudy&lt;br /&gt;
 	3 - raining&lt;br /&gt;
 	4 - lightning&lt;br /&gt;
    wind 		if wind &amp;gt; 2		- is the wind rating &amp;gt; breeze&lt;br /&gt;
 	0 - stale&lt;br /&gt;
 	1 - none&lt;br /&gt;
 	2 - breeze&lt;br /&gt;
 	3 - windy&lt;br /&gt;
 	4 - gale&lt;br /&gt;
    sector		if sector $i == 5       - sector check&lt;br /&gt;
        0 - inside       1 - city         2 - field        3 - forest     &lt;br /&gt;
        4 - hills        5 - mountain     6 - swim         7 - noswim&lt;br /&gt;
        8 - unused       9 - air          10 - desert      11 - rock&lt;br /&gt;
        12 - road        13 - enter       14 - snow        15 - swamp&lt;br /&gt;
        16 - jungle      17 - ruins       18 - mount2      19 - coastal&lt;br /&gt;
        20 - developed   21 - void        22 - lava&lt;br /&gt;
 &lt;br /&gt;
    ispc   		if ispc $n 		- is $n a pc&lt;br /&gt;
    isnpc		if isnpc $n 		- is $n a mobile&lt;br /&gt;
    isgood		if isgood $n 		- is $n good&lt;br /&gt;
    isevil		if isevil $n 		- is $n evil&lt;br /&gt;
    isneutral		if isneutral $n 	- is $n neutral&lt;br /&gt;
    isimmort		if isimmort $n		- is $n immortal&lt;br /&gt;
    ischarm		if ischarm $n		- is $n charmed */&lt;br /&gt;
    isfollow		if isfollow $n		- is $n following someone&lt;br /&gt;
    isactive		if isactive $n		- is $n&#039;s position &amp;gt; SLEEPING&lt;br /&gt;
    isdelay		if isdelay $i		- does $i currently have a delay counter&lt;br /&gt;
    isvisible		if isvisible $n		- can mob see $n&lt;br /&gt;
    isfighting		if isfighting $n        - fighting check&lt;br /&gt;
    hastarget		if hastarget $i		- does $i have a valid remembered target&lt;br /&gt;
    istarget		if istarget $n		- is $n mob&#039;s remember target&lt;br /&gt;
 &lt;br /&gt;
    affected		if affected $n blind	- is $n affected by blind&lt;br /&gt;
    affected2		if affected2 $n frenzy  - &#039;&#039;&#039;(second set of affects, see mob template for list)&#039;&#039;&#039;&lt;br /&gt;
    shielded  		if shielded $n charge	- is $n shielded by charge&lt;br /&gt;
    act			if act $i sentinel	- is $i flagged sentinel&lt;br /&gt;
    act2 		if act2 $i noattack	- is $i flagged noattack&lt;br /&gt;
    off           	if off $i berserk	- is $i flagged berserk&lt;br /&gt;
    imm           	if imm $i fire		- is $i immune to fire &lt;br /&gt;
    vuln    		if vuln $i electricity  - is $i vulnerable to electricity&lt;br /&gt;
    res        		if res $i cold          - is $i resistant to cold&lt;br /&gt;
    carries		if carries $n sword	- does $n have a &#039;sword&#039;&lt;br /&gt;
 			if carries $n 1233	- does $n have obj vnum 1233&lt;br /&gt;
                                                - (doesn&#039;t check to see if wearing, ONLY if in inventory)&lt;br /&gt;
    wears		if wears $n lantern	- is $n wearing a &#039;lantern&#039;&lt;br /&gt;
 			if wears $n 1233	- is $n wearing obj vnum 1233&lt;br /&gt;
    upon      		if upon $n motorcycle   - is $n riding/using as furniture a &#039;motorcycle&lt;br /&gt;
              		if upon $n 1233         - is $n riding/using as furniture obj vnum 1233&lt;br /&gt;
    has    		if has $n weapon	- does $n have obj of type weapon&lt;br /&gt;
    uses  		if uses $n armor	- is $n wearing obj of type armor&lt;br /&gt;
    pos			if pos $n standing	- is $n standing&lt;br /&gt;
    name  		if name $n puff		- is $n&#039;s name &#039;puff&#039;&lt;br /&gt;
    clan 		if clan $n &#039;tuna&#039; 	- does $n belong to clan &#039;tuna&#039;&lt;br /&gt;
    race 		if race $n dragon	- is $n of &#039;dragon&#039; race&lt;br /&gt;
    class		if class $n wizard	- is $n&#039;s class &#039;wizard&#039;&lt;br /&gt;
    subclass		if subclass $n &amp;gt; 0      - subclass check&lt;br /&gt;
    skill		if skill $n &#039;big boo&#039;   - does $n have the big boo skill&lt;br /&gt;
    skillchk		if skillchk $n &#039;fire&#039; &amp;gt; 90 - character&#039;s skill percentage check&lt;br /&gt;
    objtype		if objtype $o scroll	- is $o a scroll type obj&lt;br /&gt;
    quest		if quest $n nerb1	- is quest flag nerb1 toggled for $n&lt;br /&gt;
    remort		if remort $n &amp;gt; 1        - has $n remorted at least once?&lt;br /&gt;
                                                  (New characters start at &amp;quot;if remort == 1&amp;quot;;&lt;br /&gt;
                                                   first remort is at &amp;quot;if remort == 2&amp;quot;)&lt;br /&gt;
    brief 		if isbrief $n 		- does $n have &#039;brief&#039; toggled? *only works for players&lt;br /&gt;
 &lt;br /&gt;
    vnum 		if vnum $i == 1233  	- virtual number check&lt;br /&gt;
    room 		if room $i == 1233	- room virtual number&lt;br /&gt;
    roomaff		if roomaff sandstorm    - room affect check (&#039;? roomaff&#039; in editor to see valid flags)&lt;br /&gt;
    roomflag		if roomflag dark	- room flag check (&#039;? room&#039; in editor to see valid flags)&lt;br /&gt;
    align		if align $n &amp;lt; -1000	- alignment check&lt;br /&gt;
    level		if level $n &amp;lt; 5		- level check&lt;br /&gt;
         		if level $o == 0        - works on objects too&lt;br /&gt;
    sex			if sex $i == 0		- sex check&lt;br /&gt;
 	0 - none&lt;br /&gt;
 	1 - male&lt;br /&gt;
 	2 - female&lt;br /&gt;
 	3 - (unused)&lt;br /&gt;
 	4 - plural&lt;br /&gt;
 	5 - spivak&lt;br /&gt;
    innate		if innate $n == 1	- innate check&lt;br /&gt;
        0 - None&lt;br /&gt;
        1 - Water&lt;br /&gt;
        2 - Moon&lt;br /&gt;
        3 - Wood&lt;br /&gt;
        4 - None (Don&#039;t use)&lt;br /&gt;
        5 - Wind&lt;br /&gt;
        6 - Earth&lt;br /&gt;
        7 - Fire&lt;br /&gt;
    size		if size $n &amp;lt; 2		- size check&lt;br /&gt;
 	0 - tiny&lt;br /&gt;
 	1 - small&lt;br /&gt;
 	2 - medium&lt;br /&gt;
 	3 - large&lt;br /&gt;
 	4 - huge&lt;br /&gt;
 	5 - giant&lt;br /&gt;
 &lt;br /&gt;
    counter		if counter $i &amp;gt;= 6 	- mob counter check&lt;br /&gt;
    money		if money $n &amp;gt; 500	- money check (in silver)&lt;br /&gt;
    objval0		if objval0 $o &amp;gt; 1000 	- object value[] checks 0-4 (check object type in oedit for relevant variables)&lt;br /&gt;
    objval1						-for money in bribe triggers use objval0 for silver and objval1 for gold&lt;br /&gt;
    objval2&lt;br /&gt;
    objval3&lt;br /&gt;
    objval4&lt;br /&gt;
    objcost		if objcost $o &amp;gt;= 50 	- cost of the obj in silver&lt;br /&gt;
    objweight		if objweight $o &amp;lt; 100 	- weight of the obj in 1/10lbs&lt;br /&gt;
    objextra		if objextra $o glow 	- does $o have glow&lt;br /&gt;
    objextra2		if objextra2 $o unique 	- is $o unique&lt;br /&gt;
    objextra3		if objextra3 $o owned 	- is $o owned&lt;br /&gt;
    objcond 		if objcond $o &amp;gt; 50 	- object condition value check&lt;br /&gt;
 			if objcond pie &amp;gt; 50 	&lt;br /&gt;
    wenchant		if wenchant $o == 10    - has $o been enchanted 10 times (weapon only)&lt;br /&gt;
    aenchant		if aenchant $o == 10    - has $o been enchanted 10 times (armor only)&lt;br /&gt;
 &lt;br /&gt;
    grpsize		if grpsize $n &amp;gt; 6	- group size check&lt;br /&gt;
 							-a solo player is a group size of 0&lt;br /&gt;
 							 -all pets and charmies count toward group size&lt;br /&gt;
 							  -they don&#039;t count if they aren&#039;t in the room with the target&lt;br /&gt;
    str			if str $n &amp;gt; 13		- strength check&lt;br /&gt;
    int			if int $i &amp;lt; 18		- intelligence check&lt;br /&gt;
    wis			if wis $q == 25		- wisdom check&lt;br /&gt;
    dex			if dex $f &amp;gt;= 8		- dexterity check&lt;br /&gt;
    con			if con $g &amp;lt;= 20		- constitution check&lt;br /&gt;
    hpchk		if hpchk $n &amp;lt; 15 	- hit point check&lt;br /&gt;
    hpcnt		if hpcnt $i &amp;gt; 30	- hit point percent check&lt;br /&gt;
    mpchk        	if mpchk $i &amp;gt; 8  	- mana point check&lt;br /&gt;
    mpcnt		if mpcnt $i &amp;gt; 50 	- mana percentage check&lt;br /&gt;
    mvchk 		if mvchk $i &amp;gt; 25 	- movement point check&lt;br /&gt;
    drunk		if drunk $n &amp;gt;= 5        - drunkenness check&lt;br /&gt;
    khexists		if khexists $n 1234     - does mob of this vnum exist in kill history (bodycount)&lt;br /&gt;
    khcount		if khcount $n 1234 &amp;gt; 5  - is number of mob of this vnum in kill history higher than 5&lt;br /&gt;
 &lt;br /&gt;
 IFCHKS can be used with &#039;or&#039;, &#039;and&#039;, and &#039;else&#039;. Ex:&lt;br /&gt;
  	-NOTE: &#039;else&#039; can be combined with &#039;or&#039; and &#039;and&#039; ifchks.&lt;br /&gt;
 		if room $i &amp;gt;= 500 		- is the room vnum both greater than or equal to 500 and less than or equal to 1000?&lt;br /&gt;
 		and room $i &amp;lt;= 1000 			i.e. between 500 and 1000, including both 500 and 1000.&lt;br /&gt;
 &lt;br /&gt;
  		if dex $n &amp;gt; 12 			- are $n&#039;s dex AND str both greater than 12?&lt;br /&gt;
  		and str $n &amp;gt; 12&lt;br /&gt;
 &lt;br /&gt;
 		if hour &amp;gt;= 18 			- is the hour later than 6pm or earlier than 6am?&lt;br /&gt;
 		or hour &amp;lt;= 6 				i.e. is it between 6pm and 6am, including both 6pm and 6am.&lt;br /&gt;
 								*&#039;or&#039; must be used for this type of &#039;evening&#039; check because&lt;br /&gt;
 								the numbers don&#039;t circle like a real clock - it can&#039;t be both&lt;br /&gt;
 								greater than 18 and less than 6.&lt;br /&gt;
 		if class $n thief 		- is $n a thief OR a warrior?&lt;br /&gt;
 		or class $n warrior&lt;br /&gt;
 &lt;br /&gt;
 		if uses $n weapon 		- does $n have an object type of &#039;weapon&#039; equipped?&lt;br /&gt;
 		 mob exitpermit 			yes: they may pass through.&lt;br /&gt;
 		else&lt;br /&gt;
 		 say You need a weapon first! 		no: mob says You need a weapon first!&lt;br /&gt;
  		endif&lt;br /&gt;
&lt;br /&gt;
       -If you want to get REALLY in-depth, you can use both &#039;and&#039; &amp;amp; &#039;or&#039; in a prog, too!&lt;br /&gt;
&lt;br /&gt;
                if vnum $i == ####&lt;br /&gt;
                 if affected $i haste&lt;br /&gt;
                 or affected $i slow&lt;br /&gt;
                 and shielded $i zombie&lt;br /&gt;
                 say I can have either haste or slow, but I&#039;ll always have zombie!&lt;br /&gt;
                 else&lt;br /&gt;
                 say I have neither haste nor slow, and I totes don&#039;t have zombie, either.&lt;br /&gt;
                 endif&lt;br /&gt;
                endif&lt;br /&gt;
&lt;br /&gt;
        Just be sure to watch the order of your ifchecks, it can make the difference between a working prog and a malfunctioning one!&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
 Every if needs an endif. &#039;Or&#039;, &#039;and&#039;, and &#039;else&#039; do not require additional endifs.&lt;br /&gt;
&lt;br /&gt;
===VARIABLES===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
====Ifcheck Variables:====&lt;br /&gt;
 $f	the pet of the mob remember target&lt;br /&gt;
 $g	the master of the mob remember target&lt;br /&gt;
 $i	the acting mob himself&lt;br /&gt;
 $n	the target of the mob&lt;br /&gt;
 $o	the target object of the mob&lt;br /&gt;
 $p	the secondary target object of the mob (act trigger only)*&lt;br /&gt;
 $q	the mob remember target&lt;br /&gt;
 $r	random character in room&lt;br /&gt;
 $t	the secondary target of the mob (act trigger only)*&lt;br /&gt;
 $z	the counter of the acting mob&lt;br /&gt;
 &lt;br /&gt;
 For use in event mprogs:&lt;br /&gt;
 &lt;br /&gt;
 $n	is the targetted mob or player&lt;br /&gt;
 $o	is the targetted object&lt;br /&gt;
 $i	is the acting player&lt;br /&gt;
 $p	is the actual event item being activated&lt;br /&gt;
 $y	will always refer to the person using the event item&lt;br /&gt;
     (useful when the event forces other mobs)&lt;br /&gt;
 $n and $o cannot exist at the same time in an event mprog&lt;br /&gt;
 players are considered to be vnum 0 when using a &#039;vnum $i&#039; check.&lt;br /&gt;
&lt;br /&gt;
====General Variables:====&lt;br /&gt;
 	$a	the numerical damage amount of the last successful Mob Damage (only works with Mob Echo)&lt;br /&gt;
 	$b	the race (for PCs) or shortdesc (for mobs) of the mob&#039;s remember target&lt;br /&gt;
 	$B	the level of the mob&#039;s remember target&lt;br /&gt;
 	$e	the subject pronoun of the mob&#039;s target&lt;br /&gt;
 	$E	the subject pronoun of the mob&#039;s secondary target*&lt;br /&gt;
 	$f	the name of the pet of the mob&#039;s remember target&lt;br /&gt;
 	$F	the short desc of the pet of the mob&#039;s remember target&lt;br /&gt;
 	$g	the name of the master of the mob&#039;s remember target&lt;br /&gt;
 	$G	the short desc of the master of the mob&#039;s remember target&lt;br /&gt;
 	$i	the name of the acting mob&lt;br /&gt;
 	$I	the short desc of the acting mob&lt;br /&gt;
 	$j	the subject pronoun of the acting mob (he/she/it)&lt;br /&gt;
 	$J	the subject pronoun of a random character&lt;br /&gt;
 	$k	the object pronoun of the acting mob (him/her/it)&lt;br /&gt;
 	$K	the object pronoun of a random character&lt;br /&gt;
 	$l	the possessive adjective of the acting mob (his/her/its)&lt;br /&gt;
 	$L	the possessive adjective of a random character&lt;br /&gt;
 	$m	the object pronoun of the mob&#039;s target&lt;br /&gt;
 	$M	the object pronoun of the mob&#039;s secondary target*&lt;br /&gt;
 	$n	the name of the mob&#039;s target&lt;br /&gt;
 	$N	the short desc of the mob&#039;s target&lt;br /&gt;
 	$o	the name of the mob&#039;s object target&lt;br /&gt;
 	$O	the short desc of the mob&#039;s object target&lt;br /&gt;
 	$p	the name of the mob&#039;s secondary object target*&lt;br /&gt;
 	$P	the short desc of the mob&#039;s secondary object target*&lt;br /&gt;
 	$q	the name of the mob&#039;s remember target&lt;br /&gt;
 	$Q	the short desc of the mob&#039;s remember target&lt;br /&gt;
 	$r	the name of a random character&lt;br /&gt;
 	$R	the short desc of a random character&lt;br /&gt;
 	$s	the possessive adjective of the mob&#039;s target&lt;br /&gt;
 	$S	the possessive adjective of the mob&#039;s secondary target*&lt;br /&gt;
 	$t	the name of the mob&#039;s secondary target*&lt;br /&gt;
 	$T	the short desc of the mob&#039;s secondary target*&lt;br /&gt;
 	$X	the subject pronoun of the mob remember target&lt;br /&gt;
 	$Y	the object pronoun of the mob remember target&lt;br /&gt;
 	$z	the counter of the acting mob&lt;br /&gt;
 	$Z	the possessive adjective of the mob remember target&lt;br /&gt;
&lt;br /&gt;
OR:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!  !! Name !! Short Desc !! Subject Pronoun !! Object Pronoun !! Possessive Adjective&lt;br /&gt;
|-&lt;br /&gt;
|  || For Targetting || For Echoing || He/She/It || Him/Her/It || His/Her/Its&lt;br /&gt;
|-&lt;br /&gt;
|Acting Mob || $i || $I || $j || $k || $l&lt;br /&gt;
|-&lt;br /&gt;
|Mob&#039;s Target || $n || $N || $e || $m || $s&lt;br /&gt;
|-&lt;br /&gt;
|Secondary Target* || $t || $T || $E || $M || $S&lt;br /&gt;
|-&lt;br /&gt;
|Object Target || $o || $O&lt;br /&gt;
|-&lt;br /&gt;
|Secondary Object* || $p || $P&lt;br /&gt;
|-&lt;br /&gt;
|Random Character || $r || $R || $J || $K || $L&lt;br /&gt;
|-&lt;br /&gt;
|Mob Remember Target || $q || $Q || $X || $Y || $Z&lt;br /&gt;
|-&lt;br /&gt;
|Remember Target&#039;s Pet || $f || $F&lt;br /&gt;
|-&lt;br /&gt;
|Remember Target&#039;s Master|| $g || $G&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*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&#039;s attack and the mob had an act prog execute on that, Ami would be $t. $p and $t cannot exist at the same time.&lt;br /&gt;
&lt;br /&gt;
===MOB COMMANDS===&lt;br /&gt;
&lt;br /&gt;
The commands are grouped logically, not alphabetically. Commands that serve a similar purpose are grouped together, since I thought it would be more helpful that way. Every command has the appropriate syntax listed under it. Stuff in &amp;lt;brackets&amp;gt; denotes necessary parameters, stuff in [brackets] denotes unnecessary parameters. A synopsis of every command is listed as well. At the bottom of every entry I list examples of every command&#039;s usage. &lt;br /&gt;
&lt;br /&gt;
A list of examples is given for each command. Every command has up to five basic examples and a further list of advanced usages for the command. In general, I try to draw no more than one example from each area, unless a given area has two or more distinctly different advanced usages of a command. The examples can be accessed via mpdump.&lt;br /&gt;
&lt;br /&gt;
;ECHO:mob echo &amp;lt;string&amp;gt;&lt;br /&gt;
This command sends a text message to every player in the room. It is the basic command to output whatever you want via mobprogs. There are many more specialized versions of this command, all of which are listed below. Oftentimes echo is a better choice than having a mob say or emote something.&lt;br /&gt;
&lt;br /&gt;
Examples: 1362, 2206, 2553, 1161, 4715&lt;br /&gt;
&lt;br /&gt;
;ECHOAT:mob echoat &amp;lt;target&amp;gt; &amp;lt;string&amp;gt;&lt;br /&gt;
This command will echo a message to the specific player targetted in the room and no one else. In combination with the echoaround command, this can allow for messages that simulate real commands. Usually the echo command is preferable, but echoaround combined with echoat can allow for the distinction between &amp;quot;you&amp;quot; and &amp;quot;$n&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
Examples: 1072, 33, 152, 1502, 3007&lt;br /&gt;
&lt;br /&gt;
;ECHOAROUND:mob echoaround &amp;lt;target&amp;gt; &amp;lt;string&amp;gt;&lt;br /&gt;
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 &amp;quot;you&amp;quot; and &amp;quot;$n&amp;quot; in messages. Echoaround is generally useful when you want to hide certain messages from the target player.&lt;br /&gt;
&lt;br /&gt;
Examples: 1462, 4001, 4807, 3129, 4072&lt;br /&gt;
&lt;br /&gt;
;ASOUND:mob asound &amp;lt;string&amp;gt;&lt;br /&gt;
This command is similiar to echo. Unlike echo, however, asound will echo a message to every room that the mob&#039;s current room has an exit to - i.e., the surrounding rooms. What&#039;s interesting about asound is that it doesn&#039;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&#039;s room.&lt;br /&gt;
&lt;br /&gt;
Examples: 4017, 5683, 2217, 5494, 2714&lt;br /&gt;
&lt;br /&gt;
;ZECHO:mob zecho &amp;lt;string&amp;gt;&lt;br /&gt;
This command is a more powerful version of echo, echoing a message to every player in the mob&#039;s current area. Staff will get a &amp;quot;mob echo&amp;gt;&amp;quot; in front of every zecho message, but players won&#039;t. The applications of this command are pretty straightforward, and they can easily add some flavor to your area.&lt;br /&gt;
&lt;br /&gt;
Examples: 1035, 1003, 182&lt;br /&gt;
&lt;br /&gt;
;GECHO:mob gecho &amp;lt;string&amp;gt;&lt;br /&gt;
This command is a more powerful version of zecho, echoing a message to every player in the MUD. There probably aren&#039;t that many times anybody would want to use this, but it&#039;s a powerful command and it&#039;s there. Staff will get a &amp;quot;mob echo&amp;gt;&amp;quot; in front of every gecho message, but players won&#039;t.&lt;br /&gt;
&lt;br /&gt;
Examples: 419&lt;br /&gt;
&lt;br /&gt;
;GOTO:mob goto &amp;lt;location&amp;gt;&lt;br /&gt;
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. An interesting fact about goto is that it stops the mob&#039;s combat during the transfer, so it acts like a localized mob peace. Also, use of the goto command can disguise a mob&#039;s death cry - shown in the examples below. Mob goto can transfer through safe or no_mob room flags and can move sentinel mobs.&lt;br /&gt;
&lt;br /&gt;
Examples: 4004, 2712, 3116, 1021, 5555&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 2115, 4069, 1212, 1549, 2262, 71, 4851, 1053, 187, 733&lt;br /&gt;
&lt;br /&gt;
;TRANSFER:mob transfer &amp;lt;target&amp;gt; [location]&lt;br /&gt;
This command transfers the target to the given location. The location can be a room vnum or a single 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 &amp;quot;all,&amp;quot; which will move all characters in the mob&#039;s room. Mob transfer can transfer through safe or no_mob room flags and move sentinel mobs.&lt;br /&gt;
&lt;br /&gt;
Examples: 1452, 4014, 2708, 4854, 1714&lt;br /&gt;
&lt;br /&gt;
;GTRANSFER:mob transfer &amp;lt;target&amp;gt; [location]&lt;br /&gt;
This command works just like transfer, except it transfers everyone in the target&#039;s group as well as the target. However, you cannot gtransfer all. Besides that, it is entirely identical to transfer.&lt;br /&gt;
&lt;br /&gt;
Examples: None.&lt;br /&gt;
&lt;br /&gt;
;MLOAD:mob mload &amp;lt;vnum&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Examples: 1206, 1453, 39, 3119, 154&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 2729, 2262, 4076, 1404, 4849, 1563, 1003&lt;br /&gt;
&lt;br /&gt;
;OLOAD:mob oload &amp;lt;vnum&amp;gt; [level] [R] [W]&lt;br /&gt;
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. &amp;quot;R&amp;quot; will send the object to the room, and &amp;quot;W&amp;quot; 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&#039;s typical to simply use &#039;0 R&#039; or &#039;0 W&#039; to load objects in these ways. What&#039;s great about loading objects is that they can be used as &amp;quot;counters&amp;quot; in mobprogs, illustrated in some examples below.&lt;br /&gt;
&lt;br /&gt;
Examples: 1475, 1360, 3126, 2381, 2127&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 2232, 178, 5670, 4818&lt;br /&gt;
&lt;br /&gt;
;OTRANSFER:mob otransfer &amp;lt;target&amp;gt; &amp;lt;location&amp;gt;&lt;br /&gt;
This command transfers an object to a given location. The target object can be in the room, in the mob&#039;s inventory, or part of the mob&#039;s equipment. The location parameter can be a room vnum or an 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.&lt;br /&gt;
&lt;br /&gt;
Examples: 4868&lt;br /&gt;
&lt;br /&gt;
;PURGE:mob purge [target]&lt;br /&gt;
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&#039;s inventory or equipment. Mob purge will never purge player characters. A mob can &amp;quot;mob purge self,&amp;quot; but do so sparingly - it appears to be able to crash the MUD at times. When you do use &amp;quot;mob purge self,&amp;quot; try to place it as close to the end of mobprogs as possible. For extra security, always place &#039;break&#039; right after a mob purge self command.&lt;br /&gt;
&lt;br /&gt;
Examples: 53, 3149, 4829, 1581, 710&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 1005, 3123&lt;br /&gt;
&lt;br /&gt;
;JUNK:mob junk &amp;lt;item&amp;gt;&lt;br /&gt;
This command can destroy any item the mob has in inventory or is wearing as equipment. The &amp;lt;item&amp;gt; parameter is very versatile. You can junk all, or junk &#039;all something&#039;, 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&#039;s inventory. NOTE: items inside containers cannot be junked, but ifchks can see them.&lt;br /&gt;
&lt;br /&gt;
Examples: 1476, 2109, 1360, 2710, 4886&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 3146, 2216, 4015, 2387, 727, 1009, 1212, 5491, 3113&lt;br /&gt;
&lt;br /&gt;
;REMOVE:mob remove &amp;lt;target&amp;gt; &amp;lt;vnum/name&amp;gt;&lt;br /&gt;
This command removes the given object from the target&#039;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 &#039;mob remove $n sword&#039; 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&#039;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 &#039;mob remove&#039; things from players&#039; inventories without good reason.&lt;br /&gt;
&lt;br /&gt;
Examples: 1027, 4829, 1314, 1162, 5556&lt;br /&gt;
&lt;br /&gt;
;FLEE:mob flee&lt;br /&gt;
This command causes the mob to instantly run to an adjoining room. It only works if the mob is not currently fighting (simply use &#039;flee&#039; 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 &#039;leaves east&#039; 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&#039;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.&lt;br /&gt;
&lt;br /&gt;
Examples: 1006&lt;br /&gt;
&lt;br /&gt;
;KILL:mob kill &amp;lt;target&amp;gt;&lt;br /&gt;
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&#039;t attack itself, and charmed mobs can&#039;t attack their masters. When your mobile absolutely must attack someone, you want to use this instead of the regular kill command.&lt;br /&gt;
&lt;br /&gt;
Examples: 4700, 1456, 2712, 3123&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 1514, 2352, 3014, 1060, 161, 172&lt;br /&gt;
&lt;br /&gt;
;ASSIST:mob assist &amp;lt;target&amp;gt;&lt;br /&gt;
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&#039;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.&lt;br /&gt;
&lt;br /&gt;
Examples: None. This command is not mentioned in the standard mprog documentation.&lt;br /&gt;
&lt;br /&gt;
;HIT:mob hit &amp;lt;target&amp;gt;&lt;br /&gt;
Similar to Kill and Assist, this command causes the mob to attack the target. However, it doesn&#039;t care if the actor is already fighting -- this makes it useful for simulating special attacks.&lt;br /&gt;
&lt;br /&gt;
Examples: 1456&lt;br /&gt;
&lt;br /&gt;
;PEACE:mob peace&lt;br /&gt;
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&#039;s ideal for creating a gap in the fighting to execute commands that can&#039;t be done while fighting, then resuming the brawl. Additionally, it&#039;s a helpful command to use with inert or passive mobs.&lt;br /&gt;
&lt;br /&gt;
Examples: 5669, 4001, 3014, 172, 3139&lt;br /&gt;
&lt;br /&gt;
;SKILL:mob skill &amp;lt;command&amp;gt;&lt;br /&gt;
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%.&lt;br /&gt;
&lt;br /&gt;
Examples: 2511&lt;br /&gt;
&lt;br /&gt;
;DAMAGE:mob damage &amp;lt;target&amp;gt; &amp;lt;min&amp;gt; &amp;lt;max&amp;gt; [damtype] [lethal] [safe] [percent]&lt;br /&gt;
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 &#039;&#039;&#039;all&#039;&#039;&#039;, 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&#039;s hp above maximum. Note that healing this way ignores zombie status, distribute, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
Damtype specifies what [[damage type]] to use in respect to resistances and vulnerabilities. It can be any damage type you see with &amp;quot;? imm&amp;quot; in medit. A given mob damage can only have one given damtype.&amp;lt;br&amp;gt;&lt;br /&gt;
If you type &amp;quot;lethal&amp;quot; at the end of the command, the mob damage can kill the target. Otherwise, the target&#039;s hp will not drop below 0. [damtype] and [lethal]&#039;s positions in the command are interchangeable. If you type &amp;quot;safe&amp;quot; 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 &amp;quot;all&amp;quot; mob damages.&amp;lt;br&amp;gt;&lt;br /&gt;
The &amp;quot;percent&amp;quot; keyword changes the min and max from a damage quantity into a percentage of the target&#039;s maximum HP. It will not do more damage than the target&#039;s current HP, however.&lt;br /&gt;
&lt;br /&gt;
Examples: 4061, 4831, 1704, 1532&lt;br /&gt;
&lt;br /&gt;
;DAMECHO:mob damecho &amp;quot;message to target&amp;quot; &amp;quot;message to room&amp;quot; &amp;lt;target&amp;gt; &amp;lt;min&amp;gt; &amp;lt;max&amp;gt; [damtype] [lethal] [safe] [percent]&lt;br /&gt;
This command is extremely similar to &#039;mob damage&#039; 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. &lt;br /&gt;
&lt;br /&gt;
Examples: 701&lt;br /&gt;
&lt;br /&gt;
;CAST:mob cast &amp;lt;spell&amp;gt; [target]&lt;br /&gt;
This command allows a mob to cast any of the spells normally available to players. The spell parameter takes an argument, and you&#039;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&#039;s inventory, or, depending on the spell, no target at all. Mob cast costs no mana. You&#039;ll usually want to pair this command with a mob echo for more flavor.&lt;br /&gt;
&lt;br /&gt;
Examples: 4001, 2203, 4838, 301, 4716&lt;br /&gt;
&lt;br /&gt;
;MANA:mob mana &amp;lt;target&amp;gt; &amp;lt;min&amp;gt; &amp;lt;max&amp;gt;&lt;br /&gt;
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 &amp;quot;all,&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
Examples: 3139, 2748, 169, 701. This command is unique to CoD.&lt;br /&gt;
&lt;br /&gt;
;AWARD:mob award &amp;lt;target&amp;gt; &amp;lt;type&amp;gt; &amp;lt;value&amp;gt; [noscale]&lt;br /&gt;
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:&lt;br /&gt;
&lt;br /&gt;
 gold	-10000	10000		prac	10	-10		exp	-10000	10000&lt;br /&gt;
 silver	-10000	10000		train	5	-5 		align   -100    100&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The &#039;noscale&#039; argument is optional, and causes awarded experience to be a flat award regardless of the level of the player being awarded. Please keep in mind to level lock large experience rewards to keep quests relevant to the actual level of their area, when using noscale. Without &#039;noscale&#039;, &#039;mob award exp&#039; modifies awarded XP by 0-200% based on the level difference between target and mob, like XP gained from kills.&lt;br /&gt;
&lt;br /&gt;
It&#039;s possible to use &#039;mob award $i&#039; but ONLY do this in event progs, where $i is the player.&lt;br /&gt;
&lt;br /&gt;
Examples: 2260, 4022, 1027, 1116, 32. This command is unique to CoD.&lt;br /&gt;
&lt;br /&gt;
;ADVANCE:mob advance &amp;lt;target&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
This command will advance the target to the specified level. This command MUST be used carefully, as it can reduce the target&#039;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 &#039;mob counter&#039; is the amount of levels you wish to grant the player:&lt;br /&gt;
&lt;br /&gt;
 mob remember $n&lt;br /&gt;
 mob counter $B&lt;br /&gt;
 mob counter 1&lt;br /&gt;
 mob advance $n $z&lt;br /&gt;
&lt;br /&gt;
;QUEST:mob quest &amp;lt;target&amp;gt; &amp;lt;+/-/=&amp;gt; &amp;lt;questflag&amp;gt;&lt;br /&gt;
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. &amp;lt;+/-/=&amp;gt; indicates whether to set or unset the relevant quest flag; + and = are exactly the same. Each area automatically comes with 8 quest flags, regardless of the total vnums of the area, that will use the syntax of [area name]1-8 (without .are) ex. &#039;truce1&#039;. &lt;br /&gt;
&lt;br /&gt;
Examples: 54, 3113, 2390, 4874, 1596. This command is unique to CoD.&lt;br /&gt;
&lt;br /&gt;
;PETIFY:mob petify &amp;lt;target&amp;gt; $i&lt;br /&gt;
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 &#039;self&#039; (variable $i) as the victim.&lt;br /&gt;
&lt;br /&gt;
Examples: 2106, 3196, 700, 707, 715. This command is unique to CoD.&lt;br /&gt;
&lt;br /&gt;
;FORCE:mob force &amp;lt;target&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
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 &amp;quot;all,&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
Examples: 5660, 3130, 2710, 3014, 2387&lt;br /&gt;
&lt;br /&gt;
;GFORCE:mob gforce &amp;lt;target&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
This command works just like force, except it forces everyone in the target&#039;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.&lt;br /&gt;
&lt;br /&gt;
Examples: 5276&lt;br /&gt;
&lt;br /&gt;
;VFORCE:mob vforce &amp;lt;vnum&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Examples: None.&lt;br /&gt;
&lt;br /&gt;
;MFORCE: mob mforce &amp;lt;target&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
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&#039;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 &#039;mob oload&#039; for a quest reward, as this bypasses item and weight carry limits, so there won&#039;t be any issues having them receive the item. &lt;br /&gt;
&lt;br /&gt;
Examples: None (for now).&lt;br /&gt;
&lt;br /&gt;
;AT:mob at &amp;lt;location&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
This command allows a mob to perform any single action at any location on the MUD. It&#039;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 any one word mob or object. The command parameter works just like a regular line of code in a mobprog. The &amp;lt;command&amp;gt; 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.&lt;br /&gt;
&lt;br /&gt;
Examples: 4073, 1003, 5664, 735, 2387&lt;br /&gt;
&lt;br /&gt;
;DELAY:mob delay &amp;lt;pulses&amp;gt;&lt;br /&gt;
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&#039;s delay trigger prog will execute, if it has one. Unless a mob has update_always, its delay counter won&#039;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.&lt;br /&gt;
&lt;br /&gt;
Examples: 182, 1005, 1502, 1061, 1806&lt;br /&gt;
&lt;br /&gt;
;CANCEL:mob cancel&lt;br /&gt;
This command cancels the mob&#039;s delay timer. It sets it to zero and stops the mob&#039;s delay triggers from activating. While waiting enough pulses will also let the delay timer reach zero, that will make the mob&#039;s delay triggers activate. This will not.&lt;br /&gt;
&lt;br /&gt;
Examples: 4011, 1009&lt;br /&gt;
&lt;br /&gt;
;REMEMBER:mob remember &amp;lt;target&amp;gt;&lt;br /&gt;
This command stores the name of a target in the mob&#039;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&#039;s name is stored as $q for the mob and will remain until a mob forget command, a new mob remember, or the mob&#039;s death. Mobs will remember players through player deaths, but will forget a player when that player logs out. A mob&#039;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.&lt;br /&gt;
&lt;br /&gt;
Examples: 4065, 1211, 1053, 1015, 160&lt;br /&gt;
&lt;br /&gt;
;FORGET:mob forget&lt;br /&gt;
This command empties the mob&#039;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).&lt;br /&gt;
&lt;br /&gt;
Examples: 738, 1501, 3142, 5508, 2727&lt;br /&gt;
&lt;br /&gt;
;CALL:mob call &amp;lt;vnum&amp;gt; [victim] [obj1] [obj2]&lt;br /&gt;
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 &#039;mob purge self&#039; 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.&lt;br /&gt;
&lt;br /&gt;
Examples: 1368, 47, 1400, 2395, 5661&lt;br /&gt;
&lt;br /&gt;
;COUNTER: mob counter &amp;lt;value OR &#039;zero&#039;&amp;gt;&lt;br /&gt;
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 &#039;zero&#039; sets the counter to zero.&lt;br /&gt;
&lt;br /&gt;
Examples: 21, 22&lt;br /&gt;
&lt;br /&gt;
;FACE:mob face &amp;lt;long/short/name&amp;gt; &amp;lt;string&amp;gt;&lt;br /&gt;
This command changes the mob&#039;s long or short desc, or name, to whatever is specified. &lt;br /&gt;
&lt;br /&gt;
Examples: 9038&lt;br /&gt;
&lt;br /&gt;
;FLAG:mob flag &amp;lt;victim&amp;gt; &amp;lt;flag type&amp;gt; &amp;lt;flag&amp;gt; +/-&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;SDAMAGE:mob sdamage ??? ???&lt;br /&gt;
Appears to be an uncoded solution to the problem that the $a flag fixed.&lt;br /&gt;
&lt;br /&gt;
;SPAWN:mob spawn &amp;lt;victim&amp;gt; &amp;lt;room vnum&amp;gt;&lt;br /&gt;
The Spawn command will change the target&#039;s recall point to the specified room vnum.&lt;br /&gt;
&lt;br /&gt;
Examples: 9098&lt;br /&gt;
&lt;br /&gt;
;RESCUE:mob rescue &amp;lt;victim&amp;gt;&lt;br /&gt;
The Rescue command works as the Rescue skill does, but without the restrictions on grouping or any skill checks.&lt;br /&gt;
&lt;br /&gt;
;EXITPERMIT:mob exitpermit&lt;br /&gt;
Exitpermit allows mobs with exit progs to allow the character through the exit normally, instead of requiring transfer commands or other sneaky tricks.&lt;br /&gt;
&lt;br /&gt;
Examples: 2917&lt;br /&gt;
&lt;br /&gt;
;ASSET:mob asset &amp;lt;victim&amp;gt; &amp;lt;art/sound&amp;gt; &amp;lt;file&amp;gt; [duration in beats]&lt;br /&gt;
The Asset command is used for enhanced asciiart and sound functions using the Project Tuna client. For advanced usage, see [[Project_Tuna#Mob Asset]].&lt;br /&gt;
&lt;br /&gt;
Examples: 10289, 12002&lt;br /&gt;
&lt;br /&gt;
;OSET: mob oset &amp;lt;object name&amp;gt; &amp;lt;field&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
****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.&lt;br /&gt;
&lt;br /&gt;
Value:&lt;br /&gt;
(a) = requires a string or bit/flag name in place of value&lt;br /&gt;
(#) = requires a numerical value&lt;br /&gt;
&lt;br /&gt;
Mob oset will only target objects in the mob&#039;s inventory or in the same room as the mob.&lt;br /&gt;
&lt;br /&gt;
;MSET: mob mset &amp;lt;target&amp;gt; &amp;lt;field&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
Fields: str(#), dex(#), sex(a/#), level(#), maxhp(#), hp(#), maxmana(#), mana(#), maxmove(#), move(#), alignment(#), wealth(#), damtype(a), hitroll(#), damroll(#), magroll(#), saves(#), dicecount(#), dicetype(#), acbash(#), acslash(#), acpierce(#), acexotic(#)&lt;br /&gt;
&lt;br /&gt;
This command seems to be incompletely implemented. Mobs can currently only mset themselves, but can be mob forced by other mobs to mset themselves.&lt;br /&gt;
&lt;br /&gt;
* See [[Oset_and_mset_tips_and_tricks]] for more information&lt;br /&gt;
&lt;br /&gt;
;RSET: mob rset &amp;lt;field&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
This allows a mob to temporarily edit the room they are standing in. These changes will not save through copyovers or crashes. Available fields: name &amp;lt;string&amp;gt;, desc &amp;lt;string&amp;gt;, heal &amp;lt;value&amp;gt;, mana &amp;lt;value&amp;gt;. There is a 255 character limit to &#039;mob rset desc &amp;lt;string&amp;gt;&#039;.&lt;br /&gt;
&lt;br /&gt;
;ADDLAG: mob addlag &amp;lt;target&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;CLAN: mob clan &amp;lt;target&amp;gt; &amp;lt;clan&amp;gt;&lt;br /&gt;
This command allows a mob to add a player to a clan instead of requiring an Immortal&#039;s assistance. The clan must already be created, however.&lt;br /&gt;
&lt;br /&gt;
;PRETITLE: mob mforce &amp;lt;target&amp;gt; mob pretitle self &amp;lt;pretitle&amp;gt;&lt;br /&gt;
This command allows a mob to set a player&#039;s pretitle instead of requiring an Immortal&#039;s assistance. Technically a mob can only set their own pretitle to avoid setting someone else&#039;s pretitle by mistake, so this syntax causes the mob to force the player to set their own pretitle.&lt;br /&gt;
&lt;br /&gt;
===MOB TRIGGERS===&lt;br /&gt;
&lt;br /&gt;
The triggers are listed alphabetically, since there aren&#039;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.&lt;br /&gt;
&lt;br /&gt;
;ACT:addmprog &amp;lt;vnum&amp;gt; act &amp;lt;phrase&amp;gt;&lt;br /&gt;
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 &amp;lt;phrase&amp;gt; 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 &amp;lt;phrase&amp;gt; itself will require the color codes in order to trigger correctly. Act triggers can use one or more words in &amp;lt;phrase&amp;gt; - to set the phrase as multiple words, surrounded the phrase with &amp;quot;quotation marks.&amp;quot; When triggered by someone&#039;s speech, the act prog will activate before the &amp;lt;phrase&amp;gt; is actually spoken - making it look out of order. Many mobiles have an act prog with the phrase &amp;quot;talks to you,&amp;quot; which triggers on the talk social. This is especially common in towns and with humanoid mobs.&lt;br /&gt;
&lt;br /&gt;
;BRIBE:addmprog &amp;lt;vnum&amp;gt; bribe &amp;lt;amount, in silver&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;DAMTYPE:addmprog &amp;lt;vnum&amp;gt; damtype &amp;lt;type of damage&amp;gt;&lt;br /&gt;
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&#039;s number, not its name:&lt;br /&gt;
  0 - None*     1 - Bash      2 - Pierce    3 - Slash     4 - Fire      5 - Cold      6 - Electric&lt;br /&gt;
  7 - Acid      8 - Poison    9 - Negative 10 - Holy     11 - Energy   12 - Mental   13 - Draining&lt;br /&gt;
 14 - Water    15 - Light    16 - Other*   17 - Harm*    18 - Charm    19 - Sound    20 - Wood&lt;br /&gt;
 21 - Silver   22 - Iron     23 - Wind     24 - Earth    25 - Dark&lt;br /&gt;
&lt;br /&gt;
* Very, very few attacks use the None, Other, Harm, or Charm damtype to actually deal damage.&lt;br /&gt;
&lt;br /&gt;
;DEATH:addmprog &amp;lt;vnum&amp;gt; death &amp;lt;percent&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;DELAY:addmprog &amp;lt;vnum&amp;gt; delay &amp;lt;percent&amp;gt;&lt;br /&gt;
The delay trigger is activated when the delay timer for the mob decrements to 0. To set a mob&#039;s delay timer, use the mob delay command. The trigger has a &amp;lt;percent&amp;gt; chance of activating when the delay timer hits 0, although in almost every usage of this command, 100 is used for the &amp;lt;percent&amp;gt; parameter. Delay triggers are known to occasionally and randomly not work. Delay timers will only count down if players are currently in the mob&#039;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.&lt;br /&gt;
&lt;br /&gt;
;EXALL:addmprog &amp;lt;vnum&amp;gt; exall &amp;lt;exit number&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;ENTRY:addmprog &amp;lt;vnum&amp;gt; entry &amp;lt;percent&amp;gt;&lt;br /&gt;
The entry trigger is activated whenever the mob walks into a new room. The trigger has a &amp;lt;percent&amp;gt; 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. &lt;br /&gt;
&lt;br /&gt;
;EXIT:addmprog &amp;lt;vnum&amp;gt; exit &amp;lt;exit number&amp;gt;&lt;br /&gt;
The exit trigger is checked whenever a PC tries to exit the mob&#039;s room. The trigger will activate whenever a player tries to use &amp;lt;exit number&amp;gt;&#039;s exit. It is important to note that if an exit trigger activates, the player&#039;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&#039;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.&lt;br /&gt;
&lt;br /&gt;
The following &amp;lt;exit numbers&amp;gt; collaborate with the indicated exits:&lt;br /&gt;
 0 - north  1 - east  2 - south  3 - west  4 - up&lt;br /&gt;
 5 - down   6 - ne    7 - nw     8 - se    9 - sw&lt;br /&gt;
&lt;br /&gt;
;FIGHT:addmprog &amp;lt;vnum&amp;gt; fight &amp;lt;percent&amp;gt;&lt;br /&gt;
The fight trigger is checked at the end of each combat round for the mob. The trigger has a &amp;lt;percent&amp;gt; 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.&lt;br /&gt;
&lt;br /&gt;
;GIVE:addmprog &amp;lt;vnum&amp;gt; give &amp;lt;object&amp;gt;&lt;br /&gt;
The give trigger is checked when an object is given to the mob. When an item of keyword &amp;lt;object&amp;gt; is given to the mob, the trigger activates. The phrase &#039;all&#039; can be used for &amp;lt;object&amp;gt; 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 &#039;all&#039; 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 &#039;give $o $n&#039; statement.&lt;br /&gt;
&lt;br /&gt;
;GRALL:addmprog &amp;lt;vnum&amp;gt; grall &amp;lt;percent&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;GREET:addmprog &amp;lt;vnum&amp;gt; greet &amp;lt;percent&amp;gt;&lt;br /&gt;
The greet trigger is checked whenever a character enters the room that the mob occupies. It has a &amp;lt;percent&amp;gt; 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. &lt;br /&gt;
&lt;br /&gt;
;HPCNT:addmprog &amp;lt;vnum&amp;gt; hpcnt &amp;lt;hp percent&amp;gt;&lt;br /&gt;
The hpcnt trigger is checked at the end of each combat round for the mob. The trigger will activate if the mob&#039;s hp percentage drops below the &amp;lt;hp percent&amp;gt; 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.&lt;br /&gt;
&lt;br /&gt;
;KILL:addmprog &amp;lt;vnum&amp;gt; kill &amp;lt;percent&amp;gt;&lt;br /&gt;
The kill trigger is checked when someone initiates combat with the mob. The trigger has a &amp;lt;percent&amp;gt; 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.&lt;br /&gt;
&lt;br /&gt;
;RANDOM:addmprog &amp;lt;vnum&amp;gt; random &amp;lt;percent&amp;gt;&lt;br /&gt;
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 &amp;lt;percent&amp;gt; chance of activating every mob pulse, but only if players are currently in the mob&#039;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.&lt;br /&gt;
&lt;br /&gt;
;SCHEDULE:addmprog &amp;lt;vnum&amp;gt; schedule &amp;lt;hour&amp;gt;&lt;br /&gt;
The schedule trigger is checked once every hour, on the hour. The &amp;lt;hour&amp;gt; parameter equals a number from 0 to 23, where 0 is midnight and 12 is noon. If the &amp;lt;hour&amp;gt; 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.&lt;br /&gt;
&lt;br /&gt;
;SPAWN:addmprog &amp;lt;vnum&amp;gt; spawn &amp;lt;percent&amp;gt;&lt;br /&gt;
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 &amp;lt;percent&amp;gt; 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.&lt;br /&gt;
&lt;br /&gt;
;SPEECH:addmprog &amp;lt;vnum&amp;gt; speech &amp;lt;phrase&amp;gt;&lt;br /&gt;
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 &#039;say&#039;, &#039;osay&#039;, or &#039;tell&#039; 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.&lt;br /&gt;
&lt;br /&gt;
;SURRENDER:addmprog &amp;lt;vnum&amp;gt; surrender &amp;lt;percent&amp;gt;&lt;br /&gt;
The surrender trigger, while present on the triggers list, is defunct and is not actually used.&lt;br /&gt;
&lt;br /&gt;
*I like using this trigger to show what mprogs my mob calls within its other mprogs. -Ageatii&lt;br /&gt;
&lt;br /&gt;
[[Category:Technical Information]]&lt;/div&gt;</summary>
		<author><name>Pascal</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=Mprog_Compendium&amp;diff=2242</id>
		<title>Mprog Compendium</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=Mprog_Compendium&amp;diff=2242"/>
		<updated>2019-02-24T14:56:34Z</updated>

		<summary type="html">&lt;p&gt;Pascal: /* MOB COMMANDS */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:2Mprog3.jpg|right|thumb|212px|No clear results from Google images on what an Mprog looks like.]]&lt;br /&gt;
&lt;br /&gt;
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&#039;re just a tourist, check out some [[Mprog Compendium/Examples|examples]]&lt;br /&gt;
&lt;br /&gt;
===IFCHECKS===&lt;br /&gt;
&lt;br /&gt;
    rand 		if rand 30		- if random number between 1 and 100 is &amp;lt; 30&lt;br /&gt;
    exists		if exists $n		- does $n exist somewhere&lt;br /&gt;
    ishere   		if ishere $q            - is $q in this room?&lt;br /&gt;
    mobexists		if mobexists fido	- is there a fido mob somewhere&lt;br /&gt;
    			if mobexists 1233	- is there mob vnum 1233 somewhere&lt;br /&gt;
    objexists		if objexists sword	- is there a sword obj somewhere&lt;br /&gt;
    			if objexists 1233	- is there obj vnum 1233 somewhere&lt;br /&gt;
    mobhere		if mobhere fido		- is there a &#039;fido&#039; mob in this room?&lt;br /&gt;
 			if mobhere 1233		- is there mob vnum 1233 in this room?&lt;br /&gt;
    objhere		if objhere bottle	- is there a &#039;bottle&#039; obj in this room?&lt;br /&gt;
 	-can&#039;t see in	if objhere 1233		- is there obj vnum 1233 in this room?&lt;br /&gt;
 	 containers&lt;br /&gt;
    isself		if isself $n            - evaluate equivalence between a character and the acting mob&lt;br /&gt;
    people		if people &amp;gt; 4		- does room contain &amp;gt; 4 people&lt;br /&gt;
    players		if players &amp;gt; 1		- does room contain &amp;gt; 1 pcs *in event obj progs the player doesn&#039;t count in if players checks&lt;br /&gt;
    mobs   		if mobs &amp;gt; 2		- does room contain &amp;gt; 2 mobiles&lt;br /&gt;
    clones		if clones &amp;gt; 3   	- are there &amp;gt; 3 mobs of $i&#039;s vnum here&lt;br /&gt;
    duplicates		if duplicates $n &amp;gt; 3	- are there &amp;gt; 3 mobs of $n&#039;s vnum here&lt;br /&gt;
    order		if order == 0		- is mob the first in room&lt;br /&gt;
 &lt;br /&gt;
    hour 		if hour &amp;gt; 11		- is the time &amp;gt; 11 o&#039;clock&lt;br /&gt;
         Sunrise occurs at 6am (hour 6)&lt;br /&gt;
         Sunset occurs at 6pm (hour 18)&lt;br /&gt;
    day                  if day &amp;gt; 0              - is today not the first day of the week&lt;br /&gt;
         0 - Mana Holy Day&lt;br /&gt;
         1 - Luna Day        &lt;br /&gt;
         2 - Salamando Day&lt;br /&gt;
         3 - Undine Day&lt;br /&gt;
         4 - Dryad Day&lt;br /&gt;
         5 - Jinn Day&lt;br /&gt;
         6 - Gnome Day&lt;br /&gt;
    sky  		if sky &amp;gt; 2     		- is the sky rating &amp;gt; cloudy&lt;br /&gt;
 	0 - dry&lt;br /&gt;
 	1 - cloudless&lt;br /&gt;
 	2 - cloudy&lt;br /&gt;
 	3 - raining&lt;br /&gt;
 	4 - lightning&lt;br /&gt;
    wind 		if wind &amp;gt; 2		- is the wind rating &amp;gt; breeze&lt;br /&gt;
 	0 - stale&lt;br /&gt;
 	1 - none&lt;br /&gt;
 	2 - breeze&lt;br /&gt;
 	3 - windy&lt;br /&gt;
 	4 - gale&lt;br /&gt;
    sector		if sector $i == 5       - sector check&lt;br /&gt;
        0 - inside       1 - city         2 - field        3 - forest     &lt;br /&gt;
        4 - hills        5 - mountain     6 - swim         7 - noswim&lt;br /&gt;
        8 - unused       9 - air          10 - desert      11 - rock&lt;br /&gt;
        12 - road        13 - enter       14 - snow        15 - swamp&lt;br /&gt;
        16 - jungle      17 - ruins       18 - mount2      19 - coastal&lt;br /&gt;
        20 - developed   21 - void        22 - lava&lt;br /&gt;
 &lt;br /&gt;
    ispc   		if ispc $n 		- is $n a pc&lt;br /&gt;
    isnpc		if isnpc $n 		- is $n a mobile&lt;br /&gt;
    isgood		if isgood $n 		- is $n good&lt;br /&gt;
    isevil		if isevil $n 		- is $n evil&lt;br /&gt;
    isneutral		if isneutral $n 	- is $n neutral&lt;br /&gt;
    isimmort		if isimmort $n		- is $n immortal&lt;br /&gt;
    ischarm		if ischarm $n		- is $n charmed */&lt;br /&gt;
    isfollow		if isfollow $n		- is $n following someone&lt;br /&gt;
    isactive		if isactive $n		- is $n&#039;s position &amp;gt; SLEEPING&lt;br /&gt;
    isdelay		if isdelay $i		- does $i currently have a delay counter&lt;br /&gt;
    isvisible		if isvisible $n		- can mob see $n&lt;br /&gt;
    isfighting		if isfighting $n        - fighting check&lt;br /&gt;
    hastarget		if hastarget $i		- does $i have a valid remembered target&lt;br /&gt;
    istarget		if istarget $n		- is $n mob&#039;s remember target&lt;br /&gt;
 &lt;br /&gt;
    affected		if affected $n blind	- is $n affected by blind&lt;br /&gt;
    affected2		if affected2 $n frenzy  - &#039;&#039;&#039;(second set of affects, see mob template for list)&#039;&#039;&#039;&lt;br /&gt;
    shielded  		if shielded $n charge	- is $n shielded by charge&lt;br /&gt;
    act			if act $i sentinel	- is $i flagged sentinel&lt;br /&gt;
    act2 		if act2 $i noattack	- is $i flagged noattack&lt;br /&gt;
    off           	if off $i berserk	- is $i flagged berserk&lt;br /&gt;
    imm           	if imm $i fire		- is $i immune to fire &lt;br /&gt;
    vuln    		if vuln $i electricity  - is $i vulnerable to electricity&lt;br /&gt;
    res        		if res $i cold          - is $i resistant to cold&lt;br /&gt;
    carries		if carries $n sword	- does $n have a &#039;sword&#039;&lt;br /&gt;
 			if carries $n 1233	- does $n have obj vnum 1233&lt;br /&gt;
                                                - (doesn&#039;t check to see if wearing, ONLY if in inventory)&lt;br /&gt;
    wears		if wears $n lantern	- is $n wearing a &#039;lantern&#039;&lt;br /&gt;
 			if wears $n 1233	- is $n wearing obj vnum 1233&lt;br /&gt;
    upon      		if upon $n motorcycle   - is $n riding/using as furniture a &#039;motorcycle&lt;br /&gt;
              		if upon $n 1233         - is $n riding/using as furniture obj vnum 1233&lt;br /&gt;
    has    		if has $n weapon	- does $n have obj of type weapon&lt;br /&gt;
    uses  		if uses $n armor	- is $n wearing obj of type armor&lt;br /&gt;
    pos			if pos $n standing	- is $n standing&lt;br /&gt;
    name  		if name $n puff		- is $n&#039;s name &#039;puff&#039;&lt;br /&gt;
    clan 		if clan $n &#039;tuna&#039; 	- does $n belong to clan &#039;tuna&#039;&lt;br /&gt;
    race 		if race $n dragon	- is $n of &#039;dragon&#039; race&lt;br /&gt;
    class		if class $n wizard	- is $n&#039;s class &#039;wizard&#039;&lt;br /&gt;
    subclass		if subclass $n &amp;gt; 0      - subclass check&lt;br /&gt;
    skill		if skill $n &#039;big boo&#039;   - does $n have the big boo skill&lt;br /&gt;
    skillchk		if skillchk $n &#039;fire&#039; &amp;gt; 90 - character&#039;s skill percentage check&lt;br /&gt;
    objtype		if objtype $o scroll	- is $o a scroll type obj&lt;br /&gt;
    quest		if quest $n nerb1	- is quest flag nerb1 toggled for $n&lt;br /&gt;
    remort		if remort $n &amp;gt; 1        - has $n remorted at least once?&lt;br /&gt;
                                                  (New characters start at &amp;quot;if remort == 1&amp;quot;;&lt;br /&gt;
                                                   first remort is at &amp;quot;if remort == 2&amp;quot;)&lt;br /&gt;
    brief 		if isbrief $n 		- does $n have &#039;brief&#039; toggled? *only works for players&lt;br /&gt;
 &lt;br /&gt;
    vnum 		if vnum $i == 1233  	- virtual number check&lt;br /&gt;
    room 		if room $i == 1233	- room virtual number&lt;br /&gt;
    roomaff		if roomaff sandstorm    - room affect check (&#039;? roomaff&#039; in editor to see valid flags)&lt;br /&gt;
    roomflag		if roomflag dark	- room flag check (&#039;? room&#039; in editor to see valid flags)&lt;br /&gt;
    align		if align $n &amp;lt; -1000	- alignment check&lt;br /&gt;
    level		if level $n &amp;lt; 5		- level check&lt;br /&gt;
         		if level $o == 0        - works on objects too&lt;br /&gt;
    sex			if sex $i == 0		- sex check&lt;br /&gt;
 	0 - none&lt;br /&gt;
 	1 - male&lt;br /&gt;
 	2 - female&lt;br /&gt;
 	3 - (unused)&lt;br /&gt;
 	4 - plural&lt;br /&gt;
 	5 - spivak&lt;br /&gt;
    innate		if innate $n == 1	- innate check&lt;br /&gt;
        0 - None&lt;br /&gt;
        1 - Water&lt;br /&gt;
        2 - Moon&lt;br /&gt;
        3 - Wood&lt;br /&gt;
        4 - None (Don&#039;t use)&lt;br /&gt;
        5 - Wind&lt;br /&gt;
        6 - Earth&lt;br /&gt;
        7 - Fire&lt;br /&gt;
    size		if size $n &amp;lt; 2		- size check&lt;br /&gt;
 	0 - tiny&lt;br /&gt;
 	1 - small&lt;br /&gt;
 	2 - medium&lt;br /&gt;
 	3 - large&lt;br /&gt;
 	4 - huge&lt;br /&gt;
 	5 - giant&lt;br /&gt;
 &lt;br /&gt;
    counter		if counter $i &amp;gt;= 6 	- mob counter check&lt;br /&gt;
    money		if money $n &amp;gt; 500	- money check (in silver)&lt;br /&gt;
    objval0		if objval0 $o &amp;gt; 1000 	- object value[] checks 0-4 (check object type in oedit for relevant variables)&lt;br /&gt;
    objval1						-for money in bribe triggers use objval0 for silver and objval1 for gold&lt;br /&gt;
    objval2&lt;br /&gt;
    objval3&lt;br /&gt;
    objval4&lt;br /&gt;
    objcost		if objcost $o &amp;gt;= 50 	- cost of the obj in silver&lt;br /&gt;
    objweight		if objweight $o &amp;lt; 100 	- weight of the obj in 1/10lbs&lt;br /&gt;
    objextra		if objextra $o glow 	- does $o have glow&lt;br /&gt;
    objextra2		if objextra2 $o unique 	- is $o unique&lt;br /&gt;
    objextra3		if objextra3 $o owned 	- is $o owned&lt;br /&gt;
    objcond 		if objcond $o &amp;gt; 50 	- object condition value check&lt;br /&gt;
 			if objcond pie &amp;gt; 50 	&lt;br /&gt;
    wenchant		if wenchant $o == 10    - has $o been enchanted 10 times (weapon only)&lt;br /&gt;
    aenchant		if aenchant $o == 10    - has $o been enchanted 10 times (armor only)&lt;br /&gt;
 &lt;br /&gt;
    grpsize		if grpsize $n &amp;gt; 6	- group size check&lt;br /&gt;
 							-a solo player is a group size of 0&lt;br /&gt;
 							 -all pets and charmies count toward group size&lt;br /&gt;
 							  -they don&#039;t count if they aren&#039;t in the room with the target&lt;br /&gt;
    str			if str $n &amp;gt; 13		- strength check&lt;br /&gt;
    int			if int $i &amp;lt; 18		- intelligence check&lt;br /&gt;
    wis			if wis $q == 25		- wisdom check&lt;br /&gt;
    dex			if dex $f &amp;gt;= 8		- dexterity check&lt;br /&gt;
    con			if con $g &amp;lt;= 20		- constitution check&lt;br /&gt;
    hpchk		if hpchk $n &amp;lt; 15 	- hit point check&lt;br /&gt;
    hpcnt		if hpcnt $i &amp;gt; 30	- hit point percent check&lt;br /&gt;
    mpchk        	if mpchk $i &amp;gt; 8  	- mana point check&lt;br /&gt;
    mpcnt		if mpcnt $i &amp;gt; 50 	- mana percentage check&lt;br /&gt;
    mvchk 		if mvchk $i &amp;gt; 25 	- movement point check&lt;br /&gt;
    drunk		if drunk $n &amp;gt;= 5        - drunkenness check&lt;br /&gt;
    khexists		if khexists $n 1234     - does mob of this vnum exist in kill history (bodycount)&lt;br /&gt;
    khcount		if khcount $n 1234 &amp;gt; 5  - is number of mob of this vnum in kill history higher than 5&lt;br /&gt;
 &lt;br /&gt;
 IFCHKS can be used with &#039;or&#039;, &#039;and&#039;, and &#039;else&#039;. Ex:&lt;br /&gt;
  	-NOTE: &#039;else&#039; can be combined with &#039;or&#039; and &#039;and&#039; ifchks.&lt;br /&gt;
 		if room $i &amp;gt;= 500 		- is the room vnum both greater than or equal to 500 and less than or equal to 1000?&lt;br /&gt;
 		and room $i &amp;lt;= 1000 			i.e. between 500 and 1000, including both 500 and 1000.&lt;br /&gt;
 &lt;br /&gt;
  		if dex $n &amp;gt; 12 			- are $n&#039;s dex AND str both greater than 12?&lt;br /&gt;
  		and str $n &amp;gt; 12&lt;br /&gt;
 &lt;br /&gt;
 		if hour &amp;gt;= 18 			- is the hour later than 6pm or earlier than 6am?&lt;br /&gt;
 		or hour &amp;lt;= 6 				i.e. is it between 6pm and 6am, including both 6pm and 6am.&lt;br /&gt;
 								*&#039;or&#039; must be used for this type of &#039;evening&#039; check because&lt;br /&gt;
 								the numbers don&#039;t circle like a real clock - it can&#039;t be both&lt;br /&gt;
 								greater than 18 and less than 6.&lt;br /&gt;
 		if class $n thief 		- is $n a thief OR a warrior?&lt;br /&gt;
 		or class $n warrior&lt;br /&gt;
 &lt;br /&gt;
 		if uses $n weapon 		- does $n have an object type of &#039;weapon&#039; equipped?&lt;br /&gt;
 		 mob exitpermit 			yes: they may pass through.&lt;br /&gt;
 		else&lt;br /&gt;
 		 say You need a weapon first! 		no: mob says You need a weapon first!&lt;br /&gt;
  		endif&lt;br /&gt;
&lt;br /&gt;
       -If you want to get REALLY in-depth, you can use both &#039;and&#039; &amp;amp; &#039;or&#039; in a prog, too!&lt;br /&gt;
&lt;br /&gt;
                if vnum $i == ####&lt;br /&gt;
                 if affected $i haste&lt;br /&gt;
                 or affected $i slow&lt;br /&gt;
                 and shielded $i zombie&lt;br /&gt;
                 say I can have either haste or slow, but I&#039;ll always have zombie!&lt;br /&gt;
                 else&lt;br /&gt;
                 say I have neither haste nor slow, and I totes don&#039;t have zombie, either.&lt;br /&gt;
                 endif&lt;br /&gt;
                endif&lt;br /&gt;
&lt;br /&gt;
        Just be sure to watch the order of your ifchecks, it can make the difference between a working prog and a malfunctioning one!&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
 Every if needs an endif. &#039;Or&#039;, &#039;and&#039;, and &#039;else&#039; do not require additional endifs.&lt;br /&gt;
&lt;br /&gt;
===VARIABLES===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
====Ifcheck Variables:====&lt;br /&gt;
 $f	the pet of the mob remember target&lt;br /&gt;
 $g	the master of the mob remember target&lt;br /&gt;
 $i	the acting mob himself&lt;br /&gt;
 $n	the target of the mob&lt;br /&gt;
 $o	the target object of the mob&lt;br /&gt;
 $p	the secondary target object of the mob (act trigger only)*&lt;br /&gt;
 $q	the mob remember target&lt;br /&gt;
 $r	random character in room&lt;br /&gt;
 $t	the secondary target of the mob (act trigger only)*&lt;br /&gt;
 $z	the counter of the acting mob&lt;br /&gt;
 &lt;br /&gt;
 For use in event mprogs:&lt;br /&gt;
 &lt;br /&gt;
 $n	is the targetted mob or player&lt;br /&gt;
 $o	is the targetted object&lt;br /&gt;
 $i	is the acting player&lt;br /&gt;
 $p	is the actual event item being activated&lt;br /&gt;
 $y	will always refer to the person using the event item&lt;br /&gt;
     (useful when the event forces other mobs)&lt;br /&gt;
 $n and $o cannot exist at the same time in an event mprog&lt;br /&gt;
 players are considered to be vnum 0 when using a &#039;vnum $i&#039; check.&lt;br /&gt;
&lt;br /&gt;
====General Variables:====&lt;br /&gt;
 	$a	the numerical damage amount of the last successful Mob Damage (only works with Mob Echo)&lt;br /&gt;
 	$b	the race (for PCs) or shortdesc (for mobs) of the mob&#039;s remember target&lt;br /&gt;
 	$B	the level of the mob&#039;s remember target&lt;br /&gt;
 	$e	the subject pronoun of the mob&#039;s target&lt;br /&gt;
 	$E	the subject pronoun of the mob&#039;s secondary target*&lt;br /&gt;
 	$f	the name of the pet of the mob&#039;s remember target&lt;br /&gt;
 	$F	the short desc of the pet of the mob&#039;s remember target&lt;br /&gt;
 	$g	the name of the master of the mob&#039;s remember target&lt;br /&gt;
 	$G	the short desc of the master of the mob&#039;s remember target&lt;br /&gt;
 	$i	the name of the acting mob&lt;br /&gt;
 	$I	the short desc of the acting mob&lt;br /&gt;
 	$j	the subject pronoun of the acting mob (he/she/it)&lt;br /&gt;
 	$J	the subject pronoun of a random character&lt;br /&gt;
 	$k	the object pronoun of the acting mob (him/her/it)&lt;br /&gt;
 	$K	the object pronoun of a random character&lt;br /&gt;
 	$l	the possessive adjective of the acting mob (his/her/its)&lt;br /&gt;
 	$L	the possessive adjective of a random character&lt;br /&gt;
 	$m	the object pronoun of the mob&#039;s target&lt;br /&gt;
 	$M	the object pronoun of the mob&#039;s secondary target*&lt;br /&gt;
 	$n	the name of the mob&#039;s target&lt;br /&gt;
 	$N	the short desc of the mob&#039;s target&lt;br /&gt;
 	$o	the name of the mob&#039;s object target&lt;br /&gt;
 	$O	the short desc of the mob&#039;s object target&lt;br /&gt;
 	$p	the name of the mob&#039;s secondary object target*&lt;br /&gt;
 	$P	the short desc of the mob&#039;s secondary object target*&lt;br /&gt;
 	$q	the name of the mob&#039;s remember target&lt;br /&gt;
 	$Q	the short desc of the mob&#039;s remember target&lt;br /&gt;
 	$r	the name of a random character&lt;br /&gt;
 	$R	the short desc of a random character&lt;br /&gt;
 	$s	the possessive adjective of the mob&#039;s target&lt;br /&gt;
 	$S	the possessive adjective of the mob&#039;s secondary target*&lt;br /&gt;
 	$t	the name of the mob&#039;s secondary target*&lt;br /&gt;
 	$T	the short desc of the mob&#039;s secondary target*&lt;br /&gt;
 	$X	the subject pronoun of the mob remember target&lt;br /&gt;
 	$Y	the object pronoun of the mob remember target&lt;br /&gt;
 	$z	the counter of the acting mob&lt;br /&gt;
 	$Z	the possessive adjective of the mob remember target&lt;br /&gt;
&lt;br /&gt;
OR:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!  !! Name !! Short Desc !! Subject Pronoun !! Object Pronoun !! Possessive Adjective&lt;br /&gt;
|-&lt;br /&gt;
|  || For Targetting || For Echoing || He/She/It || Him/Her/It || His/Her/Its&lt;br /&gt;
|-&lt;br /&gt;
|Acting Mob || $i || $I || $j || $k || $l&lt;br /&gt;
|-&lt;br /&gt;
|Mob&#039;s Target || $n || $N || $e || $m || $s&lt;br /&gt;
|-&lt;br /&gt;
|Secondary Target* || $t || $T || $E || $M || $S&lt;br /&gt;
|-&lt;br /&gt;
|Object Target || $o || $O&lt;br /&gt;
|-&lt;br /&gt;
|Secondary Object* || $p || $P&lt;br /&gt;
|-&lt;br /&gt;
|Random Character || $r || $R || $J || $K || $L&lt;br /&gt;
|-&lt;br /&gt;
|Mob Remember Target || $q || $Q || $X || $Y || $Z&lt;br /&gt;
|-&lt;br /&gt;
|Remember Target&#039;s Pet || $f || $F&lt;br /&gt;
|-&lt;br /&gt;
|Remember Target&#039;s Master|| $g || $G&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*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&#039;s attack and the mob had an act prog execute on that, Ami would be $t. $p and $t cannot exist at the same time.&lt;br /&gt;
&lt;br /&gt;
===MOB COMMANDS===&lt;br /&gt;
&lt;br /&gt;
The commands are grouped logically, not alphabetically. Commands that serve a similar purpose are grouped together, since I thought it would be more helpful that way. Every command has the appropriate syntax listed under it. Stuff in &amp;lt;brackets&amp;gt; denotes necessary parameters, stuff in [brackets] denotes unnecessary parameters. A synopsis of every command is listed as well. At the bottom of every entry I list examples of every command&#039;s usage. &lt;br /&gt;
&lt;br /&gt;
A list of examples is given for each command. Every command has up to five basic examples and a further list of advanced usages for the command. In general, I try to draw no more than one example from each area, unless a given area has two or more distinctly different advanced usages of a command. The examples can be accessed via mpdump.&lt;br /&gt;
&lt;br /&gt;
;ECHO:mob echo &amp;lt;string&amp;gt;&lt;br /&gt;
This command sends a text message to every player in the room. It is the basic command to output whatever you want via mobprogs. There are many more specialized versions of this command, all of which are listed below. Oftentimes echo is a better choice than having a mob say or emote something.&lt;br /&gt;
&lt;br /&gt;
Examples: 1362, 2206, 2553, 1161, 4715&lt;br /&gt;
&lt;br /&gt;
;ECHOAT:mob echoat &amp;lt;target&amp;gt; &amp;lt;string&amp;gt;&lt;br /&gt;
This command will echo a message to the specific player targetted in the room and no one else. In combination with the echoaround command, this can allow for messages that simulate real commands. Usually the echo command is preferable, but echoaround combined with echoat can allow for the distinction between &amp;quot;you&amp;quot; and &amp;quot;$n&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
Examples: 1072, 33, 152, 1502, 3007&lt;br /&gt;
&lt;br /&gt;
;ECHOAROUND:mob echoaround &amp;lt;target&amp;gt; &amp;lt;string&amp;gt;&lt;br /&gt;
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 &amp;quot;you&amp;quot; and &amp;quot;$n&amp;quot; in messages. Echoaround is generally useful when you want to hide certain messages from the target player.&lt;br /&gt;
&lt;br /&gt;
Examples: 1462, 4001, 4807, 3129, 4072&lt;br /&gt;
&lt;br /&gt;
;ASOUND:mob asound &amp;lt;string&amp;gt;&lt;br /&gt;
This command is similiar to echo. Unlike echo, however, asound will echo a message to every room that the mob&#039;s current room has an exit to - i.e., the surrounding rooms. What&#039;s interesting about asound is that it doesn&#039;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&#039;s room.&lt;br /&gt;
&lt;br /&gt;
Examples: 4017, 5683, 2217, 5494, 2714&lt;br /&gt;
&lt;br /&gt;
;ZECHO:mob zecho &amp;lt;string&amp;gt;&lt;br /&gt;
This command is a more powerful version of echo, echoing a message to every player in the mob&#039;s current area. Staff will get a &amp;quot;mob echo&amp;gt;&amp;quot; in front of every zecho message, but players won&#039;t. The applications of this command are pretty straightforward, and they can easily add some flavor to your area.&lt;br /&gt;
&lt;br /&gt;
Examples: 1035, 1003, 182&lt;br /&gt;
&lt;br /&gt;
;GECHO:mob gecho &amp;lt;string&amp;gt;&lt;br /&gt;
This command is a more powerful version of zecho, echoing a message to every player in the MUD. There probably aren&#039;t that many times anybody would want to use this, but it&#039;s a powerful command and it&#039;s there. Staff will get a &amp;quot;mob echo&amp;gt;&amp;quot; in front of every gecho message, but players won&#039;t.&lt;br /&gt;
&lt;br /&gt;
Examples: 419&lt;br /&gt;
&lt;br /&gt;
;GOTO:mob goto &amp;lt;location&amp;gt;&lt;br /&gt;
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. An interesting fact about goto is that it stops the mob&#039;s combat during the transfer, so it acts like a localized mob peace. Also, use of the goto command can disguise a mob&#039;s death cry - shown in the examples below. Mob goto can transfer through safe or no_mob room flags and can move sentinel mobs.&lt;br /&gt;
&lt;br /&gt;
Examples: 4004, 2712, 3116, 1021, 5555&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 2115, 4069, 1212, 1549, 2262, 71, 4851, 1053, 187, 733&lt;br /&gt;
&lt;br /&gt;
;TRANSFER:mob transfer &amp;lt;target&amp;gt; [location]&lt;br /&gt;
This command transfers the target to the given location. The location can be a room vnum or a single 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 &amp;quot;all,&amp;quot; which will move all characters in the mob&#039;s room. Mob transfer can transfer through safe or no_mob room flags and move sentinel mobs.&lt;br /&gt;
&lt;br /&gt;
Examples: 1452, 4014, 2708, 4854, 1714&lt;br /&gt;
&lt;br /&gt;
;GTRANSFER:mob transfer &amp;lt;target&amp;gt; [location]&lt;br /&gt;
This command works just like transfer, except it transfers everyone in the target&#039;s group as well as the target. However, you cannot gtransfer all. Besides that, it is entirely identical to transfer.&lt;br /&gt;
&lt;br /&gt;
Examples: None.&lt;br /&gt;
&lt;br /&gt;
;MLOAD:mob mload &amp;lt;vnum&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Examples: 1206, 1453, 39, 3119, 154&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 2729, 2262, 4076, 1404, 4849, 1563, 1003&lt;br /&gt;
&lt;br /&gt;
;OLOAD:mob oload &amp;lt;vnum&amp;gt; [level] [R] [W]&lt;br /&gt;
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. &amp;quot;R&amp;quot; will send the object to the room, and &amp;quot;W&amp;quot; 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&#039;s typical to simply use &#039;0 R&#039; or &#039;0 W&#039; to load objects in these ways. What&#039;s great about loading objects is that they can be used as &amp;quot;counters&amp;quot; in mobprogs, illustrated in some examples below.&lt;br /&gt;
&lt;br /&gt;
Examples: 1475, 1360, 3126, 2381, 2127&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 2232, 178, 5670, 4818&lt;br /&gt;
&lt;br /&gt;
;OTRANSFER:mob otransfer &amp;lt;target&amp;gt; &amp;lt;location&amp;gt;&lt;br /&gt;
This command transfers an object to a given location. The target object can be in the room, in the mob&#039;s inventory, or part of the mob&#039;s equipment. The location parameter can be a room vnum or an 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.&lt;br /&gt;
&lt;br /&gt;
Examples: 4868&lt;br /&gt;
&lt;br /&gt;
;PURGE:mob purge [target]&lt;br /&gt;
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&#039;s inventory or equipment. Mob purge will never purge player characters. A mob can &amp;quot;mob purge self,&amp;quot; but do so sparingly - it appears to be able to crash the MUD at times. When you do use &amp;quot;mob purge self,&amp;quot; try to place it as close to the end of mobprogs as possible. For extra security, always place &#039;break&#039; right after a mob purge self command.&lt;br /&gt;
&lt;br /&gt;
Examples: 53, 3149, 4829, 1581, 710&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 1005, 3123&lt;br /&gt;
&lt;br /&gt;
;JUNK:mob junk &amp;lt;item&amp;gt;&lt;br /&gt;
This command can destroy any item the mob has in inventory or is wearing as equipment. The &amp;lt;item&amp;gt; parameter is very versatile. You can junk all, or junk &#039;all something&#039;, 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&#039;s inventory. NOTE: items inside containers cannot be junked, but ifchks can see them.&lt;br /&gt;
&lt;br /&gt;
Examples: 1476, 2109, 1360, 2710, 4886&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 3146, 2216, 4015, 2387, 727, 1009, 1212, 5491, 3113&lt;br /&gt;
&lt;br /&gt;
;REMOVE:mob remove &amp;lt;target&amp;gt; &amp;lt;vnum/name&amp;gt;&lt;br /&gt;
This command removes the given object from the target&#039;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 &#039;mob remove $n sword&#039; 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&#039;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 &#039;mob remove&#039; things from players&#039; inventories without good reason.&lt;br /&gt;
&lt;br /&gt;
Examples: 1027, 4829, 1314, 1162, 5556&lt;br /&gt;
&lt;br /&gt;
;FLEE:mob flee&lt;br /&gt;
This command causes the mob to instantly run to an adjoining room. It only works if the mob is not currently fighting (simply use &#039;flee&#039; 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 &#039;leaves east&#039; 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&#039;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.&lt;br /&gt;
&lt;br /&gt;
Examples: 1006&lt;br /&gt;
&lt;br /&gt;
;KILL:mob kill &amp;lt;target&amp;gt;&lt;br /&gt;
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&#039;t attack itself, and charmed mobs can&#039;t attack their masters. When your mobile absolutely must attack someone, you want to use this instead of the regular kill command.&lt;br /&gt;
&lt;br /&gt;
Examples: 4700, 1456, 2712, 3123&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 1514, 2352, 3014, 1060, 161, 172&lt;br /&gt;
&lt;br /&gt;
;ASSIST:mob assist &amp;lt;target&amp;gt;&lt;br /&gt;
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&#039;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.&lt;br /&gt;
&lt;br /&gt;
Examples: None. This command is not mentioned in the standard mprog documentation.&lt;br /&gt;
&lt;br /&gt;
;HIT:mob hit &amp;lt;target&amp;gt;&lt;br /&gt;
Similar to Kill and Assist, this command causes the mob to attack the target. However, it doesn&#039;t care if the actor is already fighting -- this makes it useful for simulating special attacks.&lt;br /&gt;
&lt;br /&gt;
Examples: 1456&lt;br /&gt;
&lt;br /&gt;
;PEACE:mob peace&lt;br /&gt;
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&#039;s ideal for creating a gap in the fighting to execute commands that can&#039;t be done while fighting, then resuming the brawl. Additionally, it&#039;s a helpful command to use with inert or passive mobs.&lt;br /&gt;
&lt;br /&gt;
Examples: 5669, 4001, 3014, 172, 3139&lt;br /&gt;
&lt;br /&gt;
;SKILL:mob skill &amp;lt;command&amp;gt;&lt;br /&gt;
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%.&lt;br /&gt;
&lt;br /&gt;
Examples: 2511&lt;br /&gt;
&lt;br /&gt;
;DAMAGE:mob damage &amp;lt;target&amp;gt; &amp;lt;min&amp;gt; &amp;lt;max&amp;gt; [damtype] [lethal] [safe] [percent]&lt;br /&gt;
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 &#039;&#039;&#039;all&#039;&#039;&#039;, 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&#039;s hp above maximum. Note that healing this way ignores zombie status, distribute, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
Damtype specifies what [[damage type]] to use in respect to resistances and vulnerabilities. It can be any damage type you see with &amp;quot;? imm&amp;quot; in medit. A given mob damage can only have one given damtype.&amp;lt;br&amp;gt;&lt;br /&gt;
If you type &amp;quot;lethal&amp;quot; at the end of the command, the mob damage can kill the target. Otherwise, the target&#039;s hp will not drop below 0. [damtype] and [lethal]&#039;s positions in the command are interchangeable. If you type &amp;quot;safe&amp;quot; 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 &amp;quot;all&amp;quot; mob damages.&amp;lt;br&amp;gt;&lt;br /&gt;
The &amp;quot;percent&amp;quot; keyword changes the min and max from a damage quantity into a percentage of the target&#039;s maximum HP. It will not do more damage than the target&#039;s current HP, however.&lt;br /&gt;
&lt;br /&gt;
Examples: 4061, 4831, 1704, 1532&lt;br /&gt;
&lt;br /&gt;
;DAMECHO:mob damecho &amp;quot;message to target&amp;quot; &amp;quot;message to room&amp;quot; &amp;lt;target&amp;gt; &amp;lt;min&amp;gt; &amp;lt;max&amp;gt; [damtype] [lethal] [safe] [percent]&lt;br /&gt;
This command is extremely similar to &#039;mob damage&#039; 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. &lt;br /&gt;
&lt;br /&gt;
Examples: 701&lt;br /&gt;
&lt;br /&gt;
;CAST:mob cast &amp;lt;spell&amp;gt; [target]&lt;br /&gt;
This command allows a mob to cast any of the spells normally available to players. The spell parameter takes an argument, and you&#039;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&#039;s inventory, or, depending on the spell, no target at all. Mob cast costs no mana. You&#039;ll usually want to pair this command with a mob echo for more flavor.&lt;br /&gt;
&lt;br /&gt;
Examples: 4001, 2203, 4838, 301, 4716&lt;br /&gt;
&lt;br /&gt;
;MANA:mob mana &amp;lt;target&amp;gt; &amp;lt;min&amp;gt; &amp;lt;max&amp;gt;&lt;br /&gt;
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 &amp;quot;all,&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
Examples: 3139, 2748, 169, 701. This command is unique to CoD.&lt;br /&gt;
&lt;br /&gt;
;AWARD:mob award &amp;lt;target&amp;gt; &amp;lt;type&amp;gt; &amp;lt;value&amp;gt; [noscale]&lt;br /&gt;
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:&lt;br /&gt;
&lt;br /&gt;
 gold	-10000	10000		prac	10	-10		exp	-10000	10000&lt;br /&gt;
 silver	-10000	10000		train	5	-5 		align   -100    100&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The &#039;noscale&#039; argument is optional, and causes awarded experience to be a flat award regardless of the level of the player being awarded. Please keep in mind to level lock large experience rewards to keep quests relevant to the actual level of their area, when using noscale. Without &#039;noscale&#039;, &#039;mob award exp&#039; modifies awarded XP by 0-200% based on the level difference between target and mob, like XP gained from kills.&lt;br /&gt;
&lt;br /&gt;
It&#039;s possible to use &#039;mob award $i&#039; but ONLY do this in event progs, where $i is the player.&lt;br /&gt;
&lt;br /&gt;
Examples: 2260, 4022, 1027, 1116, 32. This command is unique to CoD.&lt;br /&gt;
&lt;br /&gt;
;ADVANCE:mob advance &amp;lt;target&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
This command will advance the target to the specified level. This command MUST be used carefully, as it can reduce the target&#039;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 &#039;mob counter&#039; is the amount of levels you wish to grant the player:&lt;br /&gt;
&lt;br /&gt;
 mob remember $n&lt;br /&gt;
 mob counter $B&lt;br /&gt;
 mob counter 1&lt;br /&gt;
 mob advance $n $z&lt;br /&gt;
&lt;br /&gt;
;QUEST:mob quest &amp;lt;target&amp;gt; &amp;lt;+/-/=&amp;gt; &amp;lt;questflag&amp;gt;&lt;br /&gt;
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. &amp;lt;+/-/=&amp;gt; indicates whether to set or unset the relevant quest flag; + and = are exactly the same. Each area automatically comes with 8 quest flags, regardless of the total vnums of the area, that will use the syntax of [area name]1-8 (without .are) ex. &#039;truce1&#039;. &lt;br /&gt;
&lt;br /&gt;
Examples: 54, 3113, 2390, 4874, 1596. This command is unique to CoD.&lt;br /&gt;
&lt;br /&gt;
;PETIFY:mob petify &amp;lt;target&amp;gt; $i&lt;br /&gt;
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 &#039;self&#039; (variable $i) as the victim.&lt;br /&gt;
&lt;br /&gt;
Examples: 2106, 3196, 700, 707, 715. This command is unique to CoD.&lt;br /&gt;
&lt;br /&gt;
;FORCE:mob force &amp;lt;target&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
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 &amp;quot;all,&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
Examples: 5660, 3130, 2710, 3014, 2387&lt;br /&gt;
&lt;br /&gt;
;GFORCE:mob gforce &amp;lt;target&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
This command works just like force, except it forces everyone in the target&#039;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.&lt;br /&gt;
&lt;br /&gt;
Examples: 5276&lt;br /&gt;
&lt;br /&gt;
;VFORCE:mob vforce &amp;lt;vnum&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Examples: None.&lt;br /&gt;
&lt;br /&gt;
;MFORCE: mob mforce &amp;lt;target&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
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&#039;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 &#039;mob oload&#039; for a quest reward, as this bypasses item and weight carry limits, so there won&#039;t be any issues having them receive the item. &lt;br /&gt;
&lt;br /&gt;
Examples: None (for now).&lt;br /&gt;
&lt;br /&gt;
;AT:mob at &amp;lt;location&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
This command allows a mob to perform any single action at any location on the MUD. It&#039;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 any one word mob or object. The command parameter works just like a regular line of code in a mobprog. The &amp;lt;command&amp;gt; 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.&lt;br /&gt;
&lt;br /&gt;
Examples: 4073, 1003, 5664, 735, 2387&lt;br /&gt;
&lt;br /&gt;
;DELAY:mob delay &amp;lt;pulses&amp;gt;&lt;br /&gt;
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&#039;s delay trigger prog will execute, if it has one. Unless a mob has update_always, its delay counter won&#039;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.&lt;br /&gt;
&lt;br /&gt;
Examples: 182, 1005, 1502, 1061, 1806&lt;br /&gt;
&lt;br /&gt;
;CANCEL:mob cancel&lt;br /&gt;
This command cancels the mob&#039;s delay timer. It sets it to zero and stops the mob&#039;s delay triggers from activating. While waiting enough pulses will also let the delay timer reach zero, that will make the mob&#039;s delay triggers activate. This will not.&lt;br /&gt;
&lt;br /&gt;
Examples: 4011, 1009&lt;br /&gt;
&lt;br /&gt;
;REMEMBER:mob remember &amp;lt;target&amp;gt;&lt;br /&gt;
This command stores the name of a target in the mob&#039;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&#039;s name is stored as $q for the mob and will remain until a mob forget command, a new mob remember, or the mob&#039;s death. Mobs will remember players through player deaths, but will forget a player when that player logs out. A mob&#039;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.&lt;br /&gt;
&lt;br /&gt;
Examples: 4065, 1211, 1053, 1015, 160&lt;br /&gt;
&lt;br /&gt;
;FORGET:mob forget&lt;br /&gt;
This command empties the mob&#039;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).&lt;br /&gt;
&lt;br /&gt;
Examples: 738, 1501, 3142, 5508, 2727&lt;br /&gt;
&lt;br /&gt;
;CALL:mob call &amp;lt;vnum&amp;gt; [victim] [obj1] [obj2]&lt;br /&gt;
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 &#039;mob purge self&#039; 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.&lt;br /&gt;
&lt;br /&gt;
Examples: 1368, 47, 1400, 2395, 5661&lt;br /&gt;
&lt;br /&gt;
;COUNTER: mob counter &amp;lt;value OR &#039;zero&#039;&amp;gt;&lt;br /&gt;
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 &#039;zero&#039; sets the counter to zero.&lt;br /&gt;
&lt;br /&gt;
Examples: 21, 22&lt;br /&gt;
&lt;br /&gt;
;FACE:mob face &amp;lt;long/short/name&amp;gt; &amp;lt;string&amp;gt;&lt;br /&gt;
This command changes the mob&#039;s long or short desc, or name, to whatever is specified. &lt;br /&gt;
&lt;br /&gt;
Examples: 9038&lt;br /&gt;
&lt;br /&gt;
;FLAG:mob flag &amp;lt;victim&amp;gt; &amp;lt;flag type&amp;gt; &amp;lt;flag&amp;gt; +/-&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;SDAMAGE:mob sdamage ??? ???&lt;br /&gt;
Appears to be an uncoded solution to the problem that the $a flag fixed.&lt;br /&gt;
&lt;br /&gt;
;SPAWN:mob spawn &amp;lt;victim&amp;gt; &amp;lt;room vnum&amp;gt;&lt;br /&gt;
The Spawn command will change the target&#039;s recall point to the specified room vnum.&lt;br /&gt;
&lt;br /&gt;
Examples: 9098&lt;br /&gt;
&lt;br /&gt;
;RESCUE:mob rescue &amp;lt;victim&amp;gt;&lt;br /&gt;
The Rescue command works as the Rescue skill does, but without the restrictions on grouping or any skill checks.&lt;br /&gt;
&lt;br /&gt;
;EXITPERMIT:mob exitpermit&lt;br /&gt;
Exitpermit allows mobs with exit progs to allow the character through the exit normally, instead of requiring transfer commands or other sneaky tricks.&lt;br /&gt;
&lt;br /&gt;
Examples: 2917&lt;br /&gt;
&lt;br /&gt;
;ASSET:mob asset &amp;lt;victim&amp;gt; &amp;lt;art/sound&amp;gt; &amp;lt;file&amp;gt; [duration in beats]&lt;br /&gt;
The Asset command is used for enhanced asciiart and sound functions using the Project Tuna client. For advanced usage, see [[Project_Tuna#Mob Asset]].&lt;br /&gt;
&lt;br /&gt;
Examples: 10289, 12002&lt;br /&gt;
&lt;br /&gt;
;OSET: mob oset &amp;lt;object name&amp;gt; &amp;lt;field&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
****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.&lt;br /&gt;
&lt;br /&gt;
Value:&lt;br /&gt;
(a) = requires a string or bit/flag name in place of value&lt;br /&gt;
(#) = requires a numerical value&lt;br /&gt;
&lt;br /&gt;
Mob oset will only target objects in the mob&#039;s inventory or in the same room as the mob.&lt;br /&gt;
&lt;br /&gt;
;MSET: mob mset &amp;lt;target&amp;gt; &amp;lt;field&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
Fields: str(#), dex(#), sex(a/#), level(#), maxhp(#), hp(#), maxmana(#), mana(#), maxmove(#), move(#), alignment(#), wealth(#), damtype(a), hitroll(#), damroll(#), magroll(#), saves(#), dicecount(#), dicetype(#), acbash(#), acslash(#), acpierce(#), acexotic(#)&lt;br /&gt;
&lt;br /&gt;
This command seems to be incompletely implemented. Mobs can currently only mset themselves, but can be mob forced by other mobs to mset themselves.&lt;br /&gt;
&lt;br /&gt;
* See [[Oset_and_mset_tips_and_tricks]] for more information&lt;br /&gt;
&lt;br /&gt;
;RSET: mob rset &amp;lt;field&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
This allows a mob to temporarily edit the room they are standing in. These changes will not save through copyovers or crashes.&lt;br /&gt;
Available fields: name &amp;lt;string&amp;gt;, desc &amp;lt;string&amp;gt;, heal &amp;lt;value&amp;gt;, mana &amp;lt;value&amp;gt;&lt;br /&gt;
There is a 255 character limit to &#039;mob rset desc &amp;lt;string&#039;.&lt;br /&gt;
&lt;br /&gt;
;ADDLAG: mob addlag &amp;lt;target&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;CLAN: mob clan &amp;lt;target&amp;gt; &amp;lt;clan&amp;gt;&lt;br /&gt;
This command allows a mob to add a player to a clan instead of requiring an Immortal&#039;s assistance. The clan must already be created, however.&lt;br /&gt;
&lt;br /&gt;
;PRETITLE: mob mforce &amp;lt;target&amp;gt; mob pretitle self &amp;lt;pretitle&amp;gt;&lt;br /&gt;
This command allows a mob to set a player&#039;s pretitle instead of requiring an Immortal&#039;s assistance. Technically a mob can only set their own pretitle to avoid setting someone else&#039;s pretitle by mistake, so this syntax causes the mob to force the player to set their own pretitle.&lt;br /&gt;
&lt;br /&gt;
===MOB TRIGGERS===&lt;br /&gt;
&lt;br /&gt;
The triggers are listed alphabetically, since there aren&#039;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.&lt;br /&gt;
&lt;br /&gt;
;ACT:addmprog &amp;lt;vnum&amp;gt; act &amp;lt;phrase&amp;gt;&lt;br /&gt;
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 &amp;lt;phrase&amp;gt; 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 &amp;lt;phrase&amp;gt; itself will require the color codes in order to trigger correctly. Act triggers can use one or more words in &amp;lt;phrase&amp;gt; - to set the phrase as multiple words, surrounded the phrase with &amp;quot;quotation marks.&amp;quot; When triggered by someone&#039;s speech, the act prog will activate before the &amp;lt;phrase&amp;gt; is actually spoken - making it look out of order. Many mobiles have an act prog with the phrase &amp;quot;talks to you,&amp;quot; which triggers on the talk social. This is especially common in towns and with humanoid mobs.&lt;br /&gt;
&lt;br /&gt;
;BRIBE:addmprog &amp;lt;vnum&amp;gt; bribe &amp;lt;amount, in silver&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;DAMTYPE:addmprog &amp;lt;vnum&amp;gt; damtype &amp;lt;type of damage&amp;gt;&lt;br /&gt;
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&#039;s number, not its name:&lt;br /&gt;
  0 - None*     1 - Bash      2 - Pierce    3 - Slash     4 - Fire      5 - Cold      6 - Electric&lt;br /&gt;
  7 - Acid      8 - Poison    9 - Negative 10 - Holy     11 - Energy   12 - Mental   13 - Draining&lt;br /&gt;
 14 - Water    15 - Light    16 - Other*   17 - Harm*    18 - Charm    19 - Sound    20 - Wood&lt;br /&gt;
 21 - Silver   22 - Iron     23 - Wind     24 - Earth    25 - Dark&lt;br /&gt;
&lt;br /&gt;
* Very, very few attacks use the None, Other, Harm, or Charm damtype to actually deal damage.&lt;br /&gt;
&lt;br /&gt;
;DEATH:addmprog &amp;lt;vnum&amp;gt; death &amp;lt;percent&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;DELAY:addmprog &amp;lt;vnum&amp;gt; delay &amp;lt;percent&amp;gt;&lt;br /&gt;
The delay trigger is activated when the delay timer for the mob decrements to 0. To set a mob&#039;s delay timer, use the mob delay command. The trigger has a &amp;lt;percent&amp;gt; chance of activating when the delay timer hits 0, although in almost every usage of this command, 100 is used for the &amp;lt;percent&amp;gt; parameter. Delay triggers are known to occasionally and randomly not work. Delay timers will only count down if players are currently in the mob&#039;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.&lt;br /&gt;
&lt;br /&gt;
;EXALL:addmprog &amp;lt;vnum&amp;gt; exall &amp;lt;exit number&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;ENTRY:addmprog &amp;lt;vnum&amp;gt; entry &amp;lt;percent&amp;gt;&lt;br /&gt;
The entry trigger is activated whenever the mob walks into a new room. The trigger has a &amp;lt;percent&amp;gt; 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. &lt;br /&gt;
&lt;br /&gt;
;EXIT:addmprog &amp;lt;vnum&amp;gt; exit &amp;lt;exit number&amp;gt;&lt;br /&gt;
The exit trigger is checked whenever a PC tries to exit the mob&#039;s room. The trigger will activate whenever a player tries to use &amp;lt;exit number&amp;gt;&#039;s exit. It is important to note that if an exit trigger activates, the player&#039;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&#039;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.&lt;br /&gt;
&lt;br /&gt;
The following &amp;lt;exit numbers&amp;gt; collaborate with the indicated exits:&lt;br /&gt;
 0 - north  1 - east  2 - south  3 - west  4 - up&lt;br /&gt;
 5 - down   6 - ne    7 - nw     8 - se    9 - sw&lt;br /&gt;
&lt;br /&gt;
;FIGHT:addmprog &amp;lt;vnum&amp;gt; fight &amp;lt;percent&amp;gt;&lt;br /&gt;
The fight trigger is checked at the end of each combat round for the mob. The trigger has a &amp;lt;percent&amp;gt; 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.&lt;br /&gt;
&lt;br /&gt;
;GIVE:addmprog &amp;lt;vnum&amp;gt; give &amp;lt;object&amp;gt;&lt;br /&gt;
The give trigger is checked when an object is given to the mob. When an item of keyword &amp;lt;object&amp;gt; is given to the mob, the trigger activates. The phrase &#039;all&#039; can be used for &amp;lt;object&amp;gt; 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 &#039;all&#039; 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 &#039;give $o $n&#039; statement.&lt;br /&gt;
&lt;br /&gt;
;GRALL:addmprog &amp;lt;vnum&amp;gt; grall &amp;lt;percent&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;GREET:addmprog &amp;lt;vnum&amp;gt; greet &amp;lt;percent&amp;gt;&lt;br /&gt;
The greet trigger is checked whenever a character enters the room that the mob occupies. It has a &amp;lt;percent&amp;gt; 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. &lt;br /&gt;
&lt;br /&gt;
;HPCNT:addmprog &amp;lt;vnum&amp;gt; hpcnt &amp;lt;hp percent&amp;gt;&lt;br /&gt;
The hpcnt trigger is checked at the end of each combat round for the mob. The trigger will activate if the mob&#039;s hp percentage drops below the &amp;lt;hp percent&amp;gt; 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.&lt;br /&gt;
&lt;br /&gt;
;KILL:addmprog &amp;lt;vnum&amp;gt; kill &amp;lt;percent&amp;gt;&lt;br /&gt;
The kill trigger is checked when someone initiates combat with the mob. The trigger has a &amp;lt;percent&amp;gt; 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.&lt;br /&gt;
&lt;br /&gt;
;RANDOM:addmprog &amp;lt;vnum&amp;gt; random &amp;lt;percent&amp;gt;&lt;br /&gt;
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 &amp;lt;percent&amp;gt; chance of activating every mob pulse, but only if players are currently in the mob&#039;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.&lt;br /&gt;
&lt;br /&gt;
;SCHEDULE:addmprog &amp;lt;vnum&amp;gt; schedule &amp;lt;hour&amp;gt;&lt;br /&gt;
The schedule trigger is checked once every hour, on the hour. The &amp;lt;hour&amp;gt; parameter equals a number from 0 to 23, where 0 is midnight and 12 is noon. If the &amp;lt;hour&amp;gt; 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.&lt;br /&gt;
&lt;br /&gt;
;SPAWN:addmprog &amp;lt;vnum&amp;gt; spawn &amp;lt;percent&amp;gt;&lt;br /&gt;
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 &amp;lt;percent&amp;gt; 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.&lt;br /&gt;
&lt;br /&gt;
;SPEECH:addmprog &amp;lt;vnum&amp;gt; speech &amp;lt;phrase&amp;gt;&lt;br /&gt;
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 &#039;say&#039;, &#039;osay&#039;, or &#039;tell&#039; 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.&lt;br /&gt;
&lt;br /&gt;
;SURRENDER:addmprog &amp;lt;vnum&amp;gt; surrender &amp;lt;percent&amp;gt;&lt;br /&gt;
The surrender trigger, while present on the triggers list, is defunct and is not actually used.&lt;br /&gt;
&lt;br /&gt;
*I like using this trigger to show what mprogs my mob calls within its other mprogs. -Ageatii&lt;br /&gt;
&lt;br /&gt;
[[Category:Technical Information]]&lt;/div&gt;</summary>
		<author><name>Pascal</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=Mprog_Compendium&amp;diff=2241</id>
		<title>Mprog Compendium</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=Mprog_Compendium&amp;diff=2241"/>
		<updated>2019-02-24T14:47:45Z</updated>

		<summary type="html">&lt;p&gt;Pascal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:2Mprog3.jpg|right|thumb|212px|No clear results from Google images on what an Mprog looks like.]]&lt;br /&gt;
&lt;br /&gt;
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&#039;re just a tourist, check out some [[Mprog Compendium/Examples|examples]]&lt;br /&gt;
&lt;br /&gt;
===IFCHECKS===&lt;br /&gt;
&lt;br /&gt;
    rand 		if rand 30		- if random number between 1 and 100 is &amp;lt; 30&lt;br /&gt;
    exists		if exists $n		- does $n exist somewhere&lt;br /&gt;
    ishere   		if ishere $q            - is $q in this room?&lt;br /&gt;
    mobexists		if mobexists fido	- is there a fido mob somewhere&lt;br /&gt;
    			if mobexists 1233	- is there mob vnum 1233 somewhere&lt;br /&gt;
    objexists		if objexists sword	- is there a sword obj somewhere&lt;br /&gt;
    			if objexists 1233	- is there obj vnum 1233 somewhere&lt;br /&gt;
    mobhere		if mobhere fido		- is there a &#039;fido&#039; mob in this room?&lt;br /&gt;
 			if mobhere 1233		- is there mob vnum 1233 in this room?&lt;br /&gt;
    objhere		if objhere bottle	- is there a &#039;bottle&#039; obj in this room?&lt;br /&gt;
 	-can&#039;t see in	if objhere 1233		- is there obj vnum 1233 in this room?&lt;br /&gt;
 	 containers&lt;br /&gt;
    isself		if isself $n            - evaluate equivalence between a character and the acting mob&lt;br /&gt;
    people		if people &amp;gt; 4		- does room contain &amp;gt; 4 people&lt;br /&gt;
    players		if players &amp;gt; 1		- does room contain &amp;gt; 1 pcs *in event obj progs the player doesn&#039;t count in if players checks&lt;br /&gt;
    mobs   		if mobs &amp;gt; 2		- does room contain &amp;gt; 2 mobiles&lt;br /&gt;
    clones		if clones &amp;gt; 3   	- are there &amp;gt; 3 mobs of $i&#039;s vnum here&lt;br /&gt;
    duplicates		if duplicates $n &amp;gt; 3	- are there &amp;gt; 3 mobs of $n&#039;s vnum here&lt;br /&gt;
    order		if order == 0		- is mob the first in room&lt;br /&gt;
 &lt;br /&gt;
    hour 		if hour &amp;gt; 11		- is the time &amp;gt; 11 o&#039;clock&lt;br /&gt;
         Sunrise occurs at 6am (hour 6)&lt;br /&gt;
         Sunset occurs at 6pm (hour 18)&lt;br /&gt;
    day                  if day &amp;gt; 0              - is today not the first day of the week&lt;br /&gt;
         0 - Mana Holy Day&lt;br /&gt;
         1 - Luna Day        &lt;br /&gt;
         2 - Salamando Day&lt;br /&gt;
         3 - Undine Day&lt;br /&gt;
         4 - Dryad Day&lt;br /&gt;
         5 - Jinn Day&lt;br /&gt;
         6 - Gnome Day&lt;br /&gt;
    sky  		if sky &amp;gt; 2     		- is the sky rating &amp;gt; cloudy&lt;br /&gt;
 	0 - dry&lt;br /&gt;
 	1 - cloudless&lt;br /&gt;
 	2 - cloudy&lt;br /&gt;
 	3 - raining&lt;br /&gt;
 	4 - lightning&lt;br /&gt;
    wind 		if wind &amp;gt; 2		- is the wind rating &amp;gt; breeze&lt;br /&gt;
 	0 - stale&lt;br /&gt;
 	1 - none&lt;br /&gt;
 	2 - breeze&lt;br /&gt;
 	3 - windy&lt;br /&gt;
 	4 - gale&lt;br /&gt;
    sector		if sector $i == 5       - sector check&lt;br /&gt;
        0 - inside       1 - city         2 - field        3 - forest     &lt;br /&gt;
        4 - hills        5 - mountain     6 - swim         7 - noswim&lt;br /&gt;
        8 - unused       9 - air          10 - desert      11 - rock&lt;br /&gt;
        12 - road        13 - enter       14 - snow        15 - swamp&lt;br /&gt;
        16 - jungle      17 - ruins       18 - mount2      19 - coastal&lt;br /&gt;
        20 - developed   21 - void        22 - lava&lt;br /&gt;
 &lt;br /&gt;
    ispc   		if ispc $n 		- is $n a pc&lt;br /&gt;
    isnpc		if isnpc $n 		- is $n a mobile&lt;br /&gt;
    isgood		if isgood $n 		- is $n good&lt;br /&gt;
    isevil		if isevil $n 		- is $n evil&lt;br /&gt;
    isneutral		if isneutral $n 	- is $n neutral&lt;br /&gt;
    isimmort		if isimmort $n		- is $n immortal&lt;br /&gt;
    ischarm		if ischarm $n		- is $n charmed */&lt;br /&gt;
    isfollow		if isfollow $n		- is $n following someone&lt;br /&gt;
    isactive		if isactive $n		- is $n&#039;s position &amp;gt; SLEEPING&lt;br /&gt;
    isdelay		if isdelay $i		- does $i currently have a delay counter&lt;br /&gt;
    isvisible		if isvisible $n		- can mob see $n&lt;br /&gt;
    isfighting		if isfighting $n        - fighting check&lt;br /&gt;
    hastarget		if hastarget $i		- does $i have a valid remembered target&lt;br /&gt;
    istarget		if istarget $n		- is $n mob&#039;s remember target&lt;br /&gt;
 &lt;br /&gt;
    affected		if affected $n blind	- is $n affected by blind&lt;br /&gt;
    affected2		if affected2 $n frenzy  - &#039;&#039;&#039;(second set of affects, see mob template for list)&#039;&#039;&#039;&lt;br /&gt;
    shielded  		if shielded $n charge	- is $n shielded by charge&lt;br /&gt;
    act			if act $i sentinel	- is $i flagged sentinel&lt;br /&gt;
    act2 		if act2 $i noattack	- is $i flagged noattack&lt;br /&gt;
    off           	if off $i berserk	- is $i flagged berserk&lt;br /&gt;
    imm           	if imm $i fire		- is $i immune to fire &lt;br /&gt;
    vuln    		if vuln $i electricity  - is $i vulnerable to electricity&lt;br /&gt;
    res        		if res $i cold          - is $i resistant to cold&lt;br /&gt;
    carries		if carries $n sword	- does $n have a &#039;sword&#039;&lt;br /&gt;
 			if carries $n 1233	- does $n have obj vnum 1233&lt;br /&gt;
                                                - (doesn&#039;t check to see if wearing, ONLY if in inventory)&lt;br /&gt;
    wears		if wears $n lantern	- is $n wearing a &#039;lantern&#039;&lt;br /&gt;
 			if wears $n 1233	- is $n wearing obj vnum 1233&lt;br /&gt;
    upon      		if upon $n motorcycle   - is $n riding/using as furniture a &#039;motorcycle&lt;br /&gt;
              		if upon $n 1233         - is $n riding/using as furniture obj vnum 1233&lt;br /&gt;
    has    		if has $n weapon	- does $n have obj of type weapon&lt;br /&gt;
    uses  		if uses $n armor	- is $n wearing obj of type armor&lt;br /&gt;
    pos			if pos $n standing	- is $n standing&lt;br /&gt;
    name  		if name $n puff		- is $n&#039;s name &#039;puff&#039;&lt;br /&gt;
    clan 		if clan $n &#039;tuna&#039; 	- does $n belong to clan &#039;tuna&#039;&lt;br /&gt;
    race 		if race $n dragon	- is $n of &#039;dragon&#039; race&lt;br /&gt;
    class		if class $n wizard	- is $n&#039;s class &#039;wizard&#039;&lt;br /&gt;
    subclass		if subclass $n &amp;gt; 0      - subclass check&lt;br /&gt;
    skill		if skill $n &#039;big boo&#039;   - does $n have the big boo skill&lt;br /&gt;
    skillchk		if skillchk $n &#039;fire&#039; &amp;gt; 90 - character&#039;s skill percentage check&lt;br /&gt;
    objtype		if objtype $o scroll	- is $o a scroll type obj&lt;br /&gt;
    quest		if quest $n nerb1	- is quest flag nerb1 toggled for $n&lt;br /&gt;
    remort		if remort $n &amp;gt; 1        - has $n remorted at least once?&lt;br /&gt;
                                                  (New characters start at &amp;quot;if remort == 1&amp;quot;;&lt;br /&gt;
                                                   first remort is at &amp;quot;if remort == 2&amp;quot;)&lt;br /&gt;
    brief 		if isbrief $n 		- does $n have &#039;brief&#039; toggled? *only works for players&lt;br /&gt;
 &lt;br /&gt;
    vnum 		if vnum $i == 1233  	- virtual number check&lt;br /&gt;
    room 		if room $i == 1233	- room virtual number&lt;br /&gt;
    roomaff		if roomaff sandstorm    - room affect check (&#039;? roomaff&#039; in editor to see valid flags)&lt;br /&gt;
    roomflag		if roomflag dark	- room flag check (&#039;? room&#039; in editor to see valid flags)&lt;br /&gt;
    align		if align $n &amp;lt; -1000	- alignment check&lt;br /&gt;
    level		if level $n &amp;lt; 5		- level check&lt;br /&gt;
         		if level $o == 0        - works on objects too&lt;br /&gt;
    sex			if sex $i == 0		- sex check&lt;br /&gt;
 	0 - none&lt;br /&gt;
 	1 - male&lt;br /&gt;
 	2 - female&lt;br /&gt;
 	3 - (unused)&lt;br /&gt;
 	4 - plural&lt;br /&gt;
 	5 - spivak&lt;br /&gt;
    innate		if innate $n == 1	- innate check&lt;br /&gt;
        0 - None&lt;br /&gt;
        1 - Water&lt;br /&gt;
        2 - Moon&lt;br /&gt;
        3 - Wood&lt;br /&gt;
        4 - None (Don&#039;t use)&lt;br /&gt;
        5 - Wind&lt;br /&gt;
        6 - Earth&lt;br /&gt;
        7 - Fire&lt;br /&gt;
    size		if size $n &amp;lt; 2		- size check&lt;br /&gt;
 	0 - tiny&lt;br /&gt;
 	1 - small&lt;br /&gt;
 	2 - medium&lt;br /&gt;
 	3 - large&lt;br /&gt;
 	4 - huge&lt;br /&gt;
 	5 - giant&lt;br /&gt;
 &lt;br /&gt;
    counter		if counter $i &amp;gt;= 6 	- mob counter check&lt;br /&gt;
    money		if money $n &amp;gt; 500	- money check (in silver)&lt;br /&gt;
    objval0		if objval0 $o &amp;gt; 1000 	- object value[] checks 0-4 (check object type in oedit for relevant variables)&lt;br /&gt;
    objval1						-for money in bribe triggers use objval0 for silver and objval1 for gold&lt;br /&gt;
    objval2&lt;br /&gt;
    objval3&lt;br /&gt;
    objval4&lt;br /&gt;
    objcost		if objcost $o &amp;gt;= 50 	- cost of the obj in silver&lt;br /&gt;
    objweight		if objweight $o &amp;lt; 100 	- weight of the obj in 1/10lbs&lt;br /&gt;
    objextra		if objextra $o glow 	- does $o have glow&lt;br /&gt;
    objextra2		if objextra2 $o unique 	- is $o unique&lt;br /&gt;
    objextra3		if objextra3 $o owned 	- is $o owned&lt;br /&gt;
    objcond 		if objcond $o &amp;gt; 50 	- object condition value check&lt;br /&gt;
 			if objcond pie &amp;gt; 50 	&lt;br /&gt;
    wenchant		if wenchant $o == 10    - has $o been enchanted 10 times (weapon only)&lt;br /&gt;
    aenchant		if aenchant $o == 10    - has $o been enchanted 10 times (armor only)&lt;br /&gt;
 &lt;br /&gt;
    grpsize		if grpsize $n &amp;gt; 6	- group size check&lt;br /&gt;
 							-a solo player is a group size of 0&lt;br /&gt;
 							 -all pets and charmies count toward group size&lt;br /&gt;
 							  -they don&#039;t count if they aren&#039;t in the room with the target&lt;br /&gt;
    str			if str $n &amp;gt; 13		- strength check&lt;br /&gt;
    int			if int $i &amp;lt; 18		- intelligence check&lt;br /&gt;
    wis			if wis $q == 25		- wisdom check&lt;br /&gt;
    dex			if dex $f &amp;gt;= 8		- dexterity check&lt;br /&gt;
    con			if con $g &amp;lt;= 20		- constitution check&lt;br /&gt;
    hpchk		if hpchk $n &amp;lt; 15 	- hit point check&lt;br /&gt;
    hpcnt		if hpcnt $i &amp;gt; 30	- hit point percent check&lt;br /&gt;
    mpchk        	if mpchk $i &amp;gt; 8  	- mana point check&lt;br /&gt;
    mpcnt		if mpcnt $i &amp;gt; 50 	- mana percentage check&lt;br /&gt;
    mvchk 		if mvchk $i &amp;gt; 25 	- movement point check&lt;br /&gt;
    drunk		if drunk $n &amp;gt;= 5        - drunkenness check&lt;br /&gt;
    khexists		if khexists $n 1234     - does mob of this vnum exist in kill history (bodycount)&lt;br /&gt;
    khcount		if khcount $n 1234 &amp;gt; 5  - is number of mob of this vnum in kill history higher than 5&lt;br /&gt;
 &lt;br /&gt;
 IFCHKS can be used with &#039;or&#039;, &#039;and&#039;, and &#039;else&#039;. Ex:&lt;br /&gt;
  	-NOTE: &#039;else&#039; can be combined with &#039;or&#039; and &#039;and&#039; ifchks.&lt;br /&gt;
 		if room $i &amp;gt;= 500 		- is the room vnum both greater than or equal to 500 and less than or equal to 1000?&lt;br /&gt;
 		and room $i &amp;lt;= 1000 			i.e. between 500 and 1000, including both 500 and 1000.&lt;br /&gt;
 &lt;br /&gt;
  		if dex $n &amp;gt; 12 			- are $n&#039;s dex AND str both greater than 12?&lt;br /&gt;
  		and str $n &amp;gt; 12&lt;br /&gt;
 &lt;br /&gt;
 		if hour &amp;gt;= 18 			- is the hour later than 6pm or earlier than 6am?&lt;br /&gt;
 		or hour &amp;lt;= 6 				i.e. is it between 6pm and 6am, including both 6pm and 6am.&lt;br /&gt;
 								*&#039;or&#039; must be used for this type of &#039;evening&#039; check because&lt;br /&gt;
 								the numbers don&#039;t circle like a real clock - it can&#039;t be both&lt;br /&gt;
 								greater than 18 and less than 6.&lt;br /&gt;
 		if class $n thief 		- is $n a thief OR a warrior?&lt;br /&gt;
 		or class $n warrior&lt;br /&gt;
 &lt;br /&gt;
 		if uses $n weapon 		- does $n have an object type of &#039;weapon&#039; equipped?&lt;br /&gt;
 		 mob exitpermit 			yes: they may pass through.&lt;br /&gt;
 		else&lt;br /&gt;
 		 say You need a weapon first! 		no: mob says You need a weapon first!&lt;br /&gt;
  		endif&lt;br /&gt;
&lt;br /&gt;
       -If you want to get REALLY in-depth, you can use both &#039;and&#039; &amp;amp; &#039;or&#039; in a prog, too!&lt;br /&gt;
&lt;br /&gt;
                if vnum $i == ####&lt;br /&gt;
                 if affected $i haste&lt;br /&gt;
                 or affected $i slow&lt;br /&gt;
                 and shielded $i zombie&lt;br /&gt;
                 say I can have either haste or slow, but I&#039;ll always have zombie!&lt;br /&gt;
                 else&lt;br /&gt;
                 say I have neither haste nor slow, and I totes don&#039;t have zombie, either.&lt;br /&gt;
                 endif&lt;br /&gt;
                endif&lt;br /&gt;
&lt;br /&gt;
        Just be sure to watch the order of your ifchecks, it can make the difference between a working prog and a malfunctioning one!&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
 Every if needs an endif. &#039;Or&#039;, &#039;and&#039;, and &#039;else&#039; do not require additional endifs.&lt;br /&gt;
&lt;br /&gt;
===VARIABLES===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
====Ifcheck Variables:====&lt;br /&gt;
 $f	the pet of the mob remember target&lt;br /&gt;
 $g	the master of the mob remember target&lt;br /&gt;
 $i	the acting mob himself&lt;br /&gt;
 $n	the target of the mob&lt;br /&gt;
 $o	the target object of the mob&lt;br /&gt;
 $p	the secondary target object of the mob (act trigger only)*&lt;br /&gt;
 $q	the mob remember target&lt;br /&gt;
 $r	random character in room&lt;br /&gt;
 $t	the secondary target of the mob (act trigger only)*&lt;br /&gt;
 $z	the counter of the acting mob&lt;br /&gt;
 &lt;br /&gt;
 For use in event mprogs:&lt;br /&gt;
 &lt;br /&gt;
 $n	is the targetted mob or player&lt;br /&gt;
 $o	is the targetted object&lt;br /&gt;
 $i	is the acting player&lt;br /&gt;
 $p	is the actual event item being activated&lt;br /&gt;
 $y	will always refer to the person using the event item&lt;br /&gt;
     (useful when the event forces other mobs)&lt;br /&gt;
 $n and $o cannot exist at the same time in an event mprog&lt;br /&gt;
 players are considered to be vnum 0 when using a &#039;vnum $i&#039; check.&lt;br /&gt;
&lt;br /&gt;
====General Variables:====&lt;br /&gt;
 	$a	the numerical damage amount of the last successful Mob Damage (only works with Mob Echo)&lt;br /&gt;
 	$b	the race (for PCs) or shortdesc (for mobs) of the mob&#039;s remember target&lt;br /&gt;
 	$B	the level of the mob&#039;s remember target&lt;br /&gt;
 	$e	the subject pronoun of the mob&#039;s target&lt;br /&gt;
 	$E	the subject pronoun of the mob&#039;s secondary target*&lt;br /&gt;
 	$f	the name of the pet of the mob&#039;s remember target&lt;br /&gt;
 	$F	the short desc of the pet of the mob&#039;s remember target&lt;br /&gt;
 	$g	the name of the master of the mob&#039;s remember target&lt;br /&gt;
 	$G	the short desc of the master of the mob&#039;s remember target&lt;br /&gt;
 	$i	the name of the acting mob&lt;br /&gt;
 	$I	the short desc of the acting mob&lt;br /&gt;
 	$j	the subject pronoun of the acting mob (he/she/it)&lt;br /&gt;
 	$J	the subject pronoun of a random character&lt;br /&gt;
 	$k	the object pronoun of the acting mob (him/her/it)&lt;br /&gt;
 	$K	the object pronoun of a random character&lt;br /&gt;
 	$l	the possessive adjective of the acting mob (his/her/its)&lt;br /&gt;
 	$L	the possessive adjective of a random character&lt;br /&gt;
 	$m	the object pronoun of the mob&#039;s target&lt;br /&gt;
 	$M	the object pronoun of the mob&#039;s secondary target*&lt;br /&gt;
 	$n	the name of the mob&#039;s target&lt;br /&gt;
 	$N	the short desc of the mob&#039;s target&lt;br /&gt;
 	$o	the name of the mob&#039;s object target&lt;br /&gt;
 	$O	the short desc of the mob&#039;s object target&lt;br /&gt;
 	$p	the name of the mob&#039;s secondary object target*&lt;br /&gt;
 	$P	the short desc of the mob&#039;s secondary object target*&lt;br /&gt;
 	$q	the name of the mob&#039;s remember target&lt;br /&gt;
 	$Q	the short desc of the mob&#039;s remember target&lt;br /&gt;
 	$r	the name of a random character&lt;br /&gt;
 	$R	the short desc of a random character&lt;br /&gt;
 	$s	the possessive adjective of the mob&#039;s target&lt;br /&gt;
 	$S	the possessive adjective of the mob&#039;s secondary target*&lt;br /&gt;
 	$t	the name of the mob&#039;s secondary target*&lt;br /&gt;
 	$T	the short desc of the mob&#039;s secondary target*&lt;br /&gt;
 	$X	the subject pronoun of the mob remember target&lt;br /&gt;
 	$Y	the object pronoun of the mob remember target&lt;br /&gt;
 	$z	the counter of the acting mob&lt;br /&gt;
 	$Z	the possessive adjective of the mob remember target&lt;br /&gt;
&lt;br /&gt;
OR:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!  !! Name !! Short Desc !! Subject Pronoun !! Object Pronoun !! Possessive Adjective&lt;br /&gt;
|-&lt;br /&gt;
|  || For Targetting || For Echoing || He/She/It || Him/Her/It || His/Her/Its&lt;br /&gt;
|-&lt;br /&gt;
|Acting Mob || $i || $I || $j || $k || $l&lt;br /&gt;
|-&lt;br /&gt;
|Mob&#039;s Target || $n || $N || $e || $m || $s&lt;br /&gt;
|-&lt;br /&gt;
|Secondary Target* || $t || $T || $E || $M || $S&lt;br /&gt;
|-&lt;br /&gt;
|Object Target || $o || $O&lt;br /&gt;
|-&lt;br /&gt;
|Secondary Object* || $p || $P&lt;br /&gt;
|-&lt;br /&gt;
|Random Character || $r || $R || $J || $K || $L&lt;br /&gt;
|-&lt;br /&gt;
|Mob Remember Target || $q || $Q || $X || $Y || $Z&lt;br /&gt;
|-&lt;br /&gt;
|Remember Target&#039;s Pet || $f || $F&lt;br /&gt;
|-&lt;br /&gt;
|Remember Target&#039;s Master|| $g || $G&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*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&#039;s attack and the mob had an act prog execute on that, Ami would be $t. $p and $t cannot exist at the same time.&lt;br /&gt;
&lt;br /&gt;
===MOB COMMANDS===&lt;br /&gt;
&lt;br /&gt;
The commands are grouped logically, not alphabetically. Commands that serve a similar purpose are grouped together, since I thought it would be more helpful that way. Every command has the appropriate syntax listed under it. Stuff in &amp;lt;brackets&amp;gt; denotes necessary parameters, stuff in [brackets] denotes unnecessary parameters. A synopsis of every command is listed as well. At the bottom of every entry I list examples of every command&#039;s usage. &lt;br /&gt;
&lt;br /&gt;
A list of examples is given for each command. Every command has up to five basic examples and a further list of advanced usages for the command. In general, I try to draw no more than one example from each area, unless a given area has two or more distinctly different advanced usages of a command. The examples can be accessed via mpdump.&lt;br /&gt;
&lt;br /&gt;
;ECHO:mob echo &amp;lt;string&amp;gt;&lt;br /&gt;
This command sends a text message to every player in the room. It is the basic command to output whatever you want via mobprogs. There are many more specialized versions of this command, all of which are listed below. Oftentimes echo is a better choice than having a mob say or emote something.&lt;br /&gt;
&lt;br /&gt;
Examples: 1362, 2206, 2553, 1161, 4715&lt;br /&gt;
&lt;br /&gt;
;ECHOAT:mob echoat &amp;lt;target&amp;gt; &amp;lt;string&amp;gt;&lt;br /&gt;
This command will echo a message to the specific player targetted in the room and no one else. In combination with the echoaround command, this can allow for messages that simulate real commands. Usually the echo command is preferable, but echoaround combined with echoat can allow for the distinction between &amp;quot;you&amp;quot; and &amp;quot;$n&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
Examples: 1072, 33, 152, 1502, 3007&lt;br /&gt;
&lt;br /&gt;
;ECHOAROUND:mob echoaround &amp;lt;target&amp;gt; &amp;lt;string&amp;gt;&lt;br /&gt;
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 &amp;quot;you&amp;quot; and &amp;quot;$n&amp;quot; in messages. Echoaround is generally useful when you want to hide certain messages from the target player.&lt;br /&gt;
&lt;br /&gt;
Examples: 1462, 4001, 4807, 3129, 4072&lt;br /&gt;
&lt;br /&gt;
;ASOUND:mob asound &amp;lt;string&amp;gt;&lt;br /&gt;
This command is similiar to echo. Unlike echo, however, asound will echo a message to every room that the mob&#039;s current room has an exit to - i.e., the surrounding rooms. What&#039;s interesting about asound is that it doesn&#039;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&#039;s room.&lt;br /&gt;
&lt;br /&gt;
Examples: 4017, 5683, 2217, 5494, 2714&lt;br /&gt;
&lt;br /&gt;
;ZECHO:mob zecho &amp;lt;string&amp;gt;&lt;br /&gt;
This command is a more powerful version of echo, echoing a message to every player in the mob&#039;s current area. Staff will get a &amp;quot;mob echo&amp;gt;&amp;quot; in front of every zecho message, but players won&#039;t. The applications of this command are pretty straightforward, and they can easily add some flavor to your area.&lt;br /&gt;
&lt;br /&gt;
Examples: 1035, 1003, 182&lt;br /&gt;
&lt;br /&gt;
;GECHO:mob gecho &amp;lt;string&amp;gt;&lt;br /&gt;
This command is a more powerful version of zecho, echoing a message to every player in the MUD. There probably aren&#039;t that many times anybody would want to use this, but it&#039;s a powerful command and it&#039;s there. Staff will get a &amp;quot;mob echo&amp;gt;&amp;quot; in front of every gecho message, but players won&#039;t.&lt;br /&gt;
&lt;br /&gt;
Examples: 419&lt;br /&gt;
&lt;br /&gt;
;GOTO:mob goto &amp;lt;location&amp;gt;&lt;br /&gt;
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. An interesting fact about goto is that it stops the mob&#039;s combat during the transfer, so it acts like a localized mob peace. Also, use of the goto command can disguise a mob&#039;s death cry - shown in the examples below. Mob goto can transfer through safe or no_mob room flags and can move sentinel mobs.&lt;br /&gt;
&lt;br /&gt;
Examples: 4004, 2712, 3116, 1021, 5555&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 2115, 4069, 1212, 1549, 2262, 71, 4851, 1053, 187, 733&lt;br /&gt;
&lt;br /&gt;
;TRANSFER:mob transfer &amp;lt;target&amp;gt; [location]&lt;br /&gt;
This command transfers the target to the given location. The location can be a room vnum or a single 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 &amp;quot;all,&amp;quot; which will move all characters in the mob&#039;s room. Mob transfer can transfer through safe or no_mob room flags and move sentinel mobs.&lt;br /&gt;
&lt;br /&gt;
Examples: 1452, 4014, 2708, 4854, 1714&lt;br /&gt;
&lt;br /&gt;
;GTRANSFER:mob transfer &amp;lt;target&amp;gt; [location]&lt;br /&gt;
This command works just like transfer, except it transfers everyone in the target&#039;s group as well as the target. However, you cannot gtransfer all. Besides that, it is entirely identical to transfer.&lt;br /&gt;
&lt;br /&gt;
Examples: None.&lt;br /&gt;
&lt;br /&gt;
;MLOAD:mob mload &amp;lt;vnum&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Examples: 1206, 1453, 39, 3119, 154&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 2729, 2262, 4076, 1404, 4849, 1563, 1003&lt;br /&gt;
&lt;br /&gt;
;OLOAD:mob oload &amp;lt;vnum&amp;gt; [level] [R] [W]&lt;br /&gt;
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. &amp;quot;R&amp;quot; will send the object to the room, and &amp;quot;W&amp;quot; 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&#039;s typical to simply use &#039;0 R&#039; or &#039;0 W&#039; to load objects in these ways. What&#039;s great about loading objects is that they can be used as &amp;quot;counters&amp;quot; in mobprogs, illustrated in some examples below.&lt;br /&gt;
&lt;br /&gt;
Examples: 1475, 1360, 3126, 2381, 2127&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 2232, 178, 5670, 4818&lt;br /&gt;
&lt;br /&gt;
;OTRANSFER:mob otransfer &amp;lt;target&amp;gt; &amp;lt;location&amp;gt;&lt;br /&gt;
This command transfers an object to a given location. The target object can be in the room, in the mob&#039;s inventory, or part of the mob&#039;s equipment. The location parameter can be a room vnum or an 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.&lt;br /&gt;
&lt;br /&gt;
Examples: 4868&lt;br /&gt;
&lt;br /&gt;
;PURGE:mob purge [target]&lt;br /&gt;
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&#039;s inventory or equipment. Mob purge will never purge player characters. A mob can &amp;quot;mob purge self,&amp;quot; but do so sparingly - it appears to be able to crash the MUD at times. When you do use &amp;quot;mob purge self,&amp;quot; try to place it as close to the end of mobprogs as possible. For extra security, always place &#039;break&#039; right after a mob purge self command.&lt;br /&gt;
&lt;br /&gt;
Examples: 53, 3149, 4829, 1581, 710&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 1005, 3123&lt;br /&gt;
&lt;br /&gt;
;JUNK:mob junk &amp;lt;item&amp;gt;&lt;br /&gt;
This command can destroy any item the mob has in inventory or is wearing as equipment. The &amp;lt;item&amp;gt; parameter is very versatile. You can junk all, or junk &#039;all something&#039;, 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&#039;s inventory. NOTE: items inside containers cannot be junked, but ifchks can see them.&lt;br /&gt;
&lt;br /&gt;
Examples: 1476, 2109, 1360, 2710, 4886&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 3146, 2216, 4015, 2387, 727, 1009, 1212, 5491, 3113&lt;br /&gt;
&lt;br /&gt;
;REMOVE:mob remove &amp;lt;target&amp;gt; &amp;lt;vnum/name&amp;gt;&lt;br /&gt;
This command removes the given object from the target&#039;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 &#039;mob remove $n sword&#039; 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&#039;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 &#039;mob remove&#039; things from players&#039; inventories without good reason.&lt;br /&gt;
&lt;br /&gt;
Examples: 1027, 4829, 1314, 1162, 5556&lt;br /&gt;
&lt;br /&gt;
;FLEE:mob flee&lt;br /&gt;
This command causes the mob to instantly run to an adjoining room. It only works if the mob is not currently fighting (simply use &#039;flee&#039; 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 &#039;leaves east&#039; 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&#039;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.&lt;br /&gt;
&lt;br /&gt;
Examples: 1006&lt;br /&gt;
&lt;br /&gt;
;KILL:mob kill &amp;lt;target&amp;gt;&lt;br /&gt;
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&#039;t attack itself, and charmed mobs can&#039;t attack their masters. When your mobile absolutely must attack someone, you want to use this instead of the regular kill command.&lt;br /&gt;
&lt;br /&gt;
Examples: 4700, 1456, 2712, 3123&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 1514, 2352, 3014, 1060, 161, 172&lt;br /&gt;
&lt;br /&gt;
;ASSIST:mob assist &amp;lt;target&amp;gt;&lt;br /&gt;
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&#039;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.&lt;br /&gt;
&lt;br /&gt;
Examples: None. This command is not mentioned in the standard mprog documentation.&lt;br /&gt;
&lt;br /&gt;
;HIT:mob hit &amp;lt;target&amp;gt;&lt;br /&gt;
Similar to Kill and Assist, this command causes the mob to attack the target. However, it doesn&#039;t care if the actor is already fighting -- this makes it useful for simulating special attacks.&lt;br /&gt;
&lt;br /&gt;
Examples: 1456&lt;br /&gt;
&lt;br /&gt;
;PEACE:mob peace&lt;br /&gt;
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&#039;s ideal for creating a gap in the fighting to execute commands that can&#039;t be done while fighting, then resuming the brawl. Additionally, it&#039;s a helpful command to use with inert or passive mobs.&lt;br /&gt;
&lt;br /&gt;
Examples: 5669, 4001, 3014, 172, 3139&lt;br /&gt;
&lt;br /&gt;
;SKILL:mob skill &amp;lt;command&amp;gt;&lt;br /&gt;
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%.&lt;br /&gt;
&lt;br /&gt;
Examples: 2511&lt;br /&gt;
&lt;br /&gt;
;DAMAGE:mob damage &amp;lt;target&amp;gt; &amp;lt;min&amp;gt; &amp;lt;max&amp;gt; [damtype] [lethal] [safe] [percent]&lt;br /&gt;
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 &#039;&#039;&#039;all&#039;&#039;&#039;, 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&#039;s hp above maximum. Note that healing this way ignores zombie status, distribute, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
Damtype specifies what [[damage type]] to use in respect to resistances and vulnerabilities. It can be any damage type you see with &amp;quot;? imm&amp;quot; in medit. A given mob damage can only have one given damtype.&amp;lt;br&amp;gt;&lt;br /&gt;
If you type &amp;quot;lethal&amp;quot; at the end of the command, the mob damage can kill the target. Otherwise, the target&#039;s hp will not drop below 0. [damtype] and [lethal]&#039;s positions in the command are interchangeable. If you type &amp;quot;safe&amp;quot; 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 &amp;quot;all&amp;quot; mob damages.&amp;lt;br&amp;gt;&lt;br /&gt;
The &amp;quot;percent&amp;quot; keyword changes the min and max from a damage quantity into a percentage of the target&#039;s maximum HP. It will not do more damage than the target&#039;s current HP, however.&lt;br /&gt;
&lt;br /&gt;
Examples: 4061, 4831, 1704, 1532&lt;br /&gt;
&lt;br /&gt;
;DAMECHO:mob damecho &amp;quot;message to target&amp;quot; &amp;quot;message to room&amp;quot; &amp;lt;target&amp;gt; &amp;lt;min&amp;gt; &amp;lt;max&amp;gt; [damtype] [lethal] [safe] [percent]&lt;br /&gt;
This command is extremely similar to &#039;mob damage&#039; 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. &lt;br /&gt;
&lt;br /&gt;
Examples: 701&lt;br /&gt;
&lt;br /&gt;
;CAST:mob cast &amp;lt;spell&amp;gt; [target]&lt;br /&gt;
This command allows a mob to cast any of the spells normally available to players. The spell parameter takes an argument, and you&#039;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&#039;s inventory, or, depending on the spell, no target at all. Mob cast costs no mana. You&#039;ll usually want to pair this command with a mob echo for more flavor.&lt;br /&gt;
&lt;br /&gt;
Examples: 4001, 2203, 4838, 301, 4716&lt;br /&gt;
&lt;br /&gt;
;MANA:mob mana &amp;lt;target&amp;gt; &amp;lt;min&amp;gt; &amp;lt;max&amp;gt;&lt;br /&gt;
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 &amp;quot;all,&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
Examples: 3139, 2748, 169, 701. This command is unique to CoD.&lt;br /&gt;
&lt;br /&gt;
;AWARD:mob award &amp;lt;target&amp;gt; &amp;lt;type&amp;gt; &amp;lt;value&amp;gt; [noscale]&lt;br /&gt;
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:&lt;br /&gt;
&lt;br /&gt;
 gold	-10000	10000		prac	10	-10		exp	-10000	10000&lt;br /&gt;
 silver	-10000	10000		train	5	-5 		align   -100    100&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The &#039;noscale&#039; argument is optional, and causes awarded experience to be a flat award regardless of the level of the player being awarded. Please keep in mind to level lock large experience rewards to keep quests relevant to the actual level of their area, when using noscale. Without &#039;noscale&#039;, &#039;mob award exp&#039; modifies awarded XP by 0-200% based on the level difference between target and mob, like XP gained from kills.&lt;br /&gt;
&lt;br /&gt;
It&#039;s possible to use &#039;mob award $i&#039; but ONLY do this in event progs, where $i is the player.&lt;br /&gt;
&lt;br /&gt;
Examples: 2260, 4022, 1027, 1116, 32. This command is unique to CoD.&lt;br /&gt;
&lt;br /&gt;
;ADVANCE:mob advance &amp;lt;target&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
This command will advance the target to the specified level. This command MUST be used carefully, as it can reduce the target&#039;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 &#039;mob counter&#039; is the amount of levels you wish to grant the player:&lt;br /&gt;
&lt;br /&gt;
 mob remember $n&lt;br /&gt;
 mob counter $B&lt;br /&gt;
 mob counter 1&lt;br /&gt;
 mob advance $n $z&lt;br /&gt;
&lt;br /&gt;
;QUEST:mob quest &amp;lt;target&amp;gt; &amp;lt;+/-/=&amp;gt; &amp;lt;questflag&amp;gt;&lt;br /&gt;
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. &amp;lt;+/-/=&amp;gt; indicates whether to set or unset the relevant quest flag; + and = are exactly the same. Each area automatically comes with 8 quest flags, regardless of the total vnums of the area, that will use the syntax of [area name]1-8 (without .are) ex. &#039;truce1&#039;. &lt;br /&gt;
&lt;br /&gt;
Examples: 54, 3113, 2390, 4874, 1596. This command is unique to CoD.&lt;br /&gt;
&lt;br /&gt;
;PETIFY:mob petify &amp;lt;target&amp;gt; $i&lt;br /&gt;
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 &#039;self&#039; (variable $i) as the victim.&lt;br /&gt;
&lt;br /&gt;
Examples: 2106, 3196, 700, 707, 715. This command is unique to CoD.&lt;br /&gt;
&lt;br /&gt;
;FORCE:mob force &amp;lt;target&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
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 &amp;quot;all,&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
Examples: 5660, 3130, 2710, 3014, 2387&lt;br /&gt;
&lt;br /&gt;
;GFORCE:mob gforce &amp;lt;target&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
This command works just like force, except it forces everyone in the target&#039;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.&lt;br /&gt;
&lt;br /&gt;
Examples: 5276&lt;br /&gt;
&lt;br /&gt;
;VFORCE:mob vforce &amp;lt;vnum&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Examples: None.&lt;br /&gt;
&lt;br /&gt;
;MFORCE: mob mforce &amp;lt;target&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
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&#039;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 &#039;mob oload&#039; for a quest reward, as this bypasses item and weight carry limits, so there won&#039;t be any issues having them receive the item. &lt;br /&gt;
&lt;br /&gt;
Examples: None (for now).&lt;br /&gt;
&lt;br /&gt;
;AT:mob at &amp;lt;location&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
This command allows a mob to perform any single action at any location on the MUD. It&#039;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 any one word mob or object. The command parameter works just like a regular line of code in a mobprog. The &amp;lt;command&amp;gt; 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.&lt;br /&gt;
&lt;br /&gt;
Examples: 4073, 1003, 5664, 735, 2387&lt;br /&gt;
&lt;br /&gt;
;DELAY:mob delay &amp;lt;pulses&amp;gt;&lt;br /&gt;
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&#039;s delay trigger prog will execute, if it has one. Unless a mob has update_always, its delay counter won&#039;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.&lt;br /&gt;
&lt;br /&gt;
Examples: 182, 1005, 1502, 1061, 1806&lt;br /&gt;
&lt;br /&gt;
;CANCEL:mob cancel&lt;br /&gt;
This command cancels the mob&#039;s delay timer. It sets it to zero and stops the mob&#039;s delay triggers from activating. While waiting enough pulses will also let the delay timer reach zero, that will make the mob&#039;s delay triggers activate. This will not.&lt;br /&gt;
&lt;br /&gt;
Examples: 4011, 1009&lt;br /&gt;
&lt;br /&gt;
;REMEMBER:mob remember &amp;lt;target&amp;gt;&lt;br /&gt;
This command stores the name of a target in the mob&#039;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&#039;s name is stored as $q for the mob and will remain until a mob forget command, a new mob remember, or the mob&#039;s death. Mobs will remember players through player deaths, but will forget a player when that player logs out. A mob&#039;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.&lt;br /&gt;
&lt;br /&gt;
Examples: 4065, 1211, 1053, 1015, 160&lt;br /&gt;
&lt;br /&gt;
;FORGET:mob forget&lt;br /&gt;
This command empties the mob&#039;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).&lt;br /&gt;
&lt;br /&gt;
Examples: 738, 1501, 3142, 5508, 2727&lt;br /&gt;
&lt;br /&gt;
;CALL:mob call &amp;lt;vnum&amp;gt; [victim] [obj1] [obj2]&lt;br /&gt;
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 &#039;mob purge self&#039; 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.&lt;br /&gt;
&lt;br /&gt;
Examples: 1368, 47, 1400, 2395, 5661&lt;br /&gt;
&lt;br /&gt;
;COUNTER: mob counter &amp;lt;value OR &#039;zero&#039;&amp;gt;&lt;br /&gt;
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 &#039;zero&#039; sets the counter to zero.&lt;br /&gt;
&lt;br /&gt;
Examples: 21, 22&lt;br /&gt;
&lt;br /&gt;
;FACE:mob face &amp;lt;long/short/name&amp;gt; &amp;lt;string&amp;gt;&lt;br /&gt;
This command changes the mob&#039;s long or short desc, or name, to whatever is specified. &lt;br /&gt;
&lt;br /&gt;
Examples: 9038&lt;br /&gt;
&lt;br /&gt;
;FLAG:mob flag &amp;lt;victim&amp;gt; &amp;lt;flag type&amp;gt; &amp;lt;flag&amp;gt; +/-&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;SDAMAGE:mob sdamage ??? ???&lt;br /&gt;
Appears to be an uncoded solution to the problem that the $a flag fixed.&lt;br /&gt;
&lt;br /&gt;
;SPAWN:mob spawn &amp;lt;victim&amp;gt; &amp;lt;room vnum&amp;gt;&lt;br /&gt;
The Spawn command will change the target&#039;s recall point to the specified room vnum.&lt;br /&gt;
&lt;br /&gt;
Examples: 9098&lt;br /&gt;
&lt;br /&gt;
;RESCUE:mob rescue &amp;lt;victim&amp;gt;&lt;br /&gt;
The Rescue command works as the Rescue skill does, but without the restrictions on grouping or any skill checks.&lt;br /&gt;
&lt;br /&gt;
;EXITPERMIT:mob exitpermit&lt;br /&gt;
Exitpermit allows mobs with exit progs to allow the character through the exit normally, instead of requiring transfer commands or other sneaky tricks.&lt;br /&gt;
&lt;br /&gt;
Examples: 2917&lt;br /&gt;
&lt;br /&gt;
;ASSET:mob asset &amp;lt;victim&amp;gt; &amp;lt;art/sound&amp;gt; &amp;lt;file&amp;gt; [duration in beats]&lt;br /&gt;
The Asset command is used for enhanced asciiart and sound functions using the Project Tuna client. For advanced usage, see [[Project_Tuna#Mob Asset]].&lt;br /&gt;
&lt;br /&gt;
Examples: 10289, 12002&lt;br /&gt;
&lt;br /&gt;
;OSET: mob oset &amp;lt;object name&amp;gt; &amp;lt;field&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
****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.&lt;br /&gt;
&lt;br /&gt;
Value:&lt;br /&gt;
(a) = requires a string or bit/flag name in place of value&lt;br /&gt;
(#) = requires a numerical value&lt;br /&gt;
&lt;br /&gt;
Mob oset will only target objects in the mob&#039;s inventory or in the same room as the mob.&lt;br /&gt;
&lt;br /&gt;
;MSET: mob mset &amp;lt;target&amp;gt; &amp;lt;field&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
Fields: str(#), dex(#), sex(a/#), level(#), maxhp(#), hp(#), maxmana(#), mana(#), maxmove(#), move(#), alignment(#), wealth(#), damtype(a), hitroll(#), damroll(#), magroll(#), saves(#), dicecount(#), dicetype(#), acbash(#), acslash(#), acpierce(#), acexotic(#)&lt;br /&gt;
&lt;br /&gt;
This command seems to be incompletely implemented. Mobs can currently only mset themselves, but can be mob forced by other mobs to mset themselves.&lt;br /&gt;
&lt;br /&gt;
* See [[Oset_and_mset_tips_and_tricks]] for more information&lt;br /&gt;
&lt;br /&gt;
;ADDLAG: mob addlag &amp;lt;target&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;CLAN: mob clan &amp;lt;target&amp;gt; &amp;lt;clan&amp;gt;&lt;br /&gt;
This command allows a mob to add a player to a clan instead of requiring an Immortal&#039;s assistance. The clan must already be created, however.&lt;br /&gt;
&lt;br /&gt;
;PRETITLE: mob mforce &amp;lt;target&amp;gt; mob pretitle self &amp;lt;pretitle&amp;gt;&lt;br /&gt;
This command allows a mob to set a player&#039;s pretitle instead of requiring an Immortal&#039;s assistance. Technically a mob can only set their own pretitle to avoid setting someone else&#039;s pretitle by mistake, so this syntax causes the mob to force the player to set their own pretitle.&lt;br /&gt;
&lt;br /&gt;
===MOB TRIGGERS===&lt;br /&gt;
&lt;br /&gt;
The triggers are listed alphabetically, since there aren&#039;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.&lt;br /&gt;
&lt;br /&gt;
;ACT:addmprog &amp;lt;vnum&amp;gt; act &amp;lt;phrase&amp;gt;&lt;br /&gt;
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 &amp;lt;phrase&amp;gt; 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 &amp;lt;phrase&amp;gt; itself will require the color codes in order to trigger correctly. Act triggers can use one or more words in &amp;lt;phrase&amp;gt; - to set the phrase as multiple words, surrounded the phrase with &amp;quot;quotation marks.&amp;quot; When triggered by someone&#039;s speech, the act prog will activate before the &amp;lt;phrase&amp;gt; is actually spoken - making it look out of order. Many mobiles have an act prog with the phrase &amp;quot;talks to you,&amp;quot; which triggers on the talk social. This is especially common in towns and with humanoid mobs.&lt;br /&gt;
&lt;br /&gt;
;BRIBE:addmprog &amp;lt;vnum&amp;gt; bribe &amp;lt;amount, in silver&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;DAMTYPE:addmprog &amp;lt;vnum&amp;gt; damtype &amp;lt;type of damage&amp;gt;&lt;br /&gt;
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&#039;s number, not its name:&lt;br /&gt;
  0 - None*     1 - Bash      2 - Pierce    3 - Slash     4 - Fire      5 - Cold      6 - Electric&lt;br /&gt;
  7 - Acid      8 - Poison    9 - Negative 10 - Holy     11 - Energy   12 - Mental   13 - Draining&lt;br /&gt;
 14 - Water    15 - Light    16 - Other*   17 - Harm*    18 - Charm    19 - Sound    20 - Wood&lt;br /&gt;
 21 - Silver   22 - Iron     23 - Wind     24 - Earth    25 - Dark&lt;br /&gt;
&lt;br /&gt;
* Very, very few attacks use the None, Other, Harm, or Charm damtype to actually deal damage.&lt;br /&gt;
&lt;br /&gt;
;DEATH:addmprog &amp;lt;vnum&amp;gt; death &amp;lt;percent&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;DELAY:addmprog &amp;lt;vnum&amp;gt; delay &amp;lt;percent&amp;gt;&lt;br /&gt;
The delay trigger is activated when the delay timer for the mob decrements to 0. To set a mob&#039;s delay timer, use the mob delay command. The trigger has a &amp;lt;percent&amp;gt; chance of activating when the delay timer hits 0, although in almost every usage of this command, 100 is used for the &amp;lt;percent&amp;gt; parameter. Delay triggers are known to occasionally and randomly not work. Delay timers will only count down if players are currently in the mob&#039;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.&lt;br /&gt;
&lt;br /&gt;
;EXALL:addmprog &amp;lt;vnum&amp;gt; exall &amp;lt;exit number&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;ENTRY:addmprog &amp;lt;vnum&amp;gt; entry &amp;lt;percent&amp;gt;&lt;br /&gt;
The entry trigger is activated whenever the mob walks into a new room. The trigger has a &amp;lt;percent&amp;gt; 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. &lt;br /&gt;
&lt;br /&gt;
;EXIT:addmprog &amp;lt;vnum&amp;gt; exit &amp;lt;exit number&amp;gt;&lt;br /&gt;
The exit trigger is checked whenever a PC tries to exit the mob&#039;s room. The trigger will activate whenever a player tries to use &amp;lt;exit number&amp;gt;&#039;s exit. It is important to note that if an exit trigger activates, the player&#039;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&#039;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.&lt;br /&gt;
&lt;br /&gt;
The following &amp;lt;exit numbers&amp;gt; collaborate with the indicated exits:&lt;br /&gt;
 0 - north  1 - east  2 - south  3 - west  4 - up&lt;br /&gt;
 5 - down   6 - ne    7 - nw     8 - se    9 - sw&lt;br /&gt;
&lt;br /&gt;
;FIGHT:addmprog &amp;lt;vnum&amp;gt; fight &amp;lt;percent&amp;gt;&lt;br /&gt;
The fight trigger is checked at the end of each combat round for the mob. The trigger has a &amp;lt;percent&amp;gt; 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.&lt;br /&gt;
&lt;br /&gt;
;GIVE:addmprog &amp;lt;vnum&amp;gt; give &amp;lt;object&amp;gt;&lt;br /&gt;
The give trigger is checked when an object is given to the mob. When an item of keyword &amp;lt;object&amp;gt; is given to the mob, the trigger activates. The phrase &#039;all&#039; can be used for &amp;lt;object&amp;gt; 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 &#039;all&#039; 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 &#039;give $o $n&#039; statement.&lt;br /&gt;
&lt;br /&gt;
;GRALL:addmprog &amp;lt;vnum&amp;gt; grall &amp;lt;percent&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;GREET:addmprog &amp;lt;vnum&amp;gt; greet &amp;lt;percent&amp;gt;&lt;br /&gt;
The greet trigger is checked whenever a character enters the room that the mob occupies. It has a &amp;lt;percent&amp;gt; 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. &lt;br /&gt;
&lt;br /&gt;
;HPCNT:addmprog &amp;lt;vnum&amp;gt; hpcnt &amp;lt;hp percent&amp;gt;&lt;br /&gt;
The hpcnt trigger is checked at the end of each combat round for the mob. The trigger will activate if the mob&#039;s hp percentage drops below the &amp;lt;hp percent&amp;gt; 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.&lt;br /&gt;
&lt;br /&gt;
;KILL:addmprog &amp;lt;vnum&amp;gt; kill &amp;lt;percent&amp;gt;&lt;br /&gt;
The kill trigger is checked when someone initiates combat with the mob. The trigger has a &amp;lt;percent&amp;gt; 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.&lt;br /&gt;
&lt;br /&gt;
;RANDOM:addmprog &amp;lt;vnum&amp;gt; random &amp;lt;percent&amp;gt;&lt;br /&gt;
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 &amp;lt;percent&amp;gt; chance of activating every mob pulse, but only if players are currently in the mob&#039;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.&lt;br /&gt;
&lt;br /&gt;
;SCHEDULE:addmprog &amp;lt;vnum&amp;gt; schedule &amp;lt;hour&amp;gt;&lt;br /&gt;
The schedule trigger is checked once every hour, on the hour. The &amp;lt;hour&amp;gt; parameter equals a number from 0 to 23, where 0 is midnight and 12 is noon. If the &amp;lt;hour&amp;gt; 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.&lt;br /&gt;
&lt;br /&gt;
;SPAWN:addmprog &amp;lt;vnum&amp;gt; spawn &amp;lt;percent&amp;gt;&lt;br /&gt;
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 &amp;lt;percent&amp;gt; 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.&lt;br /&gt;
&lt;br /&gt;
;SPEECH:addmprog &amp;lt;vnum&amp;gt; speech &amp;lt;phrase&amp;gt;&lt;br /&gt;
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 &#039;say&#039;, &#039;osay&#039;, or &#039;tell&#039; 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.&lt;br /&gt;
&lt;br /&gt;
;SURRENDER:addmprog &amp;lt;vnum&amp;gt; surrender &amp;lt;percent&amp;gt;&lt;br /&gt;
The surrender trigger, while present on the triggers list, is defunct and is not actually used.&lt;br /&gt;
&lt;br /&gt;
*I like using this trigger to show what mprogs my mob calls within its other mprogs. -Ageatii&lt;br /&gt;
&lt;br /&gt;
[[Category:Technical Information]]&lt;/div&gt;</summary>
		<author><name>Pascal</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=Flags_Compendium&amp;diff=2240</id>
		<title>Flags Compendium</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=Flags_Compendium&amp;diff=2240"/>
		<updated>2019-02-24T14:42:45Z</updated>

		<summary type="html">&lt;p&gt;Pascal: /* BEHAV FLAGS */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==FLAGS COMPENDIUM==&lt;br /&gt;
===ROOM FLAGS===&lt;br /&gt;
{|&lt;br /&gt;
|dark || Need a light source &lt;br /&gt;
|-&lt;br /&gt;
|always_night || Room is always night; sun never rises, &#039;look sky&#039; always shows stars.&lt;br /&gt;
|-&lt;br /&gt;
|no_mob || Mobs won&#039;t wander in here. Mobs on scripts and charmies are unaffected&lt;br /&gt;
|-&lt;br /&gt;
|indoors || Won&#039;t see [[weather]] or [[time|sunrise/set messages]]&lt;br /&gt;
|-&lt;br /&gt;
|private || Two people at a time&lt;br /&gt;
|-&lt;br /&gt;
|arena || Players don&#039;t leave corpses or lose XP when they die. Players also don&#039;t lose XP for fleeing combat.&lt;br /&gt;
|-&lt;br /&gt;
|safe || No fighting allowed&lt;br /&gt;
|-&lt;br /&gt;
|solitary || One person at a time&lt;br /&gt;
|-&lt;br /&gt;
|pet_shop || Can buy pets here. Pet cost is the &#039;wealth&#039; of the mob, but purchased pets will be flat broke. Builders should reset the pet mobs into next room vnum.&lt;br /&gt;
|-&lt;br /&gt;
|no_recall || Can&#039;t recall from here&lt;br /&gt;
|-&lt;br /&gt;
|imp_only || MTS only&lt;br /&gt;
|-&lt;br /&gt;
|gods_only || Staff only&lt;br /&gt;
|-&lt;br /&gt;
|heroes_only || Also Staff only&lt;br /&gt;
|-&lt;br /&gt;
|newbies_only || Level 5 or less only&lt;br /&gt;
|-&lt;br /&gt;
|law || Prevents use of Charm, Tame, and Hypnotize spells (for some reason). Other stock ROM effects have been commented out.&lt;br /&gt;
|-&lt;br /&gt;
|nowhere || Can&#039;t Scan into this room&lt;br /&gt;
|-&lt;br /&gt;
|wilderness || Was supposed to involve some sort of overworld map? Doesn&#039;t do anything now.&lt;br /&gt;
|-&lt;br /&gt;
|overgrown_1 || Room has +1 level of overgrowth.&lt;br /&gt;
|-&lt;br /&gt;
|overgrown_2 || Room has +2 levels of overgrowth. This can stack with overgrown_1.&lt;br /&gt;
|-&lt;br /&gt;
|always_day || Room is always day; sun never sets, &#039;look sky&#039; shows the sun.&lt;br /&gt;
|-&lt;br /&gt;
|lit || Room is always lit, don&#039;t require a light.&lt;br /&gt;
|}&lt;br /&gt;
====SECTOR====&lt;br /&gt;
{|&lt;br /&gt;
!Sector !! Movement Rate !! Properties !! Geomance Element !! Dance Element&lt;br /&gt;
|-&lt;br /&gt;
|Inside || 4 || Stays lit at night || Pierce || No effect&lt;br /&gt;
|-&lt;br /&gt;
|City || 4 || Stays lit at night || Bash || No effect&lt;br /&gt;
|-&lt;br /&gt;
|Field || 4 || || Slash || Pierce&lt;br /&gt;
|-&lt;br /&gt;
|Forest || 6 || Has 1 level of overgrowth || Wood || Earth&lt;br /&gt;
|-&lt;br /&gt;
|Hills || 6 || || Slash || Pierce&lt;br /&gt;
|-&lt;br /&gt;
|Mountain || 8 || || Earth || Earth&lt;br /&gt;
|-&lt;br /&gt;
|Water (swim) || 4 || || Water || Water&lt;br /&gt;
|-&lt;br /&gt;
|Water (noswim) || 8 || Can&#039;t enter without a boat or the Swim affect || Water || Water&lt;br /&gt;
|-&lt;br /&gt;
|Unused || 1 || || Wind || No effect&lt;br /&gt;
|-&lt;br /&gt;
|Air || 4 || Can&#039;t enter without the Float affect || Wind || Wind&lt;br /&gt;
|-&lt;br /&gt;
|Desert || 8 || || Earth || Wind&lt;br /&gt;
|-&lt;br /&gt;
|Rock || 4 || || Earth || Earth&lt;br /&gt;
|-&lt;br /&gt;
|Road || 4 || || Wind || No effect&lt;br /&gt;
|-&lt;br /&gt;
|Enter || 4 || || Wind || No effect&lt;br /&gt;
|-&lt;br /&gt;
|Snow || 8 || || Cold || Cold&lt;br /&gt;
|-&lt;br /&gt;
|Swamp || 8 || || Water || Earth&lt;br /&gt;
|-&lt;br /&gt;
|Jungle || 8 || Has 1 level of overgrowth || Wood || Earth&lt;br /&gt;
|-&lt;br /&gt;
|Ruins || 4 || || Bash || No effect &lt;br /&gt;
|-&lt;br /&gt;
|Mount2 || 16 || || Earth || No effect&lt;br /&gt;
|-&lt;br /&gt;
|Coastal || 4 || || Earth || Wind&lt;br /&gt;
|-&lt;br /&gt;
|Developed || 4 || || Bash || No effect &lt;br /&gt;
|-&lt;br /&gt;
|Void || 4 || || Wind || No effect&lt;br /&gt;
|-&lt;br /&gt;
|Lava || 8 || || Fire || Fire&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====[[Exits|EXITS]]====&lt;br /&gt;
{|&lt;br /&gt;
|door || Exit has a door -- Required for most other exit flags&lt;br /&gt;
|-&lt;br /&gt;
|closed || Door resets to closed&lt;br /&gt;
|-&lt;br /&gt;
|locked || Door resets to locked&lt;br /&gt;
|-&lt;br /&gt;
|pickproof || Door can&#039;t be picked&lt;br /&gt;
|-&lt;br /&gt;
|nopass || Door can&#039;t be Pass Door&#039;d&lt;br /&gt;
|-&lt;br /&gt;
|easy || Pick Lock doesn&#039;t take many tries&lt;br /&gt;
|-&lt;br /&gt;
|hard || Pick Lock takes a few tries&lt;br /&gt;
|-&lt;br /&gt;
|infuriating || Keep pickin&#039;&lt;br /&gt;
|-&lt;br /&gt;
|noclose || Door can&#039;t be closed&lt;br /&gt;
|-&lt;br /&gt;
|nolock || Door can&#039;t be locked&lt;br /&gt;
|-&lt;br /&gt;
|hidden || Exit can&#039;t be seen by normal means&lt;br /&gt;
|-&lt;br /&gt;
|swim || Only players who can fly or swim, or are on a flying or seaworthy [[vehicle]] can pass.&lt;br /&gt;
|-&lt;br /&gt;
|fly || Only players who can fly or are on a flying [[vehicle]] can pass.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===MOB FLAGS===&lt;br /&gt;
*Mobs with the None [[damage type]] will randomly have Slash, Pound, or Pierce.&lt;br /&gt;
&lt;br /&gt;
====FORM FLAGS====&lt;br /&gt;
Most of these don&#039;t do anything. The ones that have a coded effect are listed below!&lt;br /&gt;
{|&lt;br /&gt;
|edible || Mob&#039;s parts are edible, and the corpse can be butchered into meat.&lt;br /&gt;
|-&lt;br /&gt;
|poison || Mob&#039;s edible parts are poisonous, and meat butchered from the corpse will be poisoned. Bloodsucking will poison the bloodsucker.&lt;br /&gt;
|-&lt;br /&gt;
|instant_decay || Mob doesn&#039;t leave a corpse at all. (Note: This means items on the mob are lost as well.)&lt;br /&gt;
|-&lt;br /&gt;
|animal || Mob is affected by the Tame spell.&lt;br /&gt;
|-&lt;br /&gt;
| || Mobs with any of the mammal, bird, reptile, amphibian, fish, or snake form flags can also be Tamed.&lt;br /&gt;
|-&lt;br /&gt;
|sentient || Mob is affected by the Hypnotize spell and can be haggled with if it&#039;s a shopkeeper.&lt;br /&gt;
|-&lt;br /&gt;
|undead || Mob takes extra non-elemental damage from weapons with disrupting weapon flag.&lt;br /&gt;
|-&lt;br /&gt;
|cold_blood || Mob has blood that can be bloodsuck&#039;d.&lt;br /&gt;
|-&lt;br /&gt;
|warm_blood || Mob can be seen in the dark by characters with Infrared and can be bloodsuck&#039;d.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====PART FLAGS / WEARLOCS====&lt;br /&gt;
Mob parts determine what equipment it can wear.&lt;br /&gt;
&lt;br /&gt;
{| &lt;br /&gt;
! Wearloc !! Required Part flag&lt;br /&gt;
|-&lt;br /&gt;
|take || none&lt;br /&gt;
|-&lt;br /&gt;
|finger || fingers&lt;br /&gt;
|-&lt;br /&gt;
|neck || head&lt;br /&gt;
|-&lt;br /&gt;
|body || guts&lt;br /&gt;
|-&lt;br /&gt;
|head || head&lt;br /&gt;
|-&lt;br /&gt;
|legs || legs&lt;br /&gt;
|-&lt;br /&gt;
|feet || feet&lt;br /&gt;
|-&lt;br /&gt;
|hands || hands&lt;br /&gt;
|-&lt;br /&gt;
|arms || hands&lt;br /&gt;
|-&lt;br /&gt;
|shield || hands&lt;br /&gt;
|-&lt;br /&gt;
|about || guts&lt;br /&gt;
|-&lt;br /&gt;
|waist || legs&lt;br /&gt;
|-&lt;br /&gt;
|wrist || hands&lt;br /&gt;
|-&lt;br /&gt;
|shoulders || head&lt;br /&gt;
|-&lt;br /&gt;
|wield || hands&lt;br /&gt;
|-&lt;br /&gt;
|hold || hands&lt;br /&gt;
|-&lt;br /&gt;
|nosac || not actually a wearloc&lt;br /&gt;
|-&lt;br /&gt;
|wearfloat || none&lt;br /&gt;
|-&lt;br /&gt;
|face || head&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* The Brawling warrior style has special attacks that only execute if the opponent has certain parts; eye, tail, feet, or arms.&lt;br /&gt;
* The guts, head, heart, arms, legs, and brains parts can cause dismembered mob organs to be created when the mob dies.&lt;br /&gt;
* A mob requires the brains part in order to take any damage from the Brainbuster spell.&lt;br /&gt;
* &#039;&#039;&#039;A mob without hands cannot hold items, use weapons, or equip shields.&#039;&#039;&#039;&lt;br /&gt;
* Items which do not have the Take flag can&#039;t be sacrificed, so it is redundant to put nosac on these items also.&lt;br /&gt;
* Items without a Take flag can&#039;t be held by players or mobs at all. Avoid resetting these onto mobs or trying to have mobs oload them.&lt;br /&gt;
&lt;br /&gt;
====ACT FLAGS====&lt;br /&gt;
{|&lt;br /&gt;
|sentinel || Mob won&#039;t wander between rooms (although it can still move if instructed to by an mprog).&lt;br /&gt;
|-&lt;br /&gt;
|scavenger || Mob will pick up takeable objects in the room, starting with the most valuable.&lt;br /&gt;
|-&lt;br /&gt;
|inert || Mob can&#039;t be seen in the room (but can still be interacted with).&lt;br /&gt;
|-&lt;br /&gt;
|omnisight || Mob can see everyone despite invisibility etc but can&#039;t necessarily see in the dark.&lt;br /&gt;
|-&lt;br /&gt;
|aggressive || Doesn&#039;t do anything; the code for this function has been commented out.&lt;br /&gt;
|-&lt;br /&gt;
|stay_area || Mob won&#039;t wander outside the area it was reset into.&lt;br /&gt;
|-&lt;br /&gt;
|wimpy || Mob will try to flee from combat at 20% hp or less.&lt;br /&gt;
|-&lt;br /&gt;
|pet || Mob is a pet? Probably reserved for pet code. Don&#039;t use this.&lt;br /&gt;
|-&lt;br /&gt;
|train || Players can Train at this mob -- defunct&lt;br /&gt;
|-&lt;br /&gt;
|practice || Players can Practice at this mob -- defunct&lt;br /&gt;
|-&lt;br /&gt;
|passive || Mob doesn&#039;t fight back with autoattacks, its current health isn&#039;t visible when you &#039;look&#039; at it, nor will Peek work on it.&lt;br /&gt;
|-&lt;br /&gt;
|hyper || Mob wanders around real fast.&lt;br /&gt;
|-&lt;br /&gt;
|visdeath || Mob can only be seen by immortals and can&#039;t be interacted with by players.&lt;br /&gt;
|-&lt;br /&gt;
|mage || Mob gets -5 to Saves&lt;br /&gt;
|-&lt;br /&gt;
|thief || Mob has the Smokescreen skill&lt;br /&gt;
|-&lt;br /&gt;
|warrior || Mob has the Shield Block skill&lt;br /&gt;
|-&lt;br /&gt;
|noalign || Mob won&#039;t affect player alignment at all when killed.&lt;br /&gt;
|-&lt;br /&gt;
|nopurge || Mob can&#039;t be purged by immortals (the Mob Purge command from a mob can still affect these).&lt;br /&gt;
|-&lt;br /&gt;
|outdoors || Mob won&#039;t wander into Indoor flagged rooms.&lt;br /&gt;
|-&lt;br /&gt;
|indoors || Mob won&#039;t wander outdoors.&lt;br /&gt;
|-&lt;br /&gt;
|healer || Mob offers hardcoded heal-for-cash services (EG Selan).&lt;br /&gt;
|-&lt;br /&gt;
|gain || Doesn&#039;t do anything -- in stock ROM allows for gaining new skills.&lt;br /&gt;
|-&lt;br /&gt;
|update_always || Mob does things even when no player in the area.&lt;br /&gt;
|-&lt;br /&gt;
|changer || Mob is a [[bank]].&lt;br /&gt;
|-&lt;br /&gt;
|hyper_res || Mob takes 1/4 damage from sources it resists (instead of 2/3) and double damage from sources it&#039;s vulnerable to (instead of 3/2).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes on wandering mobs:&lt;br /&gt;
* When mobs try to move, they make three attempts. Each attempt, they pick a random exit in the room and then look at it more closely. If they can&#039;t move, they try again. If they can move, they do.&lt;br /&gt;
* Mobs will not wander through closed doors (even if affected by pass_door) or into no_mob rooms.&lt;br /&gt;
* Mobs with the stay_area flag will not wander between areas (which area its&#039; vnum is in doesn&#039;t matter).&lt;br /&gt;
* Mobs with the Outdoors flag won&#039;t wander into Indoors rooms. Mobs with the Indoors flag won&#039;t wander into rooms that aren&#039;t flagged Indoors.&lt;br /&gt;
* Only Flying mobs will move into Air sector rooms. Only mobs with the Swim affect will move into any sort of water room. &lt;br /&gt;
** A mob without the Swim affect &#039;&#039;will&#039;&#039; attempt to move into a noswim sector room (and fail to move, unless it has a boat object), but will not even try to get into a swim sector room unless it has the affect (even though it would be allowed to move there if it tried). This doesn&#039;t make a lot of sense but that&#039;s how it is.&lt;br /&gt;
&lt;br /&gt;
====ACT2 FLAGS====&lt;br /&gt;
{|&lt;br /&gt;
|doublexp || Mob gives double XP.&lt;br /&gt;
|-&lt;br /&gt;
|halfxp || Mob gives half XP.&lt;br /&gt;
|-&lt;br /&gt;
|noxp || Mob gives no XP.&lt;br /&gt;
|-&lt;br /&gt;
|noparts || Mob leaves no parts when killed.&lt;br /&gt;
|-&lt;br /&gt;
|sociable || Mob talks to or slaps people that use socials on it.&lt;br /&gt;
|-&lt;br /&gt;
|aquatic || Mob won&#039;t wander outside water rooms.&lt;br /&gt;
|-&lt;br /&gt;
|xpandahalf || Mob gives 1.5x XP.&lt;br /&gt;
|-&lt;br /&gt;
|adept || Mob uses skills at 100% (instead of 75%).&lt;br /&gt;
|-&lt;br /&gt;
|inept || Mob uses skills at 50% (instead of 75%).&lt;br /&gt;
|-&lt;br /&gt;
|carryall || Mob has no weight or item# limits.&lt;br /&gt;
|-&lt;br /&gt;
|priority || Mob will be targetted first by opponents with the AI_1 flag.&lt;br /&gt;
|-&lt;br /&gt;
|antihyper || Mob wanders especially slowly.&lt;br /&gt;
|-&lt;br /&gt;
|parsename || Mob will have a unique name as its first name when it resets.&lt;br /&gt;
|-&lt;br /&gt;
|noattack || Mob can&#039;t be attacked by anyone.&lt;br /&gt;
|-&lt;br /&gt;
|necromancer || Mob offers corpse retrieval for cash services, as Xzar, Caroline, etc.&lt;br /&gt;
|-&lt;br /&gt;
|raidmob || Mob can be attacked by anyone with no regard to &#039;kill stealing&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|carrynone || Mob can&#039;t pick up or be given items&lt;br /&gt;
|-&lt;br /&gt;
|passivelite || Mob won&#039;t auto-attack but still has visible health and such&lt;br /&gt;
|-&lt;br /&gt;
|ally || Is treated as a PC for some attack-safety purposes -- EG Ally mobs won&#039;t hit other Ally mobs with area attacks&lt;br /&gt;
|-&lt;br /&gt;
|shopkeepitems || Shop will not slowly discard items sold to it.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====OFF FLAGS====&lt;br /&gt;
A lot of these are affected by the adept/inept Act flags&lt;br /&gt;
{|&lt;br /&gt;
|area_attack || Mob hits everything that&#039;s fighting it with its normal attacks.&lt;br /&gt;
|-&lt;br /&gt;
|backstab || Mob is capable of using the Backstab skill, and would if it aggroed, but mobs don&#039;t aggro, so it does nothing.&lt;br /&gt;
|-&lt;br /&gt;
|bash || Mob has a 12.5% chance of using the bash skill, if it&#039;s not lagged.&lt;br /&gt;
|-&lt;br /&gt;
|berserk || Mob has a 12.5% chance of using the berserk skill, if it&#039;s not lagged and isn&#039;t already berserk.&lt;br /&gt;
|-&lt;br /&gt;
|disarm || Mob has a 12.5% chance of using the disarm skill, if it&#039;s not lagged. The mob needs a [[weapon]].&lt;br /&gt;
|-&lt;br /&gt;
|dodge || Mob can dodge melee attacks as a player with the dodge skill at 75%.&lt;br /&gt;
|-&lt;br /&gt;
|fade || Doesn&#039;t do anything.&lt;br /&gt;
|-&lt;br /&gt;
|fast || Mob attacks twice always, doesn&#039;t stack with Haste. Mob will ignore Slow if affected. Mob gets +2 DEX when spawned.&lt;br /&gt;
|-&lt;br /&gt;
|kick || Mob has a 12.5% chance of using the kick skill, if it&#039;s not lagged.&lt;br /&gt;
|-&lt;br /&gt;
|dirt_kick || Mob has a 12.5% chance of using the dirt kick skill, if it&#039;s not lagged.&lt;br /&gt;
|-&lt;br /&gt;
|parry || Mob can parry attacks; works half as often with no [[weapon]].&lt;br /&gt;
|-&lt;br /&gt;
|rescue || Mob will try to rescue the target of its target, if that target is at 50% hp or less.&lt;br /&gt;
|-&lt;br /&gt;
|tail || Mob has a 12.5% chance of.. not doing anything (the code for this attack is commented out).&lt;br /&gt;
|-&lt;br /&gt;
|trip || Mob has a 12.5% chance of using the trip skill, if it&#039;s not lagged.&lt;br /&gt;
|-&lt;br /&gt;
|crush || Mob has a 12.5% chance of using the smash skill, if it&#039;s not lagged.&lt;br /&gt;
|-&lt;br /&gt;
|assist_all || Mob will assist all other &#039;&#039;&#039;mobs&#039;&#039;&#039; that it sees fighting.&lt;br /&gt;
|-&lt;br /&gt;
|assist_align || Mob will assist other mobs with a similar alignment, chunked out to good/neutral/evil.&lt;br /&gt;
|-&lt;br /&gt;
|assist_race || Mob will assist other mobs of the same race.&lt;br /&gt;
|-&lt;br /&gt;
|assist_players || Mob will assist players as long as the player isn&#039;t more than 5 levels above them. This has precedence over the other assist flags.&lt;br /&gt;
|-&lt;br /&gt;
|assist_leader || If following someone, mob will assist its leader.&lt;br /&gt;
|-&lt;br /&gt;
|assist_vnum || Mob will assist mobs of the same vnum.&lt;br /&gt;
|-&lt;br /&gt;
|second_attack || Mob has the 2x-Cut skill.&lt;br /&gt;
|-&lt;br /&gt;
|third_attack || Mob has the 3x-Cut skill.&lt;br /&gt;
|-&lt;br /&gt;
|ai_retargeting || Mob will aggro onto players that have recently fled from it, and selectively hit targets with the Priority act flag. If the mob&#039;s attacks are ineffective, it will re-target randomly to another member of the same group.&lt;br /&gt;
|-&lt;br /&gt;
|ai_flees || Mob will flee from sandstorms, flurries, miasmas, wildfires, etc unless it&#039;s immune to the appropriate damage type.&lt;br /&gt;
|-&lt;br /&gt;
|ai_rests || Mob will rest when injured (hp&amp;lt;50%), stand up when it&#039;s recovered (hp&amp;gt;75%).&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
* Only one of the various 12.5% flags can trigger in any given round. A mob will all eight will try to use one (and only one) every single round.&lt;br /&gt;
&lt;br /&gt;
====BEHAV FLAGS====&lt;br /&gt;
{|&lt;br /&gt;
|random_innate || Mob randomly has one of the 6 elemental innates. This creates one resistance and one vulnerability.&lt;br /&gt;
|-&lt;br /&gt;
|rand_phys_resist || Mob randomly resists one of bashing, slashing, or piercing.&lt;br /&gt;
|-&lt;br /&gt;
|rand_misc_resist || Mob randomly resists one or two non-physical elements.&lt;br /&gt;
|-&lt;br /&gt;
|rand_phys_vuln || Mob is randomly vulnerable to one of bashing, slashing, or piercing.&lt;br /&gt;
|-&lt;br /&gt;
|rand_misc_vuln || Mob is randomly vulnerable to one or two non-physical elements.&lt;br /&gt;
|-&lt;br /&gt;
|travelingpet || Mob will automatically teleport to its master as long as it has one, and will otherwise despawn itself unless it is inside of a petshop room.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====AFFECT FLAGS====&lt;br /&gt;
{|&lt;br /&gt;
|blind || Character can&#039;t see anything! Mobs ignore this flag so their mobprogs work&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|invisible || Character can only be seen and targetted by things with detect_invis.&lt;br /&gt;
|-&lt;br /&gt;
|detect_evil || Character sees evil objects and characters with a red aura.&lt;br /&gt;
|-&lt;br /&gt;
|detect_invis || Character can see invisible objects and characters, and knows they&#039;re invisible.&lt;br /&gt;
|-&lt;br /&gt;
|detect_magic || Character sees a blue aura around magical objects.&lt;br /&gt;
|-&lt;br /&gt;
|detect_hidden || Character can see hidden objects and characters, and knows they&#039;re hidden.&lt;br /&gt;
|-&lt;br /&gt;
|detect_good || Character sees good objects and characters with a gold aura.&lt;br /&gt;
|-&lt;br /&gt;
|sanctuary || Character is permanently under the effects of Nayru&#039;s Love (half damage from everything).&lt;br /&gt;
|-&lt;br /&gt;
|faerie_fire || Character has a pink aura. Negates invisibility.&lt;br /&gt;
|-&lt;br /&gt;
|infrared || Character can see warm_blood mobs in the dark.&lt;br /&gt;
|-&lt;br /&gt;
|curse || Character is flagged as cursed. All skill effectiveness is reduced by 15% while this flag is applied, but the character is immune to the Curse spell.&lt;br /&gt;
|-&lt;br /&gt;
|solidified || Character is completely frozen!&lt;br /&gt;
|-&lt;br /&gt;
|poison || Character is flagged as poisoned. This flag has no affect on stats but the character can&#039;t be poisoned again. Regeneration is decreased while this flag is applied, however.&lt;br /&gt;
|-&lt;br /&gt;
|protect_evil || Character takes 2/3 damage from evil foes.&lt;br /&gt;
|-&lt;br /&gt;
|protect_good || Character takes 2/3 damage from good foes.&lt;br /&gt;
|-&lt;br /&gt;
|sneak || Character doesn&#039;t generate echoes when moving from room to room. Triggers GRALL but not GREET progs.&lt;br /&gt;
|-&lt;br /&gt;
|hide || Character is hiding. Using any command removes this effect.&lt;br /&gt;
|-&lt;br /&gt;
|sleep || Character is under the effects of &#039;&#039;permanent&#039;&#039; magical sleep!!&lt;br /&gt;
|-&lt;br /&gt;
|charm || Character is under the effects of a Charm spell. Don&#039;t use.&lt;br /&gt;
|-&lt;br /&gt;
|flying || Character is flying: reduced MV costs everywhere (by 1 per room), can travel into air sector rooms, and doesn&#039;t need a boat to travel into noswim sector rooms. Also immune to Trip and Earthquake.&lt;br /&gt;
|-&lt;br /&gt;
|pass_door || Character can walk through some closed doors.&lt;br /&gt;
|-&lt;br /&gt;
|haste || Character is under the effects of Haste: &#039;&#039;&#039;always&#039;&#039;&#039; gets exactly 1 extra attack in combat, but regenerates at half speed. &lt;br /&gt;
|-&lt;br /&gt;
|calm || Character is under the effects of the Calm spell. Character can&#039;t use berserk.&lt;br /&gt;
|-&lt;br /&gt;
|plague || Character is flagged as plagued. Regeneration is decreased but the player can&#039;t be hit with the Bio 2 spell.&lt;br /&gt;
|-&lt;br /&gt;
|locusts || Character is a swarm of locusts per the Plague Swarm spell. *Cannot be set on a mob&#039;s template or applied by an item.&lt;br /&gt;
|-&lt;br /&gt;
|dark_vision || Character can see anything in any kind of darkness without a light source.&lt;br /&gt;
|-&lt;br /&gt;
|berserk || Character is under the effects of Berserk! Character can&#039;t cast spells, everything the character sees is red, and they get a 50% penalty to all saving throws.&lt;br /&gt;
|-&lt;br /&gt;
|swim || Character doesn&#039;t need a boat to enter noswim sector rooms.&lt;br /&gt;
|-&lt;br /&gt;
|regeneration || Character regenerates HP twice as fast!&lt;br /&gt;
|-&lt;br /&gt;
|slow || Character has a chance to simply not attack during combat. 2x-cut and 3x-cut chances are reduced dramatically. Ignored if the mob is flagged off_fast. Character also regenerates at half speed AND spends more MV when traveling.&lt;br /&gt;
|-&lt;br /&gt;
|scarecrow || Character is affected by the Scarecrow spell -- can&#039;t eat, drink, or move, and melee attacks do reduced damage.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====AFFECT2 FLAGS====&lt;br /&gt;
{|&lt;br /&gt;
|focus || double mana regeneration&lt;br /&gt;
|-&lt;br /&gt;
|motivation || slight movement regeneration&lt;br /&gt;
|-&lt;br /&gt;
|theatrical || takes damage when receiving an affect&lt;br /&gt;
|-&lt;br /&gt;
|frenzy || grants extra attack&lt;br /&gt;
|-&lt;br /&gt;
|vampirism || ??&lt;br /&gt;
|-&lt;br /&gt;
|paralysis|| ??&lt;br /&gt;
|-&lt;br /&gt;
|fast|| no command lag when moving rooms (like vehicle fast)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====SHIELD FLAGS====&lt;br /&gt;
{|&lt;br /&gt;
|charge || Character does 1.5x damage with all applicable spells. DOES NOT DISSIPATE UNLESS IT IS APPLIED BY THE CHARGE SPELL.&lt;br /&gt;
|-&lt;br /&gt;
|sabotaged || Character takes damage when using skills or spells.&lt;br /&gt;
|-&lt;br /&gt;
|hallucinating || Character is under the effects of the Mushroomize spell; all MUD output turns wacky.&lt;br /&gt;
|-&lt;br /&gt;
|terrified || Character may cower helplessly in combat, with a greater chance is the foe&#039;s level is higher than the character&#039;s. Also makes the character try to flee.&lt;br /&gt;
|-&lt;br /&gt;
|haunted || Character is tormented by minighosts.&lt;br /&gt;
|-&lt;br /&gt;
|confused || Character hits itself sometimes in combat.&lt;br /&gt;
|-&lt;br /&gt;
|stat enhancement || Character is under the effects of one of Sage Aura, Brilliance, Limber, Valor, or Vigor/Warcry and can&#039;t be affected by another one.&lt;br /&gt;
|-&lt;br /&gt;
|ice shield || Returns 20 to 30% of melee damage as bash-type damage&lt;br /&gt;
|-&lt;br /&gt;
|thorn shield || Returns 20 to 30% of melee damage as pierce-type damage&lt;br /&gt;
|-&lt;br /&gt;
|crystal shield || Returns 20 to 30% of melee damage as slash-type damage&lt;br /&gt;
|-&lt;br /&gt;
|osmosis || Character loses MP steadily. Also decreases MP regeneration.&lt;br /&gt;
|-&lt;br /&gt;
|volta || Character does not auto-attack but has double normal dodge chances.&lt;br /&gt;
|-&lt;br /&gt;
|manashield || Character has Mana Shield permanently up. It will give the &#039;your shield broke&#039; message with every attack if they&#039;re at 0MP but they&#039;ll still take full damage.&lt;br /&gt;
|-&lt;br /&gt;
|kamikaze || Character is going to Detonate. *Cannot be set on a mob&#039;s template or applied by an item.&lt;br /&gt;
|-&lt;br /&gt;
|zeal || Character fails all saving throws but receives a bonus to damage for each bad affect&lt;br /&gt;
|-&lt;br /&gt;
|bleeding || Character loses HP steadily. Some types of bleeding make you bleed worse than others!&lt;br /&gt;
|-&lt;br /&gt;
|undead || Character is a zombie with a relentless hunger for delicious brains. All text is dark gray, healing spells do damage instead of healing, and the poor bastard doesn&#039;t necessarily die when they drop below 0hp! This is distinct from the undead form flag.&lt;br /&gt;
|-&lt;br /&gt;
|oozaru form || Character is an oozaru and can&#039;t cast spells.&lt;br /&gt;
|-&lt;br /&gt;
|double image || Character has a double image. It will take one attack and then vanish.&lt;br /&gt;
|-&lt;br /&gt;
|ink || Character has been inked. Display is all goofed up with large black splotches.&lt;br /&gt;
|-&lt;br /&gt;
|seraph form || Character has seraph form and can&#039;t cast spells.&lt;br /&gt;
|-&lt;br /&gt;
|reflect || Spells targetted at the character bounce back the wrong way&lt;br /&gt;
|-&lt;br /&gt;
|surefire casting || Character has surecasting on.&lt;br /&gt;
|-&lt;br /&gt;
|jinx || Character has a 33% chance of dropping any [[weapon]] they&#039;re wielding in any combat round.&lt;br /&gt;
|-&lt;br /&gt;
|leechseed || Character is under the effects of the Leech Seed spell. *Cannot be set on a mob&#039;s template or applied by an item.&lt;br /&gt;
|-&lt;br /&gt;
|bees || Character is covered in bees which deal periodic damage.&lt;br /&gt;
|-&lt;br /&gt;
|choke || Character is affected by Choke and casts spells at 3/4 the normal strength.&lt;br /&gt;
|-&lt;br /&gt;
|endure || Character cannot be reduced below 1hp.&lt;br /&gt;
|-&lt;br /&gt;
|sheltered || Character is being sheltered by a friendly Templar. *Cannot be set on a mob&#039;s template or applied by an item.&lt;br /&gt;
|-&lt;br /&gt;
|bide || Character is using the skill Bide. *Cannot be set on a mob&#039;s template or applied by an item.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Some of these affects can&#039;t be applied to a mob&#039;s template, only by spells; homing attack, stat enhancement, extension, kamikaze, short term combat effect, oozaru form, double image, seraph form, Jumi empathy, surefire casting, and leechseed.&lt;br /&gt;
&lt;br /&gt;
===OBJ FLAGS===&lt;br /&gt;
For more details on object types see [[Flags Compendium/Obj Types]]&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[light]] || Light sources, go in a special &#039;light&#039; slot when equipped no matter what wear flags you use&lt;br /&gt;
|-&lt;br /&gt;
|[[scroll]] || Can be recited or read to cast 1-4 spells on a target. Works from base inventory, consumed when used, uses [[Artifice]] skill.&lt;br /&gt;
|-&lt;br /&gt;
|[[wand]] || Can be zapped or used to cast 1 spell a set number of times on a target. Must be equipped, any slot is OK. Uses [[Artifice]] skill. Explodes when out of charges unless NOEXPLODE extra flag is set.&lt;br /&gt;
|-&lt;br /&gt;
|[[staff]] || Can be brandished or used to cast 1 spell a set number of times on all targets in a room! Must be equipped, any slot is OK. Uses [[Artifice]] skill. Explodes when out of charges unless NOEXPLODE extra flag is set.&lt;br /&gt;
|-&lt;br /&gt;
|[[weapon]] || Changes wearer&#039;s melee autoattack damage to the type and amount specified in the object. Must be in the Wield slot to work.&lt;br /&gt;
|-&lt;br /&gt;
|[[treasure]] || No inherent properties, reserved for salable loot.&lt;br /&gt;
|-&lt;br /&gt;
|armor || Modifies wearer&#039;s armor values. Can be equipped anywhere.&lt;br /&gt;
|-&lt;br /&gt;
|[[potion]] || Can be quaffed or drunk to cast 1-4 spells on the drinker. Works from base inventory, consumed when used.&lt;br /&gt;
|-&lt;br /&gt;
|[[furniture]] || Various flags allow characters to sit, rest, stand, or sleep on, in, or at these objects. Recovery rates can be modified as well.&lt;br /&gt;
|-&lt;br /&gt;
|[[trash]] || No inherent properties, reserved for nonsalable loot.&lt;br /&gt;
|-&lt;br /&gt;
|[[container]] || Object that holds other objects. Can be closable/lockable like a door.&lt;br /&gt;
|-&lt;br /&gt;
|[[drinkcontainer]] || Holds a set quantity of a certain [[liquid]]. Liquids can be replaced with different liquids. Disappears when empty unless NOEXPLODE is set.&lt;br /&gt;
|-&lt;br /&gt;
|[[key]] || Object vanishes on logout. Has no other properties.&lt;br /&gt;
|- &lt;br /&gt;
|[[food]] || Can be eaten for food/full value and cast 1 spell on the eater.&lt;br /&gt;
|- &lt;br /&gt;
|[[money]] || Is abstracted into current wealth when picked up by a player. Dropped wealth turns into a money object. The Priest class can sacrifice money to recover mana for 1 MP per 50 silver.&lt;br /&gt;
|- &lt;br /&gt;
|boat || Can be equipped or in base inventory for players to move in water rooms. Defunct.&lt;br /&gt;
|- &lt;br /&gt;
|npccorpse || NPC [[Corpse]]. Reserved.&lt;br /&gt;
|- &lt;br /&gt;
|[[fountain]] || Like a drinkcontainer but the [[liquid]] inside can&#039;t be poisoned. Drinkcontainers can also be &#039;fill&#039;ed from it.&lt;br /&gt;
|- &lt;br /&gt;
|[[pill]] || Can be eaten to cast 1-4 spells on the drinker. Works from base inventory, consumed when used.&lt;br /&gt;
|- &lt;br /&gt;
|protect || Uncoded junk. Don&#039;t use.&lt;br /&gt;
|- &lt;br /&gt;
|map || Uncoded junk. Don&#039;t use.&lt;br /&gt;
|- &lt;br /&gt;
|[[portal]] || Objects that can be &#039;entered&#039; to take the character to a set room. Can be closable/lockable like a door.&lt;br /&gt;
|- &lt;br /&gt;
|warpstone || Used to be necessary for the Nexus spell.&lt;br /&gt;
|- &lt;br /&gt;
|roomkey || Uncoded junk. Don&#039;t use.&lt;br /&gt;
|- &lt;br /&gt;
|gem || Uncoded junk. Don&#039;t use.&lt;br /&gt;
|- &lt;br /&gt;
|[[jewelry]] || No inherent properties. Used for equippables that aren&#039;t armor.&lt;br /&gt;
|- &lt;br /&gt;
|[[Event Item|event]] || An object with both charges and cooldown capability, which executes an mprog when &#039;zap&#039;ped or &#039;use&#039;d. Uses [[Artifice]] skill.&lt;br /&gt;
|- &lt;br /&gt;
|slotmachine || &amp;lt;s&amp;gt;Type &amp;quot;Game slots&amp;quot; at a slot machine to spin the wheel. Slot machines can have their cost and jackpot size specified in the object template.&amp;lt;/s&amp;gt; Just kidding! Disabled.&lt;br /&gt;
|- &lt;br /&gt;
|gun || Uncoded junk. Don&#039;t use.&lt;br /&gt;
|- &lt;br /&gt;
|ammo || Uncoded junk. Don&#039;t use.&lt;br /&gt;
|- &lt;br /&gt;
|[[vehicle]] || Vehicles allow players to consume less movement points as they travel, move faster, and/or travel to rooms they can&#039;t enter on foot.&lt;br /&gt;
|- &lt;br /&gt;
|exit || Uncoded junk. Don&#039;t use. Not the same as a real [[exit]].&lt;br /&gt;
|- &lt;br /&gt;
|[[rod]] || Can be zapped or used to cast 1 spell on a target with a set delay between uses. Must be equipped, any slot is OK. Uses [[Artifice]] skill.&lt;br /&gt;
|}&lt;br /&gt;
====EXTRA FLAGS====&lt;br /&gt;
{|&lt;br /&gt;
|glow || Item can be seen in the dark, shows (glowing) before its short desc&lt;br /&gt;
|-&lt;br /&gt;
|hum || Item shows (Humming) before its short desc&lt;br /&gt;
|-&lt;br /&gt;
|norecharge || Wand, staff, rod, or event can&#039;t be recharged with the Recharge spell.&lt;br /&gt;
|-&lt;br /&gt;
|autoconsume || Item is automatically used as soon as it&#039;s picked up off the ground. Works with [[potions]], [[pills]], and [[artifice]] items.&lt;br /&gt;
|-&lt;br /&gt;
|evil || Item has a red aura if you can detect evil, can be removed with Bless.&lt;br /&gt;
|-&lt;br /&gt;
|invis || Item can only be seen if you have detect invis, and shows (Invis) if you can&lt;br /&gt;
|-&lt;br /&gt;
|magic || Item shows as magic if you can detect magic&lt;br /&gt;
|-&lt;br /&gt;
|nodrop || Item can&#039;t be dropped, can be removed with Bless&lt;br /&gt;
|-&lt;br /&gt;
|bless || Item has a blue aura if you can detect good, can&#039;t be poisoned, and is a little easier to enchant. Is removed by Curse.&lt;br /&gt;
|-&lt;br /&gt;
|noremove || Item can&#039;t be removed. This flag is removed by uncursing&lt;br /&gt;
|-&lt;br /&gt;
|inventory || Item is part of a shopkeeper&#039;s inventory and will be sold with infinite quantity left. Also evaporates when the holder dies, like rotdeath.&lt;br /&gt;
|-&lt;br /&gt;
|nopurge || Item can&#039;t be purged. Use sparingly!&lt;br /&gt;
|-&lt;br /&gt;
|rotdeath || Item poofs when whoever is holding it dies. If a mob dies with one of these, it will vanish.&lt;br /&gt;
|-&lt;br /&gt;
|visdeath || Item can only be seen by immortals&lt;br /&gt;
|-&lt;br /&gt;
|uncounted || Item doesn&#039;t count against the holder&#039;s carry number or weight capacities.&lt;br /&gt;
|-&lt;br /&gt;
|nonmetal || Item is unaffected by Heat Metal&lt;br /&gt;
|-&lt;br /&gt;
|meltdrop || Item poofs when dropped or stolen. If a mob dies with one of these, it will appear in the room. &lt;br /&gt;
|-&lt;br /&gt;
|decaying || Item loses 1 condition per minute, then disintegrates.&lt;br /&gt;
|-&lt;br /&gt;
|sellextract || Item poofs when sold to shopkeeper -- doesn&#039;t show up in their inventory&lt;br /&gt;
|-&lt;br /&gt;
|nodestroy || (AKA burn_proof in the code for some reason) Item can&#039;t be poisoned, and can&#039;t be destroyed by various item-destroying affects (which I think are disabled)&lt;br /&gt;
|-&lt;br /&gt;
|nouncurse || Item can&#039;t be uncursed. (nodrop, noremove flags)&lt;br /&gt;
|-&lt;br /&gt;
|runic || Unused&lt;br /&gt;
|-&lt;br /&gt;
|adhesive || Item stays with a player, not on their corpse&lt;br /&gt;
|-&lt;br /&gt;
|nochk || [[Wand]], [[Scroll]], [[Staff]], [[Rod]], and [[Event Item|Event]] items with this flag won&#039;t check a character&#039;s [[artifice]] skill when used, but just always work&lt;br /&gt;
|-&lt;br /&gt;
|noremort || Item can&#039;t be carried through a remort&lt;br /&gt;
|-&lt;br /&gt;
|inert || Item doesn&#039;t appear in rooms its in&lt;br /&gt;
|-&lt;br /&gt;
|noexplode || Wand and staff type item won&#039;t disintegrate when their charges are used up. Drinkcontainers won&#039;t poof when empty.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====EXTRA2 FLAGS====&lt;br /&gt;
{|&lt;br /&gt;
|antihuman || Can&#039;t be equipped by Human race&lt;br /&gt;
|-&lt;br /&gt;
|antimoogle || Can&#039;t be equipped by Moogle race&lt;br /&gt;
|-&lt;br /&gt;
|antisaiyan || Can&#039;t be equipped by Saiyan race&lt;br /&gt;
|-&lt;br /&gt;
|antiesper || Can&#039;t be equipped by Esper race&lt;br /&gt;
|-&lt;br /&gt;
|antihylian || Can&#039;t be equipped by Hylian race&lt;br /&gt;
|-&lt;br /&gt;
|antikokiri || Can&#039;t be equipped by Kokiri race&lt;br /&gt;
|-&lt;br /&gt;
|antigiganto || Can&#039;t be equipped by Giganto race&lt;br /&gt;
|-&lt;br /&gt;
|antimatango || Can&#039;t be equipped by Matango race&lt;br /&gt;
|-&lt;br /&gt;
|antireploid || Can&#039;t be equipped by Reploid race&lt;br /&gt;
|-&lt;br /&gt;
|antikoopa || Can&#039;t be equipped by Koopa race&lt;br /&gt;
|-&lt;br /&gt;
|antipmpkn || Can&#039;t be equipped by Pumpkinhead race&lt;br /&gt;
|-&lt;br /&gt;
|antiknight || Can&#039;t be equipped by Knight class&lt;br /&gt;
|-&lt;br /&gt;
|antiwarrior || Can&#039;t be equipped by Warrior class&lt;br /&gt;
|-&lt;br /&gt;
|antithief || Can&#039;t be equipped by Thief class&lt;br /&gt;
|-&lt;br /&gt;
|antiwizard || Can&#039;t be equipped by Wizard class&lt;br /&gt;
|-&lt;br /&gt;
|antipriest || Can&#039;t be equipped by Priest class&lt;br /&gt;
|-&lt;br /&gt;
|antigeomancer || Can&#039;t be equipped by Geomancer class&lt;br /&gt;
|-&lt;br /&gt;
|antisummoner || Can&#039;t be equipped by Summoner class&lt;br /&gt;
|-&lt;br /&gt;
|antifemale || Can&#039;t be equipped by female characters&lt;br /&gt;
|-&lt;br /&gt;
|antimale || Can&#039;t be equipped by male characters&lt;br /&gt;
|-&lt;br /&gt;
|antineuter || Can&#039;t be equipped by sexless characters&lt;br /&gt;
|-&lt;br /&gt;
|cursed || Item becomes noremove when equipped&lt;br /&gt;
|-&lt;br /&gt;
|unique || Characters can&#039;t pick up one of these if they already have one.&lt;br /&gt;
|-&lt;br /&gt;
|remortable || Item was carried through a remort and won&#039;t vanish on logout if it&#039;s out of the player&#039;s level range.&lt;br /&gt;
|-&lt;br /&gt;
|antinu || Can&#039;t be equipped by Nu race&lt;br /&gt;
|-&lt;br /&gt;
|antikirby || Can&#039;t be equipped by Kirby race&lt;br /&gt;
|-&lt;br /&gt;
|antilobsterman || Can&#039;t be equipped by Lobster race&lt;br /&gt;
|-&lt;br /&gt;
|antiranboob || Can&#039;t be equipped by Ranboob race&lt;br /&gt;
|-&lt;br /&gt;
|antijumi || Can&#039;t be equipped by Jumi race&lt;br /&gt;
|-&lt;br /&gt;
|antidancer || Can&#039;t be equipped by Dancer class&lt;br /&gt;
|-&lt;br /&gt;
|antimob || Can&#039;t be equipped by mobs&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* NOTE: Old classes are affected by antiwizard, etc, just as new ones are.&lt;br /&gt;
&lt;br /&gt;
====EXTRA3 FLAGS====&lt;br /&gt;
{|&lt;br /&gt;
|exalted || Can only be equipped by players who have remorted at least once (if remort $n &amp;gt;= 2)&lt;br /&gt;
|-&lt;br /&gt;
|heroic || Can only be equipped by players who have remorted at least five times (if remort $n &amp;gt;= 6)&lt;br /&gt;
|-&lt;br /&gt;
|epic|| Can only be equipped by players who have remorted at least ten times (if remort $n &amp;gt;= 11)&lt;br /&gt;
|-&lt;br /&gt;
|perishable|| Object will disappear on logout if the character is not in the object&#039;s source area.&lt;br /&gt;
|-&lt;br /&gt;
|owned|| Object cannot be equipped unless it shares all name keywords with the character.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* NOTE 1: Objects restricted by number of remorts will also not be saved to unqualified player files when logging out, UNLESS they are somehow also flagged as remortable.&lt;br /&gt;
* NOTE 2: Mobiles cannot remort, so exalted, heroic, and epic objects are effectively also antimob.&lt;br /&gt;
&lt;br /&gt;
===AREA EXFLAGS===&lt;br /&gt;
{|&lt;br /&gt;
|visdeath || Area is not visible on &#039;areas&#039; display.&lt;br /&gt;
|-&lt;br /&gt;
|norecall || No recalling anywhere within this area.&lt;br /&gt;
|-&lt;br /&gt;
|nosummon || No summoning within this area.&lt;br /&gt;
|-&lt;br /&gt;
|noweather || Weather is always 0 wind, 0 sky, and the &#039;weather&#039; command fails with no map displayed.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Technical Information]]&lt;/div&gt;</summary>
		<author><name>Pascal</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=Mprog_Compendium&amp;diff=2239</id>
		<title>Mprog Compendium</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=Mprog_Compendium&amp;diff=2239"/>
		<updated>2019-02-24T14:37:47Z</updated>

		<summary type="html">&lt;p&gt;Pascal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:2Mprog3.jpg|right|thumb|212px|No clear results from Google images on what an Mprog looks like.]]&lt;br /&gt;
&lt;br /&gt;
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&#039;re just a tourist, check out some [[Mprog Compendium/Examples|examples]]&lt;br /&gt;
&lt;br /&gt;
===IFCHECKS===&lt;br /&gt;
&lt;br /&gt;
    rand 		if rand 30		- if random number between 1 and 100 is &amp;lt; 30&lt;br /&gt;
    exists		if exists $n		- does $n exist somewhere&lt;br /&gt;
    ishere   		if ishere $q            - is $q in this room?&lt;br /&gt;
    mobexists		if mobexists fido	- is there a fido mob somewhere&lt;br /&gt;
    			if mobexists 1233	- is there mob vnum 1233 somewhere&lt;br /&gt;
    objexists		if objexists sword	- is there a sword obj somewhere&lt;br /&gt;
    			if objexists 1233	- is there obj vnum 1233 somewhere&lt;br /&gt;
    mobhere		if mobhere fido		- is there a &#039;fido&#039; mob in this room?&lt;br /&gt;
 			if mobhere 1233		- is there mob vnum 1233 in this room?&lt;br /&gt;
    objhere		if objhere bottle	- is there a &#039;bottle&#039; obj in this room?&lt;br /&gt;
 	-can&#039;t see in	if objhere 1233		- is there obj vnum 1233 in this room?&lt;br /&gt;
 	 containers&lt;br /&gt;
    isself		if isself $n            - evaluate equivalence between a character and the acting mob&lt;br /&gt;
    people		if people &amp;gt; 4		- does room contain &amp;gt; 4 people&lt;br /&gt;
    players		if players &amp;gt; 1		- does room contain &amp;gt; 1 pcs *in event obj progs the player doesn&#039;t count in if players checks&lt;br /&gt;
    mobs   		if mobs &amp;gt; 2		- does room contain &amp;gt; 2 mobiles&lt;br /&gt;
    clones		if clones &amp;gt; 3   	- are there &amp;gt; 3 mobs of $i&#039;s vnum here&lt;br /&gt;
    duplicates		if duplicates $n &amp;gt; 3	- are there &amp;gt; 3 mobs of $n&#039;s vnum here&lt;br /&gt;
    order		if order == 0		- is mob the first in room&lt;br /&gt;
 &lt;br /&gt;
    hour 		if hour &amp;gt; 11		- is the time &amp;gt; 11 o&#039;clock&lt;br /&gt;
         Sunrise occurs at 6am (hour 6)&lt;br /&gt;
         Sunset occurs at 6pm (hour 18)&lt;br /&gt;
    day                  if day &amp;gt; 0              - is today not the first day of the week&lt;br /&gt;
         0 - Mana Holy Day&lt;br /&gt;
         1 - Luna Day        &lt;br /&gt;
         2 - Salamando Day&lt;br /&gt;
         3 - Undine Day&lt;br /&gt;
         4 - Dryad Day&lt;br /&gt;
         5 - Jinn Day&lt;br /&gt;
         6 - Gnome Day&lt;br /&gt;
    sky  		if sky &amp;gt; 2     		- is the sky rating &amp;gt; cloudy&lt;br /&gt;
 	0 - dry&lt;br /&gt;
 	1 - cloudless&lt;br /&gt;
 	2 - cloudy&lt;br /&gt;
 	3 - raining&lt;br /&gt;
 	4 - lightning&lt;br /&gt;
    wind 		if wind &amp;gt; 2		- is the wind rating &amp;gt; breeze&lt;br /&gt;
 	0 - stale&lt;br /&gt;
 	1 - none&lt;br /&gt;
 	2 - breeze&lt;br /&gt;
 	3 - windy&lt;br /&gt;
 	4 - gale&lt;br /&gt;
    sector		if sector $i == 5       - sector check&lt;br /&gt;
        0 - inside       1 - city         2 - field        3 - forest     &lt;br /&gt;
        4 - hills        5 - mountain     6 - swim         7 - noswim&lt;br /&gt;
        8 - unused       9 - air          10 - desert      11 - rock&lt;br /&gt;
        12 - road        13 - enter       14 - snow        15 - swamp&lt;br /&gt;
        16 - jungle      17 - ruins       18 - mount2      19 - coastal&lt;br /&gt;
        20 - developed   21 - void        22 - lava&lt;br /&gt;
 &lt;br /&gt;
    ispc   		if ispc $n 		- is $n a pc&lt;br /&gt;
    isnpc		if isnpc $n 		- is $n a mobile&lt;br /&gt;
    isgood		if isgood $n 		- is $n good&lt;br /&gt;
    isevil		if isevil $n 		- is $n evil&lt;br /&gt;
    isneutral		if isneutral $n 	- is $n neutral&lt;br /&gt;
    isimmort		if isimmort $n		- is $n immortal&lt;br /&gt;
    ischarm		if ischarm $n		- is $n charmed */&lt;br /&gt;
    isfollow		if isfollow $n		- is $n following someone&lt;br /&gt;
    isactive		if isactive $n		- is $n&#039;s position &amp;gt; SLEEPING&lt;br /&gt;
    isdelay		if isdelay $i		- does $i currently have a delay counter&lt;br /&gt;
    isvisible		if isvisible $n		- can mob see $n&lt;br /&gt;
    isfighting		if isfighting $n        - fighting check&lt;br /&gt;
    hastarget		if hastarget $i		- does $i have a valid remembered target&lt;br /&gt;
    istarget		if istarget $n		- is $n mob&#039;s remember target&lt;br /&gt;
 &lt;br /&gt;
    affected		if affected $n blind	- is $n affected by blind&lt;br /&gt;
    affected2		if affected2 $n frenzy  - &#039;&#039;&#039;(second set of affects, see mob template for list)&#039;&#039;&#039;&lt;br /&gt;
    shielded  		if shielded $n charge	- is $n shielded by charge&lt;br /&gt;
    act			if act $i sentinel	- is $i flagged sentinel&lt;br /&gt;
    act2 		if act2 $i noattack	- is $i flagged noattack&lt;br /&gt;
    off           	if off $i berserk	- is $i flagged berserk&lt;br /&gt;
    imm           	if imm $i fire		- is $i immune to fire &lt;br /&gt;
    vuln    		if vuln $i electricity  - is $i vulnerable to electricity&lt;br /&gt;
    res        		if res $i cold          - is $i resistant to cold&lt;br /&gt;
    carries		if carries $n sword	- does $n have a &#039;sword&#039;&lt;br /&gt;
 			if carries $n 1233	- does $n have obj vnum 1233&lt;br /&gt;
                                                - (doesn&#039;t check to see if wearing, ONLY if in inventory)&lt;br /&gt;
    wears		if wears $n lantern	- is $n wearing a &#039;lantern&#039;&lt;br /&gt;
 			if wears $n 1233	- is $n wearing obj vnum 1233&lt;br /&gt;
    upon      		if upon $n motorcycle   - is $n riding/using as furniture a &#039;motorcycle&lt;br /&gt;
              		if upon $n 1233         - is $n riding/using as furniture obj vnum 1233&lt;br /&gt;
    has    		if has $n weapon	- does $n have obj of type weapon&lt;br /&gt;
    uses  		if uses $n armor	- is $n wearing obj of type armor&lt;br /&gt;
    pos			if pos $n standing	- is $n standing&lt;br /&gt;
    name  		if name $n puff		- is $n&#039;s name &#039;puff&#039;&lt;br /&gt;
    clan 		if clan $n &#039;tuna&#039; 	- does $n belong to clan &#039;tuna&#039;&lt;br /&gt;
    race 		if race $n dragon	- is $n of &#039;dragon&#039; race&lt;br /&gt;
    class		if class $n wizard	- is $n&#039;s class &#039;wizard&#039;&lt;br /&gt;
    subclass		if subclass $n &amp;gt; 0      - subclass check&lt;br /&gt;
    skill		if skill $n &#039;big boo&#039;   - does $n have the big boo skill&lt;br /&gt;
    skillchk		if skillchk $n &#039;fire&#039; &amp;gt; 90 - character&#039;s skill percentage check&lt;br /&gt;
    objtype		if objtype $o scroll	- is $o a scroll type obj&lt;br /&gt;
    quest		if quest $n nerb1	- is quest flag nerb1 toggled for $n&lt;br /&gt;
    remort		if remort $n &amp;gt; 1        - has $n remorted at least once?&lt;br /&gt;
                                                  (New characters start at &amp;quot;if remort == 1&amp;quot;;&lt;br /&gt;
                                                   first remort is at &amp;quot;if remort == 2&amp;quot;)&lt;br /&gt;
    brief 		if isbrief $n 		- does $n have &#039;brief&#039; toggled? *only works for players&lt;br /&gt;
 &lt;br /&gt;
    vnum 		if vnum $i == 1233  	- virtual number check&lt;br /&gt;
    room 		if room $i == 1233	- room virtual number&lt;br /&gt;
    roomaff		if roomaff sandstorm    - room affect check (&#039;? roomaff&#039; in editor to see valid flags)&lt;br /&gt;
    roomflag		if roomflag dark	- room flag check (&#039;? room&#039; in editor to see valid flags)&lt;br /&gt;
    align		if align $n &amp;lt; -1000	- alignment check&lt;br /&gt;
    level		if level $n &amp;lt; 5		- level check&lt;br /&gt;
         		if level $o == 0        - works on objects too&lt;br /&gt;
    sex			if sex $i == 0		- sex check&lt;br /&gt;
 	0 - none&lt;br /&gt;
 	1 - male&lt;br /&gt;
 	2 - female&lt;br /&gt;
 	3 - (unused)&lt;br /&gt;
 	4 - plural&lt;br /&gt;
 	5 - spivak&lt;br /&gt;
    innate		if innate $n == 1	- innate check&lt;br /&gt;
        0 - None&lt;br /&gt;
        1 - Water&lt;br /&gt;
        2 - Moon&lt;br /&gt;
        3 - Wood&lt;br /&gt;
        4 - None (Don&#039;t use)&lt;br /&gt;
        5 - Wind&lt;br /&gt;
        6 - Earth&lt;br /&gt;
        7 - Fire&lt;br /&gt;
    size		if size $n &amp;lt; 2		- size check&lt;br /&gt;
 	0 - tiny&lt;br /&gt;
 	1 - small&lt;br /&gt;
 	2 - medium&lt;br /&gt;
 	3 - large&lt;br /&gt;
 	4 - huge&lt;br /&gt;
 	5 - giant&lt;br /&gt;
 &lt;br /&gt;
    counter		if counter $i &amp;gt;= 6 	- mob counter check&lt;br /&gt;
    money		if money $n &amp;gt; 500	- money check (in silver)&lt;br /&gt;
    objval0		if objval0 $o &amp;gt; 1000 	- object value[] checks 0-4 (check object type in oedit for relevant variables)&lt;br /&gt;
    objval1						-for money in bribe triggers use objval0 for silver and objval1 for gold&lt;br /&gt;
    objval2&lt;br /&gt;
    objval3&lt;br /&gt;
    objval4&lt;br /&gt;
    objcost		if objcost $o &amp;gt;= 50 	- cost of the obj in silver&lt;br /&gt;
    objweight		if objweight $o &amp;lt; 100 	- weight of the obj in 1/10lbs&lt;br /&gt;
    objextra		if objextra $o glow 	- does $o have glow&lt;br /&gt;
    objextra2		if objextra2 $o unique 	- is $o unique&lt;br /&gt;
    objextra3		if objextra3 $o owned 	- is $o owned&lt;br /&gt;
    objcond 		if objcond $o &amp;gt; 50 	- object condition value check&lt;br /&gt;
 			if objcond pie &amp;gt; 50 	&lt;br /&gt;
    wenchant		if wenchant $o == 10    - has $o been enchanted 10 times (weapon only)&lt;br /&gt;
    aenchant		if aenchant $o == 10    - has $o been enchanted 10 times (armor only)&lt;br /&gt;
 &lt;br /&gt;
    grpsize		if grpsize $n &amp;gt; 6	- group size check&lt;br /&gt;
 							-a solo player is a group size of 0&lt;br /&gt;
 							 -all pets and charmies count toward group size&lt;br /&gt;
 							  -they don&#039;t count if they aren&#039;t in the room with the target&lt;br /&gt;
    str			if str $n &amp;gt; 13		- strength check&lt;br /&gt;
    int			if int $i &amp;lt; 18		- intelligence check&lt;br /&gt;
    wis			if wis $q == 25		- wisdom check&lt;br /&gt;
    dex			if dex $f &amp;gt;= 8		- dexterity check&lt;br /&gt;
    con			if con $g &amp;lt;= 20		- constitution check&lt;br /&gt;
    hpchk		if hpchk $n &amp;lt; 15 	- hit point check&lt;br /&gt;
    hpcnt		if hpcnt $i &amp;gt; 30	- hit point percent check&lt;br /&gt;
    mpchk        	if mpchk $i &amp;gt; 8  	- mana point check&lt;br /&gt;
    mpcnt		if mpcnt $i &amp;gt; 50 	- mana percentage check&lt;br /&gt;
    mvchk 		if mvchk $i &amp;gt; 25 	- movement point check&lt;br /&gt;
    drunk		if drunk $n &amp;gt;= 5        - drunkenness check&lt;br /&gt;
    khexists		if khexists $n 1234     - does mob of this vnum exist in kill history (bodycount)&lt;br /&gt;
    khcount		if khcount $n 1234 &amp;gt; 5  - is number of mob of this vnum in kill history higher than 5&lt;br /&gt;
 &lt;br /&gt;
 IFCHKS can be used with &#039;or&#039;, &#039;and&#039;, and &#039;else&#039;. Ex:&lt;br /&gt;
  	-NOTE: &#039;else&#039; can be combined with &#039;or&#039; and &#039;and&#039; ifchks.&lt;br /&gt;
 		if room $i &amp;gt;= 500 		- is the room vnum both greater than or equal to 500 and less than or equal to 1000?&lt;br /&gt;
 		and room $i &amp;lt;= 1000 			i.e. between 500 and 1000, including both 500 and 1000.&lt;br /&gt;
 &lt;br /&gt;
  		if dex $n &amp;gt; 12 			- are $n&#039;s dex AND str both greater than 12?&lt;br /&gt;
  		and str $n &amp;gt; 12&lt;br /&gt;
 &lt;br /&gt;
 		if hour &amp;gt;= 18 			- is the hour later than 6pm or earlier than 6am?&lt;br /&gt;
 		or hour &amp;lt;= 6 				i.e. is it between 6pm and 6am, including both 6pm and 6am.&lt;br /&gt;
 								*&#039;or&#039; must be used for this type of &#039;evening&#039; check because&lt;br /&gt;
 								the numbers don&#039;t circle like a real clock - it can&#039;t be both&lt;br /&gt;
 								greater than 18 and less than 6.&lt;br /&gt;
 		if class $n thief 		- is $n a thief OR a warrior?&lt;br /&gt;
 		or class $n warrior&lt;br /&gt;
 &lt;br /&gt;
 		if uses $n weapon 		- does $n have an object type of &#039;weapon&#039; equipped?&lt;br /&gt;
 		 mob exitpermit 			yes: they may pass through.&lt;br /&gt;
 		else&lt;br /&gt;
 		 say You need a weapon first! 		no: mob says You need a weapon first!&lt;br /&gt;
  		endif&lt;br /&gt;
&lt;br /&gt;
       -If you want to get REALLY in-depth, you can use both &#039;and&#039; &amp;amp; &#039;or&#039; in a prog, too!&lt;br /&gt;
&lt;br /&gt;
                if vnum $i == ####&lt;br /&gt;
                 if affected $i haste&lt;br /&gt;
                 or affected $i slow&lt;br /&gt;
                 and shielded $i zombie&lt;br /&gt;
                 say I can have either haste or slow, but I&#039;ll always have zombie!&lt;br /&gt;
                 else&lt;br /&gt;
                 say I have neither haste nor slow, and I totes don&#039;t have zombie, either.&lt;br /&gt;
                 endif&lt;br /&gt;
                endif&lt;br /&gt;
&lt;br /&gt;
        Just be sure to watch the order of your ifchecks, it can make the difference between a working prog and a malfunctioning one!&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
 Every if needs an endif. &#039;Or&#039;, &#039;and&#039;, and &#039;else&#039; do not require additional endifs.&lt;br /&gt;
&lt;br /&gt;
===VARIABLES===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
====Ifcheck Variables:====&lt;br /&gt;
 $f	the pet of the mob remember target&lt;br /&gt;
 $g	the master of the mob remember target&lt;br /&gt;
 $i	the acting mob himself&lt;br /&gt;
 $n	the target of the mob&lt;br /&gt;
 $o	the target object of the mob&lt;br /&gt;
 $p	the secondary target object of the mob (act trigger only)*&lt;br /&gt;
 $q	the mob remember target&lt;br /&gt;
 $r	random character in room&lt;br /&gt;
 $t	the secondary target of the mob (act trigger only)*&lt;br /&gt;
 $z	the counter of the acting mob&lt;br /&gt;
 &lt;br /&gt;
 For use in event mprogs:&lt;br /&gt;
 &lt;br /&gt;
 $n	is the targetted mob or player&lt;br /&gt;
 $o	is the targetted object&lt;br /&gt;
 $i	is the acting player&lt;br /&gt;
 $p	is the actual event item being activated&lt;br /&gt;
 $y	will always refer to the person using the event item&lt;br /&gt;
     (useful when the event forces other mobs)&lt;br /&gt;
 $n and $o cannot exist at the same time in an event mprog&lt;br /&gt;
 players are considered to be vnum 0 when using a &#039;vnum $i&#039; check.&lt;br /&gt;
&lt;br /&gt;
====General Variables:====&lt;br /&gt;
 	$a	the numerical damage amount of the last successful Mob Damage (only works with Mob Echo)&lt;br /&gt;
 	$b	the race (for PCs) or shortdesc (for mobs) of the mob&#039;s remember target&lt;br /&gt;
 	$B	the level of the mob&#039;s remember target&lt;br /&gt;
 	$e	the subject pronoun of the mob&#039;s target&lt;br /&gt;
 	$E	the subject pronoun of the mob&#039;s secondary target*&lt;br /&gt;
 	$f	the name of the pet of the mob&#039;s remember target&lt;br /&gt;
 	$F	the short desc of the pet of the mob&#039;s remember target&lt;br /&gt;
 	$g	the name of the master of the mob&#039;s remember target&lt;br /&gt;
 	$G	the short desc of the master of the mob&#039;s remember target&lt;br /&gt;
 	$i	the name of the acting mob&lt;br /&gt;
 	$I	the short desc of the acting mob&lt;br /&gt;
 	$j	the subject pronoun of the acting mob (he/she/it)&lt;br /&gt;
 	$J	the subject pronoun of a random character&lt;br /&gt;
 	$k	the object pronoun of the acting mob (him/her/it)&lt;br /&gt;
 	$K	the object pronoun of a random character&lt;br /&gt;
 	$l	the possessive adjective of the acting mob (his/her/its)&lt;br /&gt;
 	$L	the possessive adjective of a random character&lt;br /&gt;
 	$m	the object pronoun of the mob&#039;s target&lt;br /&gt;
 	$M	the object pronoun of the mob&#039;s secondary target*&lt;br /&gt;
 	$n	the name of the mob&#039;s target&lt;br /&gt;
 	$N	the short desc of the mob&#039;s target&lt;br /&gt;
 	$o	the name of the mob&#039;s object target&lt;br /&gt;
 	$O	the short desc of the mob&#039;s object target&lt;br /&gt;
 	$p	the name of the mob&#039;s secondary object target*&lt;br /&gt;
 	$P	the short desc of the mob&#039;s secondary object target*&lt;br /&gt;
 	$q	the name of the mob&#039;s remember target&lt;br /&gt;
 	$Q	the short desc of the mob&#039;s remember target&lt;br /&gt;
 	$r	the name of a random character&lt;br /&gt;
 	$R	the short desc of a random character&lt;br /&gt;
 	$s	the possessive adjective of the mob&#039;s target&lt;br /&gt;
 	$S	the possessive adjective of the mob&#039;s secondary target*&lt;br /&gt;
 	$t	the name of the mob&#039;s secondary target*&lt;br /&gt;
 	$T	the short desc of the mob&#039;s secondary target*&lt;br /&gt;
 	$X	the subject pronoun of the mob remember target&lt;br /&gt;
 	$Y	the object pronoun of the mob remember target&lt;br /&gt;
 	$z	the counter of the acting mob&lt;br /&gt;
 	$Z	the possessive adjective of the mob remember target&lt;br /&gt;
&lt;br /&gt;
OR:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!  !! Name !! Short Desc !! Subject Pronoun !! Object Pronoun !! Possessive Adjective&lt;br /&gt;
|-&lt;br /&gt;
|  || For Targetting || For Echoing || He/She/It || Him/Her/It || His/Her/Its&lt;br /&gt;
|-&lt;br /&gt;
|Acting Mob || $i || $I || $j || $k || $l&lt;br /&gt;
|-&lt;br /&gt;
|Mob&#039;s Target || $n || $N || $e || $m || $s&lt;br /&gt;
|-&lt;br /&gt;
|Secondary Target* || $t || $T || $E || $M || $S&lt;br /&gt;
|-&lt;br /&gt;
|Object Target || $o || $O&lt;br /&gt;
|-&lt;br /&gt;
|Secondary Object* || $p || $P&lt;br /&gt;
|-&lt;br /&gt;
|Random Character || $r || $R || $J || $K || $L&lt;br /&gt;
|-&lt;br /&gt;
|Mob Remember Target || $q || $Q || $X || $Y || $Z&lt;br /&gt;
|-&lt;br /&gt;
|Remember Target&#039;s Pet || $f || $F&lt;br /&gt;
|-&lt;br /&gt;
|Remember Target&#039;s Master|| $g || $G&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*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&#039;s attack and the mob had an act prog execute on that, Ami would be $t. $p and $t cannot exist at the same time.&lt;br /&gt;
&lt;br /&gt;
===MOB COMMANDS===&lt;br /&gt;
&lt;br /&gt;
The commands are grouped logically, not alphabetically. Commands that serve a similar purpose are grouped together, since I thought it would be more helpful that way. Every command has the appropriate syntax listed under it. Stuff in &amp;lt;brackets&amp;gt; denotes necessary parameters, stuff in [brackets] denotes unnecessary parameters. A synopsis of every command is listed as well. At the bottom of every entry I list examples of every command&#039;s usage. &lt;br /&gt;
&lt;br /&gt;
A list of examples is given for each command. Every command has up to five basic examples and a further list of advanced usages for the command. In general, I try to draw no more than one example from each area, unless a given area has two or more distinctly different advanced usages of a command. The examples can be accessed via mpdump.&lt;br /&gt;
&lt;br /&gt;
;ECHO:mob echo &amp;lt;string&amp;gt;&lt;br /&gt;
This command sends a text message to every player in the room. It is the basic command to output whatever you want via mobprogs. There are many more specialized versions of this command, all of which are listed below. Oftentimes echo is a better choice than having a mob say or emote something.&lt;br /&gt;
&lt;br /&gt;
Examples: 1362, 2206, 2553, 1161, 4715&lt;br /&gt;
&lt;br /&gt;
;ECHOAT:mob echoat &amp;lt;target&amp;gt; &amp;lt;string&amp;gt;&lt;br /&gt;
This command will echo a message to the specific player targetted in the room and no one else. In combination with the echoaround command, this can allow for messages that simulate real commands. Usually the echo command is preferable, but echoaround combined with echoat can allow for the distinction between &amp;quot;you&amp;quot; and &amp;quot;$n&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
Examples: 1072, 33, 152, 1502, 3007&lt;br /&gt;
&lt;br /&gt;
;ECHOAROUND:mob echoaround &amp;lt;target&amp;gt; &amp;lt;string&amp;gt;&lt;br /&gt;
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 &amp;quot;you&amp;quot; and &amp;quot;$n&amp;quot; in messages. Echoaround is generally useful when you want to hide certain messages from the target player.&lt;br /&gt;
&lt;br /&gt;
Examples: 1462, 4001, 4807, 3129, 4072&lt;br /&gt;
&lt;br /&gt;
;ASOUND:mob asound &amp;lt;string&amp;gt;&lt;br /&gt;
This command is similiar to echo. Unlike echo, however, asound will echo a message to every room that the mob&#039;s current room has an exit to - i.e., the surrounding rooms. What&#039;s interesting about asound is that it doesn&#039;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&#039;s room.&lt;br /&gt;
&lt;br /&gt;
Examples: 4017, 5683, 2217, 5494, 2714&lt;br /&gt;
&lt;br /&gt;
;ZECHO:mob zecho &amp;lt;string&amp;gt;&lt;br /&gt;
This command is a more powerful version of echo, echoing a message to every player in the mob&#039;s current area. Staff will get a &amp;quot;mob echo&amp;gt;&amp;quot; in front of every zecho message, but players won&#039;t. The applications of this command are pretty straightforward, and they can easily add some flavor to your area.&lt;br /&gt;
&lt;br /&gt;
Examples: 1035, 1003, 182&lt;br /&gt;
&lt;br /&gt;
;GECHO:mob gecho &amp;lt;string&amp;gt;&lt;br /&gt;
This command is a more powerful version of zecho, echoing a message to every player in the MUD. There probably aren&#039;t that many times anybody would want to use this, but it&#039;s a powerful command and it&#039;s there. Staff will get a &amp;quot;mob echo&amp;gt;&amp;quot; in front of every gecho message, but players won&#039;t.&lt;br /&gt;
&lt;br /&gt;
Examples: 419&lt;br /&gt;
&lt;br /&gt;
;GOTO:mob goto &amp;lt;location&amp;gt;&lt;br /&gt;
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. An interesting fact about goto is that it stops the mob&#039;s combat during the transfer, so it acts like a localized mob peace. Also, use of the goto command can disguise a mob&#039;s death cry - shown in the examples below. Mob goto can transfer through safe or no_mob room flags and can move sentinel mobs.&lt;br /&gt;
&lt;br /&gt;
Examples: 4004, 2712, 3116, 1021, 5555&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 2115, 4069, 1212, 1549, 2262, 71, 4851, 1053, 187, 733&lt;br /&gt;
&lt;br /&gt;
;TRANSFER:mob transfer &amp;lt;target&amp;gt; [location]&lt;br /&gt;
This command transfers the target to the given location. The location can be a room vnum or a single 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 &amp;quot;all,&amp;quot; which will move all characters in the mob&#039;s room. Mob transfer can transfer through safe or no_mob room flags and move sentinel mobs.&lt;br /&gt;
&lt;br /&gt;
Examples: 1452, 4014, 2708, 4854, 1714&lt;br /&gt;
&lt;br /&gt;
;GTRANSFER:mob transfer &amp;lt;target&amp;gt; [location]&lt;br /&gt;
This command works just like transfer, except it transfers everyone in the target&#039;s group as well as the target. However, you cannot gtransfer all. Besides that, it is entirely identical to transfer.&lt;br /&gt;
&lt;br /&gt;
Examples: None.&lt;br /&gt;
&lt;br /&gt;
;MLOAD:mob mload &amp;lt;vnum&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Examples: 1206, 1453, 39, 3119, 154&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 2729, 2262, 4076, 1404, 4849, 1563, 1003&lt;br /&gt;
&lt;br /&gt;
;OLOAD:mob oload &amp;lt;vnum&amp;gt; [level] [R] [W]&lt;br /&gt;
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. &amp;quot;R&amp;quot; will send the object to the room, and &amp;quot;W&amp;quot; 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&#039;s typical to simply use &#039;0 R&#039; or &#039;0 W&#039; to load objects in these ways. What&#039;s great about loading objects is that they can be used as &amp;quot;counters&amp;quot; in mobprogs, illustrated in some examples below.&lt;br /&gt;
&lt;br /&gt;
Examples: 1475, 1360, 3126, 2381, 2127&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 2232, 178, 5670, 4818&lt;br /&gt;
&lt;br /&gt;
;OTRANSFER:mob otransfer &amp;lt;target&amp;gt; &amp;lt;location&amp;gt;&lt;br /&gt;
This command transfers an object to a given location. The target object can be in the room, in the mob&#039;s inventory, or part of the mob&#039;s equipment. The location parameter can be a room vnum or an 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.&lt;br /&gt;
&lt;br /&gt;
Examples: 4868&lt;br /&gt;
&lt;br /&gt;
;PURGE:mob purge [target]&lt;br /&gt;
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&#039;s inventory or equipment. Mob purge will never purge player characters. A mob can &amp;quot;mob purge self,&amp;quot; but do so sparingly - it appears to be able to crash the MUD at times. When you do use &amp;quot;mob purge self,&amp;quot; try to place it as close to the end of mobprogs as possible. For extra security, always place &#039;break&#039; right after a mob purge self command.&lt;br /&gt;
&lt;br /&gt;
Examples: 53, 3149, 4829, 1581, 710&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 1005, 3123&lt;br /&gt;
&lt;br /&gt;
;JUNK:mob junk &amp;lt;item&amp;gt;&lt;br /&gt;
This command can destroy any item the mob has in inventory or is wearing as equipment. The &amp;lt;item&amp;gt; parameter is very versatile. You can junk all, or junk &#039;all something&#039;, 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&#039;s inventory. NOTE: items inside containers cannot be junked, but ifchks can see them.&lt;br /&gt;
&lt;br /&gt;
Examples: 1476, 2109, 1360, 2710, 4886&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 3146, 2216, 4015, 2387, 727, 1009, 1212, 5491, 3113&lt;br /&gt;
&lt;br /&gt;
;REMOVE:mob remove &amp;lt;target&amp;gt; &amp;lt;vnum/name&amp;gt;&lt;br /&gt;
This command removes the given object from the target&#039;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 &#039;mob remove $n sword&#039; 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&#039;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 &#039;mob remove&#039; things from players&#039; inventories without good reason.&lt;br /&gt;
&lt;br /&gt;
Examples: 1027, 4829, 1314, 1162, 5556&lt;br /&gt;
&lt;br /&gt;
;FLEE:mob flee&lt;br /&gt;
This command causes the mob to instantly run to an adjoining room. It only works if the mob is not currently fighting (simply use &#039;flee&#039; 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 &#039;leaves east&#039; 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&#039;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.&lt;br /&gt;
&lt;br /&gt;
Examples: 1006&lt;br /&gt;
&lt;br /&gt;
;KILL:mob kill &amp;lt;target&amp;gt;&lt;br /&gt;
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&#039;t attack itself, and charmed mobs can&#039;t attack their masters. When your mobile absolutely must attack someone, you want to use this instead of the regular kill command.&lt;br /&gt;
&lt;br /&gt;
Examples: 4700, 1456, 2712, 3123&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 1514, 2352, 3014, 1060, 161, 172&lt;br /&gt;
&lt;br /&gt;
;ASSIST:mob assist &amp;lt;target&amp;gt;&lt;br /&gt;
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&#039;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.&lt;br /&gt;
&lt;br /&gt;
Examples: None. This command is not mentioned in the standard mprog documentation.&lt;br /&gt;
&lt;br /&gt;
;HIT:mob hit &amp;lt;target&amp;gt;&lt;br /&gt;
Similar to Kill and Assist, this command causes the mob to attack the target. However, it doesn&#039;t care if the actor is already fighting -- this makes it useful for simulating special attacks.&lt;br /&gt;
&lt;br /&gt;
Examples: 1456&lt;br /&gt;
&lt;br /&gt;
;PEACE:mob peace&lt;br /&gt;
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&#039;s ideal for creating a gap in the fighting to execute commands that can&#039;t be done while fighting, then resuming the brawl. Additionally, it&#039;s a helpful command to use with inert or passive mobs.&lt;br /&gt;
&lt;br /&gt;
Examples: 5669, 4001, 3014, 172, 3139&lt;br /&gt;
&lt;br /&gt;
;SKILL:mob skill &amp;lt;command&amp;gt;&lt;br /&gt;
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%.&lt;br /&gt;
&lt;br /&gt;
Examples: 2511&lt;br /&gt;
&lt;br /&gt;
;DAMAGE:mob damage &amp;lt;target&amp;gt; &amp;lt;min&amp;gt; &amp;lt;max&amp;gt; [damtype] [lethal] [safe] [percent]&lt;br /&gt;
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 &#039;&#039;&#039;all&#039;&#039;&#039;, 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&#039;s hp above maximum. Note that healing this way ignores zombie status, distribute, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
Damtype specifies what [[damage type]] to use in respect to resistances and vulnerabilities. It can be any damage type you see with &amp;quot;? imm&amp;quot; in medit. A given mob damage can only have one given damtype.&amp;lt;br&amp;gt;&lt;br /&gt;
If you type &amp;quot;lethal&amp;quot; at the end of the command, the mob damage can kill the target. Otherwise, the target&#039;s hp will not drop below 0. [damtype] and [lethal]&#039;s positions in the command are interchangeable. If you type &amp;quot;safe&amp;quot; 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 &amp;quot;all&amp;quot; mob damages.&amp;lt;br&amp;gt;&lt;br /&gt;
The &amp;quot;percent&amp;quot; keyword changes the min and max from a damage quantity into a percentage of the target&#039;s maximum HP. It will not do more damage than the target&#039;s current HP, however.&lt;br /&gt;
&lt;br /&gt;
Examples: 4061, 4831, 1704, 1532&lt;br /&gt;
&lt;br /&gt;
;DAMECHO:mob damecho &amp;quot;message to target&amp;quot; &amp;quot;message to room&amp;quot; &amp;lt;target&amp;gt; &amp;lt;min&amp;gt; &amp;lt;max&amp;gt; [damtype] [lethal] [safe] [percent]&lt;br /&gt;
This command is extremely similar to &#039;mob damage&#039; 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. &lt;br /&gt;
&lt;br /&gt;
Examples: 701&lt;br /&gt;
&lt;br /&gt;
;CAST:mob cast &amp;lt;spell&amp;gt; [target]&lt;br /&gt;
This command allows a mob to cast any of the spells normally available to players. The spell parameter takes an argument, and you&#039;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&#039;s inventory, or, depending on the spell, no target at all. Mob cast costs no mana. You&#039;ll usually want to pair this command with a mob echo for more flavor.&lt;br /&gt;
&lt;br /&gt;
Examples: 4001, 2203, 4838, 301, 4716&lt;br /&gt;
&lt;br /&gt;
;MANA:mob mana &amp;lt;target&amp;gt; &amp;lt;min&amp;gt; &amp;lt;max&amp;gt;&lt;br /&gt;
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 &amp;quot;all,&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
Examples: 3139, 2748, 169, 701. This command is unique to CoD.&lt;br /&gt;
&lt;br /&gt;
;AWARD:mob award &amp;lt;target&amp;gt; &amp;lt;type&amp;gt; &amp;lt;value&amp;gt; [noscale]&lt;br /&gt;
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:&lt;br /&gt;
&lt;br /&gt;
 gold	-10000	10000		prac	10	-10		exp	-10000	10000&lt;br /&gt;
 silver	-10000	10000		train	5	-5 		align   -100    100&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The &#039;noscale&#039; argument is optional, and causes awarded experience to be a flat award regardless of the level of the player being awarded. Please keep in mind to level lock large experience rewards to keep quests relevant to the actual level of their area, when using noscale. Without &#039;noscale&#039;, &#039;mob award exp&#039; modifies awarded XP by 0-200% based on the level difference between target and mob, like XP gained from kills.&lt;br /&gt;
&lt;br /&gt;
It&#039;s possible to use &#039;mob award $i&#039; but ONLY do this in event progs, where $i is the player.&lt;br /&gt;
&lt;br /&gt;
Examples: 2260, 4022, 1027, 1116, 32. This command is unique to CoD.&lt;br /&gt;
&lt;br /&gt;
;QUEST:mob quest &amp;lt;target&amp;gt; &amp;lt;+/-/=&amp;gt; &amp;lt;questflag&amp;gt;&lt;br /&gt;
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. &amp;lt;+/-/=&amp;gt; indicates whether to set or unset the relevant quest flag; + and = are exactly the same. Each area automatically comes with 8 quest flags, regardless of the total vnums of the area, that will use the syntax of [area name]1-8 (without .are) ex. &#039;truce1&#039;. &lt;br /&gt;
&lt;br /&gt;
Examples: 54, 3113, 2390, 4874, 1596. This command is unique to CoD.&lt;br /&gt;
&lt;br /&gt;
;PETIFY:mob petify &amp;lt;target&amp;gt; $i&lt;br /&gt;
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 &#039;self&#039; (variable $i) as the victim.&lt;br /&gt;
&lt;br /&gt;
Examples: 2106, 3196, 700, 707, 715. This command is unique to CoD.&lt;br /&gt;
&lt;br /&gt;
;FORCE:mob force &amp;lt;target&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
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 &amp;quot;all,&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
Examples: 5660, 3130, 2710, 3014, 2387&lt;br /&gt;
&lt;br /&gt;
;GFORCE:mob gforce &amp;lt;target&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
This command works just like force, except it forces everyone in the target&#039;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.&lt;br /&gt;
&lt;br /&gt;
Examples: 5276&lt;br /&gt;
&lt;br /&gt;
;VFORCE:mob vforce &amp;lt;vnum&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Examples: None.&lt;br /&gt;
&lt;br /&gt;
;MFORCE: mob mforce &amp;lt;target&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
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&#039;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 &#039;mob oload&#039; for a quest reward, as this bypasses item and weight carry limits, so there won&#039;t be any issues having them receive the item. &lt;br /&gt;
&lt;br /&gt;
Examples: None (for now).&lt;br /&gt;
&lt;br /&gt;
;AT:mob at &amp;lt;location&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
This command allows a mob to perform any single action at any location on the MUD. It&#039;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 any one word mob or object. The command parameter works just like a regular line of code in a mobprog. The &amp;lt;command&amp;gt; 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.&lt;br /&gt;
&lt;br /&gt;
Examples: 4073, 1003, 5664, 735, 2387&lt;br /&gt;
&lt;br /&gt;
;DELAY:mob delay &amp;lt;pulses&amp;gt;&lt;br /&gt;
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&#039;s delay trigger prog will execute, if it has one. Unless a mob has update_always, its delay counter won&#039;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.&lt;br /&gt;
&lt;br /&gt;
Examples: 182, 1005, 1502, 1061, 1806&lt;br /&gt;
&lt;br /&gt;
;CANCEL:mob cancel&lt;br /&gt;
This command cancels the mob&#039;s delay timer. It sets it to zero and stops the mob&#039;s delay triggers from activating. While waiting enough pulses will also let the delay timer reach zero, that will make the mob&#039;s delay triggers activate. This will not.&lt;br /&gt;
&lt;br /&gt;
Examples: 4011, 1009&lt;br /&gt;
&lt;br /&gt;
;REMEMBER:mob remember &amp;lt;target&amp;gt;&lt;br /&gt;
This command stores the name of a target in the mob&#039;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&#039;s name is stored as $q for the mob and will remain until a mob forget command, a new mob remember, or the mob&#039;s death. Mobs will remember players through player deaths, but will forget a player when that player logs out. A mob&#039;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.&lt;br /&gt;
&lt;br /&gt;
Examples: 4065, 1211, 1053, 1015, 160&lt;br /&gt;
&lt;br /&gt;
;FORGET:mob forget&lt;br /&gt;
This command empties the mob&#039;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).&lt;br /&gt;
&lt;br /&gt;
Examples: 738, 1501, 3142, 5508, 2727&lt;br /&gt;
&lt;br /&gt;
;CALL:mob call &amp;lt;vnum&amp;gt; [victim] [obj1] [obj2]&lt;br /&gt;
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 &#039;mob purge self&#039; 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.&lt;br /&gt;
&lt;br /&gt;
Examples: 1368, 47, 1400, 2395, 5661&lt;br /&gt;
&lt;br /&gt;
;COUNTER: mob counter &amp;lt;value OR &#039;zero&#039;&amp;gt;&lt;br /&gt;
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 &#039;zero&#039; sets the counter to zero.&lt;br /&gt;
&lt;br /&gt;
Examples: 21, 22&lt;br /&gt;
&lt;br /&gt;
;FACE:mob face &amp;lt;long/short/name&amp;gt; &amp;lt;string&amp;gt;&lt;br /&gt;
This command changes the mob&#039;s long or short desc, or name, to whatever is specified. &lt;br /&gt;
&lt;br /&gt;
Examples: 9038&lt;br /&gt;
&lt;br /&gt;
;FLAG:mob flag &amp;lt;victim&amp;gt; &amp;lt;flag type&amp;gt; &amp;lt;flag&amp;gt; +/-&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;SDAMAGE:mob sdamage ??? ???&lt;br /&gt;
Appears to be an uncoded solution to the problem that the $a flag fixed.&lt;br /&gt;
&lt;br /&gt;
;SPAWN:mob spawn &amp;lt;victim&amp;gt; &amp;lt;room vnum&amp;gt;&lt;br /&gt;
The Spawn command will change the target&#039;s recall point to the specified room vnum.&lt;br /&gt;
&lt;br /&gt;
Examples: 9098&lt;br /&gt;
&lt;br /&gt;
;RESCUE:mob rescue &amp;lt;victim&amp;gt;&lt;br /&gt;
The Rescue command works as the Rescue skill does, but without the restrictions on grouping or any skill checks.&lt;br /&gt;
&lt;br /&gt;
;EXITPERMIT:mob exitpermit&lt;br /&gt;
Exitpermit allows mobs with exit progs to allow the character through the exit normally, instead of requiring transfer commands or other sneaky tricks.&lt;br /&gt;
&lt;br /&gt;
Examples: 2917&lt;br /&gt;
&lt;br /&gt;
;ASSET:mob asset &amp;lt;victim&amp;gt; &amp;lt;art/sound&amp;gt; &amp;lt;file&amp;gt; [duration in beats]&lt;br /&gt;
The Asset command is used for enhanced asciiart and sound functions using the Project Tuna client. For advanced usage, see [[Project_Tuna#Mob Asset]].&lt;br /&gt;
&lt;br /&gt;
Examples: 10289, 12002&lt;br /&gt;
&lt;br /&gt;
;OSET: mob oset &amp;lt;object name&amp;gt; &amp;lt;field&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
****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.&lt;br /&gt;
&lt;br /&gt;
Value:&lt;br /&gt;
(a) = requires a string or bit/flag name in place of value&lt;br /&gt;
(#) = requires a numerical value&lt;br /&gt;
&lt;br /&gt;
Mob oset will only target objects in the mob&#039;s inventory or in the same room as the mob.&lt;br /&gt;
&lt;br /&gt;
;MSET: mob mset &amp;lt;target&amp;gt; &amp;lt;field&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
Fields: str(#), dex(#), sex(a/#), level(#), maxhp(#), hp(#), maxmana(#), mana(#), maxmove(#), move(#), alignment(#), wealth(#), damtype(a), hitroll(#), damroll(#), magroll(#), saves(#), dicecount(#), dicetype(#), acbash(#), acslash(#), acpierce(#), acexotic(#)&lt;br /&gt;
&lt;br /&gt;
This command seems to be incompletely implemented. Mobs can currently only mset themselves, but can be mob forced by other mobs to mset themselves.&lt;br /&gt;
&lt;br /&gt;
* See [[Oset_and_mset_tips_and_tricks]] for more information&lt;br /&gt;
&lt;br /&gt;
;ADDLAG: mob addlag &amp;lt;target&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;CLAN: mob clan &amp;lt;target&amp;gt; &amp;lt;clan&amp;gt;&lt;br /&gt;
This command allows a mob to add a player to a clan instead of requiring an Immortal&#039;s assistance. The clan must already be created, however.&lt;br /&gt;
&lt;br /&gt;
;PRETITLE: mob mforce &amp;lt;target&amp;gt; mob pretitle self &amp;lt;pretitle&amp;gt;&lt;br /&gt;
This command allows a mob to set a player&#039;s pretitle instead of requiring an Immortal&#039;s assistance. Technically a mob can only set their own pretitle to avoid setting someone else&#039;s pretitle by mistake, so this syntax causes the mob to force the player to set their own pretitle.&lt;br /&gt;
&lt;br /&gt;
===MOB TRIGGERS===&lt;br /&gt;
&lt;br /&gt;
The triggers are listed alphabetically, since there aren&#039;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.&lt;br /&gt;
&lt;br /&gt;
;ACT:addmprog &amp;lt;vnum&amp;gt; act &amp;lt;phrase&amp;gt;&lt;br /&gt;
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 &amp;lt;phrase&amp;gt; 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 &amp;lt;phrase&amp;gt; itself will require the color codes in order to trigger correctly. Act triggers can use one or more words in &amp;lt;phrase&amp;gt; - to set the phrase as multiple words, surrounded the phrase with &amp;quot;quotation marks.&amp;quot; When triggered by someone&#039;s speech, the act prog will activate before the &amp;lt;phrase&amp;gt; is actually spoken - making it look out of order. Many mobiles have an act prog with the phrase &amp;quot;talks to you,&amp;quot; which triggers on the talk social. This is especially common in towns and with humanoid mobs.&lt;br /&gt;
&lt;br /&gt;
;BRIBE:addmprog &amp;lt;vnum&amp;gt; bribe &amp;lt;amount, in silver&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;DAMTYPE:addmprog &amp;lt;vnum&amp;gt; damtype &amp;lt;type of damage&amp;gt;&lt;br /&gt;
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&#039;s number, not its name:&lt;br /&gt;
  0 - None*     1 - Bash      2 - Pierce    3 - Slash     4 - Fire      5 - Cold      6 - Electric&lt;br /&gt;
  7 - Acid      8 - Poison    9 - Negative 10 - Holy     11 - Energy   12 - Mental   13 - Draining&lt;br /&gt;
 14 - Water    15 - Light    16 - Other*   17 - Harm*    18 - Charm    19 - Sound    20 - Wood&lt;br /&gt;
 21 - Silver   22 - Iron     23 - Wind     24 - Earth    25 - Dark&lt;br /&gt;
&lt;br /&gt;
* Very, very few attacks use the None, Other, Harm, or Charm damtype to actually deal damage.&lt;br /&gt;
&lt;br /&gt;
;DEATH:addmprog &amp;lt;vnum&amp;gt; death &amp;lt;percent&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;DELAY:addmprog &amp;lt;vnum&amp;gt; delay &amp;lt;percent&amp;gt;&lt;br /&gt;
The delay trigger is activated when the delay timer for the mob decrements to 0. To set a mob&#039;s delay timer, use the mob delay command. The trigger has a &amp;lt;percent&amp;gt; chance of activating when the delay timer hits 0, although in almost every usage of this command, 100 is used for the &amp;lt;percent&amp;gt; parameter. Delay triggers are known to occasionally and randomly not work. Delay timers will only count down if players are currently in the mob&#039;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.&lt;br /&gt;
&lt;br /&gt;
;EXALL:addmprog &amp;lt;vnum&amp;gt; exall &amp;lt;exit number&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;ENTRY:addmprog &amp;lt;vnum&amp;gt; entry &amp;lt;percent&amp;gt;&lt;br /&gt;
The entry trigger is activated whenever the mob walks into a new room. The trigger has a &amp;lt;percent&amp;gt; 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. &lt;br /&gt;
&lt;br /&gt;
;EXIT:addmprog &amp;lt;vnum&amp;gt; exit &amp;lt;exit number&amp;gt;&lt;br /&gt;
The exit trigger is checked whenever a PC tries to exit the mob&#039;s room. The trigger will activate whenever a player tries to use &amp;lt;exit number&amp;gt;&#039;s exit. It is important to note that if an exit trigger activates, the player&#039;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&#039;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.&lt;br /&gt;
&lt;br /&gt;
The following &amp;lt;exit numbers&amp;gt; collaborate with the indicated exits:&lt;br /&gt;
 0 - north  1 - east  2 - south  3 - west  4 - up&lt;br /&gt;
 5 - down   6 - ne    7 - nw     8 - se    9 - sw&lt;br /&gt;
&lt;br /&gt;
;FIGHT:addmprog &amp;lt;vnum&amp;gt; fight &amp;lt;percent&amp;gt;&lt;br /&gt;
The fight trigger is checked at the end of each combat round for the mob. The trigger has a &amp;lt;percent&amp;gt; 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.&lt;br /&gt;
&lt;br /&gt;
;GIVE:addmprog &amp;lt;vnum&amp;gt; give &amp;lt;object&amp;gt;&lt;br /&gt;
The give trigger is checked when an object is given to the mob. When an item of keyword &amp;lt;object&amp;gt; is given to the mob, the trigger activates. The phrase &#039;all&#039; can be used for &amp;lt;object&amp;gt; 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 &#039;all&#039; 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 &#039;give $o $n&#039; statement.&lt;br /&gt;
&lt;br /&gt;
;GRALL:addmprog &amp;lt;vnum&amp;gt; grall &amp;lt;percent&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;GREET:addmprog &amp;lt;vnum&amp;gt; greet &amp;lt;percent&amp;gt;&lt;br /&gt;
The greet trigger is checked whenever a character enters the room that the mob occupies. It has a &amp;lt;percent&amp;gt; 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. &lt;br /&gt;
&lt;br /&gt;
;HPCNT:addmprog &amp;lt;vnum&amp;gt; hpcnt &amp;lt;hp percent&amp;gt;&lt;br /&gt;
The hpcnt trigger is checked at the end of each combat round for the mob. The trigger will activate if the mob&#039;s hp percentage drops below the &amp;lt;hp percent&amp;gt; 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.&lt;br /&gt;
&lt;br /&gt;
;KILL:addmprog &amp;lt;vnum&amp;gt; kill &amp;lt;percent&amp;gt;&lt;br /&gt;
The kill trigger is checked when someone initiates combat with the mob. The trigger has a &amp;lt;percent&amp;gt; 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.&lt;br /&gt;
&lt;br /&gt;
;RANDOM:addmprog &amp;lt;vnum&amp;gt; random &amp;lt;percent&amp;gt;&lt;br /&gt;
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 &amp;lt;percent&amp;gt; chance of activating every mob pulse, but only if players are currently in the mob&#039;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.&lt;br /&gt;
&lt;br /&gt;
;SCHEDULE:addmprog &amp;lt;vnum&amp;gt; schedule &amp;lt;hour&amp;gt;&lt;br /&gt;
The schedule trigger is checked once every hour, on the hour. The &amp;lt;hour&amp;gt; parameter equals a number from 0 to 23, where 0 is midnight and 12 is noon. If the &amp;lt;hour&amp;gt; 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.&lt;br /&gt;
&lt;br /&gt;
;SPAWN:addmprog &amp;lt;vnum&amp;gt; spawn &amp;lt;percent&amp;gt;&lt;br /&gt;
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 &amp;lt;percent&amp;gt; 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.&lt;br /&gt;
&lt;br /&gt;
;SPEECH:addmprog &amp;lt;vnum&amp;gt; speech &amp;lt;phrase&amp;gt;&lt;br /&gt;
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 &#039;say&#039;, &#039;osay&#039;, or &#039;tell&#039; 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.&lt;br /&gt;
&lt;br /&gt;
;SURRENDER:addmprog &amp;lt;vnum&amp;gt; surrender &amp;lt;percent&amp;gt;&lt;br /&gt;
The surrender trigger, while present on the triggers list, is defunct and is not actually used.&lt;br /&gt;
&lt;br /&gt;
*I like using this trigger to show what mprogs my mob calls within its other mprogs. -Ageatii&lt;br /&gt;
&lt;br /&gt;
[[Category:Technical Information]]&lt;/div&gt;</summary>
		<author><name>Pascal</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=Mprog_Compendium&amp;diff=2232</id>
		<title>Mprog Compendium</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=Mprog_Compendium&amp;diff=2232"/>
		<updated>2019-02-13T15:40:15Z</updated>

		<summary type="html">&lt;p&gt;Pascal: /* MOB COMMANDS */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:2Mprog3.jpg|right|thumb|212px|No clear results from Google images on what an Mprog looks like.]]&lt;br /&gt;
&lt;br /&gt;
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&#039;re just a tourist, check out some [[Mprog Compendium/Examples|examples]]&lt;br /&gt;
&lt;br /&gt;
===IFCHECKS===&lt;br /&gt;
&lt;br /&gt;
    rand 		if rand 30		- if random number between 1 and 100 is &amp;lt; 30&lt;br /&gt;
    exists		if exists $n		- does $n exist somewhere&lt;br /&gt;
    ishere   		if ishere $q            - is $q in this room?&lt;br /&gt;
    mobexists		if mobexists fido	- is there a fido mob somewhere&lt;br /&gt;
    			if mobexists 1233	- is there mob vnum 1233 somewhere&lt;br /&gt;
    objexists		if objexists sword	- is there a sword obj somewhere&lt;br /&gt;
    			if objexists 1233	- is there obj vnum 1233 somewhere&lt;br /&gt;
    mobhere		if mobhere fido		- is there a &#039;fido&#039; mob in this room?&lt;br /&gt;
 			if mobhere 1233		- is there mob vnum 1233 in this room?&lt;br /&gt;
    objhere		if objhere bottle	- is there a &#039;bottle&#039; obj in this room?&lt;br /&gt;
 	-can&#039;t see in	if objhere 1233		- is there obj vnum 1233 in this room?&lt;br /&gt;
 	 containers&lt;br /&gt;
    isself		if isself $n            - evaluate equivalence between a character and the acting mob&lt;br /&gt;
    people		if people &amp;gt; 4		- does room contain &amp;gt; 4 people&lt;br /&gt;
    players		if players &amp;gt; 1		- does room contain &amp;gt; 1 pcs *in event obj progs the player doesn&#039;t count in if players checks&lt;br /&gt;
    mobs   		if mobs &amp;gt; 2		- does room contain &amp;gt; 2 mobiles&lt;br /&gt;
    clones		if clones &amp;gt; 3   	- are there &amp;gt; 3 mobs of $i&#039;s vnum here&lt;br /&gt;
    duplicates		if duplicates $n &amp;gt; 3	- are there &amp;gt; 3 mobs of $n&#039;s vnum here&lt;br /&gt;
    order		if order == 0		- is mob the first in room&lt;br /&gt;
 &lt;br /&gt;
    hour 		if hour &amp;gt; 11		- is the time &amp;gt; 11 o&#039;clock&lt;br /&gt;
         Sunrise occurs at 6am (hour 6)&lt;br /&gt;
         Sunset occurs at 6pm (hour 18)&lt;br /&gt;
    day                  if day &amp;gt; 0              - is today not the first day of the week&lt;br /&gt;
         0 - Mana Holy Day&lt;br /&gt;
         1 - Luna Day        &lt;br /&gt;
         2 - Salamando Day&lt;br /&gt;
         3 - Undine Day&lt;br /&gt;
         4 - Dryad Day&lt;br /&gt;
         5 - Jinn Day&lt;br /&gt;
         6 - Gnome Day&lt;br /&gt;
    sky  		if sky &amp;gt; 2     		- is the sky rating &amp;gt; cloudy&lt;br /&gt;
 	0 - dry&lt;br /&gt;
 	1 - cloudless&lt;br /&gt;
 	2 - cloudy&lt;br /&gt;
 	3 - raining&lt;br /&gt;
 	4 - lightning&lt;br /&gt;
    wind 		if wind &amp;gt; 2		- is the wind rating &amp;gt; breeze&lt;br /&gt;
 	0 - stale&lt;br /&gt;
 	1 - none&lt;br /&gt;
 	2 - breeze&lt;br /&gt;
 	3 - windy&lt;br /&gt;
 	4 - gale&lt;br /&gt;
    sector		if sector $i == 5       - sector check&lt;br /&gt;
        0 - inside       1 - city         2 - field        3 - forest     &lt;br /&gt;
        4 - hills        5 - mountain     6 - swim         7 - noswim&lt;br /&gt;
        8 - unused       9 - air          10 - desert      11 - rock&lt;br /&gt;
        12 - road        13 - enter       14 - snow        15 - swamp&lt;br /&gt;
        16 - jungle      17 - ruins       18 - mount2      19 - coastal&lt;br /&gt;
        20 - developed   21 - void        22 - lava&lt;br /&gt;
 &lt;br /&gt;
    ispc   		if ispc $n 		- is $n a pc&lt;br /&gt;
    isnpc		if isnpc $n 		- is $n a mobile&lt;br /&gt;
    isgood		if isgood $n 		- is $n good&lt;br /&gt;
    isevil		if isevil $n 		- is $n evil&lt;br /&gt;
    isneutral		if isneutral $n 	- is $n neutral&lt;br /&gt;
    isimmort		if isimmort $n		- is $n immortal&lt;br /&gt;
    ischarm		if ischarm $n		- is $n charmed */&lt;br /&gt;
    isfollow		if isfollow $n		- is $n following someone&lt;br /&gt;
    isactive		if isactive $n		- is $n&#039;s position &amp;gt; SLEEPING&lt;br /&gt;
    isdelay		if isdelay $i		- does $i currently have a delay counter&lt;br /&gt;
    isvisible		if isvisible $n		- can mob see $n&lt;br /&gt;
    isfighting		if isfighting $n        - fighting check&lt;br /&gt;
    hastarget		if hastarget $i		- does $i have a valid remembered target&lt;br /&gt;
    istarget		if istarget $n		- is $n mob&#039;s remember target&lt;br /&gt;
 &lt;br /&gt;
    affected		if affected $n blind	- is $n affected by blind&lt;br /&gt;
    affected2		if affected2 $n frenzy  - &#039;&#039;&#039;(second set of affects, see mob template for list)&#039;&#039;&#039;&lt;br /&gt;
    shielded  		if shielded $n charge	- is $n shielded by charge&lt;br /&gt;
    act			if act $i sentinel	- is $i flagged sentinel&lt;br /&gt;
    act2 		if act2 $i noattack	- is $i flagged noattack&lt;br /&gt;
    off           	if off $i berserk	- is $i flagged berserk&lt;br /&gt;
    imm           	if imm $i fire		- is $i immune to fire &lt;br /&gt;
    vuln    		if vuln $i electricity  - is $i vulnerable to electricity&lt;br /&gt;
    res        		if res $i cold          - is $i resistant to cold&lt;br /&gt;
    carries		if carries $n sword	- does $n have a &#039;sword&#039;&lt;br /&gt;
 			if carries $n 1233	- does $n have obj vnum 1233&lt;br /&gt;
                                                - (doesn&#039;t check to see if wearing, ONLY if in inventory)&lt;br /&gt;
    wears		if wears $n lantern	- is $n wearing a &#039;lantern&#039;&lt;br /&gt;
 			if wears $n 1233	- is $n wearing obj vnum 1233&lt;br /&gt;
    upon      		if upon $n motorcycle   - is $n riding/using as furniture a &#039;motorcycle&lt;br /&gt;
              		if upon $n 1233         - is $n riding/using as furniture obj vnum 1233&lt;br /&gt;
    has    		if has $n weapon	- does $n have obj of type weapon&lt;br /&gt;
    uses  		if uses $n armor	- is $n wearing obj of type armor&lt;br /&gt;
    pos			if pos $n standing	- is $n standing&lt;br /&gt;
    name  		if name $n puff		- is $n&#039;s name &#039;puff&#039;&lt;br /&gt;
    clan 		if clan $n &#039;tuna&#039; 	- does $n belong to clan &#039;tuna&#039;&lt;br /&gt;
    race 		if race $n dragon	- is $n of &#039;dragon&#039; race&lt;br /&gt;
    class		if class $n wizard	- is $n&#039;s class &#039;wizard&#039;&lt;br /&gt;
    subclass		if subclass $n &amp;gt; 0      - subclass check&lt;br /&gt;
    skill		if skill $n &#039;big boo&#039;   - does $n have the big boo skill&lt;br /&gt;
    skillchk		if skillchk $n &#039;fire&#039; &amp;gt; 90 - character&#039;s skill percentage check&lt;br /&gt;
    objtype		if objtype $o scroll	- is $o a scroll type obj&lt;br /&gt;
    quest		if quest $n nerb1	- is quest flag nerb1 toggled for $n&lt;br /&gt;
    remort		if remort $n &amp;gt; 1        - has $n remorted at least once?&lt;br /&gt;
                                                  (New characters start at &amp;quot;if remort == 1&amp;quot;;&lt;br /&gt;
                                                   first remort is at &amp;quot;if remort == 2&amp;quot;)&lt;br /&gt;
    brief 		if isbrief $n 		- does $n have &#039;brief&#039; toggled? *only works for players&lt;br /&gt;
 &lt;br /&gt;
    vnum 		if vnum $i == 1233  	- virtual number check&lt;br /&gt;
    room 		if room $i == 1233	- room virtual number&lt;br /&gt;
    roomaff		if roomaff sandstorm    - room affect check (&#039;? roomaff&#039; in editor to see valid flags)&lt;br /&gt;
    roomflag		if roomflag dark	- room flag check (&#039;? room&#039; in editor to see valid flags)&lt;br /&gt;
    align		if align $n &amp;lt; -1000	- alignment check&lt;br /&gt;
    level		if level $n &amp;lt; 5		- level check&lt;br /&gt;
         		if level $o == 0        - works on objects too&lt;br /&gt;
    sex			if sex $i == 0		- sex check&lt;br /&gt;
 	0 - none&lt;br /&gt;
 	1 - male&lt;br /&gt;
 	2 - female&lt;br /&gt;
 	3 - (unused)&lt;br /&gt;
 	4 - plural&lt;br /&gt;
 	5 - spivak&lt;br /&gt;
    innate		if innate $n == 1	- innate check&lt;br /&gt;
        0 - None&lt;br /&gt;
        1 - Water&lt;br /&gt;
        2 - Moon&lt;br /&gt;
        3 - Wood&lt;br /&gt;
        4 - None (Don&#039;t use)&lt;br /&gt;
        5 - Wind&lt;br /&gt;
        6 - Earth&lt;br /&gt;
        7 - Fire&lt;br /&gt;
    size		if size $n &amp;lt; 2		- size check&lt;br /&gt;
 	0 - tiny&lt;br /&gt;
 	1 - small&lt;br /&gt;
 	2 - medium&lt;br /&gt;
 	3 - large&lt;br /&gt;
 	4 - huge&lt;br /&gt;
 	5 - giant&lt;br /&gt;
 &lt;br /&gt;
    counter		if counter $i &amp;gt;= 6 	- mob counter check&lt;br /&gt;
    money		if money $n &amp;gt; 500	- money check (in silver)&lt;br /&gt;
    objval0		if objval0 $o &amp;gt; 1000 	- object value[] checks 0-4 (check object type in oedit for relevant variables)&lt;br /&gt;
    objval1						-for money in bribe triggers use objval0 for silver and objval1 for gold&lt;br /&gt;
    objval2&lt;br /&gt;
    objval3&lt;br /&gt;
    objval4&lt;br /&gt;
    objcost		if objcost $o &amp;gt;= 50 	- cost of the obj in silver&lt;br /&gt;
    objweight		if objweight $o &amp;lt; 100 	- weight of the obj in 1/10lbs&lt;br /&gt;
    objextra		if objextra $o glow 	- does $o have glow&lt;br /&gt;
    objextra2		if objextra2 $o unique 	- is $o unique&lt;br /&gt;
    objextra3		if objextra3 $o owned 	- is $o owned&lt;br /&gt;
    objcond 		if objcond $o &amp;gt; 50 	- object condition value check&lt;br /&gt;
 			if objcond pie &amp;gt; 50 	&lt;br /&gt;
    wenchant		if wenchant $o == 10    - has $o been enchanted 10 times (weapon only)&lt;br /&gt;
    aenchant		if aenchant $o == 10    - has $o been enchanted 10 times (armor only)&lt;br /&gt;
 &lt;br /&gt;
    grpsize		if grpsize $n &amp;gt; 6	- group size check&lt;br /&gt;
 							-a solo player is a group size of 0&lt;br /&gt;
 							 -all pets and charmies count toward group size&lt;br /&gt;
 							  -they don&#039;t count if they aren&#039;t in the room with the target&lt;br /&gt;
    str			if str $n &amp;gt; 13		- strength check&lt;br /&gt;
    int			if int $i &amp;lt; 18		- intelligence check&lt;br /&gt;
    wis			if wis $q == 25		- wisdom check&lt;br /&gt;
    dex			if dex $f &amp;gt;= 8		- dexterity check&lt;br /&gt;
    con			if con $g &amp;lt;= 20		- constitution check&lt;br /&gt;
    hpchk		if hpchk $n &amp;lt; 15 	- hit point check&lt;br /&gt;
    hpcnt		if hpcnt $i &amp;gt; 30	- hit point percent check&lt;br /&gt;
    mpchk        	if mpchk $i &amp;gt; 8  	- mana point check&lt;br /&gt;
    mpcnt		if mpcnt $i &amp;gt; 50 	- mana percentage check&lt;br /&gt;
    mvchk 		if mvchk $i &amp;gt; 25 	- movement point check&lt;br /&gt;
    drunk		if drunk $n &amp;gt;= 5        - drunkenness check&lt;br /&gt;
    khexists		if khexists $n 1234     - does mob of this vnum exist in kill history (bodycount)&lt;br /&gt;
    khcount		if khcount $n 1234 &amp;gt; 5  - is number of mob of this vnum in kill history higher than 5&lt;br /&gt;
 &lt;br /&gt;
 IFCHKS can be used with &#039;or&#039;, &#039;and&#039;, and &#039;else&#039;. Ex:&lt;br /&gt;
  	-NOTE: &#039;else&#039; can be combined with &#039;or&#039; and &#039;and&#039; ifchks.&lt;br /&gt;
 		if room $i &amp;gt;= 500 		- is the room vnum both greater than or equal to 500 and less than or equal to 1000?&lt;br /&gt;
 		and room $i &amp;lt;= 1000 			i.e. between 500 and 1000, including both 500 and 1000.&lt;br /&gt;
 &lt;br /&gt;
  		if dex $n &amp;gt; 12 			- are $n&#039;s dex AND str both greater than 12?&lt;br /&gt;
  		and str $n &amp;gt; 12&lt;br /&gt;
 &lt;br /&gt;
 		if hour &amp;gt;= 18 			- is the hour later than 6pm or earlier than 6am?&lt;br /&gt;
 		or hour &amp;lt;= 6 				i.e. is it between 6pm and 6am, including both 6pm and 6am.&lt;br /&gt;
 								*&#039;or&#039; must be used for this type of &#039;evening&#039; check because&lt;br /&gt;
 								the numbers don&#039;t circle like a real clock - it can&#039;t be both&lt;br /&gt;
 								greater than 18 and less than 6.&lt;br /&gt;
 		if class $n thief 		- is $n a thief OR a warrior?&lt;br /&gt;
 		or class $n warrior&lt;br /&gt;
 &lt;br /&gt;
 		if uses $n weapon 		- does $n have an object type of &#039;weapon&#039; equipped?&lt;br /&gt;
 		 mob exitpermit 			yes: they may pass through.&lt;br /&gt;
 		else&lt;br /&gt;
 		 say You need a weapon first! 		no: mob says You need a weapon first!&lt;br /&gt;
  		endif&lt;br /&gt;
&lt;br /&gt;
       -If you want to get REALLY in-depth, you can use both &#039;and&#039; &amp;amp; &#039;or&#039; in a prog, too!&lt;br /&gt;
&lt;br /&gt;
                if vnum $i == ####&lt;br /&gt;
                 if affected $i haste&lt;br /&gt;
                 or affected $i slow&lt;br /&gt;
                 and shielded $i zombie&lt;br /&gt;
                 say I can have either haste or slow, but I&#039;ll always have zombie!&lt;br /&gt;
                 else&lt;br /&gt;
                 say I have neither haste nor slow, and I totes don&#039;t have zombie, either.&lt;br /&gt;
                 endif&lt;br /&gt;
                endif&lt;br /&gt;
&lt;br /&gt;
        Just be sure to watch the order of your ifchecks, it can make the difference between a working prog and a malfunctioning one!&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
 Every if needs an endif. &#039;Or&#039;, &#039;and&#039;, and &#039;else&#039; do not require additional endifs.&lt;br /&gt;
&lt;br /&gt;
===VARIABLES===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
====Ifcheck Variables:====&lt;br /&gt;
 $f	the pet of the mob remember target&lt;br /&gt;
 $g	the master of the mob remember target&lt;br /&gt;
 $i	the acting mob himself&lt;br /&gt;
 $n	the target of the mob&lt;br /&gt;
 $o	the target object of the mob&lt;br /&gt;
 $p	the secondary target object of the mob (act trigger only)*&lt;br /&gt;
 $q	the mob remember target&lt;br /&gt;
 $r	random character in room&lt;br /&gt;
 $t	the secondary target of the mob (act trigger only)*&lt;br /&gt;
 $z	the counter of the acting mob&lt;br /&gt;
 &lt;br /&gt;
 For use in event mprogs:&lt;br /&gt;
 &lt;br /&gt;
 $n	is the targetted mob or player&lt;br /&gt;
 $o	is the targetted object&lt;br /&gt;
 $i	is the acting player&lt;br /&gt;
 $p	is the actual event item being activated&lt;br /&gt;
 $y	will always refer to the person using the event item&lt;br /&gt;
     (useful when the event forces other mobs)&lt;br /&gt;
 $n and $o cannot exist at the same time in an event mprog&lt;br /&gt;
 players are considered to be vnum 0 when using a &#039;vnum $i&#039; check.&lt;br /&gt;
&lt;br /&gt;
====General Variables:====&lt;br /&gt;
 	$a	the numerical damage amount of the last successful Mob Damage (only works with Mob Echo)&lt;br /&gt;
 	$b	the race (for PCs) or shortdesc (for mobs) of the mob&#039;s remember target&lt;br /&gt;
 	$B	the level of the mob&#039;s remember target&lt;br /&gt;
 	$e	the subject pronoun of the mob&#039;s target&lt;br /&gt;
 	$E	the subject pronoun of the mob&#039;s secondary target*&lt;br /&gt;
 	$f	the name of the pet of the mob&#039;s remember target&lt;br /&gt;
 	$F	the short desc of the pet of the mob&#039;s remember target&lt;br /&gt;
 	$g	the name of the master of the mob&#039;s remember target&lt;br /&gt;
 	$G	the short desc of the master of the mob&#039;s remember target&lt;br /&gt;
 	$i	the name of the acting mob&lt;br /&gt;
 	$I	the short desc of the acting mob&lt;br /&gt;
 	$j	the subject pronoun of the acting mob (he/she/it)&lt;br /&gt;
 	$J	the subject pronoun of a random character&lt;br /&gt;
 	$k	the object pronoun of the acting mob (him/her/it)&lt;br /&gt;
 	$K	the object pronoun of a random character&lt;br /&gt;
 	$l	the possessive adjective of the acting mob (his/her/its)&lt;br /&gt;
 	$L	the possessive adjective of a random character&lt;br /&gt;
 	$m	the object pronoun of the mob&#039;s target&lt;br /&gt;
 	$M	the object pronoun of the mob&#039;s secondary target*&lt;br /&gt;
 	$n	the name of the mob&#039;s target&lt;br /&gt;
 	$N	the short desc of the mob&#039;s target&lt;br /&gt;
 	$o	the name of the mob&#039;s object target&lt;br /&gt;
 	$O	the short desc of the mob&#039;s object target&lt;br /&gt;
 	$p	the name of the mob&#039;s secondary object target*&lt;br /&gt;
 	$P	the short desc of the mob&#039;s secondary object target*&lt;br /&gt;
 	$q	the name of the mob&#039;s remember target&lt;br /&gt;
 	$Q	the short desc of the mob&#039;s remember target&lt;br /&gt;
 	$r	the name of a random character&lt;br /&gt;
 	$R	the short desc of a random character&lt;br /&gt;
 	$s	the possessive adjective of the mob&#039;s target&lt;br /&gt;
 	$S	the possessive adjective of the mob&#039;s secondary target*&lt;br /&gt;
 	$t	the name of the mob&#039;s secondary target*&lt;br /&gt;
 	$T	the short desc of the mob&#039;s secondary target*&lt;br /&gt;
 	$X	the subject pronoun of the mob remember target&lt;br /&gt;
 	$Y	the object pronoun of the mob remember target&lt;br /&gt;
 	$z	the counter of the acting mob&lt;br /&gt;
 	$Z	the possessive adjective of the mob remember target&lt;br /&gt;
&lt;br /&gt;
OR:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!  !! Name !! Short Desc !! Subject Pronoun !! Object Pronoun !! Possessive Adjective&lt;br /&gt;
|-&lt;br /&gt;
|  || For Targetting || For Echoing || He/She/It || Him/Her/It || His/Her/Its&lt;br /&gt;
|-&lt;br /&gt;
|Acting Mob || $i || $I || $j || $k || $l&lt;br /&gt;
|-&lt;br /&gt;
|Mob&#039;s Target || $n || $N || $e || $m || $s&lt;br /&gt;
|-&lt;br /&gt;
|Secondary Target* || $t || $T || $E || $M || $S&lt;br /&gt;
|-&lt;br /&gt;
|Object Target || $o || $O&lt;br /&gt;
|-&lt;br /&gt;
|Secondary Object* || $p || $P&lt;br /&gt;
|-&lt;br /&gt;
|Random Character || $r || $R || $J || $K || $L&lt;br /&gt;
|-&lt;br /&gt;
|Mob Remember Target || $q || $Q || $X || $Y || $Z&lt;br /&gt;
|-&lt;br /&gt;
|Remember Target&#039;s Pet || $f || $F&lt;br /&gt;
|-&lt;br /&gt;
|Remember Target&#039;s Master|| $g || $G&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*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&#039;s attack and the mob had an act prog execute on that, Ami would be $t. $p and $t cannot exist at the same time.&lt;br /&gt;
&lt;br /&gt;
===MOB COMMANDS===&lt;br /&gt;
&lt;br /&gt;
The commands are grouped logically, not alphabetically. Commands that serve a similar purpose are grouped together, since I thought it would be more helpful that way. Every command has the appropriate syntax listed under it. Stuff in &amp;lt;brackets&amp;gt; denotes necessary parameters, stuff in [brackets] denotes unnecessary parameters. A synopsis of every command is listed as well. At the bottom of every entry I list examples of every command&#039;s usage. &lt;br /&gt;
&lt;br /&gt;
A list of examples is given for each command. Every command has up to five basic examples and a further list of advanced usages for the command. In general, I try to draw no more than one example from each area, unless a given area has two or more distinctly different advanced usages of a command. The examples can be accessed via mpdump.&lt;br /&gt;
&lt;br /&gt;
;ECHO:mob echo &amp;lt;string&amp;gt;&lt;br /&gt;
This command sends a text message to every player in the room. It is the basic command to output whatever you want via mobprogs. There are many more specialized versions of this command, all of which are listed below. Oftentimes echo is a better choice than having a mob say or emote something.&lt;br /&gt;
&lt;br /&gt;
Examples: 1362, 2206, 2553, 1161, 4715&lt;br /&gt;
&lt;br /&gt;
;ECHOAT:mob echoat &amp;lt;target&amp;gt; &amp;lt;string&amp;gt;&lt;br /&gt;
This command will echo a message to the specific player targetted in the room and no one else. In combination with the echoaround command, this can allow for messages that simulate real commands. Usually the echo command is preferable, but echoaround combined with echoat can allow for the distinction between &amp;quot;you&amp;quot; and &amp;quot;$n&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
Examples: 1072, 33, 152, 1502, 3007&lt;br /&gt;
&lt;br /&gt;
;ECHOAROUND:mob echoaround &amp;lt;target&amp;gt; &amp;lt;string&amp;gt;&lt;br /&gt;
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 &amp;quot;you&amp;quot; and &amp;quot;$n&amp;quot; in messages. Echoaround is generally useful when you want to hide certain messages from the target player.&lt;br /&gt;
&lt;br /&gt;
Examples: 1462, 4001, 4807, 3129, 4072&lt;br /&gt;
&lt;br /&gt;
;ASOUND:mob asound &amp;lt;string&amp;gt;&lt;br /&gt;
This command is similiar to echo. Unlike echo, however, asound will echo a message to every room that the mob&#039;s current room has an exit to - i.e., the surrounding rooms. What&#039;s interesting about asound is that it doesn&#039;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&#039;s room.&lt;br /&gt;
&lt;br /&gt;
Examples: 4017, 5683, 2217, 5494, 2714&lt;br /&gt;
&lt;br /&gt;
;ZECHO:mob zecho &amp;lt;string&amp;gt;&lt;br /&gt;
This command is a more powerful version of echo, echoing a message to every player in the mob&#039;s current area. Staff will get a &amp;quot;mob echo&amp;gt;&amp;quot; in front of every zecho message, but players won&#039;t. The applications of this command are pretty straightforward, and they can easily add some flavor to your area.&lt;br /&gt;
&lt;br /&gt;
Examples: 1035, 1003, 182&lt;br /&gt;
&lt;br /&gt;
;GECHO:mob gecho &amp;lt;string&amp;gt;&lt;br /&gt;
This command is a more powerful version of zecho, echoing a message to every player in the MUD. There probably aren&#039;t that many times anybody would want to use this, but it&#039;s a powerful command and it&#039;s there. Staff will get a &amp;quot;mob echo&amp;gt;&amp;quot; in front of every gecho message, but players won&#039;t.&lt;br /&gt;
&lt;br /&gt;
Examples: 419&lt;br /&gt;
&lt;br /&gt;
;GOTO:mob goto &amp;lt;location&amp;gt;&lt;br /&gt;
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. An interesting fact about goto is that it stops the mob&#039;s combat during the transfer, so it acts like a localized mob peace. Also, use of the goto command can disguise a mob&#039;s death cry - shown in the examples below. Mob goto can transfer through safe or no_mob room flags and can move sentinel mobs.&lt;br /&gt;
&lt;br /&gt;
Examples: 4004, 2712, 3116, 1021, 5555&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 2115, 4069, 1212, 1549, 2262, 71, 4851, 1053, 187, 733&lt;br /&gt;
&lt;br /&gt;
;TRANSFER:mob transfer &amp;lt;target&amp;gt; [location]&lt;br /&gt;
This command transfers the target to the given location. The location can be a room vnum or a single 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 &amp;quot;all,&amp;quot; which will move all characters in the mob&#039;s room. Mob transfer can transfer through safe or no_mob room flags and move sentinel mobs.&lt;br /&gt;
&lt;br /&gt;
Examples: 1452, 4014, 2708, 4854, 1714&lt;br /&gt;
&lt;br /&gt;
;GTRANSFER:mob transfer &amp;lt;target&amp;gt; [location]&lt;br /&gt;
This command works just like transfer, except it transfers everyone in the target&#039;s group as well as the target. However, you cannot gtransfer all. Besides that, it is entirely identical to transfer.&lt;br /&gt;
&lt;br /&gt;
Examples: None.&lt;br /&gt;
&lt;br /&gt;
;MLOAD:mob mload &amp;lt;vnum&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Examples: 1206, 1453, 39, 3119, 154&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 2729, 2262, 4076, 1404, 4849, 1563, 1003&lt;br /&gt;
&lt;br /&gt;
;OLOAD:mob oload &amp;lt;vnum&amp;gt; [level] [R] [W]&lt;br /&gt;
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. &amp;quot;R&amp;quot; will send the object to the room, and &amp;quot;W&amp;quot; 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&#039;s typical to simply use &#039;0 R&#039; or &#039;0 W&#039; to load objects in these ways. What&#039;s great about loading objects is that they can be used as &amp;quot;counters&amp;quot; in mobprogs, illustrated in some examples below.&lt;br /&gt;
&lt;br /&gt;
Examples: 1475, 1360, 3126, 2381, 2127&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 2232, 178, 5670, 4818&lt;br /&gt;
&lt;br /&gt;
;OTRANSFER:mob otransfer &amp;lt;target&amp;gt; &amp;lt;location&amp;gt;&lt;br /&gt;
This command transfers an object to a given location. The target object can be in the room, in the mob&#039;s inventory, or part of the mob&#039;s equipment. The location parameter can be a room vnum or an 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.&lt;br /&gt;
&lt;br /&gt;
Examples: 4868&lt;br /&gt;
&lt;br /&gt;
;PURGE:mob purge [target]&lt;br /&gt;
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&#039;s inventory or equipment. Mob purge will never purge player characters. A mob can &amp;quot;mob purge self,&amp;quot; but do so sparingly - it appears to be able to crash the MUD at times. When you do use &amp;quot;mob purge self,&amp;quot; try to place it as close to the end of mobprogs as possible. For extra security, always place &#039;break&#039; right after a mob purge self command.&lt;br /&gt;
&lt;br /&gt;
Examples: 53, 3149, 4829, 1581, 710&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 1005, 3123&lt;br /&gt;
&lt;br /&gt;
;JUNK:mob junk &amp;lt;item&amp;gt;&lt;br /&gt;
This command can destroy any item the mob has in inventory or is wearing as equipment. The &amp;lt;item&amp;gt; parameter is very versatile. You can junk all, or junk &#039;all something&#039;, 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&#039;s inventory. NOTE: items inside containers cannot be junked, but ifchks can see them.&lt;br /&gt;
&lt;br /&gt;
Examples: 1476, 2109, 1360, 2710, 4886&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 3146, 2216, 4015, 2387, 727, 1009, 1212, 5491, 3113&lt;br /&gt;
&lt;br /&gt;
;REMOVE:mob remove &amp;lt;target&amp;gt; &amp;lt;vnum/name&amp;gt;&lt;br /&gt;
This command removes the given object from the target&#039;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 &#039;mob remove $n sword&#039; 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&#039;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 &#039;mob remove&#039; things from players&#039; inventories without good reason.&lt;br /&gt;
&lt;br /&gt;
Examples: 1027, 4829, 1314, 1162, 5556&lt;br /&gt;
&lt;br /&gt;
;FLEE:mob flee&lt;br /&gt;
This command causes the mob to instantly run to an adjoining room. It only works if the mob is not currently fighting (simply use &#039;flee&#039; 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 &#039;leaves east&#039; 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&#039;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.&lt;br /&gt;
&lt;br /&gt;
Examples: 1006&lt;br /&gt;
&lt;br /&gt;
;KILL:mob kill &amp;lt;target&amp;gt;&lt;br /&gt;
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&#039;t attack itself, and charmed mobs can&#039;t attack their masters. When your mobile absolutely must attack someone, you want to use this instead of the regular kill command.&lt;br /&gt;
&lt;br /&gt;
Examples: 4700, 1456, 2712, 3123&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 1514, 2352, 3014, 1060, 161, 172&lt;br /&gt;
&lt;br /&gt;
;ASSIST:mob assist &amp;lt;target&amp;gt;&lt;br /&gt;
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&#039;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.&lt;br /&gt;
&lt;br /&gt;
Examples: None. This command is not mentioned in the standard mprog documentation.&lt;br /&gt;
&lt;br /&gt;
;HIT:mob hit &amp;lt;target&amp;gt;&lt;br /&gt;
Similar to Kill and Assist, this command causes the mob to attack the target. However, it doesn&#039;t care if the actor is already fighting -- this makes it useful for simulating special attacks.&lt;br /&gt;
&lt;br /&gt;
Examples: 1456&lt;br /&gt;
&lt;br /&gt;
;PEACE:mob peace&lt;br /&gt;
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&#039;s ideal for creating a gap in the fighting to execute commands that can&#039;t be done while fighting, then resuming the brawl. Additionally, it&#039;s a helpful command to use with inert or passive mobs.&lt;br /&gt;
&lt;br /&gt;
Examples: 5669, 4001, 3014, 172, 3139&lt;br /&gt;
&lt;br /&gt;
;SKILL:mob skill &amp;lt;command&amp;gt;&lt;br /&gt;
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%.&lt;br /&gt;
&lt;br /&gt;
Examples: 2511&lt;br /&gt;
&lt;br /&gt;
;DAMAGE:mob damage &amp;lt;target&amp;gt; &amp;lt;min&amp;gt; &amp;lt;max&amp;gt; [damtype] [lethal] [safe] [percent]&lt;br /&gt;
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 &#039;&#039;&#039;all&#039;&#039;&#039;, 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&#039;s hp above maximum. Note that healing this way ignores zombie status, distribute, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
Damtype specifies what [[damage type]] to use in respect to resistances and vulnerabilities. It can be any damage type you see with &amp;quot;? imm&amp;quot; in medit. A given mob damage can only have one given damtype.&amp;lt;br&amp;gt;&lt;br /&gt;
If you type &amp;quot;lethal&amp;quot; at the end of the command, the mob damage can kill the target. Otherwise, the target&#039;s hp will not drop below 0. [damtype] and [lethal]&#039;s positions in the command are interchangeable. If you type &amp;quot;safe&amp;quot; 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 &amp;quot;all&amp;quot; mob damages.&amp;lt;br&amp;gt;&lt;br /&gt;
The &amp;quot;percent&amp;quot; keyword changes the min and max from a damage quantity into a percentage of the target&#039;s maximum HP. It will not do more damage than the target&#039;s current HP, however.&lt;br /&gt;
&lt;br /&gt;
Examples: 4061, 4831, 1704, 1532&lt;br /&gt;
&lt;br /&gt;
;DAMECHO:mob damecho &amp;quot;message to target&amp;quot; &amp;quot;message to room&amp;quot; &amp;lt;target&amp;gt; &amp;lt;min&amp;gt; &amp;lt;max&amp;gt; [damtype] [lethal] [safe] [percent]&lt;br /&gt;
This command is extremely similar to &#039;mob damage&#039; 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. &lt;br /&gt;
&lt;br /&gt;
Examples: 701&lt;br /&gt;
&lt;br /&gt;
;CAST:mob cast &amp;lt;spell&amp;gt; [target]&lt;br /&gt;
This command allows a mob to cast any of the spells normally available to players. The spell parameter takes an argument, and you&#039;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&#039;s inventory, or, depending on the spell, no target at all. Mob cast costs no mana. You&#039;ll usually want to pair this command with a mob echo for more flavor.&lt;br /&gt;
&lt;br /&gt;
Examples: 4001, 2203, 4838, 301, 4716&lt;br /&gt;
&lt;br /&gt;
;MANA:mob mana &amp;lt;target&amp;gt; &amp;lt;min&amp;gt; &amp;lt;max&amp;gt;&lt;br /&gt;
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 &amp;quot;all,&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
Examples: 3139, 2748, 169, 701. This command is unique to CoD.&lt;br /&gt;
&lt;br /&gt;
;AWARD:mob award &amp;lt;target&amp;gt; &amp;lt;type&amp;gt; &amp;lt;value&amp;gt; [noscale]&lt;br /&gt;
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:&lt;br /&gt;
&lt;br /&gt;
 gold	-10000	10000		prac	10	-10		exp	-10000	10000&lt;br /&gt;
 silver	-10000	10000		train	5	-5 		align   -100    100&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The &#039;noscale&#039; argument is optional, and causes awarded experience to be a flat award regardless of the level of the player being awarded. Please keep in mind to level lock large experience rewards to keep quests relevant to the actual level of their area, when using noscale. Without &#039;noscale&#039;, &#039;mob award exp&#039; modifies awarded XP by 0-200% based on the level difference between target and mob, like XP gained from kills.&lt;br /&gt;
&lt;br /&gt;
Examples: 2260, 4022, 1027, 1116, 32. This command is unique to CoD.&lt;br /&gt;
&lt;br /&gt;
;QUEST:mob quest &amp;lt;target&amp;gt; &amp;lt;+/-/=&amp;gt; &amp;lt;questflag&amp;gt;&lt;br /&gt;
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. &amp;lt;+/-/=&amp;gt; indicates whether to set or unset the relevant quest flag; + and = are exactly the same. Each area automatically comes with 8 quest flags, regardless of the total vnums of the area, that will use the syntax of [area name]1-8 (without .are) ex. &#039;truce1&#039;. &lt;br /&gt;
&lt;br /&gt;
Examples: 54, 3113, 2390, 4874, 1596. This command is unique to CoD.&lt;br /&gt;
&lt;br /&gt;
;PETIFY:mob petify &amp;lt;target&amp;gt; $i&lt;br /&gt;
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 &#039;self&#039; (variable $i) as the victim.&lt;br /&gt;
&lt;br /&gt;
Examples: 2106, 3196, 700, 707, 715. This command is unique to CoD.&lt;br /&gt;
&lt;br /&gt;
;FORCE:mob force &amp;lt;target&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
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 &amp;quot;all,&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
Examples: 5660, 3130, 2710, 3014, 2387&lt;br /&gt;
&lt;br /&gt;
;GFORCE:mob gforce &amp;lt;target&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
This command works just like force, except it forces everyone in the target&#039;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.&lt;br /&gt;
&lt;br /&gt;
Examples: 5276&lt;br /&gt;
&lt;br /&gt;
;VFORCE:mob vforce &amp;lt;vnum&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Examples: None.&lt;br /&gt;
&lt;br /&gt;
;MFORCE: mob mforce &amp;lt;target&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
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&#039;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 &#039;mob oload&#039; for a quest reward, as this bypasses item and weight carry limits, so there won&#039;t be any issues having them receive the item. &lt;br /&gt;
&lt;br /&gt;
Examples: None (for now).&lt;br /&gt;
&lt;br /&gt;
;AT:mob at &amp;lt;location&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
This command allows a mob to perform any single action at any location on the MUD. It&#039;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 any one word mob or object. The command parameter works just like a regular line of code in a mobprog. The &amp;lt;command&amp;gt; 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.&lt;br /&gt;
&lt;br /&gt;
Examples: 4073, 1003, 5664, 735, 2387&lt;br /&gt;
&lt;br /&gt;
;DELAY:mob delay &amp;lt;pulses&amp;gt;&lt;br /&gt;
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&#039;s delay trigger prog will execute, if it has one. Unless a mob has update_always, its delay counter won&#039;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.&lt;br /&gt;
&lt;br /&gt;
Examples: 182, 1005, 1502, 1061, 1806&lt;br /&gt;
&lt;br /&gt;
;CANCEL:mob cancel&lt;br /&gt;
This command cancels the mob&#039;s delay timer. It sets it to zero and stops the mob&#039;s delay triggers from activating. While waiting enough pulses will also let the delay timer reach zero, that will make the mob&#039;s delay triggers activate. This will not.&lt;br /&gt;
&lt;br /&gt;
Examples: 4011, 1009&lt;br /&gt;
&lt;br /&gt;
;REMEMBER:mob remember &amp;lt;target&amp;gt;&lt;br /&gt;
This command stores the name of a target in the mob&#039;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&#039;s name is stored as $q for the mob and will remain until a mob forget command, a new mob remember, or the mob&#039;s death. Mobs will remember players through player deaths, but will forget a player when that player logs out. A mob&#039;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.&lt;br /&gt;
&lt;br /&gt;
Examples: 4065, 1211, 1053, 1015, 160&lt;br /&gt;
&lt;br /&gt;
;FORGET:mob forget&lt;br /&gt;
This command empties the mob&#039;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).&lt;br /&gt;
&lt;br /&gt;
Examples: 738, 1501, 3142, 5508, 2727&lt;br /&gt;
&lt;br /&gt;
;CALL:mob call &amp;lt;vnum&amp;gt; [victim] [obj1] [obj2]&lt;br /&gt;
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 &#039;mob purge self&#039; 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.&lt;br /&gt;
&lt;br /&gt;
Examples: 1368, 47, 1400, 2395, 5661&lt;br /&gt;
&lt;br /&gt;
;COUNTER: mob counter &amp;lt;value OR &#039;zero&#039;&amp;gt;&lt;br /&gt;
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 &#039;zero&#039; sets the counter to zero.&lt;br /&gt;
&lt;br /&gt;
Examples: 21, 22&lt;br /&gt;
&lt;br /&gt;
;FACE:mob face &amp;lt;long/short/name&amp;gt; &amp;lt;string&amp;gt;&lt;br /&gt;
This command changes the mob&#039;s long or short desc, or name, to whatever is specified. &lt;br /&gt;
&lt;br /&gt;
Examples: 9038&lt;br /&gt;
&lt;br /&gt;
;FLAG:mob flag &amp;lt;victim&amp;gt; &amp;lt;flag type&amp;gt; &amp;lt;flag&amp;gt; +/-&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;SDAMAGE:mob sdamage ??? ???&lt;br /&gt;
Appears to be an uncoded solution to the problem that the $a flag fixed.&lt;br /&gt;
&lt;br /&gt;
;SPAWN:mob spawn &amp;lt;victim&amp;gt; &amp;lt;room vnum&amp;gt;&lt;br /&gt;
The Spawn command will change the target&#039;s recall point to the specified room vnum.&lt;br /&gt;
&lt;br /&gt;
Examples: 9098&lt;br /&gt;
&lt;br /&gt;
;RESCUE:mob rescue &amp;lt;victim&amp;gt;&lt;br /&gt;
The Rescue command works as the Rescue skill does, but without the restrictions on grouping or any skill checks.&lt;br /&gt;
&lt;br /&gt;
;EXITPERMIT:mob exitpermit&lt;br /&gt;
Exitpermit allows mobs with exit progs to allow the character through the exit normally, instead of requiring transfer commands or other sneaky tricks.&lt;br /&gt;
&lt;br /&gt;
Examples: 2917&lt;br /&gt;
&lt;br /&gt;
;ASSET:mob asset &amp;lt;victim&amp;gt; &amp;lt;art/sound&amp;gt; &amp;lt;file&amp;gt; [duration in beats]&lt;br /&gt;
The Asset command is used for enhanced asciiart and sound functions using the Project Tuna client. For advanced usage, see [[Project_Tuna#Mob Asset]].&lt;br /&gt;
&lt;br /&gt;
Examples: 10289, 12002&lt;br /&gt;
&lt;br /&gt;
;OSET: mob oset &amp;lt;object name&amp;gt; &amp;lt;field&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
****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.&lt;br /&gt;
&lt;br /&gt;
Value:&lt;br /&gt;
(a) = requires a string or bit/flag name in place of value&lt;br /&gt;
(#) = requires a numerical value&lt;br /&gt;
&lt;br /&gt;
Mob oset will only target objects in the mob&#039;s inventory or in the same room as the mob.&lt;br /&gt;
&lt;br /&gt;
;MSET: mob mset &amp;lt;target&amp;gt; &amp;lt;field&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
Fields: str(#), dex(#), sex(a/#), level(#), maxhp(#), hp(#), maxmana(#), mana(#), maxmove(#), move(#), align(#), damtype(a), hitroll(#), magroll(#)&lt;br /&gt;
&lt;br /&gt;
This command seems to be incompletely implemented. Mobs can currently only mset themselves, but can be mob forced by other mobs to mset themselves.&lt;br /&gt;
&lt;br /&gt;
* See [[Oset_and_mset_tips_and_tricks]] for more information&lt;br /&gt;
&lt;br /&gt;
;ADDLAG: mob addlag &amp;lt;target&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;CLAN: mob clan &amp;lt;target&amp;gt; &amp;lt;clan&amp;gt;&lt;br /&gt;
This command allows a mob to add a player to a clan instead of requiring an Immortal&#039;s assistance. The clan must already be created, however.&lt;br /&gt;
&lt;br /&gt;
;PRETITLE: mob mforce &amp;lt;target&amp;gt; mob pretitle self &amp;lt;pretitle&amp;gt;&lt;br /&gt;
This command allows a mob to set a player&#039;s pretitle instead of requiring an Immortal&#039;s assistance. Technically a mob can only set their own pretitle to avoid setting someone else&#039;s pretitle by mistake, so this syntax causes the mob to force the player to set their own pretitle.&lt;br /&gt;
&lt;br /&gt;
===MOB TRIGGERS===&lt;br /&gt;
&lt;br /&gt;
The triggers are listed alphabetically, since there aren&#039;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.&lt;br /&gt;
&lt;br /&gt;
;ACT:addmprog &amp;lt;vnum&amp;gt; act &amp;lt;phrase&amp;gt;&lt;br /&gt;
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 &amp;lt;phrase&amp;gt; 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 &amp;lt;phrase&amp;gt; itself will require the color codes in order to trigger correctly. Act triggers can use one or more words in &amp;lt;phrase&amp;gt; - to set the phrase as multiple words, surrounded the phrase with &amp;quot;quotation marks.&amp;quot; When triggered by someone&#039;s speech, the act prog will activate before the &amp;lt;phrase&amp;gt; is actually spoken - making it look out of order. Many mobiles have an act prog with the phrase &amp;quot;talks to you,&amp;quot; which triggers on the talk social. This is especially common in towns and with humanoid mobs.&lt;br /&gt;
&lt;br /&gt;
;BRIBE:addmprog &amp;lt;vnum&amp;gt; bribe &amp;lt;amount, in silver&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;DAMTYPE:addmprog &amp;lt;vnum&amp;gt; damtype &amp;lt;type of damage&amp;gt;&lt;br /&gt;
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&#039;s number, not its name:&lt;br /&gt;
  0 - None*     1 - Bash      2 - Pierce    3 - Slash     4 - Fire      5 - Cold      6 - Electric&lt;br /&gt;
  7 - Acid      8 - Poison    9 - Negative 10 - Holy     11 - Energy   12 - Mental   13 - Draining&lt;br /&gt;
 14 - Water    15 - Light    16 - Other*   17 - Harm*    18 - Charm    19 - Sound    20 - Wood&lt;br /&gt;
 21 - Silver   22 - Iron     23 - Wind     24 - Earth    25 - Dark&lt;br /&gt;
&lt;br /&gt;
* Very, very few attacks use the None, Other, Harm, or Charm damtype to actually deal damage.&lt;br /&gt;
&lt;br /&gt;
;DEATH:addmprog &amp;lt;vnum&amp;gt; death &amp;lt;percent&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;DELAY:addmprog &amp;lt;vnum&amp;gt; delay &amp;lt;percent&amp;gt;&lt;br /&gt;
The delay trigger is activated when the delay timer for the mob decrements to 0. To set a mob&#039;s delay timer, use the mob delay command. The trigger has a &amp;lt;percent&amp;gt; chance of activating when the delay timer hits 0, although in almost every usage of this command, 100 is used for the &amp;lt;percent&amp;gt; parameter. Delay triggers are known to occasionally and randomly not work. Delay timers will only count down if players are currently in the mob&#039;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.&lt;br /&gt;
&lt;br /&gt;
;EXALL:addmprog &amp;lt;vnum&amp;gt; exall &amp;lt;exit number&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;ENTRY:addmprog &amp;lt;vnum&amp;gt; entry &amp;lt;percent&amp;gt;&lt;br /&gt;
The entry trigger is activated whenever the mob walks into a new room. The trigger has a &amp;lt;percent&amp;gt; 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. &lt;br /&gt;
&lt;br /&gt;
;EXIT:addmprog &amp;lt;vnum&amp;gt; exit &amp;lt;exit number&amp;gt;&lt;br /&gt;
The exit trigger is checked whenever a PC tries to exit the mob&#039;s room. The trigger will activate whenever a player tries to use &amp;lt;exit number&amp;gt;&#039;s exit. It is important to note that if an exit trigger activates, the player&#039;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&#039;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.&lt;br /&gt;
&lt;br /&gt;
The following &amp;lt;exit numbers&amp;gt; collaborate with the indicated exits:&lt;br /&gt;
 0 - north  1 - east  2 - south  3 - west  4 - up&lt;br /&gt;
 5 - down   6 - ne    7 - nw     8 - se    9 - sw&lt;br /&gt;
&lt;br /&gt;
;FIGHT:addmprog &amp;lt;vnum&amp;gt; fight &amp;lt;percent&amp;gt;&lt;br /&gt;
The fight trigger is checked at the end of each combat round for the mob. The trigger has a &amp;lt;percent&amp;gt; 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.&lt;br /&gt;
&lt;br /&gt;
;GIVE:addmprog &amp;lt;vnum&amp;gt; give &amp;lt;object&amp;gt;&lt;br /&gt;
The give trigger is checked when an object is given to the mob. When an item of keyword &amp;lt;object&amp;gt; is given to the mob, the trigger activates. The phrase &#039;all&#039; can be used for &amp;lt;object&amp;gt; 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 &#039;all&#039; 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 &#039;give $o $n&#039; statement.&lt;br /&gt;
&lt;br /&gt;
;GRALL:addmprog &amp;lt;vnum&amp;gt; grall &amp;lt;percent&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;GREET:addmprog &amp;lt;vnum&amp;gt; greet &amp;lt;percent&amp;gt;&lt;br /&gt;
The greet trigger is checked whenever a character enters the room that the mob occupies. It has a &amp;lt;percent&amp;gt; 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. &lt;br /&gt;
&lt;br /&gt;
;HPCNT:addmprog &amp;lt;vnum&amp;gt; hpcnt &amp;lt;hp percent&amp;gt;&lt;br /&gt;
The hpcnt trigger is checked at the end of each combat round for the mob. The trigger will activate if the mob&#039;s hp percentage drops below the &amp;lt;hp percent&amp;gt; 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.&lt;br /&gt;
&lt;br /&gt;
;KILL:addmprog &amp;lt;vnum&amp;gt; kill &amp;lt;percent&amp;gt;&lt;br /&gt;
The kill trigger is checked when someone initiates combat with the mob. The trigger has a &amp;lt;percent&amp;gt; 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.&lt;br /&gt;
&lt;br /&gt;
;RANDOM:addmprog &amp;lt;vnum&amp;gt; random &amp;lt;percent&amp;gt;&lt;br /&gt;
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 &amp;lt;percent&amp;gt; chance of activating every mob pulse, but only if players are currently in the mob&#039;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.&lt;br /&gt;
&lt;br /&gt;
;SCHEDULE:addmprog &amp;lt;vnum&amp;gt; schedule &amp;lt;hour&amp;gt;&lt;br /&gt;
The schedule trigger is checked once every hour, on the hour. The &amp;lt;hour&amp;gt; parameter equals a number from 0 to 23, where 0 is midnight and 12 is noon. If the &amp;lt;hour&amp;gt; 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.&lt;br /&gt;
&lt;br /&gt;
;SPAWN:addmprog &amp;lt;vnum&amp;gt; spawn &amp;lt;percent&amp;gt;&lt;br /&gt;
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 &amp;lt;percent&amp;gt; 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.&lt;br /&gt;
&lt;br /&gt;
;SPEECH:addmprog &amp;lt;vnum&amp;gt; speech &amp;lt;phrase&amp;gt;&lt;br /&gt;
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 &#039;say&#039;, &#039;osay&#039;, or &#039;tell&#039; 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.&lt;br /&gt;
&lt;br /&gt;
;SURRENDER:addmprog &amp;lt;vnum&amp;gt; surrender &amp;lt;percent&amp;gt;&lt;br /&gt;
The surrender trigger, while present on the triggers list, is defunct and is not actually used.&lt;br /&gt;
&lt;br /&gt;
*I like using this trigger to show what mprogs my mob calls within its other mprogs. -Ageatii&lt;br /&gt;
&lt;br /&gt;
[[Category:Technical Information]]&lt;/div&gt;</summary>
		<author><name>Pascal</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=Mprog_Compendium&amp;diff=2229</id>
		<title>Mprog Compendium</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=Mprog_Compendium&amp;diff=2229"/>
		<updated>2019-02-09T19:15:37Z</updated>

		<summary type="html">&lt;p&gt;Pascal: /* MOB COMMANDS */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:2Mprog3.jpg|right|thumb|212px|No clear results from Google images on what an Mprog looks like.]]&lt;br /&gt;
&lt;br /&gt;
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&#039;re just a tourist, check out some [[Mprog Compendium/Examples|examples]]&lt;br /&gt;
&lt;br /&gt;
===IFCHECKS===&lt;br /&gt;
&lt;br /&gt;
    rand 		if rand 30		- if random number between 1 and 100 is &amp;lt; 30&lt;br /&gt;
    exists		if exists $n		- does $n exist somewhere&lt;br /&gt;
    ishere   		if ishere $q            - is $q in this room?&lt;br /&gt;
    mobexists		if mobexists fido	- is there a fido mob somewhere&lt;br /&gt;
    			if mobexists 1233	- is there mob vnum 1233 somewhere&lt;br /&gt;
    objexists		if objexists sword	- is there a sword obj somewhere&lt;br /&gt;
    			if objexists 1233	- is there obj vnum 1233 somewhere&lt;br /&gt;
    mobhere		if mobhere fido		- is there a &#039;fido&#039; mob in this room?&lt;br /&gt;
 			if mobhere 1233		- is there mob vnum 1233 in this room?&lt;br /&gt;
    objhere		if objhere bottle	- is there a &#039;bottle&#039; obj in this room?&lt;br /&gt;
 	-can&#039;t see in	if objhere 1233		- is there obj vnum 1233 in this room?&lt;br /&gt;
 	 containers&lt;br /&gt;
    isself		if isself $n            - evaluate equivalence between a character and the acting mob&lt;br /&gt;
    people		if people &amp;gt; 4		- does room contain &amp;gt; 4 people&lt;br /&gt;
    players		if players &amp;gt; 1		- does room contain &amp;gt; 1 pcs *in event obj progs the player doesn&#039;t count in if players checks&lt;br /&gt;
    mobs   		if mobs &amp;gt; 2		- does room contain &amp;gt; 2 mobiles&lt;br /&gt;
    clones		if clones &amp;gt; 3   	- are there &amp;gt; 3 mobs of $i&#039;s vnum here&lt;br /&gt;
    duplicates		if duplicates $n &amp;gt; 3	- are there &amp;gt; 3 mobs of $n&#039;s vnum here&lt;br /&gt;
    order		if order == 0		- is mob the first in room&lt;br /&gt;
 &lt;br /&gt;
    hour 		if hour &amp;gt; 11		- is the time &amp;gt; 11 o&#039;clock&lt;br /&gt;
         Sunrise occurs at 6am (hour 6)&lt;br /&gt;
         Sunset occurs at 6pm (hour 18)&lt;br /&gt;
    day                  if day &amp;gt; 0              - is today not the first day of the week&lt;br /&gt;
         0 - Mana Holy Day&lt;br /&gt;
         1 - Luna Day        &lt;br /&gt;
         2 - Salamando Day&lt;br /&gt;
         3 - Undine Day&lt;br /&gt;
         4 - Dryad Day&lt;br /&gt;
         5 - Jinn Day&lt;br /&gt;
         6 - Gnome Day&lt;br /&gt;
    sky  		if sky &amp;gt; 2     		- is the sky rating &amp;gt; cloudy&lt;br /&gt;
 	0 - dry&lt;br /&gt;
 	1 - cloudless&lt;br /&gt;
 	2 - cloudy&lt;br /&gt;
 	3 - raining&lt;br /&gt;
 	4 - lightning&lt;br /&gt;
    wind 		if wind &amp;gt; 2		- is the wind rating &amp;gt; breeze&lt;br /&gt;
 	0 - stale&lt;br /&gt;
 	1 - none&lt;br /&gt;
 	2 - breeze&lt;br /&gt;
 	3 - windy&lt;br /&gt;
 	4 - gale&lt;br /&gt;
    sector		if sector $i == 5       - sector check&lt;br /&gt;
        0 - inside       1 - city         2 - field        3 - forest     &lt;br /&gt;
        4 - hills        5 - mountain     6 - swim         7 - noswim&lt;br /&gt;
        8 - unused       9 - air          10 - desert      11 - rock&lt;br /&gt;
        12 - road        13 - enter       14 - snow        15 - swamp&lt;br /&gt;
        16 - jungle      17 - ruins       18 - mount2      19 - coastal&lt;br /&gt;
        20 - developed   21 - void        22 - lava&lt;br /&gt;
 &lt;br /&gt;
    ispc   		if ispc $n 		- is $n a pc&lt;br /&gt;
    isnpc		if isnpc $n 		- is $n a mobile&lt;br /&gt;
    isgood		if isgood $n 		- is $n good&lt;br /&gt;
    isevil		if isevil $n 		- is $n evil&lt;br /&gt;
    isneutral		if isneutral $n 	- is $n neutral&lt;br /&gt;
    isimmort		if isimmort $n		- is $n immortal&lt;br /&gt;
    ischarm		if ischarm $n		- is $n charmed */&lt;br /&gt;
    isfollow		if isfollow $n		- is $n following someone&lt;br /&gt;
    isactive		if isactive $n		- is $n&#039;s position &amp;gt; SLEEPING&lt;br /&gt;
    isdelay		if isdelay $i		- does $i currently have a delay counter&lt;br /&gt;
    isvisible		if isvisible $n		- can mob see $n&lt;br /&gt;
    isfighting		if isfighting $n        - fighting check&lt;br /&gt;
    hastarget		if hastarget $i		- does $i have a valid remembered target&lt;br /&gt;
    istarget		if istarget $n		- is $n mob&#039;s remember target&lt;br /&gt;
 &lt;br /&gt;
    affected		if affected $n blind	- is $n affected by blind&lt;br /&gt;
    affected2		if affected2 $n frenzy  - &#039;&#039;&#039;(second set of affects, see mob template for list)&#039;&#039;&#039;&lt;br /&gt;
    shielded  		if shielded $n charge	- is $n shielded by charge&lt;br /&gt;
    act			if act $i sentinel	- is $i flagged sentinel&lt;br /&gt;
    act2 		if act2 $i noattack	- is $i flagged noattack&lt;br /&gt;
    off           	if off $i berserk	- is $i flagged berserk&lt;br /&gt;
    imm           	if imm $i fire		- is $i immune to fire &lt;br /&gt;
    vuln    		if vuln $i electricity  - is $i vulnerable to electricity&lt;br /&gt;
    res        		if res $i cold          - is $i resistant to cold&lt;br /&gt;
    carries		if carries $n sword	- does $n have a &#039;sword&#039;&lt;br /&gt;
 			if carries $n 1233	- does $n have obj vnum 1233&lt;br /&gt;
                                                - (doesn&#039;t check to see if wearing, ONLY if in inventory)&lt;br /&gt;
    wears		if wears $n lantern	- is $n wearing a &#039;lantern&#039;&lt;br /&gt;
 			if wears $n 1233	- is $n wearing obj vnum 1233&lt;br /&gt;
    upon      		if upon $n motorcycle   - is $n riding/using as furniture a &#039;motorcycle&lt;br /&gt;
              		if upon $n 1233         - is $n riding/using as furniture obj vnum 1233&lt;br /&gt;
    has    		if has $n weapon	- does $n have obj of type weapon&lt;br /&gt;
    uses  		if uses $n armor	- is $n wearing obj of type armor&lt;br /&gt;
    pos			if pos $n standing	- is $n standing&lt;br /&gt;
    name  		if name $n puff		- is $n&#039;s name &#039;puff&#039;&lt;br /&gt;
    clan 		if clan $n &#039;tuna&#039; 	- does $n belong to clan &#039;tuna&#039;&lt;br /&gt;
    race 		if race $n dragon	- is $n of &#039;dragon&#039; race&lt;br /&gt;
    class		if class $n wizard	- is $n&#039;s class &#039;wizard&#039;&lt;br /&gt;
    subclass		if subclass $n &amp;gt; 0      - subclass check&lt;br /&gt;
    skill		if skill $n &#039;big boo&#039;   - does $n have the big boo skill&lt;br /&gt;
    skillchk		if skillchk $n &#039;fire&#039; &amp;gt; 90 - character&#039;s skill percentage check&lt;br /&gt;
    objtype		if objtype $o scroll	- is $o a scroll type obj&lt;br /&gt;
    quest		if quest $n nerb1	- is quest flag nerb1 toggled for $n&lt;br /&gt;
    remort		if remort $n &amp;gt; 1        - has $n remorted at least once?&lt;br /&gt;
                                                  (New characters start at &amp;quot;if remort == 1&amp;quot;;&lt;br /&gt;
                                                   first remort is at &amp;quot;if remort == 2&amp;quot;)&lt;br /&gt;
    brief 		if isbrief $n 		- does $n have &#039;brief&#039; toggled? *only works for players&lt;br /&gt;
 &lt;br /&gt;
    vnum 		if vnum $i == 1233  	- virtual number check&lt;br /&gt;
    room 		if room $i == 1233	- room virtual number&lt;br /&gt;
    roomaff		if roomaff sandstorm    - room affect check (&#039;? roomaff&#039; in editor to see valid flags)&lt;br /&gt;
    roomflag		if roomflag dark	- room flag check (&#039;? room&#039; in editor to see valid flags)&lt;br /&gt;
    align		if align $n &amp;lt; -1000	- alignment check&lt;br /&gt;
    level		if level $n &amp;lt; 5		- level check&lt;br /&gt;
         		if level $o == 0        - works on objects too&lt;br /&gt;
    sex			if sex $i == 0		- sex check&lt;br /&gt;
 	0 - none&lt;br /&gt;
 	1 - male&lt;br /&gt;
 	2 - female&lt;br /&gt;
 	3 - (unused)&lt;br /&gt;
 	4 - plural&lt;br /&gt;
 	5 - spivak&lt;br /&gt;
    innate		if innate $n == 1	- innate check&lt;br /&gt;
        0 - None&lt;br /&gt;
        1 - Water&lt;br /&gt;
        2 - Moon&lt;br /&gt;
        3 - Wood&lt;br /&gt;
        4 - None (Don&#039;t use)&lt;br /&gt;
        5 - Wind&lt;br /&gt;
        6 - Earth&lt;br /&gt;
        7 - Fire&lt;br /&gt;
    size		if size $n &amp;lt; 2		- size check&lt;br /&gt;
 	0 - tiny&lt;br /&gt;
 	1 - small&lt;br /&gt;
 	2 - medium&lt;br /&gt;
 	3 - large&lt;br /&gt;
 	4 - huge&lt;br /&gt;
 	5 - giant&lt;br /&gt;
 &lt;br /&gt;
    counter		if counter $i &amp;gt;= 6 	- mob counter check&lt;br /&gt;
    money		if money $n &amp;gt; 500	- money check (in silver)&lt;br /&gt;
    objval0		if objval0 $o &amp;gt; 1000 	- object value[] checks 0-4 (check object type in oedit for relevant variables)&lt;br /&gt;
    objval1						-for money in bribe triggers use objval0 for silver and objval1 for gold&lt;br /&gt;
    objval2&lt;br /&gt;
    objval3&lt;br /&gt;
    objval4&lt;br /&gt;
    objcost		if objcost $o &amp;gt;= 50 	- cost of the obj in silver&lt;br /&gt;
    objweight		if objweight $o &amp;lt; 100 	- weight of the obj in 1/10lbs&lt;br /&gt;
    objextra		if objextra $o glow 	- does $o have glow&lt;br /&gt;
    objextra2		if objextra2 $o unique 	- is $o unique&lt;br /&gt;
    objextra3		if objextra3 $o owned 	- is $o owned&lt;br /&gt;
    objcond 		if objcond $o &amp;gt; 50 	- object condition value check&lt;br /&gt;
 			if objcond pie &amp;gt; 50 	&lt;br /&gt;
    wenchant		if wenchant $o == 10    - has $o been enchanted 10 times (weapon only)&lt;br /&gt;
    aenchant		if aenchant $o == 10    - has $o been enchanted 10 times (armor only)&lt;br /&gt;
 &lt;br /&gt;
    grpsize		if grpsize $n &amp;gt; 6	- group size check&lt;br /&gt;
 							-a solo player is a group size of 0&lt;br /&gt;
 							 -all pets and charmies count toward group size&lt;br /&gt;
 							  -they don&#039;t count if they aren&#039;t in the room with the target&lt;br /&gt;
    str			if str $n &amp;gt; 13		- strength check&lt;br /&gt;
    int			if int $i &amp;lt; 18		- intelligence check&lt;br /&gt;
    wis			if wis $q == 25		- wisdom check&lt;br /&gt;
    dex			if dex $f &amp;gt;= 8		- dexterity check&lt;br /&gt;
    con			if con $g &amp;lt;= 20		- constitution check&lt;br /&gt;
    hpchk		if hpchk $n &amp;lt; 15 	- hit point check&lt;br /&gt;
    hpcnt		if hpcnt $i &amp;gt; 30	- hit point percent check&lt;br /&gt;
    mpchk        	if mpchk $i &amp;gt; 8  	- mana point check&lt;br /&gt;
    mpcnt		if mpcnt $i &amp;gt; 50 	- mana percentage check&lt;br /&gt;
    mvchk 		if mvchk $i &amp;gt; 25 	- movement point check&lt;br /&gt;
    drunk		if drunk $n &amp;gt;= 5        - drunkenness check&lt;br /&gt;
    khexists		if khexists $n 1234     - does mob of this vnum exist in kill history (bodycount)&lt;br /&gt;
    khcount		if khcount $n 1234 &amp;gt; 5  - is number of mob of this vnum in kill history higher than 5&lt;br /&gt;
 &lt;br /&gt;
 IFCHKS can be used with &#039;or&#039;, &#039;and&#039;, and &#039;else&#039;. Ex:&lt;br /&gt;
  	-NOTE: &#039;else&#039; can be combined with &#039;or&#039; and &#039;and&#039; ifchks.&lt;br /&gt;
 		if room $i &amp;gt;= 500 		- is the room vnum both greater than or equal to 500 and less than or equal to 1000?&lt;br /&gt;
 		and room $i &amp;lt;= 1000 			i.e. between 500 and 1000, including both 500 and 1000.&lt;br /&gt;
 &lt;br /&gt;
  		if dex $n &amp;gt; 12 			- are $n&#039;s dex AND str both greater than 12?&lt;br /&gt;
  		and str $n &amp;gt; 12&lt;br /&gt;
 &lt;br /&gt;
 		if hour &amp;gt;= 18 			- is the hour later than 6pm or earlier than 6am?&lt;br /&gt;
 		or hour &amp;lt;= 6 				i.e. is it between 6pm and 6am, including both 6pm and 6am.&lt;br /&gt;
 								*&#039;or&#039; must be used for this type of &#039;evening&#039; check because&lt;br /&gt;
 								the numbers don&#039;t circle like a real clock - it can&#039;t be both&lt;br /&gt;
 								greater than 18 and less than 6.&lt;br /&gt;
 		if class $n thief 		- is $n a thief OR a warrior?&lt;br /&gt;
 		or class $n warrior&lt;br /&gt;
 &lt;br /&gt;
 		if uses $n weapon 		- does $n have an object type of &#039;weapon&#039; equipped?&lt;br /&gt;
 		 mob exitpermit 			yes: they may pass through.&lt;br /&gt;
 		else&lt;br /&gt;
 		 say You need a weapon first! 		no: mob says You need a weapon first!&lt;br /&gt;
  		endif&lt;br /&gt;
&lt;br /&gt;
       -If you want to get REALLY in-depth, you can use both &#039;and&#039; &amp;amp; &#039;or&#039; in a prog, too!&lt;br /&gt;
&lt;br /&gt;
                if vnum $i == ####&lt;br /&gt;
                 if affected $i haste&lt;br /&gt;
                 or affected $i slow&lt;br /&gt;
                 and shielded $i zombie&lt;br /&gt;
                 say I can have either haste or slow, but I&#039;ll always have zombie!&lt;br /&gt;
                 else&lt;br /&gt;
                 say I have neither haste nor slow, and I totes don&#039;t have zombie, either.&lt;br /&gt;
                 endif&lt;br /&gt;
                endif&lt;br /&gt;
&lt;br /&gt;
        Just be sure to watch the order of your ifchecks, it can make the difference between a working prog and a malfunctioning one!&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
 Every if needs an endif. &#039;Or&#039;, &#039;and&#039;, and &#039;else&#039; do not require additional endifs.&lt;br /&gt;
&lt;br /&gt;
===VARIABLES===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
====Ifcheck Variables:====&lt;br /&gt;
 $f	the pet of the mob remember target&lt;br /&gt;
 $g	the master of the mob remember target&lt;br /&gt;
 $i	the acting mob himself&lt;br /&gt;
 $n	the target of the mob&lt;br /&gt;
 $o	the target object of the mob&lt;br /&gt;
 $p	the secondary target object of the mob (act trigger only)*&lt;br /&gt;
 $q	the mob remember target&lt;br /&gt;
 $r	random character in room&lt;br /&gt;
 $t	the secondary target of the mob (act trigger only)*&lt;br /&gt;
 $z	the counter of the acting mob&lt;br /&gt;
 &lt;br /&gt;
 For use in event mprogs:&lt;br /&gt;
 &lt;br /&gt;
 $n	is the targetted mob or player&lt;br /&gt;
 $o	is the targetted object&lt;br /&gt;
 $i	is the acting player&lt;br /&gt;
 $p	is the actual event item being activated&lt;br /&gt;
 $y	will always refer to the person using the event item&lt;br /&gt;
     (useful when the event forces other mobs)&lt;br /&gt;
 $n and $o cannot exist at the same time in an event mprog&lt;br /&gt;
 players are considered to be vnum 0 when using a &#039;vnum $i&#039; check.&lt;br /&gt;
&lt;br /&gt;
====General Variables:====&lt;br /&gt;
 	$a	the numerical damage amount of the last successful Mob Damage (only works with Mob Echo)&lt;br /&gt;
 	$b	the race (for PCs) or shortdesc (for mobs) of the mob&#039;s remember target&lt;br /&gt;
 	$B	the level of the mob&#039;s remember target&lt;br /&gt;
 	$e	the subject pronoun of the mob&#039;s target&lt;br /&gt;
 	$E	the subject pronoun of the mob&#039;s secondary target*&lt;br /&gt;
 	$f	the name of the pet of the mob&#039;s remember target&lt;br /&gt;
 	$F	the short desc of the pet of the mob&#039;s remember target&lt;br /&gt;
 	$g	the name of the master of the mob&#039;s remember target&lt;br /&gt;
 	$G	the short desc of the master of the mob&#039;s remember target&lt;br /&gt;
 	$i	the name of the acting mob&lt;br /&gt;
 	$I	the short desc of the acting mob&lt;br /&gt;
 	$j	the subject pronoun of the acting mob (he/she/it)&lt;br /&gt;
 	$J	the subject pronoun of a random character&lt;br /&gt;
 	$k	the object pronoun of the acting mob (him/her/it)&lt;br /&gt;
 	$K	the object pronoun of a random character&lt;br /&gt;
 	$l	the possessive adjective of the acting mob (his/her/its)&lt;br /&gt;
 	$L	the possessive adjective of a random character&lt;br /&gt;
 	$m	the object pronoun of the mob&#039;s target&lt;br /&gt;
 	$M	the object pronoun of the mob&#039;s secondary target*&lt;br /&gt;
 	$n	the name of the mob&#039;s target&lt;br /&gt;
 	$N	the short desc of the mob&#039;s target&lt;br /&gt;
 	$o	the name of the mob&#039;s object target&lt;br /&gt;
 	$O	the short desc of the mob&#039;s object target&lt;br /&gt;
 	$p	the name of the mob&#039;s secondary object target*&lt;br /&gt;
 	$P	the short desc of the mob&#039;s secondary object target*&lt;br /&gt;
 	$q	the name of the mob&#039;s remember target&lt;br /&gt;
 	$Q	the short desc of the mob&#039;s remember target&lt;br /&gt;
 	$r	the name of a random character&lt;br /&gt;
 	$R	the short desc of a random character&lt;br /&gt;
 	$s	the possessive adjective of the mob&#039;s target&lt;br /&gt;
 	$S	the possessive adjective of the mob&#039;s secondary target*&lt;br /&gt;
 	$t	the name of the mob&#039;s secondary target*&lt;br /&gt;
 	$T	the short desc of the mob&#039;s secondary target*&lt;br /&gt;
 	$X	the subject pronoun of the mob remember target&lt;br /&gt;
 	$Y	the object pronoun of the mob remember target&lt;br /&gt;
 	$z	the counter of the acting mob&lt;br /&gt;
 	$Z	the possessive adjective of the mob remember target&lt;br /&gt;
&lt;br /&gt;
OR:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!  !! Name !! Short Desc !! Subject Pronoun !! Object Pronoun !! Possessive Adjective&lt;br /&gt;
|-&lt;br /&gt;
|  || For Targetting || For Echoing || He/She/It || Him/Her/It || His/Her/Its&lt;br /&gt;
|-&lt;br /&gt;
|Acting Mob || $i || $I || $j || $k || $l&lt;br /&gt;
|-&lt;br /&gt;
|Mob&#039;s Target || $n || $N || $e || $m || $s&lt;br /&gt;
|-&lt;br /&gt;
|Secondary Target* || $t || $T || $E || $M || $S&lt;br /&gt;
|-&lt;br /&gt;
|Object Target || $o || $O&lt;br /&gt;
|-&lt;br /&gt;
|Secondary Object* || $p || $P&lt;br /&gt;
|-&lt;br /&gt;
|Random Character || $r || $R || $J || $K || $L&lt;br /&gt;
|-&lt;br /&gt;
|Mob Remember Target || $q || $Q || $X || $Y || $Z&lt;br /&gt;
|-&lt;br /&gt;
|Remember Target&#039;s Pet || $f || $F&lt;br /&gt;
|-&lt;br /&gt;
|Remember Target&#039;s Master|| $g || $G&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*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&#039;s attack and the mob had an act prog execute on that, Ami would be $t. $p and $t cannot exist at the same time.&lt;br /&gt;
&lt;br /&gt;
===MOB COMMANDS===&lt;br /&gt;
&lt;br /&gt;
The commands are grouped logically, not alphabetically. Commands that serve a similar purpose are grouped together, since I thought it would be more helpful that way. Every command has the appropriate syntax listed under it. Stuff in &amp;lt;brackets&amp;gt; denotes necessary parameters, stuff in [brackets] denotes unnecessary parameters. A synopsis of every command is listed as well. At the bottom of every entry I list examples of every command&#039;s usage. &lt;br /&gt;
&lt;br /&gt;
A list of examples is given for each command. Every command has up to five basic examples and a further list of advanced usages for the command. In general, I try to draw no more than one example from each area, unless a given area has two or more distinctly different advanced usages of a command. The examples can be accessed via mpdump.&lt;br /&gt;
&lt;br /&gt;
;ECHO:mob echo &amp;lt;string&amp;gt;&lt;br /&gt;
This command sends a text message to every player in the room. It is the basic command to output whatever you want via mobprogs. There are many more specialized versions of this command, all of which are listed below. Oftentimes echo is a better choice than having a mob say or emote something.&lt;br /&gt;
&lt;br /&gt;
Examples: 1362, 2206, 2553, 1161, 4715&lt;br /&gt;
&lt;br /&gt;
;ECHOAT:mob echoat &amp;lt;target&amp;gt; &amp;lt;string&amp;gt;&lt;br /&gt;
This command will echo a message to the specific player targetted in the room and no one else. In combination with the echoaround command, this can allow for messages that simulate real commands. Usually the echo command is preferable, but echoaround combined with echoat can allow for the distinction between &amp;quot;you&amp;quot; and &amp;quot;$n&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
Examples: 1072, 33, 152, 1502, 3007&lt;br /&gt;
&lt;br /&gt;
;ECHOAROUND:mob echoaround &amp;lt;target&amp;gt; &amp;lt;string&amp;gt;&lt;br /&gt;
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 &amp;quot;you&amp;quot; and &amp;quot;$n&amp;quot; in messages. Echoaround is generally useful when you want to hide certain messages from the target player.&lt;br /&gt;
&lt;br /&gt;
Examples: 1462, 4001, 4807, 3129, 4072&lt;br /&gt;
&lt;br /&gt;
;ASOUND:mob asound &amp;lt;string&amp;gt;&lt;br /&gt;
This command is similiar to echo. Unlike echo, however, asound will echo a message to every room that the mob&#039;s current room has an exit to - i.e., the surrounding rooms. What&#039;s interesting about asound is that it doesn&#039;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&#039;s room.&lt;br /&gt;
&lt;br /&gt;
Examples: 4017, 5683, 2217, 5494, 2714&lt;br /&gt;
&lt;br /&gt;
;ZECHO:mob zecho &amp;lt;string&amp;gt;&lt;br /&gt;
This command is a more powerful version of echo, echoing a message to every player in the mob&#039;s current area. Staff will get a &amp;quot;mob echo&amp;gt;&amp;quot; in front of every zecho message, but players won&#039;t. The applications of this command are pretty straightforward, and they can easily add some flavor to your area.&lt;br /&gt;
&lt;br /&gt;
Examples: 1035, 1003, 182&lt;br /&gt;
&lt;br /&gt;
;GECHO:mob gecho &amp;lt;string&amp;gt;&lt;br /&gt;
This command is a more powerful version of zecho, echoing a message to every player in the MUD. There probably aren&#039;t that many times anybody would want to use this, but it&#039;s a powerful command and it&#039;s there. Staff will get a &amp;quot;mob echo&amp;gt;&amp;quot; in front of every gecho message, but players won&#039;t.&lt;br /&gt;
&lt;br /&gt;
Examples: 419&lt;br /&gt;
&lt;br /&gt;
;GOTO:mob goto &amp;lt;location&amp;gt;&lt;br /&gt;
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. An interesting fact about goto is that it stops the mob&#039;s combat during the transfer, so it acts like a localized mob peace. Also, use of the goto command can disguise a mob&#039;s death cry - shown in the examples below. Mob goto can transfer through safe or no_mob room flags and can move sentinel mobs.&lt;br /&gt;
&lt;br /&gt;
Examples: 4004, 2712, 3116, 1021, 5555&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 2115, 4069, 1212, 1549, 2262, 71, 4851, 1053, 187, 733&lt;br /&gt;
&lt;br /&gt;
;TRANSFER:mob transfer &amp;lt;target&amp;gt; [location]&lt;br /&gt;
This command transfers the target to the given location. The location can be a room vnum or a single 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 &amp;quot;all,&amp;quot; which will move all characters in the mob&#039;s room. Mob transfer can transfer through safe or no_mob room flags and move sentinel mobs.&lt;br /&gt;
&lt;br /&gt;
Examples: 1452, 4014, 2708, 4854, 1714&lt;br /&gt;
&lt;br /&gt;
;GTRANSFER:mob transfer &amp;lt;target&amp;gt; [location]&lt;br /&gt;
This command works just like transfer, except it transfers everyone in the target&#039;s group as well as the target. However, you cannot gtransfer all. Besides that, it is entirely identical to transfer.&lt;br /&gt;
&lt;br /&gt;
Examples: None.&lt;br /&gt;
&lt;br /&gt;
;MLOAD:mob mload &amp;lt;vnum&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Examples: 1206, 1453, 39, 3119, 154&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 2729, 2262, 4076, 1404, 4849, 1563, 1003&lt;br /&gt;
&lt;br /&gt;
;OLOAD:mob oload &amp;lt;vnum&amp;gt; [level] [R] [W]&lt;br /&gt;
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. &amp;quot;R&amp;quot; will send the object to the room, and &amp;quot;W&amp;quot; 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&#039;s typical to simply use &#039;0 R&#039; or &#039;0 W&#039; to load objects in these ways. What&#039;s great about loading objects is that they can be used as &amp;quot;counters&amp;quot; in mobprogs, illustrated in some examples below.&lt;br /&gt;
&lt;br /&gt;
Examples: 1475, 1360, 3126, 2381, 2127&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 2232, 178, 5670, 4818&lt;br /&gt;
&lt;br /&gt;
;OTRANSFER:mob otransfer &amp;lt;target&amp;gt; &amp;lt;location&amp;gt;&lt;br /&gt;
This command transfers an object to a given location. The target object can be in the room, in the mob&#039;s inventory, or part of the mob&#039;s equipment. The location parameter can be a room vnum or an 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.&lt;br /&gt;
&lt;br /&gt;
Examples: 4868&lt;br /&gt;
&lt;br /&gt;
;PURGE:mob purge [target]&lt;br /&gt;
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&#039;s inventory or equipment. Mob purge will never purge player characters. A mob can &amp;quot;mob purge self,&amp;quot; but do so sparingly - it appears to be able to crash the MUD at times. When you do use &amp;quot;mob purge self,&amp;quot; try to place it as close to the end of mobprogs as possible. For extra security, always place &#039;break&#039; right after a mob purge self command.&lt;br /&gt;
&lt;br /&gt;
Examples: 53, 3149, 4829, 1581, 710&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 1005, 3123&lt;br /&gt;
&lt;br /&gt;
;JUNK:mob junk &amp;lt;item&amp;gt;&lt;br /&gt;
This command can destroy any item the mob has in inventory or is wearing as equipment. The &amp;lt;item&amp;gt; parameter is very versatile. You can junk all, or junk &#039;all something&#039;, 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&#039;s inventory. NOTE: items inside containers cannot be junked, but ifchks can see them.&lt;br /&gt;
&lt;br /&gt;
Examples: 1476, 2109, 1360, 2710, 4886&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 3146, 2216, 4015, 2387, 727, 1009, 1212, 5491, 3113&lt;br /&gt;
&lt;br /&gt;
;REMOVE:mob remove &amp;lt;target&amp;gt; &amp;lt;vnum/name&amp;gt;&lt;br /&gt;
This command removes the given object from the target&#039;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 &#039;mob remove $n sword&#039; 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&#039;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 &#039;mob remove&#039; things from players&#039; inventories without good reason.&lt;br /&gt;
&lt;br /&gt;
Examples: 1027, 4829, 1314, 1162, 5556&lt;br /&gt;
&lt;br /&gt;
;FLEE:mob flee&lt;br /&gt;
This command causes the mob to instantly run to an adjoining room. It only works if the mob is not currently fighting (simply use &#039;flee&#039; 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 &#039;leaves east&#039; 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&#039;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.&lt;br /&gt;
&lt;br /&gt;
Examples: 1006&lt;br /&gt;
&lt;br /&gt;
;KILL:mob kill &amp;lt;target&amp;gt;&lt;br /&gt;
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&#039;t attack itself, and charmed mobs can&#039;t attack their masters. When your mobile absolutely must attack someone, you want to use this instead of the regular kill command.&lt;br /&gt;
&lt;br /&gt;
Examples: 4700, 1456, 2712, 3123&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 1514, 2352, 3014, 1060, 161, 172&lt;br /&gt;
&lt;br /&gt;
;ASSIST:mob assist &amp;lt;target&amp;gt;&lt;br /&gt;
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&#039;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.&lt;br /&gt;
&lt;br /&gt;
Examples: None. This command is not mentioned in the standard mprog documentation.&lt;br /&gt;
&lt;br /&gt;
;HIT:mob hit &amp;lt;target&amp;gt;&lt;br /&gt;
Similar to Kill and Assist, this command causes the mob to attack the target. However, it doesn&#039;t care if the actor is already fighting -- this makes it useful for simulating special attacks.&lt;br /&gt;
&lt;br /&gt;
Examples: 1456&lt;br /&gt;
&lt;br /&gt;
;PEACE:mob peace&lt;br /&gt;
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&#039;s ideal for creating a gap in the fighting to execute commands that can&#039;t be done while fighting, then resuming the brawl. Additionally, it&#039;s a helpful command to use with inert or passive mobs.&lt;br /&gt;
&lt;br /&gt;
Examples: 5669, 4001, 3014, 172, 3139&lt;br /&gt;
&lt;br /&gt;
;SKILL:mob skill &amp;lt;command&amp;gt;&lt;br /&gt;
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%.&lt;br /&gt;
&lt;br /&gt;
Examples: 2511&lt;br /&gt;
&lt;br /&gt;
;DAMAGE:mob damage &amp;lt;target&amp;gt; &amp;lt;min&amp;gt; &amp;lt;max&amp;gt; [damtype] [lethal] [safe] [percent]&lt;br /&gt;
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 &#039;&#039;&#039;all&#039;&#039;&#039;, 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&#039;s hp above maximum. Note that healing this way ignores zombie status, distribute, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
Damtype specifies what [[damage type]] to use in respect to resistances and vulnerabilities. It can be any damage type you see with &amp;quot;? imm&amp;quot; in medit. A given mob damage can only have one given damtype.&amp;lt;br&amp;gt;&lt;br /&gt;
If you type &amp;quot;lethal&amp;quot; at the end of the command, the mob damage can kill the target. Otherwise, the target&#039;s hp will not drop below 0. [damtype] and [lethal]&#039;s positions in the command are interchangeable. If you type &amp;quot;safe&amp;quot; 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 &amp;quot;all&amp;quot; mob damages.&amp;lt;br&amp;gt;&lt;br /&gt;
The &amp;quot;percent&amp;quot; keyword changes the min and max from a damage quantity into a percentage of the target&#039;s maximum HP. It will not do more damage than the target&#039;s current HP, however.&lt;br /&gt;
&lt;br /&gt;
Examples: 4061, 4831, 1704, 1532&lt;br /&gt;
&lt;br /&gt;
;DAMECHO:mob damecho &amp;quot;message to target&amp;quot; &amp;quot;message to room&amp;quot; &amp;lt;target&amp;gt; &amp;lt;min&amp;gt; &amp;lt;max&amp;gt; [damtype] [lethal] [safe] [percent]&lt;br /&gt;
This command is extremely similar to &#039;mob damage&#039; 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. &lt;br /&gt;
&lt;br /&gt;
Examples: 701&lt;br /&gt;
&lt;br /&gt;
;CAST:mob cast &amp;lt;spell&amp;gt; [target]&lt;br /&gt;
This command allows a mob to cast any of the spells normally available to players. The spell parameter takes an argument, and you&#039;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&#039;s inventory, or, depending on the spell, no target at all. Mob cast costs no mana. You&#039;ll usually want to pair this command with a mob echo for more flavor.&lt;br /&gt;
&lt;br /&gt;
Examples: 4001, 2203, 4838, 301, 4716&lt;br /&gt;
&lt;br /&gt;
;MANA:mob mana &amp;lt;target&amp;gt; &amp;lt;min&amp;gt; &amp;lt;max&amp;gt;&lt;br /&gt;
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 &amp;quot;all,&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
Examples: 3139, 2748, 169, 701. This command is unique to CoD.&lt;br /&gt;
&lt;br /&gt;
;AWARD:mob award &amp;lt;target&amp;gt; &amp;lt;type&amp;gt; &amp;lt;value&amp;gt; [noscale]&lt;br /&gt;
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:&lt;br /&gt;
&lt;br /&gt;
 gold	-10000	10000		prac	10	-10		exp	-10000	10000&lt;br /&gt;
 silver	-10000	10000		train	5	-5 		align   -100    100&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The &#039;noscale&#039; argument is optional, and causes awarded experience to be a flat award regardless of the level of the player being awarded. Please keep in mind to level lock large experience rewards to keep quests relevant to the actual level of their area, when using noscale. Without &#039;noscale&#039;, &#039;mob award exp&#039; modifies awarded XP by 0-200% based on the level difference between target and mob, like XP gained from kills.&lt;br /&gt;
&lt;br /&gt;
Examples: 2260, 4022, 1027, 1116, 32. This command is unique to CoD.&lt;br /&gt;
&lt;br /&gt;
;QUEST:mob quest &amp;lt;target&amp;gt; &amp;lt;+/-/=&amp;gt; &amp;lt;questflag&amp;gt;&lt;br /&gt;
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. &amp;lt;+/-/=&amp;gt; indicates whether to set or unset the relevant quest flag; + and = are exactly the same. Each area automatically comes with 8 quest flags, regardless of the total vnums of the area, that will use the syntax of [area name]1-8 (without .are) ex. &#039;truce1&#039;. &lt;br /&gt;
&lt;br /&gt;
Examples: 54, 3113, 2390, 4874, 1596. This command is unique to CoD.&lt;br /&gt;
&lt;br /&gt;
;PETIFY:mob petify &amp;lt;target&amp;gt; $i&lt;br /&gt;
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 &#039;self&#039; (variable $i) as the victim.&lt;br /&gt;
&lt;br /&gt;
Examples: 2106, 3196, 700, 707, 715. This command is unique to CoD.&lt;br /&gt;
&lt;br /&gt;
;FORCE:mob force &amp;lt;target&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
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 &amp;quot;all,&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
Examples: 5660, 3130, 2710, 3014, 2387&lt;br /&gt;
&lt;br /&gt;
;GFORCE:mob gforce &amp;lt;target&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
This command works just like force, except it forces everyone in the target&#039;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.&lt;br /&gt;
&lt;br /&gt;
Examples: 5276&lt;br /&gt;
&lt;br /&gt;
;VFORCE:mob vforce &amp;lt;vnum&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Examples: None.&lt;br /&gt;
&lt;br /&gt;
;MFORCE: mob mforce &amp;lt;target&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
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&#039;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 &#039;mob oload&#039; for a quest reward, as this bypasses item and weight carry limits, so there won&#039;t be any issues having them receive the item. &lt;br /&gt;
&lt;br /&gt;
Examples: None (for now).&lt;br /&gt;
&lt;br /&gt;
;AT:mob at &amp;lt;location&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
This command allows a mob to perform any single action at any location on the MUD. It&#039;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 any one word mob or object. The command parameter works just like a regular line of code in a mobprog. The &amp;lt;command&amp;gt; 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.&lt;br /&gt;
&lt;br /&gt;
Examples: 4073, 1003, 5664, 735, 2387&lt;br /&gt;
&lt;br /&gt;
;DELAY:mob delay &amp;lt;pulses&amp;gt;&lt;br /&gt;
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&#039;s delay trigger prog will execute, if it has one. Unless a mob has update_always, its delay counter won&#039;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.&lt;br /&gt;
&lt;br /&gt;
Examples: 182, 1005, 1502, 1061, 1806&lt;br /&gt;
&lt;br /&gt;
;CANCEL:mob cancel&lt;br /&gt;
This command cancels the mob&#039;s delay timer. It sets it to zero and stops the mob&#039;s delay triggers from activating. While waiting enough pulses will also let the delay timer reach zero, that will make the mob&#039;s delay triggers activate. This will not.&lt;br /&gt;
&lt;br /&gt;
Examples: 4011, 1009&lt;br /&gt;
&lt;br /&gt;
;REMEMBER:mob remember &amp;lt;target&amp;gt;&lt;br /&gt;
This command stores the name of a target in the mob&#039;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&#039;s name is stored as $q for the mob and will remain until a mob forget command, a new mob remember, or the mob&#039;s death. Mobs will remember players through player deaths, but will forget a player when that player logs out. A mob&#039;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.&lt;br /&gt;
&lt;br /&gt;
Examples: 4065, 1211, 1053, 1015, 160&lt;br /&gt;
&lt;br /&gt;
;FORGET:mob forget&lt;br /&gt;
This command empties the mob&#039;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).&lt;br /&gt;
&lt;br /&gt;
Examples: 738, 1501, 3142, 5508, 2727&lt;br /&gt;
&lt;br /&gt;
;CALL:mob call &amp;lt;vnum&amp;gt; [victim] [obj1] [obj2]&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Examples: 1368, 47, 1400, 2395, 5661&lt;br /&gt;
&lt;br /&gt;
;COUNTER: mob counter &amp;lt;value OR &#039;zero&#039;&amp;gt;&lt;br /&gt;
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 &#039;zero&#039; sets the counter to zero.&lt;br /&gt;
&lt;br /&gt;
Examples: 21, 22&lt;br /&gt;
&lt;br /&gt;
;FACE:mob face &amp;lt;long/short/name&amp;gt; &amp;lt;string&amp;gt;&lt;br /&gt;
This command changes the mob&#039;s long or short desc, or name, to whatever is specified. &lt;br /&gt;
&lt;br /&gt;
Examples: 9038&lt;br /&gt;
&lt;br /&gt;
;FLAG:mob flag &amp;lt;victim&amp;gt; &amp;lt;flag type&amp;gt; &amp;lt;flag&amp;gt; +/-&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;SDAMAGE:mob sdamage ??? ???&lt;br /&gt;
Appears to be an uncoded solution to the problem that the $a flag fixed.&lt;br /&gt;
&lt;br /&gt;
;SPAWN:mob spawn &amp;lt;victim&amp;gt; &amp;lt;room vnum&amp;gt;&lt;br /&gt;
The Spawn command will change the target&#039;s recall point to the specified room vnum.&lt;br /&gt;
&lt;br /&gt;
Examples: 9098&lt;br /&gt;
&lt;br /&gt;
;RESCUE:mob rescue &amp;lt;victim&amp;gt;&lt;br /&gt;
The Rescue command works as the Rescue skill does, but without the restrictions on grouping or any skill checks.&lt;br /&gt;
&lt;br /&gt;
;EXITPERMIT:mob exitpermit&lt;br /&gt;
Exitpermit allows mobs with exit progs to allow the character through the exit normally, instead of requiring transfer commands or other sneaky tricks.&lt;br /&gt;
&lt;br /&gt;
Examples: 2917&lt;br /&gt;
&lt;br /&gt;
;ASSET:mob asset &amp;lt;victim&amp;gt; &amp;lt;art/sound&amp;gt; &amp;lt;file&amp;gt; [duration in beats]&lt;br /&gt;
The Asset command is used for enhanced asciiart and sound functions using the Project Tuna client. For advanced usage, see [[Project_Tuna#Mob Asset]].&lt;br /&gt;
&lt;br /&gt;
Examples: 10289, 12002&lt;br /&gt;
&lt;br /&gt;
;OSET: mob oset &amp;lt;object name&amp;gt; &amp;lt;field&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
****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.&lt;br /&gt;
&lt;br /&gt;
Value:&lt;br /&gt;
(a) = requires a string or bit/flag name in place of value&lt;br /&gt;
(#) = requires a numerical value&lt;br /&gt;
&lt;br /&gt;
Mob oset will only target objects in the mob&#039;s inventory or in the same room as the mob.&lt;br /&gt;
&lt;br /&gt;
;MSET: mob mset &amp;lt;target&amp;gt; &amp;lt;field&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
Fields: str(#), dex(#), sex(a/#), level(#), maxhp(#), hp(#), maxmana(#), mana(#), maxmove(#), move(#), align(#), damtype(a), hitroll(#), magroll(#)&lt;br /&gt;
&lt;br /&gt;
This command seems to be incompletely implemented. Mobs can currently only mset themselves, but can be mob forced by other mobs to mset themselves.&lt;br /&gt;
&lt;br /&gt;
* See [[Oset_and_mset_tips_and_tricks]] for more information&lt;br /&gt;
&lt;br /&gt;
;ADDLAG: mob addlag &amp;lt;target&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;CLAN: mob clan &amp;lt;target&amp;gt; &amp;lt;clan&amp;gt;&lt;br /&gt;
This command allows a mob to add a player to a clan instead of requiring an Immortal&#039;s assistance. The clan must already be created, however.&lt;br /&gt;
&lt;br /&gt;
;PRETITLE: mob mforce &amp;lt;target&amp;gt; mob pretitle self &amp;lt;pretitle&amp;gt;&lt;br /&gt;
This command allows a mob to set a player&#039;s pretitle instead of requiring an Immortal&#039;s assistance. Technically a mob can only set their own pretitle to avoid setting someone else&#039;s pretitle by mistake, so this syntax causes the mob to force the player to set their own pretitle.&lt;br /&gt;
&lt;br /&gt;
===MOB TRIGGERS===&lt;br /&gt;
&lt;br /&gt;
The triggers are listed alphabetically, since there aren&#039;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.&lt;br /&gt;
&lt;br /&gt;
;ACT:addmprog &amp;lt;vnum&amp;gt; act &amp;lt;phrase&amp;gt;&lt;br /&gt;
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 &amp;lt;phrase&amp;gt; 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 &amp;lt;phrase&amp;gt; itself will require the color codes in order to trigger correctly. Act triggers can use one or more words in &amp;lt;phrase&amp;gt; - to set the phrase as multiple words, surrounded the phrase with &amp;quot;quotation marks.&amp;quot; When triggered by someone&#039;s speech, the act prog will activate before the &amp;lt;phrase&amp;gt; is actually spoken - making it look out of order. Many mobiles have an act prog with the phrase &amp;quot;talks to you,&amp;quot; which triggers on the talk social. This is especially common in towns and with humanoid mobs.&lt;br /&gt;
&lt;br /&gt;
;BRIBE:addmprog &amp;lt;vnum&amp;gt; bribe &amp;lt;amount, in silver&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;DAMTYPE:addmprog &amp;lt;vnum&amp;gt; damtype &amp;lt;type of damage&amp;gt;&lt;br /&gt;
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&#039;s number, not its name:&lt;br /&gt;
  0 - None*     1 - Bash      2 - Pierce    3 - Slash     4 - Fire      5 - Cold      6 - Electric&lt;br /&gt;
  7 - Acid      8 - Poison    9 - Negative 10 - Holy     11 - Energy   12 - Mental   13 - Draining&lt;br /&gt;
 14 - Water    15 - Light    16 - Other*   17 - Harm*    18 - Charm    19 - Sound    20 - Wood&lt;br /&gt;
 21 - Silver   22 - Iron     23 - Wind     24 - Earth    25 - Dark&lt;br /&gt;
&lt;br /&gt;
* Very, very few attacks use the None, Other, Harm, or Charm damtype to actually deal damage.&lt;br /&gt;
&lt;br /&gt;
;DEATH:addmprog &amp;lt;vnum&amp;gt; death &amp;lt;percent&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;DELAY:addmprog &amp;lt;vnum&amp;gt; delay &amp;lt;percent&amp;gt;&lt;br /&gt;
The delay trigger is activated when the delay timer for the mob decrements to 0. To set a mob&#039;s delay timer, use the mob delay command. The trigger has a &amp;lt;percent&amp;gt; chance of activating when the delay timer hits 0, although in almost every usage of this command, 100 is used for the &amp;lt;percent&amp;gt; parameter. Delay triggers are known to occasionally and randomly not work. Delay timers will only count down if players are currently in the mob&#039;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.&lt;br /&gt;
&lt;br /&gt;
;EXALL:addmprog &amp;lt;vnum&amp;gt; exall &amp;lt;exit number&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;ENTRY:addmprog &amp;lt;vnum&amp;gt; entry &amp;lt;percent&amp;gt;&lt;br /&gt;
The entry trigger is activated whenever the mob walks into a new room. The trigger has a &amp;lt;percent&amp;gt; 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. &lt;br /&gt;
&lt;br /&gt;
;EXIT:addmprog &amp;lt;vnum&amp;gt; exit &amp;lt;exit number&amp;gt;&lt;br /&gt;
The exit trigger is checked whenever a PC tries to exit the mob&#039;s room. The trigger will activate whenever a player tries to use &amp;lt;exit number&amp;gt;&#039;s exit. It is important to note that if an exit trigger activates, the player&#039;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&#039;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.&lt;br /&gt;
&lt;br /&gt;
The following &amp;lt;exit numbers&amp;gt; collaborate with the indicated exits:&lt;br /&gt;
 0 - north  1 - east  2 - south  3 - west  4 - up&lt;br /&gt;
 5 - down   6 - ne    7 - nw     8 - se    9 - sw&lt;br /&gt;
&lt;br /&gt;
;FIGHT:addmprog &amp;lt;vnum&amp;gt; fight &amp;lt;percent&amp;gt;&lt;br /&gt;
The fight trigger is checked at the end of each combat round for the mob. The trigger has a &amp;lt;percent&amp;gt; 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.&lt;br /&gt;
&lt;br /&gt;
;GIVE:addmprog &amp;lt;vnum&amp;gt; give &amp;lt;object&amp;gt;&lt;br /&gt;
The give trigger is checked when an object is given to the mob. When an item of keyword &amp;lt;object&amp;gt; is given to the mob, the trigger activates. The phrase &#039;all&#039; can be used for &amp;lt;object&amp;gt; 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 &#039;all&#039; 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 &#039;give $o $n&#039; statement.&lt;br /&gt;
&lt;br /&gt;
;GRALL:addmprog &amp;lt;vnum&amp;gt; grall &amp;lt;percent&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;GREET:addmprog &amp;lt;vnum&amp;gt; greet &amp;lt;percent&amp;gt;&lt;br /&gt;
The greet trigger is checked whenever a character enters the room that the mob occupies. It has a &amp;lt;percent&amp;gt; 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. &lt;br /&gt;
&lt;br /&gt;
;HPCNT:addmprog &amp;lt;vnum&amp;gt; hpcnt &amp;lt;hp percent&amp;gt;&lt;br /&gt;
The hpcnt trigger is checked at the end of each combat round for the mob. The trigger will activate if the mob&#039;s hp percentage drops below the &amp;lt;hp percent&amp;gt; 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.&lt;br /&gt;
&lt;br /&gt;
;KILL:addmprog &amp;lt;vnum&amp;gt; kill &amp;lt;percent&amp;gt;&lt;br /&gt;
The kill trigger is checked when someone initiates combat with the mob. The trigger has a &amp;lt;percent&amp;gt; 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.&lt;br /&gt;
&lt;br /&gt;
;RANDOM:addmprog &amp;lt;vnum&amp;gt; random &amp;lt;percent&amp;gt;&lt;br /&gt;
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 &amp;lt;percent&amp;gt; chance of activating every mob pulse, but only if players are currently in the mob&#039;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.&lt;br /&gt;
&lt;br /&gt;
;SCHEDULE:addmprog &amp;lt;vnum&amp;gt; schedule &amp;lt;hour&amp;gt;&lt;br /&gt;
The schedule trigger is checked once every hour, on the hour. The &amp;lt;hour&amp;gt; parameter equals a number from 0 to 23, where 0 is midnight and 12 is noon. If the &amp;lt;hour&amp;gt; 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.&lt;br /&gt;
&lt;br /&gt;
;SPAWN:addmprog &amp;lt;vnum&amp;gt; spawn &amp;lt;percent&amp;gt;&lt;br /&gt;
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 &amp;lt;percent&amp;gt; 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.&lt;br /&gt;
&lt;br /&gt;
;SPEECH:addmprog &amp;lt;vnum&amp;gt; speech &amp;lt;phrase&amp;gt;&lt;br /&gt;
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 &#039;say&#039;, &#039;osay&#039;, or &#039;tell&#039; 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.&lt;br /&gt;
&lt;br /&gt;
;SURRENDER:addmprog &amp;lt;vnum&amp;gt; surrender &amp;lt;percent&amp;gt;&lt;br /&gt;
The surrender trigger, while present on the triggers list, is defunct and is not actually used.&lt;br /&gt;
&lt;br /&gt;
*I like using this trigger to show what mprogs my mob calls within its other mprogs. -Ageatii&lt;br /&gt;
&lt;br /&gt;
[[Category:Technical Information]]&lt;/div&gt;</summary>
		<author><name>Pascal</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=Flags_Compendium&amp;diff=2220</id>
		<title>Flags Compendium</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=Flags_Compendium&amp;diff=2220"/>
		<updated>2019-02-07T22:40:09Z</updated>

		<summary type="html">&lt;p&gt;Pascal: /* FORM FLAGS */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==FLAGS COMPENDIUM==&lt;br /&gt;
===ROOM FLAGS===&lt;br /&gt;
{|&lt;br /&gt;
|dark || Need a light source &lt;br /&gt;
|-&lt;br /&gt;
|always_night || Room is always night; sun never rises, &#039;look sky&#039; always shows stars.&lt;br /&gt;
|-&lt;br /&gt;
|no_mob || Mobs won&#039;t wander in here. Mobs on scripts and charmies are unaffected&lt;br /&gt;
|-&lt;br /&gt;
|indoors || Won&#039;t see [[weather]] or [[time|sunrise/set messages]]&lt;br /&gt;
|-&lt;br /&gt;
|private || Two people at a time&lt;br /&gt;
|-&lt;br /&gt;
|arena || Players don&#039;t leave corpses or lose XP when they die. Players also don&#039;t lose XP for fleeing combat.&lt;br /&gt;
|-&lt;br /&gt;
|safe || No fighting allowed&lt;br /&gt;
|-&lt;br /&gt;
|solitary || One person at a time&lt;br /&gt;
|-&lt;br /&gt;
|pet_shop || Can buy pets here. Pet cost is the &#039;wealth&#039; of the mob, but purchased pets will be flat broke. Builders should reset the pet mobs into next room vnum.&lt;br /&gt;
|-&lt;br /&gt;
|no_recall || Can&#039;t recall from here&lt;br /&gt;
|-&lt;br /&gt;
|imp_only || MTS only&lt;br /&gt;
|-&lt;br /&gt;
|gods_only || Staff only&lt;br /&gt;
|-&lt;br /&gt;
|heroes_only || Also Staff only&lt;br /&gt;
|-&lt;br /&gt;
|newbies_only || Level 5 or less only&lt;br /&gt;
|-&lt;br /&gt;
|law || Prevents use of Charm, Tame, and Hypnotize spells (for some reason). Other stock ROM effects have been commented out.&lt;br /&gt;
|-&lt;br /&gt;
|nowhere || Can&#039;t Scan into this room&lt;br /&gt;
|-&lt;br /&gt;
|wilderness || Was supposed to involve some sort of overworld map? Doesn&#039;t do anything now.&lt;br /&gt;
|-&lt;br /&gt;
|overgrown_1 || Room has +1 level of overgrowth.&lt;br /&gt;
|-&lt;br /&gt;
|overgrown_2 || Room has +2 levels of overgrowth. This can stack with overgrown_1.&lt;br /&gt;
|-&lt;br /&gt;
|always_day || Room is always day; sun never sets, &#039;look sky&#039; shows the sun.&lt;br /&gt;
|-&lt;br /&gt;
|lit || Room is always lit, don&#039;t require a light.&lt;br /&gt;
|}&lt;br /&gt;
====SECTOR====&lt;br /&gt;
{|&lt;br /&gt;
!Sector !! Movement Rate !! Properties !! Geomance Element !! Dance Element&lt;br /&gt;
|-&lt;br /&gt;
|Inside || 4 || Stays lit at night || Pierce || No effect&lt;br /&gt;
|-&lt;br /&gt;
|City || 4 || Stays lit at night || Bash || No effect&lt;br /&gt;
|-&lt;br /&gt;
|Field || 4 || || Slash || Pierce&lt;br /&gt;
|-&lt;br /&gt;
|Forest || 6 || Has 1 level of overgrowth || Wood || Earth&lt;br /&gt;
|-&lt;br /&gt;
|Hills || 6 || || Slash || Pierce&lt;br /&gt;
|-&lt;br /&gt;
|Mountain || 8 || || Earth || Earth&lt;br /&gt;
|-&lt;br /&gt;
|Water (swim) || 4 || || Water || Water&lt;br /&gt;
|-&lt;br /&gt;
|Water (noswim) || 8 || Can&#039;t enter without a boat or the Swim affect || Water || Water&lt;br /&gt;
|-&lt;br /&gt;
|Unused || 1 || || Wind || No effect&lt;br /&gt;
|-&lt;br /&gt;
|Air || 4 || Can&#039;t enter without the Float affect || Wind || Wind&lt;br /&gt;
|-&lt;br /&gt;
|Desert || 8 || || Earth || Wind&lt;br /&gt;
|-&lt;br /&gt;
|Rock || 4 || || Earth || Earth&lt;br /&gt;
|-&lt;br /&gt;
|Road || 4 || || Wind || No effect&lt;br /&gt;
|-&lt;br /&gt;
|Enter || 4 || || Wind || No effect&lt;br /&gt;
|-&lt;br /&gt;
|Snow || 8 || || Cold || Cold&lt;br /&gt;
|-&lt;br /&gt;
|Swamp || 8 || || Water || Earth&lt;br /&gt;
|-&lt;br /&gt;
|Jungle || 8 || Has 1 level of overgrowth || Wood || Earth&lt;br /&gt;
|-&lt;br /&gt;
|Ruins || 4 || || Bash || No effect &lt;br /&gt;
|-&lt;br /&gt;
|Mount2 || 16 || || Earth || No effect&lt;br /&gt;
|-&lt;br /&gt;
|Coastal || 4 || || Earth || Wind&lt;br /&gt;
|-&lt;br /&gt;
|Developed || 4 || || Bash || No effect &lt;br /&gt;
|-&lt;br /&gt;
|Void || 4 || || Wind || No effect&lt;br /&gt;
|-&lt;br /&gt;
|Lava || 8 || || Fire || Fire&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====[[Exits|EXITS]]====&lt;br /&gt;
{|&lt;br /&gt;
|door || Exit has a door -- Required for most other exit flags&lt;br /&gt;
|-&lt;br /&gt;
|closed || Door resets to closed&lt;br /&gt;
|-&lt;br /&gt;
|locked || Door resets to locked&lt;br /&gt;
|-&lt;br /&gt;
|pickproof || Door can&#039;t be picked&lt;br /&gt;
|-&lt;br /&gt;
|nopass || Door can&#039;t be Pass Door&#039;d&lt;br /&gt;
|-&lt;br /&gt;
|easy || Pick Lock doesn&#039;t take many tries&lt;br /&gt;
|-&lt;br /&gt;
|hard || Pick Lock takes a few tries&lt;br /&gt;
|-&lt;br /&gt;
|infuriating || Keep pickin&#039;&lt;br /&gt;
|-&lt;br /&gt;
|noclose || Door can&#039;t be closed&lt;br /&gt;
|-&lt;br /&gt;
|nolock || Door can&#039;t be locked&lt;br /&gt;
|-&lt;br /&gt;
|hidden || Exit can&#039;t be seen by normal means&lt;br /&gt;
|-&lt;br /&gt;
|swim || Only players who can fly or swim, or are on a flying or seaworthy [[vehicle]] can pass.&lt;br /&gt;
|-&lt;br /&gt;
|fly || Only players who can fly or are on a flying [[vehicle]] can pass.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===MOB FLAGS===&lt;br /&gt;
*Mobs with the None [[damage type]] will randomly have Slash, Pound, or Pierce.&lt;br /&gt;
&lt;br /&gt;
====FORM FLAGS====&lt;br /&gt;
Most of these don&#039;t do anything. The ones that have a coded effect are listed below!&lt;br /&gt;
{|&lt;br /&gt;
|edible || Mob&#039;s parts are edible, and the corpse can be butchered into meat.&lt;br /&gt;
|-&lt;br /&gt;
|poison || Mob&#039;s edible parts are poisonous, and meat butchered from the corpse will be poisoned. Bloodsucking will poison the bloodsucker.&lt;br /&gt;
|-&lt;br /&gt;
|instant_decay || Mob doesn&#039;t leave a corpse at all. (Note: This means items on the mob are lost as well.)&lt;br /&gt;
|-&lt;br /&gt;
|animal || Mob is affected by the Tame spell.&lt;br /&gt;
|-&lt;br /&gt;
| || Mobs with any of the mammal, bird, reptile, amphibian, fish, or snake form flags can also be Tamed.&lt;br /&gt;
|-&lt;br /&gt;
|sentient || Mob is affected by the Hypnotize spell and can be haggled with if it&#039;s a shopkeeper.&lt;br /&gt;
|-&lt;br /&gt;
|undead || Mob takes extra non-elemental damage from weapons with disrupting weapon flag.&lt;br /&gt;
|-&lt;br /&gt;
|cold_blood || Mob has blood that can be bloodsuck&#039;d.&lt;br /&gt;
|-&lt;br /&gt;
|warm_blood || Mob can be seen in the dark by characters with Infrared and can be bloodsuck&#039;d.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====PART FLAGS / WEARLOCS====&lt;br /&gt;
Mob parts determine what equipment it can wear.&lt;br /&gt;
&lt;br /&gt;
{| &lt;br /&gt;
! Wearloc !! Required Part flag&lt;br /&gt;
|-&lt;br /&gt;
|take || none&lt;br /&gt;
|-&lt;br /&gt;
|finger || fingers&lt;br /&gt;
|-&lt;br /&gt;
|neck || head&lt;br /&gt;
|-&lt;br /&gt;
|body || guts&lt;br /&gt;
|-&lt;br /&gt;
|head || head&lt;br /&gt;
|-&lt;br /&gt;
|legs || legs&lt;br /&gt;
|-&lt;br /&gt;
|feet || feet&lt;br /&gt;
|-&lt;br /&gt;
|hands || hands&lt;br /&gt;
|-&lt;br /&gt;
|arms || hands&lt;br /&gt;
|-&lt;br /&gt;
|shield || hands&lt;br /&gt;
|-&lt;br /&gt;
|about || guts&lt;br /&gt;
|-&lt;br /&gt;
|waist || legs&lt;br /&gt;
|-&lt;br /&gt;
|wrist || hands&lt;br /&gt;
|-&lt;br /&gt;
|shoulders || head&lt;br /&gt;
|-&lt;br /&gt;
|wield || hands&lt;br /&gt;
|-&lt;br /&gt;
|hold || hands&lt;br /&gt;
|-&lt;br /&gt;
|nosac || not actually a wearloc&lt;br /&gt;
|-&lt;br /&gt;
|wearfloat || none&lt;br /&gt;
|-&lt;br /&gt;
|face || head&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* The Brawling warrior style has special attacks that only execute if the opponent has certain parts; eye, tail, feet, or arms.&lt;br /&gt;
* The guts, head, heart, arms, legs, and brains parts can cause dismembered mob organs to be created when the mob dies.&lt;br /&gt;
* A mob requires the brains part in order to take any damage from the Brainbuster spell.&lt;br /&gt;
* &#039;&#039;&#039;A mob without hands cannot hold items, use weapons, or equip shields.&#039;&#039;&#039;&lt;br /&gt;
* Items which do not have the Take flag can&#039;t be sacrificed, so it is redundant to put nosac on these items also.&lt;br /&gt;
* Items without a Take flag can&#039;t be held by players or mobs at all. Avoid resetting these onto mobs or trying to have mobs oload them.&lt;br /&gt;
&lt;br /&gt;
====ACT FLAGS====&lt;br /&gt;
{|&lt;br /&gt;
|sentinel || Mob won&#039;t wander between rooms (although it can still move if instructed to by an mprog).&lt;br /&gt;
|-&lt;br /&gt;
|scavenger || Mob will pick up takeable objects in the room, starting with the most valuable.&lt;br /&gt;
|-&lt;br /&gt;
|inert || Mob can&#039;t be seen in the room (but can still be interacted with).&lt;br /&gt;
|-&lt;br /&gt;
|omnisight || Mob can see everyone despite invisibility etc but can&#039;t necessarily see in the dark.&lt;br /&gt;
|-&lt;br /&gt;
|aggressive || Doesn&#039;t do anything; the code for this function has been commented out.&lt;br /&gt;
|-&lt;br /&gt;
|stay_area || Mob won&#039;t wander outside the area it was reset into.&lt;br /&gt;
|-&lt;br /&gt;
|wimpy || Mob will try to flee from combat at 20% hp or less.&lt;br /&gt;
|-&lt;br /&gt;
|pet || Mob is a pet? Probably reserved for pet code. Don&#039;t use this.&lt;br /&gt;
|-&lt;br /&gt;
|train || Players can Train at this mob -- defunct&lt;br /&gt;
|-&lt;br /&gt;
|practice || Players can Practice at this mob -- defunct&lt;br /&gt;
|-&lt;br /&gt;
|passive || Mob doesn&#039;t fight back with autoattacks, its current health isn&#039;t visible when you &#039;look&#039; at it, nor will Peek work on it.&lt;br /&gt;
|-&lt;br /&gt;
|hyper || Mob wanders around real fast.&lt;br /&gt;
|-&lt;br /&gt;
|visdeath || Mob can only be seen by immortals and can&#039;t be interacted with by players.&lt;br /&gt;
|-&lt;br /&gt;
|mage || Mob gets -5 to Saves&lt;br /&gt;
|-&lt;br /&gt;
|thief || Mob has the Smokescreen skill&lt;br /&gt;
|-&lt;br /&gt;
|warrior || Mob has the Shield Block skill&lt;br /&gt;
|-&lt;br /&gt;
|noalign || Mob won&#039;t affect player alignment at all when killed.&lt;br /&gt;
|-&lt;br /&gt;
|nopurge || Mob can&#039;t be purged by immortals (the Mob Purge command from a mob can still affect these).&lt;br /&gt;
|-&lt;br /&gt;
|outdoors || Mob won&#039;t wander into Indoor flagged rooms.&lt;br /&gt;
|-&lt;br /&gt;
|indoors || Mob won&#039;t wander outdoors.&lt;br /&gt;
|-&lt;br /&gt;
|healer || Mob offers hardcoded heal-for-cash services (EG Selan).&lt;br /&gt;
|-&lt;br /&gt;
|gain || Doesn&#039;t do anything -- in stock ROM allows for gaining new skills.&lt;br /&gt;
|-&lt;br /&gt;
|update_always || Mob does things even when no player in the area.&lt;br /&gt;
|-&lt;br /&gt;
|changer || Mob is a [[bank]].&lt;br /&gt;
|-&lt;br /&gt;
|hyper_res || Mob takes 1/4 damage from sources it resists (instead of 2/3) and double damage from sources it&#039;s vulnerable to (instead of 3/2).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes on wandering mobs:&lt;br /&gt;
* When mobs try to move, they make three attempts. Each attempt, they pick a random exit in the room and then look at it more closely. If they can&#039;t move, they try again. If they can move, they do.&lt;br /&gt;
* Mobs will not wander through closed doors (even if affected by pass_door) or into no_mob rooms.&lt;br /&gt;
* Mobs with the stay_area flag will not wander between areas (which area its&#039; vnum is in doesn&#039;t matter).&lt;br /&gt;
* Mobs with the Outdoors flag won&#039;t wander into Indoors rooms. Mobs with the Indoors flag won&#039;t wander into rooms that aren&#039;t flagged Indoors.&lt;br /&gt;
* Only Flying mobs will move into Air sector rooms. Only mobs with the Swim affect will move into any sort of water room. &lt;br /&gt;
** A mob without the Swim affect &#039;&#039;will&#039;&#039; attempt to move into a noswim sector room (and fail to move, unless it has a boat object), but will not even try to get into a swim sector room unless it has the affect (even though it would be allowed to move there if it tried). This doesn&#039;t make a lot of sense but that&#039;s how it is.&lt;br /&gt;
&lt;br /&gt;
====ACT2 FLAGS====&lt;br /&gt;
{|&lt;br /&gt;
|doublexp || Mob gives double XP.&lt;br /&gt;
|-&lt;br /&gt;
|halfxp || Mob gives half XP.&lt;br /&gt;
|-&lt;br /&gt;
|noxp || Mob gives no XP.&lt;br /&gt;
|-&lt;br /&gt;
|noparts || Mob leaves no parts when killed.&lt;br /&gt;
|-&lt;br /&gt;
|sociable || Mob talks to or slaps people that use socials on it.&lt;br /&gt;
|-&lt;br /&gt;
|aquatic || Mob won&#039;t wander outside water rooms.&lt;br /&gt;
|-&lt;br /&gt;
|xpandahalf || Mob gives 1.5x XP.&lt;br /&gt;
|-&lt;br /&gt;
|adept || Mob uses skills at 100% (instead of 75%).&lt;br /&gt;
|-&lt;br /&gt;
|inept || Mob uses skills at 50% (instead of 75%).&lt;br /&gt;
|-&lt;br /&gt;
|carryall || Mob has no weight or item# limits.&lt;br /&gt;
|-&lt;br /&gt;
|priority || Mob will be targetted first by opponents with the AI_1 flag.&lt;br /&gt;
|-&lt;br /&gt;
|antihyper || Mob wanders especially slowly.&lt;br /&gt;
|-&lt;br /&gt;
|parsename || Mob will have a unique name as its first name when it resets.&lt;br /&gt;
|-&lt;br /&gt;
|noattack || Mob can&#039;t be attacked by anyone.&lt;br /&gt;
|-&lt;br /&gt;
|necromancer || Mob offers corpse retrieval for cash services, as Xzar, Caroline, etc.&lt;br /&gt;
|-&lt;br /&gt;
|raidmob || Mob can be attacked by anyone with no regard to &#039;kill stealing&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|carrynone || Mob can&#039;t pick up or be given items&lt;br /&gt;
|-&lt;br /&gt;
|passivelite || Mob won&#039;t auto-attack but still has visible health and such&lt;br /&gt;
|-&lt;br /&gt;
|ally || Is treated as a PC for some attack-safety purposes -- EG Ally mobs won&#039;t hit other Ally mobs with area attacks&lt;br /&gt;
|-&lt;br /&gt;
|shopkeepitems || Shop will not slowly discard items sold to it.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====OFF FLAGS====&lt;br /&gt;
A lot of these are affected by the adept/inept Act flags&lt;br /&gt;
{|&lt;br /&gt;
|area_attack || Mob hits everything that&#039;s fighting it with its normal attacks.&lt;br /&gt;
|-&lt;br /&gt;
|backstab || Mob is capable of using the Backstab skill, and would if it aggroed, but mobs don&#039;t aggro, so it does nothing.&lt;br /&gt;
|-&lt;br /&gt;
|bash || Mob has a 12.5% chance of using the bash skill, if it&#039;s not lagged.&lt;br /&gt;
|-&lt;br /&gt;
|berserk || Mob has a 12.5% chance of using the berserk skill, if it&#039;s not lagged and isn&#039;t already berserk.&lt;br /&gt;
|-&lt;br /&gt;
|disarm || Mob has a 12.5% chance of using the disarm skill, if it&#039;s not lagged. The mob needs a [[weapon]].&lt;br /&gt;
|-&lt;br /&gt;
|dodge || Mob can dodge melee attacks as a player with the dodge skill at 75%.&lt;br /&gt;
|-&lt;br /&gt;
|fade || Doesn&#039;t do anything.&lt;br /&gt;
|-&lt;br /&gt;
|fast || Mob attacks twice always, doesn&#039;t stack with Haste. Mob will ignore Slow if affected. Mob gets +2 DEX when spawned.&lt;br /&gt;
|-&lt;br /&gt;
|kick || Mob has a 12.5% chance of using the kick skill, if it&#039;s not lagged.&lt;br /&gt;
|-&lt;br /&gt;
|dirt_kick || Mob has a 12.5% chance of using the dirt kick skill, if it&#039;s not lagged.&lt;br /&gt;
|-&lt;br /&gt;
|parry || Mob can parry attacks; works half as often with no [[weapon]].&lt;br /&gt;
|-&lt;br /&gt;
|rescue || Mob will try to rescue the target of its target, if that target is at 50% hp or less.&lt;br /&gt;
|-&lt;br /&gt;
|tail || Mob has a 12.5% chance of.. not doing anything (the code for this attack is commented out).&lt;br /&gt;
|-&lt;br /&gt;
|trip || Mob has a 12.5% chance of using the trip skill, if it&#039;s not lagged.&lt;br /&gt;
|-&lt;br /&gt;
|crush || Mob has a 12.5% chance of using the smash skill, if it&#039;s not lagged.&lt;br /&gt;
|-&lt;br /&gt;
|assist_all || Mob will assist all other &#039;&#039;&#039;mobs&#039;&#039;&#039; that it sees fighting.&lt;br /&gt;
|-&lt;br /&gt;
|assist_align || Mob will assist other mobs with a similar alignment, chunked out to good/neutral/evil.&lt;br /&gt;
|-&lt;br /&gt;
|assist_race || Mob will assist other mobs of the same race.&lt;br /&gt;
|-&lt;br /&gt;
|assist_players || Mob will assist players as long as the player isn&#039;t more than 5 levels above them. This has precedence over the other assist flags.&lt;br /&gt;
|-&lt;br /&gt;
|assist_leader || If following someone, mob will assist its leader.&lt;br /&gt;
|-&lt;br /&gt;
|assist_vnum || Mob will assist mobs of the same vnum.&lt;br /&gt;
|-&lt;br /&gt;
|second_attack || Mob has the 2x-Cut skill.&lt;br /&gt;
|-&lt;br /&gt;
|third_attack || Mob has the 3x-Cut skill.&lt;br /&gt;
|-&lt;br /&gt;
|ai_retargeting || Mob will aggro onto players that have recently fled from it, and selectively hit targets with the Priority act flag. If the mob&#039;s attacks are ineffective, it will re-target randomly to another member of the same group.&lt;br /&gt;
|-&lt;br /&gt;
|ai_flees || Mob will flee from sandstorms, flurries, miasmas, wildfires, etc unless it&#039;s immune to the appropriate damage type.&lt;br /&gt;
|-&lt;br /&gt;
|ai_rests || Mob will rest when injured (hp&amp;lt;50%), stand up when it&#039;s recovered (hp&amp;gt;75%).&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
* Only one of the various 12.5% flags can trigger in any given round. A mob will all eight will try to use one (and only one) every single round.&lt;br /&gt;
&lt;br /&gt;
====BEHAV FLAGS====&lt;br /&gt;
{|&lt;br /&gt;
|random_innate || Mob randomly has one of the 6 elemental innates. This creates one resistance and one vulnerability.&lt;br /&gt;
|-&lt;br /&gt;
|rand_phys_resist || Mob randomly resists one of bashing, slashing, or piercing.&lt;br /&gt;
|-&lt;br /&gt;
|rand_misc_resist || Mob randomly resists one or two non-physical elements.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====AFFECT FLAGS====&lt;br /&gt;
{|&lt;br /&gt;
|blind || Character can&#039;t see anything! Mobs ignore this flag so their mobprogs work&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|invisible || Character can only be seen and targetted by things with detect_invis.&lt;br /&gt;
|-&lt;br /&gt;
|detect_evil || Character sees evil objects and characters with a red aura.&lt;br /&gt;
|-&lt;br /&gt;
|detect_invis || Character can see invisible objects and characters, and knows they&#039;re invisible.&lt;br /&gt;
|-&lt;br /&gt;
|detect_magic || Character sees a blue aura around magical objects.&lt;br /&gt;
|-&lt;br /&gt;
|detect_hidden || Character can see hidden objects and characters, and knows they&#039;re hidden.&lt;br /&gt;
|-&lt;br /&gt;
|detect_good || Character sees good objects and characters with a gold aura.&lt;br /&gt;
|-&lt;br /&gt;
|sanctuary || Character is permanently under the effects of Nayru&#039;s Love (half damage from everything).&lt;br /&gt;
|-&lt;br /&gt;
|faerie_fire || Character has a pink aura. Negates invisibility.&lt;br /&gt;
|-&lt;br /&gt;
|infrared || Character can see warm_blood mobs in the dark.&lt;br /&gt;
|-&lt;br /&gt;
|curse || Character is flagged as cursed. All skill effectiveness is reduced by 15% while this flag is applied, but the character is immune to the Curse spell.&lt;br /&gt;
|-&lt;br /&gt;
|solidified || Character is completely frozen!&lt;br /&gt;
|-&lt;br /&gt;
|poison || Character is flagged as poisoned. This flag has no affect on stats but the character can&#039;t be poisoned again. Regeneration is decreased while this flag is applied, however.&lt;br /&gt;
|-&lt;br /&gt;
|protect_evil || Character takes 2/3 damage from evil foes.&lt;br /&gt;
|-&lt;br /&gt;
|protect_good || Character takes 2/3 damage from good foes.&lt;br /&gt;
|-&lt;br /&gt;
|sneak || Character doesn&#039;t generate echoes when moving from room to room. Triggers GRALL but not GREET progs.&lt;br /&gt;
|-&lt;br /&gt;
|hide || Character is hiding. Using any command removes this effect.&lt;br /&gt;
|-&lt;br /&gt;
|sleep || Character is under the effects of &#039;&#039;permanent&#039;&#039; magical sleep!!&lt;br /&gt;
|-&lt;br /&gt;
|charm || Character is under the effects of a Charm spell. Don&#039;t use.&lt;br /&gt;
|-&lt;br /&gt;
|flying || Character is flying: reduced MV costs everywhere (by 1 per room), can travel into air sector rooms, and doesn&#039;t need a boat to travel into noswim sector rooms. Also immune to Trip and Earthquake.&lt;br /&gt;
|-&lt;br /&gt;
|pass_door || Character can walk through some closed doors.&lt;br /&gt;
|-&lt;br /&gt;
|haste || Character is under the effects of Haste: &#039;&#039;&#039;always&#039;&#039;&#039; gets exactly 1 extra attack in combat, but regenerates at half speed. &lt;br /&gt;
|-&lt;br /&gt;
|calm || Character is under the effects of the Calm spell. Character can&#039;t use berserk.&lt;br /&gt;
|-&lt;br /&gt;
|plague || Character is flagged as plagued. Regeneration is decreased but the player can&#039;t be hit with the Bio 2 spell.&lt;br /&gt;
|-&lt;br /&gt;
|locusts || Character is a swarm of locusts per the Plague Swarm spell. *Cannot be set on a mob&#039;s template or applied by an item.&lt;br /&gt;
|-&lt;br /&gt;
|dark_vision || Character can see anything in any kind of darkness without a light source.&lt;br /&gt;
|-&lt;br /&gt;
|berserk || Character is under the effects of Berserk! Character can&#039;t cast spells, everything the character sees is red, and they get a 50% penalty to all saving throws.&lt;br /&gt;
|-&lt;br /&gt;
|swim || Character doesn&#039;t need a boat to enter noswim sector rooms.&lt;br /&gt;
|-&lt;br /&gt;
|regeneration || Character regenerates HP twice as fast!&lt;br /&gt;
|-&lt;br /&gt;
|slow || Character has a chance to simply not attack during combat. 2x-cut and 3x-cut chances are reduced dramatically. Ignored if the mob is flagged off_fast. Character also regenerates at half speed AND spends more MV when traveling.&lt;br /&gt;
|-&lt;br /&gt;
|scarecrow || Character is affected by the Scarecrow spell -- can&#039;t eat, drink, or move, and melee attacks do reduced damage.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====AFFECT2 FLAGS====&lt;br /&gt;
{|&lt;br /&gt;
|focus || double mana regeneration&lt;br /&gt;
|-&lt;br /&gt;
|motivation || slight movement regeneration&lt;br /&gt;
|-&lt;br /&gt;
|theatrical || takes damage when receiving an affect&lt;br /&gt;
|-&lt;br /&gt;
|frenzy || grants extra attack&lt;br /&gt;
|-&lt;br /&gt;
|vampirism || ??&lt;br /&gt;
|-&lt;br /&gt;
|paralysis|| ??&lt;br /&gt;
|-&lt;br /&gt;
|fast|| no command lag when moving rooms (like vehicle fast)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====SHIELD FLAGS====&lt;br /&gt;
{|&lt;br /&gt;
|charge || Character does 1.5x damage with all applicable spells. DOES NOT DISSIPATE UNLESS IT IS APPLIED BY THE CHARGE SPELL.&lt;br /&gt;
|-&lt;br /&gt;
|sabotaged || Character takes damage when using skills or spells.&lt;br /&gt;
|-&lt;br /&gt;
|hallucinating || Character is under the effects of the Mushroomize spell; all MUD output turns wacky.&lt;br /&gt;
|-&lt;br /&gt;
|terrified || Character may cower helplessly in combat, with a greater chance is the foe&#039;s level is higher than the character&#039;s. Also makes the character try to flee.&lt;br /&gt;
|-&lt;br /&gt;
|haunted || Character is tormented by minighosts.&lt;br /&gt;
|-&lt;br /&gt;
|confused || Character hits itself sometimes in combat.&lt;br /&gt;
|-&lt;br /&gt;
|stat enhancement || Character is under the effects of one of Sage Aura, Brilliance, Limber, Valor, or Vigor/Warcry and can&#039;t be affected by another one.&lt;br /&gt;
|-&lt;br /&gt;
|ice shield || Returns 20 to 30% of melee damage as bash-type damage&lt;br /&gt;
|-&lt;br /&gt;
|thorn shield || Returns 20 to 30% of melee damage as pierce-type damage&lt;br /&gt;
|-&lt;br /&gt;
|crystal shield || Returns 20 to 30% of melee damage as slash-type damage&lt;br /&gt;
|-&lt;br /&gt;
|osmosis || Character loses MP steadily. Also decreases MP regeneration.&lt;br /&gt;
|-&lt;br /&gt;
|volta || Character does not auto-attack but has double normal dodge chances.&lt;br /&gt;
|-&lt;br /&gt;
|manashield || Character has Mana Shield permanently up. It will give the &#039;your shield broke&#039; message with every attack if they&#039;re at 0MP but they&#039;ll still take full damage.&lt;br /&gt;
|-&lt;br /&gt;
|kamikaze || Character is going to Detonate. *Cannot be set on a mob&#039;s template or applied by an item.&lt;br /&gt;
|-&lt;br /&gt;
|zeal || Character fails all saving throws but receives a bonus to damage for each bad affect&lt;br /&gt;
|-&lt;br /&gt;
|bleeding || Character loses HP steadily. Some types of bleeding make you bleed worse than others!&lt;br /&gt;
|-&lt;br /&gt;
|undead || Character is a zombie with a relentless hunger for delicious brains. All text is dark gray, healing spells do damage instead of healing, and the poor bastard doesn&#039;t necessarily die when they drop below 0hp! This is distinct from the undead form flag.&lt;br /&gt;
|-&lt;br /&gt;
|oozaru form || Character is an oozaru and can&#039;t cast spells.&lt;br /&gt;
|-&lt;br /&gt;
|double image || Character has a double image. It will take one attack and then vanish.&lt;br /&gt;
|-&lt;br /&gt;
|ink || Character has been inked. Display is all goofed up with large black splotches.&lt;br /&gt;
|-&lt;br /&gt;
|seraph form || Character has seraph form and can&#039;t cast spells.&lt;br /&gt;
|-&lt;br /&gt;
|reflect || Spells targetted at the character bounce back the wrong way&lt;br /&gt;
|-&lt;br /&gt;
|surefire casting || Character has surecasting on.&lt;br /&gt;
|-&lt;br /&gt;
|jinx || Character has a 33% chance of dropping any [[weapon]] they&#039;re wielding in any combat round.&lt;br /&gt;
|-&lt;br /&gt;
|leechseed || Character is under the effects of the Leech Seed spell. *Cannot be set on a mob&#039;s template or applied by an item.&lt;br /&gt;
|-&lt;br /&gt;
|bees || Character is covered in bees which deal periodic damage.&lt;br /&gt;
|-&lt;br /&gt;
|choke || Character is affected by Choke and casts spells at 3/4 the normal strength.&lt;br /&gt;
|-&lt;br /&gt;
|endure || Character cannot be reduced below 1hp.&lt;br /&gt;
|-&lt;br /&gt;
|sheltered || Character is being sheltered by a friendly Templar. *Cannot be set on a mob&#039;s template or applied by an item.&lt;br /&gt;
|-&lt;br /&gt;
|bide || Character is using the skill Bide. *Cannot be set on a mob&#039;s template or applied by an item.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Some of these affects can&#039;t be applied to a mob&#039;s template, only by spells; homing attack, stat enhancement, extension, kamikaze, short term combat effect, oozaru form, double image, seraph form, Jumi empathy, surefire casting, and leechseed.&lt;br /&gt;
&lt;br /&gt;
===OBJ FLAGS===&lt;br /&gt;
For more details on object types see [[Flags Compendium/Obj Types]]&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[light]] || Light sources, go in a special &#039;light&#039; slot when equipped no matter what wear flags you use&lt;br /&gt;
|-&lt;br /&gt;
|[[scroll]] || Can be recited or read to cast 1-4 spells on a target. Works from base inventory, consumed when used, uses [[Artifice]] skill.&lt;br /&gt;
|-&lt;br /&gt;
|[[wand]] || Can be zapped or used to cast 1 spell a set number of times on a target. Must be equipped, any slot is OK. Uses [[Artifice]] skill. Explodes when out of charges unless NOEXPLODE extra flag is set.&lt;br /&gt;
|-&lt;br /&gt;
|[[staff]] || Can be brandished or used to cast 1 spell a set number of times on all targets in a room! Must be equipped, any slot is OK. Uses [[Artifice]] skill. Explodes when out of charges unless NOEXPLODE extra flag is set.&lt;br /&gt;
|-&lt;br /&gt;
|[[weapon]] || Changes wearer&#039;s melee autoattack damage to the type and amount specified in the object. Must be in the Wield slot to work.&lt;br /&gt;
|-&lt;br /&gt;
|[[treasure]] || No inherent properties, reserved for salable loot.&lt;br /&gt;
|-&lt;br /&gt;
|armor || Modifies wearer&#039;s armor values. Can be equipped anywhere.&lt;br /&gt;
|-&lt;br /&gt;
|[[potion]] || Can be quaffed or drunk to cast 1-4 spells on the drinker. Works from base inventory, consumed when used.&lt;br /&gt;
|-&lt;br /&gt;
|[[furniture]] || Various flags allow characters to sit, rest, stand, or sleep on, in, or at these objects. Recovery rates can be modified as well.&lt;br /&gt;
|-&lt;br /&gt;
|[[trash]] || No inherent properties, reserved for nonsalable loot.&lt;br /&gt;
|-&lt;br /&gt;
|[[container]] || Object that holds other objects. Can be closable/lockable like a door.&lt;br /&gt;
|-&lt;br /&gt;
|[[drinkcontainer]] || Holds a set quantity of a certain [[liquid]]. Liquids can be replaced with different liquids. Disappears when empty unless NOEXPLODE is set.&lt;br /&gt;
|-&lt;br /&gt;
|[[key]] || Object vanishes on logout. Has no other properties.&lt;br /&gt;
|- &lt;br /&gt;
|[[food]] || Can be eaten for food/full value and cast 1 spell on the eater.&lt;br /&gt;
|- &lt;br /&gt;
|[[money]] || Is abstracted into current wealth when picked up by a player. Dropped wealth turns into a money object. The Priest class can sacrifice money to recover mana for 1 MP per 50 silver.&lt;br /&gt;
|- &lt;br /&gt;
|boat || Can be equipped or in base inventory for players to move in water rooms. Defunct.&lt;br /&gt;
|- &lt;br /&gt;
|npccorpse || NPC [[Corpse]]. Reserved.&lt;br /&gt;
|- &lt;br /&gt;
|[[fountain]] || Like a drinkcontainer but the [[liquid]] inside can&#039;t be poisoned. Drinkcontainers can also be &#039;fill&#039;ed from it.&lt;br /&gt;
|- &lt;br /&gt;
|[[pill]] || Can be eaten to cast 1-4 spells on the drinker. Works from base inventory, consumed when used.&lt;br /&gt;
|- &lt;br /&gt;
|protect || Uncoded junk. Don&#039;t use.&lt;br /&gt;
|- &lt;br /&gt;
|map || Uncoded junk. Don&#039;t use.&lt;br /&gt;
|- &lt;br /&gt;
|[[portal]] || Objects that can be &#039;entered&#039; to take the character to a set room. Can be closable/lockable like a door.&lt;br /&gt;
|- &lt;br /&gt;
|warpstone || Used to be necessary for the Nexus spell.&lt;br /&gt;
|- &lt;br /&gt;
|roomkey || Uncoded junk. Don&#039;t use.&lt;br /&gt;
|- &lt;br /&gt;
|gem || Uncoded junk. Don&#039;t use.&lt;br /&gt;
|- &lt;br /&gt;
|[[jewelry]] || No inherent properties. Used for equippables that aren&#039;t armor.&lt;br /&gt;
|- &lt;br /&gt;
|[[Event Item|event]] || An object with both charges and cooldown capability, which executes an mprog when &#039;zap&#039;ped or &#039;use&#039;d. Uses [[Artifice]] skill.&lt;br /&gt;
|- &lt;br /&gt;
|slotmachine || &amp;lt;s&amp;gt;Type &amp;quot;Game slots&amp;quot; at a slot machine to spin the wheel. Slot machines can have their cost and jackpot size specified in the object template.&amp;lt;/s&amp;gt; Just kidding! Disabled.&lt;br /&gt;
|- &lt;br /&gt;
|gun || Uncoded junk. Don&#039;t use.&lt;br /&gt;
|- &lt;br /&gt;
|ammo || Uncoded junk. Don&#039;t use.&lt;br /&gt;
|- &lt;br /&gt;
|[[vehicle]] || Vehicles allow players to consume less movement points as they travel, move faster, and/or travel to rooms they can&#039;t enter on foot.&lt;br /&gt;
|- &lt;br /&gt;
|exit || Uncoded junk. Don&#039;t use. Not the same as a real [[exit]].&lt;br /&gt;
|- &lt;br /&gt;
|[[rod]] || Can be zapped or used to cast 1 spell on a target with a set delay between uses. Must be equipped, any slot is OK. Uses [[Artifice]] skill.&lt;br /&gt;
|}&lt;br /&gt;
====EXTRA FLAGS====&lt;br /&gt;
{|&lt;br /&gt;
|glow || Item can be seen in the dark, shows (glowing) before its short desc&lt;br /&gt;
|-&lt;br /&gt;
|hum || Item shows (Humming) before its short desc&lt;br /&gt;
|-&lt;br /&gt;
|norecharge || Wand, staff, rod, or event can&#039;t be recharged with the Recharge spell.&lt;br /&gt;
|-&lt;br /&gt;
|autoconsume || Item is automatically used as soon as it&#039;s picked up off the ground. Works with [[potions]], [[pills]], and [[artifice]] items.&lt;br /&gt;
|-&lt;br /&gt;
|evil || Item has a red aura if you can detect evil, can be removed with Bless.&lt;br /&gt;
|-&lt;br /&gt;
|invis || Item can only be seen if you have detect invis, and shows (Invis) if you can&lt;br /&gt;
|-&lt;br /&gt;
|magic || Item shows as magic if you can detect magic&lt;br /&gt;
|-&lt;br /&gt;
|nodrop || Item can&#039;t be dropped, can be removed with Bless&lt;br /&gt;
|-&lt;br /&gt;
|bless || Item has a blue aura if you can detect good, can&#039;t be poisoned, and is a little easier to enchant. Is removed by Curse.&lt;br /&gt;
|-&lt;br /&gt;
|noremove || Item can&#039;t be removed. This flag is removed by uncursing&lt;br /&gt;
|-&lt;br /&gt;
|inventory || Item is part of a shopkeeper&#039;s inventory and will be sold with infinite quantity left. Also evaporates when the holder dies, like rotdeath.&lt;br /&gt;
|-&lt;br /&gt;
|nopurge || Item can&#039;t be purged. Use sparingly!&lt;br /&gt;
|-&lt;br /&gt;
|rotdeath || Item poofs when whoever is holding it dies. If a mob dies with one of these, it will vanish.&lt;br /&gt;
|-&lt;br /&gt;
|visdeath || Item can only be seen by immortals&lt;br /&gt;
|-&lt;br /&gt;
|uncounted || Item doesn&#039;t count against the holder&#039;s carry number or weight capacities.&lt;br /&gt;
|-&lt;br /&gt;
|nonmetal || Item is unaffected by Heat Metal&lt;br /&gt;
|-&lt;br /&gt;
|meltdrop || Item poofs when dropped or stolen. If a mob dies with one of these, it will appear in the room. &lt;br /&gt;
|-&lt;br /&gt;
|decaying || Item loses 1 condition per minute, then disintegrates.&lt;br /&gt;
|-&lt;br /&gt;
|sellextract || Item poofs when sold to shopkeeper -- doesn&#039;t show up in their inventory&lt;br /&gt;
|-&lt;br /&gt;
|nodestroy || (AKA burn_proof in the code for some reason) Item can&#039;t be poisoned, and can&#039;t be destroyed by various item-destroying affects (which I think are disabled)&lt;br /&gt;
|-&lt;br /&gt;
|nouncurse || Item can&#039;t be uncursed. (nodrop, noremove flags)&lt;br /&gt;
|-&lt;br /&gt;
|runic || Unused&lt;br /&gt;
|-&lt;br /&gt;
|adhesive || Item stays with a player, not on their corpse&lt;br /&gt;
|-&lt;br /&gt;
|nochk || [[Wand]], [[Scroll]], [[Staff]], [[Rod]], and [[Event Item|Event]] items with this flag won&#039;t check a character&#039;s [[artifice]] skill when used, but just always work&lt;br /&gt;
|-&lt;br /&gt;
|noremort || Item can&#039;t be carried through a remort&lt;br /&gt;
|-&lt;br /&gt;
|inert || Item doesn&#039;t appear in rooms its in&lt;br /&gt;
|-&lt;br /&gt;
|noexplode || Wand and staff type item won&#039;t disintegrate when their charges are used up. Drinkcontainers won&#039;t poof when empty.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====EXTRA2 FLAGS====&lt;br /&gt;
{|&lt;br /&gt;
|antihuman || Can&#039;t be equipped by Human race&lt;br /&gt;
|-&lt;br /&gt;
|antimoogle || Can&#039;t be equipped by Moogle race&lt;br /&gt;
|-&lt;br /&gt;
|antisaiyan || Can&#039;t be equipped by Saiyan race&lt;br /&gt;
|-&lt;br /&gt;
|antiesper || Can&#039;t be equipped by Esper race&lt;br /&gt;
|-&lt;br /&gt;
|antihylian || Can&#039;t be equipped by Hylian race&lt;br /&gt;
|-&lt;br /&gt;
|antikokiri || Can&#039;t be equipped by Kokiri race&lt;br /&gt;
|-&lt;br /&gt;
|antigiganto || Can&#039;t be equipped by Giganto race&lt;br /&gt;
|-&lt;br /&gt;
|antimatango || Can&#039;t be equipped by Matango race&lt;br /&gt;
|-&lt;br /&gt;
|antireploid || Can&#039;t be equipped by Reploid race&lt;br /&gt;
|-&lt;br /&gt;
|antikoopa || Can&#039;t be equipped by Koopa race&lt;br /&gt;
|-&lt;br /&gt;
|antipmpkn || Can&#039;t be equipped by Pumpkinhead race&lt;br /&gt;
|-&lt;br /&gt;
|antiknight || Can&#039;t be equipped by Knight class&lt;br /&gt;
|-&lt;br /&gt;
|antiwarrior || Can&#039;t be equipped by Warrior class&lt;br /&gt;
|-&lt;br /&gt;
|antithief || Can&#039;t be equipped by Thief class&lt;br /&gt;
|-&lt;br /&gt;
|antiwizard || Can&#039;t be equipped by Wizard class&lt;br /&gt;
|-&lt;br /&gt;
|antipriest || Can&#039;t be equipped by Priest class&lt;br /&gt;
|-&lt;br /&gt;
|antigeomancer || Can&#039;t be equipped by Geomancer class&lt;br /&gt;
|-&lt;br /&gt;
|antisummoner || Can&#039;t be equipped by Summoner class&lt;br /&gt;
|-&lt;br /&gt;
|antifemale || Can&#039;t be equipped by female characters&lt;br /&gt;
|-&lt;br /&gt;
|antimale || Can&#039;t be equipped by male characters&lt;br /&gt;
|-&lt;br /&gt;
|antineuter || Can&#039;t be equipped by sexless characters&lt;br /&gt;
|-&lt;br /&gt;
|cursed || Item becomes noremove when equipped&lt;br /&gt;
|-&lt;br /&gt;
|unique || Characters can&#039;t pick up one of these if they already have one.&lt;br /&gt;
|-&lt;br /&gt;
|remortable || Item was carried through a remort and won&#039;t vanish on logout if it&#039;s out of the player&#039;s level range.&lt;br /&gt;
|-&lt;br /&gt;
|antinu || Can&#039;t be equipped by Nu race&lt;br /&gt;
|-&lt;br /&gt;
|antikirby || Can&#039;t be equipped by Kirby race&lt;br /&gt;
|-&lt;br /&gt;
|antilobsterman || Can&#039;t be equipped by Lobster race&lt;br /&gt;
|-&lt;br /&gt;
|antiranboob || Can&#039;t be equipped by Ranboob race&lt;br /&gt;
|-&lt;br /&gt;
|antijumi || Can&#039;t be equipped by Jumi race&lt;br /&gt;
|-&lt;br /&gt;
|antidancer || Can&#039;t be equipped by Dancer class&lt;br /&gt;
|-&lt;br /&gt;
|antimob || Can&#039;t be equipped by mobs&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* NOTE: Old classes are affected by antiwizard, etc, just as new ones are.&lt;br /&gt;
&lt;br /&gt;
====EXTRA3 FLAGS====&lt;br /&gt;
{|&lt;br /&gt;
|exalted || Can only be equipped by players who have remorted at least once (if remort $n &amp;gt;= 2)&lt;br /&gt;
|-&lt;br /&gt;
|heroic || Can only be equipped by players who have remorted at least five times (if remort $n &amp;gt;= 6)&lt;br /&gt;
|-&lt;br /&gt;
|epic|| Can only be equipped by players who have remorted at least ten times (if remort $n &amp;gt;= 11)&lt;br /&gt;
|-&lt;br /&gt;
|perishable|| Object will disappear on logout if the character is not in the object&#039;s source area.&lt;br /&gt;
|-&lt;br /&gt;
|owned|| Object cannot be equipped unless it shares all name keywords with the character.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* NOTE 1: Objects restricted by number of remorts will also not be saved to unqualified player files when logging out, UNLESS they are somehow also flagged as remortable.&lt;br /&gt;
* NOTE 2: Mobiles cannot remort, so exalted, heroic, and epic objects are effectively also antimob.&lt;br /&gt;
&lt;br /&gt;
===AREA EXFLAGS===&lt;br /&gt;
{|&lt;br /&gt;
|visdeath || Area is not visible on &#039;areas&#039; display.&lt;br /&gt;
|-&lt;br /&gt;
|norecall || No recalling anywhere within this area.&lt;br /&gt;
|-&lt;br /&gt;
|nosummon || No summoning within this area.&lt;br /&gt;
|-&lt;br /&gt;
|noweather || Weather is always 0 wind, 0 sky, and the &#039;weather&#039; command fails with no map displayed.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Technical Information]]&lt;/div&gt;</summary>
		<author><name>Pascal</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=Flags_Compendium&amp;diff=2219</id>
		<title>Flags Compendium</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=Flags_Compendium&amp;diff=2219"/>
		<updated>2019-02-07T03:14:04Z</updated>

		<summary type="html">&lt;p&gt;Pascal: /* FORM FLAGS */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==FLAGS COMPENDIUM==&lt;br /&gt;
===ROOM FLAGS===&lt;br /&gt;
{|&lt;br /&gt;
|dark || Need a light source &lt;br /&gt;
|-&lt;br /&gt;
|always_night || Room is always night; sun never rises, &#039;look sky&#039; always shows stars.&lt;br /&gt;
|-&lt;br /&gt;
|no_mob || Mobs won&#039;t wander in here. Mobs on scripts and charmies are unaffected&lt;br /&gt;
|-&lt;br /&gt;
|indoors || Won&#039;t see [[weather]] or [[time|sunrise/set messages]]&lt;br /&gt;
|-&lt;br /&gt;
|private || Two people at a time&lt;br /&gt;
|-&lt;br /&gt;
|arena || Players don&#039;t leave corpses or lose XP when they die. Players also don&#039;t lose XP for fleeing combat.&lt;br /&gt;
|-&lt;br /&gt;
|safe || No fighting allowed&lt;br /&gt;
|-&lt;br /&gt;
|solitary || One person at a time&lt;br /&gt;
|-&lt;br /&gt;
|pet_shop || Can buy pets here. Pet cost is the &#039;wealth&#039; of the mob, but purchased pets will be flat broke. Builders should reset the pet mobs into next room vnum.&lt;br /&gt;
|-&lt;br /&gt;
|no_recall || Can&#039;t recall from here&lt;br /&gt;
|-&lt;br /&gt;
|imp_only || MTS only&lt;br /&gt;
|-&lt;br /&gt;
|gods_only || Staff only&lt;br /&gt;
|-&lt;br /&gt;
|heroes_only || Also Staff only&lt;br /&gt;
|-&lt;br /&gt;
|newbies_only || Level 5 or less only&lt;br /&gt;
|-&lt;br /&gt;
|law || Prevents use of Charm, Tame, and Hypnotize spells (for some reason). Other stock ROM effects have been commented out.&lt;br /&gt;
|-&lt;br /&gt;
|nowhere || Can&#039;t Scan into this room&lt;br /&gt;
|-&lt;br /&gt;
|wilderness || Was supposed to involve some sort of overworld map? Doesn&#039;t do anything now.&lt;br /&gt;
|-&lt;br /&gt;
|overgrown_1 || Room has +1 level of overgrowth.&lt;br /&gt;
|-&lt;br /&gt;
|overgrown_2 || Room has +2 levels of overgrowth. This can stack with overgrown_1.&lt;br /&gt;
|-&lt;br /&gt;
|always_day || Room is always day; sun never sets, &#039;look sky&#039; shows the sun.&lt;br /&gt;
|-&lt;br /&gt;
|lit || Room is always lit, don&#039;t require a light.&lt;br /&gt;
|}&lt;br /&gt;
====SECTOR====&lt;br /&gt;
{|&lt;br /&gt;
!Sector !! Movement Rate !! Properties !! Geomance Element !! Dance Element&lt;br /&gt;
|-&lt;br /&gt;
|Inside || 4 || Stays lit at night || Pierce || No effect&lt;br /&gt;
|-&lt;br /&gt;
|City || 4 || Stays lit at night || Bash || No effect&lt;br /&gt;
|-&lt;br /&gt;
|Field || 4 || || Slash || Pierce&lt;br /&gt;
|-&lt;br /&gt;
|Forest || 6 || Has 1 level of overgrowth || Wood || Earth&lt;br /&gt;
|-&lt;br /&gt;
|Hills || 6 || || Slash || Pierce&lt;br /&gt;
|-&lt;br /&gt;
|Mountain || 8 || || Earth || Earth&lt;br /&gt;
|-&lt;br /&gt;
|Water (swim) || 4 || || Water || Water&lt;br /&gt;
|-&lt;br /&gt;
|Water (noswim) || 8 || Can&#039;t enter without a boat or the Swim affect || Water || Water&lt;br /&gt;
|-&lt;br /&gt;
|Unused || 1 || || Wind || No effect&lt;br /&gt;
|-&lt;br /&gt;
|Air || 4 || Can&#039;t enter without the Float affect || Wind || Wind&lt;br /&gt;
|-&lt;br /&gt;
|Desert || 8 || || Earth || Wind&lt;br /&gt;
|-&lt;br /&gt;
|Rock || 4 || || Earth || Earth&lt;br /&gt;
|-&lt;br /&gt;
|Road || 4 || || Wind || No effect&lt;br /&gt;
|-&lt;br /&gt;
|Enter || 4 || || Wind || No effect&lt;br /&gt;
|-&lt;br /&gt;
|Snow || 8 || || Cold || Cold&lt;br /&gt;
|-&lt;br /&gt;
|Swamp || 8 || || Water || Earth&lt;br /&gt;
|-&lt;br /&gt;
|Jungle || 8 || Has 1 level of overgrowth || Wood || Earth&lt;br /&gt;
|-&lt;br /&gt;
|Ruins || 4 || || Bash || No effect &lt;br /&gt;
|-&lt;br /&gt;
|Mount2 || 16 || || Earth || No effect&lt;br /&gt;
|-&lt;br /&gt;
|Coastal || 4 || || Earth || Wind&lt;br /&gt;
|-&lt;br /&gt;
|Developed || 4 || || Bash || No effect &lt;br /&gt;
|-&lt;br /&gt;
|Void || 4 || || Wind || No effect&lt;br /&gt;
|-&lt;br /&gt;
|Lava || 8 || || Fire || Fire&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====[[Exits|EXITS]]====&lt;br /&gt;
{|&lt;br /&gt;
|door || Exit has a door -- Required for most other exit flags&lt;br /&gt;
|-&lt;br /&gt;
|closed || Door resets to closed&lt;br /&gt;
|-&lt;br /&gt;
|locked || Door resets to locked&lt;br /&gt;
|-&lt;br /&gt;
|pickproof || Door can&#039;t be picked&lt;br /&gt;
|-&lt;br /&gt;
|nopass || Door can&#039;t be Pass Door&#039;d&lt;br /&gt;
|-&lt;br /&gt;
|easy || Pick Lock doesn&#039;t take many tries&lt;br /&gt;
|-&lt;br /&gt;
|hard || Pick Lock takes a few tries&lt;br /&gt;
|-&lt;br /&gt;
|infuriating || Keep pickin&#039;&lt;br /&gt;
|-&lt;br /&gt;
|noclose || Door can&#039;t be closed&lt;br /&gt;
|-&lt;br /&gt;
|nolock || Door can&#039;t be locked&lt;br /&gt;
|-&lt;br /&gt;
|hidden || Exit can&#039;t be seen by normal means&lt;br /&gt;
|-&lt;br /&gt;
|swim || Only players who can fly or swim, or are on a flying or seaworthy [[vehicle]] can pass.&lt;br /&gt;
|-&lt;br /&gt;
|fly || Only players who can fly or are on a flying [[vehicle]] can pass.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===MOB FLAGS===&lt;br /&gt;
*Mobs with the None [[damage type]] will randomly have Slash, Pound, or Pierce.&lt;br /&gt;
&lt;br /&gt;
====FORM FLAGS====&lt;br /&gt;
Most of these don&#039;t do anything. The ones that have a coded effect are listed below!&lt;br /&gt;
{|&lt;br /&gt;
|edible || Mob&#039;s parts are edible, and the corpse can be butchered into meat.&lt;br /&gt;
|-&lt;br /&gt;
|poison || Mob&#039;s edible parts are poisonous, and meat butchered from the corpse will be poisoned. Bloodsucking will poison the bloodsucker.&lt;br /&gt;
|-&lt;br /&gt;
|instant_decay || Mob doesn&#039;t leave a corpse at all.&lt;br /&gt;
|-&lt;br /&gt;
|animal || Mob is affected by the Tame spell&lt;br /&gt;
|-&lt;br /&gt;
| || Mobs with any of the mammal, bird, reptile, amphibian, fish, or snake form flags can also be Tamed.&lt;br /&gt;
|-&lt;br /&gt;
|sentient || Mob is affected by the Hypnotize spell and can be haggled with if it&#039;s a shopkeeper.&lt;br /&gt;
|-&lt;br /&gt;
|undead || Mob takes extra non-elemental damage from weapons with disrupting weapon flag.&lt;br /&gt;
|-&lt;br /&gt;
|cold_blood || Mob has blood that can be bloodsuck&#039;d.&lt;br /&gt;
|-&lt;br /&gt;
|warm_blood || Mob can be seen in the dark by characters with Infrared and can be bloodsuck&#039;d.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====PART FLAGS / WEARLOCS====&lt;br /&gt;
Mob parts determine what equipment it can wear.&lt;br /&gt;
&lt;br /&gt;
{| &lt;br /&gt;
! Wearloc !! Required Part flag&lt;br /&gt;
|-&lt;br /&gt;
|take || none&lt;br /&gt;
|-&lt;br /&gt;
|finger || fingers&lt;br /&gt;
|-&lt;br /&gt;
|neck || head&lt;br /&gt;
|-&lt;br /&gt;
|body || guts&lt;br /&gt;
|-&lt;br /&gt;
|head || head&lt;br /&gt;
|-&lt;br /&gt;
|legs || legs&lt;br /&gt;
|-&lt;br /&gt;
|feet || feet&lt;br /&gt;
|-&lt;br /&gt;
|hands || hands&lt;br /&gt;
|-&lt;br /&gt;
|arms || hands&lt;br /&gt;
|-&lt;br /&gt;
|shield || hands&lt;br /&gt;
|-&lt;br /&gt;
|about || guts&lt;br /&gt;
|-&lt;br /&gt;
|waist || legs&lt;br /&gt;
|-&lt;br /&gt;
|wrist || hands&lt;br /&gt;
|-&lt;br /&gt;
|shoulders || head&lt;br /&gt;
|-&lt;br /&gt;
|wield || hands&lt;br /&gt;
|-&lt;br /&gt;
|hold || hands&lt;br /&gt;
|-&lt;br /&gt;
|nosac || not actually a wearloc&lt;br /&gt;
|-&lt;br /&gt;
|wearfloat || none&lt;br /&gt;
|-&lt;br /&gt;
|face || head&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* The Brawling warrior style has special attacks that only execute if the opponent has certain parts; eye, tail, feet, or arms.&lt;br /&gt;
* The guts, head, heart, arms, legs, and brains parts can cause dismembered mob organs to be created when the mob dies.&lt;br /&gt;
* A mob requires the brains part in order to take any damage from the Brainbuster spell.&lt;br /&gt;
* &#039;&#039;&#039;A mob without hands cannot hold items, use weapons, or equip shields.&#039;&#039;&#039;&lt;br /&gt;
* Items which do not have the Take flag can&#039;t be sacrificed, so it is redundant to put nosac on these items also.&lt;br /&gt;
* Items without a Take flag can&#039;t be held by players or mobs at all. Avoid resetting these onto mobs or trying to have mobs oload them.&lt;br /&gt;
&lt;br /&gt;
====ACT FLAGS====&lt;br /&gt;
{|&lt;br /&gt;
|sentinel || Mob won&#039;t wander between rooms (although it can still move if instructed to by an mprog).&lt;br /&gt;
|-&lt;br /&gt;
|scavenger || Mob will pick up takeable objects in the room, starting with the most valuable.&lt;br /&gt;
|-&lt;br /&gt;
|inert || Mob can&#039;t be seen in the room (but can still be interacted with).&lt;br /&gt;
|-&lt;br /&gt;
|omnisight || Mob can see everyone despite invisibility etc but can&#039;t necessarily see in the dark.&lt;br /&gt;
|-&lt;br /&gt;
|aggressive || Doesn&#039;t do anything; the code for this function has been commented out.&lt;br /&gt;
|-&lt;br /&gt;
|stay_area || Mob won&#039;t wander outside the area it was reset into.&lt;br /&gt;
|-&lt;br /&gt;
|wimpy || Mob will try to flee from combat at 20% hp or less.&lt;br /&gt;
|-&lt;br /&gt;
|pet || Mob is a pet? Probably reserved for pet code. Don&#039;t use this.&lt;br /&gt;
|-&lt;br /&gt;
|train || Players can Train at this mob -- defunct&lt;br /&gt;
|-&lt;br /&gt;
|practice || Players can Practice at this mob -- defunct&lt;br /&gt;
|-&lt;br /&gt;
|passive || Mob doesn&#039;t fight back with autoattacks, its current health isn&#039;t visible when you &#039;look&#039; at it, nor will Peek work on it.&lt;br /&gt;
|-&lt;br /&gt;
|hyper || Mob wanders around real fast.&lt;br /&gt;
|-&lt;br /&gt;
|visdeath || Mob can only be seen by immortals and can&#039;t be interacted with by players.&lt;br /&gt;
|-&lt;br /&gt;
|mage || Mob gets -5 to Saves&lt;br /&gt;
|-&lt;br /&gt;
|thief || Mob has the Smokescreen skill&lt;br /&gt;
|-&lt;br /&gt;
|warrior || Mob has the Shield Block skill&lt;br /&gt;
|-&lt;br /&gt;
|noalign || Mob won&#039;t affect player alignment at all when killed.&lt;br /&gt;
|-&lt;br /&gt;
|nopurge || Mob can&#039;t be purged by immortals (the Mob Purge command from a mob can still affect these).&lt;br /&gt;
|-&lt;br /&gt;
|outdoors || Mob won&#039;t wander into Indoor flagged rooms.&lt;br /&gt;
|-&lt;br /&gt;
|indoors || Mob won&#039;t wander outdoors.&lt;br /&gt;
|-&lt;br /&gt;
|healer || Mob offers hardcoded heal-for-cash services (EG Selan).&lt;br /&gt;
|-&lt;br /&gt;
|gain || Doesn&#039;t do anything -- in stock ROM allows for gaining new skills.&lt;br /&gt;
|-&lt;br /&gt;
|update_always || Mob does things even when no player in the area.&lt;br /&gt;
|-&lt;br /&gt;
|changer || Mob is a [[bank]].&lt;br /&gt;
|-&lt;br /&gt;
|hyper_res || Mob takes 1/4 damage from sources it resists (instead of 2/3) and double damage from sources it&#039;s vulnerable to (instead of 3/2).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes on wandering mobs:&lt;br /&gt;
* When mobs try to move, they make three attempts. Each attempt, they pick a random exit in the room and then look at it more closely. If they can&#039;t move, they try again. If they can move, they do.&lt;br /&gt;
* Mobs will not wander through closed doors (even if affected by pass_door) or into no_mob rooms.&lt;br /&gt;
* Mobs with the stay_area flag will not wander between areas (which area its&#039; vnum is in doesn&#039;t matter).&lt;br /&gt;
* Mobs with the Outdoors flag won&#039;t wander into Indoors rooms. Mobs with the Indoors flag won&#039;t wander into rooms that aren&#039;t flagged Indoors.&lt;br /&gt;
* Only Flying mobs will move into Air sector rooms. Only mobs with the Swim affect will move into any sort of water room. &lt;br /&gt;
** A mob without the Swim affect &#039;&#039;will&#039;&#039; attempt to move into a noswim sector room (and fail to move, unless it has a boat object), but will not even try to get into a swim sector room unless it has the affect (even though it would be allowed to move there if it tried). This doesn&#039;t make a lot of sense but that&#039;s how it is.&lt;br /&gt;
&lt;br /&gt;
====ACT2 FLAGS====&lt;br /&gt;
{|&lt;br /&gt;
|doublexp || Mob gives double XP.&lt;br /&gt;
|-&lt;br /&gt;
|halfxp || Mob gives half XP.&lt;br /&gt;
|-&lt;br /&gt;
|noxp || Mob gives no XP.&lt;br /&gt;
|-&lt;br /&gt;
|noparts || Mob leaves no parts when killed.&lt;br /&gt;
|-&lt;br /&gt;
|sociable || Mob talks to or slaps people that use socials on it.&lt;br /&gt;
|-&lt;br /&gt;
|aquatic || Mob won&#039;t wander outside water rooms.&lt;br /&gt;
|-&lt;br /&gt;
|xpandahalf || Mob gives 1.5x XP.&lt;br /&gt;
|-&lt;br /&gt;
|adept || Mob uses skills at 100% (instead of 75%).&lt;br /&gt;
|-&lt;br /&gt;
|inept || Mob uses skills at 50% (instead of 75%).&lt;br /&gt;
|-&lt;br /&gt;
|carryall || Mob has no weight or item# limits.&lt;br /&gt;
|-&lt;br /&gt;
|priority || Mob will be targetted first by opponents with the AI_1 flag.&lt;br /&gt;
|-&lt;br /&gt;
|antihyper || Mob wanders especially slowly.&lt;br /&gt;
|-&lt;br /&gt;
|parsename || Mob will have a unique name as its first name when it resets.&lt;br /&gt;
|-&lt;br /&gt;
|noattack || Mob can&#039;t be attacked by anyone.&lt;br /&gt;
|-&lt;br /&gt;
|necromancer || Mob offers corpse retrieval for cash services, as Xzar, Caroline, etc.&lt;br /&gt;
|-&lt;br /&gt;
|raidmob || Mob can be attacked by anyone with no regard to &#039;kill stealing&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|carrynone || Mob can&#039;t pick up or be given items&lt;br /&gt;
|-&lt;br /&gt;
|passivelite || Mob won&#039;t auto-attack but still has visible health and such&lt;br /&gt;
|-&lt;br /&gt;
|ally || Is treated as a PC for some attack-safety purposes -- EG Ally mobs won&#039;t hit other Ally mobs with area attacks&lt;br /&gt;
|-&lt;br /&gt;
|shopkeepitems || Shop will not slowly discard items sold to it.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====OFF FLAGS====&lt;br /&gt;
A lot of these are affected by the adept/inept Act flags&lt;br /&gt;
{|&lt;br /&gt;
|area_attack || Mob hits everything that&#039;s fighting it with its normal attacks.&lt;br /&gt;
|-&lt;br /&gt;
|backstab || Mob is capable of using the Backstab skill, and would if it aggroed, but mobs don&#039;t aggro, so it does nothing.&lt;br /&gt;
|-&lt;br /&gt;
|bash || Mob has a 12.5% chance of using the bash skill, if it&#039;s not lagged.&lt;br /&gt;
|-&lt;br /&gt;
|berserk || Mob has a 12.5% chance of using the berserk skill, if it&#039;s not lagged and isn&#039;t already berserk.&lt;br /&gt;
|-&lt;br /&gt;
|disarm || Mob has a 12.5% chance of using the disarm skill, if it&#039;s not lagged. The mob needs a [[weapon]].&lt;br /&gt;
|-&lt;br /&gt;
|dodge || Mob can dodge melee attacks as a player with the dodge skill at 75%.&lt;br /&gt;
|-&lt;br /&gt;
|fade || Doesn&#039;t do anything.&lt;br /&gt;
|-&lt;br /&gt;
|fast || Mob attacks twice always, doesn&#039;t stack with Haste. Mob will ignore Slow if affected. Mob gets +2 DEX when spawned.&lt;br /&gt;
|-&lt;br /&gt;
|kick || Mob has a 12.5% chance of using the kick skill, if it&#039;s not lagged.&lt;br /&gt;
|-&lt;br /&gt;
|dirt_kick || Mob has a 12.5% chance of using the dirt kick skill, if it&#039;s not lagged.&lt;br /&gt;
|-&lt;br /&gt;
|parry || Mob can parry attacks; works half as often with no [[weapon]].&lt;br /&gt;
|-&lt;br /&gt;
|rescue || Mob will try to rescue the target of its target, if that target is at 50% hp or less.&lt;br /&gt;
|-&lt;br /&gt;
|tail || Mob has a 12.5% chance of.. not doing anything (the code for this attack is commented out).&lt;br /&gt;
|-&lt;br /&gt;
|trip || Mob has a 12.5% chance of using the trip skill, if it&#039;s not lagged.&lt;br /&gt;
|-&lt;br /&gt;
|crush || Mob has a 12.5% chance of using the smash skill, if it&#039;s not lagged.&lt;br /&gt;
|-&lt;br /&gt;
|assist_all || Mob will assist all other &#039;&#039;&#039;mobs&#039;&#039;&#039; that it sees fighting.&lt;br /&gt;
|-&lt;br /&gt;
|assist_align || Mob will assist other mobs with a similar alignment, chunked out to good/neutral/evil.&lt;br /&gt;
|-&lt;br /&gt;
|assist_race || Mob will assist other mobs of the same race.&lt;br /&gt;
|-&lt;br /&gt;
|assist_players || Mob will assist players as long as the player isn&#039;t more than 5 levels above them. This has precedence over the other assist flags.&lt;br /&gt;
|-&lt;br /&gt;
|assist_leader || If following someone, mob will assist its leader.&lt;br /&gt;
|-&lt;br /&gt;
|assist_vnum || Mob will assist mobs of the same vnum.&lt;br /&gt;
|-&lt;br /&gt;
|second_attack || Mob has the 2x-Cut skill.&lt;br /&gt;
|-&lt;br /&gt;
|third_attack || Mob has the 3x-Cut skill.&lt;br /&gt;
|-&lt;br /&gt;
|ai_retargeting || Mob will aggro onto players that have recently fled from it, and selectively hit targets with the Priority act flag. If the mob&#039;s attacks are ineffective, it will re-target randomly to another member of the same group.&lt;br /&gt;
|-&lt;br /&gt;
|ai_flees || Mob will flee from sandstorms, flurries, miasmas, wildfires, etc unless it&#039;s immune to the appropriate damage type.&lt;br /&gt;
|-&lt;br /&gt;
|ai_rests || Mob will rest when injured (hp&amp;lt;50%), stand up when it&#039;s recovered (hp&amp;gt;75%).&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
* Only one of the various 12.5% flags can trigger in any given round. A mob will all eight will try to use one (and only one) every single round.&lt;br /&gt;
&lt;br /&gt;
====BEHAV FLAGS====&lt;br /&gt;
{|&lt;br /&gt;
|random_innate || Mob randomly has one of the 6 elemental innates. This creates one resistance and one vulnerability.&lt;br /&gt;
|-&lt;br /&gt;
|rand_phys_resist || Mob randomly resists one of bashing, slashing, or piercing.&lt;br /&gt;
|-&lt;br /&gt;
|rand_misc_resist || Mob randomly resists one or two non-physical elements.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====AFFECT FLAGS====&lt;br /&gt;
{|&lt;br /&gt;
|blind || Character can&#039;t see anything! Mobs ignore this flag so their mobprogs work&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|invisible || Character can only be seen and targetted by things with detect_invis.&lt;br /&gt;
|-&lt;br /&gt;
|detect_evil || Character sees evil objects and characters with a red aura.&lt;br /&gt;
|-&lt;br /&gt;
|detect_invis || Character can see invisible objects and characters, and knows they&#039;re invisible.&lt;br /&gt;
|-&lt;br /&gt;
|detect_magic || Character sees a blue aura around magical objects.&lt;br /&gt;
|-&lt;br /&gt;
|detect_hidden || Character can see hidden objects and characters, and knows they&#039;re hidden.&lt;br /&gt;
|-&lt;br /&gt;
|detect_good || Character sees good objects and characters with a gold aura.&lt;br /&gt;
|-&lt;br /&gt;
|sanctuary || Character is permanently under the effects of Nayru&#039;s Love (half damage from everything).&lt;br /&gt;
|-&lt;br /&gt;
|faerie_fire || Character has a pink aura. Negates invisibility.&lt;br /&gt;
|-&lt;br /&gt;
|infrared || Character can see warm_blood mobs in the dark.&lt;br /&gt;
|-&lt;br /&gt;
|curse || Character is flagged as cursed. All skill effectiveness is reduced by 15% while this flag is applied, but the character is immune to the Curse spell.&lt;br /&gt;
|-&lt;br /&gt;
|solidified || Character is completely frozen!&lt;br /&gt;
|-&lt;br /&gt;
|poison || Character is flagged as poisoned. This flag has no affect on stats but the character can&#039;t be poisoned again. Regeneration is decreased while this flag is applied, however.&lt;br /&gt;
|-&lt;br /&gt;
|protect_evil || Character takes 2/3 damage from evil foes.&lt;br /&gt;
|-&lt;br /&gt;
|protect_good || Character takes 2/3 damage from good foes.&lt;br /&gt;
|-&lt;br /&gt;
|sneak || Character doesn&#039;t generate echoes when moving from room to room. Triggers GRALL but not GREET progs.&lt;br /&gt;
|-&lt;br /&gt;
|hide || Character is hiding. Using any command removes this effect.&lt;br /&gt;
|-&lt;br /&gt;
|sleep || Character is under the effects of &#039;&#039;permanent&#039;&#039; magical sleep!!&lt;br /&gt;
|-&lt;br /&gt;
|charm || Character is under the effects of a Charm spell. Don&#039;t use.&lt;br /&gt;
|-&lt;br /&gt;
|flying || Character is flying: reduced MV costs everywhere (by 1 per room), can travel into air sector rooms, and doesn&#039;t need a boat to travel into noswim sector rooms. Also immune to Trip and Earthquake.&lt;br /&gt;
|-&lt;br /&gt;
|pass_door || Character can walk through some closed doors.&lt;br /&gt;
|-&lt;br /&gt;
|haste || Character is under the effects of Haste: &#039;&#039;&#039;always&#039;&#039;&#039; gets exactly 1 extra attack in combat, but regenerates at half speed. &lt;br /&gt;
|-&lt;br /&gt;
|calm || Character is under the effects of the Calm spell. Character can&#039;t use berserk.&lt;br /&gt;
|-&lt;br /&gt;
|plague || Character is flagged as plagued. Regeneration is decreased but the player can&#039;t be hit with the Bio 2 spell.&lt;br /&gt;
|-&lt;br /&gt;
|locusts || Character is a swarm of locusts per the Plague Swarm spell. *Cannot be set on a mob&#039;s template or applied by an item.&lt;br /&gt;
|-&lt;br /&gt;
|dark_vision || Character can see anything in any kind of darkness without a light source.&lt;br /&gt;
|-&lt;br /&gt;
|berserk || Character is under the effects of Berserk! Character can&#039;t cast spells, everything the character sees is red, and they get a 50% penalty to all saving throws.&lt;br /&gt;
|-&lt;br /&gt;
|swim || Character doesn&#039;t need a boat to enter noswim sector rooms.&lt;br /&gt;
|-&lt;br /&gt;
|regeneration || Character regenerates HP twice as fast!&lt;br /&gt;
|-&lt;br /&gt;
|slow || Character has a chance to simply not attack during combat. 2x-cut and 3x-cut chances are reduced dramatically. Ignored if the mob is flagged off_fast. Character also regenerates at half speed AND spends more MV when traveling.&lt;br /&gt;
|-&lt;br /&gt;
|scarecrow || Character is affected by the Scarecrow spell -- can&#039;t eat, drink, or move, and melee attacks do reduced damage.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====AFFECT2 FLAGS====&lt;br /&gt;
{|&lt;br /&gt;
|focus || double mana regeneration&lt;br /&gt;
|-&lt;br /&gt;
|motivation || slight movement regeneration&lt;br /&gt;
|-&lt;br /&gt;
|theatrical || takes damage when receiving an affect&lt;br /&gt;
|-&lt;br /&gt;
|frenzy || grants extra attack&lt;br /&gt;
|-&lt;br /&gt;
|vampirism || ??&lt;br /&gt;
|-&lt;br /&gt;
|paralysis|| ??&lt;br /&gt;
|-&lt;br /&gt;
|fast|| no command lag when moving rooms (like vehicle fast)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====SHIELD FLAGS====&lt;br /&gt;
{|&lt;br /&gt;
|charge || Character does 1.5x damage with all applicable spells. DOES NOT DISSIPATE UNLESS IT IS APPLIED BY THE CHARGE SPELL.&lt;br /&gt;
|-&lt;br /&gt;
|sabotaged || Character takes damage when using skills or spells.&lt;br /&gt;
|-&lt;br /&gt;
|hallucinating || Character is under the effects of the Mushroomize spell; all MUD output turns wacky.&lt;br /&gt;
|-&lt;br /&gt;
|terrified || Character may cower helplessly in combat, with a greater chance is the foe&#039;s level is higher than the character&#039;s. Also makes the character try to flee.&lt;br /&gt;
|-&lt;br /&gt;
|haunted || Character is tormented by minighosts.&lt;br /&gt;
|-&lt;br /&gt;
|confused || Character hits itself sometimes in combat.&lt;br /&gt;
|-&lt;br /&gt;
|stat enhancement || Character is under the effects of one of Sage Aura, Brilliance, Limber, Valor, or Vigor/Warcry and can&#039;t be affected by another one.&lt;br /&gt;
|-&lt;br /&gt;
|ice shield || Returns 20 to 30% of melee damage as bash-type damage&lt;br /&gt;
|-&lt;br /&gt;
|thorn shield || Returns 20 to 30% of melee damage as pierce-type damage&lt;br /&gt;
|-&lt;br /&gt;
|crystal shield || Returns 20 to 30% of melee damage as slash-type damage&lt;br /&gt;
|-&lt;br /&gt;
|osmosis || Character loses MP steadily. Also decreases MP regeneration.&lt;br /&gt;
|-&lt;br /&gt;
|volta || Character does not auto-attack but has double normal dodge chances.&lt;br /&gt;
|-&lt;br /&gt;
|manashield || Character has Mana Shield permanently up. It will give the &#039;your shield broke&#039; message with every attack if they&#039;re at 0MP but they&#039;ll still take full damage.&lt;br /&gt;
|-&lt;br /&gt;
|kamikaze || Character is going to Detonate. *Cannot be set on a mob&#039;s template or applied by an item.&lt;br /&gt;
|-&lt;br /&gt;
|zeal || Character fails all saving throws but receives a bonus to damage for each bad affect&lt;br /&gt;
|-&lt;br /&gt;
|bleeding || Character loses HP steadily. Some types of bleeding make you bleed worse than others!&lt;br /&gt;
|-&lt;br /&gt;
|undead || Character is a zombie with a relentless hunger for delicious brains. All text is dark gray, healing spells do damage instead of healing, and the poor bastard doesn&#039;t necessarily die when they drop below 0hp! This is distinct from the undead form flag.&lt;br /&gt;
|-&lt;br /&gt;
|oozaru form || Character is an oozaru and can&#039;t cast spells.&lt;br /&gt;
|-&lt;br /&gt;
|double image || Character has a double image. It will take one attack and then vanish.&lt;br /&gt;
|-&lt;br /&gt;
|ink || Character has been inked. Display is all goofed up with large black splotches.&lt;br /&gt;
|-&lt;br /&gt;
|seraph form || Character has seraph form and can&#039;t cast spells.&lt;br /&gt;
|-&lt;br /&gt;
|reflect || Spells targetted at the character bounce back the wrong way&lt;br /&gt;
|-&lt;br /&gt;
|surefire casting || Character has surecasting on.&lt;br /&gt;
|-&lt;br /&gt;
|jinx || Character has a 33% chance of dropping any [[weapon]] they&#039;re wielding in any combat round.&lt;br /&gt;
|-&lt;br /&gt;
|leechseed || Character is under the effects of the Leech Seed spell. *Cannot be set on a mob&#039;s template or applied by an item.&lt;br /&gt;
|-&lt;br /&gt;
|bees || Character is covered in bees which deal periodic damage.&lt;br /&gt;
|-&lt;br /&gt;
|choke || Character is affected by Choke and casts spells at 3/4 the normal strength.&lt;br /&gt;
|-&lt;br /&gt;
|endure || Character cannot be reduced below 1hp.&lt;br /&gt;
|-&lt;br /&gt;
|sheltered || Character is being sheltered by a friendly Templar. *Cannot be set on a mob&#039;s template or applied by an item.&lt;br /&gt;
|-&lt;br /&gt;
|bide || Character is using the skill Bide. *Cannot be set on a mob&#039;s template or applied by an item.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Some of these affects can&#039;t be applied to a mob&#039;s template, only by spells; homing attack, stat enhancement, extension, kamikaze, short term combat effect, oozaru form, double image, seraph form, Jumi empathy, surefire casting, and leechseed.&lt;br /&gt;
&lt;br /&gt;
===OBJ FLAGS===&lt;br /&gt;
For more details on object types see [[Flags Compendium/Obj Types]]&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[light]] || Light sources, go in a special &#039;light&#039; slot when equipped no matter what wear flags you use&lt;br /&gt;
|-&lt;br /&gt;
|[[scroll]] || Can be recited or read to cast 1-4 spells on a target. Works from base inventory, consumed when used, uses [[Artifice]] skill.&lt;br /&gt;
|-&lt;br /&gt;
|[[wand]] || Can be zapped or used to cast 1 spell a set number of times on a target. Must be equipped, any slot is OK. Uses [[Artifice]] skill. Explodes when out of charges unless NOEXPLODE extra flag is set.&lt;br /&gt;
|-&lt;br /&gt;
|[[staff]] || Can be brandished or used to cast 1 spell a set number of times on all targets in a room! Must be equipped, any slot is OK. Uses [[Artifice]] skill. Explodes when out of charges unless NOEXPLODE extra flag is set.&lt;br /&gt;
|-&lt;br /&gt;
|[[weapon]] || Changes wearer&#039;s melee autoattack damage to the type and amount specified in the object. Must be in the Wield slot to work.&lt;br /&gt;
|-&lt;br /&gt;
|[[treasure]] || No inherent properties, reserved for salable loot.&lt;br /&gt;
|-&lt;br /&gt;
|armor || Modifies wearer&#039;s armor values. Can be equipped anywhere.&lt;br /&gt;
|-&lt;br /&gt;
|[[potion]] || Can be quaffed or drunk to cast 1-4 spells on the drinker. Works from base inventory, consumed when used.&lt;br /&gt;
|-&lt;br /&gt;
|[[furniture]] || Various flags allow characters to sit, rest, stand, or sleep on, in, or at these objects. Recovery rates can be modified as well.&lt;br /&gt;
|-&lt;br /&gt;
|[[trash]] || No inherent properties, reserved for nonsalable loot.&lt;br /&gt;
|-&lt;br /&gt;
|[[container]] || Object that holds other objects. Can be closable/lockable like a door.&lt;br /&gt;
|-&lt;br /&gt;
|[[drinkcontainer]] || Holds a set quantity of a certain [[liquid]]. Liquids can be replaced with different liquids. Disappears when empty unless NOEXPLODE is set.&lt;br /&gt;
|-&lt;br /&gt;
|[[key]] || Object vanishes on logout. Has no other properties.&lt;br /&gt;
|- &lt;br /&gt;
|[[food]] || Can be eaten for food/full value and cast 1 spell on the eater.&lt;br /&gt;
|- &lt;br /&gt;
|[[money]] || Is abstracted into current wealth when picked up by a player. Dropped wealth turns into a money object. The Priest class can sacrifice money to recover mana for 1 MP per 50 silver.&lt;br /&gt;
|- &lt;br /&gt;
|boat || Can be equipped or in base inventory for players to move in water rooms. Defunct.&lt;br /&gt;
|- &lt;br /&gt;
|npccorpse || NPC [[Corpse]]. Reserved.&lt;br /&gt;
|- &lt;br /&gt;
|[[fountain]] || Like a drinkcontainer but the [[liquid]] inside can&#039;t be poisoned. Drinkcontainers can also be &#039;fill&#039;ed from it.&lt;br /&gt;
|- &lt;br /&gt;
|[[pill]] || Can be eaten to cast 1-4 spells on the drinker. Works from base inventory, consumed when used.&lt;br /&gt;
|- &lt;br /&gt;
|protect || Uncoded junk. Don&#039;t use.&lt;br /&gt;
|- &lt;br /&gt;
|map || Uncoded junk. Don&#039;t use.&lt;br /&gt;
|- &lt;br /&gt;
|[[portal]] || Objects that can be &#039;entered&#039; to take the character to a set room. Can be closable/lockable like a door.&lt;br /&gt;
|- &lt;br /&gt;
|warpstone || Used to be necessary for the Nexus spell.&lt;br /&gt;
|- &lt;br /&gt;
|roomkey || Uncoded junk. Don&#039;t use.&lt;br /&gt;
|- &lt;br /&gt;
|gem || Uncoded junk. Don&#039;t use.&lt;br /&gt;
|- &lt;br /&gt;
|[[jewelry]] || No inherent properties. Used for equippables that aren&#039;t armor.&lt;br /&gt;
|- &lt;br /&gt;
|[[Event Item|event]] || An object with both charges and cooldown capability, which executes an mprog when &#039;zap&#039;ped or &#039;use&#039;d. Uses [[Artifice]] skill.&lt;br /&gt;
|- &lt;br /&gt;
|slotmachine || &amp;lt;s&amp;gt;Type &amp;quot;Game slots&amp;quot; at a slot machine to spin the wheel. Slot machines can have their cost and jackpot size specified in the object template.&amp;lt;/s&amp;gt; Just kidding! Disabled.&lt;br /&gt;
|- &lt;br /&gt;
|gun || Uncoded junk. Don&#039;t use.&lt;br /&gt;
|- &lt;br /&gt;
|ammo || Uncoded junk. Don&#039;t use.&lt;br /&gt;
|- &lt;br /&gt;
|[[vehicle]] || Vehicles allow players to consume less movement points as they travel, move faster, and/or travel to rooms they can&#039;t enter on foot.&lt;br /&gt;
|- &lt;br /&gt;
|exit || Uncoded junk. Don&#039;t use. Not the same as a real [[exit]].&lt;br /&gt;
|- &lt;br /&gt;
|[[rod]] || Can be zapped or used to cast 1 spell on a target with a set delay between uses. Must be equipped, any slot is OK. Uses [[Artifice]] skill.&lt;br /&gt;
|}&lt;br /&gt;
====EXTRA FLAGS====&lt;br /&gt;
{|&lt;br /&gt;
|glow || Item can be seen in the dark, shows (glowing) before its short desc&lt;br /&gt;
|-&lt;br /&gt;
|hum || Item shows (Humming) before its short desc&lt;br /&gt;
|-&lt;br /&gt;
|norecharge || Wand, staff, rod, or event can&#039;t be recharged with the Recharge spell.&lt;br /&gt;
|-&lt;br /&gt;
|autoconsume || Item is automatically used as soon as it&#039;s picked up off the ground. Works with [[potions]], [[pills]], and [[artifice]] items.&lt;br /&gt;
|-&lt;br /&gt;
|evil || Item has a red aura if you can detect evil, can be removed with Bless.&lt;br /&gt;
|-&lt;br /&gt;
|invis || Item can only be seen if you have detect invis, and shows (Invis) if you can&lt;br /&gt;
|-&lt;br /&gt;
|magic || Item shows as magic if you can detect magic&lt;br /&gt;
|-&lt;br /&gt;
|nodrop || Item can&#039;t be dropped, can be removed with Bless&lt;br /&gt;
|-&lt;br /&gt;
|bless || Item has a blue aura if you can detect good, can&#039;t be poisoned, and is a little easier to enchant. Is removed by Curse.&lt;br /&gt;
|-&lt;br /&gt;
|noremove || Item can&#039;t be removed. This flag is removed by uncursing&lt;br /&gt;
|-&lt;br /&gt;
|inventory || Item is part of a shopkeeper&#039;s inventory and will be sold with infinite quantity left. Also evaporates when the holder dies, like rotdeath.&lt;br /&gt;
|-&lt;br /&gt;
|nopurge || Item can&#039;t be purged. Use sparingly!&lt;br /&gt;
|-&lt;br /&gt;
|rotdeath || Item poofs when whoever is holding it dies. If a mob dies with one of these, it will vanish.&lt;br /&gt;
|-&lt;br /&gt;
|visdeath || Item can only be seen by immortals&lt;br /&gt;
|-&lt;br /&gt;
|uncounted || Item doesn&#039;t count against the holder&#039;s carry number or weight capacities.&lt;br /&gt;
|-&lt;br /&gt;
|nonmetal || Item is unaffected by Heat Metal&lt;br /&gt;
|-&lt;br /&gt;
|meltdrop || Item poofs when dropped or stolen. If a mob dies with one of these, it will appear in the room. &lt;br /&gt;
|-&lt;br /&gt;
|decaying || Item loses 1 condition per minute, then disintegrates.&lt;br /&gt;
|-&lt;br /&gt;
|sellextract || Item poofs when sold to shopkeeper -- doesn&#039;t show up in their inventory&lt;br /&gt;
|-&lt;br /&gt;
|nodestroy || (AKA burn_proof in the code for some reason) Item can&#039;t be poisoned, and can&#039;t be destroyed by various item-destroying affects (which I think are disabled)&lt;br /&gt;
|-&lt;br /&gt;
|nouncurse || Item can&#039;t be uncursed. (nodrop, noremove flags)&lt;br /&gt;
|-&lt;br /&gt;
|runic || Unused&lt;br /&gt;
|-&lt;br /&gt;
|adhesive || Item stays with a player, not on their corpse&lt;br /&gt;
|-&lt;br /&gt;
|nochk || [[Wand]], [[Scroll]], [[Staff]], [[Rod]], and [[Event Item|Event]] items with this flag won&#039;t check a character&#039;s [[artifice]] skill when used, but just always work&lt;br /&gt;
|-&lt;br /&gt;
|noremort || Item can&#039;t be carried through a remort&lt;br /&gt;
|-&lt;br /&gt;
|inert || Item doesn&#039;t appear in rooms its in&lt;br /&gt;
|-&lt;br /&gt;
|noexplode || Wand and staff type item won&#039;t disintegrate when their charges are used up. Drinkcontainers won&#039;t poof when empty.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====EXTRA2 FLAGS====&lt;br /&gt;
{|&lt;br /&gt;
|antihuman || Can&#039;t be equipped by Human race&lt;br /&gt;
|-&lt;br /&gt;
|antimoogle || Can&#039;t be equipped by Moogle race&lt;br /&gt;
|-&lt;br /&gt;
|antisaiyan || Can&#039;t be equipped by Saiyan race&lt;br /&gt;
|-&lt;br /&gt;
|antiesper || Can&#039;t be equipped by Esper race&lt;br /&gt;
|-&lt;br /&gt;
|antihylian || Can&#039;t be equipped by Hylian race&lt;br /&gt;
|-&lt;br /&gt;
|antikokiri || Can&#039;t be equipped by Kokiri race&lt;br /&gt;
|-&lt;br /&gt;
|antigiganto || Can&#039;t be equipped by Giganto race&lt;br /&gt;
|-&lt;br /&gt;
|antimatango || Can&#039;t be equipped by Matango race&lt;br /&gt;
|-&lt;br /&gt;
|antireploid || Can&#039;t be equipped by Reploid race&lt;br /&gt;
|-&lt;br /&gt;
|antikoopa || Can&#039;t be equipped by Koopa race&lt;br /&gt;
|-&lt;br /&gt;
|antipmpkn || Can&#039;t be equipped by Pumpkinhead race&lt;br /&gt;
|-&lt;br /&gt;
|antiknight || Can&#039;t be equipped by Knight class&lt;br /&gt;
|-&lt;br /&gt;
|antiwarrior || Can&#039;t be equipped by Warrior class&lt;br /&gt;
|-&lt;br /&gt;
|antithief || Can&#039;t be equipped by Thief class&lt;br /&gt;
|-&lt;br /&gt;
|antiwizard || Can&#039;t be equipped by Wizard class&lt;br /&gt;
|-&lt;br /&gt;
|antipriest || Can&#039;t be equipped by Priest class&lt;br /&gt;
|-&lt;br /&gt;
|antigeomancer || Can&#039;t be equipped by Geomancer class&lt;br /&gt;
|-&lt;br /&gt;
|antisummoner || Can&#039;t be equipped by Summoner class&lt;br /&gt;
|-&lt;br /&gt;
|antifemale || Can&#039;t be equipped by female characters&lt;br /&gt;
|-&lt;br /&gt;
|antimale || Can&#039;t be equipped by male characters&lt;br /&gt;
|-&lt;br /&gt;
|antineuter || Can&#039;t be equipped by sexless characters&lt;br /&gt;
|-&lt;br /&gt;
|cursed || Item becomes noremove when equipped&lt;br /&gt;
|-&lt;br /&gt;
|unique || Characters can&#039;t pick up one of these if they already have one.&lt;br /&gt;
|-&lt;br /&gt;
|remortable || Item was carried through a remort and won&#039;t vanish on logout if it&#039;s out of the player&#039;s level range.&lt;br /&gt;
|-&lt;br /&gt;
|antinu || Can&#039;t be equipped by Nu race&lt;br /&gt;
|-&lt;br /&gt;
|antikirby || Can&#039;t be equipped by Kirby race&lt;br /&gt;
|-&lt;br /&gt;
|antilobsterman || Can&#039;t be equipped by Lobster race&lt;br /&gt;
|-&lt;br /&gt;
|antiranboob || Can&#039;t be equipped by Ranboob race&lt;br /&gt;
|-&lt;br /&gt;
|antijumi || Can&#039;t be equipped by Jumi race&lt;br /&gt;
|-&lt;br /&gt;
|antidancer || Can&#039;t be equipped by Dancer class&lt;br /&gt;
|-&lt;br /&gt;
|antimob || Can&#039;t be equipped by mobs&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* NOTE: Old classes are affected by antiwizard, etc, just as new ones are.&lt;br /&gt;
&lt;br /&gt;
====EXTRA3 FLAGS====&lt;br /&gt;
{|&lt;br /&gt;
|exalted || Can only be equipped by players who have remorted at least once (if remort $n &amp;gt;= 2)&lt;br /&gt;
|-&lt;br /&gt;
|heroic || Can only be equipped by players who have remorted at least five times (if remort $n &amp;gt;= 6)&lt;br /&gt;
|-&lt;br /&gt;
|epic|| Can only be equipped by players who have remorted at least ten times (if remort $n &amp;gt;= 11)&lt;br /&gt;
|-&lt;br /&gt;
|perishable|| Object will disappear on logout if the character is not in the object&#039;s source area.&lt;br /&gt;
|-&lt;br /&gt;
|owned|| Object cannot be equipped unless it shares all name keywords with the character.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* NOTE 1: Objects restricted by number of remorts will also not be saved to unqualified player files when logging out, UNLESS they are somehow also flagged as remortable.&lt;br /&gt;
* NOTE 2: Mobiles cannot remort, so exalted, heroic, and epic objects are effectively also antimob.&lt;br /&gt;
&lt;br /&gt;
===AREA EXFLAGS===&lt;br /&gt;
{|&lt;br /&gt;
|visdeath || Area is not visible on &#039;areas&#039; display.&lt;br /&gt;
|-&lt;br /&gt;
|norecall || No recalling anywhere within this area.&lt;br /&gt;
|-&lt;br /&gt;
|nosummon || No summoning within this area.&lt;br /&gt;
|-&lt;br /&gt;
|noweather || Weather is always 0 wind, 0 sky, and the &#039;weather&#039; command fails with no map displayed.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Technical Information]]&lt;/div&gt;</summary>
		<author><name>Pascal</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=Mprog_Compendium&amp;diff=2216</id>
		<title>Mprog Compendium</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=Mprog_Compendium&amp;diff=2216"/>
		<updated>2019-02-04T15:49:12Z</updated>

		<summary type="html">&lt;p&gt;Pascal: /* MOB COMMANDS */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:2Mprog3.jpg|right|thumb|212px|No clear results from Google images on what an Mprog looks like.]]&lt;br /&gt;
&lt;br /&gt;
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&#039;re just a tourist, check out some [[Mprog Compendium/Examples|examples]]&lt;br /&gt;
&lt;br /&gt;
===IFCHECKS===&lt;br /&gt;
&lt;br /&gt;
    rand 		if rand 30		- if random number between 1 and 100 is &amp;lt; 30&lt;br /&gt;
    exists		if exists $n		- does $n exist somewhere&lt;br /&gt;
    ishere   		if ishere $q            - is $q in this room?&lt;br /&gt;
    mobexists		if mobexists fido	- is there a fido mob somewhere&lt;br /&gt;
    			if mobexists 1233	- is there mob vnum 1233 somewhere&lt;br /&gt;
    objexists		if objexists sword	- is there a sword obj somewhere&lt;br /&gt;
    			if objexists 1233	- is there obj vnum 1233 somewhere&lt;br /&gt;
    mobhere		if mobhere fido		- is there a &#039;fido&#039; mob in this room?&lt;br /&gt;
 			if mobhere 1233		- is there mob vnum 1233 in this room?&lt;br /&gt;
    objhere		if objhere bottle	- is there a &#039;bottle&#039; obj in this room?&lt;br /&gt;
 	-can&#039;t see in	if objhere 1233		- is there obj vnum 1233 in this room?&lt;br /&gt;
 	 containers&lt;br /&gt;
    isself		if isself $n            - evaluate equivalence between a character and the acting mob&lt;br /&gt;
    people		if people &amp;gt; 4		- does room contain &amp;gt; 4 people&lt;br /&gt;
    players		if players &amp;gt; 1		- does room contain &amp;gt; 1 pcs *in event obj progs the player doesn&#039;t count in if players checks&lt;br /&gt;
    mobs   		if mobs &amp;gt; 2		- does room contain &amp;gt; 2 mobiles&lt;br /&gt;
    clones		if clones &amp;gt; 3   	- are there &amp;gt; 3 mobs of $i&#039;s vnum here&lt;br /&gt;
    duplicates		if duplicates $n &amp;gt; 3	- are there &amp;gt; 3 mobs of $n&#039;s vnum here&lt;br /&gt;
    order		if order == 0		- is mob the first in room&lt;br /&gt;
 &lt;br /&gt;
    hour 		if hour &amp;gt; 11		- is the time &amp;gt; 11 o&#039;clock&lt;br /&gt;
         Sunrise occurs at 6am (hour 6)&lt;br /&gt;
         Sunset occurs at 6pm (hour 18)&lt;br /&gt;
    day                  if day &amp;gt; 0              - is today not the first day of the week&lt;br /&gt;
         0 - Mana Holy Day&lt;br /&gt;
         1 - Luna Day        &lt;br /&gt;
         2 - Salamando Day&lt;br /&gt;
         3 - Undine Day&lt;br /&gt;
         4 - Dryad Day&lt;br /&gt;
         5 - Jinn Day&lt;br /&gt;
         6 - Gnome Day&lt;br /&gt;
    sky  		if sky &amp;gt; 2     		- is the sky rating &amp;gt; cloudy&lt;br /&gt;
 	0 - dry&lt;br /&gt;
 	1 - cloudless&lt;br /&gt;
 	2 - cloudy&lt;br /&gt;
 	3 - raining&lt;br /&gt;
 	4 - lightning&lt;br /&gt;
    wind 		if wind &amp;gt; 2		- is the wind rating &amp;gt; breeze&lt;br /&gt;
 	0 - stale&lt;br /&gt;
 	1 - none&lt;br /&gt;
 	2 - breeze&lt;br /&gt;
 	3 - windy&lt;br /&gt;
 	4 - gale&lt;br /&gt;
    sector		if sector $i == 5       - sector check&lt;br /&gt;
        0 - inside       1 - city         2 - field        3 - forest     &lt;br /&gt;
        4 - hills        5 - mountain     6 - swim         7 - noswim&lt;br /&gt;
        8 - unused       9 - air          10 - desert      11 - rock&lt;br /&gt;
        12 - road        13 - enter       14 - snow        15 - swamp&lt;br /&gt;
        16 - jungle      17 - ruins       18 - mount2      19 - coastal&lt;br /&gt;
        20 - developed   21 - void        22 - lava&lt;br /&gt;
 &lt;br /&gt;
    ispc   		if ispc $n 		- is $n a pc&lt;br /&gt;
    isnpc		if isnpc $n 		- is $n a mobile&lt;br /&gt;
    isgood		if isgood $n 		- is $n good&lt;br /&gt;
    isevil		if isevil $n 		- is $n evil&lt;br /&gt;
    isneutral		if isneutral $n 	- is $n neutral&lt;br /&gt;
    isimmort		if isimmort $n		- is $n immortal&lt;br /&gt;
    ischarm		if ischarm $n		- is $n charmed */&lt;br /&gt;
    isfollow		if isfollow $n		- is $n following someone&lt;br /&gt;
    isactive		if isactive $n		- is $n&#039;s position &amp;gt; SLEEPING&lt;br /&gt;
    isdelay		if isdelay $i		- does $i currently have a delay counter&lt;br /&gt;
    isvisible		if isvisible $n		- can mob see $n&lt;br /&gt;
    isfighting		if isfighting $n        - fighting check&lt;br /&gt;
    hastarget		if hastarget $i		- does $i have a valid remembered target&lt;br /&gt;
    istarget		if istarget $n		- is $n mob&#039;s remember target&lt;br /&gt;
 &lt;br /&gt;
    affected		if affected $n blind	- is $n affected by blind&lt;br /&gt;
    affected2		if affected2 $n frenzy  - &#039;&#039;&#039;(second set of affects, see mob template for list)&#039;&#039;&#039;&lt;br /&gt;
    shielded  		if shielded $n charge	- is $n shielded by charge&lt;br /&gt;
    act			if act $i sentinel	- is $i flagged sentinel&lt;br /&gt;
    act2 		if act2 $i noattack	- is $i flagged noattack&lt;br /&gt;
    off           	if off $i berserk	- is $i flagged berserk&lt;br /&gt;
    imm           	if imm $i fire		- is $i immune to fire &lt;br /&gt;
    vuln    		if vuln $i electricity  - is $i vulnerable to electricity&lt;br /&gt;
    res        		if res $i cold          - is $i resistant to cold&lt;br /&gt;
    carries		if carries $n sword	- does $n have a &#039;sword&#039;&lt;br /&gt;
 			if carries $n 1233	- does $n have obj vnum 1233&lt;br /&gt;
                                                - (doesn&#039;t check to see if wearing, ONLY if in inventory)&lt;br /&gt;
    wears		if wears $n lantern	- is $n wearing a &#039;lantern&#039;&lt;br /&gt;
 			if wears $n 1233	- is $n wearing obj vnum 1233&lt;br /&gt;
    upon      		if upon $n motorcycle   - is $n riding/using as furniture a &#039;motorcycle&lt;br /&gt;
              		if upon $n 1233         - is $n riding/using as furniture obj vnum 1233&lt;br /&gt;
    has    		if has $n weapon	- does $n have obj of type weapon&lt;br /&gt;
    uses  		if uses $n armor	- is $n wearing obj of type armor&lt;br /&gt;
    pos			if pos $n standing	- is $n standing&lt;br /&gt;
    name  		if name $n puff		- is $n&#039;s name &#039;puff&#039;&lt;br /&gt;
    clan 		if clan $n &#039;tuna&#039; 	- does $n belong to clan &#039;tuna&#039;&lt;br /&gt;
    race 		if race $n dragon	- is $n of &#039;dragon&#039; race&lt;br /&gt;
    class		if class $n wizard	- is $n&#039;s class &#039;wizard&#039;&lt;br /&gt;
    subclass		if subclass $n &amp;gt; 0      - subclass check&lt;br /&gt;
    skill		if skill $n &#039;big boo&#039;   - does $n have the big boo skill&lt;br /&gt;
    skillchk		if skillchk $n &#039;fire&#039; &amp;gt; 90 - character&#039;s skill percentage check&lt;br /&gt;
    objtype		if objtype $o scroll	- is $o a scroll type obj&lt;br /&gt;
    quest		if quest $n nerb1	- is quest flag nerb1 toggled for $n&lt;br /&gt;
    remort		if remort $n &amp;gt; 1        - has $n remorted at least once?&lt;br /&gt;
                                                  (New characters start at &amp;quot;if remort == 1&amp;quot;;&lt;br /&gt;
                                                   first remort is at &amp;quot;if remort == 2&amp;quot;)&lt;br /&gt;
    brief 		if isbrief $n 		- does $n have &#039;brief&#039; toggled? *only works for players&lt;br /&gt;
 &lt;br /&gt;
    vnum 		if vnum $i == 1233  	- virtual number check&lt;br /&gt;
    room 		if room $i == 1233	- room virtual number&lt;br /&gt;
    roomaff		if roomaff sandstorm    - room affect check (&#039;? roomaff&#039; in editor to see valid flags)&lt;br /&gt;
    roomflag		if roomflag dark	- room flag check (&#039;? room&#039; in editor to see valid flags)&lt;br /&gt;
    align		if align $n &amp;lt; -1000	- alignment check&lt;br /&gt;
    level		if level $n &amp;lt; 5		- level check&lt;br /&gt;
         		if level $o == 0        - works on objects too&lt;br /&gt;
    sex			if sex $i == 0		- sex check&lt;br /&gt;
 	0 - none&lt;br /&gt;
 	1 - male&lt;br /&gt;
 	2 - female&lt;br /&gt;
    innate		if innate $n == 1	- innate check&lt;br /&gt;
        0 - None&lt;br /&gt;
        1 - Water&lt;br /&gt;
        2 - Moon&lt;br /&gt;
        3 - Wood&lt;br /&gt;
        4 - None (Don&#039;t use)&lt;br /&gt;
        5 - Wind&lt;br /&gt;
        6 - Earth&lt;br /&gt;
        7 - Fire&lt;br /&gt;
    size		if size $n &amp;lt; 2		- size check&lt;br /&gt;
 	0 - tiny&lt;br /&gt;
 	1 - small&lt;br /&gt;
 	2 - medium&lt;br /&gt;
 	3 - large&lt;br /&gt;
 	4 - huge&lt;br /&gt;
 	5 - giant&lt;br /&gt;
 &lt;br /&gt;
    counter		if counter $i &amp;gt;= 6 	- mob counter check&lt;br /&gt;
    money		if money $n &amp;gt; 500	- money check (in silver)&lt;br /&gt;
    objval0		if objval0 $o &amp;gt; 1000 	- object value[] checks 0-4 (check object type in oedit for relevant variables)&lt;br /&gt;
    objval1						-for money in bribe triggers use objval0 for silver and objval1 for gold&lt;br /&gt;
    objval2&lt;br /&gt;
    objval3&lt;br /&gt;
    objval4&lt;br /&gt;
    objcost		if objcost $o &amp;gt;= 50 	- cost of the obj in silver&lt;br /&gt;
    objweight		if objweight $o &amp;lt; 100 	- weight of the obj in 1/10lbs&lt;br /&gt;
    objextra		if objextra $o glow 	- does $o have glow&lt;br /&gt;
    objextra2		if objextra2 $o unique 	- is $o unique&lt;br /&gt;
    objextra3		if objextra3 $o owned 	- is $o owned&lt;br /&gt;
    objcond 		if objcond $o &amp;gt; 50 	- object condition value check&lt;br /&gt;
 			if objcond pie &amp;gt; 50 	&lt;br /&gt;
    wenchant		if wenchant $o == 10    - has $o been enchanted 10 times (weapon only)&lt;br /&gt;
    aenchant		if aenchant $o == 10    - has $o been enchanted 10 times (armor only)&lt;br /&gt;
 &lt;br /&gt;
    grpsize		if grpsize $n &amp;gt; 6	- group size check&lt;br /&gt;
 							-a solo player is a group size of 0&lt;br /&gt;
 							 -all pets and charmies count toward group size&lt;br /&gt;
 							  -they don&#039;t count if they aren&#039;t in the room with the target&lt;br /&gt;
    str			if str $n &amp;gt; 13		- strength check&lt;br /&gt;
    int			if int $i &amp;lt; 18		- intelligence check&lt;br /&gt;
    wis			if wis $q == 25		- wisdom check&lt;br /&gt;
    dex			if dex $f &amp;gt;= 8		- dexterity check&lt;br /&gt;
    con			if con $g &amp;lt;= 20		- constitution check&lt;br /&gt;
    hpchk		if hpchk $n &amp;lt; 15 	- hit point check&lt;br /&gt;
    hpcnt		if hpcnt $i &amp;gt; 30	- hit point percent check&lt;br /&gt;
    mpchk        	if mpchk $i &amp;gt; 8  	- mana point check&lt;br /&gt;
    mpcnt		if mpcnt $i &amp;gt; 50 	- mana percentage check&lt;br /&gt;
    mvchk 		if mvchk $i &amp;gt; 25 	- movement point check&lt;br /&gt;
    drunk		if drunk $n &amp;gt;= 5        - drunkenness check&lt;br /&gt;
    khexists		if khexists $n 1234     - does mob of this vnum exist in kill history (bodycount)&lt;br /&gt;
    khcount		if khcount $n 1234 &amp;gt; 5  - is number of mob of this vnum in kill history higher than 5&lt;br /&gt;
 &lt;br /&gt;
 IFCHKS can be used with &#039;or&#039;, &#039;and&#039;, and &#039;else&#039;. Ex:&lt;br /&gt;
  	-NOTE: can only use EITHER &#039;or&#039; or &#039;and&#039; per ifchk.&lt;br /&gt;
  	-NOTE: &#039;else&#039; can be combined with &#039;or&#039; and &#039;and&#039; ifchks.&lt;br /&gt;
 		if room $i &amp;gt;= 500 		- is the room vnum both greater than or equal to 500 and less than or equal to 1000?&lt;br /&gt;
 		and room $i &amp;lt;= 1000 			i.e. between 500 and 1000, including both 500 and 1000.&lt;br /&gt;
 &lt;br /&gt;
  		if dex $n &amp;gt; 12 			- are $n&#039;s dex AND str both greater than 12?&lt;br /&gt;
  		and str $n &amp;gt; 12&lt;br /&gt;
 &lt;br /&gt;
 		if hour &amp;gt;= 18 			- is the hour later than 6pm or earlier than 6am?&lt;br /&gt;
 		or hour &amp;lt;= 6 				i.e. is it between 6pm and 6am, including both 6pm and 6am.&lt;br /&gt;
 								*&#039;or&#039; must be used for this type of &#039;evening&#039; check because&lt;br /&gt;
 								the numbers don&#039;t circle like a real clock - it can&#039;t be both&lt;br /&gt;
 								greater than 18 and less than 6.&lt;br /&gt;
 		if class $n thief 		- is $n a thief OR a warrior?&lt;br /&gt;
 		or class $n warrior&lt;br /&gt;
 &lt;br /&gt;
 		if uses $n weapon 		- does $n have an object type of &#039;weapon&#039; equipped?&lt;br /&gt;
 		 mob exitpermit 			yes: they may pass through.&lt;br /&gt;
 		else&lt;br /&gt;
 		 say You need a weapon first! 		no: mob says You need a weapon first!&lt;br /&gt;
  		endif&lt;br /&gt;
 &lt;br /&gt;
 Every if needs an endif. &#039;Or&#039;, &#039;and&#039;, and &#039;else&#039; do not require additional endifs.&lt;br /&gt;
&lt;br /&gt;
===VARIABLES===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
====Ifcheck Variables:====&lt;br /&gt;
 $f	the pet of the mob remember target&lt;br /&gt;
 $g	the master of the mob remember target&lt;br /&gt;
 $i	the acting mob himself&lt;br /&gt;
 $n	the target of the mob&lt;br /&gt;
 $o	the target object of the mob&lt;br /&gt;
 $p	the secondary target object of the mob (act trigger only)*&lt;br /&gt;
 $q	the mob remember target&lt;br /&gt;
 $r	random character in room&lt;br /&gt;
 $t	the secondary target of the mob (act trigger only)*&lt;br /&gt;
 $z	the counter of the acting mob&lt;br /&gt;
 &lt;br /&gt;
 For use in event mprogs:&lt;br /&gt;
 &lt;br /&gt;
 $n	is the targetted mob or player&lt;br /&gt;
 $o	is the targetted object&lt;br /&gt;
 $i	is the acting player&lt;br /&gt;
 $p	is the actual event item being activated&lt;br /&gt;
 $y	will always refer to the person using the event item&lt;br /&gt;
     (useful when the event forces other mobs)&lt;br /&gt;
 $n and $o cannot exist at the same time in an event mprog&lt;br /&gt;
 players are considered to be vnum 0 when using a &#039;vnum $i&#039; check.&lt;br /&gt;
&lt;br /&gt;
====General Variables:====&lt;br /&gt;
 	$a	the numerical damage amount of the last successful Mob Damage (only works with Mob Echo)&lt;br /&gt;
 	$b	the race (for PCs) or shortdesc (for mobs) of the mob&#039;s remember target&lt;br /&gt;
 	$B	the level of the mob&#039;s remember target&lt;br /&gt;
 	$e	the subject pronoun of the mob&#039;s target&lt;br /&gt;
 	$E	the subject pronoun of the mob&#039;s secondary target*&lt;br /&gt;
 	$f	the name of the pet of the mob&#039;s remember target&lt;br /&gt;
 	$F	the short desc of the pet of the mob&#039;s remember target&lt;br /&gt;
 	$g	the name of the master of the mob&#039;s remember target&lt;br /&gt;
 	$G	the short desc of the master of the mob&#039;s remember target&lt;br /&gt;
 	$i	the name of the acting mob&lt;br /&gt;
 	$I	the short desc of the acting mob&lt;br /&gt;
 	$j	the subject pronoun of the acting mob (he/she/it)&lt;br /&gt;
 	$J	the subject pronoun of a random character&lt;br /&gt;
 	$k	the object pronoun of the acting mob (him/her/it)&lt;br /&gt;
 	$K	the object pronoun of a random character&lt;br /&gt;
 	$l	the possessive adjective of the acting mob (his/her/its)&lt;br /&gt;
 	$L	the possessive adjective of a random character&lt;br /&gt;
 	$m	the object pronoun of the mob&#039;s target&lt;br /&gt;
 	$M	the object pronoun of the mob&#039;s secondary target*&lt;br /&gt;
 	$n	the name of the mob&#039;s target&lt;br /&gt;
 	$N	the short desc of the mob&#039;s target&lt;br /&gt;
 	$o	the name of the mob&#039;s object target&lt;br /&gt;
 	$O	the short desc of the mob&#039;s object target&lt;br /&gt;
 	$p	the name of the mob&#039;s secondary object target*&lt;br /&gt;
 	$P	the short desc of the mob&#039;s secondary object target*&lt;br /&gt;
 	$q	the name of the mob&#039;s remember target&lt;br /&gt;
 	$Q	the short desc of the mob&#039;s remember target&lt;br /&gt;
 	$r	the name of a random character&lt;br /&gt;
 	$R	the short desc of a random character&lt;br /&gt;
 	$s	the possessive adjective of the mob&#039;s target&lt;br /&gt;
 	$S	the possessive adjective of the mob&#039;s secondary target*&lt;br /&gt;
 	$t	the name of the mob&#039;s secondary target*&lt;br /&gt;
 	$T	the short desc of the mob&#039;s secondary target*&lt;br /&gt;
 	$X	the subject pronoun of the mob remember target&lt;br /&gt;
 	$Y	the object pronoun of the mob remember target&lt;br /&gt;
 	$z	the counter of the acting mob&lt;br /&gt;
 	$Z	the possessive adjective of the mob remember target&lt;br /&gt;
&lt;br /&gt;
OR:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!  !! Name !! Short Desc !! Subject Pronoun !! Object Pronoun !! Possessive Adjective&lt;br /&gt;
|-&lt;br /&gt;
|  || For Targetting || For Echoing || He/She/It || Him/Her/It || His/Her/Its&lt;br /&gt;
|-&lt;br /&gt;
|Acting Mob || $i || $I || $j || $k || $l&lt;br /&gt;
|-&lt;br /&gt;
|Mob&#039;s Target || $n || $N || $e || $m || $s&lt;br /&gt;
|-&lt;br /&gt;
|Secondary Target* || $t || $T || $E || $M || $S&lt;br /&gt;
|-&lt;br /&gt;
|Object Target || $o || $O&lt;br /&gt;
|-&lt;br /&gt;
|Secondary Object* || $p || $P&lt;br /&gt;
|-&lt;br /&gt;
|Random Character || $r || $R || $J || $K || $L&lt;br /&gt;
|-&lt;br /&gt;
|Mob Remember Target || $q || $Q || $X || $Y || $Z&lt;br /&gt;
|-&lt;br /&gt;
|Remember Target&#039;s Pet || $f || $F&lt;br /&gt;
|-&lt;br /&gt;
|Remember Target&#039;s Master|| $g || $G&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*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&#039;s attack and the mob had an act prog execute on that, Ami would be $t. $p and $t cannot exist at the same time.&lt;br /&gt;
&lt;br /&gt;
===MOB COMMANDS===&lt;br /&gt;
&lt;br /&gt;
The commands are grouped logically, not alphabetically. Commands that serve a similar purpose are grouped together, since I thought it would be more helpful that way. Every command has the appropriate syntax listed under it. Stuff in &amp;lt;brackets&amp;gt; denotes necessary parameters, stuff in [brackets] denotes unnecessary parameters. A synopsis of every command is listed as well. At the bottom of every entry I list examples of every command&#039;s usage. &lt;br /&gt;
&lt;br /&gt;
A list of examples is given for each command. Every command has up to five basic examples and a further list of advanced usages for the command. In general, I try to draw no more than one example from each area, unless a given area has two or more distinctly different advanced usages of a command. The examples can be accessed via mpdump.&lt;br /&gt;
&lt;br /&gt;
;ECHO:mob echo &amp;lt;string&amp;gt;&lt;br /&gt;
This command sends a text message to every player in the room. It is the basic command to output whatever you want via mobprogs. There are many more specialized versions of this command, all of which are listed below. Oftentimes echo is a better choice than having a mob say or emote something.&lt;br /&gt;
&lt;br /&gt;
Examples: 1362, 2206, 2553, 1161, 4715&lt;br /&gt;
&lt;br /&gt;
;ECHOAT:mob echoat &amp;lt;target&amp;gt; &amp;lt;string&amp;gt;&lt;br /&gt;
This command will echo a message to the specific player targetted in the room and no one else. In combination with the echoaround command, this can allow for messages that simulate real commands. Usually the echo command is preferable, but echoaround combined with echoat can allow for the distinction between &amp;quot;you&amp;quot; and &amp;quot;$n&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
Examples: 1072, 33, 152, 1502, 3007&lt;br /&gt;
&lt;br /&gt;
;ECHOAROUND:mob echoaround &amp;lt;target&amp;gt; &amp;lt;string&amp;gt;&lt;br /&gt;
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 &amp;quot;you&amp;quot; and &amp;quot;$n&amp;quot; in messages. Echoaround is generally useful when you want to hide certain messages from the target player.&lt;br /&gt;
&lt;br /&gt;
Examples: 1462, 4001, 4807, 3129, 4072&lt;br /&gt;
&lt;br /&gt;
;ASOUND:mob asound &amp;lt;string&amp;gt;&lt;br /&gt;
This command is similiar to echo. Unlike echo, however, asound will echo a message to every room that the mob&#039;s current room has an exit to - i.e., the surrounding rooms. What&#039;s interesting about asound is that it doesn&#039;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&#039;s room.&lt;br /&gt;
&lt;br /&gt;
Examples: 4017, 5683, 2217, 5494, 2714&lt;br /&gt;
&lt;br /&gt;
;ZECHO:mob zecho &amp;lt;string&amp;gt;&lt;br /&gt;
This command is a more powerful version of echo, echoing a message to every player in the mob&#039;s current area. Staff will get a &amp;quot;mob echo&amp;gt;&amp;quot; in front of every zecho message, but players won&#039;t. The applications of this command are pretty straightforward, and they can easily add some flavor to your area.&lt;br /&gt;
&lt;br /&gt;
Examples: 1035, 1003, 182&lt;br /&gt;
&lt;br /&gt;
;GECHO:mob gecho &amp;lt;string&amp;gt;&lt;br /&gt;
This command is a more powerful version of zecho, echoing a message to every player in the MUD. There probably aren&#039;t that many times anybody would want to use this, but it&#039;s a powerful command and it&#039;s there. Staff will get a &amp;quot;mob echo&amp;gt;&amp;quot; in front of every gecho message, but players won&#039;t.&lt;br /&gt;
&lt;br /&gt;
Examples: 419&lt;br /&gt;
&lt;br /&gt;
;GOTO:mob goto &amp;lt;location&amp;gt;&lt;br /&gt;
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. An interesting fact about goto is that it stops the mob&#039;s combat during the transfer, so it acts like a localized mob peace. Also, use of the goto command can disguise a mob&#039;s death cry - shown in the examples below. Mob goto can transfer through safe or no_mob room flags and can move sentinel mobs.&lt;br /&gt;
&lt;br /&gt;
Examples: 4004, 2712, 3116, 1021, 5555&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 2115, 4069, 1212, 1549, 2262, 71, 4851, 1053, 187, 733&lt;br /&gt;
&lt;br /&gt;
;TRANSFER:mob transfer &amp;lt;target&amp;gt; [location]&lt;br /&gt;
This command transfers the target to the given location. The location can be a room vnum or a single 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 &amp;quot;all,&amp;quot; which will move all characters in the mob&#039;s room. Mob transfer can transfer through safe or no_mob room flags and move sentinel mobs.&lt;br /&gt;
&lt;br /&gt;
Examples: 1452, 4014, 2708, 4854, 1714&lt;br /&gt;
&lt;br /&gt;
;GTRANSFER:mob transfer &amp;lt;target&amp;gt; [location]&lt;br /&gt;
This command works just like transfer, except it transfers everyone in the target&#039;s group as well as the target. However, you cannot gtransfer all. Besides that, it is entirely identical to transfer.&lt;br /&gt;
&lt;br /&gt;
Examples: None.&lt;br /&gt;
&lt;br /&gt;
;MLOAD:mob mload &amp;lt;vnum&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Examples: 1206, 1453, 39, 3119, 154&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 2729, 2262, 4076, 1404, 4849, 1563, 1003&lt;br /&gt;
&lt;br /&gt;
;OLOAD:mob oload &amp;lt;vnum&amp;gt; [level] [R] [W]&lt;br /&gt;
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. &amp;quot;R&amp;quot; will send the object to the room, and &amp;quot;W&amp;quot; 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&#039;s typical to simply use &#039;0 R&#039; or &#039;0 W&#039; to load objects in these ways. What&#039;s great about loading objects is that they can be used as &amp;quot;counters&amp;quot; in mobprogs, illustrated in some examples below.&lt;br /&gt;
&lt;br /&gt;
Examples: 1475, 1360, 3126, 2381, 2127&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 2232, 178, 5670, 4818&lt;br /&gt;
&lt;br /&gt;
;OTRANSFER:mob otransfer &amp;lt;target&amp;gt; &amp;lt;location&amp;gt;&lt;br /&gt;
This command transfers an object to a given location. The target object can be in the room, in the mob&#039;s inventory, or part of the mob&#039;s equipment. The location parameter can be a room vnum or an 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.&lt;br /&gt;
&lt;br /&gt;
Examples: 4868&lt;br /&gt;
&lt;br /&gt;
;PURGE:mob purge [target]&lt;br /&gt;
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&#039;s inventory or equipment. Mob purge will never purge player characters. A mob can &amp;quot;mob purge self,&amp;quot; but do so sparingly - it appears to be able to crash the MUD at times. When you do use &amp;quot;mob purge self,&amp;quot; try to place it as close to the end of mobprogs as possible. For extra security, always place &#039;break&#039; right after a mob purge self command.&lt;br /&gt;
&lt;br /&gt;
Examples: 53, 3149, 4829, 1581, 710&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 1005, 3123&lt;br /&gt;
&lt;br /&gt;
;JUNK:mob junk &amp;lt;item&amp;gt;&lt;br /&gt;
This command can destroy any item the mob has in inventory or is wearing as equipment. The &amp;lt;item&amp;gt; parameter is very versatile. You can junk all, or junk &#039;all something&#039;, 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&#039;s inventory. NOTE: items inside containers cannot be junked, but ifchks can see them.&lt;br /&gt;
&lt;br /&gt;
Examples: 1476, 2109, 1360, 2710, 4886&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 3146, 2216, 4015, 2387, 727, 1009, 1212, 5491, 3113&lt;br /&gt;
&lt;br /&gt;
;REMOVE:mob remove &amp;lt;target&amp;gt; &amp;lt;vnum/name&amp;gt;&lt;br /&gt;
This command removes the given object from the target&#039;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 &#039;mob remove $n sword&#039; 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&#039;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 &#039;mob remove&#039; things from players&#039; inventories without good reason.&lt;br /&gt;
&lt;br /&gt;
Examples: 1027, 4829, 1314, 1162, 5556&lt;br /&gt;
&lt;br /&gt;
;FLEE:mob flee&lt;br /&gt;
This command causes the mob to instantly run to an adjoining room. It only works if the mob is not currently fighting (simply use &#039;flee&#039; 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 &#039;leaves east&#039; 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&#039;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.&lt;br /&gt;
&lt;br /&gt;
Examples: 1006&lt;br /&gt;
&lt;br /&gt;
;KILL:mob kill &amp;lt;target&amp;gt;&lt;br /&gt;
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&#039;t attack itself, and charmed mobs can&#039;t attack their masters. When your mobile absolutely must attack someone, you want to use this instead of the regular kill command.&lt;br /&gt;
&lt;br /&gt;
Examples: 4700, 1456, 2712, 3123&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 1514, 2352, 3014, 1060, 161, 172&lt;br /&gt;
&lt;br /&gt;
;ASSIST:mob assist &amp;lt;target&amp;gt;&lt;br /&gt;
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&#039;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.&lt;br /&gt;
&lt;br /&gt;
Examples: None. This command is not mentioned in the standard mprog documentation.&lt;br /&gt;
&lt;br /&gt;
;HIT:mob hit &amp;lt;target&amp;gt;&lt;br /&gt;
Similar to Kill and Assist, this command causes the mob to attack the target. However, it doesn&#039;t care if the actor is already fighting -- this makes it useful for simulating special attacks.&lt;br /&gt;
&lt;br /&gt;
Examples: 1456&lt;br /&gt;
&lt;br /&gt;
;PEACE:mob peace&lt;br /&gt;
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&#039;s ideal for creating a gap in the fighting to execute commands that can&#039;t be done while fighting, then resuming the brawl. Additionally, it&#039;s a helpful command to use with inert or passive mobs.&lt;br /&gt;
&lt;br /&gt;
Examples: 5669, 4001, 3014, 172, 3139&lt;br /&gt;
&lt;br /&gt;
;SKILL:mob skill &amp;lt;command&amp;gt;&lt;br /&gt;
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%.&lt;br /&gt;
&lt;br /&gt;
Examples: 2511&lt;br /&gt;
&lt;br /&gt;
;DAMAGE:mob damage &amp;lt;target&amp;gt; &amp;lt;min&amp;gt; &amp;lt;max&amp;gt; [damtype] [lethal] [safe] [percent]&lt;br /&gt;
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 &#039;&#039;&#039;all&#039;&#039;&#039;, 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&#039;s hp above maximum. Note that healing this way ignores zombie status, distribute, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
Damtype specifies what [[damage type]] to use in respect to resistances and vulnerabilities. It can be any damage type you see with &amp;quot;? imm&amp;quot; in medit. A given mob damage can only have one given damtype.&amp;lt;br&amp;gt;&lt;br /&gt;
If you type &amp;quot;lethal&amp;quot; at the end of the command, the mob damage can kill the target. Otherwise, the target&#039;s hp will not drop below 0. [damtype] and [lethal]&#039;s positions in the command are interchangeable. If you type &amp;quot;safe&amp;quot; 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 &amp;quot;all&amp;quot; mob damages.&amp;lt;br&amp;gt;&lt;br /&gt;
The &amp;quot;percent&amp;quot; keyword changes the min and max from a damage quantity into a percentage of the target&#039;s maximum HP. It will not do more damage than the target&#039;s current HP, however.&lt;br /&gt;
&lt;br /&gt;
Examples: 4061, 4831, 1704, 1532&lt;br /&gt;
&lt;br /&gt;
;DAMECHO:mob damecho &amp;quot;message to target&amp;quot; &amp;quot;message to room&amp;quot; &amp;lt;target&amp;gt; &amp;lt;min&amp;gt; &amp;lt;max&amp;gt; [damtype] [lethal] [safe] [percent]&lt;br /&gt;
This command is extremely similar to &#039;mob damage&#039; 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. &lt;br /&gt;
&lt;br /&gt;
Examples: 701&lt;br /&gt;
&lt;br /&gt;
;CAST:mob cast &amp;lt;spell&amp;gt; [target]&lt;br /&gt;
This command allows a mob to cast any of the spells normally available to players. The spell parameter takes an argument, and you&#039;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&#039;s inventory, or, depending on the spell, no target at all. Mob cast costs no mana. You&#039;ll usually want to pair this command with a mob echo for more flavor.&lt;br /&gt;
&lt;br /&gt;
Examples: 4001, 2203, 4838, 301, 4716&lt;br /&gt;
&lt;br /&gt;
;MANA:mob mana &amp;lt;target&amp;gt; &amp;lt;min&amp;gt; &amp;lt;max&amp;gt;&lt;br /&gt;
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 &amp;quot;all,&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
Examples: 3139, 2748, 169, 701. This command is unique to CoD.&lt;br /&gt;
&lt;br /&gt;
;AWARD:mob award &amp;lt;target&amp;gt; &amp;lt;type&amp;gt; &amp;lt;value&amp;gt; [noscale]&lt;br /&gt;
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:&lt;br /&gt;
&lt;br /&gt;
 gold	-10000	10000		prac	10	-10		exp	-10000	10000&lt;br /&gt;
 silver	-10000	10000		train	5	-5 		align   -100    100&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The &#039;noscale&#039; argument is optional, and causes awarded experience to be a flat award regardless of the level of the player being awarded. Please keep in mind to level lock large experience rewards to keep quests relevant to the actual level of their area, when using noscale. Without &#039;noscale&#039;, &#039;mob award exp&#039; modifies awarded XP by 0-200% based on the level difference between target and mob, like XP gained from kills.&lt;br /&gt;
&lt;br /&gt;
Examples: 2260, 4022, 1027, 1116, 32. This command is unique to CoD.&lt;br /&gt;
&lt;br /&gt;
;QUEST:mob quest &amp;lt;target&amp;gt; &amp;lt;+/-/=&amp;gt; &amp;lt;questflag&amp;gt;&lt;br /&gt;
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. &amp;lt;+/-/=&amp;gt; indicates whether to set or unset the relevant quest flag; + and = are exactly the same. Each area automatically comes with 8 quest flags, regardless of the total vnums of the area, that will use the syntax of [area name]1-8 (without .are) ex. &#039;truce1&#039;. &lt;br /&gt;
&lt;br /&gt;
Examples: 54, 3113, 2390, 4874, 1596. This command is unique to CoD.&lt;br /&gt;
&lt;br /&gt;
;PETIFY:mob petify &amp;lt;target&amp;gt; &amp;lt;victim&amp;gt;&lt;br /&gt;
This command makes the victim the pet of the target. It works almost exactly like the staff command of the same name. Target and victim are arguments, and they can be any character in the world. However, mob petify will not work if victim is a player or if target already has a pet. It&#039;s probably not a great idea to petify a victim that&#039;s not in the same room as the target, even though you can within the extent of the command.&lt;br /&gt;
&lt;br /&gt;
Examples: 2106, 3196, 700, 707, 715. This command is unique to CoD.&lt;br /&gt;
&lt;br /&gt;
;FORCE:mob force &amp;lt;target&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
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 &amp;quot;all,&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
Examples: 5660, 3130, 2710, 3014, 2387&lt;br /&gt;
&lt;br /&gt;
;GFORCE:mob gforce &amp;lt;target&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
This command works just like force, except it forces everyone in the target&#039;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.&lt;br /&gt;
&lt;br /&gt;
Examples: 5276&lt;br /&gt;
&lt;br /&gt;
;VFORCE:mob vforce &amp;lt;vnum&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Examples: None.&lt;br /&gt;
&lt;br /&gt;
;MFORCE: mob mforce &amp;lt;target&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
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&#039;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 &#039;mob oload&#039; for a quest reward, as this bypasses item and weight carry limits, so there won&#039;t be any issues having them receive the item. &lt;br /&gt;
&lt;br /&gt;
Examples: None (for now).&lt;br /&gt;
&lt;br /&gt;
;AT:mob at &amp;lt;location&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
This command allows a mob to perform any single action at any location on the MUD. It&#039;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 any one word mob or object. The command parameter works just like a regular line of code in a mobprog. The &amp;lt;command&amp;gt; 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.&lt;br /&gt;
&lt;br /&gt;
Examples: 4073, 1003, 5664, 735, 2387&lt;br /&gt;
&lt;br /&gt;
;DELAY:mob delay &amp;lt;pulses&amp;gt;&lt;br /&gt;
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&#039;s delay trigger prog will execute, if it has one. Unless a mob has update_always, its delay counter won&#039;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.&lt;br /&gt;
&lt;br /&gt;
Examples: 182, 1005, 1502, 1061, 1806&lt;br /&gt;
&lt;br /&gt;
;CANCEL:mob cancel&lt;br /&gt;
This command cancels the mob&#039;s delay timer. It sets it to zero and stops the mob&#039;s delay triggers from activating. While waiting enough pulses will also let the delay timer reach zero, that will make the mob&#039;s delay triggers activate. This will not.&lt;br /&gt;
&lt;br /&gt;
Examples: 4011, 1009&lt;br /&gt;
&lt;br /&gt;
;REMEMBER:mob remember &amp;lt;target&amp;gt;&lt;br /&gt;
This command stores the name of a target in the mob&#039;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&#039;s name is stored as $q for the mob and will remain until a mob forget command, a new mob remember, or the mob&#039;s death. Mobs will remember players through player deaths, but will forget a player when that player logs out. A mob&#039;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.&lt;br /&gt;
&lt;br /&gt;
Examples: 4065, 1211, 1053, 1015, 160&lt;br /&gt;
&lt;br /&gt;
;FORGET:mob forget&lt;br /&gt;
This command empties the mob&#039;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).&lt;br /&gt;
&lt;br /&gt;
Examples: 738, 1501, 3142, 5508, 2727&lt;br /&gt;
&lt;br /&gt;
;CALL:mob call &amp;lt;vnum&amp;gt; [victim] [obj1] [obj2]&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Examples: 1368, 47, 1400, 2395, 5661&lt;br /&gt;
&lt;br /&gt;
;COUNTER: mob counter &amp;lt;value OR &#039;zero&#039;&amp;gt;&lt;br /&gt;
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 &#039;zero&#039; sets the counter to zero.&lt;br /&gt;
&lt;br /&gt;
Examples: 21, 22&lt;br /&gt;
&lt;br /&gt;
;FACE:mob face &amp;lt;long/short/name&amp;gt; &amp;lt;string&amp;gt;&lt;br /&gt;
This command changes the mob&#039;s long or short desc, or name, to whatever is specified. &lt;br /&gt;
&lt;br /&gt;
Examples: 9038&lt;br /&gt;
&lt;br /&gt;
;FLAG:mob flag &amp;lt;victim&amp;gt; &amp;lt;flag type&amp;gt; &amp;lt;flag&amp;gt; +/-&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;SDAMAGE:mob sdamage ??? ???&lt;br /&gt;
Appears to be an uncoded solution to the problem that the $a flag fixed.&lt;br /&gt;
&lt;br /&gt;
;SPAWN:mob spawn &amp;lt;victim&amp;gt; &amp;lt;room vnum&amp;gt;&lt;br /&gt;
The Spawn command will change the target&#039;s recall point to the specified room vnum.&lt;br /&gt;
&lt;br /&gt;
Examples: 9098&lt;br /&gt;
&lt;br /&gt;
;RESCUE:mob rescue &amp;lt;victim&amp;gt;&lt;br /&gt;
The Rescue command works as the Rescue skill does, but without the restrictions on grouping or any skill checks.&lt;br /&gt;
&lt;br /&gt;
;EXITPERMIT:mob exitpermit&lt;br /&gt;
Exitpermit allows mobs with exit progs to allow the character through the exit normally, instead of requiring transfer commands or other sneaky tricks.&lt;br /&gt;
&lt;br /&gt;
Examples: 2917&lt;br /&gt;
&lt;br /&gt;
;ASSET:mob asset &amp;lt;victim&amp;gt; &amp;lt;art/sound&amp;gt; &amp;lt;file&amp;gt; [duration in beats]&lt;br /&gt;
The Asset command is used for enhanced asciiart and sound functions using the Project Tuna client. For advanced usage, see [[Project_Tuna#Mob Asset]].&lt;br /&gt;
&lt;br /&gt;
Examples: 10289, 12002&lt;br /&gt;
&lt;br /&gt;
;OSET: mob oset &amp;lt;object name&amp;gt; &amp;lt;field&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
****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.&lt;br /&gt;
&lt;br /&gt;
Value:&lt;br /&gt;
(a) = requires a string or bit/flag name in place of value&lt;br /&gt;
(#) = requires a numerical value&lt;br /&gt;
&lt;br /&gt;
Mob oset will only target objects in the mob&#039;s inventory or in the same room as the mob.&lt;br /&gt;
&lt;br /&gt;
;MSET: mob mset &amp;lt;target&amp;gt; &amp;lt;field&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
Fields: str(#), dex(#), sex(a/#), level(#), maxhp(#), hp(#), maxmana(#), mana(#), maxmove(#), move(#), align(#), damtype(a), hitroll(#), magroll(#)&lt;br /&gt;
&lt;br /&gt;
This command seems to be incompletely implemented. Mobs can currently only mset themselves, but can be mob forced by other mobs to mset themselves.&lt;br /&gt;
&lt;br /&gt;
* See [[Oset_and_mset_tips_and_tricks]] for more information&lt;br /&gt;
&lt;br /&gt;
;ADDLAG: mob addlag &amp;lt;target&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;CLAN: mob clan &amp;lt;target&amp;gt; &amp;lt;clan&amp;gt;&lt;br /&gt;
This command allows a mob to add a player to a clan instead of requiring an Immortal&#039;s assistance. The clan must already be created, however.&lt;br /&gt;
&lt;br /&gt;
;PRETITLE: mob mforce &amp;lt;target&amp;gt; mob pretitle self &amp;lt;pretitle&amp;gt;&lt;br /&gt;
This command allows a mob to set a player&#039;s pretitle instead of requiring an Immortal&#039;s assistance. Technically a mob can only set their own pretitle to avoid setting someone else&#039;s pretitle by mistake, so this syntax causes the mob to force the player to set their own pretitle.&lt;br /&gt;
&lt;br /&gt;
===MOB TRIGGERS===&lt;br /&gt;
&lt;br /&gt;
The triggers are listed alphabetically, since there aren&#039;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.&lt;br /&gt;
&lt;br /&gt;
;ACT:addmprog &amp;lt;vnum&amp;gt; act &amp;lt;phrase&amp;gt;&lt;br /&gt;
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 &amp;lt;phrase&amp;gt; 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 &amp;lt;phrase&amp;gt; itself will require the color codes in order to trigger correctly. Act triggers can use one or more words in &amp;lt;phrase&amp;gt; - to set the phrase as multiple words, surrounded the phrase with &amp;quot;quotation marks.&amp;quot; When triggered by someone&#039;s speech, the act prog will activate before the &amp;lt;phrase&amp;gt; is actually spoken - making it look out of order. Many mobiles have an act prog with the phrase &amp;quot;talks to you,&amp;quot; which triggers on the talk social. This is especially common in towns and with humanoid mobs.&lt;br /&gt;
&lt;br /&gt;
;BRIBE:addmprog &amp;lt;vnum&amp;gt; bribe &amp;lt;amount, in silver&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;DAMTYPE:addmprog &amp;lt;vnum&amp;gt; damtype &amp;lt;type of damage&amp;gt;&lt;br /&gt;
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&#039;s number, not its name:&lt;br /&gt;
  0 - None*     1 - Bash      2 - Pierce    3 - Slash     4 - Fire      5 - Cold      6 - Electric&lt;br /&gt;
  7 - Acid      8 - Poison    9 - Negative 10 - Holy     11 - Energy   12 - Mental   13 - Draining&lt;br /&gt;
 14 - Water    15 - Light    16 - Other*   17 - Harm*    18 - Charm    19 - Sound    20 - Wood&lt;br /&gt;
 21 - Silver   22 - Iron     23 - Wind     24 - Earth    25 - Dark&lt;br /&gt;
&lt;br /&gt;
* Very, very few attacks use the None, Other, Harm, or Charm damtype to actually deal damage.&lt;br /&gt;
&lt;br /&gt;
;DEATH:addmprog &amp;lt;vnum&amp;gt; death &amp;lt;percent&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;DELAY:addmprog &amp;lt;vnum&amp;gt; delay &amp;lt;percent&amp;gt;&lt;br /&gt;
The delay trigger is activated when the delay timer for the mob decrements to 0. To set a mob&#039;s delay timer, use the mob delay command. The trigger has a &amp;lt;percent&amp;gt; chance of activating when the delay timer hits 0, although in almost every usage of this command, 100 is used for the &amp;lt;percent&amp;gt; parameter. Delay triggers are known to occasionally and randomly not work. Delay timers will only count down if players are currently in the mob&#039;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.&lt;br /&gt;
&lt;br /&gt;
;EXALL:addmprog &amp;lt;vnum&amp;gt; exall &amp;lt;exit number&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;ENTRY:addmprog &amp;lt;vnum&amp;gt; entry &amp;lt;percent&amp;gt;&lt;br /&gt;
The entry trigger is activated whenever the mob walks into a new room. The trigger has a &amp;lt;percent&amp;gt; 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. &lt;br /&gt;
&lt;br /&gt;
;EXIT:addmprog &amp;lt;vnum&amp;gt; exit &amp;lt;exit number&amp;gt;&lt;br /&gt;
The exit trigger is checked whenever a PC tries to exit the mob&#039;s room. The trigger will activate whenever a player tries to use &amp;lt;exit number&amp;gt;&#039;s exit. It is important to note that if an exit trigger activates, the player&#039;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&#039;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.&lt;br /&gt;
&lt;br /&gt;
The following &amp;lt;exit numbers&amp;gt; collaborate with the indicated exits:&lt;br /&gt;
 0 - north  1 - east  2 - south  3 - west  4 - up&lt;br /&gt;
 5 - down   6 - ne    7 - nw     8 - se    9 - sw&lt;br /&gt;
&lt;br /&gt;
;FIGHT:addmprog &amp;lt;vnum&amp;gt; fight &amp;lt;percent&amp;gt;&lt;br /&gt;
The fight trigger is checked at the end of each combat round for the mob. The trigger has a &amp;lt;percent&amp;gt; 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.&lt;br /&gt;
&lt;br /&gt;
;GIVE:addmprog &amp;lt;vnum&amp;gt; give &amp;lt;object&amp;gt;&lt;br /&gt;
The give trigger is checked when an object is given to the mob. When an item of keyword &amp;lt;object&amp;gt; is given to the mob, the trigger activates. The phrase &#039;all&#039; can be used for &amp;lt;object&amp;gt; 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 &#039;all&#039; 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 &#039;give $o $n&#039; statement.&lt;br /&gt;
&lt;br /&gt;
;GRALL:addmprog &amp;lt;vnum&amp;gt; grall &amp;lt;percent&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;GREET:addmprog &amp;lt;vnum&amp;gt; greet &amp;lt;percent&amp;gt;&lt;br /&gt;
The greet trigger is checked whenever a character enters the room that the mob occupies. It has a &amp;lt;percent&amp;gt; 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. &lt;br /&gt;
&lt;br /&gt;
;HPCNT:addmprog &amp;lt;vnum&amp;gt; hpcnt &amp;lt;hp percent&amp;gt;&lt;br /&gt;
The hpcnt trigger is checked at the end of each combat round for the mob. The trigger will activate if the mob&#039;s hp percentage drops below the &amp;lt;hp percent&amp;gt; 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.&lt;br /&gt;
&lt;br /&gt;
;KILL:addmprog &amp;lt;vnum&amp;gt; kill &amp;lt;percent&amp;gt;&lt;br /&gt;
The kill trigger is checked when someone initiates combat with the mob. The trigger has a &amp;lt;percent&amp;gt; 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.&lt;br /&gt;
&lt;br /&gt;
;RANDOM:addmprog &amp;lt;vnum&amp;gt; random &amp;lt;percent&amp;gt;&lt;br /&gt;
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 &amp;lt;percent&amp;gt; chance of activating every mob pulse, but only if players are currently in the mob&#039;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.&lt;br /&gt;
&lt;br /&gt;
;SCHEDULE:addmprog &amp;lt;vnum&amp;gt; schedule &amp;lt;hour&amp;gt;&lt;br /&gt;
The schedule trigger is checked once every hour, on the hour. The &amp;lt;hour&amp;gt; parameter equals a number from 0 to 23, where 0 is midnight and 12 is noon. If the &amp;lt;hour&amp;gt; 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.&lt;br /&gt;
&lt;br /&gt;
;SPAWN:addmprog &amp;lt;vnum&amp;gt; spawn &amp;lt;percent&amp;gt;&lt;br /&gt;
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 &amp;lt;percent&amp;gt; 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.&lt;br /&gt;
&lt;br /&gt;
;SPEECH:addmprog &amp;lt;vnum&amp;gt; speech &amp;lt;phrase&amp;gt;&lt;br /&gt;
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 &#039;say&#039;, &#039;osay&#039;, or &#039;tell&#039; 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.&lt;br /&gt;
&lt;br /&gt;
;SURRENDER:addmprog &amp;lt;vnum&amp;gt; surrender &amp;lt;percent&amp;gt;&lt;br /&gt;
The surrender trigger, while present on the triggers list, is defunct and is not actually used.&lt;br /&gt;
&lt;br /&gt;
*I like using this trigger to show what mprogs my mob calls within its other mprogs. -Ageatii&lt;br /&gt;
&lt;br /&gt;
[[Category:Technical Information]]&lt;/div&gt;</summary>
		<author><name>Pascal</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=Player_Housing&amp;diff=2211</id>
		<title>Player Housing</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=Player_Housing&amp;diff=2211"/>
		<updated>2019-01-28T15:05:50Z</updated>

		<summary type="html">&lt;p&gt;Pascal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Customhomes.png|200px|thumb|right|Home is where the grass is.]]&lt;br /&gt;
== Housing Admin ==&lt;br /&gt;
Lilly is the current housing admin. All questions or clarifications will be deferred to her.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==HOUSING==&lt;br /&gt;
What you need to purchase a home:&lt;br /&gt;
&lt;br /&gt;
1. One immortal token or three restring tokens.&lt;br /&gt;
&lt;br /&gt;
2. Your character must be at least level 50.&lt;br /&gt;
&lt;br /&gt;
3. One of your characters needs to have at least 100 hours of play time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==ACCEPTABLE IMMORTAL TOKENS==&lt;br /&gt;
&lt;br /&gt;
1. Heart-tipped arrow (Versalia)&lt;br /&gt;
&lt;br /&gt;
2. Ripe, yellow Benana (Benamas)&lt;br /&gt;
&lt;br /&gt;
3. A Clay cup of Ageatea (Ageatii)&lt;br /&gt;
&lt;br /&gt;
4. Tuna Token (Carsanquay)&lt;br /&gt;
&lt;br /&gt;
5. A Bag of Grass Seed (Lilly)&lt;br /&gt;
&lt;br /&gt;
6. An Abysblossom (Abysmal)&lt;br /&gt;
&lt;br /&gt;
7. A Silk Top Hat with a Red Band (Ozlynn)&lt;br /&gt;
&lt;br /&gt;
8. A Tangible Piece of Void (Sham)&lt;br /&gt;
&lt;br /&gt;
9. A Totally REAL Gold Coin (Cooper)&lt;br /&gt;
&lt;br /&gt;
==RESIDENTIAL AREAS FOR PURCHASE==&lt;br /&gt;
&lt;br /&gt;
When purchasing a home, you must fulfill the above requirements, and then contact Lilly to arrange to pay the following sums to begin building your first room. All initial rooms come with a town-specific interactable object that will reset the house as your recall point, as well as allow other people inside your home to visit. Price is based on level 5000+MinLvlx50 (except Gold City).&lt;br /&gt;
&lt;br /&gt;
You must provide descriptions for the rooms you are purchasing.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+HOME PRICES&lt;br /&gt;
|-&lt;br /&gt;
!Town&lt;br /&gt;
!Price (in Gold)&lt;br /&gt;
!Starter Object&lt;br /&gt;
!Pet (vending)&lt;br /&gt;
|-&lt;br /&gt;
|Truce&lt;br /&gt;
|5000&lt;br /&gt;
|Wall-Mounted Shield&lt;br /&gt;
|Alley Cat&lt;br /&gt;
|-&lt;br /&gt;
|Viorar&lt;br /&gt;
|5000&lt;br /&gt;
|Firefly Lamp&lt;br /&gt;
|Dudbear&lt;br /&gt;
|-&lt;br /&gt;
|Crysta&lt;br /&gt;
|5250&lt;br /&gt;
|Woven Quilt&lt;br /&gt;
|Goose&lt;br /&gt;
|-&lt;br /&gt;
|Mongrelia&lt;br /&gt;
|5250&lt;br /&gt;
|Dog Collar&lt;br /&gt;
|Growlithe&lt;br /&gt;
|-&lt;br /&gt;
|Monstro Town&lt;br /&gt;
|5250&lt;br /&gt;
|Dancing Star&lt;br /&gt;
|Goomba Martial Artist&lt;br /&gt;
|-&lt;br /&gt;
|Rocket Town&lt;br /&gt;
|5500&lt;br /&gt;
|Model Rocket&lt;br /&gt;
|Capsule J2&lt;br /&gt;
|-&lt;br /&gt;
|Wutai&lt;br /&gt;
|5500&lt;br /&gt;
|Wall Scroll&lt;br /&gt;
|Ninji&lt;br /&gt;
|-&lt;br /&gt;
|Cosmo Canyon&lt;br /&gt;
|6000&lt;br /&gt;
|Crimson Candle&lt;br /&gt;
|Litwick&lt;br /&gt;
|-&lt;br /&gt;
|Mabe Village&lt;br /&gt;
|6000&lt;br /&gt;
|Cucco Clock&lt;br /&gt;
|Cucco Warrior&lt;br /&gt;
|-&lt;br /&gt;
|Arlia&lt;br /&gt;
|6250&lt;br /&gt;
|Silver Star&lt;br /&gt;
|Drillbur&lt;br /&gt;
|-&lt;br /&gt;
|Tonoe&lt;br /&gt;
|6250&lt;br /&gt;
|Mini Haystack&lt;br /&gt;
|Miltank&lt;br /&gt;
|-&lt;br /&gt;
|Medina&lt;br /&gt;
|6500&lt;br /&gt;
|Magus Statuette&lt;br /&gt;
|Kappa&lt;br /&gt;
|-&lt;br /&gt;
|Shrike&lt;br /&gt;
|6750&lt;br /&gt;
|TiVo Set&lt;br /&gt;
|Sniper Joe&lt;br /&gt;
|-&lt;br /&gt;
|Mandala&lt;br /&gt;
|7000&lt;br /&gt;
|a Veedio&lt;br /&gt;
|Nemesis Owl&lt;br /&gt;
|-&lt;br /&gt;
|Brei&lt;br /&gt;
|7000&lt;br /&gt;
|Anvil&lt;br /&gt;
|Timburr&lt;br /&gt;
|-&lt;br /&gt;
|Final Weapon&lt;br /&gt;
|7000&lt;br /&gt;
|Repliforce Insignia&lt;br /&gt;
|Porygon Maverick&lt;br /&gt;
|-&lt;br /&gt;
|Lasacul&lt;br /&gt;
|7500&lt;br /&gt;
|Miniature Gondola&lt;br /&gt;
|Surskit&lt;br /&gt;
|-&lt;br /&gt;
|Todo&lt;br /&gt;
|7500&lt;br /&gt;
|Mounted Salmon&lt;br /&gt;
|Frostifur&lt;br /&gt;
|-&lt;br /&gt;
|Dry Dry Outpost&lt;br /&gt;
|7500&lt;br /&gt;
|Li&#039;l Cactus&lt;br /&gt;
|Mad Mallard&lt;br /&gt;
|-&lt;br /&gt;
|Brigantes&lt;br /&gt;
|8000&lt;br /&gt;
|Jack&#039;O&#039;Lantern&lt;br /&gt;
|Crobat&lt;br /&gt;
|-&lt;br /&gt;
|Caspia&lt;br /&gt;
|8000&lt;br /&gt;
|Antique Hourglass&lt;br /&gt;
|Dainslaif&lt;br /&gt;
|-&lt;br /&gt;
|Gold City&lt;br /&gt;
|10000&lt;br /&gt;
|Large Pile of Gold&lt;br /&gt;
|Golden Golduck&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
 Players may choose a starting item that belongs to another town, instead of their town&#039;s&lt;br /&gt;
 default one, for an additional fee of &#039;&#039;&#039;500 gold&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
 Starting pets, as listed above, will become available once a player purchases a Pet Vendor&lt;br /&gt;
 for their home (see Housing Shop below).&lt;br /&gt;
&lt;br /&gt;
==ADDING ON ROOMS==&lt;br /&gt;
You may add on extra rooms to your home by paying increasing amounts of restring tokens and gold. Immortal tokens count as &#039;&#039;&#039;three&#039;&#039;&#039; restring tokens here.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+ROOM EXPANSIONS&lt;br /&gt;
|-&lt;br /&gt;
!Total Rooms&lt;br /&gt;
!Restring Tokens Required&lt;br /&gt;
!Gold&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|500&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|500&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|500&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|8&lt;br /&gt;
|500&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|10&lt;br /&gt;
|500&lt;br /&gt;
|-&lt;br /&gt;
|7+&lt;br /&gt;
|10&lt;br /&gt;
|500 x (RoomCnt - 5)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==HOUSE ACCESS==&lt;br /&gt;
&lt;br /&gt;
ALL homes exit onto the town room of your choice, but entry is all located at the same spot. A signpost will be in each town listing addresses. Knock on that address to be allowed in if you are the owner, or the owner is in and has &amp;quot;left the door open&amp;quot; (by activating their specific starter item).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==PORTALS==&lt;br /&gt;
&lt;br /&gt;
Portals come in the form of purchasable objects for your home. Prices of these portals are based on proximity in distance and level, among other things. There are two kinds of portals, Rank 1 and Rank 2: Rank 1 portals include the basic mainstay towns and large cities (and are also the &#039;default&#039; portals available for purchase), while Rank 2 portals include most all of the rest of the &amp;quot;civilized&amp;quot; regions, including the villages, smaller towns, and locations that hold a uniformity or governing authority of some kind.&lt;br /&gt;
&lt;br /&gt;
For Rank 1 Portals, add 1 and the level disparity in 10&#039;s to the coordinate disparity (though allow for wrapping from the westernmost and easternmost portions on the map). Multiply that total by 300 for the price in gold. Rank 1 portals are seen as the CAPITAL LETTER locations on the grid below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(L + D + 1) x 300 = Gold Price&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example 1:&#039;&#039;&#039; Calculate price of (V)iorar to (T)ruce. They are 6 spaces away (diagonals are used). Because they are the same level there is no disparity. The cost of a portal would be 2100 gold ( [0 + 6 + 1] x 300).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example 2:&#039;&#039;&#039; Calculate price of (V)iorar to (G)old City. By going off the west edge of the map and rejoining on the right, we see we are 12 spaces away (as opposed to 18). The level disparity is 6. [6 + 12 + 1] x 300 = 5700 Gold for a Viorar to Gold City Portal.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For Rank 2 Portals, add 3 and the level disparity in 10&#039;s to the coordinate disparity. Multiply that total by 400 for the price in gold. Rank 2 portals are seen as the LOWERCASE LETTER locations on the grid below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(L + D + 3) x 400 = Gold Price&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example 1:&#039;&#039;&#039; Calculate the price of (T)ruce to (b)rei. They are 7 spaces away (diagonals are used) and have a level disparity of 4. [4 + 7 + 3] x 400 = 5600 gold for a Truce to Bree portal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example 2:&#039;&#039;&#039; Calculate the price of (M)onstro Town to (c)aspia. By wrapping around the west edge of the map, they are 12 spaces away (instead of 18) and have a level disparity of 5. [5 + 12 + 3] x 500 = 10000 gold for a Monstro to Caspia portal.&lt;br /&gt;
&lt;br /&gt;
 Please note, Rank 2 portals are priced according to transport from a Rank 1 location to a&lt;br /&gt;
 Rank 2 location.  In the event that a player owns a house in a Rank 2 location already,&lt;br /&gt;
 purchase of a portal to a Rank 1 location uses the price and formula for a Rank 1 portal.&lt;br /&gt;
 The price from a Rank 2 location to another Rank 2 location remains the same as the normal Rank&lt;br /&gt;
 2 portal pricing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
  ____________________________________________________________&lt;br /&gt;
 | . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .|&lt;br /&gt;
 | . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .| &lt;br /&gt;
 | . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .|&lt;br /&gt;
 | . . . . . . . . . . m . . t B . . . . . . . . . . . . . . .|&lt;br /&gt;
 | . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .|          &lt;br /&gt;
 | . . . . . . k . . . . . c . . . . S . . . . . . . . . . . .|          &lt;br /&gt;
 | . . . . . . . . . . . . . . w . . . . . . . . . . . . . . .|          &lt;br /&gt;
 | . . . . . . . . . . r . T . . . . . m . . . . . G . . . . .|          &lt;br /&gt;
 | . . . . . . . . . . . . c . . . . . . . . . . . . . . . . .|          &lt;br /&gt;
 | . . . . . . . . . . L . m . . . . . . . . . . . . . . . . .|          &lt;br /&gt;
 | . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .|          &lt;br /&gt;
 | . . . . . . V . . a . . . . . m . . . . . . . . . . . . . .|          &lt;br /&gt;
 | . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .|          &lt;br /&gt;
 | . . . . . . . . . . t . . . . . . . . . . . . . . . . . . .|          &lt;br /&gt;
 | . . . . M . . . . . . . . b . . . . . . . . . . . . . . . .|&lt;br /&gt;
 | . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .|         (m) Center = Mongrelia&lt;br /&gt;
 | . . . . . . . . . . . . . . . . . . . . . . c . . . . . . .|         (m) North = Mandala&lt;br /&gt;
 | . . . . . . . . . . . . . . . . . . . . . . d . . . . . . .|         (m) Southeast = Mabe Village&lt;br /&gt;
 | . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .|         (m) East = Medina&lt;br /&gt;
 | . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .|         (c) Center = Crysta&lt;br /&gt;
 --------------------------------------------------------------         (c) North = Cosmo Canyon&lt;br /&gt;
                                                                        (c) Southeast = Caspia&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(NOTE: Final Weapon [Rank 1 Portal] and Pioneer 2 [Rank 2 portal] are available as well, but not listed; both locations are traversible via rocket town, and are actually in planetary orbit.  Their location in terms of coordinate disparity will be considered the same location as (r)ocket Town, plus 5 [as opposed to the previous 19, which is kind of silly])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==SHOPS==&lt;br /&gt;
&lt;br /&gt;
You may convert a home into a shop, but with restrictions. Shop profits will not fall onto the owner. Shops that are in a public house and always open to players cannot have accessible portals or other beneficial objects/mobs. You must purchase a shopkeeper. All &#039;&#039;&#039;regular&#039;&#039;&#039; items added to the shopkeeper&#039;s list cost Gold = ItemLvlx10, while exotic (hard-to-get/find) items will cost ItemLvlx30 Gold to stock. Items chosen must exist ingame already and be fairly reasonable choices; exceptions include crafting items, quest rewards, and other items that are likely not meant to be readily available in a shop setting. Max shop list is 10. Some specific exclusions may apply on a case-by-case scenario for MUD integrity; if you&#039;re not sure, the best way to find out is to ask Lilly.&lt;br /&gt;
&lt;br /&gt;
To add a Custom Item to the shop, please see [[Custom_Item_Creation|this separate page]] detailing how custom item creation is applied. Any questions on this process should be directed to Lilly via note or tell (if she is online at the time).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==HOUSING SHOP==&lt;br /&gt;
&lt;br /&gt;
You may purchase a whole slew of neat things for your house! New things are added from time to time, too!  Please note that only one of &#039;&#039;&#039;each type&#039;&#039;&#039; of &amp;quot;Shop&amp;quot; mobs (banker, healer, shopkeeper, etc.) can exist in a room at a time, as it is physically impossible to interact with two healers, two shopkeepers, etc. in the same room.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+&#039;&#039;&#039;HOUSING SHOP&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!Item/NPC&lt;br /&gt;
!Gold&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|a Painting of [enter town here]&lt;br /&gt;
|See Portal section&lt;br /&gt;
|Portal that leads to a town or city&lt;br /&gt;
|-&lt;br /&gt;
|Mr. Moit&lt;br /&gt;
|5000&lt;br /&gt;
|Turban Matango shopkeeper&lt;br /&gt;
|-&lt;br /&gt;
|a Moogle Maid&lt;br /&gt;
|500&lt;br /&gt;
|&amp;quot;Cleans&amp;quot; your house, recovers your HP and MP.&lt;br /&gt;
|-&lt;br /&gt;
|a Servbot Helper&lt;br /&gt;
|5000&lt;br /&gt;
|Casts &amp;quot;Recharge&amp;quot; on items given to it&amp;lt;br /&amp;gt;Can also be set to cast &amp;quot;Phlogiston&amp;quot; on lights given to it&amp;lt;br /&amp;gt;Can be set to do both for 8000g&lt;br /&gt;
|-&lt;br /&gt;
|a training dummy&lt;br /&gt;
|1000&lt;br /&gt;
|Beat it up, has about 1000 HP, resist weapon and magic.&lt;br /&gt;
|-&lt;br /&gt;
|a house pet&lt;br /&gt;
|500&amp;lt;br /&amp;gt;restring token&lt;br /&gt;
|A custom, interactable mob that remains at your house. Provides no tangible benefit.&lt;br /&gt;
|-&lt;br /&gt;
|secret exits&lt;br /&gt;
|500&amp;lt;br /&amp;gt;restring token&lt;br /&gt;
|Custom ways to open/reveal exits (ex: turn statue head to slide open bookshelf)&amp;lt;br /&amp;gt;Includes Mobprogs and applying &#039;hidden&#039; flags.&lt;br /&gt;
|-&lt;br /&gt;
|a pokeball vending machine&lt;br /&gt;
|5000&lt;br /&gt;
|Sells pokeballs with pets inside, only for owner use^&lt;br /&gt;
|-&lt;br /&gt;
|Fountain~&lt;br /&gt;
|1000&lt;br /&gt;
|Infinite source of specific liquid.&amp;lt;br /&amp;gt;May purchase copy of one that exists already, or add a Restring Token for a custom one.&lt;br /&gt;
|-&lt;br /&gt;
|Furniture~&lt;br /&gt;
|500&lt;br /&gt;
|Immobile, untakeable objects of any kind.&amp;lt;br /&amp;gt;May purchase copy of one that exists already, or pay 500g+Restring for Customized.&lt;br /&gt;
|-&lt;br /&gt;
|Banker&lt;br /&gt;
|4000&amp;lt;br /&amp;gt;Req. House Size of 4+ Rooms&lt;br /&gt;
|Your own personal banker!&lt;br /&gt;
|-&lt;br /&gt;
|Mage&lt;br /&gt;
|4000&amp;lt;br /&amp;gt;Req. House Size of 4+ Rooms&lt;br /&gt;
|Your own personal mage! (Fees still apply)&lt;br /&gt;
|-&lt;br /&gt;
|Necromancer&lt;br /&gt;
|6000&amp;lt;br /&amp;gt;Restring Token&amp;lt;br /&amp;gt;Req. House Size of 5+ Rooms&lt;br /&gt;
|Your own personal... wait. People actually WANT one of these in their HOUSE..!?&amp;lt;br /&amp;gt;&lt;br /&gt;
|Requires own room.&lt;br /&gt;
|-&lt;br /&gt;
|Mana Orchard Treant&lt;br /&gt;
|5000&amp;lt;br /&amp;gt;2 Restring Tokens&amp;lt;br /&amp;gt;Req. House Size of 3+ Rooms&lt;br /&gt;
|Sentient tree infused with Mana that will consume seeds and bear fruit/vegetables from them.&amp;lt;br /&amp;gt;Requires &#039;outside&#039;-type room.&lt;br /&gt;
|-&lt;br /&gt;
|Cooking Station&lt;br /&gt;
|3500&amp;lt;br /&amp;gt;2 Restring Tokens&lt;br /&gt;
|Includes an array of kitchenware needed to prepare lots of yummy recipes! (Note: Food not included)&amp;lt;br /&amp;gt;Requires &#039;inside&#039;-type room.&lt;br /&gt;
|-&lt;br /&gt;
|Krak Pot&lt;br /&gt;
|5000&amp;lt;br /&amp;gt;3 Restring Tokens&lt;br /&gt;
|A decorative, sentient iron pot with knack for alchemical knowledge.&lt;br /&gt;
|-&lt;br /&gt;
|Cookbooks&lt;br /&gt;
|1000, 2000, 3000&lt;br /&gt;
|You can&#039;t cook without knowing how!&amp;lt;br /&amp;gt;Books include &#039;Beginner&#039;, &#039;Intermediate&#039;, and &#039;Advanced&#039; recipes at incremental pricing.&lt;br /&gt;
|-&lt;br /&gt;
|Alchenomicon: Basic Tomes&lt;br /&gt;
|1500, 3000, 4000&lt;br /&gt;
|Learn the secrets of the alchemist!&amp;lt;br /&amp;gt;Books include &#039;Beginner&#039;, &#039;Intermediate&#039;, and &#039;Advanced&#039; recipes at incremental pricing.&lt;br /&gt;
|-&lt;br /&gt;
|Alchenomicon: Special Tomes&lt;br /&gt;
|10000 each&lt;br /&gt;
|Additional Alchemy books for the fanatics.  Currently available: &amp;quot;A Composition of Compositions&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
|Polychromatic Crystal&lt;br /&gt;
|2000&amp;lt;br /&amp;gt;1 Imm Token&lt;br /&gt;
|A splendorous, multi-hued crystal that bestows a heavy and long-duration buff based on the current day.&lt;br /&gt;
|-&lt;br /&gt;
|Custom Portal + Location&lt;br /&gt;
|8000&amp;lt;br /&amp;gt;1 Imm Token&lt;br /&gt;
|A customized portal that can take you anywhere in the Cleft, with some exceptions.&amp;lt;br /&amp;gt;No locations beyond quest/level/item-required mobs (i.e Goa, Cave of Trials&#039; entrance, etc.)&amp;lt;br /&amp;gt;Portal will have a level requirement of (MinAreaLv - 10).&lt;br /&gt;
|-&lt;br /&gt;
|A Cow&lt;br /&gt;
|2500&amp;lt;br /&amp;gt;Req. House Size of 3+ Rooms&lt;br /&gt;
|A domesticated farm animal that will occasionally produce milk when properly fed.&amp;lt;br /&amp;gt;Requires &#039;outside&#039;-type room.&lt;br /&gt;
|-&lt;br /&gt;
|A Cucco&lt;br /&gt;
|2500&amp;lt;br /&amp;gt;Req. House Size of 3+ Rooms&lt;br /&gt;
|A feathered farm animal that will occasionally produce eggs when properly fed.&amp;lt;br /&amp;gt;Requires &#039;outside&#039;-type room.&lt;br /&gt;
|-&lt;br /&gt;
|A Produce Cart&lt;br /&gt;
|1500&amp;lt;br /&amp;gt;Req. &#039;Mana Treant&#039; Purchase&lt;br /&gt;
|A large cart that will follow you around, carrying your produce.&amp;lt;br /&amp;gt;Only useable in the player&#039;s house.&lt;br /&gt;
|-&lt;br /&gt;
|A Locker&lt;br /&gt;
|3000&lt;br /&gt;
|A place for no-loss storage of items.&amp;lt;br /&amp;gt;See &#039;locker&#039; helpfile in-game for details.&lt;br /&gt;
|-&lt;br /&gt;
|A Combat Simulation Room&lt;br /&gt;
|12000&amp;lt;br /&amp;gt;1 Imm Token&lt;br /&gt;
|A holographic projector in this room will allow you to re-fight mobs of the Cleft of Dimensions at your leisure.  Some mobs may be unavailable if their programming becomes unstable due to being fought outside of their specific room, and all mobs will be given immunity to charm. Mobs defeated in this simulation will not yield any gold or item rewards, and reward only 50% normal experience.&lt;br /&gt;
|Cost is per-mob: &#039;&#039;&#039;Regular Mobs&#039;&#039;&#039; = 10g*Lvl ... &#039;&#039;&#039;Boss Mobs&#039;&#039;&#039; = 50g*Lvl&lt;br /&gt;
|This purchase requires a new room &#039;&#039;&#039;entirely&#039;&#039;&#039; devoted to this purchase and nothing else, and the cost of the room&#039;s customization is included in the purchase price.&lt;br /&gt;
|-&lt;br /&gt;
|Inventory-to-Furniture Conversion&lt;br /&gt;
|(Varying Gold)&amp;lt;br /&amp;gt;1 Restring Token&lt;br /&gt;
|Players may &#039;convert&#039; an item in their inventory (which will be removed from inventory during the conversion process) to a piece of furniture in their house that will remain there permanently.  Most items will be an immobile, ineffective object that simply serves as a visual furniture, but items with infinite charges or usage (Rods, event items, etc.) may retain their usability under the same delay they had as a held item.  Exceptions apply and gold cost is on a per-item basis, so ask Lilly for specific item qualifications and costs.&lt;br /&gt;
|-&lt;br /&gt;
|Equipment Mannequins&lt;br /&gt;
|10000&amp;lt;br /&amp;gt;3 Restring Tokens&amp;lt;br /&amp;gt;Max 8&lt;br /&gt;
|A mannequin that can be used to store equipment sets.  One piece of equipment per slot may be placed upon it, and storage/retrieval is processed via Qflags (hence the maximum of 8 per player).  For details, please send Lilly a tell or a note.&lt;br /&gt;
|-&lt;br /&gt;
|Equipment Capsules&lt;br /&gt;
|20000&amp;lt;br /&amp;gt;1 Restring Token&amp;lt;br /&amp;gt;Req. House Size of 6+ Rooms&amp;lt;br /&amp;gt;Req. Shopkeeper Mob&lt;br /&gt;
|While not precisely a house-specific item, this purchase will allow you to create an item that can &amp;quot;hold&amp;quot; multiple pieces of equipment in one collapsible item, much like a mannequin, except carried with you.  This is a heavily-customized item and all details should be discussed with Lilly.&lt;br /&gt;
|-&lt;br /&gt;
|a Clanlink Transporter&lt;br /&gt;
|4000&lt;br /&gt;
|Transfers a player from their Player House to their Clan Hall (if they have one).&lt;br /&gt;
|-&lt;br /&gt;
|a Faithful Companion&lt;br /&gt;
|60000&amp;lt;br /&amp;gt;1 Immortal Token&amp;lt;br /&amp;gt;Req. Pet Vending Machine&lt;br /&gt;
|A custom pet variant that will level alongside you and gain statistical bonuses every ten levels!  This custom pet is extremely mobprog intensive, hence the high cost, and all questions and details should be asked of and confirmed with Lilly.  Cost for purchase FROM vending machine, once created, is a flat 2500g.  See [[Faithful_Companion|this page]] for details and information.&lt;br /&gt;
|-&lt;br /&gt;
|a Keyring&lt;br /&gt;
|1000&amp;lt;br /&amp;gt;1 Restring Token&lt;br /&gt;
|A stationary item in your home that will allow you to store and recall keys that you have acquired during your travels.  While the initial keyring item is inexpensive, adding keys to the ring requires a fee of 20g per level up to the minimum level of the zone that the key is found in.  Some keys may be given a higher applied level depending on where they lead.  Maximum of 50 unique keys per character.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
^One Town-specific mob comes with machine (may not necessarily be a pokemon), can add more types to machine by paying &#039;&#039;&#039;2500&#039;&#039;&#039; gold - Max of 8. Cost to purchase pet from vending machine, once available, is Lvlx3 gold for the first 50 levels, and then Lvlx5 gold for any of the last 50 levels.&lt;br /&gt;
&lt;br /&gt;
@Coming Soon!&lt;br /&gt;
&lt;br /&gt;
~Excludes unique customized objects that exist in other players&#039; homes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Custom Purchases==&lt;br /&gt;
&lt;br /&gt;
All shop purchases can be customized.&lt;br /&gt;
&lt;br /&gt;
For item/npc restring (different only by appearance) add a restring token.&lt;br /&gt;
&lt;br /&gt;
For NPC/Pet customization (includes custom appearance AND customized mobprog [NOT INCLUDING &#039;Faithful Companion&#039; variant, seen above]) add triple the gold cost and a restring token.  Does not include Mana Treant, Cooking Station, or Krak-Pot; cost to fully customize any of these three purchases is 30000g and 6 restring tokens, due to their programming complexity and difficult (but doable) transition to a custom mob.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== ALTERNATE HOUSING (PLAN B) ==&lt;br /&gt;
&lt;br /&gt;
As opposed to a home with purchased benefits, you may choose to have your home open up for all players to see and interact with. Note that it doesn&#039;t have to be an actual residence. Those types of houses are available OUTSIDE of the normal &#039;Signpost Entrance&#039; that the other form of Player Housing stands by.&lt;br /&gt;
&lt;br /&gt;
Under this plan, you cannot have portals or free items or any other features specified above. Expansion costs however, will be the same. Instead, additional expansion will add NPCs and miniquests. Please get ahold of Lilly to discuss your ideas for potential NPCs and miniquests that may relate to the NPC/Player House, and she can quote you a price range and feasibility factor.&lt;br /&gt;
&lt;br /&gt;
This requires approval from the Admin, and the home and location has to &amp;quot;make sense&amp;quot; for wherever it is located. No Black Omens hovering above Wutai, as that requires extensive rebuilding of existing content on part of the staff.&lt;br /&gt;
&lt;br /&gt;
If you already own a home and want to convert it to &amp;quot;Plan B,&amp;quot; the rate of conversion of features will be equal to what the home already has. You may have to relocate or edit the home to fit it better in its area.&lt;br /&gt;
&lt;br /&gt;
Plan B player houses may also be built in areas outside of towns/cities, with the aforementioned notion that it needs to make sense in regard to the area in which it resides, and with additional fees. The rate at which Plan B houses may be built in non-town locations is (5000 + [MinLvl x 100]) gold. Some restrictions also apply in terms of allowed areas, but this will go on a case-by-case basis, and discussion with Lilly about your plans or ideas is recommended.&lt;br /&gt;
&lt;br /&gt;
Additionally, expansion costs are slightly higher (it&#039;s dangerous work building things in the wilderness) in out-of-town locations. Here is a breakdown of what you can expect to pay, versus the normal expansion costs:&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+WILDERNESS ROOM EXPANSIONS&lt;br /&gt;
|-&lt;br /&gt;
!Total Rooms&lt;br /&gt;
!Restring Tokens Required&lt;br /&gt;
!Gold&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|750&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|750&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|750&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|8&lt;br /&gt;
|750&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|12&lt;br /&gt;
|750&lt;br /&gt;
|-&lt;br /&gt;
|7+&lt;br /&gt;
|12&lt;br /&gt;
|750 x (RoomCnt - 5)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
While the ammenities available to private player houses are, as mentioned, not allowed for Plan B locations, certain exemptions may apply if it fits the house&#039;s feel decently enough. A player should talk to Lilly if they really want something that they feel would greatly add to the Plan B house&#039;s atmosphere, and perhaps a deal can be worked out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Applying For Housing==&lt;br /&gt;
&lt;br /&gt;
In a note written to Lilly, please provide the &#039;&#039;&#039;MINIMUM&#039;&#039;&#039; following information:&lt;br /&gt;
&lt;br /&gt;
A.) Rooms: &#039;&#039;&#039;Room title&#039;&#039;&#039; (name of the room); &#039;&#039;&#039;Room desc&#039;&#039;&#039; (main description of the room); &#039;&#039;&#039;Extra Descs&#039;&#039;&#039; (any &amp;quot;extra&amp;quot; descriptions you want in the room, by way of specific keyword lookup). If you want color, add it in your note, otherwise I&#039;m going to just go with the Cleft&#039;s basic color scheme (which is normal grey room descs and dark cyan room titles).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
B.) Room Linkage: If this is your first room, please include the &#039;&#039;&#039;exit room&#039;&#039;&#039; (the room in town that the exit to your house leads to). For additional rooms, include the &#039;&#039;&#039;direction&#039;&#039;&#039; they are linked from room to room. If you are creating secret exits or entrances by way of a mobprog action, include the above information while describing your hidden exit request (see below).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
C.) Furniture/Objects/Fountains: &#039;&#039;&#039;Short description&#039;&#039;&#039; (the name of the object) and &#039;&#039;&#039;long description&#039;&#039;&#039; (what it says when the item is in the room). You may also request &#039;&#039;&#039;extra descriptions&#039;&#039;&#039; in the same way as a Room&#039;s extra descriptions, but if you do not include any, I will assume them to be unwanted. Please also include the &#039;&#039;&#039;room&#039;&#039;&#039; that you want it placed in.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
D.) House Pets: &#039;&#039;&#039;Short description&#039;&#039;&#039; and &#039;&#039;&#039;long description&#039;&#039;&#039;, as well as a &#039;&#039;&#039;physical description&#039;&#039;&#039; (what the mob looks like). If you want your pets to do anything via a mobprog, please be as detailed as possible with what you want them to do, how to react, and etc. There&#039;s very little I can&#039;t do, but the clearer you are in your request, the easier of a time I&#039;ll have programming them accurately. Please also include the &#039;&#039;&#039;room&#039;&#039;&#039; that you want it placed in.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
E.) Hidden/Special Exits/Entrances: If an activateable object is involved, please include the &#039;&#039;&#039;short description&#039;&#039;&#039; and &#039;&#039;&#039;long description&#039;&#039;&#039; (unless it is meant to be hidden). Extra descriptions are not required, but recommended if the device is meant to work as a hidden or secret exit (perhaps, for example, to give clues on its useage). Please also include the &#039;&#039;&#039;room&#039;&#039;&#039; that you want it placed in, as well as the &#039;&#039;&#039;linked room&#039;&#039;&#039; that it is meant to lead into.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
F.) Extras: Anything from the Housing Shop should be considered witht he above guidelines, as they apply toward anything not covered in acknowledgements A through E. If you&#039;re not sure if your point is getting across in a note you post to me, think of it this way: the more information you include, the better off we&#039;ll BOTH be.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These instructions do &#039;&#039;&#039;not&#039;&#039;&#039; have to be followed to the letter; if your note skips a step or two, but is highly descriptive, I will likely be able to catch your drift and build accordingly without any interruption or irritation on my part at missing information. On the other hand, telling me &#039;a breadbox in the kitchen&#039; is not explaining to me what you want. Do you want it called &#039;a breadbox in the kitchen&#039;? What about the long desc? Have some consideration for what information I need to put into the item as I am creating it; all descriptions are required by the PLAYER, not for the admin to guess or have a free-for-all with. If glaring information is left out and I&#039;m already not feeling helpful, I may leave you with a half-assed item and state that &amp;quot;this is what your note requested&amp;quot;. So get your pen out and be descriptive!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Multi-Character Housing==&lt;br /&gt;
&lt;br /&gt;
In the interest of saving effort, time, and (perhaps most importantly) Vnums, I have decided to allow multi-character player housing. What this means is that a Player House can legally have more than one character is its &amp;quot;owner,&amp;quot; but only under the following pretenses and stipulations:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1.) The normal rules of a player house still apply for any moving-in character: level 50, 100 hours on any character the player owns, etc.&lt;br /&gt;
&lt;br /&gt;
2.) The &amp;quot;moving-in&amp;quot; character does not have to be an alt of the house-owner&#039;s player (meaning multiple players can live in one player&#039;s character&#039;s house), but &#039;&#039;&#039;all&#039;&#039;&#039; purchases that were made by the initial house-owner must also be made by the character that is moving in. This includes initial plot price (including Imm token/3 Restrings), price for every room added on since the first, and all current objects/ammenities that reside in the house.&lt;br /&gt;
&lt;br /&gt;
3.) Aside from this &amp;quot;repurchasing&amp;quot; cost mentioned above, a flat additional fee of 2000 gold will be charged to each character wanting to move into an already-owner player house.&lt;br /&gt;
&lt;br /&gt;
4.) These fees &#039;&#039;&#039;must&#039;&#039;&#039; be paid by the character intended to move in. No transfer of gold (token transferral between alts is okay, as always) between alts is allowed; if the character can&#039;t afford it, they can&#039;t move in. Plain and simple. In addition (and while I condone the compassionate notion of players helping each other out), moving-in characters will be required to pay for at least &#039;&#039;&#039;HALF&#039;&#039;&#039; of the expense of moving in out of their own pocket, including restrings. This is to prevent one super-wealthy character from amassing tons of gold and paving the way for everybody and their cousins to move into their house at little or no cost to the moving-in characters themselves. Sorry guys, but we can&#039;t have the top 1% carrying everyone on their backs; that&#039;s not really fair for the rest who do it themselves and have actually worked for what they have attained.&lt;br /&gt;
&lt;br /&gt;
5.) Once a player home is owned by multiple characters, additional add-ons and purchases must be made for EACH MEMBER OF THE HOUSE; the catch to multiple people living in one house is that each character is still paying for everything they get to use. Essentially, every character is still paying for their own house and living accommodations, they are simply sharing the vnums. For example, if a house had 3 rooms and someone wanted a fourth, and there were two people living in the house, each member of the house would have to pay 4 tokens and 500 gold, for a total of 8 tokens and 1000 gold. If any members of the house cannot pay, no upgrades will be made.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If there is a character that would like to begin the process of moving into an already-owned player house, they should contact Lilly so that the procedure can be discussed. Obviously, the decision for a second character to move into an owned player house must be mutually-agreed-upon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Character Housing Fund Accounts==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As a personal favor to players, I am willing to keep a database for characters who wish to deposit money and restring/immortal tokens into a &amp;quot;Housing Account&amp;quot; toward the use of purchasing Player Housing items for that character. This frees up time otherwise spent idling while at level 100, trying to decide on what to purchase before one can remort, or having to wait for an Immortal to make the transaction, etc. With this, a player can simply drop off excess money and tokens to me (Lilly), and I will make a note for the character in my database with the added funding. Thus, they are free to continue playing without having to worry about where the money does or doesn&#039;t go.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Two small notes:&lt;br /&gt;
&lt;br /&gt;
1.) Monetary balances will be kept track of in amounts of GOLD only, for the sake of ease for myself. If you have heaps of silver to lay on me, this is fine, but know that I will round whatever you give me down to the nearest whole gold piece.&lt;br /&gt;
&lt;br /&gt;
2.) Once you have added gold and/or tokens to this House Funding Account, it is there PERMANENTLY until used for player housing purchases. There will be no returning of these coins/tokens to the character at any time, for any reason, once I have received your deposit.  &#039;&#039;&#039;The &amp;lt;u&amp;gt;ONLY EXCEPTION&amp;lt;/u&amp;gt; to this rule is in the instance of players purchasing their own [[Custom_Item_Creation|custom-made]] items from their own shop; I will reimburse players for the amount from their account toward the cost of a [[Custom Item Creation|custom-made]] item, as long as they were the character that made the item.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you wish to know your current monetary/token balance, simply ask, either while I&#039;m online or in a note, and I&#039;ll be happy to look it up for you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Final Note==&lt;br /&gt;
&lt;br /&gt;
Please have patience with me after you have submitted a Player Housing request. There&#039;s a few things I would like people to consider, on my behalf, after you&#039;ve made your request:&lt;br /&gt;
&lt;br /&gt;
1.) I&#039;m one person, and we have a lot of players. Normally I&#039;m not swamped, but there may be a queue, and I may not be able to get to your request on the day it is given.&lt;br /&gt;
&lt;br /&gt;
2.) I&#039;m not just the Player Housing admin. I&#039;m also the head of RP, I&#039;m a builder, I like to play the game as a mortal from time to time, and above all this, I have an involving home life outside the Cleft. Again, there may be things that prevent me from getting to your request in a timely manner, but rest assured, as long as you have posted your note to me, I do know about it, and I will get to it.&lt;br /&gt;
&lt;br /&gt;
3.) Constantly reminding me of your request is not going to get it done any faster. I&#039;m well aware that you have paid. I&#039;m well aware that you haven&#039;t gotten your description in yet. If I&#039;m around and I&#039;m not working on your Housing Request, there&#039;s an extremely-likely chance that I&#039;m working on something else at the time that, for whatever reason, is taking a higher priority at the minute.&lt;br /&gt;
&lt;br /&gt;
4.) I took this position willingly. If two or three days seems like too long to wait for something, know that I could abandon this project at any time and players could go back to simply waiting &amp;quot;until one of the Imms can get around to it&amp;quot; again.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In short, please be patient once you&#039;ve sent your note. I haven&#039;t forgotten about you, and it WILL get done. Pressuring me about it will put your place in the queue at risk, and I may delay it intentionally just to be a hag about it. ^_^&lt;br /&gt;
&lt;br /&gt;
For more information on Player Housing, checking out the guide [[Player_Housing_Walkthrough|here]].&lt;/div&gt;</summary>
		<author><name>Pascal</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=Mprog_Compendium&amp;diff=2201</id>
		<title>Mprog Compendium</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=Mprog_Compendium&amp;diff=2201"/>
		<updated>2019-01-12T19:47:47Z</updated>

		<summary type="html">&lt;p&gt;Pascal: /* IFCHECKS */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:2Mprog3.jpg|right|thumb|212px|No clear results from Google images on what an Mprog looks like.]]&lt;br /&gt;
&lt;br /&gt;
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&#039;re just a tourist, check out some [[Mprog Compendium/Examples|examples]]&lt;br /&gt;
&lt;br /&gt;
===IFCHECKS===&lt;br /&gt;
&lt;br /&gt;
    rand 		if rand 30		- if random number between 1 and 100 is &amp;lt; 30&lt;br /&gt;
    exists		if exists $n		- does $n exist somewhere&lt;br /&gt;
    ishere   		if ishere $q            - is $q in this room?&lt;br /&gt;
    mobexists		if mobexists fido	- is there a fido mob somewhere&lt;br /&gt;
    			if mobexists 1233	- is there mob vnum 1233 somewhere&lt;br /&gt;
    objexists		if objexists sword	- is there a sword obj somewhere&lt;br /&gt;
    			if objexists 1233	- is there obj vnum 1233 somewhere&lt;br /&gt;
    mobhere		if mobhere fido		- is there a &#039;fido&#039; mob in this room?&lt;br /&gt;
 			if mobhere 1233		- is there mob vnum 1233 in this room?&lt;br /&gt;
    objhere		if objhere bottle	- is there a &#039;bottle&#039; obj in this room?&lt;br /&gt;
 	-can&#039;t see in	if objhere 1233		- is there obj vnum 1233 in this room?&lt;br /&gt;
 	 containers&lt;br /&gt;
    isself		if isself $n            - evaluate equivalence between a character and the acting mob&lt;br /&gt;
    people		if people &amp;gt; 4		- does room contain &amp;gt; 4 people&lt;br /&gt;
    players		if players &amp;gt; 1		- does room contain &amp;gt; 1 pcs *in event obj progs the player doesn&#039;t count in if players checks&lt;br /&gt;
    mobs   		if mobs &amp;gt; 2		- does room contain &amp;gt; 2 mobiles&lt;br /&gt;
    clones		if clones &amp;gt; 3   	- are there &amp;gt; 3 mobs of $i&#039;s vnum here&lt;br /&gt;
    duplicates		if duplicates $n &amp;gt; 3	- are there &amp;gt; 3 mobs of $n&#039;s vnum here&lt;br /&gt;
    order		if order == 0		- is mob the first in room&lt;br /&gt;
 &lt;br /&gt;
    hour 		if hour &amp;gt; 11		- is the time &amp;gt; 11 o&#039;clock&lt;br /&gt;
         Sunrise occurs at 6am (hour 6)&lt;br /&gt;
         Sunset occurs at 6pm (hour 18)&lt;br /&gt;
    day                  if day &amp;gt; 0              - is today not the first day of the week&lt;br /&gt;
         0 - Mana Holy Day&lt;br /&gt;
         1 - Luna Day        &lt;br /&gt;
         2 - Salamando Day&lt;br /&gt;
         3 - Undine Day&lt;br /&gt;
         4 - Dryad Day&lt;br /&gt;
         5 - Jinn Day&lt;br /&gt;
         6 - Gnome Day&lt;br /&gt;
    sky  		if sky &amp;gt; 2     		- is the sky rating &amp;gt; cloudy&lt;br /&gt;
 	0 - dry&lt;br /&gt;
 	1 - cloudless&lt;br /&gt;
 	2 - cloudy&lt;br /&gt;
 	3 - raining&lt;br /&gt;
 	4 - lightning&lt;br /&gt;
    wind 		if wind &amp;gt; 2		- is the wind rating &amp;gt; breeze&lt;br /&gt;
 	0 - stale&lt;br /&gt;
 	1 - none&lt;br /&gt;
 	2 - breeze&lt;br /&gt;
 	3 - windy&lt;br /&gt;
 	4 - gale&lt;br /&gt;
    sector		if sector $i == 5       - sector check&lt;br /&gt;
        0 - inside       1 - city         2 - field        3 - forest     &lt;br /&gt;
        4 - hills        5 - mountain     6 - swim         7 - noswim&lt;br /&gt;
        8 - unused       9 - air          10 - desert      11 - rock&lt;br /&gt;
        12 - road        13 - enter       14 - snow        15 - swamp&lt;br /&gt;
        16 - jungle      17 - ruins       18 - mount2      19 - coastal&lt;br /&gt;
        20 - developed   21 - void        22 - lava&lt;br /&gt;
 &lt;br /&gt;
    ispc   		if ispc $n 		- is $n a pc&lt;br /&gt;
    isnpc		if isnpc $n 		- is $n a mobile&lt;br /&gt;
    isgood		if isgood $n 		- is $n good&lt;br /&gt;
    isevil		if isevil $n 		- is $n evil&lt;br /&gt;
    isneutral		if isneutral $n 	- is $n neutral&lt;br /&gt;
    isimmort		if isimmort $n		- is $n immortal&lt;br /&gt;
    ischarm		if ischarm $n		- is $n charmed */&lt;br /&gt;
    isfollow		if isfollow $n		- is $n following someone&lt;br /&gt;
    isactive		if isactive $n		- is $n&#039;s position &amp;gt; SLEEPING&lt;br /&gt;
    isdelay		if isdelay $i		- does $i currently have a delay counter&lt;br /&gt;
    isvisible		if isvisible $n		- can mob see $n&lt;br /&gt;
    isfighting		if isfighting $n        - fighting check&lt;br /&gt;
    hastarget		if hastarget $i		- does $i have a valid remembered target&lt;br /&gt;
    istarget		if istarget $n		- is $n mob&#039;s remember target&lt;br /&gt;
 &lt;br /&gt;
    affected		if affected $n blind	- is $n affected by blind&lt;br /&gt;
    affected2		if affected2 $n frenzy  - &#039;&#039;&#039;(second set of affects, see mob template for list)&#039;&#039;&#039;&lt;br /&gt;
    shielded  		if shielded $n charge	- is $n shielded by charge&lt;br /&gt;
    act			if act $i sentinel	- is $i flagged sentinel&lt;br /&gt;
    act2 		if act2 $i noattack	- is $i flagged noattack&lt;br /&gt;
    off           	if off $i berserk	- is $i flagged berserk&lt;br /&gt;
    imm           	if imm $i fire		- is $i immune to fire &lt;br /&gt;
    vuln    		if vuln $i electricity  - is $i vulnerable to electricity&lt;br /&gt;
    res        		if res $i cold          - is $i resistant to cold&lt;br /&gt;
    carries		if carries $n sword	- does $n have a &#039;sword&#039;&lt;br /&gt;
 			if carries $n 1233	- does $n have obj vnum 1233&lt;br /&gt;
                                                - (doesn&#039;t check to see if wearing, ONLY if in inventory)&lt;br /&gt;
    wears		if wears $n lantern	- is $n wearing a &#039;lantern&#039;&lt;br /&gt;
 			if wears $n 1233	- is $n wearing obj vnum 1233&lt;br /&gt;
    upon      		if upon $n motorcycle   - is $n riding/using as furniture a &#039;motorcycle&lt;br /&gt;
              		if upon $n 1233         - is $n riding/using as furniture obj vnum 1233&lt;br /&gt;
    has    		if has $n weapon	- does $n have obj of type weapon&lt;br /&gt;
    uses  		if uses $n armor	- is $n wearing obj of type armor&lt;br /&gt;
    pos			if pos $n standing	- is $n standing&lt;br /&gt;
    name  		if name $n puff		- is $n&#039;s name &#039;puff&#039;&lt;br /&gt;
    clan 		if clan $n &#039;tuna&#039; 	- does $n belong to clan &#039;tuna&#039;&lt;br /&gt;
    race 		if race $n dragon	- is $n of &#039;dragon&#039; race&lt;br /&gt;
    class		if class $n wizard	- is $n&#039;s class &#039;wizard&#039;&lt;br /&gt;
    subclass		if subclass $n &amp;gt; 0      - subclass check&lt;br /&gt;
    skill		if skill $n &#039;big boo&#039;   - does $n have the big boo skill&lt;br /&gt;
    skillchk		if skillchk $n &#039;fire&#039; &amp;gt; 90 - character&#039;s skill percentage check&lt;br /&gt;
    objtype		if objtype $o scroll	- is $o a scroll type obj&lt;br /&gt;
    quest		if quest $n nerb1	- is quest flag nerb1 toggled for $n&lt;br /&gt;
    remort		if remort $n &amp;gt; 1        - has $n remorted at least once?&lt;br /&gt;
                                                  (New characters start at &amp;quot;if remort == 1&amp;quot;;&lt;br /&gt;
                                                   first remort is at &amp;quot;if remort == 2&amp;quot;)&lt;br /&gt;
    brief 		if isbrief $n 		- does $n have &#039;brief&#039; toggled? *only works for players&lt;br /&gt;
 &lt;br /&gt;
    vnum 		if vnum $i == 1233  	- virtual number check&lt;br /&gt;
    room 		if room $i == 1233	- room virtual number&lt;br /&gt;
    roomaff		if roomaff sandstorm    - room affect check (&#039;? roomaff&#039; in editor to see valid flags)&lt;br /&gt;
    roomflag		if roomflag dark	- room flag check (&#039;? room&#039; in editor to see valid flags)&lt;br /&gt;
    align		if align $n &amp;lt; -1000	- alignment check&lt;br /&gt;
    level		if level $n &amp;lt; 5		- level check&lt;br /&gt;
         		if level $o == 0        - works on objects too&lt;br /&gt;
    sex			if sex $i == 0		- sex check&lt;br /&gt;
 	0 - none&lt;br /&gt;
 	1 - male&lt;br /&gt;
 	2 - female&lt;br /&gt;
    innate		if innate $n == 1	- innate check&lt;br /&gt;
        0 - None&lt;br /&gt;
        1 - Water&lt;br /&gt;
        2 - Moon&lt;br /&gt;
        3 - Wood&lt;br /&gt;
        4 - None (Don&#039;t use)&lt;br /&gt;
        5 - Wind&lt;br /&gt;
        6 - Earth&lt;br /&gt;
        7 - Fire&lt;br /&gt;
    size		if size $n &amp;lt; 2		- size check&lt;br /&gt;
 	0 - tiny&lt;br /&gt;
 	1 - small&lt;br /&gt;
 	2 - medium&lt;br /&gt;
 	3 - large&lt;br /&gt;
 	4 - huge&lt;br /&gt;
 	5 - giant&lt;br /&gt;
 &lt;br /&gt;
    counter		if counter $i &amp;gt;= 6 	- mob counter check&lt;br /&gt;
    money		if money $n &amp;gt; 500	- money check (in silver)&lt;br /&gt;
    objval0		if objval0 $o &amp;gt; 1000 	- object value[] checks 0-4 (check object type in oedit for relevant variables)&lt;br /&gt;
    objval1						-for money in bribe triggers use objval0 for silver and objval1 for gold&lt;br /&gt;
    objval2&lt;br /&gt;
    objval3&lt;br /&gt;
    objval4&lt;br /&gt;
    objcost		if objcost $o &amp;gt;= 50 	- cost of the obj in silver&lt;br /&gt;
    objweight		if objweight $o &amp;lt; 100 	- weight of the obj in 1/10lbs&lt;br /&gt;
    objextra		if objextra $o glow 	- does $o have glow&lt;br /&gt;
    objextra2		if objextra2 $o unique 	- is $o unique&lt;br /&gt;
    objextra3		if objextra3 $o owned 	- is $o owned&lt;br /&gt;
    objcond 		if objcond $o &amp;gt; 50 	- object condition value check&lt;br /&gt;
 			if objcond pie &amp;gt; 50 	&lt;br /&gt;
    wenchant		if wenchant $o == 10    - has $o been enchanted 10 times (weapon only)&lt;br /&gt;
    aenchant		if aenchant $o == 10    - has $o been enchanted 10 times (armor only)&lt;br /&gt;
 &lt;br /&gt;
    grpsize		if grpsize $n &amp;gt; 6	- group size check&lt;br /&gt;
 							-a solo player is a group size of 0&lt;br /&gt;
 							 -all pets and charmies count toward group size&lt;br /&gt;
 							  -they don&#039;t count if they aren&#039;t in the room with the target&lt;br /&gt;
    str			if str $n &amp;gt; 13		- strength check&lt;br /&gt;
    int			if int $i &amp;lt; 18		- intelligence check&lt;br /&gt;
    wis			if wis $q == 25		- wisdom check&lt;br /&gt;
    dex			if dex $f &amp;gt;= 8		- dexterity check&lt;br /&gt;
    con			if con $g &amp;lt;= 20		- constitution check&lt;br /&gt;
    hpchk		if hpchk $n &amp;lt; 15 	- hit point check&lt;br /&gt;
    hpcnt		if hpcnt $i &amp;gt; 30	- hit point percent check&lt;br /&gt;
    mpchk        	if mpchk $i &amp;gt; 8  	- mana point check&lt;br /&gt;
    mpcnt		if mpcnt $i &amp;gt; 50 	- mana percentage check&lt;br /&gt;
    mvchk 		if mvchk $i &amp;gt; 25 	- movement point check&lt;br /&gt;
    drunk		if drunk $n &amp;gt;= 5        - drunkenness check&lt;br /&gt;
    khexists		if khexists $n 1234     - does mob of this vnum exist in kill history (bodycount)&lt;br /&gt;
    khcount		if khcount $n 1234 &amp;gt; 5  - is number of mob of this vnum in kill history higher than 5&lt;br /&gt;
 &lt;br /&gt;
 IFCHKS can be used with &#039;or&#039;, &#039;and&#039;, and &#039;else&#039;. Ex:&lt;br /&gt;
  	-NOTE: can only use EITHER &#039;or&#039; or &#039;and&#039; per ifchk.&lt;br /&gt;
  	-NOTE: &#039;else&#039; can be combined with &#039;or&#039; and &#039;and&#039; ifchks.&lt;br /&gt;
 		if room $i &amp;gt;= 500 		- is the room vnum both greater than or equal to 500 and less than or equal to 1000?&lt;br /&gt;
 		and room $i &amp;lt;= 1000 			i.e. between 500 and 1000, including both 500 and 1000.&lt;br /&gt;
 &lt;br /&gt;
  		if dex $n &amp;gt; 12 			- are $n&#039;s dex AND str both greater than 12?&lt;br /&gt;
  		and str $n &amp;gt; 12&lt;br /&gt;
 &lt;br /&gt;
 		if hour &amp;gt;= 18 			- is the hour later than 6pm or earlier than 6am?&lt;br /&gt;
 		or hour &amp;lt;= 6 				i.e. is it between 6pm and 6am, including both 6pm and 6am.&lt;br /&gt;
 								*&#039;or&#039; must be used for this type of &#039;evening&#039; check because&lt;br /&gt;
 								the numbers don&#039;t circle like a real clock - it can&#039;t be both&lt;br /&gt;
 								greater than 18 and less than 6.&lt;br /&gt;
 		if class $n thief 		- is $n a thief OR a warrior?&lt;br /&gt;
 		or class $n warrior&lt;br /&gt;
 &lt;br /&gt;
 		if uses $n weapon 		- does $n have an object type of &#039;weapon&#039; equipped?&lt;br /&gt;
 		 mob exitpermit 			yes: they may pass through.&lt;br /&gt;
 		else&lt;br /&gt;
 		 say You need a weapon first! 		no: mob says You need a weapon first!&lt;br /&gt;
  		endif&lt;br /&gt;
 &lt;br /&gt;
 Every if needs an endif. &#039;Or&#039;, &#039;and&#039;, and &#039;else&#039; do not require additional endifs.&lt;br /&gt;
&lt;br /&gt;
===VARIABLES===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
====Ifcheck Variables:====&lt;br /&gt;
 $f	the pet of the mob remember target&lt;br /&gt;
 $g	the master of the mob remember target&lt;br /&gt;
 $i	the acting mob himself&lt;br /&gt;
 $n	the target of the mob&lt;br /&gt;
 $o	the target object of the mob&lt;br /&gt;
 $p	the secondary target object of the mob (act trigger only)*&lt;br /&gt;
 $q	the mob remember target&lt;br /&gt;
 $r	random character in room&lt;br /&gt;
 $t	the secondary target of the mob (act trigger only)*&lt;br /&gt;
 $z	the counter of the acting mob&lt;br /&gt;
 &lt;br /&gt;
 For use in event mprogs:&lt;br /&gt;
 &lt;br /&gt;
 $n	is the targetted mob or player&lt;br /&gt;
 $o	is the targetted object&lt;br /&gt;
 $i	is the acting player&lt;br /&gt;
 $p	is the actual event item being activated&lt;br /&gt;
 $y	will always refer to the person using the event item&lt;br /&gt;
     (useful when the event forces other mobs)&lt;br /&gt;
 $n and $o cannot exist at the same time in an event mprog&lt;br /&gt;
 players are considered to be vnum 0 when using a &#039;vnum $i&#039; check.&lt;br /&gt;
&lt;br /&gt;
====General Variables:====&lt;br /&gt;
 	$a	the numerical damage amount of the last successful Mob Damage (only works with Mob Echo)&lt;br /&gt;
 	$b	the race (for PCs) or shortdesc (for mobs) of the mob&#039;s remember target&lt;br /&gt;
 	$B	the level of the mob&#039;s remember target&lt;br /&gt;
 	$e	the subject pronoun of the mob&#039;s target&lt;br /&gt;
 	$E	the subject pronoun of the mob&#039;s secondary target*&lt;br /&gt;
 	$f	the name of the pet of the mob&#039;s remember target&lt;br /&gt;
 	$F	the short desc of the pet of the mob&#039;s remember target&lt;br /&gt;
 	$g	the name of the master of the mob&#039;s remember target&lt;br /&gt;
 	$G	the short desc of the master of the mob&#039;s remember target&lt;br /&gt;
 	$i	the name of the acting mob&lt;br /&gt;
 	$I	the short desc of the acting mob&lt;br /&gt;
 	$j	the subject pronoun of the acting mob (he/she/it)&lt;br /&gt;
 	$J	the subject pronoun of a random character&lt;br /&gt;
 	$k	the object pronoun of the acting mob (him/her/it)&lt;br /&gt;
 	$K	the object pronoun of a random character&lt;br /&gt;
 	$l	the possessive adjective of the acting mob (his/her/its)&lt;br /&gt;
 	$L	the possessive adjective of a random character&lt;br /&gt;
 	$m	the object pronoun of the mob&#039;s target&lt;br /&gt;
 	$M	the object pronoun of the mob&#039;s secondary target*&lt;br /&gt;
 	$n	the name of the mob&#039;s target&lt;br /&gt;
 	$N	the short desc of the mob&#039;s target&lt;br /&gt;
 	$o	the name of the mob&#039;s object target&lt;br /&gt;
 	$O	the short desc of the mob&#039;s object target&lt;br /&gt;
 	$p	the name of the mob&#039;s secondary object target*&lt;br /&gt;
 	$P	the short desc of the mob&#039;s secondary object target*&lt;br /&gt;
 	$q	the name of the mob&#039;s remember target&lt;br /&gt;
 	$Q	the short desc of the mob&#039;s remember target&lt;br /&gt;
 	$r	the name of a random character&lt;br /&gt;
 	$R	the short desc of a random character&lt;br /&gt;
 	$s	the possessive adjective of the mob&#039;s target&lt;br /&gt;
 	$S	the possessive adjective of the mob&#039;s secondary target*&lt;br /&gt;
 	$t	the name of the mob&#039;s secondary target*&lt;br /&gt;
 	$T	the short desc of the mob&#039;s secondary target*&lt;br /&gt;
 	$X	the subject pronoun of the mob remember target&lt;br /&gt;
 	$Y	the object pronoun of the mob remember target&lt;br /&gt;
 	$z	the counter of the acting mob&lt;br /&gt;
 	$Z	the possessive adjective of the mob remember target&lt;br /&gt;
&lt;br /&gt;
OR:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!  !! Name !! Short Desc !! Subject Pronoun !! Object Pronoun !! Possessive Adjective&lt;br /&gt;
|-&lt;br /&gt;
|  || For Targetting || For Echoing || He/She/It || Him/Her/It || His/Her/Its&lt;br /&gt;
|-&lt;br /&gt;
|Acting Mob || $i || $I || $j || $k || $l&lt;br /&gt;
|-&lt;br /&gt;
|Mob&#039;s Target || $n || $N || $e || $m || $s&lt;br /&gt;
|-&lt;br /&gt;
|Secondary Target* || $t || $T || $E || $M || $S&lt;br /&gt;
|-&lt;br /&gt;
|Object Target || $o || $O&lt;br /&gt;
|-&lt;br /&gt;
|Secondary Object* || $p || $P&lt;br /&gt;
|-&lt;br /&gt;
|Random Character || $r || $R || $J || $K || $L&lt;br /&gt;
|-&lt;br /&gt;
|Mob Remember Target || $q || $Q || $X || $Y || $Z&lt;br /&gt;
|-&lt;br /&gt;
|Remember Target&#039;s Pet || $f || $F&lt;br /&gt;
|-&lt;br /&gt;
|Remember Target&#039;s Master|| $g || $G&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*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&#039;s attack and the mob had an act prog execute on that, Ami would be $t. $p and $t cannot exist at the same time.&lt;br /&gt;
&lt;br /&gt;
===MOB COMMANDS===&lt;br /&gt;
&lt;br /&gt;
The commands are grouped logically, not alphabetically. Commands that serve a similar purpose are grouped together, since I thought it would be more helpful that way. Every command has the appropriate syntax listed under it. Stuff in &amp;lt;brackets&amp;gt; denotes necessary parameters, stuff in [brackets] denotes unnecessary parameters. A synopsis of every command is listed as well. At the bottom of every entry I list examples of every command&#039;s usage. &lt;br /&gt;
&lt;br /&gt;
A list of examples is given for each command. Every command has up to five basic examples and a further list of advanced usages for the command. In general, I try to draw no more than one example from each area, unless a given area has two or more distinctly different advanced usages of a command. The examples can be accessed via mpdump.&lt;br /&gt;
&lt;br /&gt;
;ECHO:mob echo &amp;lt;string&amp;gt;&lt;br /&gt;
This command sends a text message to every player in the room. It is the basic command to output whatever you want via mobprogs. There are many more specialized versions of this command, all of which are listed below. Oftentimes echo is a better choice than having a mob say or emote something.&lt;br /&gt;
&lt;br /&gt;
Examples: 1362, 2206, 2553, 1161, 4715&lt;br /&gt;
&lt;br /&gt;
;ECHOAT:mob echoat &amp;lt;target&amp;gt; &amp;lt;string&amp;gt;&lt;br /&gt;
This command will echo a message to the specific player targetted in the room and no one else. In combination with the echoaround command, this can allow for messages that simulate real commands. Usually the echo command is preferable, but echoaround combined with echoat can allow for the distinction between &amp;quot;you&amp;quot; and &amp;quot;$n&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
Examples: 1072, 33, 152, 1502, 3007&lt;br /&gt;
&lt;br /&gt;
;ECHOAROUND:mob echoaround &amp;lt;target&amp;gt; &amp;lt;string&amp;gt;&lt;br /&gt;
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 &amp;quot;you&amp;quot; and &amp;quot;$n&amp;quot; in messages. Echoaround is generally useful when you want to hide certain messages from the target player.&lt;br /&gt;
&lt;br /&gt;
Examples: 1462, 4001, 4807, 3129, 4072&lt;br /&gt;
&lt;br /&gt;
;ASOUND:mob asound &amp;lt;string&amp;gt;&lt;br /&gt;
This command is similiar to echo. Unlike echo, however, asound will echo a message to every room that the mob&#039;s current room has an exit to - i.e., the surrounding rooms. What&#039;s interesting about asound is that it doesn&#039;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&#039;s room.&lt;br /&gt;
&lt;br /&gt;
Examples: 4017, 5683, 2217, 5494, 2714&lt;br /&gt;
&lt;br /&gt;
;ZECHO:mob zecho &amp;lt;string&amp;gt;&lt;br /&gt;
This command is a more powerful version of echo, echoing a message to every player in the mob&#039;s current area. Staff will get a &amp;quot;mob echo&amp;gt;&amp;quot; in front of every zecho message, but players won&#039;t. The applications of this command are pretty straightforward, and they can easily add some flavor to your area.&lt;br /&gt;
&lt;br /&gt;
Examples: 1035, 1003, 182&lt;br /&gt;
&lt;br /&gt;
;GECHO:mob gecho &amp;lt;string&amp;gt;&lt;br /&gt;
This command is a more powerful version of zecho, echoing a message to every player in the MUD. There probably aren&#039;t that many times anybody would want to use this, but it&#039;s a powerful command and it&#039;s there. Staff will get a &amp;quot;mob echo&amp;gt;&amp;quot; in front of every gecho message, but players won&#039;t.&lt;br /&gt;
&lt;br /&gt;
Examples: 419&lt;br /&gt;
&lt;br /&gt;
;GOTO:mob goto &amp;lt;location&amp;gt;&lt;br /&gt;
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. An interesting fact about goto is that it stops the mob&#039;s combat during the transfer, so it acts like a localized mob peace. Also, use of the goto command can disguise a mob&#039;s death cry - shown in the examples below. Mob goto can transfer through safe or no_mob room flags and can move sentinel mobs.&lt;br /&gt;
&lt;br /&gt;
Examples: 4004, 2712, 3116, 1021, 5555&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 2115, 4069, 1212, 1549, 2262, 71, 4851, 1053, 187, 733&lt;br /&gt;
&lt;br /&gt;
;TRANSFER:mob transfer &amp;lt;target&amp;gt; [location]&lt;br /&gt;
This command transfers the target to the given location. The location can be a room vnum or a single 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 &amp;quot;all,&amp;quot; which will move all characters in the mob&#039;s room. Mob transfer can transfer through safe or no_mob room flags and move sentinel mobs.&lt;br /&gt;
&lt;br /&gt;
Examples: 1452, 4014, 2708, 4854, 1714&lt;br /&gt;
&lt;br /&gt;
;GTRANSFER:mob transfer &amp;lt;target&amp;gt; [location]&lt;br /&gt;
This command works just like transfer, except it transfers everyone in the target&#039;s group as well as the target. However, you cannot gtransfer all. Besides that, it is entirely identical to transfer.&lt;br /&gt;
&lt;br /&gt;
Examples: None.&lt;br /&gt;
&lt;br /&gt;
;MLOAD:mob mload &amp;lt;vnum&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Examples: 1206, 1453, 39, 3119, 154&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 2729, 2262, 4076, 1404, 4849, 1563, 1003&lt;br /&gt;
&lt;br /&gt;
;OLOAD:mob oload &amp;lt;vnum&amp;gt; [level] [R] [W]&lt;br /&gt;
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. &amp;quot;R&amp;quot; will send the object to the room, and &amp;quot;W&amp;quot; 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&#039;s typical to simply use &#039;0 R&#039; or &#039;0 W&#039; to load objects in these ways. What&#039;s great about loading objects is that they can be used as &amp;quot;counters&amp;quot; in mobprogs, illustrated in some examples below.&lt;br /&gt;
&lt;br /&gt;
Examples: 1475, 1360, 3126, 2381, 2127&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 2232, 178, 5670, 4818&lt;br /&gt;
&lt;br /&gt;
;OTRANSFER:mob otransfer &amp;lt;target&amp;gt; &amp;lt;location&amp;gt;&lt;br /&gt;
This command transfers an object to a given location. The target object can be in the room, in the mob&#039;s inventory, or part of the mob&#039;s equipment. The location parameter can be a room vnum or an 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.&lt;br /&gt;
&lt;br /&gt;
Examples: 4868&lt;br /&gt;
&lt;br /&gt;
;PURGE:mob purge [target]&lt;br /&gt;
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&#039;s inventory or equipment. Mob purge will never purge player characters. A mob can &amp;quot;mob purge self,&amp;quot; but do so sparingly - it appears to be able to crash the MUD at times. When you do use &amp;quot;mob purge self,&amp;quot; try to place it as close to the end of mobprogs as possible. For extra security, always place &#039;break&#039; right after a mob purge self command.&lt;br /&gt;
&lt;br /&gt;
Examples: 53, 3149, 4829, 1581, 710&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 1005, 3123&lt;br /&gt;
&lt;br /&gt;
;JUNK:mob junk &amp;lt;item&amp;gt;&lt;br /&gt;
This command can destroy any item the mob has in inventory or is wearing as equipment. The &amp;lt;item&amp;gt; parameter is very versatile. You can junk all, or junk &#039;all something&#039;, 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&#039;s inventory. NOTE: items inside containers cannot be junked, but ifchks can see them.&lt;br /&gt;
&lt;br /&gt;
Examples: 1476, 2109, 1360, 2710, 4886&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 3146, 2216, 4015, 2387, 727, 1009, 1212, 5491, 3113&lt;br /&gt;
&lt;br /&gt;
;REMOVE:mob remove &amp;lt;target&amp;gt; &amp;lt;vnum&amp;gt;&lt;br /&gt;
This command removes the given object from the target&#039;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. Alternately, all can be used instead of a vnum - this will remove every object the target has. (Don&#039;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.&lt;br /&gt;
&lt;br /&gt;
Examples: 1027, 4829, 1314, 1162, 5556&lt;br /&gt;
&lt;br /&gt;
;FLEE:mob flee&lt;br /&gt;
This command causes the mob to instantly run to an adjoining room. It only works if the mob is not currently fighting (simply use &#039;flee&#039; 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 &#039;leaves east&#039; 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&#039;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.&lt;br /&gt;
&lt;br /&gt;
Examples: 1006&lt;br /&gt;
&lt;br /&gt;
;KILL:mob kill &amp;lt;target&amp;gt;&lt;br /&gt;
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&#039;t attack itself, and charmed mobs can&#039;t attack their masters. When your mobile absolutely must attack someone, you want to use this instead of the regular kill command.&lt;br /&gt;
&lt;br /&gt;
Examples: 4700, 1456, 2712, 3123&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 1514, 2352, 3014, 1060, 161, 172&lt;br /&gt;
&lt;br /&gt;
;ASSIST:mob assist &amp;lt;target&amp;gt;&lt;br /&gt;
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&#039;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.&lt;br /&gt;
&lt;br /&gt;
Examples: None. This command is not mentioned in the standard mprog documentation.&lt;br /&gt;
&lt;br /&gt;
;HIT:mob hit &amp;lt;target&amp;gt;&lt;br /&gt;
Similar to Kill and Assist, this command causes the mob to attack the target. However, it doesn&#039;t care if the actor is already fighting -- this makes it useful for simulating special attacks.&lt;br /&gt;
&lt;br /&gt;
Examples: 1456&lt;br /&gt;
&lt;br /&gt;
;PEACE:mob peace&lt;br /&gt;
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&#039;s ideal for creating a gap in the fighting to execute commands that can&#039;t be done while fighting, then resuming the brawl. Additionally, it&#039;s a helpful command to use with inert or passive mobs.&lt;br /&gt;
&lt;br /&gt;
Examples: 5669, 4001, 3014, 172, 3139&lt;br /&gt;
&lt;br /&gt;
;SKILL:mob skill &amp;lt;command&amp;gt;&lt;br /&gt;
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%.&lt;br /&gt;
&lt;br /&gt;
Examples: 2511&lt;br /&gt;
&lt;br /&gt;
;DAMAGE:mob damage &amp;lt;target&amp;gt; &amp;lt;min&amp;gt; &amp;lt;max&amp;gt; [damtype] [lethal] [safe] [percent]&lt;br /&gt;
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 &#039;&#039;&#039;all&#039;&#039;&#039;, 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&#039;s hp above maximum. Note that healing this way ignores zombie status, distribute, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
Damtype specifies what [[damage type]] to use in respect to resistances and vulnerabilities. It can be any damage type you see with &amp;quot;? imm&amp;quot; in medit. A given mob damage can only have one given damtype.&amp;lt;br&amp;gt;&lt;br /&gt;
If you type &amp;quot;lethal&amp;quot; at the end of the command, the mob damage can kill the target. Otherwise, the target&#039;s hp will not drop below 0. [damtype] and [lethal]&#039;s positions in the command are interchangeable. If you type &amp;quot;safe&amp;quot; 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 &amp;quot;all&amp;quot; mob damages.&amp;lt;br&amp;gt;&lt;br /&gt;
The &amp;quot;percent&amp;quot; keyword changes the min and max from a damage quantity into a percentage of the target&#039;s maximum HP. It will not do more damage than the target&#039;s current HP, however.&lt;br /&gt;
&lt;br /&gt;
Examples: 4061, 4831, 1704, 1532&lt;br /&gt;
&lt;br /&gt;
;DAMECHO:mob damecho &amp;quot;message to target&amp;quot; &amp;quot;message to room&amp;quot; &amp;lt;target&amp;gt; &amp;lt;min&amp;gt; &amp;lt;max&amp;gt; [damtype] [lethal] [safe] [percent]&lt;br /&gt;
This command is extremely similar to &#039;mob damage&#039; 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. &lt;br /&gt;
&lt;br /&gt;
Examples: 701&lt;br /&gt;
&lt;br /&gt;
;CAST:mob cast &amp;lt;spell&amp;gt; [target]&lt;br /&gt;
This command allows a mob to cast any of the spells normally available to players. The spell parameter takes an argument, and you&#039;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&#039;s inventory, or, depending on the spell, no target at all. Mob cast costs no mana. You&#039;ll usually want to pair this command with a mob echo for more flavor.&lt;br /&gt;
&lt;br /&gt;
Examples: 4001, 2203, 4838, 301, 4716&lt;br /&gt;
&lt;br /&gt;
;MANA:mob mana &amp;lt;target&amp;gt; &amp;lt;min&amp;gt; &amp;lt;max&amp;gt;&lt;br /&gt;
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 &amp;quot;all,&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
Examples: 3139, 2748, 169, 701. This command is unique to CoD.&lt;br /&gt;
&lt;br /&gt;
;AWARD:mob award &amp;lt;target&amp;gt; &amp;lt;type&amp;gt; &amp;lt;value&amp;gt; [noscale]&lt;br /&gt;
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:&lt;br /&gt;
&lt;br /&gt;
 gold	-10000	10000		prac	10	-10		exp	-10000	10000&lt;br /&gt;
 silver	-10000	10000		train	5	-5 		align   -100    100&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The &#039;noscale&#039; argument is optional, and causes awarded experience to be a flat award regardless of the level of the player being awarded. Please keep in mind to level lock large experience rewards to keep quests relevant to the actual level of their area, when using noscale. Without &#039;noscale&#039;, &#039;mob award exp&#039; modifies awarded XP by 0-200% based on the level difference between target and mob, like XP gained from kills.&lt;br /&gt;
&lt;br /&gt;
Examples: 2260, 4022, 1027, 1116, 32. This command is unique to CoD.&lt;br /&gt;
&lt;br /&gt;
;QUEST:mob quest &amp;lt;target&amp;gt; &amp;lt;+/-/=&amp;gt; &amp;lt;questflag&amp;gt;&lt;br /&gt;
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. &amp;lt;+/-/=&amp;gt; indicates whether to set or unset the relevant quest flag; + and = are exactly the same. Each area automatically comes with 8 quest flags, regardless of the total vnums of the area, that will use the syntax of [area name]1-8 (without .are) ex. &#039;truce1&#039;. &lt;br /&gt;
&lt;br /&gt;
Examples: 54, 3113, 2390, 4874, 1596. This command is unique to CoD.&lt;br /&gt;
&lt;br /&gt;
;PETIFY:mob petify &amp;lt;target&amp;gt; &amp;lt;victim&amp;gt;&lt;br /&gt;
This command makes the victim the pet of the target. It works almost exactly like the staff command of the same name. Target and victim are arguments, and they can be any character in the world. However, mob petify will not work if victim is a player or if target already has a pet. It&#039;s probably not a great idea to petify a victim that&#039;s not in the same room as the target, even though you can within the extent of the command.&lt;br /&gt;
&lt;br /&gt;
Examples: 2106, 3196, 700, 707, 715. This command is unique to CoD.&lt;br /&gt;
&lt;br /&gt;
;FORCE:mob force &amp;lt;target&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
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 &amp;quot;all,&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
Examples: 5660, 3130, 2710, 3014, 2387&lt;br /&gt;
&lt;br /&gt;
;GFORCE:mob gforce &amp;lt;target&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
This command works just like force, except it forces everyone in the target&#039;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.&lt;br /&gt;
&lt;br /&gt;
Examples: 5276&lt;br /&gt;
&lt;br /&gt;
;VFORCE:mob vforce &amp;lt;vnum&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Examples: None.&lt;br /&gt;
&lt;br /&gt;
;MFORCE: mob mforce &amp;lt;target&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
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&#039;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 &#039;mob oload&#039; for a quest reward, as this bypasses item and weight carry limits, so there won&#039;t be any issues having them receive the item. &lt;br /&gt;
&lt;br /&gt;
Examples: None (for now).&lt;br /&gt;
&lt;br /&gt;
;AT:mob at &amp;lt;location&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
This command allows a mob to perform any single action at any location on the MUD. It&#039;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 any one word mob or object. The command parameter works just like a regular line of code in a mobprog. The &amp;lt;command&amp;gt; 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.&lt;br /&gt;
&lt;br /&gt;
Examples: 4073, 1003, 5664, 735, 2387&lt;br /&gt;
&lt;br /&gt;
;DELAY:mob delay &amp;lt;pulses&amp;gt;&lt;br /&gt;
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&#039;s delay trigger prog will execute, if it has one. Unless a mob has update_always, its delay counter won&#039;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.&lt;br /&gt;
&lt;br /&gt;
Examples: 182, 1005, 1502, 1061, 1806&lt;br /&gt;
&lt;br /&gt;
;CANCEL:mob cancel&lt;br /&gt;
This command cancels the mob&#039;s delay timer. It sets it to zero and stops the mob&#039;s delay triggers from activating. While waiting enough pulses will also let the delay timer reach zero, that will make the mob&#039;s delay triggers activate. This will not.&lt;br /&gt;
&lt;br /&gt;
Examples: 4011, 1009&lt;br /&gt;
&lt;br /&gt;
;REMEMBER:mob remember &amp;lt;target&amp;gt;&lt;br /&gt;
This command stores the name of a target in the mob&#039;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&#039;s name is stored as $q for the mob and will remain until a mob forget command, a new mob remember, or the mob&#039;s death. Mobs will remember players through player deaths, but will forget a player when that player logs out. A mob&#039;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.&lt;br /&gt;
&lt;br /&gt;
Examples: 4065, 1211, 1053, 1015, 160&lt;br /&gt;
&lt;br /&gt;
;FORGET:mob forget&lt;br /&gt;
This command empties the mob&#039;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).&lt;br /&gt;
&lt;br /&gt;
Examples: 738, 1501, 3142, 5508, 2727&lt;br /&gt;
&lt;br /&gt;
;CALL:mob call &amp;lt;vnum&amp;gt; [victim] [obj1] [obj2]&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Examples: 1368, 47, 1400, 2395, 5661&lt;br /&gt;
&lt;br /&gt;
;COUNTER: mob counter &amp;lt;value OR &#039;zero&#039;&amp;gt;&lt;br /&gt;
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 &#039;zero&#039; sets the counter to zero.&lt;br /&gt;
&lt;br /&gt;
Examples: 21, 22&lt;br /&gt;
&lt;br /&gt;
;FACE:mob face &amp;lt;long/short/name&amp;gt; &amp;lt;string&amp;gt;&lt;br /&gt;
This command changes the mob&#039;s long or short desc, or name, to whatever is specified. &lt;br /&gt;
&lt;br /&gt;
Examples: 9038&lt;br /&gt;
&lt;br /&gt;
;FLAG:mob flag &amp;lt;victim&amp;gt; &amp;lt;flag type&amp;gt; &amp;lt;flag&amp;gt; +/-&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;SDAMAGE:mob sdamage ??? ???&lt;br /&gt;
Appears to be an uncoded solution to the problem that the $a flag fixed.&lt;br /&gt;
&lt;br /&gt;
;SPAWN:mob spawn &amp;lt;victim&amp;gt; &amp;lt;room vnum&amp;gt;&lt;br /&gt;
The Spawn command will change the target&#039;s recall point to the specified room vnum.&lt;br /&gt;
&lt;br /&gt;
Examples: 9098&lt;br /&gt;
&lt;br /&gt;
;RESCUE:mob rescue &amp;lt;victim&amp;gt;&lt;br /&gt;
The Rescue command works as the Rescue skill does, but without the restrictions on grouping or any skill checks.&lt;br /&gt;
&lt;br /&gt;
;EXITPERMIT:mob exitpermit&lt;br /&gt;
Exitpermit allows mobs with exit progs to allow the character through the exit normally, instead of requiring transfer commands or other sneaky tricks.&lt;br /&gt;
&lt;br /&gt;
Examples: 2917&lt;br /&gt;
&lt;br /&gt;
;ASSET:mob asset &amp;lt;victim&amp;gt; &amp;lt;art/sound&amp;gt; &amp;lt;file&amp;gt; [duration in beats]&lt;br /&gt;
The Asset command is used for enhanced asciiart and sound functions using the Project Tuna client. For advanced usage, see [[Project_Tuna#Mob Asset]].&lt;br /&gt;
&lt;br /&gt;
Examples: 10289, 12002&lt;br /&gt;
&lt;br /&gt;
;OSET: mob oset &amp;lt;object name&amp;gt; &amp;lt;field&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
****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.&lt;br /&gt;
&lt;br /&gt;
Value:&lt;br /&gt;
(a) = requires a string or bit/flag name in place of value&lt;br /&gt;
(#) = requires a numerical value&lt;br /&gt;
&lt;br /&gt;
Mob oset will only target objects in the mob&#039;s inventory or in the same room as the mob.&lt;br /&gt;
&lt;br /&gt;
;MSET: mob mset &amp;lt;target&amp;gt; &amp;lt;field&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
Fields: str(#), dex(#), sex(a/#), level(#), maxhp(#), hp(#), maxmana(#), mana(#), maxmove(#), move(#), align(#), damtype(a), hitroll(#), magroll(#)&lt;br /&gt;
&lt;br /&gt;
This command seems to be incompletely implemented. Mobs can currently only mset themselves, but can be mob forced by other mobs to mset themselves.&lt;br /&gt;
&lt;br /&gt;
* See [[Oset_and_mset_tips_and_tricks]] for more information&lt;br /&gt;
&lt;br /&gt;
;ADDLAG: mob addlag &amp;lt;target&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;CLAN: mob clan &amp;lt;target&amp;gt; &amp;lt;clan&amp;gt;&lt;br /&gt;
This command allows a mob to add a player to a clan instead of requiring an Immortal&#039;s assistance. The clan must already be created, however.&lt;br /&gt;
&lt;br /&gt;
;PRETITLE: mob mforce &amp;lt;target&amp;gt; mob pretitle self &amp;lt;pretitle&amp;gt;&lt;br /&gt;
This command allows a mob to set a player&#039;s pretitle instead of requiring an Immortal&#039;s assistance. Technically a mob can only set their own pretitle to avoid setting someone else&#039;s pretitle by mistake, so this syntax causes the mob to force the player to set their own pretitle.&lt;br /&gt;
&lt;br /&gt;
===MOB TRIGGERS===&lt;br /&gt;
&lt;br /&gt;
The triggers are listed alphabetically, since there aren&#039;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.&lt;br /&gt;
&lt;br /&gt;
;ACT:addmprog &amp;lt;vnum&amp;gt; act &amp;lt;phrase&amp;gt;&lt;br /&gt;
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 &amp;lt;phrase&amp;gt; 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 &amp;lt;phrase&amp;gt; itself will require the color codes in order to trigger correctly. Act triggers can use one or more words in &amp;lt;phrase&amp;gt; - to set the phrase as multiple words, surrounded the phrase with &amp;quot;quotation marks.&amp;quot; When triggered by someone&#039;s speech, the act prog will activate before the &amp;lt;phrase&amp;gt; is actually spoken - making it look out of order. Many mobiles have an act prog with the phrase &amp;quot;talks to you,&amp;quot; which triggers on the talk social. This is especially common in towns and with humanoid mobs.&lt;br /&gt;
&lt;br /&gt;
;BRIBE:addmprog &amp;lt;vnum&amp;gt; bribe &amp;lt;amount, in silver&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;DAMTYPE:addmprog &amp;lt;vnum&amp;gt; damtype &amp;lt;type of damage&amp;gt;&lt;br /&gt;
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&#039;s number, not its name:&lt;br /&gt;
  0 - None*     1 - Bash      2 - Pierce    3 - Slash     4 - Fire      5 - Cold      6 - Electric&lt;br /&gt;
  7 - Acid      8 - Poison    9 - Negative 10 - Holy     11 - Energy   12 - Mental   13 - Draining&lt;br /&gt;
 14 - Water    15 - Light    16 - Other*   17 - Harm*    18 - Charm    19 - Sound    20 - Wood&lt;br /&gt;
 21 - Silver   22 - Iron     23 - Wind     24 - Earth    25 - Dark&lt;br /&gt;
&lt;br /&gt;
* Very, very few attacks use the None, Other, Harm, or Charm damtype to actually deal damage.&lt;br /&gt;
&lt;br /&gt;
;DEATH:addmprog &amp;lt;vnum&amp;gt; death &amp;lt;percent&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;DELAY:addmprog &amp;lt;vnum&amp;gt; delay &amp;lt;percent&amp;gt;&lt;br /&gt;
The delay trigger is activated when the delay timer for the mob decrements to 0. To set a mob&#039;s delay timer, use the mob delay command. The trigger has a &amp;lt;percent&amp;gt; chance of activating when the delay timer hits 0, although in almost every usage of this command, 100 is used for the &amp;lt;percent&amp;gt; parameter. Delay triggers are known to occasionally and randomly not work. Delay timers will only count down if players are currently in the mob&#039;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.&lt;br /&gt;
&lt;br /&gt;
;EXALL:addmprog &amp;lt;vnum&amp;gt; exall &amp;lt;exit number&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;ENTRY:addmprog &amp;lt;vnum&amp;gt; entry &amp;lt;percent&amp;gt;&lt;br /&gt;
The entry trigger is activated whenever the mob walks into a new room. The trigger has a &amp;lt;percent&amp;gt; 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. &lt;br /&gt;
&lt;br /&gt;
;EXIT:addmprog &amp;lt;vnum&amp;gt; exit &amp;lt;exit number&amp;gt;&lt;br /&gt;
The exit trigger is checked whenever a PC tries to exit the mob&#039;s room. The trigger will activate whenever a player tries to use &amp;lt;exit number&amp;gt;&#039;s exit. It is important to note that if an exit trigger activates, the player&#039;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&#039;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.&lt;br /&gt;
&lt;br /&gt;
The following &amp;lt;exit numbers&amp;gt; collaborate with the indicated exits:&lt;br /&gt;
 0 - north  1 - east  2 - south  3 - west  4 - up&lt;br /&gt;
 5 - down   6 - ne    7 - nw     8 - se    9 - sw&lt;br /&gt;
&lt;br /&gt;
;FIGHT:addmprog &amp;lt;vnum&amp;gt; fight &amp;lt;percent&amp;gt;&lt;br /&gt;
The fight trigger is checked at the end of each combat round for the mob. The trigger has a &amp;lt;percent&amp;gt; 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.&lt;br /&gt;
&lt;br /&gt;
;GIVE:addmprog &amp;lt;vnum&amp;gt; give &amp;lt;object&amp;gt;&lt;br /&gt;
The give trigger is checked when an object is given to the mob. When an item of keyword &amp;lt;object&amp;gt; is given to the mob, the trigger activates. The phrase &#039;all&#039; can be used for &amp;lt;object&amp;gt; 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 &#039;all&#039; 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 &#039;give $o $n&#039; statement.&lt;br /&gt;
&lt;br /&gt;
;GRALL:addmprog &amp;lt;vnum&amp;gt; grall &amp;lt;percent&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;GREET:addmprog &amp;lt;vnum&amp;gt; greet &amp;lt;percent&amp;gt;&lt;br /&gt;
The greet trigger is checked whenever a character enters the room that the mob occupies. It has a &amp;lt;percent&amp;gt; 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. &lt;br /&gt;
&lt;br /&gt;
;HPCNT:addmprog &amp;lt;vnum&amp;gt; hpcnt &amp;lt;hp percent&amp;gt;&lt;br /&gt;
The hpcnt trigger is checked at the end of each combat round for the mob. The trigger will activate if the mob&#039;s hp percentage drops below the &amp;lt;hp percent&amp;gt; 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.&lt;br /&gt;
&lt;br /&gt;
;KILL:addmprog &amp;lt;vnum&amp;gt; kill &amp;lt;percent&amp;gt;&lt;br /&gt;
The kill trigger is checked when someone initiates combat with the mob. The trigger has a &amp;lt;percent&amp;gt; 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.&lt;br /&gt;
&lt;br /&gt;
;RANDOM:addmprog &amp;lt;vnum&amp;gt; random &amp;lt;percent&amp;gt;&lt;br /&gt;
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 &amp;lt;percent&amp;gt; chance of activating every mob pulse, but only if players are currently in the mob&#039;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.&lt;br /&gt;
&lt;br /&gt;
;SCHEDULE:addmprog &amp;lt;vnum&amp;gt; schedule &amp;lt;hour&amp;gt;&lt;br /&gt;
The schedule trigger is checked once every hour, on the hour. The &amp;lt;hour&amp;gt; parameter equals a number from 0 to 23, where 0 is midnight and 12 is noon. If the &amp;lt;hour&amp;gt; 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.&lt;br /&gt;
&lt;br /&gt;
;SPAWN:addmprog &amp;lt;vnum&amp;gt; spawn &amp;lt;percent&amp;gt;&lt;br /&gt;
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 &amp;lt;percent&amp;gt; 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.&lt;br /&gt;
&lt;br /&gt;
;SPEECH:addmprog &amp;lt;vnum&amp;gt; speech &amp;lt;phrase&amp;gt;&lt;br /&gt;
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 &#039;say&#039;, &#039;osay&#039;, or &#039;tell&#039; 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.&lt;br /&gt;
&lt;br /&gt;
;SURRENDER:addmprog &amp;lt;vnum&amp;gt; surrender &amp;lt;percent&amp;gt;&lt;br /&gt;
The surrender trigger, while present on the triggers list, is defunct and is not actually used.&lt;br /&gt;
&lt;br /&gt;
*I like using this trigger to show what mprogs my mob calls within its other mprogs. -Ageatii&lt;br /&gt;
&lt;br /&gt;
[[Category:Technical Information]]&lt;/div&gt;</summary>
		<author><name>Pascal</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=File:Black_and_white_new_atlasjpg.jpg&amp;diff=2190</id>
		<title>File:Black and white new atlasjpg.jpg</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=File:Black_and_white_new_atlasjpg.jpg&amp;diff=2190"/>
		<updated>2018-12-23T14:07:14Z</updated>

		<summary type="html">&lt;p&gt;Pascal: &lt;/p&gt;
&lt;hr /&gt;
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		<author><name>Pascal</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=Player_Housing&amp;diff=2185</id>
		<title>Player Housing</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=Player_Housing&amp;diff=2185"/>
		<updated>2018-12-15T15:41:17Z</updated>

		<summary type="html">&lt;p&gt;Pascal: &lt;/p&gt;
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&lt;div&gt;[[File:Customhomes.png|200px|thumb|right|Home is where the grass is.]]&lt;br /&gt;
== Housing Admin ==&lt;br /&gt;
Lilly is the current housing admin. All questions or clarifications will be deferred to her.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==HOUSING==&lt;br /&gt;
What you need to purchase a home:&lt;br /&gt;
&lt;br /&gt;
1. One immortal token or three restring tokens.&lt;br /&gt;
&lt;br /&gt;
2. Your character must be at least level 50.&lt;br /&gt;
&lt;br /&gt;
3. One of your characters needs to have at least 100 hours of play time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==ACCEPTABLE IMMORTAL TOKENS==&lt;br /&gt;
&lt;br /&gt;
1. Heart-tipped arrow (Versalia)&lt;br /&gt;
&lt;br /&gt;
2. Ripe, yellow Benana (Benamas)&lt;br /&gt;
&lt;br /&gt;
3. A Clay cup of Ageatea (Ageatii)&lt;br /&gt;
&lt;br /&gt;
4. Tuna Token (Carsanquay)&lt;br /&gt;
&lt;br /&gt;
5. A Bag of Grass Seed (Lilly)&lt;br /&gt;
&lt;br /&gt;
6. An Abysblossom (Abysmal)&lt;br /&gt;
&lt;br /&gt;
7. A Silk Top Hat with a Red Band (Ozlynn)&lt;br /&gt;
&lt;br /&gt;
8. A Tangible Piece of Void (Sham)&lt;br /&gt;
&lt;br /&gt;
9. A Totally REAL Gold Coin (Cooper)&lt;br /&gt;
&lt;br /&gt;
==RESIDENTIAL AREAS FOR PURCHASE==&lt;br /&gt;
&lt;br /&gt;
When purchasing a home, you must fulfill the above requirements, and then contact Lilly to arrange to pay the following sums to begin building your first room. All initial rooms come with a town-specific interactable object that will reset the house as your recall point, as well as allow other people inside your home to visit. Price is based on level 5000+MinLvlx50 (except Gold City).&lt;br /&gt;
&lt;br /&gt;
You must provide descriptions for the rooms you are purchasing.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+HOME PRICES&lt;br /&gt;
|-&lt;br /&gt;
!Town&lt;br /&gt;
!Price (in Gold)&lt;br /&gt;
!Starter Object&lt;br /&gt;
!Pet (vending)&lt;br /&gt;
|-&lt;br /&gt;
|Truce&lt;br /&gt;
|5000&lt;br /&gt;
|Wall-Mounted Shield&lt;br /&gt;
|Alley Cat&lt;br /&gt;
|-&lt;br /&gt;
|Viorar&lt;br /&gt;
|5000&lt;br /&gt;
|Firefly Lamp&lt;br /&gt;
|Dudbear&lt;br /&gt;
|-&lt;br /&gt;
|Crysta&lt;br /&gt;
|5250&lt;br /&gt;
|Woven Quilt&lt;br /&gt;
|Goose&lt;br /&gt;
|-&lt;br /&gt;
|Mongrelia&lt;br /&gt;
|5250&lt;br /&gt;
|Dog Collar&lt;br /&gt;
|Growlithe&lt;br /&gt;
|-&lt;br /&gt;
|Monstro Town&lt;br /&gt;
|5250&lt;br /&gt;
|Dancing Star&lt;br /&gt;
|Goomba Martial Artist&lt;br /&gt;
|-&lt;br /&gt;
|Rocket Town&lt;br /&gt;
|5500&lt;br /&gt;
|Model Rocket&lt;br /&gt;
|Capsule J2&lt;br /&gt;
|-&lt;br /&gt;
|Wutai&lt;br /&gt;
|5500&lt;br /&gt;
|Wall Scroll&lt;br /&gt;
|Ninji&lt;br /&gt;
|-&lt;br /&gt;
|Cosmo Canyon&lt;br /&gt;
|6000&lt;br /&gt;
|Crimson Candle&lt;br /&gt;
|Litwick&lt;br /&gt;
|-&lt;br /&gt;
|Mabe Village&lt;br /&gt;
|6000&lt;br /&gt;
|Cucco Clock&lt;br /&gt;
|Cucco Warrior&lt;br /&gt;
|-&lt;br /&gt;
|Arlia&lt;br /&gt;
|6250&lt;br /&gt;
|Silver Star&lt;br /&gt;
|Drillbur&lt;br /&gt;
|-&lt;br /&gt;
|Tonoe&lt;br /&gt;
|6250&lt;br /&gt;
|Mini Haystack&lt;br /&gt;
|Miltank&lt;br /&gt;
|-&lt;br /&gt;
|Medina&lt;br /&gt;
|6500&lt;br /&gt;
|Magus Statuette&lt;br /&gt;
|Kappa&lt;br /&gt;
|-&lt;br /&gt;
|Shrike&lt;br /&gt;
|6750&lt;br /&gt;
|TiVo Set&lt;br /&gt;
|Sniper Joe&lt;br /&gt;
|-&lt;br /&gt;
|Mandala&lt;br /&gt;
|7000&lt;br /&gt;
|a Veedio&lt;br /&gt;
|Nemesis Owl&lt;br /&gt;
|-&lt;br /&gt;
|Brei&lt;br /&gt;
|7000&lt;br /&gt;
|Anvil&lt;br /&gt;
|Timburr&lt;br /&gt;
|-&lt;br /&gt;
|Final Weapon&lt;br /&gt;
|7000&lt;br /&gt;
|Repliforce Insignia&lt;br /&gt;
|Porygon Maverick&lt;br /&gt;
|-&lt;br /&gt;
|Lasacul&lt;br /&gt;
|7500&lt;br /&gt;
|Miniature Gondola&lt;br /&gt;
|Surskit&lt;br /&gt;
|-&lt;br /&gt;
|Todo&lt;br /&gt;
|7500&lt;br /&gt;
|Mounted Salmon&lt;br /&gt;
|Frostifur&lt;br /&gt;
|-&lt;br /&gt;
|Dry Dry Outpost&lt;br /&gt;
|7500&lt;br /&gt;
|Li&#039;l Cactus&lt;br /&gt;
|Mad Mallard&lt;br /&gt;
|-&lt;br /&gt;
|Brigantes&lt;br /&gt;
|8000&lt;br /&gt;
|Jack&#039;O&#039;Lantern&lt;br /&gt;
|Crobat&lt;br /&gt;
|-&lt;br /&gt;
|Caspia&lt;br /&gt;
|8000&lt;br /&gt;
|Antique Hourglass&lt;br /&gt;
|Dainslaif&lt;br /&gt;
|-&lt;br /&gt;
|Gold City&lt;br /&gt;
|10000&lt;br /&gt;
|Large Pile of Gold&lt;br /&gt;
|Golden Golduck&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
 Players may choose a starting item that belongs to another town, instead of their town&#039;s&lt;br /&gt;
 default one, for an additional fee of &#039;&#039;&#039;500 gold&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
 Starting pets, as listed above, will become available once a player purchases a Pet Vendor&lt;br /&gt;
 for their home (see Housing Shop below).&lt;br /&gt;
&lt;br /&gt;
==ADDING ON ROOMS==&lt;br /&gt;
You may add on extra rooms to your home by paying increasing amounts of restring tokens and gold. Immortal tokens count as &#039;&#039;&#039;three&#039;&#039;&#039; restring tokens here.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+ROOM EXPANSIONS&lt;br /&gt;
|-&lt;br /&gt;
!Total Rooms&lt;br /&gt;
!Restring Tokens Required&lt;br /&gt;
!Gold&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|500&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|500&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|500&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|8&lt;br /&gt;
|500&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|10&lt;br /&gt;
|500&lt;br /&gt;
|-&lt;br /&gt;
|7+&lt;br /&gt;
|10&lt;br /&gt;
|500 x (RoomCnt - 5)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==HOUSE ACCESS==&lt;br /&gt;
&lt;br /&gt;
ALL homes exit onto the town room of your choice, but entry is all located at the same spot. A signpost will be in each town listing addresses. Knock on that address to be allowed in if you are the owner, or the owner is in and has &amp;quot;left the door open&amp;quot; (by activating their specific starter item).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==PORTALS==&lt;br /&gt;
&lt;br /&gt;
Portals come in the form of purchasable objects for your home. Prices of these portals are based on proximity in distance and level, among other things. There are two kinds of portals, Rank 1 and Rank 2: Rank 1 portals include the basic mainstay towns and large cities (and are also the &#039;default&#039; portals available for purchase), while Rank 2 portals include most all of the rest of the &amp;quot;civilized&amp;quot; regions, including the villages, smaller towns, and locations that hold a uniformity or governing authority of some kind.&lt;br /&gt;
&lt;br /&gt;
For Rank 1 Portals, add 1 and the level disparity in 10&#039;s to the coordinate disparity (though allow for wrapping from the westernmost and easternmost portions on the map). Multiply that total by 300 for the price in gold. Rank 1 portals are seen as the CAPITAL LETTER locations on the grid below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(L + D + 1) x 300 = Gold Price&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example 1:&#039;&#039;&#039; Calculate price of (V)iorar to (T)ruce. They are 6 spaces away (diagonals are used). Because they are the same level there is no disparity. The cost of a portal would be 2100 gold ( [0 + 6 + 1] x 300).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example 2:&#039;&#039;&#039; Calculate price of (V)iorar to (G)old City. By going off the west edge of the map and rejoining on the right, we see we are 12 spaces away (as opposed to 18). The level disparity is 6. [6 + 12 + 1] x 300 = 5700 Gold for a Viorar to Gold City Portal.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For Rank 2 Portals, add 3 and the level disparity in 10&#039;s to the coordinate disparity. Multiply that total by 400 for the price in gold. Rank 2 portals are seen as the LOWERCASE LETTER locations on the grid below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(L + D + 3) x 400 = Gold Price&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example 1:&#039;&#039;&#039; Calculate the price of (T)ruce to (b)rei. They are 7 spaces away (diagonals are used) and have a level disparity of 4. [4 + 7 + 3] x 400 = 5600 gold for a Truce to Bree portal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example 2:&#039;&#039;&#039; Calculate the price of (M)onstro Town to (c)aspia. By wrapping around the west edge of the map, they are 12 spaces away (instead of 18) and have a level disparity of 5. [5 + 12 + 3] x 500 = 10000 gold for a Monstro to Caspia portal.&lt;br /&gt;
&lt;br /&gt;
 Please note, Rank 2 portals are priced according to transport from a Rank 1 location to a&lt;br /&gt;
 Rank 2 location.  In the event that a player owns a house in a Rank 2 location already,&lt;br /&gt;
 purchase of a portal to a Rank 1 location uses the price and formula for a Rank 1 portal.&lt;br /&gt;
 The price from a Rank 2 location to another Rank 2 location remains the same as the normal Rank&lt;br /&gt;
 2 portal pricing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
  ____________________________________________________________&lt;br /&gt;
 | . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .|&lt;br /&gt;
 | . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .| &lt;br /&gt;
 | . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .|&lt;br /&gt;
 | . . . . . . . . . . m . . t B . . . . . . . . . . . . . . .|&lt;br /&gt;
 | . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .|          &lt;br /&gt;
 | . . . . . . k . . . . . c . . . . S . . . . . . . . . . . .|          &lt;br /&gt;
 | . . . . . . . . . . . . . . w . . . . . . . . . . . . . . .|          &lt;br /&gt;
 | . . . . . . . . . . r . T . . . . . m . . . . . G . . . . .|          &lt;br /&gt;
 | . . . . . . . . . . . . c . . . . . . . . . . . . . . . . .|          &lt;br /&gt;
 | . . . . . . . . . . L . m . . . . . . . . . . . . . . . . .|          &lt;br /&gt;
 | . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .|          &lt;br /&gt;
 | . . . . . . V . . a . . . . . m . . . . . . . . . . . . . .|          &lt;br /&gt;
 | . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .|          &lt;br /&gt;
 | . . . . . . . . . . t . . . . . . . . . . . . . . . . . . .|          &lt;br /&gt;
 | . . . . M . . . . . . . . b . . . . . . . . . . . . . . . .|&lt;br /&gt;
 | . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .|         (m) Center = Mongrelia&lt;br /&gt;
 | . . . . . . . . . . . . . . . . . . . . . . c . . . . . . .|         (m) North = Mandala&lt;br /&gt;
 | . . . . . . . . . . . . . . . . . . . . . . d . . . . . . .|         (m) Southeast = Mabe Village&lt;br /&gt;
 | . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .|         (m) East = Medina&lt;br /&gt;
 | . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .|         (c) Center = Crysta&lt;br /&gt;
 --------------------------------------------------------------         (c) North = Cosmo Canyon&lt;br /&gt;
                                                                        (c) Southeast = Caspia&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(NOTE: Final Weapon [Rank 1 Portal] and Pioneer 2 [Rank 2 portal] are available as well, but not listed; both locations are traversible via rocket town, and are actually in planetary orbit.  Their location in terms of coordinate disparity will be considered the same location as (r)ocket Town, plus 5 [as opposed to the previous 19, which is kind of silly])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==SHOPS==&lt;br /&gt;
&lt;br /&gt;
You may convert a home into a shop, but with restrictions. Shop profits will not fall onto the owner. Shops that are in a public house and always open to players cannot have accessible portals or other beneficial objects/mobs. You must purchase a shopkeeper. All &#039;&#039;&#039;regular&#039;&#039;&#039; items added to the shopkeeper&#039;s list cost Gold = ItemLvlx10, while exotic (hard-to-get/find) items will cost ItemLvlx30 Gold to stock. Items chosen must exist ingame already and be fairly reasonable choices; exceptions include crafting items, quest rewards, and other items that are likely not meant to be readily available in a shop setting. Max shop list is 10. Some specific exclusions may apply on a case-by-case scenario for MUD integrity; if you&#039;re not sure, the best way to find out is to ask Lilly.&lt;br /&gt;
&lt;br /&gt;
To add a Custom Item to the shop, please see [[Custom_Item_Creation|this separate page]] detailing how custom item creation is applied. Any questions on this process should be directed to Lilly via note or tell (if she is online at the time).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==HOUSING SHOP==&lt;br /&gt;
&lt;br /&gt;
You may purchase a whole slew of neat things for your house! New things are added from time to time, too!  Please note that only one of &#039;&#039;&#039;each type&#039;&#039;&#039; of &amp;quot;Shop&amp;quot; mobs (banker, healer, shopkeeper, etc.) can exist in a room at a time, as it is physically impossible to interact with two healers, two shopkeepers, etc. in the same room.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+&#039;&#039;&#039;HOUSING SHOP&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!Item/NPC&lt;br /&gt;
!Gold&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|a Painting of [enter town here]&lt;br /&gt;
|See Portal section&lt;br /&gt;
|Portal that leads to a town or city&lt;br /&gt;
|-&lt;br /&gt;
|Mr. Moit&lt;br /&gt;
|5000&lt;br /&gt;
|Turban Matango shopkeeper&lt;br /&gt;
|-&lt;br /&gt;
|a Moogle Maid&lt;br /&gt;
|500&lt;br /&gt;
|&amp;quot;Cleans&amp;quot; your house, recovers your HP and MP.&lt;br /&gt;
|-&lt;br /&gt;
|a Servbot Helper&lt;br /&gt;
|5000&lt;br /&gt;
|Casts &amp;quot;Recharge&amp;quot; on items given to it&amp;lt;br /&amp;gt;Can also be set to cast &amp;quot;Phlogiston&amp;quot; on lights given to it&amp;lt;br /&amp;gt;Can be set to do both for 8000g&lt;br /&gt;
|-&lt;br /&gt;
|a training dummy&lt;br /&gt;
|1000&lt;br /&gt;
|Beat it up, has about 1000 HP, resist weapon and magic.&lt;br /&gt;
|-&lt;br /&gt;
|a house pet&lt;br /&gt;
|500&amp;lt;br /&amp;gt;restring token&lt;br /&gt;
|A custom, interactable mob that remains at your house. Provides no tangible benefit.&lt;br /&gt;
|-&lt;br /&gt;
|secret exits&lt;br /&gt;
|500&amp;lt;br /&amp;gt;restring token&lt;br /&gt;
|Custom ways to open/reveal exits (ex: turn statue head to slide open bookshelf)&amp;lt;br /&amp;gt;Includes Mobprogs and applying &#039;hidden&#039; flags.&lt;br /&gt;
|-&lt;br /&gt;
|a pokeball vending machine&lt;br /&gt;
|5000&lt;br /&gt;
|Sells pokeballs with pets inside, only for owner use^&lt;br /&gt;
|-&lt;br /&gt;
|Fountain~&lt;br /&gt;
|1000&lt;br /&gt;
|Infinite source of specific liquid.&amp;lt;br /&amp;gt;May purchase copy of one that exists already, or add a Restring Token for a custom one.&lt;br /&gt;
|-&lt;br /&gt;
|Furniture~&lt;br /&gt;
|500&lt;br /&gt;
|Immobile, untakeable objects of any kind.&amp;lt;br /&amp;gt;May purchase copy of one that exists already, or pay 500g+Restring for Customized.&lt;br /&gt;
|-&lt;br /&gt;
|Banker&lt;br /&gt;
|4000&amp;lt;br /&amp;gt;Req. House Size of 4+ Rooms&lt;br /&gt;
|Your own personal banker!&lt;br /&gt;
|-&lt;br /&gt;
|Mage&lt;br /&gt;
|4000&amp;lt;br /&amp;gt;Req. House Size of 4+ Rooms&lt;br /&gt;
|Your own personal mage! (Fees still apply)&lt;br /&gt;
|-&lt;br /&gt;
|Necromancer&lt;br /&gt;
|6000&amp;lt;br /&amp;gt;Restring Token&amp;lt;br /&amp;gt;Req. House Size of 5+ Rooms&lt;br /&gt;
|Your own personal... wait. People actually WANT one of these in their HOUSE..!?&amp;lt;br /&amp;gt;&lt;br /&gt;
|Requires own room.&lt;br /&gt;
|-&lt;br /&gt;
|Mana Orchard Treant&lt;br /&gt;
|5000&amp;lt;br /&amp;gt;2 Restring Tokens&amp;lt;br /&amp;gt;Req. House Size of 3+ Rooms&lt;br /&gt;
|Sentient tree infused with Mana that will consume seeds and bear fruit/vegetables from them.&amp;lt;br /&amp;gt;Requires &#039;outside&#039;-type room.&lt;br /&gt;
|-&lt;br /&gt;
|Cooking Station&lt;br /&gt;
|3500&amp;lt;br /&amp;gt;2 Restring Tokens&lt;br /&gt;
|Includes an array of kitchenware needed to prepare lots of yummy recipes! (Note: Food not included)&amp;lt;br /&amp;gt;Requires &#039;inside&#039;-type room.&lt;br /&gt;
|-&lt;br /&gt;
|Krak Pot&lt;br /&gt;
|5000&amp;lt;br /&amp;gt;3 Restring Tokens&lt;br /&gt;
|A decorative, sentient iron pot with knack for alchemical knowledge.&lt;br /&gt;
|-&lt;br /&gt;
|Cookbooks&lt;br /&gt;
|1000, 2000, 3000&lt;br /&gt;
|You can&#039;t cook without knowing how!&amp;lt;br /&amp;gt;Books include &#039;Beginner&#039;, &#039;Intermediate&#039;, and &#039;Advanced&#039; recipes at incremental pricing.&lt;br /&gt;
|-&lt;br /&gt;
|Alchenomicon: Basic Tomes&lt;br /&gt;
|1500, 3000, 4000&lt;br /&gt;
|Learn the secrets of the alchemist!&amp;lt;br /&amp;gt;Books include &#039;Beginner&#039;, &#039;Intermediate&#039;, and &#039;Advanced&#039; recipes at incremental pricing.&lt;br /&gt;
|-&lt;br /&gt;
|Alchenomicon: Special Tomes&lt;br /&gt;
|10000 each&lt;br /&gt;
|Additional Alchemy books for the fanatics.  Currently available: &amp;quot;A Composition of Compositions&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
|Polychromatic Crystal&lt;br /&gt;
|2000&amp;lt;br /&amp;gt;1 Imm Token&lt;br /&gt;
|A splendorous, multi-hued crystal that bestows a heavy and long-duration buff based on the current day.&lt;br /&gt;
|-&lt;br /&gt;
|Custom Portal + Location&lt;br /&gt;
|8000&amp;lt;br /&amp;gt;1 Imm Token&lt;br /&gt;
|A customized portal that can take you anywhere in the Cleft, with some exceptions.&amp;lt;br /&amp;gt;No locations beyond quest/level/item-required mobs (i.e Goa, Cave of Trials&#039; entrance, etc.)&amp;lt;br /&amp;gt;Portal will have a level requirement of (MinAreaLv - 10).&lt;br /&gt;
|-&lt;br /&gt;
|A Cow&lt;br /&gt;
|2500&amp;lt;br /&amp;gt;Req. House Size of 3+ Rooms&lt;br /&gt;
|A domesticated farm animal that will occasionally produce milk when properly fed.&amp;lt;br /&amp;gt;Requires &#039;outside&#039;-type room.&lt;br /&gt;
|-&lt;br /&gt;
|A Cucco&lt;br /&gt;
|2500&amp;lt;br /&amp;gt;Req. House Size of 3+ Rooms&lt;br /&gt;
|A feathered farm animal that will occasionally produce eggs when properly fed.&amp;lt;br /&amp;gt;Requires &#039;outside&#039;-type room.&lt;br /&gt;
|-&lt;br /&gt;
|A Produce Cart&lt;br /&gt;
|1500&amp;lt;br /&amp;gt;Req. &#039;Mana Treant&#039; Purchase&lt;br /&gt;
|A large cart that will follow you around, carrying your produce.&amp;lt;br /&amp;gt;Only useable in the player&#039;s house.&lt;br /&gt;
|-&lt;br /&gt;
|A Locker&lt;br /&gt;
|3000&lt;br /&gt;
|A place for no-loss storage of items.&amp;lt;br /&amp;gt;See &#039;locker&#039; helpfile in-game for details.&lt;br /&gt;
|-&lt;br /&gt;
|A Combat Simulation Room&lt;br /&gt;
|12000&amp;lt;br /&amp;gt;1 Imm Token&lt;br /&gt;
|A holographic projector in this room will allow you to re-fight mobs of the Cleft of Dimensions at your leisure.  Some mobs may be unavailable if their programming becomes unstable due to being fought outside of their specific room, and all mobs will be given immunity to charm. Mobs defeated in this simulation will not yield any gold or item rewards, and reward only 50% normal experience.&lt;br /&gt;
|Cost is per-mob: &#039;&#039;&#039;Regular Mobs&#039;&#039;&#039; = 10g*Lvl ... &#039;&#039;&#039;Boss Mobs&#039;&#039;&#039; = 50g*Lvl&lt;br /&gt;
|This purchase requires a new room &#039;&#039;&#039;entirely&#039;&#039;&#039; devoted to this purchase and nothing else, and the cost of the room&#039;s customization is included in the purchase price.&lt;br /&gt;
|-&lt;br /&gt;
|Inventory-to-Furniture Conversion&lt;br /&gt;
|(Varying Gold)&amp;lt;br /&amp;gt;1 Restring Token&lt;br /&gt;
|Players may &#039;convert&#039; an item in their inventory (which will be removed from inventory during the conversion process) to a piece of furniture in their house that will remain there permanently.  Most items will be an immobile, ineffective object that simply serves as a visual furniture, but items with infinite charges or usage (Rods, event items, etc.) may retain their usability under the same delay they had as a held item.  Exceptions apply and gold cost is on a per-item basis, so ask Lilly for specific item qualifications and costs.&lt;br /&gt;
|-&lt;br /&gt;
|Equipment Mannequins&lt;br /&gt;
|10000&amp;lt;br /&amp;gt;3 Restring Tokens&amp;lt;br /&amp;gt;Max 8&lt;br /&gt;
|A mannequin that can be used to store equipment sets.  One piece of equipment per slot may be placed upon it, and storage/retrieval is processed via Qflags (hence the maximum of 8 per player).  For details, please send Lilly a tell or a note.&lt;br /&gt;
|-&lt;br /&gt;
|Equipment Capsules&lt;br /&gt;
|20000&amp;lt;br /&amp;gt;1 Restring Token&amp;lt;br /&amp;gt;Req. House Size of 6+ Rooms&amp;lt;br /&amp;gt;Req. Shopkeeper Mob&lt;br /&gt;
|While not precisely a house-specific item, this purchase will allow you to create an item that can &amp;quot;hold&amp;quot; multiple pieces of equipment in one collapsible item, much like a mannequin, except carried with you.  This is a heavily-customized item and all details should be discussed with Lilly.&lt;br /&gt;
|-&lt;br /&gt;
|a Clanlink Transporter&lt;br /&gt;
|4000&lt;br /&gt;
|Transfers a player from their Player House to their Clan Hall (if they have one).&lt;br /&gt;
|-&lt;br /&gt;
|a Faithful Companion&lt;br /&gt;
|60000&amp;lt;br /&amp;gt;1 Immortal Token&amp;lt;br /&amp;gt;Req. Pet Vending Machine&lt;br /&gt;
|A custom pet variant that will level alongside you and gain statistical bonuses every ten levels!  This custom pet is extremely mobprog intensive, hence the high cost, and all questions and details should be asked of and confirmed with Lilly.  Cost for purchase FROM vending machine, once created, is a flat 2500g.  See [[Faithful_Companion|this page]] for details and information.&lt;br /&gt;
|-&lt;br /&gt;
|a Keyring&lt;br /&gt;
|1000&amp;lt;br /&amp;gt;1 Restring Token&lt;br /&gt;
|A stationary item in your home that will allow you to store and recall keys that you have acquired during your travels.  While the initial keyring item is inexpensive, adding keys to the ring requires a fee of 20g per level up to the minimum level of the zone that the key is found in.  Some keys may be given a higher applied level depending on where they lead.  Maximum of 50 unique keys per character.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
^One Town-specific mob comes with machine (may not necessarily be a pokemon), can add more types to machine by paying &#039;&#039;&#039;2500&#039;&#039;&#039; gold - Max of 8. Cost to purchase pet from vending machine, once available, is Lvlx3 gold for the first 50 levels, and then Lvlx5 gold for any of the last 50 levels.&lt;br /&gt;
&lt;br /&gt;
@Coming Soon!&lt;br /&gt;
&lt;br /&gt;
~Excludes unique customized objects that exist in other players&#039; homes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Custom Purchases==&lt;br /&gt;
&lt;br /&gt;
All shop purchases can be customized.&lt;br /&gt;
&lt;br /&gt;
For item/npc restring (different only by appearance) add a restring token.&lt;br /&gt;
&lt;br /&gt;
For NPC/Pet customization (includes custom appearance AND customized mobprog [NOT INCLUDING &#039;Faithful Companion&#039; variant, seen above]) add triple the gold cost and a restring token.  Does not include Mana Treant, Cooking Station, or Krak-Pot; cost to fully customize any of these three purchases is 30000g and 6 restring tokens, due to their programming complexity and difficult (but doable) transition to a custom mob.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== ALTERNATE HOUSING (PLAN B) ==&lt;br /&gt;
&lt;br /&gt;
As opposed to a home with purchased benefits, you may choose to have your home open up for all players to see and interact with. Note that it doesn&#039;t have to be an actual residence. Those types of houses are available OUTSIDE of the normal &#039;Signpost Entrance&#039; that the other form of Player Housing stands by.&lt;br /&gt;
&lt;br /&gt;
Under this plan, you cannot have portals or free items or any other features specified above. Expansion costs however, will be the same. Instead, additional expansion will add NPCs and miniquests. Please get ahold of Lilly to discuss your ideas for potential NPCs and miniquests that may relate to the NPC/Player House, and she can quote you a price range and feasibility factor.&lt;br /&gt;
&lt;br /&gt;
This requires approval from the Admin, and the home and location has to &amp;quot;make sense&amp;quot; for wherever it is located. No Black Omens hovering above Wutai, as that requires extensive rebuilding of existing content on part of the staff.&lt;br /&gt;
&lt;br /&gt;
If you already own a home and want to convert it to &amp;quot;Plan B,&amp;quot; the rate of conversion of features will be equal to what the home already has. You may have to relocate or edit the home to fit it better in its area.&lt;br /&gt;
&lt;br /&gt;
Plan B player houses may also be built in areas outside of towns/cities, with the aforementioned notion that it needs to make sense in regard to the area in which it resides, and with additional fees. The rate at which Plan B houses may be built in non-town locations is (5000 + [MinLvl x 100]) gold. Some restrictions also apply in terms of allowed areas, but this will go on a case-by-case basis, and discussion with Lilly about your plans or ideas is recommended.&lt;br /&gt;
&lt;br /&gt;
Additionally, expansion costs are slightly higher (it&#039;s dangerous work building things in the wilderness) in out-of-town locations. Here is a breakdown of what you can expect to pay, versus the normal expansion costs:&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+WILDERNESS ROOM EXPANSIONS&lt;br /&gt;
|-&lt;br /&gt;
!Total Rooms&lt;br /&gt;
!Restring Tokens Required&lt;br /&gt;
!Gold&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|750&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|750&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|750&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|8&lt;br /&gt;
|750&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|12&lt;br /&gt;
|750&lt;br /&gt;
|-&lt;br /&gt;
|7+&lt;br /&gt;
|12&lt;br /&gt;
|750 x (RoomCnt - 5)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
While the ammenities available to private player houses are, as mentioned, not allowed for Plan B locations, certain exemptions may apply if it fits the house&#039;s feel decently enough. A player should talk to Lilly if they really want something that they feel would greatly add to the Plan B house&#039;s atmosphere, and perhaps a deal can be worked out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Applying For Housing==&lt;br /&gt;
&lt;br /&gt;
In a note written to Lilly, please provide the &#039;&#039;&#039;MINIMUM&#039;&#039;&#039; following information:&lt;br /&gt;
&lt;br /&gt;
A.) Rooms: &#039;&#039;&#039;Room title&#039;&#039;&#039; (name of the room); &#039;&#039;&#039;Room desc&#039;&#039;&#039; (main description of the room); &#039;&#039;&#039;Extra Descs&#039;&#039;&#039; (any &amp;quot;extra&amp;quot; descriptions you want in the room, by way of specific keyword lookup). If you want color, add it in your note, otherwise I&#039;m going to just go with the Cleft&#039;s basic color scheme (which is normal grey room descs and dark cyan room titles).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
B.) Room Linkage: If this is your first room, please include the &#039;&#039;&#039;exit room&#039;&#039;&#039; (the room in town that the exit to your house leads to). For additional rooms, include the &#039;&#039;&#039;direction&#039;&#039;&#039; they are linked from room to room. If you are creating secret exits or entrances by way of a mobprog action, include the above information while describing your hidden exit request (see below).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
C.) Furniture/Objects/Fountains: &#039;&#039;&#039;Short description&#039;&#039;&#039; (the name of the object) and &#039;&#039;&#039;long description&#039;&#039;&#039; (what it says when the item is in the room). You may also request &#039;&#039;&#039;extra descriptions&#039;&#039;&#039; in the same way as a Room&#039;s extra descriptions, but if you do not include any, I will assume them to be unwanted. Please also include the &#039;&#039;&#039;room&#039;&#039;&#039; that you want it placed in.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
D.) House Pets: &#039;&#039;&#039;Short description&#039;&#039;&#039; and &#039;&#039;&#039;long description&#039;&#039;&#039;, as well as a &#039;&#039;&#039;physical description&#039;&#039;&#039; (what the mob looks like). If you want your pets to do anything via a mobprog, please be as detailed as possible with what you want them to do, how to react, and etc. There&#039;s very little I can&#039;t do, but the clearer you are in your request, the easier of a time I&#039;ll have programming them accurately. Please also include the &#039;&#039;&#039;room&#039;&#039;&#039; that you want it placed in.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
E.) Hidden/Special Exits/Entrances: If an activateable object is involved, please include the &#039;&#039;&#039;short description&#039;&#039;&#039; and &#039;&#039;&#039;long description&#039;&#039;&#039; (unless it is meant to be hidden). Extra descriptions are not required, but recommended if the device is meant to work as a hidden or secret exit (perhaps, for example, to give clues on its useage). Please also include the &#039;&#039;&#039;room&#039;&#039;&#039; that you want it placed in, as well as the &#039;&#039;&#039;linked room&#039;&#039;&#039; that it is meant to lead into.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
F.) Extras: Anything from the Housing Shop should be considered witht he above guidelines, as they apply toward anything not covered in acknowledgements A through E. If you&#039;re not sure if your point is getting across in a note you post to me, think of it this way: the more information you include, the better off we&#039;ll BOTH be.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These instructions do &#039;&#039;&#039;not&#039;&#039;&#039; have to be followed to the letter; if your note skips a step or two, but is highly descriptive, I will likely be able to catch your drift and build accordingly without any interruption or irritation on my part at missing information. On the other hand, telling me &#039;a breadbox in the kitchen&#039; is not explaining to me what you want. Do you want it called &#039;a breadbox in the kitchen&#039;? What about the long desc? Have some consideration for what information I need to put into the item as I am creating it; all descriptions are required by the PLAYER, not for the admin to guess or have a free-for-all with. If glaring information is left out and I&#039;m already not feeling helpful, I may leave you with a half-assed item and state that &amp;quot;this is what your note requested&amp;quot;. So get your pen out and be descriptive!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Multi-Character Housing==&lt;br /&gt;
&lt;br /&gt;
In the interest of saving effort, time, and (perhaps most importantly) Vnums, I have decided to allow multi-character player housing. What this means is that a Player House can legally have more than one character is its &amp;quot;owner,&amp;quot; but only under the following pretenses and stipulations:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1.) The normal rules of a player house still apply for any moving-in character: level 50, 100 hours on any character the player owns, etc.&lt;br /&gt;
&lt;br /&gt;
2.) The &amp;quot;moving-in&amp;quot; character does not have to be an alt of the house-owner&#039;s player (meaning multiple players can live in one player&#039;s character&#039;s house), but &#039;&#039;&#039;all&#039;&#039;&#039; purchases that were made by the initial house-owner must also be made by the character that is moving in. This includes initial plot price (including Imm token/3 Restrings), price for every room added on since the first, and all current objects/ammenities that reside in the house.&lt;br /&gt;
&lt;br /&gt;
3.) Aside from this &amp;quot;repurchasing&amp;quot; cost mentioned above, a flat additional fee of 2000 gold will be charged to each character wanting to move into an already-owner player house.&lt;br /&gt;
&lt;br /&gt;
4.) These fees &#039;&#039;&#039;must&#039;&#039;&#039; be paid by the character intended to move in. No transfer of gold (token transferral between alts is okay, as always) between alts is allowed; if the character can&#039;t afford it, they can&#039;t move in. Plain and simple. In addition (and while I condone the compassionate notion of players helping each other out), moving-in characters will be required to pay for at least &#039;&#039;&#039;HALF&#039;&#039;&#039; of the expense of moving in out of their own pocket, including restrings. This is to prevent one super-wealthy character from amassing tons of gold and paving the way for everybody and their cousins to move into their house at little or no cost to the moving-in characters themselves. Sorry guys, but we can&#039;t have the top 1% carrying everyone on their backs; that&#039;s not really fair for the rest who do it themselves and have actually worked for what they have attained.&lt;br /&gt;
&lt;br /&gt;
5.) Once a player home is owned by multiple characters, additional add-ons and purchases must be made for EACH MEMBER OF THE HOUSE; the catch to multiple people living in one house is that each character is still paying for everything they get to use. Essentially, every character is still paying for their own house and living accommodations, they are simply sharing the vnums. For example, if a house had 3 rooms and someone wanted a fourth, and there were two people living in the house, each member of the house would have to pay 4 tokens and 500 gold, for a total of 8 tokens and 1000 gold. If any members of the house cannot pay, no upgrades will be made.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If there is a character that would like to begin the process of moving into an already-owned player house, they should contact Lilly so that the procedure can be discussed. Obviously, the decision for a second character to move into an owned player house must be mutually-agreed-upon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Character Housing Fund Accounts==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As a personal favor to players, I am willing to keep a database for characters who wish to deposit money and restring/immortal tokens into a &amp;quot;Housing Account&amp;quot; toward the use of purchasing Player Housing items for that character. This frees up time otherwise spent idling while at level 100, trying to decide on what to purchase before one can remort, or having to wait for an Immortal to make the transaction, etc. With this, a player can simply drop off excess money and tokens to me (Lilly), and I will make a note for the character in my database with the added funding. Thus, they are free to continue playing without having to worry about where the money does or doesn&#039;t go.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Two small notes:&lt;br /&gt;
&lt;br /&gt;
1.) Monetary balances will be kept track of in amounts of GOLD only, for the sake of ease for myself. If you have heaps of silver to lay on me, this is fine, but know that I will round whatever you give me down to the nearest whole gold piece.&lt;br /&gt;
&lt;br /&gt;
2.) Once you have added gold and/or tokens to this House Funding Account, it is there PERMANENTLY until used for player housing purchases. There will be no returning of these coins/tokens to the character at any time, for any reason, once I have received your deposit.  &#039;&#039;&#039;The &amp;lt;u&amp;gt;ONLY EXCEPTION&amp;lt;/u&amp;gt; to this rule is in the instance of players purchasing their own [[Custom_Item_Creation|custom-made]] items from their own shop; I will reimburse players for the amount from their account toward the cost of a [[Custom Item Creation|custom-made]] item, as long as they were the character that made the item.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you wish to know your current monetary/token balance, simply ask, either while I&#039;m online or in a note, and I&#039;ll be happy to look it up for you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Final Note==&lt;br /&gt;
&lt;br /&gt;
Please have patience with me after you have submitted a Player Housing request. There&#039;s a few things I would like people to consider, on my behalf, after you&#039;ve made your request:&lt;br /&gt;
&lt;br /&gt;
1.) I&#039;m one person, and we have a lot of players. Normally I&#039;m not swamped, but there may be a queue, and I may not be able to get to your request on the day it is given.&lt;br /&gt;
&lt;br /&gt;
2.) I&#039;m not just the Player Housing admin. I&#039;m also the head of RP, I&#039;m a builder, I like to play the game as a mortal from time to time, and above all this, I have an involving home life outside the Cleft. Again, there may be things that prevent me from getting to your request in a timely manner, but rest assured, as long as you have posted your note to me, I do know about it, and I will get to it.&lt;br /&gt;
&lt;br /&gt;
3.) Constantly reminding me of your request is not going to get it done any faster. I&#039;m well aware that you have paid. I&#039;m well aware that you haven&#039;t gotten your description in yet. If I&#039;m around and I&#039;m not working on your Housing Request, there&#039;s an extremely-likely chance that I&#039;m working on something else at the time that, for whatever reason, is taking a higher priority at the minute.&lt;br /&gt;
&lt;br /&gt;
4.) I took this position willingly. If two or three days seems like too long to wait for something, know that I could abandon this project at any time and players could go back to simply waiting &amp;quot;until one of the Imms can get around to it&amp;quot; again.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In short, please be patient once you&#039;ve sent your note. I haven&#039;t forgotten about you, and it WILL get done. Pressuring me about it will put your place in the queue at risk, and I may delay it intentionally just to be a hag about it. ^_^&lt;/div&gt;</summary>
		<author><name>Pascal</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=Apr_2018:Booster_Tower&amp;diff=2184</id>
		<title>Apr 2018:Booster Tower</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=Apr_2018:Booster_Tower&amp;diff=2184"/>
		<updated>2018-12-14T13:40:53Z</updated>

		<summary type="html">&lt;p&gt;Pascal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Area of the Month for April 2018 is [[Booster_Tower|Booster Tower]]!&lt;br /&gt;
&lt;br /&gt;
A template format for your review is below; click &#039;edit&#039; at the top of the page, copy-pasta from the &amp;lt;nowiki&amp;gt;----&amp;lt;/nowiki&amp;gt; to the next &amp;lt;nowiki&amp;gt;----&amp;lt;/nowiki&amp;gt;, and fill in the gaps!&lt;br /&gt;
&lt;br /&gt;
(&#039;&#039;&#039;&#039;&#039;Yes,&#039;&#039;&#039;&#039;&#039; a wiki account is required to edit the page and therefore post your review, but take heart: The wiki is hosted by the Cleft itself, not a third party!&lt;br /&gt;
&lt;br /&gt;
**Post-reviews, Booster Tower was altered too significantly to note every change here, thanks. 9/27/2018&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player: You!(Class/Level)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Review Date(s): &#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Descriptions: X/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
How does the area&#039;s room descriptions(descs) work for you? Do they give you a good idea of the area? Do things that stand out in the desc and NEED explanation GET that, either from flavor text(extra-descs) or NPCs in the room or anything?&lt;br /&gt;
&lt;br /&gt;
What about mobiles(mobs) and their descriptions? Can you get a decent mental image of who or what this NPC/monster is? Do they respond when you talk or interact with them?&lt;br /&gt;
&lt;br /&gt;
Some areas have interact-able objects like fountains. Do they stack up well also?&lt;br /&gt;
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&#039;&#039;&#039;Balance: X/10 (OR N/A)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
(NOTE: combat will be most accurately gauged when your character is in the area&#039;s suggested level range.)&lt;br /&gt;
&lt;br /&gt;
If this area has combat, how does it feel? Does anything jump as horribly overpowered and impossible to deal with? What about the flipside, anything far too easy to beat? &lt;br /&gt;
&lt;br /&gt;
Are purchased or rewarded items at the appropriate strength levels? Is the effort required to obtain rewarded items reflected in their usefulness (or uniqueness and fancifulness)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attractions: X/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Why would you suggest someone come to this area?&lt;br /&gt;
Is it just a good place to grind experience(lots of mobs)?&lt;br /&gt;
Does the area provide a chunk of good gold and loot?&lt;br /&gt;
&lt;br /&gt;
What about the quests? Does this area&#039;s quests feel properly done, or is there some part of it that you feel needs work?&lt;br /&gt;
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For towns, are the shops good? Any other non-combative attraction for the area?&lt;br /&gt;
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&#039;&#039;&#039;Connections: X/10 &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
How easily and well does this area connect to its nearby areas?&lt;br /&gt;
Does it make sense thematically to be connected to the areas it is?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personal&#039;&#039;&#039;&lt;br /&gt;
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Any comments you&#039;d like to make that you don&#039;t feel apply to the other sections can go here!&lt;br /&gt;
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&#039;&#039;&#039;Player: Scribble(Knight/16)&#039;&#039;&#039; - TOKEN&#039;D&lt;br /&gt;
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&#039;&#039;&#039;Review Date(s): 4/1/2018&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Descriptions: 4/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The descriptions of the mobs are short and sweet, which is fine. They describe them rather well, but just somewhat unimaginatively. The Snifits all share a description except for one, describing them as Booster&#039;s &amp;quot;three main toadies&amp;quot; even though there is a fourth. This fourth one is also a shopkeeper, but looking at him still reveals his condition as if he were killable.&lt;br /&gt;
&lt;br /&gt;
The room descriptions are easy to ignore and very short. A few are even one sentence. The room you are sent to after taking the trip there refers to the event that sent you there, even though it&#039;s possible to leave from this room and then go back through it normally, obviously not having arrived there the same way as you did initially. There are very few things in the room descriptions to look at and nothing in them is ever important, every important interactable object and mob being plainly visible in the room.&lt;br /&gt;
&lt;br /&gt;
While reading the descriptions does help mildly paint a picture of the area, the tower is more or less a free for all killing spree zone without much to look at. The only location within this area that is actually interesting to read is the Marrymore Province, but it lacks extra descriptions. On that note, extra descriptions are highly lacking and the ones that *do* exist do not add much more to the area.&lt;br /&gt;
&lt;br /&gt;
This is somewhat an important note as, being a very popular, easily accessible area that nearly every newbie will visit, it does not help adjust them to the fact that reading room descriptions is typically very important in the Cleft. Though, arguably, completing the quests would still be very hard to do without reading the descriptions of the mobs involved.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Balance: 8/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The balance here is good, in regards to mobs. There are large numbers of killable mobs all around the tower, ranging from 15 to 19. All of the named mobs, with sparse few exceptions, are killable and much higher level, however they are only so much more difficult than the regular mobs, except for a few (the Apprentice for example is rather tough). My character is perhaps slightly more well geared than your typical newbie, though these mobs will be harder for some classes than for others, as well. At level 17 (I leveled while writing this) I&#039;m able to kill the level 25 mobs here, as long as I&#039;m paying attention. For a lower level area, perhaps this is okay. The trash mobs are of varying difficulty and introduce some new status effects to new players, which is important, though annoying. &lt;br /&gt;
&lt;br /&gt;
For instance, I&#039;ve just been not killing Orb Users because I can&#039;t re-equip my shield after using shield slam due to being blinded. This is just annoying and not really a huge issue. Bob-Ombs are probably the weakest enemies, but will explode for no experience if not killed quickly, which is a neat mechanic, teaching new players that not all fights will be so cut and dry.&lt;br /&gt;
&lt;br /&gt;
The items available here are decently balanced, though the level requirement for certain quest rewards is worth some discussion, mentioned below. The actual strength of these items is probably fine.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attractions: 7/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Booster Tower is obviously a hotspot for leveling and it&#039;s suggested quite frequently already. Its location is incredibly convenient, much closer to Truce than other similar leveled areas, and a useful spot for much longer than others. It&#039;s a good leveling spot for first life characters and newbies from its starting level (depending on the skill and class of the player, possibly earlier), though it tends to lose its steam quite a few levels before its suggested ending level range.&lt;br /&gt;
&lt;br /&gt;
There are useful pieces of gear, here, from quests or otherwise, that are typical standard fare for your general player. Some of the quest rewards are not useable until the very last level of the range of the tower. Even for a first life character, the quests are not difficult to complete before level 25, even *far* before 25, potentially teaching newbies the hard way that items will poof from your inventory if they are 10 levels out of reach. By the time you can actually use them, you probably won&#039;t even be in Booster Tower anymore.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;main&amp;quot; quest (the one with the most steps) is not too hard to follow and figure out, although considering its main mechanic is giving items to NPCs, it&#039;s unfortunate that some of the NPCs may keep these quest items when they are the incorrect recipient. There is inconsistency here, as some NPCs WILL give back wrong items and others will not. It&#039;s not clear if this is intentional, but if so, it&#039;s not really a great sort of &#039;difficulty modifier&#039; in my opinion, and moreso just annoying.&lt;br /&gt;
&lt;br /&gt;
It&#039;s also worth questioning if it&#039;s worth preserving the situation within this quest where the final turn in item is a potentially useful item for certain classes to keep, while the final reward would be bad for those classes. It&#039;s possible to do the quest over again, but that would insist that if the final reward is not good for your class, you basically just do it again, while other people would not have to. I&#039;m not sure this is a great mechanic, personally.&lt;br /&gt;
&lt;br /&gt;
One of the quests can be cheesed (I won&#039;t explain how publicly!) really easily, while another requires an item that requires level 20 to wear, but the reward requires level 25 to use. The item also doesn&#039;t *necessarily* require combat to acquire, so the jump in level requirements is potentially super annoying. Basically if you complete it as soon as you are able, you&#039;ll still have an unusable item in your inventory for five levels before you even know if it&#039;s worth the space to keep it.&lt;br /&gt;
&lt;br /&gt;
These level requirements for the quest rewards is the only thing I would really think to take a second look at, if only for the fact that Booster Tower - despite being level 16-25 - becomes less useful and will typically be finished significantly before its final level of 25, even by newbies, as has been demonstrated recently.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Connections: 5/10 &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is one of the most easily accessible, mob-dense areas for low level leveling in the game for a Truce start. Thematically, Booster Tower is questionable in its location. It&#039;s just a short walk from Truce, between there and Rocket Town. The entrance to the tower itself implies the tower is somewhat unpleasant looking, saying that the door has been broken down. For an area openly displayed between two neat and orderly towns, this seems like something that may be of interest to be addressed by the authorities. Maybe it&#039;s mentioned and I just haven&#039;t seen it.&lt;br /&gt;
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----&lt;br /&gt;
&#039;&#039;&#039;Player:&#039;&#039;&#039; Aludra(Wizard/8) -- Token&#039;d&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Review Date(s)&#039;&#039;&#039;: 04/06/2018&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Descriptions&#039;&#039;&#039;: 5/10&lt;br /&gt;
&lt;br /&gt;
The area itself is fairly decent. Some rooms have much shorter descriptions than others, but the environment is rather same-y all in all. Especially in the source material. There are only so many ways to say &#039;big ugly marble chessboard room.&#039; I wouldn&#039;t mind seeing some colour pops though, just to highlight some of the more interesting things. There aren&#039;t really any extra descriptions of note other than the TV near the top. Cute, but not inspiring.&lt;br /&gt;
&lt;br /&gt;
Most of the mobs have strange formatting and linebreaks. Snifit 1 for example:&lt;br /&gt;
&lt;br /&gt;
He wears a grey coat over his whole body, a black belt, and a black gas &lt;br /&gt;
mask covering his face.  He is one of Booster&#039;s three main toadies and loves&lt;br /&gt;
to catch beetles and eat cake.  &lt;br /&gt;
&lt;br /&gt;
And, of course, a Spookum: &lt;br /&gt;
&lt;br /&gt;
Spookums are the same height and wear the same mask as Snifits, but their&lt;br /&gt;
rank is lower and their robes are blue rather than grey.  They came to&lt;br /&gt;
become Snifits under Booster&#039;s training, but he only wants four.  &lt;br /&gt;
&lt;br /&gt;
They all seem to be written under a very short linewrap. I&#039;m not going to paste every single mob description, but there are a lot of them with this issue.&lt;br /&gt;
&lt;br /&gt;
Other than that, they&#039;re all nice and concise and give a good idea of what you&#039;re dealing with.&lt;br /&gt;
&lt;br /&gt;
As for area objects, such as the toy chest and therein, these objects suffer the same linewrap issue. One of the trains are barely described at all. Player-ownable objects (such as the balloons) have equally lackluster notes. Some colour pops would be great there too.&lt;br /&gt;
&lt;br /&gt;
All in all, the writing is decent, but it&#039;s lacking in content. Jazz it up!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Balance&#039;&#039;&#039;: 7/10 (OR N/A)&lt;br /&gt;
&lt;br /&gt;
The chain chomps are probably the most difficult thing here to fight. Disproportionately so, given their relative level.&lt;br /&gt;
&lt;br /&gt;
Fireballs are definitely the weakest, and their level/xp are true to that. Would be neat if they were more in line with the rest of the area.&lt;br /&gt;
&lt;br /&gt;
Second to fireballs, bombs are definitely probably the weakest. I just wish they didn&#039;t cease to give you XP if they delete themselves via explosion. If they survived that with 1hp, I&#039;d be a lot happier. &lt;br /&gt;
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&lt;br /&gt;
I wish the rewards were more consistently leveled though. Equipment and items you can get here range from 15 to 45. By level 25, there are definitely way better places to be and much better items to use. At least the level 45 item isn&#039;t terrible. It&#039;s very easy to lose track of though, especially at a lower level where it will disappear and you&#039;ll forget about it entirely.&lt;br /&gt;
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&#039;&#039;&#039;Attractions&#039;&#039;&#039;: 7/10&lt;br /&gt;
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There&#039;s basically no reason not to come to this area if you&#039;re starting out on the Truce side. It&#039;s easily located, it&#039;s packed to the gills with things to kills. The money drops aren&#039;t too bad for the level. There are plenty of little hidden treasures you can acquire if you know what to do. And, most importantly, you can do the beetle hunting minigame and rack up all kinds of dosh if you&#039;re bored.&lt;br /&gt;
&lt;br /&gt;
The main questline here is pretty slick. It takes a little bit of trial and error, but once you get rolling, it&#039;s hard to stop!&lt;br /&gt;
&lt;br /&gt;
There are three shops. None of which have any weapons or armor, but you can get some useful goodies here, if you know where to use them!&lt;br /&gt;
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&lt;br /&gt;
&#039;&#039;&#039;Connections&#039;&#039;&#039;: 10/10&lt;br /&gt;
&lt;br /&gt;
It connects Truce, Rocket Town and Rabite forest. Or, I&#039;m assuming. I&#039;ve never found the key to the locked back door. But I&#039;m assuming! If the door does go where I think it was, it&#039;s a quick trip through Booster&#039;s Tower to get to Neko&#039;s Cabin, which backdoors into Guardia Castle. Pretty handy shortcut, if true. But where&#039;s the key? This might be a Thief Only scenario.&lt;br /&gt;
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&#039;&#039;&#039;Personal&#039;&#039;&#039;&lt;br /&gt;
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All in all, this area is a great springboard into the teen-levels, and further adventure. At least one of the rewards is good for all levels. I just wish it were more visual.&lt;br /&gt;
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&#039;&#039;&#039;Player: Kaze(Warrior/10ish, Theif 10-15)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Review Date(s): April 1st for the Warrior, April 15th for the Thief&#039;&#039;&#039;&lt;br /&gt;
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&lt;br /&gt;
&#039;&#039;&#039;Descriptions: 7/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
I like the descriptions as a rule. It&#039;s good. Many of the rooms are pretty bland. One common issue is that the names are the primary way to get a feel for relative height short of mapping, not the descriptions.&lt;br /&gt;
&lt;br /&gt;
The rooms that are noteworthy locations are pretty well described. That includes the entryway, Thomp&#039;s room, Booster&#039;s room, and Marymore... Dodo, etc. The knifey dude is pretty much the only interesting feature of his room.&lt;br /&gt;
&lt;br /&gt;
Most of the puzzles are in the descriptions, fair dinkum. This is good. Some level of hand holding is appropriate such an early stage, even, so the clarity is welcome.&lt;br /&gt;
&lt;br /&gt;
Mobs are pretty descriptive and have a jovial feel. None stood out as particularly bad, but a few were especially good. Valentina&#039;s rich trailer-trash vibe was readily apparent. The train&#039;s animation played in my head.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Balance: 9/10 (OR N/A)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Fire vulnerability is NASTY in the tower. &lt;br /&gt;
&lt;br /&gt;
The Bob-ombs seem overpowered for their level. You need DPS to drop them. The boom is devastating or deadly at the low end of the level. (If you have the HP to survive, I suspect they are much easier. Warrior handled them much lower than thief, say) Still, if you &#039;&#039;have&#039;&#039; enough, they are otherwise a bit easy. They are pretty binary that way. Going into the tower at level, I&#039;d recommend most steer clear. On your way out, waste them for the exp.&lt;br /&gt;
&lt;br /&gt;
Orb users can also be deadly, especially to the fire vulnerable, but their tricks mostly seem challenging to me, not unfair. They blind and hit hard, yet are a bit fragile. I think they&#039;re well balanced for level.&lt;br /&gt;
&lt;br /&gt;
Spookums are pretty fair, given they act as a pretty solid entry requirement. Must be this big to enter. They are pretty much average, Maybe a touch weak, but given their company, that&#039;s far from a bad thing.&lt;br /&gt;
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Chomps are tough little cookies at level. Got to use dirty tricks or resources to fight them until about mid level. They are fairly easy to avoid and, frankly, used quite well. &lt;br /&gt;
&lt;br /&gt;
The bosses are a bit of a ramp, as expected and desired. The only one that really seems out of range is Val. Especially if you have the wrong vulnerabilities, she&#039;s realy good at smacking a low level character around. It generally wise to come back to finish her off.&lt;br /&gt;
&lt;br /&gt;
Item rewards range from about what you&#039;d purchase to nice for the level. Clown Gloves are really nice for their level. Otherwise things tend to be a bit light.&lt;br /&gt;
&lt;br /&gt;
All in all, this is pretty much my standard for combat balance. It&#039;s one of the best zones, that way.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attractions: 9/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It&#039;s got fun and amusing little secrets. It&#039;s got challenging MOBs. It&#039;s got some decent EQ. If you like MUDs, it&#039;s for you. &lt;br /&gt;
&lt;br /&gt;
Loot isn&#039;t much of a draw, though the shops are. Gold is decent.&lt;br /&gt;
&lt;br /&gt;
Quests are average. They mostly aren&#039;t hard. The Chain Chomp thing is pretty obscure. The Sniffits are humerous but the rewards are pretty pointless. Marymore is cool looking but one of its quest elements is tricky to even spot, much less solve. &lt;br /&gt;
&lt;br /&gt;
A few more scattered hints are in order. Given the nature of the area, that&#039;s probably best solved in other zones, predominantly, but some on site would be good, too.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Connections: 7/10 &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Why&#039;&#039; it&#039;s where it is isn&#039;t clear, but it does link to its surroundings in a rational way. Really ought to have a bit more description on the road, though. A tower that big would be visible from quite a ways off.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personal&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It&#039;s my favorite low-level area. &lt;br /&gt;
&lt;br /&gt;
A clever way across the fireball floor without an encounter would be welcome, as would some more flavor in the interstitial floors.&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kolem (Playing as Belle, L. 8-13 Moogle Geomancer, with various others; also Paisley, L~10 thief)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Review Date(s): 4/26/2918&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As is standard with my reviews, all sections begin with five points. Consistent positives or excellent examples gain points; consistent negatives lose points or half points. Here we go!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Descriptions: 5/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Oh, Booster tower. You hold a special place in my heart, but you show your age in a lotta places.  One of them is the near-dearth of extra look descriptions--the only ones there are for interactables, as well as a single T.V.  On the bright side, all monsters in the tower respond to talking, and spookums and snifits aside, seem to be desced decently. I was gonna ding this area half a point for lack of extra descriptions, but it doesn&#039;t really IMPEDE the player--it just feels like a missed opportunity, especially given the bonkers nature of the source material. I&#039;ll give it functional marks, but this is an area for improvement.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Balance: 5/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is a hard one, and I feel like it&#039;s one of Booster Tower&#039;s high points--and low points.  The real problem I have with the zone is that, outside of the boss enemies and quest items, there aren&#039;t any real &#039;drops&#039; to speak of in the tower. Spookums, Bob-ombs, Orb Users, Chain Chomps, and Remo Cons don&#039;t appear to have any drops whatsoever, and the boss rewards are either high-end of the range or storebought at the very lowest end of the scale (as is the case with Valentia&#039;s drops).  &lt;br /&gt;
&lt;br /&gt;
On the other hand, I have nothing but praises to sing ABOUT those mobs.  Booster Tower&#039;s mobs--the ones above, before we get to the bosses--all have interesting, engaging combat tricks. Analyze reveals that chain chomps have a random major weapon resistance, making melee classes have to think and plan, while Bob-Ombs will severely punish, say, a caster who bungles a few spells (this happened to me more than once). Orb users introduce low level blind and fire attacks into the mix, while Remo Cons inflict the Curse ailment, which can lead to real problems. Coupled with the levels you might attempt the tower being the introduction to the necro mechanics, these monsters are incredible teaching moments. Which leads us to...&lt;br /&gt;
&lt;br /&gt;
The bosses.  They can and WILL thrash players who are much too low level to challenge them, with powerful attacks. One sore point is the Apprentice miniboss, who can come off as a nasty surprise the first time you encounter them, and is probably single handedly responsible for most of the new player deaths in the tower. Fireballs are also fairly obnoxious, but much less challenging than just about everybody else in the zone. Some sort of trick mechanic to switch them &#039;off&#039; for a bit might be cool, similar to the trick for the chain chomps and spookum at the doorway. Maybe a minor in-room puzzle? Booster can call for help, and Valentia has powerful spells for the level. &lt;br /&gt;
&lt;br /&gt;
Another sore spot is the items--not just the lack thereof from the main common monsters, but the boss drops, as well, and those items gleaned through quests and mini-quests. They&#039;re all over the scale, swinging wildly from cheap but usable to high level and very useful, with levels that don&#039;t really quite suit their placement. The Balloons item, wands, and rod in particular in this zone are all handy to have, but have caveats--whether they be rot-death, high level, or simply hidden in a multi-level quest with a slightly obscure (but fun!) beginning. I kinda wish it was possible to expand the entry point to the quest, just because I enjoy it personally.&lt;br /&gt;
&lt;br /&gt;
All in all: Plus one full point for dynamic, interesting monsters that have multiple approaches to fights, minus one half for a lack of drops, and minus another half for the swinginess of item level and placement--it&#039;s items that hold this zone back, and that&#039;s a pity, because the combats here are genuinely a blast. (Hah!)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attractions: 7/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hmm. While Booster Tower has solid experience payouts, the treasures--once you know what is here--are pretty useful, even though their levels are skewed. Additionally, there&#039;s at least one major item for a tie in quest later. I wish there were more to recommend here, especially in Marrymore--it&#039;s just big enough and themed enough with enough facilities to suggest expanding it to a mini-town, like Monstro Town or Medina. It&#039;d really add some zing to the tower!  There are also some mini-quests available in other areas that tie here, and a little lateral thinking can net you an nice piece of equipment. I can award one point for that--the distinctive items that are here are pretty fun, but I wish there was more reward for the lower end challenges here. See the Suggestions section for more.  &lt;br /&gt;
&lt;br /&gt;
Additionally, the Beetle-catching minigame--and the hidden quest given by it--is really fun, but as others have pointed out, the mobs in the tower don&#039;t return items. I&#039;ll award another half point to the beetle game, and I wish there was more to do with it.  There&#039;s also a minigame miniboss, which is always nice to see! I&#039;ll award it another point for that.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Connections: 5/10 &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Booster tower itself has been worked on, off and on, by different builders for several years. This sorta patchwork addition is fine, but the surrounding environments--truce and Rocket town--refer to it only sparsely. It might be nice if it being obnoxious and visible played into more areas.&lt;br /&gt;
&lt;br /&gt;
Ultimately, it only has two exits, and one of them is locked by default. Which is... ehhhn.  I wish there was more to Marrymore, and I wish there were more connections to external zones--it feels like the sort of place a Cannon Travel guy would totally make an installation on a balcony, or something. &lt;br /&gt;
&lt;br /&gt;
Five points for a functional, easy connection to one of the starting towns, but it could always stand to be improved.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personal&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Woof. What do I even say here? Booster&#039;s tower is practically a fixture of my time in the cleft, and it really sold me on the kind of lateral-thinking fighting on your feet that comes more into play as you fight later monsters. I love the flavor of the enemies here, but the tower itself could use a lot of touch ups. &lt;br /&gt;
&lt;br /&gt;
FINAL AVERAGE: Out of four categories, average score is &#039;&#039;&#039;5.5&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
SUGGESTIONS FOR IMPROVEMENT:&lt;br /&gt;
&lt;br /&gt;
*Rebalance item levels and flags and grant minor loot drops to the lower end monsters. One suggestion that sticks out in my mind is a hunk of Cosmo Brimstone as an uncommon drop from bob-ombs, regardless of if they explode or not--one gold treasures are decent enough for the level, and it would reward players with crafting components that they could feasibly use to start poking the crafting shops. It would also be thematically consistent with the bob-omb recipe sold in cosmo canyon.&lt;br /&gt;
&lt;br /&gt;
*Touch up room, mob, and extra descriptions. For being such a gaudy place, Booster Tower uses criminally little color--the portraits are begging for ascii art or at least extra descriptions, along with loads of other spots it&#039;d be easy to add more un-style.&lt;br /&gt;
&lt;br /&gt;
*Expand the beetle minigame! Yes this is silly and dumb and unnecessary but I love it, and I wish more beetle-based enemies yielded special rewards / there were more variants of beetle / a beetle box event item. Shush don&#039;t judge me.&lt;br /&gt;
&lt;br /&gt;
*Add additional resources to Marrymore. It has a fountain and even benches--expanding it into a minitown would reward adventurous players, and would be a great spot for &#039;toys&#039; and the like to be sold in the future.&lt;br /&gt;
&lt;br /&gt;
*Give more external clues about the way to bypass the guard / get various prizes / bypass the chomps with the use of a logically fitting item.&lt;br /&gt;
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&lt;br /&gt;
[[Category:Area of the Month]]&lt;/div&gt;</summary>
		<author><name>Pascal</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=September_2018:_Safari_Zone&amp;diff=2183</id>
		<title>September 2018: Safari Zone</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=September_2018:_Safari_Zone&amp;diff=2183"/>
		<updated>2018-12-14T13:38:55Z</updated>

		<summary type="html">&lt;p&gt;Pascal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Area of the Month for September 2018 is the [[Safari_Zone|Safari Zone]]!&lt;br /&gt;
&lt;br /&gt;
A template format for your review is below; click &#039;edit&#039; at the top of the page, copy-pasta from the &amp;lt;nowiki&amp;gt;----&amp;lt;/nowiki&amp;gt; to the next &amp;lt;nowiki&amp;gt;----&amp;lt;/nowiki&amp;gt;, and fill in the gaps!&lt;br /&gt;
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(&#039;&#039;&#039;&#039;&#039;Yes,&#039;&#039;&#039;&#039;&#039; a wiki account is required to edit the page and therefore post your review, but take heart: The wiki is hosted by the Cleft itself, not a third party!&lt;br /&gt;
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&#039;&#039;&#039;Player: You!(Class/Level)&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Review Date(s): &#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Descriptions: X/10&#039;&#039;&#039;&lt;br /&gt;
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How does the area&#039;s room descriptions(descs) work for you? Do they give you a good idea of the area? Do things that stand out in the desc and NEED explanation GET that, either from flavor text(extra-descs) or NPCs in the room or anything?&lt;br /&gt;
&lt;br /&gt;
What about mobiles(mobs) and their descriptions? Can you get a decent mental image of who or what this NPC/monster is? Do they respond when you talk or interact with them?&lt;br /&gt;
&lt;br /&gt;
Some areas have interact-able objects like fountains. Do they stack up well also?&lt;br /&gt;
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&#039;&#039;&#039;Balance: X/10 (OR N/A)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
(NOTE: combat will be most accurately gauged when your character is in the area&#039;s suggested level range.)&lt;br /&gt;
&lt;br /&gt;
If this area has combat, how does it feel? Does anything jump as horribly overpowered and impossible to deal with? What about the flipside, anything far too easy to beat? &lt;br /&gt;
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Are purchased or rewarded items at the appropriate strength levels? Is the effort required to obtain rewarded items reflected in their usefulness (or uniqueness and fancifulness)&lt;br /&gt;
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&lt;br /&gt;
&#039;&#039;&#039;Attractions: X/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Why would you suggest someone come to this area?&lt;br /&gt;
Is it just a good place to grind experience(lots of mobs)?&lt;br /&gt;
Does the area provide a chunk of good gold and loot?&lt;br /&gt;
&lt;br /&gt;
What about the quests? Does this area&#039;s quests feel properly done, or is there some part of it that you feel needs work?&lt;br /&gt;
&lt;br /&gt;
For towns, are the shops good? Any other non-combative attraction for the area?&lt;br /&gt;
&lt;br /&gt;
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&#039;&#039;&#039;Connections: X/10 &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
How easily and well does this area connect to its nearby areas?&lt;br /&gt;
Does it make sense thematically to be connected to the areas it is?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personal&#039;&#039;&#039;&lt;br /&gt;
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Any comments you&#039;d like to make that you don&#039;t feel apply to the other sections can go here!&lt;br /&gt;
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&#039;&#039;&#039;Player:&#039;&#039;&#039; Emouse (Dollmage, L100, ~5 remorts) --TOKEN&#039;D&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Review Dates:&#039;&#039;&#039; 9/7/2018-9/8/2018&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Descriptions: 5/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The mobs in the Safari Zone are good, but not great: The lookdescs and combat progs are effective descriptions and show some personality, but outside of that the mobs are kinda lifeless. None of the pokemon have talkprogs to demonstrate non-violent interaction, there&#039;s no text while idle or interaction between pokemon in the wild, and Todd&#039;s involvement for his quest is... minimal. And easily sequence broken - you can walk straight to the Fearow and skip the rest of his requests. Of which I remember more than the one he currently makes, so I&#039;m not sure if it&#039;s even operating as intended. You&#039;d also think his enthusiasm would lead him to babble a lot about the pokemon in the region if prompted when following, but that&#039;s pure radio silence as well...&lt;br /&gt;
&lt;br /&gt;
Gotta say, the graffiti adds a lot of personality to the room descriptions. The river/pond region has a lot of little bonus descriptions that add life to the area... but the rest of the zone doesn&#039;t. The room descriptions in the caves and forest area are good, but there&#039;s little further details on items of interest from trying to &#039;look&#039; at them, aside from one or two quest-related tidbits. Complete lack of detail on the Dustox colony in the forest and the various stalactites and water pools in the cave is saddening. It feels like the one N W W from the entrance of the caves would even be a fountain...?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Balance: 7/10?&#039;&#039;&#039;; approximated by having level 30 pet solo battles&lt;br /&gt;
&lt;br /&gt;
The mostly-questing-prices Level 30 Knight-like pet that I brought here to fight could usually win solo battles before the Anger Rating maxxed out, but took nontrivial amounts of damage in the process, even with the modestly-interesting combat progs most of them had. Except against Gyrados, which is appropriate given the level jump. RIP.&lt;br /&gt;
&lt;br /&gt;
In terms of drops and loot, there are some finds here that... aren&#039;t very good, but have niche uses, and the pokemon in the area drop enough cash that the 100 silver entry fee isn&#039;t a huge deterrant. However, the drops have... pretty bad sell value, and feel rare for the narrow range where it&#039;s useful. For example, I managed to clear out the forest twice without getting the Scyther equipment drop.&lt;br /&gt;
&lt;br /&gt;
I&#039;m not sure how to feel about the frequency of the pokemon food dropping from everything in the area: It&#039;s such a poor food item that it can&#039;t be used to stave off hunger, but I don&#039;t know how common it should be to have it as an option to offset the anger meter mechanic for classes that aren&#039;t damage-focused, or if it should offer much side use for players that don&#039;t. Would 1 satiation/1 fullness to make it at least count as a snack for the shameless be too much?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attractions: 3/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Safari Zone is in a weird place in terms of attractiveness. If you know enough about it already and have an aggressive enough skillset, it can be a servicable levelling spot with some niche drops available, but if you haven&#039;t figured the area out already, there&#039;s no real indication that sticking around is worth it - especially since the main attraction to the area is fighting the pokemon without being caught by the warden, when both the warden and Todd appear to discourage you from fighting them. Some more guidance that &amp;quot;yeah, beat &#039;em up but be careful&amp;quot; is the real point would probably make the area clearer. Perhaps Todd could drop a hint that you&#039;ll need to at least provoke pokemon to get the photos he needs and let the rest happen as it will?&lt;br /&gt;
&lt;br /&gt;
There are some hidden things hinted at or with requirements from other zones that are definitely worthwhile, but I don&#039;t know whether to count those as attractions for the Safari Zone, or attractions for those other zones that require you to look around further. They don&#039;t really add incentives to stay at the safari zone - just to visit briefly to get something else in an area you&#039;re already overlevelled for and might as well leave immediately afterwards. The items available are... usable, but not especially impressive outside of some distinct niches.&lt;br /&gt;
&lt;br /&gt;
Outside of the purely pokemon-flavored sightseeing there&#039;s not a lot here that you can&#039;t do better at elsewhere. Tonoe and Arlia aren&#039;t much further from Viorar with significantly wider options and more relevant quests...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Connections: 2/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Another rough spot. The Safari Zone is entirely pokemon-based aside from references in the graffiti and a few external quest things that are hard to count as the Safari Zone specifically. But... it is specifically an animal reserve for pokemon and that&#039;s exactly what the Warden would do, so it&#039;s hard to justify further connection to the rest of the Cleft.&lt;br /&gt;
&lt;br /&gt;
At most, other visitors of different races/whatever as NPCs with hints or advice could be added, or adding references to external resources that the Warden would be willing to employ to try and keep the pokemon safe; hidden Monotoli-brand security cameras, for example. Still, whether the warden would have/use the resources to do this is difficult to say.&lt;br /&gt;
&lt;br /&gt;
The connections for Safari Zone are poor, but adding more is also difficult to justify. Hard to say what to do with this one: Probably best left as a low priority outside of a serious zone overhaul.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bugs/Exploits:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Something I&#039;m not sure is a bug - you can attack and kill Todd, the starter NPC for the only real quest in the zone. No special response or acknowledgement is given for this, and he&#039;s level 0. Should he be classified as either noattack or a player ally?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Overall: C-&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Safari Zone is not one of the Cleft&#039;s stronger zones. Between the mediocre attractions there and its dead-end location it&#039;s very easy to skip over or forget about entirely, though there are some neat points hidden away if you make a point of looking. Is it worth doing more than once? Well... not really. Todd doesn&#039;t even offer a mini medal for his miniquest, which is so small and simple that&#039;s even understandable. There&#039;s not much to do here aside from get into fights to level, but the zone flavor even discourages that. It looks so promising when you start out with the river and pond areas and all the graffiti descriptions, but falls apart pretty quickly once you go further and start really interacting with the area. If anyone particularly feels like revamping things, this is probably a good candidate for it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Player: Patapon(Warrior/25) - TOKEN&#039;D&lt;br /&gt;
&lt;br /&gt;
Review Date(s): 9/19/18&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Descriptions: 5/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Marginal typographical errors throughout the area, not bad enough to really distract too terribly. The mobs are described well, however the descs are all short and formatted inconsistently. There are almost no extra descs except for some graffiti and one random lantern that is formatted kind of crazily and seems almost cryptic and meaningful, but isn&#039;t, like most things in this area.&lt;br /&gt;
&lt;br /&gt;
It&#039;s not the worst I&#039;ve ever seen but it&#039;s right about bare minimum for acceptable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Balance: 4/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The fights are very easy, but I am also a warrior so that might be a side effect. There are a lot of mobs to fight so it&#039;s a pretty mindless grind. The anger mechanic exists. I&#039;m sure it&#039;s helpful but it&#039;s mostly a non-issue, it&#039;s never difficult to toss a food at a pokemon, especially since they drop all over.&lt;br /&gt;
&lt;br /&gt;
The random rarer pokemon are marginally harder, which makes sense.&lt;br /&gt;
&lt;br /&gt;
The gear attained here is entirely ignorable. There is nothing significant that better can&#039;t be found before or at the same level, some of it from vendors. Even random drops from mobs should be better than vendor gear.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attractions: 1/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
I immediately lost Todd in a tree before finding the pokemon he requested. Looking around the entire place, I&#039;m not sure it even exists. The quest ends abruptly with screen spam. It could be tidied up with some delays. The quest could also be made better by not being so terrible.&lt;br /&gt;
&lt;br /&gt;
There is nothing here of value or interest, except for two different unrelated things from completely different areas that you wouldn&#039;t know about just from going here.&lt;br /&gt;
&lt;br /&gt;
I&#039;m giving it 1 point because pokemon themselves are an attraction. It was fun finding the different pokemon, like gyarados. However, defeating them always let me down.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Connections: 1/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
From a straight-forward approach, the connections here are close enough to non-existent to be statistically insignificant. However, it could easily be speculated that the Safari Zone as a wildlife preserve is controlled by the nearby Fort Walla Walla, one of the only &#039;law and order&#039; type establishments in this region of Fa&#039;diel and possibly the only ones interested in preserving wildlife. Otherwise, the &amp;quot;don&#039;t fight the pokemon&amp;quot; command doesn&#039;t make any sense. As is, there is no connection, but potential exists to tie it in much better.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personal&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The way to get in is not straightforward. It says you have to pay, but what he means is you have to buy a ticket. I am not the only person who did not figure out that you had to actually buy a physical ticket from the guard via typical shop mechanics. The first time I came here I couldn&#039;t figure it out literally at all and got in by sneaking through. When I came back without sneak, it took me 10 minutes to figure out. He also says you need to put away your weapons, but you actually don&#039;t, which is lame.&lt;br /&gt;
&lt;br /&gt;
This area has great potential. Even with the mediocre descriptions, the aesthetic is nice. Just by merit of having pokemon and being the safari zone, this area is okay. If it was anything else, I would probably say it was terrible.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[[Category:Area of the Month]]&lt;/div&gt;</summary>
		<author><name>Pascal</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=File:KirbyPR7.jpg&amp;diff=2146</id>
		<title>File:KirbyPR7.jpg</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=File:KirbyPR7.jpg&amp;diff=2146"/>
		<updated>2018-10-17T01:01:15Z</updated>

		<summary type="html">&lt;p&gt;Pascal: Kirby hal&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Kirby hal&lt;/div&gt;</summary>
		<author><name>Pascal</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=Builder_Applications&amp;diff=2145</id>
		<title>Builder Applications</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=Builder_Applications&amp;diff=2145"/>
		<updated>2018-10-13T17:13:51Z</updated>

		<summary type="html">&lt;p&gt;Pascal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Builders are responsible for creating the areas that players explore in the Cleft. Before submitting an application, you should have a solid idea about the kind of area you intend to create if accepted.&lt;br /&gt;
&lt;br /&gt;
Due to a reduced need for builders currently, application rules have become more stringent until futher notice. Only above average applicants will be accepted.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Please read all of the following rules before submitting an application.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Must have reached 100 at least once before submitting your application.&lt;br /&gt;
# Application must be a note to ALL immortals, titled: Builder Application&lt;br /&gt;
#* You may also email us your application. Post a titled note if you do so.&lt;br /&gt;
# Applicant must submit a minimum of 5 room descriptions.&lt;br /&gt;
## Descriptions must be at least 255 characters long.&lt;br /&gt;
## Descriptions may include extra descriptions (keywords within the room description that can yield further descriptions.) Extra descriptions are encouraged and have no minimum or maximum size.&lt;br /&gt;
# Applicant must submit a minimum of 3 object descriptions.&lt;br /&gt;
## Must include the short description. ex. (an apple)&lt;br /&gt;
## Must include the long description. ex. (A small red apple is seen here.)&lt;br /&gt;
## Must include the extra/full description. (What you see when you look at it)&lt;br /&gt;
# Applicant must submit a minimum of 3 mobile descriptions.&lt;br /&gt;
## Full descriptions must be a minimum of 255 characters long.&lt;br /&gt;
## Must include the short description.&lt;br /&gt;
## Must include the long description.&lt;br /&gt;
## Must include a response for when you TALK to the mob.&lt;br /&gt;
#* It is up to the applicant&#039;s discretion what kinds of rooms, objects, and mobs they submit for analysis and the extent to which they fulfill these requirements. &lt;br /&gt;
# Descriptions should be well formatted and include minimal spelling and grammatical errors.&lt;br /&gt;
# Must include two detailed descriptions of sample quests/events that, to the best of their knowledge, will work reasonably within the code of this MUD.&lt;br /&gt;
#* The samples do not need actual code with them.&lt;br /&gt;
# Application must be easy to read and properly organized.&lt;br /&gt;
&lt;br /&gt;
*Feel free to ask questions. Asking questions will not hurt your chances at being accepted. We expect many, many questions from potential, trial, and established builders.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
An applicant may not necessarily be accepted even if they follow all of the guidelines. Respect the Staff&#039;s decision. We don&#039;t care if you build/code/own another MUD, you still must follow the guidelines.&lt;br /&gt;
The level requirement is to prove your interest and dedication to the Cleft as well as ensure that you have seen a good amount of our content to understand what kind of areas and aesthetics we strive for. &lt;br /&gt;
Applicant may also be subject to an interview with the Staff. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Concerning those who become Builders.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Your first area shall contain a maximum of 25 vnums.&lt;br /&gt;
## 25 room vnums, 25 object vnums, 25 mobile vnums, 25 mprogs. This rule is absolute.&lt;br /&gt;
##* This rule is in place to help ensure that areas are finished and released in a timely manner. Being able to create a good quality area with 25 vnums is a proof of concept for your ability to create larger areas.&lt;br /&gt;
##Your first area&#039;s theme and aesthetic are your choice unless it too heavily conflicts with the Cleft&#039;s theme (which is unlikely).&lt;br /&gt;
##Where the area is linked to the rest of the Cleft is up to the discretion of the head builder.&lt;br /&gt;
# Your first area cannot be a city or any other specifically residential area. &lt;br /&gt;
#* No first area can contain any shop unless authorized by a staff member.&lt;br /&gt;
# Only higher immortals have access to mprogs (for security reasons).&lt;br /&gt;
#* If you need an mprog in your area, ask an immortal of status ADV or higher.&lt;br /&gt;
# Repeating room descriptions are mostly unacceptable.&lt;br /&gt;
# Your area must be constructed, room-wise, each room fully described, within a month of start date or you shall be fired.&lt;br /&gt;
# Fail to log on within this time period and you shall be fired.&lt;br /&gt;
# Should a Builder quit or be fired while an area is in progress, the Staff may still use it and edit it as they see fit.&lt;br /&gt;
# All areas are subject to revision by Staff if they do not meet our quality standards or if there is questionable or innappropriate content. If unsure, do not hesitate to ask about something before including it.&lt;br /&gt;
# Abuse of privileges (see help rules), will not be tolerated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What you can expect as a builder after successfully completing your first area&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*A builder&#039;s first area is essentially their trial period.&lt;br /&gt;
**Once you have completed your first area to acceptable standard within the time restraints and in compliance with the rules listed, you will be promoted once.&lt;br /&gt;
**If you and your area do not comply with the rules and restraints, you will either be fired or given a second chance at the staff&#039;s discretion.&lt;br /&gt;
*Once established as a builder there is no strict period of time within which you must complete your second and subsequent areas, but your actions, behaviors, life situations, and time active within the mud will be taken into account on whether you are demoted or not.&lt;br /&gt;
**You can be fired at any time for grievous abuse of power.&lt;br /&gt;
**If you disappear for a long time, it is up to the staff&#039;s discretion whether your builder character is demoted/deleted or not.&lt;br /&gt;
*While it is entirely up to the builder what areas to create, the head builder and staff will guide and encourage building that helps fill in gaps in the Cleft. &lt;br /&gt;
**This is obviously an unpaid position and we don&#039;t expect a hobbyist builder to dedicate their time and energy into something they are uninterested in doing, but we as the Staff have a vision for the Cleft that we hope everyone is interested in working together to achieve. &lt;br /&gt;
**It is unlikely for an area idea to be denied unless it is an excessively bad fit for the Cleft. &lt;br /&gt;
**All contributions are appreciated, and any area built can be worked somewhere into the Cleft, so creative freedom is quite broad. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- Cooper, Head Builder&lt;/div&gt;</summary>
		<author><name>Pascal</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=Builder_Applications&amp;diff=2144</id>
		<title>Builder Applications</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=Builder_Applications&amp;diff=2144"/>
		<updated>2018-10-13T16:00:19Z</updated>

		<summary type="html">&lt;p&gt;Pascal: more strict rules and guidelines + additional information&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Builders are responsible for creating the areas that players explore in the Cleft. Before submitting an application, you should have a solid idea about the kind of area you intend to create if accepted.&lt;br /&gt;
&lt;br /&gt;
Due to a reduced need for builders currently, application rules have become more stringent until futher notice. Only above average applicants will be accepted.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Please read all of the following rules before submitting an application.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Must have reached 100 at least once before submitting your application.&lt;br /&gt;
# Application must be a note to ALL immortals, titled: Builder Application&lt;br /&gt;
#* You may also email us your application. Post a titled note if you do so.&lt;br /&gt;
# Applicant must submit a minimum of 5 room descriptions.&lt;br /&gt;
## Descriptions must be at least 255 characters long.&lt;br /&gt;
## Descriptions may include extra descriptions (keywords within the room description that can yield further descriptions.) Extra descriptions are encouraged and have no minimum or maximum size.&lt;br /&gt;
# Applicant must submit a minimum of 3 object descriptions.&lt;br /&gt;
## Must include the short description. ex. (an apple)&lt;br /&gt;
## Must include the long description. ex. (A small red apple is seen here.)&lt;br /&gt;
## Must include the extra/full description. (What you see when you look at it)&lt;br /&gt;
# Applicant must submit a minimum of 3 mobile descriptions.&lt;br /&gt;
## Full descriptions must be a minimum of 255 characters long.&lt;br /&gt;
## Must include the short description.&lt;br /&gt;
## Must include the long description.&lt;br /&gt;
## Must include a response for when you TALK to the mob.&lt;br /&gt;
#* It is up to the applicant&#039;s discretion what kinds of rooms, objects, and mobs they submit for analysis and the extent to which they fulfill these requirements. &lt;br /&gt;
# Descriptions should be well formatted and include minimal spelling and grammatical errors.&lt;br /&gt;
# Must include two detailed descriptions of sample quests/events that, to the best of their knowledge, will work reasonably within the code of this MUD.&lt;br /&gt;
#* The samples do not need actual code with them.&lt;br /&gt;
# Application must be easy to read and properly organized.&lt;br /&gt;
&lt;br /&gt;
*Feel free to ask questions. Asking questions will not hurt your chances at being accepted. We expect many, many questions from potential, trial, and established builders.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
An applicant may not necessarily be accepted even if they follow all of the guidelines. Respect the Staff&#039;s decision. We don&#039;t care if you build/code/own another MUD, you still must follow the guidelines.&lt;br /&gt;
The level requirement is to prove your interest and dedication to the Cleft as well as ensure that you have seen a good amount of our content to understand what kind of areas and aesthetics we strive for. &lt;br /&gt;
Applicant may also be subject to an interview with the Staff. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Concerning those who become Builders.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Your first area shall contain a maximum of 25 vnums.&lt;br /&gt;
## 25 room vnums, 25 object vnums, 25 mobile vnums, 25 mprogs. This rule is absolute.&lt;br /&gt;
##* This rule is in place to help ensure that areas are finished and released in a timely manner. Being able to create a good quality area with 25 vnums is a proof of concept for your ability to create larger areas.&lt;br /&gt;
##Your first area&#039;s theme and aesthetic are your choice unless it too heavily conflicts with the Cleft&#039;s theme (which is unlikely).&lt;br /&gt;
##Where the area is linked to the rest of the Cleft is up to the discretion of the head builder.&lt;br /&gt;
# Your first area cannot be a city or any other specifically residential area. &lt;br /&gt;
#* No first area can contain any shop unless authorized by a staff member.&lt;br /&gt;
# Only higher immortals have access to mprogs (for security reasons).&lt;br /&gt;
#* If you need an mprog in your area, ask an immortal of status ADV or higher.&lt;br /&gt;
# Repeating room descriptions are mostly unacceptable.&lt;br /&gt;
# Your area must be constructed, room-wise, each room fully described, within a month of start date or you shall be fired.&lt;br /&gt;
# Fail to log on within this time period and you shall be fired.&lt;br /&gt;
# Should a Builder quit or be fired while an area is in progress, the Staff may still use it and edit it as they see fit.&lt;br /&gt;
# All areas are subject to revision by Staff if they do not meet our quality standards or if there is questionable or innappropriate content. If unsure, do not hesitate to ask about something before including it.&lt;br /&gt;
# Abuse of privileges (see help rules), will not be tolerated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What you can expect as a builder after successfully completing your first area&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*A builder&#039;s first area is essentially their trial period.&lt;br /&gt;
**Once you have completed your first area to acceptable standard within the time restraints and in compliance with the rules listed, you will be promoted once.&lt;br /&gt;
**If you and your area do not comply with the rules and restraints, you will either be fired or given a second chance at the staff&#039;s discretion.&lt;br /&gt;
*Once established as a builder there is no strict period of time within which you must complete your second and subsequent areas, but your actions, behaviors, life situations, and time active within the mud will be taken into account on whether you are demoted or not.&lt;br /&gt;
**You can be fired at any time for grevious abuse of power.&lt;br /&gt;
**If you disappear for a long time, it is up to the staff&#039;s discretion whether your builder character is demoted/deleted or not.&lt;br /&gt;
*While it is entirely up to the builder what areas to create, the head builder and staff will guide and encourage building that helps fill in gaps in the Cleft. &lt;br /&gt;
**This is obviously an unpaid position and we don&#039;t expect a hobbyist builder to dedicate their time and energy into something they are uninterested in doing, but we as the Staff have a vision for the Cleft that we hope everyone is interested in working together to achieve. &lt;br /&gt;
**It is unlikely for an area idea to be denied unless it is an excessively bad fit for the Cleft. &lt;br /&gt;
**All contributions are appreciated, and any area built can be worked somewhere into the Cleft, so creative freedom is quite broad. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- Cooper, Head Builder&lt;/div&gt;</summary>
		<author><name>Pascal</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=Mprog_Compendium&amp;diff=2143</id>
		<title>Mprog Compendium</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=Mprog_Compendium&amp;diff=2143"/>
		<updated>2018-10-13T14:01:00Z</updated>

		<summary type="html">&lt;p&gt;Pascal: /* IFCHECKS */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:2Mprog3.jpg|right|thumb|212px|No clear results from Google images on what an Mprog looks like.]]&lt;br /&gt;
&lt;br /&gt;
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&#039;re just a tourist, check out some [[Mprog Compendium/Examples|examples]]&lt;br /&gt;
&lt;br /&gt;
===IFCHECKS===&lt;br /&gt;
&lt;br /&gt;
    rand 		if rand 30		- if random number between 1 and 100 is &amp;lt; 30&lt;br /&gt;
    exists		if exists $n		- does $n exist somewhere&lt;br /&gt;
    ishere   		if ishere $q            - is $q in this room?&lt;br /&gt;
    mobexists		if mobexists fido	- is there a fido mob somewhere&lt;br /&gt;
    			if mobexists 1233	- is there mob vnum 1233 somewhere&lt;br /&gt;
    objexists		if objexists sword	- is there a sword obj somewhere&lt;br /&gt;
    			if objexists 1233	- is there obj vnum 1233 somewhere&lt;br /&gt;
    mobhere		if mobhere fido		- is there a &#039;fido&#039; mob in this room?&lt;br /&gt;
 			if mobhere 1233		- is there mob vnum 1233 in this room?&lt;br /&gt;
    objhere		if objhere bottle	- is there a &#039;bottle&#039; obj in this room?&lt;br /&gt;
 	-can&#039;t see in	if objhere 1233		- is there obj vnum 1233 in this room?&lt;br /&gt;
 	 containers&lt;br /&gt;
    isself		if isself $n            - evaluate equivalence between a character and the acting mob&lt;br /&gt;
    people		if people &amp;gt; 4		- does room contain &amp;gt; 4 people&lt;br /&gt;
    players		if players &amp;gt; 1		- does room contain &amp;gt; 1 pcs *in event obj progs the player doesn&#039;t count in if players checks&lt;br /&gt;
    mobs   		if mobs &amp;gt; 2		- does room contain &amp;gt; 2 mobiles&lt;br /&gt;
    clones		if clones &amp;gt; 3   	- are there &amp;gt; 3 mobs of $i&#039;s vnum here&lt;br /&gt;
    duplicates		if duplicates $n &amp;gt; 3	- are there &amp;gt; 3 mobs of $n&#039;s vnum here&lt;br /&gt;
    order		if order == 0		- is mob the first in room&lt;br /&gt;
 &lt;br /&gt;
    hour 		if hour &amp;gt; 11		- is the time &amp;gt; 11 o&#039;clock&lt;br /&gt;
         Sunrise occurs at 6am (hour 6)&lt;br /&gt;
         Sunset occurs at 6pm (hour 18)&lt;br /&gt;
    day                  if day &amp;gt; 0              - is today not the first day of the week&lt;br /&gt;
         0 - Mana Holy Day&lt;br /&gt;
         1 - Luna Day        &lt;br /&gt;
         2 - Salamando Day&lt;br /&gt;
         3 - Undine Day&lt;br /&gt;
         4 - Dryad Day&lt;br /&gt;
         5 - Jinn Day&lt;br /&gt;
         6 - Gnome Day&lt;br /&gt;
    sky  		if sky &amp;gt; 2     		- is the sky rating &amp;gt; cloudy&lt;br /&gt;
 	0 - dry&lt;br /&gt;
 	1 - cloudless&lt;br /&gt;
 	2 - cloudy&lt;br /&gt;
 	3 - raining&lt;br /&gt;
 	4 - lightning&lt;br /&gt;
    wind 		if wind &amp;gt; 2		- is the wind rating &amp;gt; breeze&lt;br /&gt;
 	0 - stale&lt;br /&gt;
 	1 - none&lt;br /&gt;
 	2 - breeze&lt;br /&gt;
 	3 - windy&lt;br /&gt;
 	4 - gale&lt;br /&gt;
    sector		if sector $i == 5       - sector check&lt;br /&gt;
        0 - inside       1 - city         2 - field        3 - forest     &lt;br /&gt;
        4 - hills        5 - mountain     6 - swim         7 - noswim&lt;br /&gt;
        8 - unused       9 - air          10 - desert      11 - rock&lt;br /&gt;
        12 - road        13 - enter       14 - snow        15 - swamp&lt;br /&gt;
        16 - jungle      17 - ruins       18 - mount2      19 - coastal&lt;br /&gt;
        20 - developed   21 - void&lt;br /&gt;
 &lt;br /&gt;
    ispc   		if ispc $n 		- is $n a pc&lt;br /&gt;
    isnpc		if isnpc $n 		- is $n a mobile&lt;br /&gt;
    isgood		if isgood $n 		- is $n good&lt;br /&gt;
    isevil		if isevil $n 		- is $n evil&lt;br /&gt;
    isneutral		if isneutral $n 	- is $n neutral&lt;br /&gt;
    isimmort		if isimmort $n		- is $n immortal&lt;br /&gt;
    ischarm		if ischarm $n		- is $n charmed */&lt;br /&gt;
    isfollow		if isfollow $n		- is $n following someone&lt;br /&gt;
    isactive		if isactive $n		- is $n&#039;s position &amp;gt; SLEEPING&lt;br /&gt;
    isdelay		if isdelay $i		- does $i currently have a delay counter&lt;br /&gt;
    isvisible		if isvisible $n		- can mob see $n&lt;br /&gt;
    isfighting		if isfighting $n        - fighting check&lt;br /&gt;
    hastarget		if hastarget $i		- does $i have a valid remembered target&lt;br /&gt;
    istarget		if istarget $n		- is $n mob&#039;s remember target&lt;br /&gt;
 &lt;br /&gt;
    affected		if affected $n blind	- is $n affected by blind&lt;br /&gt;
    affected2		if affected2 $n frenzy  - &#039;&#039;&#039;(second set of affects, see mob template for list)&#039;&#039;&#039;&lt;br /&gt;
    shielded  		if shielded $n charge	- is $n shielded by charge&lt;br /&gt;
    act			if act $i sentinel	- is $i flagged sentinel&lt;br /&gt;
    act2 		if act2 $i noattack	- is $i flagged noattack&lt;br /&gt;
    off           	if off $i berserk	- is $i flagged berserk&lt;br /&gt;
    imm           	if imm $i fire		- is $i immune to fire &lt;br /&gt;
    vuln    		if vuln $i electricity  - is $i vulnerable to electricity&lt;br /&gt;
    res        		if res $i cold          - is $i resistant to cold&lt;br /&gt;
    carries		if carries $n sword	- does $n have a &#039;sword&#039;&lt;br /&gt;
 			if carries $n 1233	- does $n have obj vnum 1233&lt;br /&gt;
    wears		if wears $n lantern	- is $n wearing a &#039;lantern&#039;&lt;br /&gt;
 			if wears $n 1233	- is $n wearing obj vnum 1233&lt;br /&gt;
    upon      		if upon $n motorcycle   - is $n riding/using as furniture a &#039;motorcycle&lt;br /&gt;
              		if upon $n 1233         - is $n riding/using as furniture obj vnum 1233&lt;br /&gt;
    has    		if has $n weapon	- does $n have obj of type weapon&lt;br /&gt;
    uses  		if uses $n armor	- is $n wearing obj of type armor&lt;br /&gt;
    pos			if pos $n standing	- is $n standing&lt;br /&gt;
    name  		if name $n puff		- is $n&#039;s name &#039;puff&#039;&lt;br /&gt;
    clan 		if clan $n &#039;tuna&#039; 	- does $n belong to clan &#039;tuna&#039;&lt;br /&gt;
    race 		if race $n dragon	- is $n of &#039;dragon&#039; race&lt;br /&gt;
    class		if class $n wizard	- is $n&#039;s class &#039;wizard&#039;&lt;br /&gt;
    subclass		if subclass $n &amp;gt; 0      - subclass check&lt;br /&gt;
    skill		if skill $n &#039;big boo&#039;   - does $n have the big boo skill&lt;br /&gt;
    skillchk		if skillchk $n &#039;fire&#039; &amp;gt; 90 - character&#039;s skill percentage check&lt;br /&gt;
    objtype		if objtype $o scroll	- is $o a scroll type obj&lt;br /&gt;
    quest		if quest $n nerb1	- is quest flag nerb1 toggled for $n&lt;br /&gt;
    remort		if remort $n &amp;gt; 1        - has $n remorted at least once?&lt;br /&gt;
                                                  (New characters start at &amp;quot;if remort == 1&amp;quot;;&lt;br /&gt;
                                                   first remort is at &amp;quot;if remort == 2&amp;quot;)&lt;br /&gt;
    brief 		if isbrief $n 		- does $n have &#039;brief&#039; toggled? *only works for players&lt;br /&gt;
 &lt;br /&gt;
    vnum 		if vnum $i == 1233  	- virtual number check&lt;br /&gt;
    room 		if room $i == 1233	- room virtual number&lt;br /&gt;
    roomaff		if roomaff sandstorm    - room affect check (&#039;? roomaff&#039; in editor to see valid flags)&lt;br /&gt;
    roomflag		if roomflag dark	- room flag check (&#039;? room&#039; in editor to see valid flags)&lt;br /&gt;
    align		if align $n &amp;lt; -1000	- alignment check&lt;br /&gt;
    level		if level $n &amp;lt; 5		- level check&lt;br /&gt;
         		if level $o == 0        - works on objects too&lt;br /&gt;
    sex			if sex $i == 0		- sex check&lt;br /&gt;
 	0 - none&lt;br /&gt;
 	1 - male&lt;br /&gt;
 	2 - female&lt;br /&gt;
    innate		if innate $n == 1	- innate check&lt;br /&gt;
        0 - None&lt;br /&gt;
        1 - Water&lt;br /&gt;
        2 - Moon&lt;br /&gt;
        3 - Wood&lt;br /&gt;
        4 - None (Don&#039;t use)&lt;br /&gt;
        5 - Wind&lt;br /&gt;
        6 - Earth&lt;br /&gt;
        7 - Fire&lt;br /&gt;
    size		if size $n &amp;lt; 2		- size check&lt;br /&gt;
 	0 - tiny&lt;br /&gt;
 	1 - small&lt;br /&gt;
 	2 - medium&lt;br /&gt;
 	3 - large&lt;br /&gt;
 	4 - huge&lt;br /&gt;
 	5 - giant&lt;br /&gt;
 &lt;br /&gt;
    counter		if counter $i &amp;gt;= 6 	- mob counter check&lt;br /&gt;
    money		if money $n &amp;gt; 500	- money check (in silver)&lt;br /&gt;
    objval0		if objval0 $o &amp;gt; 1000 	- object value[] checks 0-4 (check object type in oedit for relevant variables)&lt;br /&gt;
    objval1						-for money in bribe triggers use objval0 for silver and objval1 for gold&lt;br /&gt;
    objval2&lt;br /&gt;
    objval3&lt;br /&gt;
    objval4&lt;br /&gt;
    objcost		if objcost $o &amp;gt;= 50 	- cost of the obj in silver&lt;br /&gt;
    objweight		if objweight $o &amp;lt; 100 	- weight of the obj in 1/10lbs&lt;br /&gt;
    objextra		if objextra $o glow 	- does $o have glow&lt;br /&gt;
    objextra2		if objextra2 $o unique 	- is $o unique&lt;br /&gt;
    objextra3		if objextra3 $o owned 	- is $o owned&lt;br /&gt;
    objcond 		if objcond $o &amp;gt; 50 	- object condition value check&lt;br /&gt;
 			if objcond pie &amp;gt; 50 	&lt;br /&gt;
    wenchant		if wenchant $o == 10    - has $o been enchanted 10 times (weapon only)&lt;br /&gt;
    aenchant		if aenchant $o == 10    - has $o been enchanted 10 times (armor only)&lt;br /&gt;
 &lt;br /&gt;
    grpsize		if grpsize $n &amp;gt; 6	- group size check&lt;br /&gt;
 							-a solo player is a group size of 0&lt;br /&gt;
 							 -all pets and charmies count toward group size&lt;br /&gt;
 							  -they don&#039;t count if they aren&#039;t in the room with the target&lt;br /&gt;
    str			if str $n &amp;gt; 13		- strength check&lt;br /&gt;
    int			if int $i &amp;lt; 18		- intelligence check&lt;br /&gt;
    wis			if wis $q == 25		- wisdom check&lt;br /&gt;
    dex			if dex $f &amp;gt;= 8		- dexterity check&lt;br /&gt;
    con			if con $g &amp;lt;= 20		- constitution check&lt;br /&gt;
    hpchk		if hpchk $n &amp;lt; 15 	- hit point check&lt;br /&gt;
    hpcnt		if hpcnt $i &amp;gt; 30	- hit point percent check&lt;br /&gt;
    mpchk        	if mpchk $i &amp;gt; 8  	- mana point check&lt;br /&gt;
    mpcnt		if mpcnt $i &amp;gt; 50 	- mana percentage check&lt;br /&gt;
    mvchk 		if mvchk $i &amp;gt; 25 	- movement point check&lt;br /&gt;
    drunk		if drunk $n &amp;gt;= 5        - drunkenness check&lt;br /&gt;
    khexists		if khexists $n 1234     - does mob of this vnum exist in kill history (bodycount)&lt;br /&gt;
    khcount		if khcount $n 1234 &amp;gt; 5  - is number of mob of this vnum in kill history higher than 5&lt;br /&gt;
 &lt;br /&gt;
 IFCHKS can be used with &#039;or&#039;, &#039;and&#039;, and &#039;else&#039;. Ex:&lt;br /&gt;
  	-NOTE: can only use EITHER &#039;or&#039; or &#039;and&#039; per ifchk.&lt;br /&gt;
  	-NOTE: &#039;else&#039; can be combined with &#039;or&#039; and &#039;and&#039; ifchks.&lt;br /&gt;
 		if room $i &amp;gt;= 500 		- is the room vnum both greater than or equal to 500 and less than or equal to 1000?&lt;br /&gt;
 		and room $i &amp;lt;= 1000 			i.e. between 500 and 1000, including both 500 and 1000.&lt;br /&gt;
 &lt;br /&gt;
  		if dex $n &amp;gt; 12 			- are $n&#039;s dex AND str both greater than 12?&lt;br /&gt;
  		and str $n &amp;gt; 12&lt;br /&gt;
 &lt;br /&gt;
 		if hour &amp;gt;= 18 			- is the hour later than 6pm or earlier than 6am?&lt;br /&gt;
 		or hour &amp;lt;= 6 				i.e. is it between 6pm and 6am, including both 6pm and 6am.&lt;br /&gt;
 								*&#039;or&#039; must be used for this type of &#039;evening&#039; check because&lt;br /&gt;
 								the numbers don&#039;t circle like a real clock - it can&#039;t be both&lt;br /&gt;
 								greater than 18 and less than 6.&lt;br /&gt;
 		if class $n thief 		- is $n a thief OR a warrior?&lt;br /&gt;
 		or class $n warrior&lt;br /&gt;
 &lt;br /&gt;
 		if uses $n weapon 		- does $n have an object type of &#039;weapon&#039; equipped?&lt;br /&gt;
 		 mob exitpermit 			yes: they may pass through.&lt;br /&gt;
 		else&lt;br /&gt;
 		 say You need a weapon first! 		no: mob says You need a weapon first!&lt;br /&gt;
  		endif&lt;br /&gt;
 &lt;br /&gt;
 Every if needs an endif. &#039;Or&#039;, &#039;and&#039;, and &#039;else&#039; do not require additional endifs.&lt;br /&gt;
&lt;br /&gt;
===VARIABLES===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
====Ifcheck Variables:====&lt;br /&gt;
 $f	the pet of the mob remember target&lt;br /&gt;
 $g	the master of the mob remember target&lt;br /&gt;
 $i	the acting mob himself&lt;br /&gt;
 $n	the target of the mob&lt;br /&gt;
 $o	the target object of the mob&lt;br /&gt;
 $p	the secondary target object of the mob (act trigger only)*&lt;br /&gt;
 $q	the mob remember target&lt;br /&gt;
 $r	random character in room&lt;br /&gt;
 $t	the secondary target of the mob (act trigger only)*&lt;br /&gt;
 $z	the counter of the acting mob&lt;br /&gt;
 &lt;br /&gt;
 For use in event mprogs:&lt;br /&gt;
 &lt;br /&gt;
 $n	is the targetted mob or player&lt;br /&gt;
 $o	is the targetted object&lt;br /&gt;
 $i	is the acting player&lt;br /&gt;
 $p	is the actual event item being activated&lt;br /&gt;
 $y	will always refer to the person using the event item&lt;br /&gt;
     (useful when the event forces other mobs)&lt;br /&gt;
 $n and $o cannot exist at the same time in an event mprog&lt;br /&gt;
 players are considered to be vnum 0 when using a &#039;vnum $i&#039; check.&lt;br /&gt;
&lt;br /&gt;
====General Variables:====&lt;br /&gt;
 	$a	the numerical damage amount of the last successful Mob Damage (only works with Mob Echo)&lt;br /&gt;
 	$b	the race (for PCs) or shortdesc (for mobs) of the mob&#039;s remember target&lt;br /&gt;
 	$B	the level of the mob&#039;s remember target&lt;br /&gt;
 	$e	the subject pronoun of the mob&#039;s target&lt;br /&gt;
 	$E	the subject pronoun of the mob&#039;s secondary target*&lt;br /&gt;
 	$f	the name of the pet of the mob&#039;s remember target&lt;br /&gt;
 	$F	the short desc of the pet of the mob&#039;s remember target&lt;br /&gt;
 	$g	the name of the master of the mob&#039;s remember target&lt;br /&gt;
 	$G	the short desc of the master of the mob&#039;s remember target&lt;br /&gt;
 	$i	the name of the acting mob&lt;br /&gt;
 	$I	the short desc of the acting mob&lt;br /&gt;
 	$j	the subject pronoun of the acting mob (he/she/it)&lt;br /&gt;
 	$J	the subject pronoun of a random character&lt;br /&gt;
 	$k	the object pronoun of the acting mob (him/her/it)&lt;br /&gt;
 	$K	the object pronoun of a random character&lt;br /&gt;
 	$l	the possessive adjective of the acting mob (his/her/its)&lt;br /&gt;
 	$L	the possessive adjective of a random character&lt;br /&gt;
 	$m	the object pronoun of the mob&#039;s target&lt;br /&gt;
 	$M	the object pronoun of the mob&#039;s secondary target*&lt;br /&gt;
 	$n	the name of the mob&#039;s target&lt;br /&gt;
 	$N	the short desc of the mob&#039;s target&lt;br /&gt;
 	$o	the name of the mob&#039;s object target&lt;br /&gt;
 	$O	the short desc of the mob&#039;s object target&lt;br /&gt;
 	$p	the name of the mob&#039;s secondary object target*&lt;br /&gt;
 	$P	the short desc of the mob&#039;s secondary object target*&lt;br /&gt;
 	$q	the name of the mob&#039;s remember target&lt;br /&gt;
 	$Q	the short desc of the mob&#039;s remember target&lt;br /&gt;
 	$r	the name of a random character&lt;br /&gt;
 	$R	the short desc of a random character&lt;br /&gt;
 	$s	the possessive adjective of the mob&#039;s target&lt;br /&gt;
 	$S	the possessive adjective of the mob&#039;s secondary target*&lt;br /&gt;
 	$t	the name of the mob&#039;s secondary target*&lt;br /&gt;
 	$T	the short desc of the mob&#039;s secondary target*&lt;br /&gt;
 	$X	the subject pronoun of the mob remember target&lt;br /&gt;
 	$Y	the object pronoun of the mob remember target&lt;br /&gt;
 	$z	the counter of the acting mob&lt;br /&gt;
 	$Z	the possessive adjective of the mob remember target&lt;br /&gt;
&lt;br /&gt;
OR:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!  !! Name !! Short Desc !! Subject Pronoun !! Object Pronoun !! Possessive Adjective&lt;br /&gt;
|-&lt;br /&gt;
|  || For Targetting || For Echoing || He/She/It || Him/Her/It || His/Her/Its&lt;br /&gt;
|-&lt;br /&gt;
|Acting Mob || $i || $I || $j || $k || $l&lt;br /&gt;
|-&lt;br /&gt;
|Mob&#039;s Target || $n || $N || $e || $m || $s&lt;br /&gt;
|-&lt;br /&gt;
|Secondary Target* || $t || $T || $E || $M || $S&lt;br /&gt;
|-&lt;br /&gt;
|Object Target || $o || $O&lt;br /&gt;
|-&lt;br /&gt;
|Secondary Object* || $p || $P&lt;br /&gt;
|-&lt;br /&gt;
|Random Character || $r || $R || $J || $K || $L&lt;br /&gt;
|-&lt;br /&gt;
|Mob Remember Target || $q || $Q || $X || $Y || $Z&lt;br /&gt;
|-&lt;br /&gt;
|Remember Target&#039;s Pet || $f || $F&lt;br /&gt;
|-&lt;br /&gt;
|Remember Target&#039;s Master|| $g || $G&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*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&#039;s attack and the mob had an act prog execute on that, Ami would be $t. $p and $t cannot exist at the same time.&lt;br /&gt;
&lt;br /&gt;
===MOB COMMANDS===&lt;br /&gt;
&lt;br /&gt;
The commands are grouped logically, not alphabetically. Commands that serve a similar purpose are grouped together, since I thought it would be more helpful that way. Every command has the appropriate syntax listed under it. Stuff in &amp;lt;brackets&amp;gt; denotes necessary parameters, stuff in [brackets] denotes unnecessary parameters. A synopsis of every command is listed as well. At the bottom of every entry I list examples of every command&#039;s usage. &lt;br /&gt;
&lt;br /&gt;
A list of examples is given for each command. Every command has up to five basic examples and a further list of advanced usages for the command. In general, I try to draw no more than one example from each area, unless a given area has two or more distinctly different advanced usages of a command. The examples can be accessed via mpdump.&lt;br /&gt;
&lt;br /&gt;
;ECHO:mob echo &amp;lt;string&amp;gt;&lt;br /&gt;
This command sends a text message to every player in the room. It is the basic command to output whatever you want via mobprogs. There are many more specialized versions of this command, all of which are listed below. Oftentimes echo is a better choice than having a mob say or emote something.&lt;br /&gt;
&lt;br /&gt;
Examples: 1362, 2206, 2553, 1161, 4715&lt;br /&gt;
&lt;br /&gt;
;ECHOAT:mob echoat &amp;lt;target&amp;gt; &amp;lt;string&amp;gt;&lt;br /&gt;
This command will echo a message to the specific player targetted in the room and no one else. In combination with the echoaround command, this can allow for messages that simulate real commands. Usually the echo command is preferable, but echoaround combined with echoat can allow for the distinction between &amp;quot;you&amp;quot; and &amp;quot;$n&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
Examples: 1072, 33, 152, 1502, 3007&lt;br /&gt;
&lt;br /&gt;
;ECHOAROUND:mob echoaround &amp;lt;target&amp;gt; &amp;lt;string&amp;gt;&lt;br /&gt;
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 &amp;quot;you&amp;quot; and &amp;quot;$n&amp;quot; in messages. Echoaround is generally useful when you want to hide certain messages from the target player.&lt;br /&gt;
&lt;br /&gt;
Examples: 1462, 4001, 4807, 3129, 4072&lt;br /&gt;
&lt;br /&gt;
;ASOUND:mob asound &amp;lt;string&amp;gt;&lt;br /&gt;
This command is similiar to echo. Unlike echo, however, asound will echo a message to every room that the mob&#039;s current room has an exit to - i.e., the surrounding rooms. What&#039;s interesting about asound is that it doesn&#039;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&#039;s room.&lt;br /&gt;
&lt;br /&gt;
Examples: 4017, 5683, 2217, 5494, 2714&lt;br /&gt;
&lt;br /&gt;
;ZECHO:mob zecho &amp;lt;string&amp;gt;&lt;br /&gt;
This command is a more powerful version of echo, echoing a message to every player in the mob&#039;s current area. Staff will get a &amp;quot;mob echo&amp;gt;&amp;quot; in front of every zecho message, but players won&#039;t. The applications of this command are pretty straightforward, and they can easily add some flavor to your area.&lt;br /&gt;
&lt;br /&gt;
Examples: 1035, 1003, 182&lt;br /&gt;
&lt;br /&gt;
;GECHO:mob gecho &amp;lt;string&amp;gt;&lt;br /&gt;
This command is a more powerful version of zecho, echoing a message to every player in the MUD. There probably aren&#039;t that many times anybody would want to use this, but it&#039;s a powerful command and it&#039;s there. Staff will get a &amp;quot;mob echo&amp;gt;&amp;quot; in front of every gecho message, but players won&#039;t.&lt;br /&gt;
&lt;br /&gt;
Examples: 419&lt;br /&gt;
&lt;br /&gt;
;GOTO:mob goto &amp;lt;location&amp;gt;&lt;br /&gt;
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. An interesting fact about goto is that it stops the mob&#039;s combat during the transfer, so it acts like a localized mob peace. Also, use of the goto command can disguise a mob&#039;s death cry - shown in the examples below. Mob goto can transfer through safe or no_mob room flags and can move sentinel mobs.&lt;br /&gt;
&lt;br /&gt;
Examples: 4004, 2712, 3116, 1021, 5555&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 2115, 4069, 1212, 1549, 2262, 71, 4851, 1053, 187, 733&lt;br /&gt;
&lt;br /&gt;
;TRANSFER:mob transfer &amp;lt;target&amp;gt; [location]&lt;br /&gt;
This command transfers the target to the given location. The location can be a room vnum or a single 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 &amp;quot;all,&amp;quot; which will move all characters in the mob&#039;s room. Mob transfer can transfer through safe or no_mob room flags and move sentinel mobs.&lt;br /&gt;
&lt;br /&gt;
Examples: 1452, 4014, 2708, 4854, 1714&lt;br /&gt;
&lt;br /&gt;
;GTRANSFER:mob transfer &amp;lt;target&amp;gt; [location]&lt;br /&gt;
This command works just like transfer, except it transfers everyone in the target&#039;s group as well as the target. However, you cannot gtransfer all. Besides that, it is entirely identical to transfer.&lt;br /&gt;
&lt;br /&gt;
Examples: None.&lt;br /&gt;
&lt;br /&gt;
;MLOAD:mob mload &amp;lt;vnum&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Examples: 1206, 1453, 39, 3119, 154&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 2729, 2262, 4076, 1404, 4849, 1563, 1003&lt;br /&gt;
&lt;br /&gt;
;OLOAD:mob oload &amp;lt;vnum&amp;gt; [level] [R] [W]&lt;br /&gt;
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. &amp;quot;R&amp;quot; will send the object to the room, and &amp;quot;W&amp;quot; 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&#039;s typical to simply use &#039;0 R&#039; or &#039;0 W&#039; to load objects in these ways. What&#039;s great about loading objects is that they can be used as &amp;quot;counters&amp;quot; in mobprogs, illustrated in some examples below.&lt;br /&gt;
&lt;br /&gt;
Examples: 1475, 1360, 3126, 2381, 2127&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 2232, 178, 5670, 4818&lt;br /&gt;
&lt;br /&gt;
;OTRANSFER:mob otransfer &amp;lt;target&amp;gt; &amp;lt;location&amp;gt;&lt;br /&gt;
This command transfers an object to a given location. The target object can be in the room, in the mob&#039;s inventory, or part of the mob&#039;s equipment. The location parameter can be a room vnum or an 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.&lt;br /&gt;
&lt;br /&gt;
Examples: 4868&lt;br /&gt;
&lt;br /&gt;
;PURGE:mob purge [target]&lt;br /&gt;
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&#039;s inventory or equipment. Mob purge will never purge player characters. A mob can &amp;quot;mob purge self,&amp;quot; but do so sparingly - it appears to be able to crash the MUD at times. When you do use &amp;quot;mob purge self,&amp;quot; try to place it as close to the end of mobprogs as possible. For extra security, always place &#039;break&#039; right after a mob purge self command.&lt;br /&gt;
&lt;br /&gt;
Examples: 53, 3149, 4829, 1581, 710&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 1005, 3123&lt;br /&gt;
&lt;br /&gt;
;JUNK:mob junk &amp;lt;item&amp;gt;&lt;br /&gt;
This command can destroy any item the mob has in inventory or is wearing as equipment. The &amp;lt;item&amp;gt; parameter is very versatile. You can junk all, or junk &#039;all something&#039;, 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&#039;s inventory. NOTE: items inside containers cannot be junked, but ifchks can see them.&lt;br /&gt;
&lt;br /&gt;
Examples: 1476, 2109, 1360, 2710, 4886&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 3146, 2216, 4015, 2387, 727, 1009, 1212, 5491, 3113&lt;br /&gt;
&lt;br /&gt;
;REMOVE:mob remove &amp;lt;target&amp;gt; &amp;lt;vnum&amp;gt;&lt;br /&gt;
This command removes the given object from the target&#039;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. Alternately, all can be used instead of a vnum - this will remove every object the target has. (Don&#039;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.&lt;br /&gt;
&lt;br /&gt;
Examples: 1027, 4829, 1314, 1162, 5556&lt;br /&gt;
&lt;br /&gt;
;FLEE:mob flee&lt;br /&gt;
This command causes the mob to instantly run to an adjoining room. It only works if the mob is not currently fighting (simply use &#039;flee&#039; 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 &#039;leaves east&#039; 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&#039;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.&lt;br /&gt;
&lt;br /&gt;
Examples: 1006&lt;br /&gt;
&lt;br /&gt;
;KILL:mob kill &amp;lt;target&amp;gt;&lt;br /&gt;
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&#039;t attack itself, and charmed mobs can&#039;t attack their masters. When your mobile absolutely must attack someone, you want to use this instead of the regular kill command.&lt;br /&gt;
&lt;br /&gt;
Examples: 4700, 1456, 2712, 3123&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 1514, 2352, 3014, 1060, 161, 172&lt;br /&gt;
&lt;br /&gt;
;ASSIST:mob assist &amp;lt;target&amp;gt;&lt;br /&gt;
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&#039;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.&lt;br /&gt;
&lt;br /&gt;
Examples: None. This command is not mentioned in the standard mprog documentation.&lt;br /&gt;
&lt;br /&gt;
;HIT:mob hit &amp;lt;target&amp;gt;&lt;br /&gt;
Similar to Kill and Assist, this command causes the mob to attack the target. However, it doesn&#039;t care if the actor is already fighting -- this makes it useful for simulating special attacks.&lt;br /&gt;
&lt;br /&gt;
Examples: 1456&lt;br /&gt;
&lt;br /&gt;
;PEACE:mob peace&lt;br /&gt;
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&#039;s ideal for creating a gap in the fighting to execute commands that can&#039;t be done while fighting, then resuming the brawl. Additionally, it&#039;s a helpful command to use with inert or passive mobs.&lt;br /&gt;
&lt;br /&gt;
Examples: 5669, 4001, 3014, 172, 3139&lt;br /&gt;
&lt;br /&gt;
;SKILL:mob skill &amp;lt;command&amp;gt;&lt;br /&gt;
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%.&lt;br /&gt;
&lt;br /&gt;
Examples: 2511&lt;br /&gt;
&lt;br /&gt;
;DAMAGE:mob damage &amp;lt;target&amp;gt; &amp;lt;min&amp;gt; &amp;lt;max&amp;gt; [damtype] [lethal] [safe] [percent]&lt;br /&gt;
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 &#039;&#039;&#039;all&#039;&#039;&#039;, 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&#039;s hp above maximum. Note that healing this way ignores zombie status, distribute, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
Damtype specifies what [[damage type]] to use in respect to resistances and vulnerabilities. It can be any damage type you see with &amp;quot;? imm&amp;quot; in medit. A given mob damage can only have one given damtype.&amp;lt;br&amp;gt;&lt;br /&gt;
If you type &amp;quot;lethal&amp;quot; at the end of the command, the mob damage can kill the target. Otherwise, the target&#039;s hp will not drop below 0. [damtype] and [lethal]&#039;s positions in the command are interchangeable. If you type &amp;quot;safe&amp;quot; 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 &amp;quot;all&amp;quot; mob damages.&amp;lt;br&amp;gt;&lt;br /&gt;
The &amp;quot;percent&amp;quot; keyword changes the min and max from a damage quantity into a percentage of the target&#039;s maximum HP. It will not do more damage than the target&#039;s current HP, however.&lt;br /&gt;
&lt;br /&gt;
Examples: 4061, 4831, 1704, 1532&lt;br /&gt;
&lt;br /&gt;
;DAMECHO:mob damecho &amp;quot;message to target&amp;quot; &amp;quot;message to room&amp;quot; &amp;lt;target&amp;gt; &amp;lt;min&amp;gt; &amp;lt;max&amp;gt; [damtype] [lethal] [safe] [percent]&lt;br /&gt;
This command is extremely similar to &#039;mob damage&#039; 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. &lt;br /&gt;
&lt;br /&gt;
Examples: 701&lt;br /&gt;
&lt;br /&gt;
;CAST:mob cast &amp;lt;spell&amp;gt; [target]&lt;br /&gt;
This command allows a mob to cast any of the spells normally available to players. The spell parameter takes an argument, and you&#039;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&#039;s inventory, or, depending on the spell, no target at all. Mob cast costs no mana. You&#039;ll usually want to pair this command with a mob echo for more flavor.&lt;br /&gt;
&lt;br /&gt;
Examples: 4001, 2203, 4838, 301, 4716&lt;br /&gt;
&lt;br /&gt;
;MANA:mob mana &amp;lt;target&amp;gt; &amp;lt;min&amp;gt; &amp;lt;max&amp;gt;&lt;br /&gt;
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 &amp;quot;all,&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
Examples: 3139, 2748, 169, 701. This command is unique to CoD.&lt;br /&gt;
&lt;br /&gt;
;AWARD:mob award &amp;lt;target&amp;gt; &amp;lt;type&amp;gt; &amp;lt;value&amp;gt; [noscale]&lt;br /&gt;
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:&lt;br /&gt;
&lt;br /&gt;
 gold	-10000	10000		prac	10	-10		exp	-10000	10000&lt;br /&gt;
 silver	-10000	10000		train	5	-5 		align   -100    100&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The &#039;noscale&#039; argument is optional, and causes awarded experience to be a flat award regardless of the level of the player being awarded. Please keep in mind to level lock large experience rewards to keep quests relevant to the actual level of their area, when using noscale. Without &#039;noscale&#039;, &#039;mob award exp&#039; modifies awarded XP by 0-200% based on the level difference between target and mob, like XP gained from kills.&lt;br /&gt;
&lt;br /&gt;
Examples: 2260, 4022, 1027, 1116, 32. This command is unique to CoD.&lt;br /&gt;
&lt;br /&gt;
;QUEST:mob quest &amp;lt;target&amp;gt; &amp;lt;+/-/=&amp;gt; &amp;lt;questflag&amp;gt;&lt;br /&gt;
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. &amp;lt;+/-/=&amp;gt; indicates whether to set or unset the relevant quest flag; + and = are exactly the same. Each area automatically comes with 8 quest flags, regardless of the total vnums of the area, that will use the syntax of [area name]1-8 (without .are) ex. &#039;truce1&#039;. &lt;br /&gt;
&lt;br /&gt;
Examples: 54, 3113, 2390, 4874, 1596. This command is unique to CoD.&lt;br /&gt;
&lt;br /&gt;
;PETIFY:mob petify &amp;lt;target&amp;gt; &amp;lt;victim&amp;gt;&lt;br /&gt;
This command makes the victim the pet of the target. It works almost exactly like the staff command of the same name. Target and victim are arguments, and they can be any character in the world. However, mob petify will not work if victim is a player or if target already has a pet. It&#039;s probably not a great idea to petify a victim that&#039;s not in the same room as the target, even though you can within the extent of the command.&lt;br /&gt;
&lt;br /&gt;
Examples: 2106, 3196, 700, 707, 715. This command is unique to CoD.&lt;br /&gt;
&lt;br /&gt;
;FORCE:mob force &amp;lt;target&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
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 &amp;quot;all,&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
Examples: 5660, 3130, 2710, 3014, 2387&lt;br /&gt;
&lt;br /&gt;
;GFORCE:mob gforce &amp;lt;target&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
This command works just like force, except it forces everyone in the target&#039;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.&lt;br /&gt;
&lt;br /&gt;
Examples: 5276&lt;br /&gt;
&lt;br /&gt;
;VFORCE:mob vforce &amp;lt;vnum&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Examples: None.&lt;br /&gt;
&lt;br /&gt;
;MFORCE: mob mforce &amp;lt;target&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
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&#039;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 &#039;mob oload&#039; for a quest reward, as this bypasses item and weight carry limits, so there won&#039;t be any issues having them receive the item. &lt;br /&gt;
&lt;br /&gt;
Examples: None (for now).&lt;br /&gt;
&lt;br /&gt;
;AT:mob at &amp;lt;location&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
This command allows a mob to perform any single action at any location on the MUD. It&#039;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 any one word mob or object. The command parameter works just like a regular line of code in a mobprog. The &amp;lt;command&amp;gt; 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.&lt;br /&gt;
&lt;br /&gt;
Examples: 4073, 1003, 5664, 735, 2387&lt;br /&gt;
&lt;br /&gt;
;DELAY:mob delay &amp;lt;pulses&amp;gt;&lt;br /&gt;
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&#039;s delay trigger prog will execute, if it has one. Unless a mob has update_always, its delay counter won&#039;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.&lt;br /&gt;
&lt;br /&gt;
Examples: 182, 1005, 1502, 1061, 1806&lt;br /&gt;
&lt;br /&gt;
;CANCEL:mob cancel&lt;br /&gt;
This command cancels the mob&#039;s delay timer. It sets it to zero and stops the mob&#039;s delay triggers from activating. While waiting enough pulses will also let the delay timer reach zero, that will make the mob&#039;s delay triggers activate. This will not.&lt;br /&gt;
&lt;br /&gt;
Examples: 4011, 1009&lt;br /&gt;
&lt;br /&gt;
;REMEMBER:mob remember &amp;lt;target&amp;gt;&lt;br /&gt;
This command stores the name of a target in the mob&#039;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&#039;s name is stored as $q for the mob and will remain until a mob forget command, a new mob remember, or the mob&#039;s death. Mobs will remember players through player deaths, but will forget a player when that player logs out. A mob&#039;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.&lt;br /&gt;
&lt;br /&gt;
Examples: 4065, 1211, 1053, 1015, 160&lt;br /&gt;
&lt;br /&gt;
;FORGET:mob forget&lt;br /&gt;
This command empties the mob&#039;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).&lt;br /&gt;
&lt;br /&gt;
Examples: 738, 1501, 3142, 5508, 2727&lt;br /&gt;
&lt;br /&gt;
;CALL:mob call &amp;lt;vnum&amp;gt; [victim] [obj1] [obj2]&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Examples: 1368, 47, 1400, 2395, 5661&lt;br /&gt;
&lt;br /&gt;
;COUNTER: mob counter &amp;lt;value OR &#039;zero&#039;&amp;gt;&lt;br /&gt;
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 &#039;zero&#039; sets the counter to zero.&lt;br /&gt;
&lt;br /&gt;
Examples: 21, 22&lt;br /&gt;
&lt;br /&gt;
;FACE:mob face &amp;lt;long/short/name&amp;gt; &amp;lt;string&amp;gt;&lt;br /&gt;
This command changes the mob&#039;s long or short desc, or name, to whatever is specified. &lt;br /&gt;
&lt;br /&gt;
Examples: 9038&lt;br /&gt;
&lt;br /&gt;
;FLAG:mob flag &amp;lt;victim&amp;gt; &amp;lt;flag type&amp;gt; &amp;lt;flag&amp;gt; +/-&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;SDAMAGE:mob sdamage ??? ???&lt;br /&gt;
Appears to be an uncoded solution to the problem that the $a flag fixed.&lt;br /&gt;
&lt;br /&gt;
;SPAWN:mob spawn &amp;lt;victim&amp;gt; &amp;lt;room vnum&amp;gt;&lt;br /&gt;
The Spawn command will change the target&#039;s recall point to the specified room vnum.&lt;br /&gt;
&lt;br /&gt;
Examples: 9098&lt;br /&gt;
&lt;br /&gt;
;RESCUE:mob rescue &amp;lt;victim&amp;gt;&lt;br /&gt;
The Rescue command works as the Rescue skill does, but without the restrictions on grouping or any skill checks.&lt;br /&gt;
&lt;br /&gt;
;EXITPERMIT:mob exitpermit&lt;br /&gt;
Exitpermit allows mobs with exit progs to allow the character through the exit normally, instead of requiring transfer commands or other sneaky tricks.&lt;br /&gt;
&lt;br /&gt;
Examples: 2917&lt;br /&gt;
&lt;br /&gt;
;ASSET:mob asset &amp;lt;victim&amp;gt; &amp;lt;art/sound&amp;gt; &amp;lt;file&amp;gt; [duration in beats]&lt;br /&gt;
The Asset command is used for enhanced asciiart and sound functions using the Project Tuna client. For advanced usage, see [[Project_Tuna#Mob Asset]].&lt;br /&gt;
&lt;br /&gt;
Examples: 10289, 12002&lt;br /&gt;
&lt;br /&gt;
;OSET: mob oset &amp;lt;object name&amp;gt; &amp;lt;field&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
****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.&lt;br /&gt;
&lt;br /&gt;
Value:&lt;br /&gt;
(a) = requires a string or bit/flag name in place of value&lt;br /&gt;
(#) = requires a numerical value&lt;br /&gt;
&lt;br /&gt;
Mob oset will only target objects in the mob&#039;s inventory or in the same room as the mob.&lt;br /&gt;
&lt;br /&gt;
;MSET: mob mset &amp;lt;target&amp;gt; &amp;lt;field&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
Fields: str(#), dex(#), sex(a/#), level(#), maxhp(#), hp(#), maxmana(#), mana(#), maxmove(#), move(#), align(#), damtype(a), hitroll(#), magroll(#)&lt;br /&gt;
&lt;br /&gt;
This command seems to be incompletely implemented. Mobs can currently only mset themselves, but can be mob forced by other mobs to mset themselves.&lt;br /&gt;
&lt;br /&gt;
* See [[Oset_and_mset_tips_and_tricks]] for more information&lt;br /&gt;
&lt;br /&gt;
;ADDLAG: mob addlag &amp;lt;target&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;CLAN: mob clan &amp;lt;target&amp;gt; &amp;lt;clan&amp;gt;&lt;br /&gt;
This command allows a mob to add a player to a clan instead of requiring an Immortal&#039;s assistance. The clan must already be created, however.&lt;br /&gt;
&lt;br /&gt;
;PRETITLE: mob mforce &amp;lt;target&amp;gt; mob pretitle self &amp;lt;pretitle&amp;gt;&lt;br /&gt;
This command allows a mob to set a player&#039;s pretitle instead of requiring an Immortal&#039;s assistance. Technically a mob can only set their own pretitle to avoid setting someone else&#039;s pretitle by mistake, so this syntax causes the mob to force the player to set their own pretitle.&lt;br /&gt;
&lt;br /&gt;
===MOB TRIGGERS===&lt;br /&gt;
&lt;br /&gt;
The triggers are listed alphabetically, since there aren&#039;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.&lt;br /&gt;
&lt;br /&gt;
;ACT:addmprog &amp;lt;vnum&amp;gt; act &amp;lt;phrase&amp;gt;&lt;br /&gt;
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 &amp;lt;phrase&amp;gt; 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 &amp;lt;phrase&amp;gt; itself will require the color codes in order to trigger correctly. Act triggers can use one or more words in &amp;lt;phrase&amp;gt; - to set the phrase as multiple words, surrounded the phrase with &amp;quot;quotation marks.&amp;quot; When triggered by someone&#039;s speech, the act prog will activate before the &amp;lt;phrase&amp;gt; is actually spoken - making it look out of order. Many mobiles have an act prog with the phrase &amp;quot;talks to you,&amp;quot; which triggers on the talk social. This is especially common in towns and with humanoid mobs.&lt;br /&gt;
&lt;br /&gt;
;BRIBE:addmprog &amp;lt;vnum&amp;gt; bribe &amp;lt;amount, in silver&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;DAMTYPE:addmprog &amp;lt;vnum&amp;gt; damtype &amp;lt;type of damage&amp;gt;&lt;br /&gt;
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&#039;s number, not its name:&lt;br /&gt;
  0 - None*     1 - Bash      2 - Pierce    3 - Slash     4 - Fire      5 - Cold      6 - Electric&lt;br /&gt;
  7 - Acid      8 - Poison    9 - Negative 10 - Holy     11 - Energy   12 - Mental   13 - Draining&lt;br /&gt;
 14 - Water    15 - Light    16 - Other*   17 - Harm*    18 - Charm    19 - Sound    20 - Wood&lt;br /&gt;
 21 - Silver   22 - Iron     23 - Wind     24 - Earth    25 - Dark&lt;br /&gt;
&lt;br /&gt;
* Very, very few attacks use the None, Other, Harm, or Charm damtype to actually deal damage.&lt;br /&gt;
&lt;br /&gt;
;DEATH:addmprog &amp;lt;vnum&amp;gt; death &amp;lt;percent&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;DELAY:addmprog &amp;lt;vnum&amp;gt; delay &amp;lt;percent&amp;gt;&lt;br /&gt;
The delay trigger is activated when the delay timer for the mob decrements to 0. To set a mob&#039;s delay timer, use the mob delay command. The trigger has a &amp;lt;percent&amp;gt; chance of activating when the delay timer hits 0, although in almost every usage of this command, 100 is used for the &amp;lt;percent&amp;gt; parameter. Delay triggers are known to occasionally and randomly not work. Delay timers will only count down if players are currently in the mob&#039;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.&lt;br /&gt;
&lt;br /&gt;
;EXALL:addmprog &amp;lt;vnum&amp;gt; exall &amp;lt;exit number&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;ENTRY:addmprog &amp;lt;vnum&amp;gt; entry &amp;lt;percent&amp;gt;&lt;br /&gt;
The entry trigger is activated whenever the mob walks into a new room. The trigger has a &amp;lt;percent&amp;gt; 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. &lt;br /&gt;
&lt;br /&gt;
;EXIT:addmprog &amp;lt;vnum&amp;gt; exit &amp;lt;exit number&amp;gt;&lt;br /&gt;
The exit trigger is checked whenever a PC tries to exit the mob&#039;s room. The trigger will activate whenever a player tries to use &amp;lt;exit number&amp;gt;&#039;s exit. It is important to note that if an exit trigger activates, the player&#039;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&#039;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.&lt;br /&gt;
&lt;br /&gt;
The following &amp;lt;exit numbers&amp;gt; collaborate with the indicated exits:&lt;br /&gt;
 0 - north  1 - east  2 - south  3 - west  4 - up&lt;br /&gt;
 5 - down   6 - ne    7 - nw     8 - se    9 - sw&lt;br /&gt;
&lt;br /&gt;
;FIGHT:addmprog &amp;lt;vnum&amp;gt; fight &amp;lt;percent&amp;gt;&lt;br /&gt;
The fight trigger is checked at the end of each combat round for the mob. The trigger has a &amp;lt;percent&amp;gt; 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.&lt;br /&gt;
&lt;br /&gt;
;GIVE:addmprog &amp;lt;vnum&amp;gt; give &amp;lt;object&amp;gt;&lt;br /&gt;
The give trigger is checked when an object is given to the mob. When an item of keyword &amp;lt;object&amp;gt; is given to the mob, the trigger activates. The phrase &#039;all&#039; can be used for &amp;lt;object&amp;gt; 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 &#039;all&#039; 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 &#039;give $o $n&#039; statement.&lt;br /&gt;
&lt;br /&gt;
;GRALL:addmprog &amp;lt;vnum&amp;gt; grall &amp;lt;percent&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;GREET:addmprog &amp;lt;vnum&amp;gt; greet &amp;lt;percent&amp;gt;&lt;br /&gt;
The greet trigger is checked whenever a character enters the room that the mob occupies. It has a &amp;lt;percent&amp;gt; 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. &lt;br /&gt;
&lt;br /&gt;
;HPCNT:addmprog &amp;lt;vnum&amp;gt; hpcnt &amp;lt;hp percent&amp;gt;&lt;br /&gt;
The hpcnt trigger is checked at the end of each combat round for the mob. The trigger will activate if the mob&#039;s hp percentage drops below the &amp;lt;hp percent&amp;gt; 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.&lt;br /&gt;
&lt;br /&gt;
;KILL:addmprog &amp;lt;vnum&amp;gt; kill &amp;lt;percent&amp;gt;&lt;br /&gt;
The kill trigger is checked when someone initiates combat with the mob. The trigger has a &amp;lt;percent&amp;gt; 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.&lt;br /&gt;
&lt;br /&gt;
;RANDOM:addmprog &amp;lt;vnum&amp;gt; random &amp;lt;percent&amp;gt;&lt;br /&gt;
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 &amp;lt;percent&amp;gt; chance of activating every mob pulse, but only if players are currently in the mob&#039;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.&lt;br /&gt;
&lt;br /&gt;
;SCHEDULE:addmprog &amp;lt;vnum&amp;gt; schedule &amp;lt;hour&amp;gt;&lt;br /&gt;
The schedule trigger is checked once every hour, on the hour. The &amp;lt;hour&amp;gt; parameter equals a number from 0 to 23, where 0 is midnight and 12 is noon. If the &amp;lt;hour&amp;gt; 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.&lt;br /&gt;
&lt;br /&gt;
;SPAWN:addmprog &amp;lt;vnum&amp;gt; spawn &amp;lt;percent&amp;gt;&lt;br /&gt;
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 &amp;lt;percent&amp;gt; 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.&lt;br /&gt;
&lt;br /&gt;
;SPEECH:addmprog &amp;lt;vnum&amp;gt; speech &amp;lt;phrase&amp;gt;&lt;br /&gt;
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 &#039;say&#039;, &#039;osay&#039;, or &#039;tell&#039; 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.&lt;br /&gt;
&lt;br /&gt;
;SURRENDER:addmprog &amp;lt;vnum&amp;gt; surrender &amp;lt;percent&amp;gt;&lt;br /&gt;
The surrender trigger, while present on the triggers list, is defunct and is not actually used.&lt;br /&gt;
&lt;br /&gt;
*I like using this trigger to show what mprogs my mob calls within its other mprogs. -Ageatii&lt;br /&gt;
&lt;br /&gt;
[[Category:Technical Information]]&lt;/div&gt;</summary>
		<author><name>Pascal</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=Mprog_Compendium&amp;diff=2142</id>
		<title>Mprog Compendium</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=Mprog_Compendium&amp;diff=2142"/>
		<updated>2018-10-13T14:00:41Z</updated>

		<summary type="html">&lt;p&gt;Pascal: /* IFCHECKS */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:2Mprog3.jpg|right|thumb|212px|No clear results from Google images on what an Mprog looks like.]]&lt;br /&gt;
&lt;br /&gt;
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&#039;re just a tourist, check out some [[Mprog Compendium/Examples|examples]]&lt;br /&gt;
&lt;br /&gt;
===IFCHECKS===&lt;br /&gt;
&lt;br /&gt;
    rand 		if rand 30		- if random number between 1 and 100 is &amp;lt; 30&lt;br /&gt;
    exists		if exists $n		- does $n exist somewhere&lt;br /&gt;
    ishere   		if ishere $q            - is $q in this room?&lt;br /&gt;
    mobexists		if mobexists fido	- is there a fido mob somewhere&lt;br /&gt;
    			if mobexists 1233	- is there mob vnum 1233 somewhere&lt;br /&gt;
    objexists		if objexists sword	- is there a sword obj somewhere&lt;br /&gt;
    			if objexists 1233	- is there obj vnum 1233 somewhere&lt;br /&gt;
    mobhere		if mobhere fido		- is there a &#039;fido&#039; mob in this room?&lt;br /&gt;
 			if mobhere 1233		- is there mob vnum 1233 in this room?&lt;br /&gt;
    objhere		if objhere bottle	- is there a &#039;bottle&#039; obj in this room?&lt;br /&gt;
 	-can&#039;t see in	if objhere 1233		- is there obj vnum 1233 in this room?&lt;br /&gt;
 	 containers&lt;br /&gt;
    isself		if isself $n            - evaluate equivalence between a character and the acting mob&lt;br /&gt;
    people		if people &amp;gt; 4		- does room contain &amp;gt; 4 people&lt;br /&gt;
    players		if players &amp;gt; 1		- does room contain &amp;gt; 1 pcs *in event obj progs the player doesn&#039;t count in if players checks&lt;br /&gt;
    mobs   		if mobs &amp;gt; 2		- does room contain &amp;gt; 2 mobiles&lt;br /&gt;
    clones		if clones &amp;gt; 3   	- are there &amp;gt; 3 mobs of $i&#039;s vnum here&lt;br /&gt;
    duplicates		if duplicates $n &amp;gt; 3	- are there &amp;gt; 3 mobs of $n&#039;s vnum here&lt;br /&gt;
    order		if order == 0		- is mob the first in room&lt;br /&gt;
 &lt;br /&gt;
    hour 		if hour &amp;gt; 11		- is the time &amp;gt; 11 o&#039;clock&lt;br /&gt;
         Sunrise occurs at 6am (hour 6)&lt;br /&gt;
         Sunset occurs at 6pm (hour 18)&lt;br /&gt;
    day                  if day &amp;gt; 0              - is today not the first day of the week&lt;br /&gt;
         0 - Mana Holy Day&lt;br /&gt;
         1 - Luna Day        &lt;br /&gt;
         2 - Salamando Day&lt;br /&gt;
         3 - Undine Day&lt;br /&gt;
         4 - Dryad Day&lt;br /&gt;
         5 - Jinn Day&lt;br /&gt;
         6 - Gnome Day&lt;br /&gt;
    sky  		if sky &amp;gt; 2     		- is the sky rating &amp;gt; cloudy&lt;br /&gt;
 	0 - dry&lt;br /&gt;
 	1 - cloudless&lt;br /&gt;
 	2 - cloudy&lt;br /&gt;
 	3 - raining&lt;br /&gt;
 	4 - lightning&lt;br /&gt;
    wind 		if wind &amp;gt; 2		- is the wind rating &amp;gt; breeze&lt;br /&gt;
 	0 - stale&lt;br /&gt;
 	1 - none&lt;br /&gt;
 	2 - breeze&lt;br /&gt;
 	3 - windy&lt;br /&gt;
 	4 - gale&lt;br /&gt;
    sector		if sector $i == 5       - sector check&lt;br /&gt;
        0 - inside       1 - city         2 - field        3 - forest     &lt;br /&gt;
        4 - hills        5 - mountain     6 - swim         7 - noswim&lt;br /&gt;
        8 - unused       9 - air          10 - desert      11 - rock&lt;br /&gt;
        12 - road        13 - enter       14 - snow        15 - swamp&lt;br /&gt;
        16 - jungle      17 - ruins       18 - mount2      19 - coastal&lt;br /&gt;
        20 - developed   21 - void&lt;br /&gt;
 &lt;br /&gt;
    ispc   		if ispc $n 		- is $n a pc&lt;br /&gt;
    isnpc		if isnpc $n 		- is $n a mobile&lt;br /&gt;
    isgood		if isgood $n 		- is $n good&lt;br /&gt;
    isevil		if isevil $n 		- is $n evil&lt;br /&gt;
    isneutral		if isneutral $n 	- is $n neutral&lt;br /&gt;
    isimmort		if isimmort $n		- is $n immortal&lt;br /&gt;
    ischarm		if ischarm $n		- is $n charmed */&lt;br /&gt;
    isfollow		if isfollow $n		- is $n following someone&lt;br /&gt;
    isactive		if isactive $n		- is $n&#039;s position &amp;gt; SLEEPING&lt;br /&gt;
    isdelay		if isdelay $i		- does $i currently have a delay counter&lt;br /&gt;
    isvisible		if isvisible $n		- can mob see $n&lt;br /&gt;
    isfighting		if isfighting $n        - fighting check&lt;br /&gt;
    hastarget		if hastarget $i		- does $i have a valid remembered target&lt;br /&gt;
    istarget		if istarget $n		- is $n mob&#039;s remember target&lt;br /&gt;
 &lt;br /&gt;
    affected		if affected $n blind	- is $n affected by blind&lt;br /&gt;
    affected2		if affected2 $n frenzy  - &#039;&#039;&#039;(second set of affects, see mob template for list)&#039;&#039;&#039;&lt;br /&gt;
    shielded  		if shielded $n charge	- is $n shielded by charge&lt;br /&gt;
    act			if act $i sentinel	- is $i flagged sentinel&lt;br /&gt;
    act2 		if act2 $i noattack	- is $i flagged noattack&lt;br /&gt;
    off           	if off $i berserk	- is $i flagged berserk&lt;br /&gt;
    imm           	if imm $i fire		- is $i immune to fire &lt;br /&gt;
    vuln    		if vuln $i electricity  - is $i vulnerable to electricity&lt;br /&gt;
    res        		if res $i cold          - is $i resistant to cold&lt;br /&gt;
    carries		if carries $n sword	- does $n have a &#039;sword&#039;&lt;br /&gt;
 			if carries $n 1233	- does $n have obj vnum 1233&lt;br /&gt;
    wears		if wears $n lantern	- is $n wearing a &#039;lantern&#039;&lt;br /&gt;
 			if wears $n 1233	- is $n wearing obj vnum 1233&lt;br /&gt;
    upon      		if upon $n motorcycle   - is $n riding/using as furniture a &#039;motorcycle&lt;br /&gt;
              		if upon $n 1233         - is $n riding/using as furniture obj vnum 1233&lt;br /&gt;
    has    		if has $n weapon	- does $n have obj of type weapon&lt;br /&gt;
    uses  		if uses $n armor	- is $n wearing obj of type armor&lt;br /&gt;
    pos			if pos $n standing	- is $n standing&lt;br /&gt;
    name  		if name $n puff		- is $n&#039;s name &#039;puff&#039;&lt;br /&gt;
    clan 		if clan $n &#039;tuna&#039; 	- does $n belong to clan &#039;tuna&#039;&lt;br /&gt;
    race 		if race $n dragon	- is $n of &#039;dragon&#039; race&lt;br /&gt;
    class		if class $n wizard	- is $n&#039;s class &#039;wizard&#039;&lt;br /&gt;
    subclass		if subclass $n &amp;gt; 0      - subclass check&lt;br /&gt;
    skill		if skill $n &#039;big boo&#039;   - does $n have the big boo skill&lt;br /&gt;
    skillchk		if skillchk $n &#039;fire&#039; &amp;gt; 90 - character&#039;s skill percentage check&lt;br /&gt;
    objtype		if objtype $o scroll	- is $o a scroll type obj&lt;br /&gt;
    quest		if quest $n nerb1	- is quest flag nerb1 toggled for $n&lt;br /&gt;
    remort		if remort $n &amp;gt; 1        - has $n remorted at least once?&lt;br /&gt;
                                                  (New characters start at &amp;quot;if remort == 1&amp;quot;;&lt;br /&gt;
                                                   first remort is at &amp;quot;if remort == 2&amp;quot;)&lt;br /&gt;
    brief 		if isbrief $n 		- does $n have &#039;brief&#039; toggled? *only works for players&lt;br /&gt;
 &lt;br /&gt;
    vnum 		if vnum $i == 1233  	- virtual number check&lt;br /&gt;
    room 		if room $i == 1233	- room virtual number&lt;br /&gt;
    roomaff		if roomaff sandstorm    - room affect check (&#039;? roomaff&#039; in editor to see valid flags)&lt;br /&gt;
    roomflag		if roomflag dark	- room flag check (&#039;? room&#039; in editor to see valid flags)&lt;br /&gt;
    align		if align $n &amp;lt; -1000	- alignment check&lt;br /&gt;
    level		if level $n &amp;lt; 5		- level check&lt;br /&gt;
         		if level $o == 0        - works on objects too&lt;br /&gt;
    sex			if sex $i == 0		- sex check&lt;br /&gt;
 	0 - none&lt;br /&gt;
 	1 - male&lt;br /&gt;
 	2 - female&lt;br /&gt;
    innate		if innate $n == 1	- innate check&lt;br /&gt;
        0 - None&lt;br /&gt;
        1 - Water&lt;br /&gt;
        2 - Moon&lt;br /&gt;
        3 - Wood&lt;br /&gt;
        4 - None (Don&#039;t use)&lt;br /&gt;
        5 - Wind&lt;br /&gt;
        6 - Earth&lt;br /&gt;
        7 - Fire&lt;br /&gt;
    size		if size $n &amp;lt; 2		- size check&lt;br /&gt;
 	0 - tiny&lt;br /&gt;
 	1 - small&lt;br /&gt;
 	2 - medium&lt;br /&gt;
 	3 - large&lt;br /&gt;
 	4 - huge&lt;br /&gt;
 	5 - giant&lt;br /&gt;
 &lt;br /&gt;
    counter		if counter $i &amp;gt;= 6 	- mob counter check&lt;br /&gt;
    money		if money $n &amp;gt; 500	- money check (in silver)&lt;br /&gt;
    objval0		if objval0 $o &amp;gt; 1000 	- object value[] checks 0-4 (check object type in oedit for relevant variables)&lt;br /&gt;
    objval1						-for money in bribe triggers use objval0 for silver and objval1 for gold&lt;br /&gt;
    objval2&lt;br /&gt;
    objval3&lt;br /&gt;
    objval4&lt;br /&gt;
    objcost		if objcost $o &amp;gt;= 50 	- cost of the obj in silver&lt;br /&gt;
    objweight		if objweight $o &amp;lt; 100 	- weight of the obj in 1/10lbs&lt;br /&gt;
    objextra		if objextra $o glow 	- does $o have glow&lt;br /&gt;
    objextra2		if objextra2 $o unique 	- is $o unique&lt;br /&gt;
    objextra3		if objextra3 $o owned 	- is $o owned&lt;br /&gt;
    objcond 		if objcond $o &amp;gt; 50 	- object condition value check&lt;br /&gt;
 			if objcond pie &amp;gt; 50 	&lt;br /&gt;
    wenchant		if wenchant $o == 10    - has $o been enchanted 10 times (weapon only)&lt;br /&gt;
    aenchant		if aenchant $o == 10    - has $o been enchanted 10 times (armor only)&lt;br /&gt;
 &lt;br /&gt;
    grpsize		if grpsize $n &amp;gt; 6	- group size check&lt;br /&gt;
 							-a solo player is a group size of 0&lt;br /&gt;
 							 -all pets and charmies count toward group size&lt;br /&gt;
 							  -they don&#039;t count if they aren&#039;t in the room with the target&lt;br /&gt;
    str			if str $n &amp;gt; 13		- strength check&lt;br /&gt;
    int			if int $i &amp;lt; 18		- intelligence check&lt;br /&gt;
    wis			if wis $q == 25		- wisdom check&lt;br /&gt;
    dex			if dex $f &amp;gt;= 8		- dexterity check&lt;br /&gt;
    con			if con $g &amp;lt;= 20		- constitution check&lt;br /&gt;
    hpchk		if hpchk $n &amp;lt; 15 	- hit point check&lt;br /&gt;
    hpcnt		if hpcnt $i &amp;gt; 30	- hit point percent check&lt;br /&gt;
    mpchk        	if mpchk $i &amp;gt; 8  	- mana point check&lt;br /&gt;
    mpcnt		if mpcnt $i &amp;gt; 50 	- mana percentage check&lt;br /&gt;
    mvchk 		if mvchk $i &amp;gt; 25 	- movement point check&lt;br /&gt;
    drunk		if drunk $n &amp;gt;= 5        - drunkenness check&lt;br /&gt;
    khexists		if khexists $n 1234     - does mob of this vnum exist in kill history (bodycount)&lt;br /&gt;
    khcount		if khcount $n 1234 &amp;gt; 5  - is number of mob of this vnum in kill history higher than 5&lt;br /&gt;
 &lt;br /&gt;
 IFCHKS can be used with &#039;or&#039;, &#039;and&#039;, and &#039;else&#039;. Ex:&lt;br /&gt;
  	-NOTE: can only use EITHER &#039;or&#039; or &#039;and&#039; per ifchk.&lt;br /&gt;
  	-NOTE: &#039;else&#039; can be combined with &#039;or&#039; and &#039;and&#039; ifchks.&lt;br /&gt;
 		if room $i &amp;gt;= 500 		- is the room vnum both greater than or equal to 500 and less than or equal to 1000?&lt;br /&gt;
 		and room $i &amp;lt;= 1000 			i.e. between 500 and 1000, including both 500 and 1000.&lt;br /&gt;
 &lt;br /&gt;
  		if dex $n &amp;gt; 12 			- are $n&#039;s dex AND str both greater than 12?&lt;br /&gt;
  		and str $n &amp;gt; 12&lt;br /&gt;
 &lt;br /&gt;
 		if hour &amp;gt;= 18 			- is the hour later than 6pm or earlier than 6am?&lt;br /&gt;
 		or hour &amp;lt;= 6 				i.e. is it between 6pm and 6am, including both 6pm and 6am.&lt;br /&gt;
 								*&#039;or&#039; must be used for this type of &#039;evening&#039; check because&lt;br /&gt;
 								the numbers don&#039;t circle like a real clock - it can&#039;t be both&lt;br /&gt;
 								greater than 18 and less than 6.&lt;br /&gt;
 		if class $n thief 		- is $n a thief OR a warrior?&lt;br /&gt;
 		or class $n warrior&lt;br /&gt;
 &lt;br /&gt;
 		if uses $n weapon 		- does $n have an object type of &#039;weapon&#039; equipped?&lt;br /&gt;
 		 mob exitpermit 			yes: they may pass through.&lt;br /&gt;
 		else&lt;br /&gt;
 		 say You need a weapon first! 		no: mob says You need a weapon first!&lt;br /&gt;
  		endif&lt;br /&gt;
 &lt;br /&gt;
Every if needs an endif. &#039;Or&#039;, &#039;and&#039;, and &#039;else&#039; do not require additional endifs.&lt;br /&gt;
&lt;br /&gt;
===VARIABLES===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
====Ifcheck Variables:====&lt;br /&gt;
 $f	the pet of the mob remember target&lt;br /&gt;
 $g	the master of the mob remember target&lt;br /&gt;
 $i	the acting mob himself&lt;br /&gt;
 $n	the target of the mob&lt;br /&gt;
 $o	the target object of the mob&lt;br /&gt;
 $p	the secondary target object of the mob (act trigger only)*&lt;br /&gt;
 $q	the mob remember target&lt;br /&gt;
 $r	random character in room&lt;br /&gt;
 $t	the secondary target of the mob (act trigger only)*&lt;br /&gt;
 $z	the counter of the acting mob&lt;br /&gt;
 &lt;br /&gt;
 For use in event mprogs:&lt;br /&gt;
 &lt;br /&gt;
 $n	is the targetted mob or player&lt;br /&gt;
 $o	is the targetted object&lt;br /&gt;
 $i	is the acting player&lt;br /&gt;
 $p	is the actual event item being activated&lt;br /&gt;
 $y	will always refer to the person using the event item&lt;br /&gt;
     (useful when the event forces other mobs)&lt;br /&gt;
 $n and $o cannot exist at the same time in an event mprog&lt;br /&gt;
 players are considered to be vnum 0 when using a &#039;vnum $i&#039; check.&lt;br /&gt;
&lt;br /&gt;
====General Variables:====&lt;br /&gt;
 	$a	the numerical damage amount of the last successful Mob Damage (only works with Mob Echo)&lt;br /&gt;
 	$b	the race (for PCs) or shortdesc (for mobs) of the mob&#039;s remember target&lt;br /&gt;
 	$B	the level of the mob&#039;s remember target&lt;br /&gt;
 	$e	the subject pronoun of the mob&#039;s target&lt;br /&gt;
 	$E	the subject pronoun of the mob&#039;s secondary target*&lt;br /&gt;
 	$f	the name of the pet of the mob&#039;s remember target&lt;br /&gt;
 	$F	the short desc of the pet of the mob&#039;s remember target&lt;br /&gt;
 	$g	the name of the master of the mob&#039;s remember target&lt;br /&gt;
 	$G	the short desc of the master of the mob&#039;s remember target&lt;br /&gt;
 	$i	the name of the acting mob&lt;br /&gt;
 	$I	the short desc of the acting mob&lt;br /&gt;
 	$j	the subject pronoun of the acting mob (he/she/it)&lt;br /&gt;
 	$J	the subject pronoun of a random character&lt;br /&gt;
 	$k	the object pronoun of the acting mob (him/her/it)&lt;br /&gt;
 	$K	the object pronoun of a random character&lt;br /&gt;
 	$l	the possessive adjective of the acting mob (his/her/its)&lt;br /&gt;
 	$L	the possessive adjective of a random character&lt;br /&gt;
 	$m	the object pronoun of the mob&#039;s target&lt;br /&gt;
 	$M	the object pronoun of the mob&#039;s secondary target*&lt;br /&gt;
 	$n	the name of the mob&#039;s target&lt;br /&gt;
 	$N	the short desc of the mob&#039;s target&lt;br /&gt;
 	$o	the name of the mob&#039;s object target&lt;br /&gt;
 	$O	the short desc of the mob&#039;s object target&lt;br /&gt;
 	$p	the name of the mob&#039;s secondary object target*&lt;br /&gt;
 	$P	the short desc of the mob&#039;s secondary object target*&lt;br /&gt;
 	$q	the name of the mob&#039;s remember target&lt;br /&gt;
 	$Q	the short desc of the mob&#039;s remember target&lt;br /&gt;
 	$r	the name of a random character&lt;br /&gt;
 	$R	the short desc of a random character&lt;br /&gt;
 	$s	the possessive adjective of the mob&#039;s target&lt;br /&gt;
 	$S	the possessive adjective of the mob&#039;s secondary target*&lt;br /&gt;
 	$t	the name of the mob&#039;s secondary target*&lt;br /&gt;
 	$T	the short desc of the mob&#039;s secondary target*&lt;br /&gt;
 	$X	the subject pronoun of the mob remember target&lt;br /&gt;
 	$Y	the object pronoun of the mob remember target&lt;br /&gt;
 	$z	the counter of the acting mob&lt;br /&gt;
 	$Z	the possessive adjective of the mob remember target&lt;br /&gt;
&lt;br /&gt;
OR:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!  !! Name !! Short Desc !! Subject Pronoun !! Object Pronoun !! Possessive Adjective&lt;br /&gt;
|-&lt;br /&gt;
|  || For Targetting || For Echoing || He/She/It || Him/Her/It || His/Her/Its&lt;br /&gt;
|-&lt;br /&gt;
|Acting Mob || $i || $I || $j || $k || $l&lt;br /&gt;
|-&lt;br /&gt;
|Mob&#039;s Target || $n || $N || $e || $m || $s&lt;br /&gt;
|-&lt;br /&gt;
|Secondary Target* || $t || $T || $E || $M || $S&lt;br /&gt;
|-&lt;br /&gt;
|Object Target || $o || $O&lt;br /&gt;
|-&lt;br /&gt;
|Secondary Object* || $p || $P&lt;br /&gt;
|-&lt;br /&gt;
|Random Character || $r || $R || $J || $K || $L&lt;br /&gt;
|-&lt;br /&gt;
|Mob Remember Target || $q || $Q || $X || $Y || $Z&lt;br /&gt;
|-&lt;br /&gt;
|Remember Target&#039;s Pet || $f || $F&lt;br /&gt;
|-&lt;br /&gt;
|Remember Target&#039;s Master|| $g || $G&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*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&#039;s attack and the mob had an act prog execute on that, Ami would be $t. $p and $t cannot exist at the same time.&lt;br /&gt;
&lt;br /&gt;
===MOB COMMANDS===&lt;br /&gt;
&lt;br /&gt;
The commands are grouped logically, not alphabetically. Commands that serve a similar purpose are grouped together, since I thought it would be more helpful that way. Every command has the appropriate syntax listed under it. Stuff in &amp;lt;brackets&amp;gt; denotes necessary parameters, stuff in [brackets] denotes unnecessary parameters. A synopsis of every command is listed as well. At the bottom of every entry I list examples of every command&#039;s usage. &lt;br /&gt;
&lt;br /&gt;
A list of examples is given for each command. Every command has up to five basic examples and a further list of advanced usages for the command. In general, I try to draw no more than one example from each area, unless a given area has two or more distinctly different advanced usages of a command. The examples can be accessed via mpdump.&lt;br /&gt;
&lt;br /&gt;
;ECHO:mob echo &amp;lt;string&amp;gt;&lt;br /&gt;
This command sends a text message to every player in the room. It is the basic command to output whatever you want via mobprogs. There are many more specialized versions of this command, all of which are listed below. Oftentimes echo is a better choice than having a mob say or emote something.&lt;br /&gt;
&lt;br /&gt;
Examples: 1362, 2206, 2553, 1161, 4715&lt;br /&gt;
&lt;br /&gt;
;ECHOAT:mob echoat &amp;lt;target&amp;gt; &amp;lt;string&amp;gt;&lt;br /&gt;
This command will echo a message to the specific player targetted in the room and no one else. In combination with the echoaround command, this can allow for messages that simulate real commands. Usually the echo command is preferable, but echoaround combined with echoat can allow for the distinction between &amp;quot;you&amp;quot; and &amp;quot;$n&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
Examples: 1072, 33, 152, 1502, 3007&lt;br /&gt;
&lt;br /&gt;
;ECHOAROUND:mob echoaround &amp;lt;target&amp;gt; &amp;lt;string&amp;gt;&lt;br /&gt;
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 &amp;quot;you&amp;quot; and &amp;quot;$n&amp;quot; in messages. Echoaround is generally useful when you want to hide certain messages from the target player.&lt;br /&gt;
&lt;br /&gt;
Examples: 1462, 4001, 4807, 3129, 4072&lt;br /&gt;
&lt;br /&gt;
;ASOUND:mob asound &amp;lt;string&amp;gt;&lt;br /&gt;
This command is similiar to echo. Unlike echo, however, asound will echo a message to every room that the mob&#039;s current room has an exit to - i.e., the surrounding rooms. What&#039;s interesting about asound is that it doesn&#039;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&#039;s room.&lt;br /&gt;
&lt;br /&gt;
Examples: 4017, 5683, 2217, 5494, 2714&lt;br /&gt;
&lt;br /&gt;
;ZECHO:mob zecho &amp;lt;string&amp;gt;&lt;br /&gt;
This command is a more powerful version of echo, echoing a message to every player in the mob&#039;s current area. Staff will get a &amp;quot;mob echo&amp;gt;&amp;quot; in front of every zecho message, but players won&#039;t. The applications of this command are pretty straightforward, and they can easily add some flavor to your area.&lt;br /&gt;
&lt;br /&gt;
Examples: 1035, 1003, 182&lt;br /&gt;
&lt;br /&gt;
;GECHO:mob gecho &amp;lt;string&amp;gt;&lt;br /&gt;
This command is a more powerful version of zecho, echoing a message to every player in the MUD. There probably aren&#039;t that many times anybody would want to use this, but it&#039;s a powerful command and it&#039;s there. Staff will get a &amp;quot;mob echo&amp;gt;&amp;quot; in front of every gecho message, but players won&#039;t.&lt;br /&gt;
&lt;br /&gt;
Examples: 419&lt;br /&gt;
&lt;br /&gt;
;GOTO:mob goto &amp;lt;location&amp;gt;&lt;br /&gt;
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. An interesting fact about goto is that it stops the mob&#039;s combat during the transfer, so it acts like a localized mob peace. Also, use of the goto command can disguise a mob&#039;s death cry - shown in the examples below. Mob goto can transfer through safe or no_mob room flags and can move sentinel mobs.&lt;br /&gt;
&lt;br /&gt;
Examples: 4004, 2712, 3116, 1021, 5555&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 2115, 4069, 1212, 1549, 2262, 71, 4851, 1053, 187, 733&lt;br /&gt;
&lt;br /&gt;
;TRANSFER:mob transfer &amp;lt;target&amp;gt; [location]&lt;br /&gt;
This command transfers the target to the given location. The location can be a room vnum or a single 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 &amp;quot;all,&amp;quot; which will move all characters in the mob&#039;s room. Mob transfer can transfer through safe or no_mob room flags and move sentinel mobs.&lt;br /&gt;
&lt;br /&gt;
Examples: 1452, 4014, 2708, 4854, 1714&lt;br /&gt;
&lt;br /&gt;
;GTRANSFER:mob transfer &amp;lt;target&amp;gt; [location]&lt;br /&gt;
This command works just like transfer, except it transfers everyone in the target&#039;s group as well as the target. However, you cannot gtransfer all. Besides that, it is entirely identical to transfer.&lt;br /&gt;
&lt;br /&gt;
Examples: None.&lt;br /&gt;
&lt;br /&gt;
;MLOAD:mob mload &amp;lt;vnum&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Examples: 1206, 1453, 39, 3119, 154&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 2729, 2262, 4076, 1404, 4849, 1563, 1003&lt;br /&gt;
&lt;br /&gt;
;OLOAD:mob oload &amp;lt;vnum&amp;gt; [level] [R] [W]&lt;br /&gt;
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. &amp;quot;R&amp;quot; will send the object to the room, and &amp;quot;W&amp;quot; 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&#039;s typical to simply use &#039;0 R&#039; or &#039;0 W&#039; to load objects in these ways. What&#039;s great about loading objects is that they can be used as &amp;quot;counters&amp;quot; in mobprogs, illustrated in some examples below.&lt;br /&gt;
&lt;br /&gt;
Examples: 1475, 1360, 3126, 2381, 2127&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 2232, 178, 5670, 4818&lt;br /&gt;
&lt;br /&gt;
;OTRANSFER:mob otransfer &amp;lt;target&amp;gt; &amp;lt;location&amp;gt;&lt;br /&gt;
This command transfers an object to a given location. The target object can be in the room, in the mob&#039;s inventory, or part of the mob&#039;s equipment. The location parameter can be a room vnum or an 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.&lt;br /&gt;
&lt;br /&gt;
Examples: 4868&lt;br /&gt;
&lt;br /&gt;
;PURGE:mob purge [target]&lt;br /&gt;
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&#039;s inventory or equipment. Mob purge will never purge player characters. A mob can &amp;quot;mob purge self,&amp;quot; but do so sparingly - it appears to be able to crash the MUD at times. When you do use &amp;quot;mob purge self,&amp;quot; try to place it as close to the end of mobprogs as possible. For extra security, always place &#039;break&#039; right after a mob purge self command.&lt;br /&gt;
&lt;br /&gt;
Examples: 53, 3149, 4829, 1581, 710&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 1005, 3123&lt;br /&gt;
&lt;br /&gt;
;JUNK:mob junk &amp;lt;item&amp;gt;&lt;br /&gt;
This command can destroy any item the mob has in inventory or is wearing as equipment. The &amp;lt;item&amp;gt; parameter is very versatile. You can junk all, or junk &#039;all something&#039;, 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&#039;s inventory. NOTE: items inside containers cannot be junked, but ifchks can see them.&lt;br /&gt;
&lt;br /&gt;
Examples: 1476, 2109, 1360, 2710, 4886&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 3146, 2216, 4015, 2387, 727, 1009, 1212, 5491, 3113&lt;br /&gt;
&lt;br /&gt;
;REMOVE:mob remove &amp;lt;target&amp;gt; &amp;lt;vnum&amp;gt;&lt;br /&gt;
This command removes the given object from the target&#039;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. Alternately, all can be used instead of a vnum - this will remove every object the target has. (Don&#039;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.&lt;br /&gt;
&lt;br /&gt;
Examples: 1027, 4829, 1314, 1162, 5556&lt;br /&gt;
&lt;br /&gt;
;FLEE:mob flee&lt;br /&gt;
This command causes the mob to instantly run to an adjoining room. It only works if the mob is not currently fighting (simply use &#039;flee&#039; 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 &#039;leaves east&#039; 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&#039;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.&lt;br /&gt;
&lt;br /&gt;
Examples: 1006&lt;br /&gt;
&lt;br /&gt;
;KILL:mob kill &amp;lt;target&amp;gt;&lt;br /&gt;
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&#039;t attack itself, and charmed mobs can&#039;t attack their masters. When your mobile absolutely must attack someone, you want to use this instead of the regular kill command.&lt;br /&gt;
&lt;br /&gt;
Examples: 4700, 1456, 2712, 3123&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 1514, 2352, 3014, 1060, 161, 172&lt;br /&gt;
&lt;br /&gt;
;ASSIST:mob assist &amp;lt;target&amp;gt;&lt;br /&gt;
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&#039;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.&lt;br /&gt;
&lt;br /&gt;
Examples: None. This command is not mentioned in the standard mprog documentation.&lt;br /&gt;
&lt;br /&gt;
;HIT:mob hit &amp;lt;target&amp;gt;&lt;br /&gt;
Similar to Kill and Assist, this command causes the mob to attack the target. However, it doesn&#039;t care if the actor is already fighting -- this makes it useful for simulating special attacks.&lt;br /&gt;
&lt;br /&gt;
Examples: 1456&lt;br /&gt;
&lt;br /&gt;
;PEACE:mob peace&lt;br /&gt;
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&#039;s ideal for creating a gap in the fighting to execute commands that can&#039;t be done while fighting, then resuming the brawl. Additionally, it&#039;s a helpful command to use with inert or passive mobs.&lt;br /&gt;
&lt;br /&gt;
Examples: 5669, 4001, 3014, 172, 3139&lt;br /&gt;
&lt;br /&gt;
;SKILL:mob skill &amp;lt;command&amp;gt;&lt;br /&gt;
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%.&lt;br /&gt;
&lt;br /&gt;
Examples: 2511&lt;br /&gt;
&lt;br /&gt;
;DAMAGE:mob damage &amp;lt;target&amp;gt; &amp;lt;min&amp;gt; &amp;lt;max&amp;gt; [damtype] [lethal] [safe] [percent]&lt;br /&gt;
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 &#039;&#039;&#039;all&#039;&#039;&#039;, 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&#039;s hp above maximum. Note that healing this way ignores zombie status, distribute, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
Damtype specifies what [[damage type]] to use in respect to resistances and vulnerabilities. It can be any damage type you see with &amp;quot;? imm&amp;quot; in medit. A given mob damage can only have one given damtype.&amp;lt;br&amp;gt;&lt;br /&gt;
If you type &amp;quot;lethal&amp;quot; at the end of the command, the mob damage can kill the target. Otherwise, the target&#039;s hp will not drop below 0. [damtype] and [lethal]&#039;s positions in the command are interchangeable. If you type &amp;quot;safe&amp;quot; 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 &amp;quot;all&amp;quot; mob damages.&amp;lt;br&amp;gt;&lt;br /&gt;
The &amp;quot;percent&amp;quot; keyword changes the min and max from a damage quantity into a percentage of the target&#039;s maximum HP. It will not do more damage than the target&#039;s current HP, however.&lt;br /&gt;
&lt;br /&gt;
Examples: 4061, 4831, 1704, 1532&lt;br /&gt;
&lt;br /&gt;
;DAMECHO:mob damecho &amp;quot;message to target&amp;quot; &amp;quot;message to room&amp;quot; &amp;lt;target&amp;gt; &amp;lt;min&amp;gt; &amp;lt;max&amp;gt; [damtype] [lethal] [safe] [percent]&lt;br /&gt;
This command is extremely similar to &#039;mob damage&#039; 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. &lt;br /&gt;
&lt;br /&gt;
Examples: 701&lt;br /&gt;
&lt;br /&gt;
;CAST:mob cast &amp;lt;spell&amp;gt; [target]&lt;br /&gt;
This command allows a mob to cast any of the spells normally available to players. The spell parameter takes an argument, and you&#039;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&#039;s inventory, or, depending on the spell, no target at all. Mob cast costs no mana. You&#039;ll usually want to pair this command with a mob echo for more flavor.&lt;br /&gt;
&lt;br /&gt;
Examples: 4001, 2203, 4838, 301, 4716&lt;br /&gt;
&lt;br /&gt;
;MANA:mob mana &amp;lt;target&amp;gt; &amp;lt;min&amp;gt; &amp;lt;max&amp;gt;&lt;br /&gt;
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 &amp;quot;all,&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
Examples: 3139, 2748, 169, 701. This command is unique to CoD.&lt;br /&gt;
&lt;br /&gt;
;AWARD:mob award &amp;lt;target&amp;gt; &amp;lt;type&amp;gt; &amp;lt;value&amp;gt; [noscale]&lt;br /&gt;
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:&lt;br /&gt;
&lt;br /&gt;
 gold	-10000	10000		prac	10	-10		exp	-10000	10000&lt;br /&gt;
 silver	-10000	10000		train	5	-5 		align   -100    100&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The &#039;noscale&#039; argument is optional, and causes awarded experience to be a flat award regardless of the level of the player being awarded. Please keep in mind to level lock large experience rewards to keep quests relevant to the actual level of their area, when using noscale. Without &#039;noscale&#039;, &#039;mob award exp&#039; modifies awarded XP by 0-200% based on the level difference between target and mob, like XP gained from kills.&lt;br /&gt;
&lt;br /&gt;
Examples: 2260, 4022, 1027, 1116, 32. This command is unique to CoD.&lt;br /&gt;
&lt;br /&gt;
;QUEST:mob quest &amp;lt;target&amp;gt; &amp;lt;+/-/=&amp;gt; &amp;lt;questflag&amp;gt;&lt;br /&gt;
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. &amp;lt;+/-/=&amp;gt; indicates whether to set or unset the relevant quest flag; + and = are exactly the same. Each area automatically comes with 8 quest flags, regardless of the total vnums of the area, that will use the syntax of [area name]1-8 (without .are) ex. &#039;truce1&#039;. &lt;br /&gt;
&lt;br /&gt;
Examples: 54, 3113, 2390, 4874, 1596. This command is unique to CoD.&lt;br /&gt;
&lt;br /&gt;
;PETIFY:mob petify &amp;lt;target&amp;gt; &amp;lt;victim&amp;gt;&lt;br /&gt;
This command makes the victim the pet of the target. It works almost exactly like the staff command of the same name. Target and victim are arguments, and they can be any character in the world. However, mob petify will not work if victim is a player or if target already has a pet. It&#039;s probably not a great idea to petify a victim that&#039;s not in the same room as the target, even though you can within the extent of the command.&lt;br /&gt;
&lt;br /&gt;
Examples: 2106, 3196, 700, 707, 715. This command is unique to CoD.&lt;br /&gt;
&lt;br /&gt;
;FORCE:mob force &amp;lt;target&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
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 &amp;quot;all,&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
Examples: 5660, 3130, 2710, 3014, 2387&lt;br /&gt;
&lt;br /&gt;
;GFORCE:mob gforce &amp;lt;target&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
This command works just like force, except it forces everyone in the target&#039;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.&lt;br /&gt;
&lt;br /&gt;
Examples: 5276&lt;br /&gt;
&lt;br /&gt;
;VFORCE:mob vforce &amp;lt;vnum&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Examples: None.&lt;br /&gt;
&lt;br /&gt;
;MFORCE: mob mforce &amp;lt;target&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
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&#039;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 &#039;mob oload&#039; for a quest reward, as this bypasses item and weight carry limits, so there won&#039;t be any issues having them receive the item. &lt;br /&gt;
&lt;br /&gt;
Examples: None (for now).&lt;br /&gt;
&lt;br /&gt;
;AT:mob at &amp;lt;location&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
This command allows a mob to perform any single action at any location on the MUD. It&#039;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 any one word mob or object. The command parameter works just like a regular line of code in a mobprog. The &amp;lt;command&amp;gt; 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.&lt;br /&gt;
&lt;br /&gt;
Examples: 4073, 1003, 5664, 735, 2387&lt;br /&gt;
&lt;br /&gt;
;DELAY:mob delay &amp;lt;pulses&amp;gt;&lt;br /&gt;
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&#039;s delay trigger prog will execute, if it has one. Unless a mob has update_always, its delay counter won&#039;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.&lt;br /&gt;
&lt;br /&gt;
Examples: 182, 1005, 1502, 1061, 1806&lt;br /&gt;
&lt;br /&gt;
;CANCEL:mob cancel&lt;br /&gt;
This command cancels the mob&#039;s delay timer. It sets it to zero and stops the mob&#039;s delay triggers from activating. While waiting enough pulses will also let the delay timer reach zero, that will make the mob&#039;s delay triggers activate. This will not.&lt;br /&gt;
&lt;br /&gt;
Examples: 4011, 1009&lt;br /&gt;
&lt;br /&gt;
;REMEMBER:mob remember &amp;lt;target&amp;gt;&lt;br /&gt;
This command stores the name of a target in the mob&#039;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&#039;s name is stored as $q for the mob and will remain until a mob forget command, a new mob remember, or the mob&#039;s death. Mobs will remember players through player deaths, but will forget a player when that player logs out. A mob&#039;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.&lt;br /&gt;
&lt;br /&gt;
Examples: 4065, 1211, 1053, 1015, 160&lt;br /&gt;
&lt;br /&gt;
;FORGET:mob forget&lt;br /&gt;
This command empties the mob&#039;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).&lt;br /&gt;
&lt;br /&gt;
Examples: 738, 1501, 3142, 5508, 2727&lt;br /&gt;
&lt;br /&gt;
;CALL:mob call &amp;lt;vnum&amp;gt; [victim] [obj1] [obj2]&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Examples: 1368, 47, 1400, 2395, 5661&lt;br /&gt;
&lt;br /&gt;
;COUNTER: mob counter &amp;lt;value OR &#039;zero&#039;&amp;gt;&lt;br /&gt;
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 &#039;zero&#039; sets the counter to zero.&lt;br /&gt;
&lt;br /&gt;
Examples: 21, 22&lt;br /&gt;
&lt;br /&gt;
;FACE:mob face &amp;lt;long/short/name&amp;gt; &amp;lt;string&amp;gt;&lt;br /&gt;
This command changes the mob&#039;s long or short desc, or name, to whatever is specified. &lt;br /&gt;
&lt;br /&gt;
Examples: 9038&lt;br /&gt;
&lt;br /&gt;
;FLAG:mob flag &amp;lt;victim&amp;gt; &amp;lt;flag type&amp;gt; &amp;lt;flag&amp;gt; +/-&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;SDAMAGE:mob sdamage ??? ???&lt;br /&gt;
Appears to be an uncoded solution to the problem that the $a flag fixed.&lt;br /&gt;
&lt;br /&gt;
;SPAWN:mob spawn &amp;lt;victim&amp;gt; &amp;lt;room vnum&amp;gt;&lt;br /&gt;
The Spawn command will change the target&#039;s recall point to the specified room vnum.&lt;br /&gt;
&lt;br /&gt;
Examples: 9098&lt;br /&gt;
&lt;br /&gt;
;RESCUE:mob rescue &amp;lt;victim&amp;gt;&lt;br /&gt;
The Rescue command works as the Rescue skill does, but without the restrictions on grouping or any skill checks.&lt;br /&gt;
&lt;br /&gt;
;EXITPERMIT:mob exitpermit&lt;br /&gt;
Exitpermit allows mobs with exit progs to allow the character through the exit normally, instead of requiring transfer commands or other sneaky tricks.&lt;br /&gt;
&lt;br /&gt;
Examples: 2917&lt;br /&gt;
&lt;br /&gt;
;ASSET:mob asset &amp;lt;victim&amp;gt; &amp;lt;art/sound&amp;gt; &amp;lt;file&amp;gt; [duration in beats]&lt;br /&gt;
The Asset command is used for enhanced asciiart and sound functions using the Project Tuna client. For advanced usage, see [[Project_Tuna#Mob Asset]].&lt;br /&gt;
&lt;br /&gt;
Examples: 10289, 12002&lt;br /&gt;
&lt;br /&gt;
;OSET: mob oset &amp;lt;object name&amp;gt; &amp;lt;field&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
****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.&lt;br /&gt;
&lt;br /&gt;
Value:&lt;br /&gt;
(a) = requires a string or bit/flag name in place of value&lt;br /&gt;
(#) = requires a numerical value&lt;br /&gt;
&lt;br /&gt;
Mob oset will only target objects in the mob&#039;s inventory or in the same room as the mob.&lt;br /&gt;
&lt;br /&gt;
;MSET: mob mset &amp;lt;target&amp;gt; &amp;lt;field&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
Fields: str(#), dex(#), sex(a/#), level(#), maxhp(#), hp(#), maxmana(#), mana(#), maxmove(#), move(#), align(#), damtype(a), hitroll(#), magroll(#)&lt;br /&gt;
&lt;br /&gt;
This command seems to be incompletely implemented. Mobs can currently only mset themselves, but can be mob forced by other mobs to mset themselves.&lt;br /&gt;
&lt;br /&gt;
* See [[Oset_and_mset_tips_and_tricks]] for more information&lt;br /&gt;
&lt;br /&gt;
;ADDLAG: mob addlag &amp;lt;target&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;CLAN: mob clan &amp;lt;target&amp;gt; &amp;lt;clan&amp;gt;&lt;br /&gt;
This command allows a mob to add a player to a clan instead of requiring an Immortal&#039;s assistance. The clan must already be created, however.&lt;br /&gt;
&lt;br /&gt;
;PRETITLE: mob mforce &amp;lt;target&amp;gt; mob pretitle self &amp;lt;pretitle&amp;gt;&lt;br /&gt;
This command allows a mob to set a player&#039;s pretitle instead of requiring an Immortal&#039;s assistance. Technically a mob can only set their own pretitle to avoid setting someone else&#039;s pretitle by mistake, so this syntax causes the mob to force the player to set their own pretitle.&lt;br /&gt;
&lt;br /&gt;
===MOB TRIGGERS===&lt;br /&gt;
&lt;br /&gt;
The triggers are listed alphabetically, since there aren&#039;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.&lt;br /&gt;
&lt;br /&gt;
;ACT:addmprog &amp;lt;vnum&amp;gt; act &amp;lt;phrase&amp;gt;&lt;br /&gt;
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 &amp;lt;phrase&amp;gt; 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 &amp;lt;phrase&amp;gt; itself will require the color codes in order to trigger correctly. Act triggers can use one or more words in &amp;lt;phrase&amp;gt; - to set the phrase as multiple words, surrounded the phrase with &amp;quot;quotation marks.&amp;quot; When triggered by someone&#039;s speech, the act prog will activate before the &amp;lt;phrase&amp;gt; is actually spoken - making it look out of order. Many mobiles have an act prog with the phrase &amp;quot;talks to you,&amp;quot; which triggers on the talk social. This is especially common in towns and with humanoid mobs.&lt;br /&gt;
&lt;br /&gt;
;BRIBE:addmprog &amp;lt;vnum&amp;gt; bribe &amp;lt;amount, in silver&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;DAMTYPE:addmprog &amp;lt;vnum&amp;gt; damtype &amp;lt;type of damage&amp;gt;&lt;br /&gt;
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&#039;s number, not its name:&lt;br /&gt;
  0 - None*     1 - Bash      2 - Pierce    3 - Slash     4 - Fire      5 - Cold      6 - Electric&lt;br /&gt;
  7 - Acid      8 - Poison    9 - Negative 10 - Holy     11 - Energy   12 - Mental   13 - Draining&lt;br /&gt;
 14 - Water    15 - Light    16 - Other*   17 - Harm*    18 - Charm    19 - Sound    20 - Wood&lt;br /&gt;
 21 - Silver   22 - Iron     23 - Wind     24 - Earth    25 - Dark&lt;br /&gt;
&lt;br /&gt;
* Very, very few attacks use the None, Other, Harm, or Charm damtype to actually deal damage.&lt;br /&gt;
&lt;br /&gt;
;DEATH:addmprog &amp;lt;vnum&amp;gt; death &amp;lt;percent&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;DELAY:addmprog &amp;lt;vnum&amp;gt; delay &amp;lt;percent&amp;gt;&lt;br /&gt;
The delay trigger is activated when the delay timer for the mob decrements to 0. To set a mob&#039;s delay timer, use the mob delay command. The trigger has a &amp;lt;percent&amp;gt; chance of activating when the delay timer hits 0, although in almost every usage of this command, 100 is used for the &amp;lt;percent&amp;gt; parameter. Delay triggers are known to occasionally and randomly not work. Delay timers will only count down if players are currently in the mob&#039;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.&lt;br /&gt;
&lt;br /&gt;
;EXALL:addmprog &amp;lt;vnum&amp;gt; exall &amp;lt;exit number&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;ENTRY:addmprog &amp;lt;vnum&amp;gt; entry &amp;lt;percent&amp;gt;&lt;br /&gt;
The entry trigger is activated whenever the mob walks into a new room. The trigger has a &amp;lt;percent&amp;gt; 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. &lt;br /&gt;
&lt;br /&gt;
;EXIT:addmprog &amp;lt;vnum&amp;gt; exit &amp;lt;exit number&amp;gt;&lt;br /&gt;
The exit trigger is checked whenever a PC tries to exit the mob&#039;s room. The trigger will activate whenever a player tries to use &amp;lt;exit number&amp;gt;&#039;s exit. It is important to note that if an exit trigger activates, the player&#039;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&#039;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.&lt;br /&gt;
&lt;br /&gt;
The following &amp;lt;exit numbers&amp;gt; collaborate with the indicated exits:&lt;br /&gt;
 0 - north  1 - east  2 - south  3 - west  4 - up&lt;br /&gt;
 5 - down   6 - ne    7 - nw     8 - se    9 - sw&lt;br /&gt;
&lt;br /&gt;
;FIGHT:addmprog &amp;lt;vnum&amp;gt; fight &amp;lt;percent&amp;gt;&lt;br /&gt;
The fight trigger is checked at the end of each combat round for the mob. The trigger has a &amp;lt;percent&amp;gt; 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.&lt;br /&gt;
&lt;br /&gt;
;GIVE:addmprog &amp;lt;vnum&amp;gt; give &amp;lt;object&amp;gt;&lt;br /&gt;
The give trigger is checked when an object is given to the mob. When an item of keyword &amp;lt;object&amp;gt; is given to the mob, the trigger activates. The phrase &#039;all&#039; can be used for &amp;lt;object&amp;gt; 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 &#039;all&#039; 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 &#039;give $o $n&#039; statement.&lt;br /&gt;
&lt;br /&gt;
;GRALL:addmprog &amp;lt;vnum&amp;gt; grall &amp;lt;percent&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;GREET:addmprog &amp;lt;vnum&amp;gt; greet &amp;lt;percent&amp;gt;&lt;br /&gt;
The greet trigger is checked whenever a character enters the room that the mob occupies. It has a &amp;lt;percent&amp;gt; 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. &lt;br /&gt;
&lt;br /&gt;
;HPCNT:addmprog &amp;lt;vnum&amp;gt; hpcnt &amp;lt;hp percent&amp;gt;&lt;br /&gt;
The hpcnt trigger is checked at the end of each combat round for the mob. The trigger will activate if the mob&#039;s hp percentage drops below the &amp;lt;hp percent&amp;gt; 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.&lt;br /&gt;
&lt;br /&gt;
;KILL:addmprog &amp;lt;vnum&amp;gt; kill &amp;lt;percent&amp;gt;&lt;br /&gt;
The kill trigger is checked when someone initiates combat with the mob. The trigger has a &amp;lt;percent&amp;gt; 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.&lt;br /&gt;
&lt;br /&gt;
;RANDOM:addmprog &amp;lt;vnum&amp;gt; random &amp;lt;percent&amp;gt;&lt;br /&gt;
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 &amp;lt;percent&amp;gt; chance of activating every mob pulse, but only if players are currently in the mob&#039;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.&lt;br /&gt;
&lt;br /&gt;
;SCHEDULE:addmprog &amp;lt;vnum&amp;gt; schedule &amp;lt;hour&amp;gt;&lt;br /&gt;
The schedule trigger is checked once every hour, on the hour. The &amp;lt;hour&amp;gt; parameter equals a number from 0 to 23, where 0 is midnight and 12 is noon. If the &amp;lt;hour&amp;gt; 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.&lt;br /&gt;
&lt;br /&gt;
;SPAWN:addmprog &amp;lt;vnum&amp;gt; spawn &amp;lt;percent&amp;gt;&lt;br /&gt;
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 &amp;lt;percent&amp;gt; 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.&lt;br /&gt;
&lt;br /&gt;
;SPEECH:addmprog &amp;lt;vnum&amp;gt; speech &amp;lt;phrase&amp;gt;&lt;br /&gt;
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 &#039;say&#039;, &#039;osay&#039;, or &#039;tell&#039; 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.&lt;br /&gt;
&lt;br /&gt;
;SURRENDER:addmprog &amp;lt;vnum&amp;gt; surrender &amp;lt;percent&amp;gt;&lt;br /&gt;
The surrender trigger, while present on the triggers list, is defunct and is not actually used.&lt;br /&gt;
&lt;br /&gt;
*I like using this trigger to show what mprogs my mob calls within its other mprogs. -Ageatii&lt;br /&gt;
&lt;br /&gt;
[[Category:Technical Information]]&lt;/div&gt;</summary>
		<author><name>Pascal</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=Mprog_Compendium&amp;diff=2138</id>
		<title>Mprog Compendium</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=Mprog_Compendium&amp;diff=2138"/>
		<updated>2018-10-02T15:15:19Z</updated>

		<summary type="html">&lt;p&gt;Pascal: /* IFCHECKS */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:2Mprog3.jpg|right|thumb|212px|No clear results from Google images on what an Mprog looks like.]]&lt;br /&gt;
&lt;br /&gt;
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&#039;re just a tourist, check out some [[Mprog Compendium/Examples|examples]]&lt;br /&gt;
&lt;br /&gt;
===IFCHECKS===&lt;br /&gt;
&lt;br /&gt;
    rand 		if rand 30		- if random number between 1 and 100 is &amp;lt; 30&lt;br /&gt;
    exists		if exists $n		- does $n exist somewhere&lt;br /&gt;
    ishere   		if ishere $q            - is $q in this room?&lt;br /&gt;
    mobexists		if mobexists fido	- is there a fido mob somewhere&lt;br /&gt;
    			if mobexists 1233	- is there mob vnum 1233 somewhere&lt;br /&gt;
    objexists		if objexists sword	- is there a sword obj somewhere&lt;br /&gt;
    			if objexists 1233	- is there obj vnum 1233 somewhere&lt;br /&gt;
    mobhere		if mobhere fido		- is there a &#039;fido&#039; mob in this room?&lt;br /&gt;
 			if mobhere 1233		- is there mob vnum 1233 in this room?&lt;br /&gt;
    objhere		if objhere bottle	- is there a &#039;bottle&#039; obj in this room?&lt;br /&gt;
 	-can&#039;t see in	if objhere 1233		- is there obj vnum 1233 in this room?&lt;br /&gt;
 	 containers&lt;br /&gt;
    isself		if isself $n            - evaluate equivalence between a character and the acting mob&lt;br /&gt;
    people		if people &amp;gt; 4		- does room contain &amp;gt; 4 people&lt;br /&gt;
    players		if players &amp;gt; 1		- does room contain &amp;gt; 1 pcs *in event obj progs the player doesn&#039;t count in if players checks&lt;br /&gt;
    mobs   		if mobs &amp;gt; 2		- does room contain &amp;gt; 2 mobiles&lt;br /&gt;
    clones		if clones &amp;gt; 3   	- are there &amp;gt; 3 mobs of $i&#039;s vnum here&lt;br /&gt;
    duplicates		if duplicates $n &amp;gt; 3	- are there &amp;gt; 3 mobs of $n&#039;s vnum here&lt;br /&gt;
    order		if order == 0		- is mob the first in room&lt;br /&gt;
 &lt;br /&gt;
    hour 		if hour &amp;gt; 11		- is the time &amp;gt; 11 o&#039;clock&lt;br /&gt;
         Sunrise occurs at 6am (hour 6)&lt;br /&gt;
         Sunset occurs at 6pm (hour 18)&lt;br /&gt;
    day                  if day &amp;gt; 0              - is today not the first day of the week&lt;br /&gt;
         0 - Mana Holy Day&lt;br /&gt;
         1 - Luna Day        &lt;br /&gt;
         2 - Salamando Day&lt;br /&gt;
         3 - Undine Day&lt;br /&gt;
         4 - Dryad Day&lt;br /&gt;
         5 - Jinn Day&lt;br /&gt;
         6 - Gnome Day&lt;br /&gt;
    sky  		if sky &amp;gt; 2     		- is the sky rating &amp;gt; cloudy&lt;br /&gt;
 	0 - dry&lt;br /&gt;
 	1 - cloudless&lt;br /&gt;
 	2 - cloudy&lt;br /&gt;
 	3 - raining&lt;br /&gt;
 	4 - lightning&lt;br /&gt;
    wind 		if wind &amp;gt; 2		- is the wind rating &amp;gt; breeze&lt;br /&gt;
 	0 - stale&lt;br /&gt;
 	1 - none&lt;br /&gt;
 	2 - breeze&lt;br /&gt;
 	3 - windy&lt;br /&gt;
 	4 - gale&lt;br /&gt;
    sector		if sector $i == 5       - sector check&lt;br /&gt;
        0 - inside       1 - city         2 - field        3 - forest     &lt;br /&gt;
        4 - hills        5 - mountain     6 - swim         7 - noswim&lt;br /&gt;
        8 - unused       9 - air          10 - desert      11 - rock&lt;br /&gt;
        12 - road        13 - enter       14 - snow        15 - swamp&lt;br /&gt;
        16 - jungle      17 - ruins       18 - mount2      19 - coastal&lt;br /&gt;
        20 - developed   21 - void&lt;br /&gt;
 &lt;br /&gt;
    ispc   		if ispc $n 		- is $n a pc&lt;br /&gt;
    isnpc		if isnpc $n 		- is $n a mobile&lt;br /&gt;
    isgood		if isgood $n 		- is $n good&lt;br /&gt;
    isevil		if isevil $n 		- is $n evil&lt;br /&gt;
    isneutral		if isneutral $n 	- is $n neutral&lt;br /&gt;
    isimmort		if isimmort $n		- is $n immortal&lt;br /&gt;
    ischarm		if ischarm $n		- is $n charmed */&lt;br /&gt;
    isfollow		if isfollow $n		- is $n following someone&lt;br /&gt;
    isactive		if isactive $n		- is $n&#039;s position &amp;gt; SLEEPING&lt;br /&gt;
    isdelay		if isdelay $i		- does $i currently have a delay counter&lt;br /&gt;
    isvisible		if isvisible $n		- can mob see $n&lt;br /&gt;
    isfighting		if isfighting $n        - fighting check&lt;br /&gt;
    hastarget		if hastarget $i		- does $i have a valid remembered target&lt;br /&gt;
    istarget		if istarget $n		- is $n mob&#039;s remember target&lt;br /&gt;
 &lt;br /&gt;
    affected		if affected $n blind	- is $n affected by blind&lt;br /&gt;
    affected2		if affected2 $n frenzy  - &#039;&#039;&#039;(second set of affects, see mob template for list)&#039;&#039;&#039;&lt;br /&gt;
    shielded  		if shielded $n charge	- is $n shielded by charge&lt;br /&gt;
    act			if act $i sentinel	- is $i flagged sentinel&lt;br /&gt;
    act2 		if act2 $i noattack	- is $i flagged noattack&lt;br /&gt;
    off           	if off $i berserk	- is $i flagged berserk&lt;br /&gt;
    imm           	if imm $i fire		- is $i immune to fire &lt;br /&gt;
    vuln    		if vuln $i electricity  - is $i vulnerable to electricity&lt;br /&gt;
    res        		if res $i cold          - is $i resistant to cold&lt;br /&gt;
    carries		if carries $n sword	- does $n have a &#039;sword&#039;&lt;br /&gt;
 			if carries $n 1233	- does $n have obj vnum 1233&lt;br /&gt;
    wears		if wears $n lantern	- is $n wearing a &#039;lantern&#039;&lt;br /&gt;
 			if wears $n 1233	- is $n wearing obj vnum 1233&lt;br /&gt;
    upon      		if upon $n motorcycle   - is $n riding/using as furniture a &#039;motorcycle&lt;br /&gt;
              		if upon $n 1233         - is $n riding/using as furniture obj vnum 1233&lt;br /&gt;
    has    		if has $n weapon	- does $n have obj of type weapon&lt;br /&gt;
    uses  		if uses $n armor	- is $n wearing obj of type armor&lt;br /&gt;
    pos			if pos $n standing	- is $n standing&lt;br /&gt;
    name  		if name $n puff		- is $n&#039;s name &#039;puff&#039;&lt;br /&gt;
    clan 		if clan $n &#039;tuna&#039; 	- does $n belong to clan &#039;tuna&#039;&lt;br /&gt;
    race 		if race $n dragon	- is $n of &#039;dragon&#039; race&lt;br /&gt;
    class		if class $n wizard	- is $n&#039;s class &#039;wizard&#039;&lt;br /&gt;
    subclass		if subclass $n &amp;gt; 0      - subclass check&lt;br /&gt;
    skill		if skill $n &#039;big boo&#039;   - does $n have the big boo skill&lt;br /&gt;
    skillchk		if skillchk $n &#039;fire&#039; &amp;gt; 90 - character&#039;s skill percentage check&lt;br /&gt;
    objtype		if objtype $o scroll	- is $o a scroll type obj&lt;br /&gt;
    quest		if quest $n nerb1	- is quest flag nerb1 toggled for $n&lt;br /&gt;
    remort		if remort $n &amp;gt; 1        - has $n remorted at least once?&lt;br /&gt;
                                                  (New characters start at &amp;quot;if remort == 1&amp;quot;;&lt;br /&gt;
                                                   first remort is at &amp;quot;if remort == 2&amp;quot;)&lt;br /&gt;
    brief 		if isbrief $n 		- does $n have &#039;brief&#039; toggled? *only works for players&lt;br /&gt;
 &lt;br /&gt;
    vnum 		if vnum $i == 1233  	- virtual number check&lt;br /&gt;
    room 		if room $i == 1233	- room virtual number&lt;br /&gt;
    roomaff		if roomaff sandstorm    - room affect check (&#039;? roomaff&#039; in editor to see valid flags)&lt;br /&gt;
    roomflag		if roomflag dark	- room flag check (&#039;? room&#039; in editor to see valid flags)&lt;br /&gt;
    align		if align $n &amp;lt; -1000	- alignment check&lt;br /&gt;
    level		if level $n &amp;lt; 5		- level check&lt;br /&gt;
         		if level $o == 0        - works on objects too&lt;br /&gt;
    sex			if sex $i == 0		- sex check&lt;br /&gt;
 	0 - none&lt;br /&gt;
 	1 - male&lt;br /&gt;
 	2 - female&lt;br /&gt;
    innate		if innate $n == 1	- innate check&lt;br /&gt;
        0 - None&lt;br /&gt;
        1 - Water&lt;br /&gt;
        2 - Moon&lt;br /&gt;
        3 - Wood&lt;br /&gt;
        4 - None (Don&#039;t use)&lt;br /&gt;
        5 - Wind&lt;br /&gt;
        6 - Earth&lt;br /&gt;
        7 - Fire&lt;br /&gt;
    size		if size $n &amp;lt; 2		- size check&lt;br /&gt;
 	0 - tiny&lt;br /&gt;
 	1 - small&lt;br /&gt;
 	2 - medium&lt;br /&gt;
 	3 - large&lt;br /&gt;
 	4 - huge&lt;br /&gt;
 	5 - giant&lt;br /&gt;
 &lt;br /&gt;
    counter		if counter $i &amp;gt;= 6 	- mob counter check&lt;br /&gt;
    money		if money $n &amp;gt; 500	- money check (in silver)&lt;br /&gt;
    objval0		if objval0 $o &amp;gt; 1000 	- object value[] checks 0-4 (check object type in oedit for relevant variables)&lt;br /&gt;
    objval1						-for money in bribe triggers use objval0 for silver and objval1 for gold&lt;br /&gt;
    objval2&lt;br /&gt;
    objval3&lt;br /&gt;
    objval4&lt;br /&gt;
    objcost		if objcost $o &amp;gt;= 50 	- cost of the obj in silver&lt;br /&gt;
    objweight		if objweight $o &amp;lt; 100 	- weight of the obj in 1/10lbs&lt;br /&gt;
    objextra		if objextra $o glow 	- does $o have glow&lt;br /&gt;
    objextra2		if objextra2 $o unique 	- is $o unique&lt;br /&gt;
    objextra3		if objextra3 $o owned 	- is $o owned&lt;br /&gt;
    objcond 		if objcond $o &amp;gt; 50 	- object condition value check&lt;br /&gt;
 			if objcond pie &amp;gt; 50 	&lt;br /&gt;
    wenchant		if wenchant $o == 10    - has $o been enchanted 10 times (weapon only)&lt;br /&gt;
    aenchant		if aenchant $o == 10    - has $o been enchanted 10 times (armor only)&lt;br /&gt;
 &lt;br /&gt;
    grpsize		if grpsize $n &amp;gt; 6	- group size check&lt;br /&gt;
 							-a solo player is a group size of 0&lt;br /&gt;
 							 -all pets and charmies count toward group size&lt;br /&gt;
 							  -they don&#039;t count if they aren&#039;t in the room with the target&lt;br /&gt;
    str			if str $n &amp;gt; 13		- strength check&lt;br /&gt;
    int			if int $i &amp;lt; 18		- intelligence check&lt;br /&gt;
    wis			if wis $q == 25		- wisdom check&lt;br /&gt;
    dex			if dex $f &amp;gt;= 8		- dexterity check&lt;br /&gt;
    con			if con $g &amp;lt;= 20		- constitution check&lt;br /&gt;
    hpchk		if hpchk $n &amp;lt; 15 	- hit point check&lt;br /&gt;
    hpcnt		if hpcnt $i &amp;gt; 30	- hit point percent check&lt;br /&gt;
    mpchk        	if mpchk $i &amp;gt; 8  	- mana point check&lt;br /&gt;
    mpcnt		if mpcnt $i &amp;gt; 50 	- mana percentage check&lt;br /&gt;
    mvchk 		if mvchk $i &amp;gt; 25 	- movement point check&lt;br /&gt;
    drunk		if drunk $n &amp;gt;= 5        - drunkenness check&lt;br /&gt;
    khexists		if khexists $n 1234     - does mob of this vnum exist in kill history (bodycount)&lt;br /&gt;
    khcount		if khcount $n 1234 &amp;gt; 5  - is number of mob of this vnum in kill history higher than 5&lt;br /&gt;
 &lt;br /&gt;
 IFCHKS can be used with &#039;or&#039; and &#039;and&#039;. Ex:&lt;br /&gt;
  	-can only use one at a time per ifchk&lt;br /&gt;
 		if room $i &amp;gt;= 500 		- is the room vnum both greater than or equal to 500 and less than or equal to 1000?&lt;br /&gt;
 		and room $i &amp;lt;= 1000 			i.e. between 500 and 1000, including both 500 and 1000.&lt;br /&gt;
 &lt;br /&gt;
 		if dex $n &amp;gt; 12 			- are $n&#039;s dex AND str both greater than 12?&lt;br /&gt;
 		and str $n &amp;gt; 12&lt;br /&gt;
 &lt;br /&gt;
 		if hour &amp;gt;= 18 			- is the hour later than 6pm or earlier than 6am?&lt;br /&gt;
 		or hour &amp;lt;= 6 				i.e. is it between 6pm and 6am, including both 6pm and 6am.&lt;br /&gt;
 								*&#039;or&#039; must be used for this type of &#039;evening&#039; check because&lt;br /&gt;
 								the numbers don&#039;t circle like a real clock - it can&#039;t be both&lt;br /&gt;
 								greater than 18 and less than 6.&lt;br /&gt;
 		if class $n thief 		- is $n a thief OR a warrior?&lt;br /&gt;
 		or class $n warrior&lt;br /&gt;
&lt;br /&gt;
===VARIABLES===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
====Ifcheck Variables:====&lt;br /&gt;
 $f	the pet of the mob remember target&lt;br /&gt;
 $g	the master of the mob remember target&lt;br /&gt;
 $i	the acting mob himself&lt;br /&gt;
 $n	the target of the mob&lt;br /&gt;
 $o	the target object of the mob&lt;br /&gt;
 $p	the secondary target object of the mob (act trigger only)*&lt;br /&gt;
 $q	the mob remember target&lt;br /&gt;
 $r	random character in room&lt;br /&gt;
 $t	the secondary target of the mob (act trigger only)*&lt;br /&gt;
 $z	the counter of the acting mob&lt;br /&gt;
 &lt;br /&gt;
 For use in event mprogs:&lt;br /&gt;
 &lt;br /&gt;
 $n	is the targetted mob or player&lt;br /&gt;
 $o	is the targetted object&lt;br /&gt;
 $i	is the acting player&lt;br /&gt;
 $p	is the actual event item being activated&lt;br /&gt;
 $y	will always refer to the person using the event item&lt;br /&gt;
     (useful when the event forces other mobs)&lt;br /&gt;
 $n and $o cannot exist at the same time in an event mprog&lt;br /&gt;
 players are considered to be vnum 0 when using a &#039;vnum $i&#039; check.&lt;br /&gt;
&lt;br /&gt;
====General Variables:====&lt;br /&gt;
 	$a	the numerical damage amount of the last successful Mob Damage (only works with Mob Echo)&lt;br /&gt;
 	$b	the race (for PCs) or shortdesc (for mobs) of the mob&#039;s remember target&lt;br /&gt;
 	$B	the level of the mob&#039;s remember target&lt;br /&gt;
 	$e	the subject pronoun of the mob&#039;s target&lt;br /&gt;
 	$E	the subject pronoun of the mob&#039;s secondary target*&lt;br /&gt;
 	$f	the name of the pet of the mob&#039;s remember target&lt;br /&gt;
 	$F	the short desc of the pet of the mob&#039;s remember target&lt;br /&gt;
 	$g	the name of the master of the mob&#039;s remember target&lt;br /&gt;
 	$G	the short desc of the master of the mob&#039;s remember target&lt;br /&gt;
 	$i	the name of the acting mob&lt;br /&gt;
 	$I	the short desc of the acting mob&lt;br /&gt;
 	$j	the subject pronoun of the acting mob (he/she/it)&lt;br /&gt;
 	$J	the subject pronoun of a random character&lt;br /&gt;
 	$k	the object pronoun of the acting mob (him/her/it)&lt;br /&gt;
 	$K	the object pronoun of a random character&lt;br /&gt;
 	$l	the possessive adjective of the acting mob (his/her/its)&lt;br /&gt;
 	$L	the possessive adjective of a random character&lt;br /&gt;
 	$m	the object pronoun of the mob&#039;s target&lt;br /&gt;
 	$M	the object pronoun of the mob&#039;s secondary target*&lt;br /&gt;
 	$n	the name of the mob&#039;s target&lt;br /&gt;
 	$N	the short desc of the mob&#039;s target&lt;br /&gt;
 	$o	the name of the mob&#039;s object target&lt;br /&gt;
 	$O	the short desc of the mob&#039;s object target&lt;br /&gt;
 	$p	the name of the mob&#039;s secondary object target*&lt;br /&gt;
 	$P	the short desc of the mob&#039;s secondary object target*&lt;br /&gt;
 	$q	the name of the mob&#039;s remember target&lt;br /&gt;
 	$Q	the short desc of the mob&#039;s remember target&lt;br /&gt;
 	$r	the name of a random character&lt;br /&gt;
 	$R	the short desc of a random character&lt;br /&gt;
 	$s	the possessive adjective of the mob&#039;s target&lt;br /&gt;
 	$S	the possessive adjective of the mob&#039;s secondary target*&lt;br /&gt;
 	$t	the name of the mob&#039;s secondary target*&lt;br /&gt;
 	$T	the short desc of the mob&#039;s secondary target*&lt;br /&gt;
 	$X	the subject pronoun of the mob remember target&lt;br /&gt;
 	$Y	the object pronoun of the mob remember target&lt;br /&gt;
 	$z	the counter of the acting mob&lt;br /&gt;
 	$Z	the possessive adjective of the mob remember target&lt;br /&gt;
&lt;br /&gt;
OR:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!  !! Name !! Short Desc !! Subject Pronoun !! Object Pronoun !! Possessive Adjective&lt;br /&gt;
|-&lt;br /&gt;
|  || For Targetting || For Echoing || He/She/It || Him/Her/It || His/Her/Its&lt;br /&gt;
|-&lt;br /&gt;
|Acting Mob || $i || $I || $j || $k || $l&lt;br /&gt;
|-&lt;br /&gt;
|Mob&#039;s Target || $n || $N || $e || $m || $s&lt;br /&gt;
|-&lt;br /&gt;
|Secondary Target* || $t || $T || $E || $M || $S&lt;br /&gt;
|-&lt;br /&gt;
|Object Target || $o || $O&lt;br /&gt;
|-&lt;br /&gt;
|Secondary Object* || $p || $P&lt;br /&gt;
|-&lt;br /&gt;
|Random Character || $r || $R || $J || $K || $L&lt;br /&gt;
|-&lt;br /&gt;
|Mob Remember Target || $q || $Q || $X || $Y || $Z&lt;br /&gt;
|-&lt;br /&gt;
|Remember Target&#039;s Pet || $f || $F&lt;br /&gt;
|-&lt;br /&gt;
|Remember Target&#039;s Master|| $g || $G&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*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&#039;s attack and the mob had an act prog execute on that, Ami would be $t. $p and $t cannot exist at the same time.&lt;br /&gt;
&lt;br /&gt;
===MOB COMMANDS===&lt;br /&gt;
&lt;br /&gt;
The commands are grouped logically, not alphabetically. Commands that serve a similar purpose are grouped together, since I thought it would be more helpful that way. Every command has the appropriate syntax listed under it. Stuff in &amp;lt;brackets&amp;gt; denotes necessary parameters, stuff in [brackets] denotes unnecessary parameters. A synopsis of every command is listed as well. At the bottom of every entry I list examples of every command&#039;s usage. &lt;br /&gt;
&lt;br /&gt;
A list of examples is given for each command. Every command has up to five basic examples and a further list of advanced usages for the command. In general, I try to draw no more than one example from each area, unless a given area has two or more distinctly different advanced usages of a command. The examples can be accessed via mpdump.&lt;br /&gt;
&lt;br /&gt;
;ECHO:mob echo &amp;lt;string&amp;gt;&lt;br /&gt;
This command sends a text message to every player in the room. It is the basic command to output whatever you want via mobprogs. There are many more specialized versions of this command, all of which are listed below. Oftentimes echo is a better choice than having a mob say or emote something.&lt;br /&gt;
&lt;br /&gt;
Examples: 1362, 2206, 2553, 1161, 4715&lt;br /&gt;
&lt;br /&gt;
;ECHOAT:mob echoat &amp;lt;target&amp;gt; &amp;lt;string&amp;gt;&lt;br /&gt;
This command will echo a message to the specific player targetted in the room and no one else. In combination with the echoaround command, this can allow for messages that simulate real commands. Usually the echo command is preferable, but echoaround combined with echoat can allow for the distinction between &amp;quot;you&amp;quot; and &amp;quot;$n&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
Examples: 1072, 33, 152, 1502, 3007&lt;br /&gt;
&lt;br /&gt;
;ECHOAROUND:mob echoaround &amp;lt;target&amp;gt; &amp;lt;string&amp;gt;&lt;br /&gt;
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 &amp;quot;you&amp;quot; and &amp;quot;$n&amp;quot; in messages. Echoaround is generally useful when you want to hide certain messages from the target player.&lt;br /&gt;
&lt;br /&gt;
Examples: 1462, 4001, 4807, 3129, 4072&lt;br /&gt;
&lt;br /&gt;
;ASOUND:mob asound &amp;lt;string&amp;gt;&lt;br /&gt;
This command is similiar to echo. Unlike echo, however, asound will echo a message to every room that the mob&#039;s current room has an exit to - i.e., the surrounding rooms. What&#039;s interesting about asound is that it doesn&#039;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&#039;s room.&lt;br /&gt;
&lt;br /&gt;
Examples: 4017, 5683, 2217, 5494, 2714&lt;br /&gt;
&lt;br /&gt;
;ZECHO:mob zecho &amp;lt;string&amp;gt;&lt;br /&gt;
This command is a more powerful version of echo, echoing a message to every player in the mob&#039;s current area. Staff will get a &amp;quot;mob echo&amp;gt;&amp;quot; in front of every zecho message, but players won&#039;t. The applications of this command are pretty straightforward, and they can easily add some flavor to your area.&lt;br /&gt;
&lt;br /&gt;
Examples: 1035, 1003, 182&lt;br /&gt;
&lt;br /&gt;
;GECHO:mob gecho &amp;lt;string&amp;gt;&lt;br /&gt;
This command is a more powerful version of zecho, echoing a message to every player in the MUD. There probably aren&#039;t that many times anybody would want to use this, but it&#039;s a powerful command and it&#039;s there. Staff will get a &amp;quot;mob echo&amp;gt;&amp;quot; in front of every gecho message, but players won&#039;t.&lt;br /&gt;
&lt;br /&gt;
Examples: 419&lt;br /&gt;
&lt;br /&gt;
;GOTO:mob goto &amp;lt;location&amp;gt;&lt;br /&gt;
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. An interesting fact about goto is that it stops the mob&#039;s combat during the transfer, so it acts like a localized mob peace. Also, use of the goto command can disguise a mob&#039;s death cry - shown in the examples below. Mob goto can transfer through safe or no_mob room flags and can move sentinel mobs.&lt;br /&gt;
&lt;br /&gt;
Examples: 4004, 2712, 3116, 1021, 5555&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 2115, 4069, 1212, 1549, 2262, 71, 4851, 1053, 187, 733&lt;br /&gt;
&lt;br /&gt;
;TRANSFER:mob transfer &amp;lt;target&amp;gt; [location]&lt;br /&gt;
This command transfers the target to the given location. The location can be a room vnum or a single 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 &amp;quot;all,&amp;quot; which will move all characters in the mob&#039;s room. Mob transfer can transfer through safe or no_mob room flags and move sentinel mobs.&lt;br /&gt;
&lt;br /&gt;
Examples: 1452, 4014, 2708, 4854, 1714&lt;br /&gt;
&lt;br /&gt;
;GTRANSFER:mob transfer &amp;lt;target&amp;gt; [location]&lt;br /&gt;
This command works just like transfer, except it transfers everyone in the target&#039;s group as well as the target. However, you cannot gtransfer all. Besides that, it is entirely identical to transfer.&lt;br /&gt;
&lt;br /&gt;
Examples: None.&lt;br /&gt;
&lt;br /&gt;
;MLOAD:mob mload &amp;lt;vnum&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Examples: 1206, 1453, 39, 3119, 154&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 2729, 2262, 4076, 1404, 4849, 1563, 1003&lt;br /&gt;
&lt;br /&gt;
;OLOAD:mob oload &amp;lt;vnum&amp;gt; [level] [R] [W]&lt;br /&gt;
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. &amp;quot;R&amp;quot; will send the object to the room, and &amp;quot;W&amp;quot; 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&#039;s typical to simply use &#039;0 R&#039; or &#039;0 W&#039; to load objects in these ways. What&#039;s great about loading objects is that they can be used as &amp;quot;counters&amp;quot; in mobprogs, illustrated in some examples below.&lt;br /&gt;
&lt;br /&gt;
Examples: 1475, 1360, 3126, 2381, 2127&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 2232, 178, 5670, 4818&lt;br /&gt;
&lt;br /&gt;
;OTRANSFER:mob otransfer &amp;lt;target&amp;gt; &amp;lt;location&amp;gt;&lt;br /&gt;
This command transfers an object to a given location. The target object can be in the room, in the mob&#039;s inventory, or part of the mob&#039;s equipment. The location parameter can be a room vnum or an 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.&lt;br /&gt;
&lt;br /&gt;
Examples: 4868&lt;br /&gt;
&lt;br /&gt;
;PURGE:mob purge [target]&lt;br /&gt;
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&#039;s inventory or equipment. Mob purge will never purge player characters. A mob can &amp;quot;mob purge self,&amp;quot; but do so sparingly - it appears to be able to crash the MUD at times. When you do use &amp;quot;mob purge self,&amp;quot; try to place it as close to the end of mobprogs as possible. For extra security, always place &#039;break&#039; right after a mob purge self command.&lt;br /&gt;
&lt;br /&gt;
Examples: 53, 3149, 4829, 1581, 710&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 1005, 3123&lt;br /&gt;
&lt;br /&gt;
;JUNK:mob junk &amp;lt;item&amp;gt;&lt;br /&gt;
This command can destroy any item the mob has in inventory or is wearing as equipment. The &amp;lt;item&amp;gt; parameter is very versatile. You can junk all, or junk &#039;all something&#039;, 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&#039;s inventory. NOTE: items inside containers cannot be junked, but ifchks can see them.&lt;br /&gt;
&lt;br /&gt;
Examples: 1476, 2109, 1360, 2710, 4886&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 3146, 2216, 4015, 2387, 727, 1009, 1212, 5491, 3113&lt;br /&gt;
&lt;br /&gt;
;REMOVE:mob remove &amp;lt;target&amp;gt; &amp;lt;vnum&amp;gt;&lt;br /&gt;
This command removes the given object from the target&#039;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. Alternately, all can be used instead of a vnum - this will remove every object the target has. (Don&#039;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.&lt;br /&gt;
&lt;br /&gt;
Examples: 1027, 4829, 1314, 1162, 5556&lt;br /&gt;
&lt;br /&gt;
;FLEE:mob flee&lt;br /&gt;
This command causes the mob to instantly run to an adjoining room. It only works if the mob is not currently fighting (simply use &#039;flee&#039; 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 &#039;leaves east&#039; 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&#039;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.&lt;br /&gt;
&lt;br /&gt;
Examples: 1006&lt;br /&gt;
&lt;br /&gt;
;KILL:mob kill &amp;lt;target&amp;gt;&lt;br /&gt;
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&#039;t attack itself, and charmed mobs can&#039;t attack their masters. When your mobile absolutely must attack someone, you want to use this instead of the regular kill command.&lt;br /&gt;
&lt;br /&gt;
Examples: 4700, 1456, 2712, 3123&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 1514, 2352, 3014, 1060, 161, 172&lt;br /&gt;
&lt;br /&gt;
;ASSIST:mob assist &amp;lt;target&amp;gt;&lt;br /&gt;
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&#039;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.&lt;br /&gt;
&lt;br /&gt;
Examples: None. This command is not mentioned in the standard mprog documentation.&lt;br /&gt;
&lt;br /&gt;
;HIT:mob hit &amp;lt;target&amp;gt;&lt;br /&gt;
Similar to Kill and Assist, this command causes the mob to attack the target. However, it doesn&#039;t care if the actor is already fighting -- this makes it useful for simulating special attacks.&lt;br /&gt;
&lt;br /&gt;
Examples: 1456&lt;br /&gt;
&lt;br /&gt;
;PEACE:mob peace&lt;br /&gt;
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&#039;s ideal for creating a gap in the fighting to execute commands that can&#039;t be done while fighting, then resuming the brawl. Additionally, it&#039;s a helpful command to use with inert or passive mobs.&lt;br /&gt;
&lt;br /&gt;
Examples: 5669, 4001, 3014, 172, 3139&lt;br /&gt;
&lt;br /&gt;
;SKILL:mob skill &amp;lt;command&amp;gt;&lt;br /&gt;
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%.&lt;br /&gt;
&lt;br /&gt;
Examples: 2511&lt;br /&gt;
&lt;br /&gt;
;DAMAGE:mob damage &amp;lt;target&amp;gt; &amp;lt;min&amp;gt; &amp;lt;max&amp;gt; [damtype] [lethal] [safe] [percent]&lt;br /&gt;
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 &#039;&#039;&#039;all&#039;&#039;&#039;, 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&#039;s hp above maximum. Note that healing this way ignores zombie status, distribute, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
Damtype specifies what [[damage type]] to use in respect to resistances and vulnerabilities. It can be any damage type you see with &amp;quot;? imm&amp;quot; in medit. A given mob damage can only have one given damtype.&amp;lt;br&amp;gt;&lt;br /&gt;
If you type &amp;quot;lethal&amp;quot; at the end of the command, the mob damage can kill the target. Otherwise, the target&#039;s hp will not drop below 0. [damtype] and [lethal]&#039;s positions in the command are interchangeable. If you type &amp;quot;safe&amp;quot; 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 &amp;quot;all&amp;quot; mob damages.&amp;lt;br&amp;gt;&lt;br /&gt;
The &amp;quot;percent&amp;quot; keyword changes the min and max from a damage quantity into a percentage of the target&#039;s maximum HP. It will not do more damage than the target&#039;s current HP, however.&lt;br /&gt;
&lt;br /&gt;
Examples: 4061, 4831, 1704, 1532&lt;br /&gt;
&lt;br /&gt;
;DAMECHO:mob damecho &amp;quot;message to target&amp;quot; &amp;quot;message to room&amp;quot; &amp;lt;target&amp;gt; &amp;lt;min&amp;gt; &amp;lt;max&amp;gt; [damtype] [lethal] [safe] [percent]&lt;br /&gt;
This command is extremely similar to &#039;mob damage&#039; 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. &lt;br /&gt;
&lt;br /&gt;
Examples: 701&lt;br /&gt;
&lt;br /&gt;
;CAST:mob cast &amp;lt;spell&amp;gt; [target]&lt;br /&gt;
This command allows a mob to cast any of the spells normally available to players. The spell parameter takes an argument, and you&#039;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&#039;s inventory, or, depending on the spell, no target at all. Mob cast costs no mana. You&#039;ll usually want to pair this command with a mob echo for more flavor.&lt;br /&gt;
&lt;br /&gt;
Examples: 4001, 2203, 4838, 301, 4716&lt;br /&gt;
&lt;br /&gt;
;MANA:mob mana &amp;lt;target&amp;gt; &amp;lt;min&amp;gt; &amp;lt;max&amp;gt;&lt;br /&gt;
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 &amp;quot;all,&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
Examples: 3139, 2748, 169, 701. This command is unique to CoD.&lt;br /&gt;
&lt;br /&gt;
;AWARD:mob award &amp;lt;target&amp;gt; &amp;lt;type&amp;gt; &amp;lt;value&amp;gt; [noscale]&lt;br /&gt;
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:&lt;br /&gt;
&lt;br /&gt;
 gold	-10000	10000		prac	10	-10		exp	-10000	10000&lt;br /&gt;
 silver	-10000	10000		train	5	-5 		align   -100    100&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The &#039;noscale&#039; argument is optional, and causes awarded experience to be a flat award regardless of the level of the player being awarded. Please keep in mind to level lock large experience rewards to keep quests relevant to the actual level of their area, when using noscale. Without &#039;noscale&#039;, &#039;mob award exp&#039; modifies awarded XP by 0-200% based on the level difference between target and mob, like XP gained from kills.&lt;br /&gt;
&lt;br /&gt;
Examples: 2260, 4022, 1027, 1116, 32. This command is unique to CoD.&lt;br /&gt;
&lt;br /&gt;
;QUEST:mob quest &amp;lt;target&amp;gt; &amp;lt;+/-/=&amp;gt; &amp;lt;questflag&amp;gt;&lt;br /&gt;
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. &amp;lt;+/-/=&amp;gt; indicates whether to set or unset the relevant quest flag; + and = are exactly the same. Each area automatically comes with 8 quest flags, regardless of the total vnums of the area, that will use the syntax of [area name]1-8 (without .are) ex. &#039;truce1&#039;. &lt;br /&gt;
&lt;br /&gt;
Examples: 54, 3113, 2390, 4874, 1596. This command is unique to CoD.&lt;br /&gt;
&lt;br /&gt;
;PETIFY:mob petify &amp;lt;target&amp;gt; &amp;lt;victim&amp;gt;&lt;br /&gt;
This command makes the victim the pet of the target. It works almost exactly like the staff command of the same name. Target and victim are arguments, and they can be any character in the world. However, mob petify will not work if victim is a player or if target already has a pet. It&#039;s probably not a great idea to petify a victim that&#039;s not in the same room as the target, even though you can within the extent of the command.&lt;br /&gt;
&lt;br /&gt;
Examples: 2106, 3196, 700, 707, 715. This command is unique to CoD.&lt;br /&gt;
&lt;br /&gt;
;FORCE:mob force &amp;lt;target&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
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 &amp;quot;all,&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
Examples: 5660, 3130, 2710, 3014, 2387&lt;br /&gt;
&lt;br /&gt;
;GFORCE:mob gforce &amp;lt;target&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
This command works just like force, except it forces everyone in the target&#039;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.&lt;br /&gt;
&lt;br /&gt;
Examples: 5276&lt;br /&gt;
&lt;br /&gt;
;VFORCE:mob vforce &amp;lt;vnum&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Examples: None.&lt;br /&gt;
&lt;br /&gt;
;MFORCE: mob mforce &amp;lt;target&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
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&#039;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 &#039;mob oload&#039; for a quest reward, as this bypasses item and weight carry limits, so there won&#039;t be any issues having them receive the item. &lt;br /&gt;
&lt;br /&gt;
Examples: None (for now).&lt;br /&gt;
&lt;br /&gt;
;AT:mob at &amp;lt;location&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
This command allows a mob to perform any single action at any location on the MUD. It&#039;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 any one word mob or object. The command parameter works just like a regular line of code in a mobprog. The &amp;lt;command&amp;gt; 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.&lt;br /&gt;
&lt;br /&gt;
Examples: 4073, 1003, 5664, 735, 2387&lt;br /&gt;
&lt;br /&gt;
;DELAY:mob delay &amp;lt;pulses&amp;gt;&lt;br /&gt;
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&#039;s delay trigger prog will execute, if it has one. Unless a mob has update_always, its delay counter won&#039;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.&lt;br /&gt;
&lt;br /&gt;
Examples: 182, 1005, 1502, 1061, 1806&lt;br /&gt;
&lt;br /&gt;
;CANCEL:mob cancel&lt;br /&gt;
This command cancels the mob&#039;s delay timer. It sets it to zero and stops the mob&#039;s delay triggers from activating. While waiting enough pulses will also let the delay timer reach zero, that will make the mob&#039;s delay triggers activate. This will not.&lt;br /&gt;
&lt;br /&gt;
Examples: 4011, 1009&lt;br /&gt;
&lt;br /&gt;
;REMEMBER:mob remember &amp;lt;target&amp;gt;&lt;br /&gt;
This command stores the name of a target in the mob&#039;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&#039;s name is stored as $q for the mob and will remain until a mob forget command, a new mob remember, or the mob&#039;s death. Mobs will remember players through player deaths, but will forget a player when that player logs out. A mob&#039;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.&lt;br /&gt;
&lt;br /&gt;
Examples: 4065, 1211, 1053, 1015, 160&lt;br /&gt;
&lt;br /&gt;
;FORGET:mob forget&lt;br /&gt;
This command empties the mob&#039;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).&lt;br /&gt;
&lt;br /&gt;
Examples: 738, 1501, 3142, 5508, 2727&lt;br /&gt;
&lt;br /&gt;
;CALL:mob call &amp;lt;vnum&amp;gt; [victim] [obj1] [obj2]&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Examples: 1368, 47, 1400, 2395, 5661&lt;br /&gt;
&lt;br /&gt;
;COUNTER: mob counter &amp;lt;value OR &#039;zero&#039;&amp;gt;&lt;br /&gt;
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 &#039;zero&#039; sets the counter to zero.&lt;br /&gt;
&lt;br /&gt;
Examples: 21, 22&lt;br /&gt;
&lt;br /&gt;
;FACE:mob face &amp;lt;long/short/name&amp;gt; &amp;lt;string&amp;gt;&lt;br /&gt;
This command changes the mob&#039;s long or short desc, or name, to whatever is specified. &lt;br /&gt;
&lt;br /&gt;
Examples: 9038&lt;br /&gt;
&lt;br /&gt;
;FLAG:mob flag &amp;lt;victim&amp;gt; &amp;lt;flag type&amp;gt; &amp;lt;flag&amp;gt; +/-&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;SDAMAGE:mob sdamage ??? ???&lt;br /&gt;
Appears to be an uncoded solution to the problem that the $a flag fixed.&lt;br /&gt;
&lt;br /&gt;
;SPAWN:mob spawn &amp;lt;victim&amp;gt; &amp;lt;room vnum&amp;gt;&lt;br /&gt;
The Spawn command will change the target&#039;s recall point to the specified room vnum.&lt;br /&gt;
&lt;br /&gt;
Examples: 9098&lt;br /&gt;
&lt;br /&gt;
;RESCUE:mob rescue &amp;lt;victim&amp;gt;&lt;br /&gt;
The Rescue command works as the Rescue skill does, but without the restrictions on grouping or any skill checks.&lt;br /&gt;
&lt;br /&gt;
;EXITPERMIT:mob exitpermit&lt;br /&gt;
Exitpermit allows mobs with exit progs to allow the character through the exit normally, instead of requiring transfer commands or other sneaky tricks.&lt;br /&gt;
&lt;br /&gt;
Examples: 2917&lt;br /&gt;
&lt;br /&gt;
;ASSET:mob asset &amp;lt;victim&amp;gt; &amp;lt;art/sound&amp;gt; &amp;lt;file&amp;gt; [duration in beats]&lt;br /&gt;
The Asset command is used for enhanced asciiart and sound functions using the Project Tuna client. For advanced usage, see [[Project_Tuna#Mob Asset]].&lt;br /&gt;
&lt;br /&gt;
Examples: 10289, 12002&lt;br /&gt;
&lt;br /&gt;
;OSET: mob oset &amp;lt;object name&amp;gt; &amp;lt;field&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
****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.&lt;br /&gt;
&lt;br /&gt;
Value:&lt;br /&gt;
(a) = requires a string or bit/flag name in place of value&lt;br /&gt;
(#) = requires a numerical value&lt;br /&gt;
&lt;br /&gt;
Mob oset will only target objects in the mob&#039;s inventory or in the same room as the mob.&lt;br /&gt;
&lt;br /&gt;
;MSET: mob mset &amp;lt;target&amp;gt; &amp;lt;field&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
Fields: str(#), dex(#), sex(a/#), level(#), maxhp(#), hp(#), maxmana(#), mana(#), maxmove(#), move(#), align(#), damtype(a), hitroll(#), magroll(#)&lt;br /&gt;
&lt;br /&gt;
This command seems to be incompletely implemented. Mobs can currently only mset themselves, but can be mob forced by other mobs to mset themselves.&lt;br /&gt;
&lt;br /&gt;
* See [[Oset_and_mset_tips_and_tricks]] for more information&lt;br /&gt;
&lt;br /&gt;
;ADDLAG: mob addlag &amp;lt;target&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;CLAN: mob clan &amp;lt;target&amp;gt; &amp;lt;clan&amp;gt;&lt;br /&gt;
This command allows a mob to add a player to a clan instead of requiring an Immortal&#039;s assistance. The clan must already be created, however.&lt;br /&gt;
&lt;br /&gt;
;PRETITLE: mob mforce &amp;lt;target&amp;gt; mob pretitle self &amp;lt;pretitle&amp;gt;&lt;br /&gt;
This command allows a mob to set a player&#039;s pretitle instead of requiring an Immortal&#039;s assistance. Technically a mob can only set their own pretitle to avoid setting someone else&#039;s pretitle by mistake, so this syntax causes the mob to force the player to set their own pretitle.&lt;br /&gt;
&lt;br /&gt;
===MOB TRIGGERS===&lt;br /&gt;
&lt;br /&gt;
The triggers are listed alphabetically, since there aren&#039;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.&lt;br /&gt;
&lt;br /&gt;
;ACT:addmprog &amp;lt;vnum&amp;gt; act &amp;lt;phrase&amp;gt;&lt;br /&gt;
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 &amp;lt;phrase&amp;gt; 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 &amp;lt;phrase&amp;gt; itself will require the color codes in order to trigger correctly. Act triggers can use one or more words in &amp;lt;phrase&amp;gt; - to set the phrase as multiple words, surrounded the phrase with &amp;quot;quotation marks.&amp;quot; When triggered by someone&#039;s speech, the act prog will activate before the &amp;lt;phrase&amp;gt; is actually spoken - making it look out of order. Many mobiles have an act prog with the phrase &amp;quot;talks to you,&amp;quot; which triggers on the talk social. This is especially common in towns and with humanoid mobs.&lt;br /&gt;
&lt;br /&gt;
;BRIBE:addmprog &amp;lt;vnum&amp;gt; bribe &amp;lt;amount, in silver&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;DAMTYPE:addmprog &amp;lt;vnum&amp;gt; damtype &amp;lt;type of damage&amp;gt;&lt;br /&gt;
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&#039;s number, not its name:&lt;br /&gt;
  0 - None*     1 - Bash      2 - Pierce    3 - Slash     4 - Fire      5 - Cold      6 - Electric&lt;br /&gt;
  7 - Acid      8 - Poison    9 - Negative 10 - Holy     11 - Energy   12 - Mental   13 - Draining&lt;br /&gt;
 14 - Water    15 - Light    16 - Other*   17 - Harm*    18 - Charm    19 - Sound    20 - Wood&lt;br /&gt;
 21 - Silver   22 - Iron     23 - Wind     24 - Earth    25 - Dark&lt;br /&gt;
&lt;br /&gt;
* Very, very few attacks use the None, Other, Harm, or Charm damtype to actually deal damage.&lt;br /&gt;
&lt;br /&gt;
;DEATH:addmprog &amp;lt;vnum&amp;gt; death &amp;lt;percent&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;DELAY:addmprog &amp;lt;vnum&amp;gt; delay &amp;lt;percent&amp;gt;&lt;br /&gt;
The delay trigger is activated when the delay timer for the mob decrements to 0. To set a mob&#039;s delay timer, use the mob delay command. The trigger has a &amp;lt;percent&amp;gt; chance of activating when the delay timer hits 0, although in almost every usage of this command, 100 is used for the &amp;lt;percent&amp;gt; parameter. Delay triggers are known to occasionally and randomly not work. Delay timers will only count down if players are currently in the mob&#039;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.&lt;br /&gt;
&lt;br /&gt;
;EXALL:addmprog &amp;lt;vnum&amp;gt; exall &amp;lt;exit number&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;ENTRY:addmprog &amp;lt;vnum&amp;gt; entry &amp;lt;percent&amp;gt;&lt;br /&gt;
The entry trigger is activated whenever the mob walks into a new room. The trigger has a &amp;lt;percent&amp;gt; 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. &lt;br /&gt;
&lt;br /&gt;
;EXIT:addmprog &amp;lt;vnum&amp;gt; exit &amp;lt;exit number&amp;gt;&lt;br /&gt;
The exit trigger is checked whenever a PC tries to exit the mob&#039;s room. The trigger will activate whenever a player tries to use &amp;lt;exit number&amp;gt;&#039;s exit. It is important to note that if an exit trigger activates, the player&#039;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&#039;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.&lt;br /&gt;
&lt;br /&gt;
The following &amp;lt;exit numbers&amp;gt; collaborate with the indicated exits:&lt;br /&gt;
 0 - north  1 - east  2 - south  3 - west  4 - up&lt;br /&gt;
 5 - down   6 - ne    7 - nw     8 - se    9 - sw&lt;br /&gt;
&lt;br /&gt;
;FIGHT:addmprog &amp;lt;vnum&amp;gt; fight &amp;lt;percent&amp;gt;&lt;br /&gt;
The fight trigger is checked at the end of each combat round for the mob. The trigger has a &amp;lt;percent&amp;gt; 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.&lt;br /&gt;
&lt;br /&gt;
;GIVE:addmprog &amp;lt;vnum&amp;gt; give &amp;lt;object&amp;gt;&lt;br /&gt;
The give trigger is checked when an object is given to the mob. When an item of keyword &amp;lt;object&amp;gt; is given to the mob, the trigger activates. The phrase &#039;all&#039; can be used for &amp;lt;object&amp;gt; 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 &#039;all&#039; 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 &#039;give $o $n&#039; statement.&lt;br /&gt;
&lt;br /&gt;
;GRALL:addmprog &amp;lt;vnum&amp;gt; grall &amp;lt;percent&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;GREET:addmprog &amp;lt;vnum&amp;gt; greet &amp;lt;percent&amp;gt;&lt;br /&gt;
The greet trigger is checked whenever a character enters the room that the mob occupies. It has a &amp;lt;percent&amp;gt; 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. &lt;br /&gt;
&lt;br /&gt;
;HPCNT:addmprog &amp;lt;vnum&amp;gt; hpcnt &amp;lt;hp percent&amp;gt;&lt;br /&gt;
The hpcnt trigger is checked at the end of each combat round for the mob. The trigger will activate if the mob&#039;s hp percentage drops below the &amp;lt;hp percent&amp;gt; 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.&lt;br /&gt;
&lt;br /&gt;
;KILL:addmprog &amp;lt;vnum&amp;gt; kill &amp;lt;percent&amp;gt;&lt;br /&gt;
The kill trigger is checked when someone initiates combat with the mob. The trigger has a &amp;lt;percent&amp;gt; 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.&lt;br /&gt;
&lt;br /&gt;
;RANDOM:addmprog &amp;lt;vnum&amp;gt; random &amp;lt;percent&amp;gt;&lt;br /&gt;
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 &amp;lt;percent&amp;gt; chance of activating every mob pulse, but only if players are currently in the mob&#039;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.&lt;br /&gt;
&lt;br /&gt;
;SCHEDULE:addmprog &amp;lt;vnum&amp;gt; schedule &amp;lt;hour&amp;gt;&lt;br /&gt;
The schedule trigger is checked once every hour, on the hour. The &amp;lt;hour&amp;gt; parameter equals a number from 0 to 23, where 0 is midnight and 12 is noon. If the &amp;lt;hour&amp;gt; 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.&lt;br /&gt;
&lt;br /&gt;
;SPAWN:addmprog &amp;lt;vnum&amp;gt; spawn &amp;lt;percent&amp;gt;&lt;br /&gt;
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 &amp;lt;percent&amp;gt; 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.&lt;br /&gt;
&lt;br /&gt;
;SPEECH:addmprog &amp;lt;vnum&amp;gt; speech &amp;lt;phrase&amp;gt;&lt;br /&gt;
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 &#039;say&#039;, &#039;osay&#039;, or &#039;tell&#039; 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.&lt;br /&gt;
&lt;br /&gt;
;SURRENDER:addmprog &amp;lt;vnum&amp;gt; surrender &amp;lt;percent&amp;gt;&lt;br /&gt;
The surrender trigger, while present on the triggers list, is defunct and is not actually used.&lt;br /&gt;
&lt;br /&gt;
*I like using this trigger to show what mprogs my mob calls within its other mprogs. -Ageatii&lt;br /&gt;
&lt;br /&gt;
[[Category:Technical Information]]&lt;/div&gt;</summary>
		<author><name>Pascal</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=Builder_Applications&amp;diff=2128</id>
		<title>Builder Applications</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=Builder_Applications&amp;diff=2128"/>
		<updated>2018-09-27T18:07:17Z</updated>

		<summary type="html">&lt;p&gt;Pascal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Certain rules must be followed when submitting an application to become a builder.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Be at least level 50 or remorted before submitting your application.&lt;br /&gt;
# Application must be a note to ALL immortals, titled: Builder Application&lt;br /&gt;
#* You may also email us your application. Post a titled note if you do so.&lt;br /&gt;
# Applicant must submit a minimum of 3 room descriptions.&lt;br /&gt;
## Descriptions must be at least 255 characters long.&lt;br /&gt;
## Descriptions may include extra descriptions (keywords within the room description that can yield further descriptions.) Extra descriptions are encouraged and have no minimum or maximum size.&lt;br /&gt;
# Applicant must submit a minimum of 2 object descriptions.&lt;br /&gt;
## Must include the short description. ex. (an apple)&lt;br /&gt;
## Must include the long description. ex. (A small red apple is seen here.)&lt;br /&gt;
## Must include the extra/full description. (What you see when you look at it)&lt;br /&gt;
# Applicant must submit a minimum of 2 mobile descriptions.&lt;br /&gt;
## Full descriptions must be a minimum of 255 characters long.&lt;br /&gt;
## Must include the short description.&lt;br /&gt;
## Must include the long description.&lt;br /&gt;
## Must include a response for when you TALK to the mob.&lt;br /&gt;
# Descriptions should be well formatted and include minimal spelling and grammatical errors.&lt;br /&gt;
# Must include two detailed descriptions of sample quests/events that, to the best of their knowledge, will work reasonably within the code of this MUD.&lt;br /&gt;
#* The samples do not need actual code with them.&lt;br /&gt;
# Application must be easy to read and properly organized.&lt;br /&gt;
&lt;br /&gt;
An applicant may not necessarily be accepted even if they follow all of the guidelines.&lt;br /&gt;
Respect the Staff&#039;s decision. We don&#039;t care if you build/code/own another MUD, you still must&lt;br /&gt;
follow the guidelines. The reason for the&lt;br /&gt;
level requirement is to demonstrate your dedication to the MUD. Applicant may also be subject&lt;br /&gt;
to an interview with the Staff.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Concerning those who become Builders.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Your first area shall contain a maximum of 25 vnums.&lt;br /&gt;
## 25 room vnums, 25 object vnums, 25 mobile vnums, 25 mprogs.&lt;br /&gt;
## 100 vnums in total. No one can waive this rule.&lt;br /&gt;
# Your first area cannot be a city or any other specifically residential area. &lt;br /&gt;
#* No first area can contain any shop unless authorized by a staff member.&lt;br /&gt;
# Only higher immortals have access to mprogs (for security reasons).&lt;br /&gt;
#* If you need an mprog in your area, ask an immortal of status ADV or higher.&lt;br /&gt;
# Repeating room descriptions are mostly unacceptable.&lt;br /&gt;
# Abuse of privileges (see help rules), will not be tolerated.&lt;br /&gt;
# Your area must be complete (descwise) within a month or you shall be fired.&lt;br /&gt;
# Fail to log on within this time period and you shall be fired.&lt;br /&gt;
# Should a Builder quit or be fired while an area is in progress, the Staff may still use it and edit it as they see fit.&lt;br /&gt;
# All areas are subject to revision by Staff if necessary.&lt;br /&gt;
&lt;br /&gt;
-Ageatii, Head Builder&lt;/div&gt;</summary>
		<author><name>Pascal</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=Apr_2018:Booster_Tower&amp;diff=2127</id>
		<title>Apr 2018:Booster Tower</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=Apr_2018:Booster_Tower&amp;diff=2127"/>
		<updated>2018-09-27T17:16:30Z</updated>

		<summary type="html">&lt;p&gt;Pascal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Area of the Month for April 2018 is [[Booster_Tower|Booster Tower]]!&lt;br /&gt;
&lt;br /&gt;
A template format for your review is below; click &#039;edit&#039; at the top of the page, copy-pasta from the &amp;lt;nowiki&amp;gt;----&amp;lt;/nowiki&amp;gt; to the next &amp;lt;nowiki&amp;gt;----&amp;lt;/nowiki&amp;gt;, and fill in the gaps!&lt;br /&gt;
&lt;br /&gt;
(&#039;&#039;&#039;&#039;&#039;Yes,&#039;&#039;&#039;&#039;&#039; a wiki account is required to edit the page and therefore post your review, but take heart: The wiki is hosted by the Cleft itself, not a third party!&lt;br /&gt;
&lt;br /&gt;
**Post-reviews, Booster Tower was altered too significantly to note every change here, thanks. 9/27/2018&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player: You!(Class/Level)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Review Date(s): &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Descriptions: X/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
How does the area&#039;s room descriptions(descs) work for you? Do they give you a good idea of the area? Do things that stand out in the desc and NEED explanation GET that, either from flavor text(extra-descs) or NPCs in the room or anything?&lt;br /&gt;
&lt;br /&gt;
What about mobiles(mobs) and their descriptions? Can you get a decent mental image of who or what this NPC/monster is? Do they respond when you talk or interact with them?&lt;br /&gt;
&lt;br /&gt;
Some areas have interact-able objects like fountains. Do they stack up well also?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Balance: X/10 (OR N/A)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
(NOTE: combat will be most accurately gauged when your character is in the area&#039;s suggested level range.)&lt;br /&gt;
&lt;br /&gt;
If this area has combat, how does it feel? Does anything jump as horribly overpowered and impossible to deal with? What about the flipside, anything far too easy to beat? &lt;br /&gt;
&lt;br /&gt;
Are purchased or rewarded items at the appropriate strength levels? Is the effort required to obtain rewarded items reflected in their usefulness (or uniqueness and fancifulness)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attractions: X/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Why would you suggest someone come to this area?&lt;br /&gt;
Is it just a good place to grind experience(lots of mobs)?&lt;br /&gt;
Does the area provide a chunk of good gold and loot?&lt;br /&gt;
&lt;br /&gt;
What about the quests? Does this area&#039;s quests feel properly done, or is there some part of it that you feel needs work?&lt;br /&gt;
&lt;br /&gt;
For towns, are the shops good? Any other non-combative attraction for the area?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Connections: X/10 &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
How easily and well does this area connect to its nearby areas?&lt;br /&gt;
Does it make sense thematically to be connected to the areas it is?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personal&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Any comments you&#039;d like to make that you don&#039;t feel apply to the other sections can go here!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player: Scribble(Knight/16)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Review Date(s): 4/1/2018&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Descriptions: 4/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The descriptions of the mobs are short and sweet, which is fine. They describe them rather well, but just somewhat unimaginatively. The Snifits all share a description except for one, describing them as Booster&#039;s &amp;quot;three main toadies&amp;quot; even though there is a fourth. This fourth one is also a shopkeeper, but looking at him still reveals his condition as if he were killable.&lt;br /&gt;
&lt;br /&gt;
The room descriptions are easy to ignore and very short. A few are even one sentence. The room you are sent to after taking the trip there refers to the event that sent you there, even though it&#039;s possible to leave from this room and then go back through it normally, obviously not having arrived there the same way as you did initially. There are very few things in the room descriptions to look at and nothing in them is ever important, every important interactable object and mob being plainly visible in the room.&lt;br /&gt;
&lt;br /&gt;
While reading the descriptions does help mildly paint a picture of the area, the tower is more or less a free for all killing spree zone without much to look at. The only location within this area that is actually interesting to read is the Marrymore Province, but it lacks extra descriptions. On that note, extra descriptions are highly lacking and the ones that *do* exist do not add much more to the area.&lt;br /&gt;
&lt;br /&gt;
This is somewhat an important note as, being a very popular, easily accessible area that nearly every newbie will visit, it does not help adjust them to the fact that reading room descriptions is typically very important in the Cleft. Though, arguably, completing the quests would still be very hard to do without reading the descriptions of the mobs involved.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Balance: 8/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The balance here is good, in regards to mobs. There are large numbers of killable mobs all around the tower, ranging from 15 to 19. All of the named mobs, with sparse few exceptions, are killable and much higher level, however they are only so much more difficult than the regular mobs, except for a few (the Apprentice for example is rather tough). My character is perhaps slightly more well geared than your typical newbie, though these mobs will be harder for some classes than for others, as well. At level 17 (I leveled while writing this) I&#039;m able to kill the level 25 mobs here, as long as I&#039;m paying attention. For a lower level area, perhaps this is okay. The trash mobs are of varying difficulty and introduce some new status effects to new players, which is important, though annoying. &lt;br /&gt;
&lt;br /&gt;
For instance, I&#039;ve just been not killing Orb Users because I can&#039;t re-equip my shield after using shield slam due to being blinded. This is just annoying and not really a huge issue. Bob-Ombs are probably the weakest enemies, but will explode for no experience if not killed quickly, which is a neat mechanic, teaching new players that not all fights will be so cut and dry.&lt;br /&gt;
&lt;br /&gt;
The items available here are decently balanced, though the level requirement for certain quest rewards is worth some discussion, mentioned below. The actual strength of these items is probably fine.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attractions: 7/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Booster Tower is obviously a hotspot for leveling and it&#039;s suggested quite frequently already. Its location is incredibly convenient, much closer to Truce than other similar leveled areas, and a useful spot for much longer than others. It&#039;s a good leveling spot for first life characters and newbies from its starting level (depending on the skill and class of the player, possibly earlier), though it tends to lose its steam quite a few levels before its suggested ending level range.&lt;br /&gt;
&lt;br /&gt;
There are useful pieces of gear, here, from quests or otherwise, that are typical standard fare for your general player. Some of the quest rewards are not useable until the very last level of the range of the tower. Even for a first life character, the quests are not difficult to complete before level 25, even *far* before 25, potentially teaching newbies the hard way that items will poof from your inventory if they are 10 levels out of reach. By the time you can actually use them, you probably won&#039;t even be in Booster Tower anymore.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;main&amp;quot; quest (the one with the most steps) is not too hard to follow and figure out, although considering its main mechanic is giving items to NPCs, it&#039;s unfortunate that some of the NPCs may keep these quest items when they are the incorrect recipient. There is inconsistency here, as some NPCs WILL give back wrong items and others will not. It&#039;s not clear if this is intentional, but if so, it&#039;s not really a great sort of &#039;difficulty modifier&#039; in my opinion, and moreso just annoying.&lt;br /&gt;
&lt;br /&gt;
It&#039;s also worth questioning if it&#039;s worth preserving the situation within this quest where the final turn in item is a potentially useful item for certain classes to keep, while the final reward would be bad for those classes. It&#039;s possible to do the quest over again, but that would insist that if the final reward is not good for your class, you basically just do it again, while other people would not have to. I&#039;m not sure this is a great mechanic, personally.&lt;br /&gt;
&lt;br /&gt;
One of the quests can be cheesed (I won&#039;t explain how publicly!) really easily, while another requires an item that requires level 20 to wear, but the reward requires level 25 to use. The item also doesn&#039;t *necessarily* require combat to acquire, so the jump in level requirements is potentially super annoying. Basically if you complete it as soon as you are able, you&#039;ll still have an unusable item in your inventory for five levels before you even know if it&#039;s worth the space to keep it.&lt;br /&gt;
&lt;br /&gt;
These level requirements for the quest rewards is the only thing I would really think to take a second look at, if only for the fact that Booster Tower - despite being level 16-25 - becomes less useful and will typically be finished significantly before its final level of 25, even by newbies, as has been demonstrated recently.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Connections: 5/10 &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is one of the most easily accessible, mob-dense areas for low level leveling in the game for a Truce start. Thematically, Booster Tower is questionable in its location. It&#039;s just a short walk from Truce, between there and Rocket Town. The entrance to the tower itself implies the tower is somewhat unpleasant looking, saying that the door has been broken down. For an area openly displayed between two neat and orderly towns, this seems like something that may be of interest to be addressed by the authorities. Maybe it&#039;s mentioned and I just haven&#039;t seen it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Player:&#039;&#039;&#039; Aludra(Wizard/8) -- Token&#039;d&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Review Date(s)&#039;&#039;&#039;: 04/06/2018&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Descriptions&#039;&#039;&#039;: 5/10&lt;br /&gt;
&lt;br /&gt;
The area itself is fairly decent. Some rooms have much shorter descriptions than others, but the environment is rather same-y all in all. Especially in the source material. There are only so many ways to say &#039;big ugly marble chessboard room.&#039; I wouldn&#039;t mind seeing some colour pops though, just to highlight some of the more interesting things. There aren&#039;t really any extra descriptions of note other than the TV near the top. Cute, but not inspiring.&lt;br /&gt;
&lt;br /&gt;
Most of the mobs have strange formatting and linebreaks. Snifit 1 for example:&lt;br /&gt;
&lt;br /&gt;
He wears a grey coat over his whole body, a black belt, and a black gas &lt;br /&gt;
mask covering his face.  He is one of Booster&#039;s three main toadies and loves&lt;br /&gt;
to catch beetles and eat cake.  &lt;br /&gt;
&lt;br /&gt;
And, of course, a Spookum: &lt;br /&gt;
&lt;br /&gt;
Spookums are the same height and wear the same mask as Snifits, but their&lt;br /&gt;
rank is lower and their robes are blue rather than grey.  They came to&lt;br /&gt;
become Snifits under Booster&#039;s training, but he only wants four.  &lt;br /&gt;
&lt;br /&gt;
They all seem to be written under a very short linewrap. I&#039;m not going to paste every single mob description, but there are a lot of them with this issue.&lt;br /&gt;
&lt;br /&gt;
Other than that, they&#039;re all nice and concise and give a good idea of what you&#039;re dealing with.&lt;br /&gt;
&lt;br /&gt;
As for area objects, such as the toy chest and therein, these objects suffer the same linewrap issue. One of the trains are barely described at all. Player-ownable objects (such as the balloons) have equally lackluster notes. Some colour pops would be great there too.&lt;br /&gt;
&lt;br /&gt;
All in all, the writing is decent, but it&#039;s lacking in content. Jazz it up!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Balance&#039;&#039;&#039;: 7/10 (OR N/A)&lt;br /&gt;
&lt;br /&gt;
The chain chomps are probably the most difficult thing here to fight. Disproportionately so, given their relative level.&lt;br /&gt;
&lt;br /&gt;
Fireballs are definitely the weakest, and their level/xp are true to that. Would be neat if they were more in line with the rest of the area.&lt;br /&gt;
&lt;br /&gt;
Second to fireballs, bombs are definitely probably the weakest. I just wish they didn&#039;t cease to give you XP if they delete themselves via explosion. If they survived that with 1hp, I&#039;d be a lot happier. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I wish the rewards were more consistently leveled though. Equipment and items you can get here range from 15 to 45. By level 25, there are definitely way better places to be and much better items to use. At least the level 45 item isn&#039;t terrible. It&#039;s very easy to lose track of though, especially at a lower level where it will disappear and you&#039;ll forget about it entirely.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attractions&#039;&#039;&#039;: 7/10&lt;br /&gt;
&lt;br /&gt;
There&#039;s basically no reason not to come to this area if you&#039;re starting out on the Truce side. It&#039;s easily located, it&#039;s packed to the gills with things to kills. The money drops aren&#039;t too bad for the level. There are plenty of little hidden treasures you can acquire if you know what to do. And, most importantly, you can do the beetle hunting minigame and rack up all kinds of dosh if you&#039;re bored.&lt;br /&gt;
&lt;br /&gt;
The main questline here is pretty slick. It takes a little bit of trial and error, but once you get rolling, it&#039;s hard to stop!&lt;br /&gt;
&lt;br /&gt;
There are three shops. None of which have any weapons or armor, but you can get some useful goodies here, if you know where to use them!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Connections&#039;&#039;&#039;: 10/10&lt;br /&gt;
&lt;br /&gt;
It connects Truce, Rocket Town and Rabite forest. Or, I&#039;m assuming. I&#039;ve never found the key to the locked back door. But I&#039;m assuming! If the door does go where I think it was, it&#039;s a quick trip through Booster&#039;s Tower to get to Neko&#039;s Cabin, which backdoors into Guardia Castle. Pretty handy shortcut, if true. But where&#039;s the key? This might be a Thief Only scenario.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personal&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All in all, this area is a great springboard into the teen-levels, and further adventure. At least one of the rewards is good for all levels. I just wish it were more visual.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player: Kaze(Warrior/10ish, Theif 10-15)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Review Date(s): April 1st for the Warrior, April 15th for the Thief&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Descriptions: 7/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
I like the descriptions as a rule. It&#039;s good. Many of the rooms are pretty bland. One common issue is that the names are the primary way to get a feel for relative height short of mapping, not the descriptions.&lt;br /&gt;
&lt;br /&gt;
The rooms that are noteworthy locations are pretty well described. That includes the entryway, Thomp&#039;s room, Booster&#039;s room, and Marymore... Dodo, etc. The knifey dude is pretty much the only interesting feature of his room.&lt;br /&gt;
&lt;br /&gt;
Most of the puzzles are in the descriptions, fair dinkum. This is good. Some level of hand holding is appropriate such an early stage, even, so the clarity is welcome.&lt;br /&gt;
&lt;br /&gt;
Mobs are pretty descriptive and have a jovial feel. None stood out as particularly bad, but a few were especially good. Valentina&#039;s rich trailer-trash vibe was readily apparent. The train&#039;s animation played in my head.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Balance: 9/10 (OR N/A)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Fire vulnerability is NASTY in the tower. &lt;br /&gt;
&lt;br /&gt;
The Bob-ombs seem overpowered for their level. You need DPS to drop them. The boom is devastating or deadly at the low end of the level. (If you have the HP to survive, I suspect they are much easier. Warrior handled them much lower than thief, say) Still, if you &#039;&#039;have&#039;&#039; enough, they are otherwise a bit easy. They are pretty binary that way. Going into the tower at level, I&#039;d recommend most steer clear. On your way out, waste them for the exp.&lt;br /&gt;
&lt;br /&gt;
Orb users can also be deadly, especially to the fire vulnerable, but their tricks mostly seem challenging to me, not unfair. They blind and hit hard, yet are a bit fragile. I think they&#039;re well balanced for level.&lt;br /&gt;
&lt;br /&gt;
Spookums are pretty fair, given they act as a pretty solid entry requirement. Must be this big to enter. They are pretty much average, Maybe a touch weak, but given their company, that&#039;s far from a bad thing.&lt;br /&gt;
&lt;br /&gt;
Chomps are tough little cookies at level. Got to use dirty tricks or resources to fight them until about mid level. They are fairly easy to avoid and, frankly, used quite well. &lt;br /&gt;
&lt;br /&gt;
The bosses are a bit of a ramp, as expected and desired. The only one that really seems out of range is Val. Especially if you have the wrong vulnerabilities, she&#039;s realy good at smacking a low level character around. It generally wise to come back to finish her off.&lt;br /&gt;
&lt;br /&gt;
Item rewards range from about what you&#039;d purchase to nice for the level. Clown Gloves are really nice for their level. Otherwise things tend to be a bit light.&lt;br /&gt;
&lt;br /&gt;
All in all, this is pretty much my standard for combat balance. It&#039;s one of the best zones, that way.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attractions: 9/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It&#039;s got fun and amusing little secrets. It&#039;s got challenging MOBs. It&#039;s got some decent EQ. If you like MUDs, it&#039;s for you. &lt;br /&gt;
&lt;br /&gt;
Loot isn&#039;t much of a draw, though the shops are. Gold is decent.&lt;br /&gt;
&lt;br /&gt;
Quests are average. They mostly aren&#039;t hard. The Chain Chomp thing is pretty obscure. The Sniffits are humerous but the rewards are pretty pointless. Marymore is cool looking but one of its quest elements is tricky to even spot, much less solve. &lt;br /&gt;
&lt;br /&gt;
A few more scattered hints are in order. Given the nature of the area, that&#039;s probably best solved in other zones, predominantly, but some on site would be good, too.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Connections: 7/10 &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Why&#039;&#039; it&#039;s where it is isn&#039;t clear, but it does link to its surroundings in a rational way. Really ought to have a bit more description on the road, though. A tower that big would be visible from quite a ways off.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personal&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It&#039;s my favorite low-level area. &lt;br /&gt;
&lt;br /&gt;
A clever way across the fireball floor without an encounter would be welcome, as would some more flavor in the interstitial floors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kolem (Playing as Belle, L. 8-13 Moogle Geomancer, with various others; also Paisley, L~10 thief)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Review Date(s): 4/26/2918&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As is standard with my reviews, all sections begin with five points. Consistent positives or excellent examples gain points; consistent negatives lose points or half points. Here we go!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Descriptions: 5/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Oh, Booster tower. You hold a special place in my heart, but you show your age in a lotta places.  One of them is the near-dearth of extra look descriptions--the only ones there are for interactables, as well as a single T.V.  On the bright side, all monsters in the tower respond to talking, and spookums and snifits aside, seem to be desced decently. I was gonna ding this area half a point for lack of extra descriptions, but it doesn&#039;t really IMPEDE the player--it just feels like a missed opportunity, especially given the bonkers nature of the source material. I&#039;ll give it functional marks, but this is an area for improvement.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Balance: 5/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is a hard one, and I feel like it&#039;s one of Booster Tower&#039;s high points--and low points.  The real problem I have with the zone is that, outside of the boss enemies and quest items, there aren&#039;t any real &#039;drops&#039; to speak of in the tower. Spookums, Bob-ombs, Orb Users, Chain Chomps, and Remo Cons don&#039;t appear to have any drops whatsoever, and the boss rewards are either high-end of the range or storebought at the very lowest end of the scale (as is the case with Valentia&#039;s drops).  &lt;br /&gt;
&lt;br /&gt;
On the other hand, I have nothing but praises to sing ABOUT those mobs.  Booster Tower&#039;s mobs--the ones above, before we get to the bosses--all have interesting, engaging combat tricks. Analyze reveals that chain chomps have a random major weapon resistance, making melee classes have to think and plan, while Bob-Ombs will severely punish, say, a caster who bungles a few spells (this happened to me more than once). Orb users introduce low level blind and fire attacks into the mix, while Remo Cons inflict the Curse ailment, which can lead to real problems. Coupled with the levels you might attempt the tower being the introduction to the necro mechanics, these monsters are incredible teaching moments. Which leads us to...&lt;br /&gt;
&lt;br /&gt;
The bosses.  They can and WILL thrash players who are much too low level to challenge them, with powerful attacks. One sore point is the Apprentice miniboss, who can come off as a nasty surprise the first time you encounter them, and is probably single handedly responsible for most of the new player deaths in the tower. Fireballs are also fairly obnoxious, but much less challenging than just about everybody else in the zone. Some sort of trick mechanic to switch them &#039;off&#039; for a bit might be cool, similar to the trick for the chain chomps and spookum at the doorway. Maybe a minor in-room puzzle? Booster can call for help, and Valentia has powerful spells for the level. &lt;br /&gt;
&lt;br /&gt;
Another sore spot is the items--not just the lack thereof from the main common monsters, but the boss drops, as well, and those items gleaned through quests and mini-quests. They&#039;re all over the scale, swinging wildly from cheap but usable to high level and very useful, with levels that don&#039;t really quite suit their placement. The Balloons item, wands, and rod in particular in this zone are all handy to have, but have caveats--whether they be rot-death, high level, or simply hidden in a multi-level quest with a slightly obscure (but fun!) beginning. I kinda wish it was possible to expand the entry point to the quest, just because I enjoy it personally.&lt;br /&gt;
&lt;br /&gt;
All in all: Plus one full point for dynamic, interesting monsters that have multiple approaches to fights, minus one half for a lack of drops, and minus another half for the swinginess of item level and placement--it&#039;s items that hold this zone back, and that&#039;s a pity, because the combats here are genuinely a blast. (Hah!)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attractions: 7/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hmm. While Booster Tower has solid experience payouts, the treasures--once you know what is here--are pretty useful, even though their levels are skewed. Additionally, there&#039;s at least one major item for a tie in quest later. I wish there were more to recommend here, especially in Marrymore--it&#039;s just big enough and themed enough with enough facilities to suggest expanding it to a mini-town, like Monstro Town or Medina. It&#039;d really add some zing to the tower!  There are also some mini-quests available in other areas that tie here, and a little lateral thinking can net you an nice piece of equipment. I can award one point for that--the distinctive items that are here are pretty fun, but I wish there was more reward for the lower end challenges here. See the Suggestions section for more.  &lt;br /&gt;
&lt;br /&gt;
Additionally, the Beetle-catching minigame--and the hidden quest given by it--is really fun, but as others have pointed out, the mobs in the tower don&#039;t return items. I&#039;ll award another half point to the beetle game, and I wish there was more to do with it.  There&#039;s also a minigame miniboss, which is always nice to see! I&#039;ll award it another point for that.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Connections: 5/10 &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Booster tower itself has been worked on, off and on, by different builders for several years. This sorta patchwork addition is fine, but the surrounding environments--truce and Rocket town--refer to it only sparsely. It might be nice if it being obnoxious and visible played into more areas.&lt;br /&gt;
&lt;br /&gt;
Ultimately, it only has two exits, and one of them is locked by default. Which is... ehhhn.  I wish there was more to Marrymore, and I wish there were more connections to external zones--it feels like the sort of place a Cannon Travel guy would totally make an installation on a balcony, or something. &lt;br /&gt;
&lt;br /&gt;
Five points for a functional, easy connection to one of the starting towns, but it could always stand to be improved.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personal&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Woof. What do I even say here? Booster&#039;s tower is practically a fixture of my time in the cleft, and it really sold me on the kind of lateral-thinking fighting on your feet that comes more into play as you fight later monsters. I love the flavor of the enemies here, but the tower itself could use a lot of touch ups. &lt;br /&gt;
&lt;br /&gt;
FINAL AVERAGE: Out of four categories, average score is &#039;&#039;&#039;5.5&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
SUGGESTIONS FOR IMPROVEMENT:&lt;br /&gt;
&lt;br /&gt;
*Rebalance item levels and flags and grant minor loot drops to the lower end monsters. One suggestion that sticks out in my mind is a hunk of Cosmo Brimstone as an uncommon drop from bob-ombs, regardless of if they explode or not--one gold treasures are decent enough for the level, and it would reward players with crafting components that they could feasibly use to start poking the crafting shops. It would also be thematically consistent with the bob-omb recipe sold in cosmo canyon.&lt;br /&gt;
&lt;br /&gt;
*Touch up room, mob, and extra descriptions. For being such a gaudy place, Booster Tower uses criminally little color--the portraits are begging for ascii art or at least extra descriptions, along with loads of other spots it&#039;d be easy to add more un-style.&lt;br /&gt;
&lt;br /&gt;
*Expand the beetle minigame! Yes this is silly and dumb and unnecessary but I love it, and I wish more beetle-based enemies yielded special rewards / there were more variants of beetle / a beetle box event item. Shush don&#039;t judge me.&lt;br /&gt;
&lt;br /&gt;
*Add additional resources to Marrymore. It has a fountain and even benches--expanding it into a minitown would reward adventurous players, and would be a great spot for &#039;toys&#039; and the like to be sold in the future.&lt;br /&gt;
&lt;br /&gt;
*Give more external clues about the way to bypass the guard / get various prizes / bypass the chomps with the use of a logically fitting item.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Area of the Month|*]]&lt;/div&gt;</summary>
		<author><name>Pascal</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=July_2018:_Faron_Woods&amp;diff=2126</id>
		<title>July 2018: Faron Woods</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=July_2018:_Faron_Woods&amp;diff=2126"/>
		<updated>2018-09-27T17:15:01Z</updated>

		<summary type="html">&lt;p&gt;Pascal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Area of the Month for July 2018 is [[Faron_Woods|Faron Woods]]!&lt;br /&gt;
&lt;br /&gt;
A template format for your review is below; click &#039;edit&#039; at the top of the page, copy-pasta from the &amp;lt;nowiki&amp;gt;----&amp;lt;/nowiki&amp;gt; to the next &amp;lt;nowiki&amp;gt;----&amp;lt;/nowiki&amp;gt;, and fill in the gaps!&lt;br /&gt;
&lt;br /&gt;
(&#039;&#039;&#039;&#039;&#039;Yes,&#039;&#039;&#039;&#039;&#039; a wiki account is required to edit the page and therefore post your review, but take heart: The wiki is hosted by the Cleft itself, not a third party!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player: You!(Class/Level)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Review Date(s): &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Descriptions: X/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
How does the area&#039;s room descriptions(descs) work for you? Do they give you a good idea of the area? Do things that stand out in the desc and NEED explanation GET that, either from flavor text(extra-descs) or NPCs in the room or anything?&lt;br /&gt;
&lt;br /&gt;
What about mobiles(mobs) and their descriptions? Can you get a decent mental image of who or what this NPC/monster is? Do they respond when you talk or interact with them?&lt;br /&gt;
&lt;br /&gt;
Some areas have interact-able objects like fountains. Do they stack up well also?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Balance: X/10 (OR N/A)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
(NOTE: combat will be most accurately gauged when your character is in the area&#039;s suggested level range.)&lt;br /&gt;
&lt;br /&gt;
If this area has combat, how does it feel? Does anything jump as horribly overpowered and impossible to deal with? What about the flipside, anything far too easy to beat? &lt;br /&gt;
&lt;br /&gt;
Are purchased or rewarded items at the appropriate strength levels? Is the effort required to obtain rewarded items reflected in their usefulness (or uniqueness and fancifulness)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attractions: X/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Why would you suggest someone come to this area?&lt;br /&gt;
Is it just a good place to grind experience(lots of mobs)?&lt;br /&gt;
Does the area provide a chunk of good gold and loot?&lt;br /&gt;
&lt;br /&gt;
What about the quests? Does this area&#039;s quests feel properly done, or is there some part of it that you feel needs work?&lt;br /&gt;
&lt;br /&gt;
For towns, are the shops good? Any other non-combative attraction for the area?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Connections: X/10 &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
How easily and well does this area connect to its nearby areas?&lt;br /&gt;
Does it make sense thematically to be connected to the areas it is?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personal&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Any comments you&#039;d like to make that you don&#039;t feel apply to the other sections can go here!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player:&#039;&#039;&#039; Emouse (Dollmage, L100, ~4 remorts)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Review Dates:&#039;&#039;&#039; 8/14/2018-8/15/2018&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Descriptions: 7/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Disclaimer: I have unrealistic standards for frequency of roomdesc responses.&lt;br /&gt;
&lt;br /&gt;
The descriptions and items here are good, but not incredible: The first few rooms heading west from the Zigolis Swamp entrance have one interesting things to find, and the lead-in to the main spidery area has some neat descriptors, but the swampy rooms are sparsely described and there are a few things that I was curious about but have no description:&lt;br /&gt;
&lt;br /&gt;
The spidery cave area has a few things like eggsacs and captured prey that feel like great excuses for extra flavor/detail/interaction but go unused.&lt;br /&gt;
&lt;br /&gt;
Speaking of the spiders: Phase Spiders, Sword Spiders, and the miniboss spider all attack when &#039;talk&#039;ed to. This is a common enough result, but there&#039;s no extra flavor text about their reaction before/in the process of attacking, like some other mobs in other areas. Worth adding?&lt;br /&gt;
&lt;br /&gt;
The Ranch Entrance room has a few interesting tidbits that could have more detail (gate and vines/briers, mostly), and the desc for the orchard&#039;s olive press is missing the &amp;quot;bucket&amp;quot; keyword used as part of the object in the room desc.&lt;br /&gt;
&lt;br /&gt;
Really, everything here is functional and present, just a bit sparse after the first few rooms.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Balance: N/A&#039;&#039;&#039;; estimates below&lt;br /&gt;
&lt;br /&gt;
I can&#039;t comment on combat balance due to being, uh, well out of the level range. Sorry. But I can try to comment on the loot:&lt;br /&gt;
&lt;br /&gt;
Item Balls and their occasional Surprise are pretty neat. A fair resource for early-game supplies. I think these are good as they are.&lt;br /&gt;
&lt;br /&gt;
What I&#039;ve seen of drops from the Spiders are interesting and appropriate for the level. I like it. Although I am confused by the sword drop being an exotic weapon...? well, it does make some sense under the circumstances.&lt;br /&gt;
&lt;br /&gt;
But I don&#039;t like the current version of the Manly Fish. The level 0 equipment that they carry and drop produces lots of heavy, low-value clutter you&#039;re really better off ditching, but ends up in every body of one of the most frequent mobs in the area. Very annoying. It&#039;s tempting to let them drop generic level 5 gear as from Crystia so the loot is worth lugging off to sell or use if you get the right kind, but I don&#039;t know if that would make them too dangerous or lucrative for the area.&lt;br /&gt;
On the upside: their bonus wand drop is wonderful on multiple levels.&lt;br /&gt;
&lt;br /&gt;
That said, after writing that, I encountered a few level 6 equipment drops from the Beastman Mender, Clockwork Knight, and Territorial Ossier that are comparable in effectiveness and lower in price - aside from the increased hassle to obtain them, I think these are nice.&lt;br /&gt;
&lt;br /&gt;
In terms of aesthetics and combat complexity, I do like that the Mender/Clockwork Knight spawn and operate as a group - there are very few team battles in the cleft that don&#039;t turn into a dogpile or utter chaos. Probably really easy to break, though...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attractions: 3/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Faron Woods is... nice to check out once, but has no real staying power. The main quest and descriptions are nice and it&#039;s good for resupplying at low levels at a low cost, but once you&#039;ve seen it once there&#039;s not much reason to look back. The other loot and mob density in Faron are both poor, making it lackluster for XP and unreliable for equipment pickups - in a lot of ways it&#039;s better to just level up elsewhere and catch up on gear in a higher-level zone. Faron Woods is an area you pass through, not an area you stay in. Do we want to change that?&lt;br /&gt;
&lt;br /&gt;
The fact that nothing here carries silver to loot doesn&#039;t help, either.&lt;br /&gt;
&lt;br /&gt;
That said: The Lantern Refill for sale is a very unique attraction. I don&#039;t know of any other source of Phlogiston currently available, though I suspect it was implemented as a qskill without being finalized in helpfiles or wiki data. From the current casting level of 1 I saw it restore 12 hours to a level 80 light source... I don&#039;t know whether level affects its potency or not, but I do like having the option available for recharging rare lights. With the risks announced in the helpfile, of course. It&#039;s very distinctive, but it doesn&#039;t feel like expanding the scale of this is an appropriate way to make Faron stand out more.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Connections: 9/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
For theme and environments the surrounding areas all work well. My only complaint would be the transition between Faron Woods and Midnight Gardens being abrupt - a little more hint about what you&#039;re heading into/out of in the one or two last Faron Woods rooms would be nice. I wish I could better navigate the route to reach Carnival Night Zone vs. Midnight Gardens, but I think that&#039;s my own fault...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bugs/Exploits:&#039;&#039;&#039; (because this is me)&lt;br /&gt;
&lt;br /&gt;
Corporal Wolfdog is involved in quests here, but can be attacked and is not immune to Summon/Charm. He&#039;s currently being held hostage in my player house. (Kind of.)&lt;br /&gt;
&lt;br /&gt;
As much as I love the idea of having an actually coordinated opponent group, neither the Beastman Mender or the Clockwork Knight are immune to summon/charm. Haven&#039;t seen what happens if you drag one off without the other but I doubt it&#039;s been accounted for.&lt;br /&gt;
&lt;br /&gt;
**Made above mobs imm charm/summon&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Overall: C+&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Faron Woods is in a messy spot: The only other 5-10 area near Viorar is Luon Trail, so it ends up with little competition for the time for equipment, supplies, and quests. However, it&#039;s also a short-lived path from point A to point B for several other zones in the area, so it can&#039;t afford to be very complicated or involved, either. That in mind: It looks like it&#039;s functional as a resupply/minor loot area while going for more serious battles in Kakariko or Midnight Gardens, possibly with curbstomps in Zigolis Swamp. Where Luon Trail is well-populated and provides food and water with reliable silver income, Faron provides healing items and equipment from combat without questing. It&#039;s servicable as an intermediary area, but is a bit lacking in, ah, spice to make it stand out and be worth sticking around in.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Area of the Month|*]]&lt;/div&gt;</summary>
		<author><name>Pascal</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=Flags_Compendium&amp;diff=2125</id>
		<title>Flags Compendium</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=Flags_Compendium&amp;diff=2125"/>
		<updated>2018-09-26T21:09:15Z</updated>

		<summary type="html">&lt;p&gt;Pascal: /* EXTRA3 FLAGS */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==FLAGS COMPENDIUM==&lt;br /&gt;
===ROOM FLAGS===&lt;br /&gt;
{|&lt;br /&gt;
|dark || Need a light source &lt;br /&gt;
|-&lt;br /&gt;
|always_night || Room is always night; sun never rises, &#039;look sky&#039; always shows stars.&lt;br /&gt;
|-&lt;br /&gt;
|no_mob || Mobs won&#039;t wander in here. Mobs on scripts and charmies are unaffected&lt;br /&gt;
|-&lt;br /&gt;
|indoors || Won&#039;t see [[weather]] or [[time|sunrise/set messages]]&lt;br /&gt;
|-&lt;br /&gt;
|private || Two people at a time&lt;br /&gt;
|-&lt;br /&gt;
|arena || Players don&#039;t leave corpses or lose XP when they die. Players also don&#039;t lose XP for fleeing combat.&lt;br /&gt;
|-&lt;br /&gt;
|safe || No fighting allowed&lt;br /&gt;
|-&lt;br /&gt;
|solitary || One person at a time&lt;br /&gt;
|-&lt;br /&gt;
|pet_shop || Can buy pets here. Pet cost is the &#039;wealth&#039; of the mob, but purchased pets will be flat broke. Builders should reset the pet mobs into next room vnum.&lt;br /&gt;
|-&lt;br /&gt;
|no_recall || Can&#039;t recall from here&lt;br /&gt;
|-&lt;br /&gt;
|imp_only || MTS only&lt;br /&gt;
|-&lt;br /&gt;
|gods_only || Staff only&lt;br /&gt;
|-&lt;br /&gt;
|heroes_only || Also Staff only&lt;br /&gt;
|-&lt;br /&gt;
|newbies_only || Level 5 or less only&lt;br /&gt;
|-&lt;br /&gt;
|law || Prevents use of Charm, Tame, and Hypnotize spells (for some reason). Other stock ROM effects have been commented out.&lt;br /&gt;
|-&lt;br /&gt;
|nowhere || Can&#039;t Scan into this room&lt;br /&gt;
|-&lt;br /&gt;
|wilderness || Was supposed to involve some sort of overworld map? Doesn&#039;t do anything now.&lt;br /&gt;
|-&lt;br /&gt;
|overgrown_1 || Room has +1 level of overgrowth.&lt;br /&gt;
|-&lt;br /&gt;
|overgrown_2 || Room has +2 levels of overgrowth. This can stack with overgrown_1.&lt;br /&gt;
|-&lt;br /&gt;
|always_day || Room is always day; sun never sets, &#039;look sky&#039; shows the sun.&lt;br /&gt;
|-&lt;br /&gt;
|lit || Room is always lit, don&#039;t require a light.&lt;br /&gt;
|}&lt;br /&gt;
====SECTOR====&lt;br /&gt;
{|&lt;br /&gt;
!Sector !! Movement Rate !! Properties !! Geomance Element !! Dance Element&lt;br /&gt;
|-&lt;br /&gt;
|Inside || 4 || Stays lit at night || Pierce || No effect&lt;br /&gt;
|-&lt;br /&gt;
|City || 4 || Stays lit at night || Bash || No effect&lt;br /&gt;
|-&lt;br /&gt;
|Field || 4 || || Slash || Pierce&lt;br /&gt;
|-&lt;br /&gt;
|Forest || 6 || Has 1 level of overgrowth || Wood || Earth&lt;br /&gt;
|-&lt;br /&gt;
|Hills || 6 || || Slash || Pierce&lt;br /&gt;
|-&lt;br /&gt;
|Mountain || 8 || || Earth || Earth&lt;br /&gt;
|-&lt;br /&gt;
|Water (swim) || 4 || || Water || Water&lt;br /&gt;
|-&lt;br /&gt;
|Water (noswim) || 8 || Can&#039;t enter without a boat or the Swim affect || Water || Water&lt;br /&gt;
|-&lt;br /&gt;
|Unused || 1 || || Wind || No effect&lt;br /&gt;
|-&lt;br /&gt;
|Air || 4 || Can&#039;t enter without the Float affect || Wind || Wind&lt;br /&gt;
|-&lt;br /&gt;
|Desert || 8 || || Earth || Wind&lt;br /&gt;
|-&lt;br /&gt;
|Rock || 4 || || Earth || Earth&lt;br /&gt;
|-&lt;br /&gt;
|Road || 4 || || Wind || No effect&lt;br /&gt;
|-&lt;br /&gt;
|Enter || 4 || || Wind || No effect&lt;br /&gt;
|-&lt;br /&gt;
|Snow || 8 || || Cold || Cold&lt;br /&gt;
|-&lt;br /&gt;
|Swamp || 8 || || Water || Earth&lt;br /&gt;
|-&lt;br /&gt;
|Jungle || 8 || Has 1 level of overgrowth || Wood || Earth&lt;br /&gt;
|-&lt;br /&gt;
|Ruins || 4 || || Bash || No effect &lt;br /&gt;
|-&lt;br /&gt;
|Mount2 || 16 || || Earth || No effect&lt;br /&gt;
|-&lt;br /&gt;
|Coastal || 4 || || Earth || Wind&lt;br /&gt;
|-&lt;br /&gt;
|Developed || 4 || || Bash || No effect &lt;br /&gt;
|-&lt;br /&gt;
|Void || 4 || || Wind || No effect&lt;br /&gt;
|-&lt;br /&gt;
|Lava || 8 || || Fire || Fire&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====[[Exits|EXITS]]====&lt;br /&gt;
{|&lt;br /&gt;
|door || Exit has a door -- Required for most other exit flags&lt;br /&gt;
|-&lt;br /&gt;
|closed || Door resets to closed&lt;br /&gt;
|-&lt;br /&gt;
|locked || Door resets to locked&lt;br /&gt;
|-&lt;br /&gt;
|pickproof || Door can&#039;t be picked&lt;br /&gt;
|-&lt;br /&gt;
|nopass || Door can&#039;t be Pass Door&#039;d&lt;br /&gt;
|-&lt;br /&gt;
|easy || Pick Lock doesn&#039;t take many tries&lt;br /&gt;
|-&lt;br /&gt;
|hard || Pick Lock takes a few tries&lt;br /&gt;
|-&lt;br /&gt;
|infuriating || Keep pickin&#039;&lt;br /&gt;
|-&lt;br /&gt;
|noclose || Door can&#039;t be closed&lt;br /&gt;
|-&lt;br /&gt;
|nolock || Door can&#039;t be locked&lt;br /&gt;
|-&lt;br /&gt;
|hidden || Exit can&#039;t be seen by normal means&lt;br /&gt;
|-&lt;br /&gt;
|swim || Only players who can fly or swim, or are on a flying or seaworthy [[vehicle]] can pass.&lt;br /&gt;
|-&lt;br /&gt;
|fly || Only players who can fly or are on a flying [[vehicle]] can pass.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===MOB FLAGS===&lt;br /&gt;
*Mobs with the None [[damage type]] will randomly have Slash, Pound, or Pierce.&lt;br /&gt;
&lt;br /&gt;
====FORM FLAGS====&lt;br /&gt;
Most of these don&#039;t do anything. The ones that have a coded effect are listed below!&lt;br /&gt;
{|&lt;br /&gt;
|edible || Mob&#039;s parts are edible, and the corpse can be butchered into meat.&lt;br /&gt;
|-&lt;br /&gt;
|poison || Mob&#039;s edible parts are poisonous, and meat butchered from the corpse will be poisoned. Bloodsucking will poison the bloodsucker.&lt;br /&gt;
|-&lt;br /&gt;
|instant_decay || Mob doesn&#039;t leave a corpse at all.&lt;br /&gt;
|-&lt;br /&gt;
|animal || Mob is affected by the Tame spell&lt;br /&gt;
|-&lt;br /&gt;
| || Mobs with any of the mammal, bird, reptile, amphibian, fish, or snake form flags can also be Tamed.&lt;br /&gt;
|-&lt;br /&gt;
|sentient || Mob is affected by the Hypnotize spell and can be haggled with if it&#039;s a shopkeeper.&lt;br /&gt;
|-&lt;br /&gt;
|cold_blood || Mob has blood that can be bloodsuck&#039;d.&lt;br /&gt;
|-&lt;br /&gt;
|warm_blood || Mob can be seen in the dark by characters with Infrared and can be bloodsuck&#039;d.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====PART FLAGS / WEARLOCS====&lt;br /&gt;
Mob parts determine what equipment it can wear.&lt;br /&gt;
&lt;br /&gt;
{| &lt;br /&gt;
! Wearloc !! Required Part flag&lt;br /&gt;
|-&lt;br /&gt;
|take || none&lt;br /&gt;
|-&lt;br /&gt;
|finger || fingers&lt;br /&gt;
|-&lt;br /&gt;
|neck || head&lt;br /&gt;
|-&lt;br /&gt;
|body || guts&lt;br /&gt;
|-&lt;br /&gt;
|head || head&lt;br /&gt;
|-&lt;br /&gt;
|legs || legs&lt;br /&gt;
|-&lt;br /&gt;
|feet || feet&lt;br /&gt;
|-&lt;br /&gt;
|hands || hands&lt;br /&gt;
|-&lt;br /&gt;
|arms || hands&lt;br /&gt;
|-&lt;br /&gt;
|shield || hands&lt;br /&gt;
|-&lt;br /&gt;
|about || guts&lt;br /&gt;
|-&lt;br /&gt;
|waist || legs&lt;br /&gt;
|-&lt;br /&gt;
|wrist || hands&lt;br /&gt;
|-&lt;br /&gt;
|shoulders || head&lt;br /&gt;
|-&lt;br /&gt;
|wield || hands&lt;br /&gt;
|-&lt;br /&gt;
|hold || hands&lt;br /&gt;
|-&lt;br /&gt;
|nosac || not actually a wearloc&lt;br /&gt;
|-&lt;br /&gt;
|wearfloat || none&lt;br /&gt;
|-&lt;br /&gt;
|face || head&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* The Brawling warrior style has special attacks that only execute if the opponent has certain parts; eye, tail, feet, or arms.&lt;br /&gt;
* The guts, head, heart, arms, legs, and brains parts can cause dismembered mob organs to be created when the mob dies.&lt;br /&gt;
* A mob requires the brains part in order to take any damage from the Brainbuster spell.&lt;br /&gt;
* &#039;&#039;&#039;A mob without hands cannot hold items, use weapons, or equip shields.&#039;&#039;&#039;&lt;br /&gt;
* Items which do not have the Take flag can&#039;t be sacrificed, so it is redundant to put nosac on these items also.&lt;br /&gt;
* Items without a Take flag can&#039;t be held by players or mobs at all. Avoid resetting these onto mobs or trying to have mobs oload them.&lt;br /&gt;
&lt;br /&gt;
====ACT FLAGS====&lt;br /&gt;
{|&lt;br /&gt;
|sentinel || Mob won&#039;t wander between rooms (although it can still move if instructed to by an mprog).&lt;br /&gt;
|-&lt;br /&gt;
|scavenger || Mob will pick up takeable objects in the room, starting with the most valuable.&lt;br /&gt;
|-&lt;br /&gt;
|inert || Mob can&#039;t be seen in the room (but can still be interacted with).&lt;br /&gt;
|-&lt;br /&gt;
|omnisight || Mob can see everyone despite invisibility etc but can&#039;t necessarily see in the dark.&lt;br /&gt;
|-&lt;br /&gt;
|aggressive || Doesn&#039;t do anything; the code for this function has been commented out.&lt;br /&gt;
|-&lt;br /&gt;
|stay_area || Mob won&#039;t wander outside the area it was reset into.&lt;br /&gt;
|-&lt;br /&gt;
|wimpy || Mob will try to flee from combat at 20% hp or less.&lt;br /&gt;
|-&lt;br /&gt;
|pet || Mob is a pet? Probably reserved for pet code. Don&#039;t use this.&lt;br /&gt;
|-&lt;br /&gt;
|train || Players can Train at this mob -- defunct&lt;br /&gt;
|-&lt;br /&gt;
|practice || Players can Practice at this mob -- defunct&lt;br /&gt;
|-&lt;br /&gt;
|passive || Mob doesn&#039;t fight back with autoattacks, its current health isn&#039;t visible when you &#039;look&#039; at it, nor will Peek work on it.&lt;br /&gt;
|-&lt;br /&gt;
|hyper || Mob wanders around real fast.&lt;br /&gt;
|-&lt;br /&gt;
|visdeath || Mob can only be seen by immortals and can&#039;t be interacted with by players.&lt;br /&gt;
|-&lt;br /&gt;
|mage || Mob gets -5 to Saves&lt;br /&gt;
|-&lt;br /&gt;
|thief || Mob has the Smokescreen skill&lt;br /&gt;
|-&lt;br /&gt;
|warrior || Mob has the Shield Block skill&lt;br /&gt;
|-&lt;br /&gt;
|noalign || Mob won&#039;t affect player alignment at all when killed.&lt;br /&gt;
|-&lt;br /&gt;
|nopurge || Mob can&#039;t be purged by immortals (the Mob Purge command from a mob can still affect these).&lt;br /&gt;
|-&lt;br /&gt;
|outdoors || Mob won&#039;t wander into Indoor flagged rooms.&lt;br /&gt;
|-&lt;br /&gt;
|indoors || Mob won&#039;t wander outdoors.&lt;br /&gt;
|-&lt;br /&gt;
|healer || Mob offers hardcoded heal-for-cash services (EG Selan).&lt;br /&gt;
|-&lt;br /&gt;
|gain || Doesn&#039;t do anything -- in stock ROM allows for gaining new skills.&lt;br /&gt;
|-&lt;br /&gt;
|update_always || Mob does things even when no player in the area.&lt;br /&gt;
|-&lt;br /&gt;
|changer || Mob is a [[bank]].&lt;br /&gt;
|-&lt;br /&gt;
|hyper_res || Mob takes 1/4 damage from sources it resists (instead of 2/3) and double damage from sources it&#039;s vulnerable to (instead of 3/2).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes on wandering mobs:&lt;br /&gt;
* When mobs try to move, they make three attempts. Each attempt, they pick a random exit in the room and then look at it more closely. If they can&#039;t move, they try again. If they can move, they do.&lt;br /&gt;
* Mobs will not wander through closed doors (even if affected by pass_door) or into no_mob rooms.&lt;br /&gt;
* Mobs with the stay_area flag will not wander between areas (which area its&#039; vnum is in doesn&#039;t matter).&lt;br /&gt;
* Mobs with the Outdoors flag won&#039;t wander into Indoors rooms. Mobs with the Indoors flag won&#039;t wander into rooms that aren&#039;t flagged Indoors.&lt;br /&gt;
* Only Flying mobs will move into Air sector rooms. Only mobs with the Swim affect will move into any sort of water room. &lt;br /&gt;
** A mob without the Swim affect &#039;&#039;will&#039;&#039; attempt to move into a noswim sector room (and fail to move, unless it has a boat object), but will not even try to get into a swim sector room unless it has the affect (even though it would be allowed to move there if it tried). This doesn&#039;t make a lot of sense but that&#039;s how it is.&lt;br /&gt;
&lt;br /&gt;
====ACT2 FLAGS====&lt;br /&gt;
{|&lt;br /&gt;
|doublexp || Mob gives double XP.&lt;br /&gt;
|-&lt;br /&gt;
|halfxp || Mob gives half XP.&lt;br /&gt;
|-&lt;br /&gt;
|noxp || Mob gives no XP.&lt;br /&gt;
|-&lt;br /&gt;
|noparts || Mob leaves no parts when killed.&lt;br /&gt;
|-&lt;br /&gt;
|sociable || Mob talks to or slaps people that use socials on it.&lt;br /&gt;
|-&lt;br /&gt;
|aquatic || Mob won&#039;t wander outside water rooms.&lt;br /&gt;
|-&lt;br /&gt;
|xpandahalf || Mob gives 1.5x XP.&lt;br /&gt;
|-&lt;br /&gt;
|adept || Mob uses skills at 100% (instead of 75%).&lt;br /&gt;
|-&lt;br /&gt;
|inept || Mob uses skills at 50% (instead of 75%).&lt;br /&gt;
|-&lt;br /&gt;
|carryall || Mob has no weight or item# limits.&lt;br /&gt;
|-&lt;br /&gt;
|priority || Mob will be targetted first by opponents with the AI_1 flag.&lt;br /&gt;
|-&lt;br /&gt;
|antihyper || Mob wanders especially slowly.&lt;br /&gt;
|-&lt;br /&gt;
|parsename || Mob will have a unique name as its first name when it resets.&lt;br /&gt;
|-&lt;br /&gt;
|noattack || Mob can&#039;t be attacked by anyone.&lt;br /&gt;
|-&lt;br /&gt;
|necromancer || Mob offers corpse retrieval for cash services, as Xzar, Caroline, etc.&lt;br /&gt;
|-&lt;br /&gt;
|raidmob || Mob can be attacked by anyone with no regard to &#039;kill stealing&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|carrynone || Mob can&#039;t pick up or be given items&lt;br /&gt;
|-&lt;br /&gt;
|passivelite || Mob won&#039;t auto-attack but still has visible health and such&lt;br /&gt;
|-&lt;br /&gt;
|ally || Is treated as a PC for some attack-safety purposes -- EG Ally mobs won&#039;t hit other Ally mobs with area attacks&lt;br /&gt;
|-&lt;br /&gt;
|shopkeepitems || Shop will not slowly discard items sold to it.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====OFF FLAGS====&lt;br /&gt;
A lot of these are affected by the adept/inept Act flags&lt;br /&gt;
{|&lt;br /&gt;
|area_attack || Mob hits everything that&#039;s fighting it with its normal attacks.&lt;br /&gt;
|-&lt;br /&gt;
|backstab || Mob is capable of using the Backstab skill, and would if it aggroed, but mobs don&#039;t aggro, so it does nothing.&lt;br /&gt;
|-&lt;br /&gt;
|bash || Mob has a 12.5% chance of using the bash skill, if it&#039;s not lagged.&lt;br /&gt;
|-&lt;br /&gt;
|berserk || Mob has a 12.5% chance of using the berserk skill, if it&#039;s not lagged and isn&#039;t already berserk.&lt;br /&gt;
|-&lt;br /&gt;
|disarm || Mob has a 12.5% chance of using the disarm skill, if it&#039;s not lagged. The mob needs a [[weapon]].&lt;br /&gt;
|-&lt;br /&gt;
|dodge || Mob can dodge melee attacks as a player with the dodge skill at 75%.&lt;br /&gt;
|-&lt;br /&gt;
|fade || Doesn&#039;t do anything.&lt;br /&gt;
|-&lt;br /&gt;
|fast || Mob attacks twice always, doesn&#039;t stack with Haste. Mob will ignore Slow if affected. Mob gets +2 DEX when spawned.&lt;br /&gt;
|-&lt;br /&gt;
|kick || Mob has a 12.5% chance of using the kick skill, if it&#039;s not lagged.&lt;br /&gt;
|-&lt;br /&gt;
|dirt_kick || Mob has a 12.5% chance of using the dirt kick skill, if it&#039;s not lagged.&lt;br /&gt;
|-&lt;br /&gt;
|parry || Mob can parry attacks; works half as often with no [[weapon]].&lt;br /&gt;
|-&lt;br /&gt;
|rescue || Mob will try to rescue the target of its target, if that target is at 50% hp or less.&lt;br /&gt;
|-&lt;br /&gt;
|tail || Mob has a 12.5% chance of.. not doing anything (the code for this attack is commented out).&lt;br /&gt;
|-&lt;br /&gt;
|trip || Mob has a 12.5% chance of using the trip skill, if it&#039;s not lagged.&lt;br /&gt;
|-&lt;br /&gt;
|crush || Mob has a 12.5% chance of using the smash skill, if it&#039;s not lagged.&lt;br /&gt;
|-&lt;br /&gt;
|assist_all || Mob will assist all other &#039;&#039;&#039;mobs&#039;&#039;&#039; that it sees fighting.&lt;br /&gt;
|-&lt;br /&gt;
|assist_align || Mob will assist other mobs with a similar alignment, chunked out to good/neutral/evil.&lt;br /&gt;
|-&lt;br /&gt;
|assist_race || Mob will assist other mobs of the same race.&lt;br /&gt;
|-&lt;br /&gt;
|assist_players || Mob will assist players as long as the player isn&#039;t more than 5 levels above them. This has precedence over the other assist flags.&lt;br /&gt;
|-&lt;br /&gt;
|assist_leader || If following someone, mob will assist its leader.&lt;br /&gt;
|-&lt;br /&gt;
|assist_vnum || Mob will assist mobs of the same vnum.&lt;br /&gt;
|-&lt;br /&gt;
|second_attack || Mob has the 2x-Cut skill.&lt;br /&gt;
|-&lt;br /&gt;
|third_attack || Mob has the 3x-Cut skill.&lt;br /&gt;
|-&lt;br /&gt;
|ai_retargeting || Mob will aggro onto players that have recently fled from it, and selectively hit targets with the Priority act flag. If the mob&#039;s attacks are ineffective, it will re-target randomly to another member of the same group.&lt;br /&gt;
|-&lt;br /&gt;
|ai_flees || Mob will flee from sandstorms, flurries, miasmas, wildfires, etc unless it&#039;s immune to the appropriate damage type.&lt;br /&gt;
|-&lt;br /&gt;
|ai_rests || Mob will rest when injured (hp&amp;lt;50%), stand up when it&#039;s recovered (hp&amp;gt;75%).&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
* Only one of the various 12.5% flags can trigger in any given round. A mob will all eight will try to use one (and only one) every single round.&lt;br /&gt;
&lt;br /&gt;
====BEHAV FLAGS====&lt;br /&gt;
{|&lt;br /&gt;
|random_innate || Mob randomly has one of the 6 elemental innates. This creates one resistance and one vulnerability.&lt;br /&gt;
|-&lt;br /&gt;
|rand_phys_resist || Mob randomly resists one of bashing, slashing, or piercing.&lt;br /&gt;
|-&lt;br /&gt;
|rand_misc_resist || Mob randomly resists one or two non-physical elements.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====AFFECT FLAGS====&lt;br /&gt;
{|&lt;br /&gt;
|blind || Character can&#039;t see anything! Mobs ignore this flag so their mobprogs work&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|invisible || Character can only be seen and targetted by things with detect_invis.&lt;br /&gt;
|-&lt;br /&gt;
|detect_evil || Character sees evil objects and characters with a red aura.&lt;br /&gt;
|-&lt;br /&gt;
|detect_invis || Character can see invisible objects and characters, and knows they&#039;re invisible.&lt;br /&gt;
|-&lt;br /&gt;
|detect_magic || Character sees a blue aura around magical objects.&lt;br /&gt;
|-&lt;br /&gt;
|detect_hidden || Character can see hidden objects and characters, and knows they&#039;re hidden.&lt;br /&gt;
|-&lt;br /&gt;
|detect_good || Character sees good objects and characters with a gold aura.&lt;br /&gt;
|-&lt;br /&gt;
|sanctuary || Character is permanently under the effects of Nayru&#039;s Love (half damage from everything).&lt;br /&gt;
|-&lt;br /&gt;
|faerie_fire || Character has a pink aura. Negates invisibility.&lt;br /&gt;
|-&lt;br /&gt;
|infrared || Character can see warm_blood mobs in the dark.&lt;br /&gt;
|-&lt;br /&gt;
|curse || Character is flagged as cursed. All skill effectiveness is reduced by 15% while this flag is applied, but the character is immune to the Curse spell.&lt;br /&gt;
|-&lt;br /&gt;
|solidified || Character is completely frozen!&lt;br /&gt;
|-&lt;br /&gt;
|poison || Character is flagged as poisoned. This flag has no affect on stats but the character can&#039;t be poisoned again. Regeneration is decreased while this flag is applied, however.&lt;br /&gt;
|-&lt;br /&gt;
|protect_evil || Character takes 2/3 damage from evil foes.&lt;br /&gt;
|-&lt;br /&gt;
|protect_good || Character takes 2/3 damage from good foes.&lt;br /&gt;
|-&lt;br /&gt;
|sneak || Character doesn&#039;t generate echoes when moving from room to room. Triggers GRALL but not GREET progs.&lt;br /&gt;
|-&lt;br /&gt;
|hide || Character is hiding. Using any command removes this effect.&lt;br /&gt;
|-&lt;br /&gt;
|sleep || Character is under the effects of &#039;&#039;permanent&#039;&#039; magical sleep!!&lt;br /&gt;
|-&lt;br /&gt;
|charm || Character is under the effects of a Charm spell. Don&#039;t use.&lt;br /&gt;
|-&lt;br /&gt;
|flying || Character is flying: reduced MV costs everywhere (by 1 per room), can travel into air sector rooms, and doesn&#039;t need a boat to travel into noswim sector rooms. Also immune to Trip and Earthquake.&lt;br /&gt;
|-&lt;br /&gt;
|pass_door || Character can walk through some closed doors.&lt;br /&gt;
|-&lt;br /&gt;
|haste || Character is under the effects of Haste: &#039;&#039;&#039;always&#039;&#039;&#039; gets exactly 1 extra attack in combat, but regenerates at half speed. &lt;br /&gt;
|-&lt;br /&gt;
|calm || Character is under the effects of the Calm spell. Character can&#039;t use berserk.&lt;br /&gt;
|-&lt;br /&gt;
|plague || Character is flagged as plagued. Regeneration is decreased but the player can&#039;t be hit with the Bio 2 spell.&lt;br /&gt;
|-&lt;br /&gt;
|locusts || Character is a swarm of locusts per the Plague Swarm spell. *Cannot be set on a mob&#039;s template or applied by an item.&lt;br /&gt;
|-&lt;br /&gt;
|dark_vision || Character can see anything in any kind of darkness without a light source.&lt;br /&gt;
|-&lt;br /&gt;
|berserk || Character is under the effects of Berserk! Character can&#039;t cast spells, everything the character sees is red, and they get a 50% penalty to all saving throws.&lt;br /&gt;
|-&lt;br /&gt;
|swim || Character doesn&#039;t need a boat to enter noswim sector rooms.&lt;br /&gt;
|-&lt;br /&gt;
|regeneration || Character regenerates HP twice as fast!&lt;br /&gt;
|-&lt;br /&gt;
|slow || Character has a chance to simply not attack during combat. 2x-cut and 3x-cut chances are reduced dramatically. Ignored if the mob is flagged off_fast. Character also regenerates at half speed AND spends more MV when traveling.&lt;br /&gt;
|-&lt;br /&gt;
|scarecrow || Character is affected by the Scarecrow spell -- can&#039;t eat, drink, or move, and melee attacks do reduced damage.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====AFFECT2 FLAGS====&lt;br /&gt;
{|&lt;br /&gt;
|focus || double mana regeneration&lt;br /&gt;
|-&lt;br /&gt;
|motivation || slight movement regeneration&lt;br /&gt;
|-&lt;br /&gt;
|theatrical || takes damage when receiving an affect&lt;br /&gt;
|-&lt;br /&gt;
|frenzy || grants extra attack&lt;br /&gt;
|-&lt;br /&gt;
|vampirism || ??&lt;br /&gt;
|-&lt;br /&gt;
|paralysis|| ??&lt;br /&gt;
|-&lt;br /&gt;
|fast|| no command lag when moving rooms (like vehicle fast)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====SHIELD FLAGS====&lt;br /&gt;
{|&lt;br /&gt;
|charge || Character does 1.5x damage with all applicable spells. DOES NOT DISSIPATE UNLESS IT IS APPLIED BY THE CHARGE SPELL.&lt;br /&gt;
|-&lt;br /&gt;
|sabotaged || Character takes damage when using skills or spells.&lt;br /&gt;
|-&lt;br /&gt;
|hallucinating || Character is under the effects of the Mushroomize spell; all MUD output turns wacky.&lt;br /&gt;
|-&lt;br /&gt;
|terrified || Character may cower helplessly in combat, with a greater chance is the foe&#039;s level is higher than the character&#039;s. Also makes the character try to flee.&lt;br /&gt;
|-&lt;br /&gt;
|haunted || Character is tormented by minighosts.&lt;br /&gt;
|-&lt;br /&gt;
|confused || Character hits itself sometimes in combat.&lt;br /&gt;
|-&lt;br /&gt;
|stat enhancement || Character is under the effects of one of Sage Aura, Brilliance, Limber, Valor, or Vigor/Warcry and can&#039;t be affected by another one.&lt;br /&gt;
|-&lt;br /&gt;
|ice shield || Returns 20 to 30% of melee damage as bash-type damage&lt;br /&gt;
|-&lt;br /&gt;
|thorn shield || Returns 20 to 30% of melee damage as pierce-type damage&lt;br /&gt;
|-&lt;br /&gt;
|crystal shield || Returns 20 to 30% of melee damage as slash-type damage&lt;br /&gt;
|-&lt;br /&gt;
|osmosis || Character loses MP steadily. Also decreases MP regeneration.&lt;br /&gt;
|-&lt;br /&gt;
|volta || Character does not auto-attack but has double normal dodge chances.&lt;br /&gt;
|-&lt;br /&gt;
|manashield || Character has Mana Shield permanently up. It will give the &#039;your shield broke&#039; message with every attack if they&#039;re at 0MP but they&#039;ll still take full damage.&lt;br /&gt;
|-&lt;br /&gt;
|kamikaze || Character is going to Detonate. *Cannot be set on a mob&#039;s template or applied by an item.&lt;br /&gt;
|-&lt;br /&gt;
|zeal || Character fails all saving throws but receives a bonus to damage for each bad affect&lt;br /&gt;
|-&lt;br /&gt;
|bleeding || Character loses HP steadily. Some types of bleeding make you bleed worse than others!&lt;br /&gt;
|-&lt;br /&gt;
|undead || Character is a zombie with a relentless hunger for delicious brains. All text is dark gray, healing spells do damage instead of healing, and the poor bastard doesn&#039;t necessarily die when they drop below 0hp! This is distinct from the undead form flag.&lt;br /&gt;
|-&lt;br /&gt;
|oozaru form || Character is an oozaru and can&#039;t cast spells.&lt;br /&gt;
|-&lt;br /&gt;
|double image || Character has a double image. It will take one attack and then vanish.&lt;br /&gt;
|-&lt;br /&gt;
|ink || Character has been inked. Display is all goofed up with large black splotches.&lt;br /&gt;
|-&lt;br /&gt;
|seraph form || Character has seraph form and can&#039;t cast spells.&lt;br /&gt;
|-&lt;br /&gt;
|reflect || Spells targetted at the character bounce back the wrong way&lt;br /&gt;
|-&lt;br /&gt;
|surefire casting || Character has surecasting on.&lt;br /&gt;
|-&lt;br /&gt;
|jinx || Character has a 33% chance of dropping any [[weapon]] they&#039;re wielding in any combat round.&lt;br /&gt;
|-&lt;br /&gt;
|leechseed || Character is under the effects of the Leech Seed spell. *Cannot be set on a mob&#039;s template or applied by an item.&lt;br /&gt;
|-&lt;br /&gt;
|bees || Character is covered in bees which deal periodic damage.&lt;br /&gt;
|-&lt;br /&gt;
|choke || Character is affected by Choke and casts spells at 3/4 the normal strength.&lt;br /&gt;
|-&lt;br /&gt;
|endure || Character cannot be reduced below 1hp.&lt;br /&gt;
|-&lt;br /&gt;
|sheltered || Character is being sheltered by a friendly Templar. *Cannot be set on a mob&#039;s template or applied by an item.&lt;br /&gt;
|-&lt;br /&gt;
|bide || Character is using the skill Bide. *Cannot be set on a mob&#039;s template or applied by an item.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Some of these affects can&#039;t be applied to a mob&#039;s template, only by spells; homing attack, stat enhancement, extension, kamikaze, short term combat effect, oozaru form, double image, seraph form, Jumi empathy, surefire casting, and leechseed.&lt;br /&gt;
&lt;br /&gt;
===OBJ FLAGS===&lt;br /&gt;
For more details on object types see [[Flags Compendium/Obj Types]]&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[light]] || Light sources, go in a special &#039;light&#039; slot when equipped no matter what wear flags you use&lt;br /&gt;
|-&lt;br /&gt;
|[[scroll]] || Can be recited or read to cast 1-4 spells on a target. Works from base inventory, consumed when used, uses [[Artifice]] skill.&lt;br /&gt;
|-&lt;br /&gt;
|[[wand]] || Can be zapped or used to cast 1 spell a set number of times on a target. Must be equipped, any slot is OK. Uses [[Artifice]] skill. Explodes when out of charges unless NOEXPLODE extra flag is set.&lt;br /&gt;
|-&lt;br /&gt;
|[[staff]] || Can be brandished or used to cast 1 spell a set number of times on all targets in a room! Must be equipped, any slot is OK. Uses [[Artifice]] skill. Explodes when out of charges unless NOEXPLODE extra flag is set.&lt;br /&gt;
|-&lt;br /&gt;
|[[weapon]] || Changes wearer&#039;s melee autoattack damage to the type and amount specified in the object. Must be in the Wield slot to work.&lt;br /&gt;
|-&lt;br /&gt;
|[[treasure]] || No inherent properties, reserved for salable loot.&lt;br /&gt;
|-&lt;br /&gt;
|armor || Modifies wearer&#039;s armor values. Can be equipped anywhere.&lt;br /&gt;
|-&lt;br /&gt;
|[[potion]] || Can be quaffed or drunk to cast 1-4 spells on the drinker. Works from base inventory, consumed when used.&lt;br /&gt;
|-&lt;br /&gt;
|[[furniture]] || Various flags allow characters to sit, rest, stand, or sleep on, in, or at these objects. Recovery rates can be modified as well.&lt;br /&gt;
|-&lt;br /&gt;
|[[trash]] || No inherent properties, reserved for nonsalable loot.&lt;br /&gt;
|-&lt;br /&gt;
|[[container]] || Object that holds other objects. Can be closable/lockable like a door.&lt;br /&gt;
|-&lt;br /&gt;
|[[drinkcontainer]] || Holds a set quantity of a certain [[liquid]]. Liquids can be replaced with different liquids. Disappears when empty unless NOEXPLODE is set.&lt;br /&gt;
|-&lt;br /&gt;
|[[key]] || Object vanishes on logout. Has no other properties.&lt;br /&gt;
|- &lt;br /&gt;
|[[food]] || Can be eaten for food/full value and cast 1 spell on the eater.&lt;br /&gt;
|- &lt;br /&gt;
|[[money]] || Is abstracted into current wealth when picked up by a player. Dropped wealth turns into a money object. The Priest class can sacrifice money to recover mana for 1 MP per 50 silver.&lt;br /&gt;
|- &lt;br /&gt;
|boat || Can be equipped or in base inventory for players to move in water rooms. Defunct.&lt;br /&gt;
|- &lt;br /&gt;
|npccorpse || NPC [[Corpse]]. Reserved.&lt;br /&gt;
|- &lt;br /&gt;
|[[fountain]] || Like a drinkcontainer but the [[liquid]] inside can&#039;t be poisoned. Drinkcontainers can also be &#039;fill&#039;ed from it.&lt;br /&gt;
|- &lt;br /&gt;
|[[pill]] || Can be eaten to cast 1-4 spells on the drinker. Works from base inventory, consumed when used.&lt;br /&gt;
|- &lt;br /&gt;
|protect || Uncoded junk. Don&#039;t use.&lt;br /&gt;
|- &lt;br /&gt;
|map || Uncoded junk. Don&#039;t use.&lt;br /&gt;
|- &lt;br /&gt;
|[[portal]] || Objects that can be &#039;entered&#039; to take the character to a set room. Can be closable/lockable like a door.&lt;br /&gt;
|- &lt;br /&gt;
|warpstone || Used to be necessary for the Nexus spell.&lt;br /&gt;
|- &lt;br /&gt;
|roomkey || Uncoded junk. Don&#039;t use.&lt;br /&gt;
|- &lt;br /&gt;
|gem || Uncoded junk. Don&#039;t use.&lt;br /&gt;
|- &lt;br /&gt;
|[[jewelry]] || No inherent properties. Used for equippables that aren&#039;t armor.&lt;br /&gt;
|- &lt;br /&gt;
|[[Event Item|event]] || An object with both charges and cooldown capability, which executes an mprog when &#039;zap&#039;ped or &#039;use&#039;d. Uses [[Artifice]] skill.&lt;br /&gt;
|- &lt;br /&gt;
|slotmachine || &amp;lt;s&amp;gt;Type &amp;quot;Game slots&amp;quot; at a slot machine to spin the wheel. Slot machines can have their cost and jackpot size specified in the object template.&amp;lt;/s&amp;gt; Just kidding! Disabled.&lt;br /&gt;
|- &lt;br /&gt;
|gun || Uncoded junk. Don&#039;t use.&lt;br /&gt;
|- &lt;br /&gt;
|ammo || Uncoded junk. Don&#039;t use.&lt;br /&gt;
|- &lt;br /&gt;
|[[vehicle]] || Vehicles allow players to consume less movement points as they travel, move faster, and/or travel to rooms they can&#039;t enter on foot.&lt;br /&gt;
|- &lt;br /&gt;
|exit || Uncoded junk. Don&#039;t use. Not the same as a real [[exit]].&lt;br /&gt;
|- &lt;br /&gt;
|[[rod]] || Can be zapped or used to cast 1 spell on a target with a set delay between uses. Must be equipped, any slot is OK. Uses [[Artifice]] skill.&lt;br /&gt;
|}&lt;br /&gt;
====EXTRA FLAGS====&lt;br /&gt;
{|&lt;br /&gt;
|glow || Item can be seen in the dark, shows (glowing) before its short desc&lt;br /&gt;
|-&lt;br /&gt;
|hum || Item shows (Humming) before its short desc&lt;br /&gt;
|-&lt;br /&gt;
|norecharge || Wand, staff, rod, or event can&#039;t be recharged with the Recharge spell.&lt;br /&gt;
|-&lt;br /&gt;
|autoconsume || Item is automatically used as soon as it&#039;s picked up off the ground. Works with [[potions]], [[pills]], and [[artifice]] items.&lt;br /&gt;
|-&lt;br /&gt;
|evil || Item has a red aura if you can detect evil, can be removed with Bless.&lt;br /&gt;
|-&lt;br /&gt;
|invis || Item can only be seen if you have detect invis, and shows (Invis) if you can&lt;br /&gt;
|-&lt;br /&gt;
|magic || Item shows as magic if you can detect magic&lt;br /&gt;
|-&lt;br /&gt;
|nodrop || Item can&#039;t be dropped, can be removed with Bless&lt;br /&gt;
|-&lt;br /&gt;
|bless || Item has a blue aura if you can detect good, can&#039;t be poisoned, and is a little easier to enchant. Is removed by Curse.&lt;br /&gt;
|-&lt;br /&gt;
|noremove || Item can&#039;t be removed. This flag is removed by uncursing&lt;br /&gt;
|-&lt;br /&gt;
|inventory || Item is part of a shopkeeper&#039;s inventory and will be sold with infinite quantity left. Also evaporates when the holder dies, like rotdeath.&lt;br /&gt;
|-&lt;br /&gt;
|nopurge || Item can&#039;t be purged. Use sparingly!&lt;br /&gt;
|-&lt;br /&gt;
|rotdeath || Item poofs when whoever is holding it dies. If a mob dies with one of these, it will vanish.&lt;br /&gt;
|-&lt;br /&gt;
|visdeath || Item can only be seen by immortals&lt;br /&gt;
|-&lt;br /&gt;
|uncounted || Item doesn&#039;t count against the holder&#039;s carry number or weight capacities.&lt;br /&gt;
|-&lt;br /&gt;
|nonmetal || Item is unaffected by Heat Metal&lt;br /&gt;
|-&lt;br /&gt;
|meltdrop || Item poofs when dropped or stolen. If a mob dies with one of these, it will appear in the room. &lt;br /&gt;
|-&lt;br /&gt;
|decaying || Item loses 1 condition per minute, then disintegrates.&lt;br /&gt;
|-&lt;br /&gt;
|sellextract || Item poofs when sold to shopkeeper -- doesn&#039;t show up in their inventory&lt;br /&gt;
|-&lt;br /&gt;
|nodestroy || (AKA burn_proof in the code for some reason) Item can&#039;t be poisoned, and can&#039;t be destroyed by various item-destroying affects (which I think are disabled)&lt;br /&gt;
|-&lt;br /&gt;
|nouncurse || Item can&#039;t be uncursed. (nodrop, noremove flags)&lt;br /&gt;
|-&lt;br /&gt;
|runic || Unused&lt;br /&gt;
|-&lt;br /&gt;
|adhesive || Item stays with a player, not on their corpse&lt;br /&gt;
|-&lt;br /&gt;
|nochk || [[Wand]], [[Scroll]], [[Staff]], [[Rod]], and [[Event Item|Event]] items with this flag won&#039;t check a character&#039;s [[artifice]] skill when used, but just always work&lt;br /&gt;
|-&lt;br /&gt;
|noremort || Item can&#039;t be carried through a remort&lt;br /&gt;
|-&lt;br /&gt;
|inert || Item doesn&#039;t appear in rooms its in&lt;br /&gt;
|-&lt;br /&gt;
|noexplode || Wand and staff type item won&#039;t disintegrate when their charges are used up. Drinkcontainers won&#039;t poof when empty.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====EXTRA2 FLAGS====&lt;br /&gt;
{|&lt;br /&gt;
|antihuman || Can&#039;t be equipped by Human race&lt;br /&gt;
|-&lt;br /&gt;
|antimoogle || Can&#039;t be equipped by Moogle race&lt;br /&gt;
|-&lt;br /&gt;
|antisaiyan || Can&#039;t be equipped by Saiyan race&lt;br /&gt;
|-&lt;br /&gt;
|antiesper || Can&#039;t be equipped by Esper race&lt;br /&gt;
|-&lt;br /&gt;
|antihylian || Can&#039;t be equipped by Hylian race&lt;br /&gt;
|-&lt;br /&gt;
|antikokiri || Can&#039;t be equipped by Kokiri race&lt;br /&gt;
|-&lt;br /&gt;
|antigiganto || Can&#039;t be equipped by Giganto race&lt;br /&gt;
|-&lt;br /&gt;
|antimatango || Can&#039;t be equipped by Matango race&lt;br /&gt;
|-&lt;br /&gt;
|antireploid || Can&#039;t be equipped by Reploid race&lt;br /&gt;
|-&lt;br /&gt;
|antikoopa || Can&#039;t be equipped by Koopa race&lt;br /&gt;
|-&lt;br /&gt;
|antipmpkn || Can&#039;t be equipped by Pumpkinhead race&lt;br /&gt;
|-&lt;br /&gt;
|antiknight || Can&#039;t be equipped by Knight class&lt;br /&gt;
|-&lt;br /&gt;
|antiwarrior || Can&#039;t be equipped by Warrior class&lt;br /&gt;
|-&lt;br /&gt;
|antithief || Can&#039;t be equipped by Thief class&lt;br /&gt;
|-&lt;br /&gt;
|antiwizard || Can&#039;t be equipped by Wizard class&lt;br /&gt;
|-&lt;br /&gt;
|antipriest || Can&#039;t be equipped by Priest class&lt;br /&gt;
|-&lt;br /&gt;
|antigeomancer || Can&#039;t be equipped by Geomancer class&lt;br /&gt;
|-&lt;br /&gt;
|antisummoner || Can&#039;t be equipped by Summoner class&lt;br /&gt;
|-&lt;br /&gt;
|antifemale || Can&#039;t be equipped by female characters&lt;br /&gt;
|-&lt;br /&gt;
|antimale || Can&#039;t be equipped by male characters&lt;br /&gt;
|-&lt;br /&gt;
|antineuter || Can&#039;t be equipped by sexless characters&lt;br /&gt;
|-&lt;br /&gt;
|cursed || Item becomes noremove when equipped&lt;br /&gt;
|-&lt;br /&gt;
|unique || Characters can&#039;t pick up one of these if they already have one.&lt;br /&gt;
|-&lt;br /&gt;
|remortable || Item was carried through a remort and won&#039;t vanish on logout if it&#039;s out of the player&#039;s level range.&lt;br /&gt;
|-&lt;br /&gt;
|antinu || Can&#039;t be equipped by Nu race&lt;br /&gt;
|-&lt;br /&gt;
|antikirby || Can&#039;t be equipped by Kirby race&lt;br /&gt;
|-&lt;br /&gt;
|antilobsterman || Can&#039;t be equipped by Lobster race&lt;br /&gt;
|-&lt;br /&gt;
|antiranboob || Can&#039;t be equipped by Ranboob race&lt;br /&gt;
|-&lt;br /&gt;
|antijumi || Can&#039;t be equipped by Jumi race&lt;br /&gt;
|-&lt;br /&gt;
|antidancer || Can&#039;t be equipped by Dancer class&lt;br /&gt;
|-&lt;br /&gt;
|antimob || Can&#039;t be equipped by mobs&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* NOTE: Old classes are affected by antiwizard, etc, just as new ones are.&lt;br /&gt;
&lt;br /&gt;
====EXTRA3 FLAGS====&lt;br /&gt;
{|&lt;br /&gt;
|exalted || Can only be equipped by players who have remorted at least once (if remort $n &amp;gt;= 2)&lt;br /&gt;
|-&lt;br /&gt;
|heroic || Can only be equipped by players who have remorted at least five times (if remort $n &amp;gt;= 6)&lt;br /&gt;
|-&lt;br /&gt;
|epic|| Can only be equipped by players who have remorted at least ten times (if remort $n &amp;gt;= 11)&lt;br /&gt;
|-&lt;br /&gt;
|perishable|| Object will disappear on logout if the character is not in the object&#039;s source area.&lt;br /&gt;
|-&lt;br /&gt;
|owned|| Object cannot be equipped unless it shares all name keywords with the character.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* NOTE 1: Objects restricted by number of remorts will also not be saved to unqualified player files when logging out, UNLESS they are somehow also flagged as remortable.&lt;br /&gt;
* NOTE 2: Mobiles cannot remort, so exalted, heroic, and epic objects are effectively also antimob.&lt;br /&gt;
&lt;br /&gt;
===AREA EXFLAGS===&lt;br /&gt;
{|&lt;br /&gt;
|visdeath || Area is not visible on &#039;areas&#039; display.&lt;br /&gt;
|-&lt;br /&gt;
|norecall || No recalling anywhere within this area.&lt;br /&gt;
|-&lt;br /&gt;
|nosummon || No summoning within this area.&lt;br /&gt;
|-&lt;br /&gt;
|noweather || Weather is always 0 wind, 0 sky, and the &#039;weather&#039; command fails with no map displayed.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Technical Information]]&lt;/div&gt;</summary>
		<author><name>Pascal</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=Booster_Tower&amp;diff=2124</id>
		<title>Booster Tower</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=Booster_Tower&amp;diff=2124"/>
		<updated>2018-09-26T19:45:30Z</updated>

		<summary type="html">&lt;p&gt;Pascal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AreaStats | color = #FF6699 | picture = boostertower.png | name = Booster Tower | source = Super Mario RPG | builder = dataAndrew, Ageatii, Benamas | level range = 16-20 | linked = Yes | caption = The lobby!}}&lt;br /&gt;
&lt;br /&gt;
Booster Tower is a wooden tower build along the north side of the road between [[Truce]] and [[Rocket Town]], owned by Booster. Due to the owner&#039;s fascination with magical toys and knack for hiring incompetent henchmen, the tower is full of monsters and treasure, making an excellent training ground for level 16-20 adventurers.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;324&#039;&#039;&#039; - Booster decides to move out of Truce&#039;s city limits because of their &amp;quot;anti-beetle hunting policy.&amp;quot; He sells all his assets to construct a gaudy tower just outside of Truce.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;325&#039;&#039;&#039; - Booster Tower construction is complete. A huge party is thrown in the tower halls to commemorate the triumph - all of Truce and Rocket Town is invited. A freak accident involving a jump rope and a thousand stuffed-toy jigglypuffs cuts the party short.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;326&#039;&#039;&#039; - In one year, Booster is cited for 312 noise violations and 192 smell violations by Truce. When voluntarily coming to the [[Truce Council]] to address the violations, Booster catches a young woman (name withheld) who drunkenly fell out of her second story window. They immediately marry and go back to the tower, much to the dismay of her parents.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;327&#039;&#039;&#039; - After several conflicts with the woman&#039;s family and her return home, Booster signs the Bundt Contract with Truce. Truce has it&#039;s first peaceful night of sleep in 2 years.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;328&#039;&#039;&#039; - Another young woman, Valentina, falls out of the sky into Booster&#039;s arms, convinces Booster to marry her and give her partial ownership of the tower.&lt;br /&gt;
&lt;br /&gt;
== Sights ==&lt;br /&gt;
&lt;br /&gt;
=== Marrymore ===&lt;br /&gt;
&lt;br /&gt;
There is a town built entirely of large LEGOs hidden somewhere inside Booster Tower. It&#039;s a bright happy fun place and you need to crawl into a box to get there.&lt;br /&gt;
&lt;br /&gt;
== Travel ==&lt;br /&gt;
&lt;br /&gt;
Booster Tower is within walking distance from [[Truce]]! It is on the way through the road that connects Truce and Rocket Town.&lt;br /&gt;
&lt;br /&gt;
== Inhabitants ==&lt;br /&gt;
&lt;br /&gt;
=== Kamenbito ===&lt;br /&gt;
&lt;br /&gt;
Booster keeps a large staff of Spookums and Shyguys - small robed people who wear masks to cover their identities.&lt;br /&gt;
Those kamenbito who Booster has the most fun with get promoted to Snifit status. There are currently Snifits 1 to 4.&lt;br /&gt;
&lt;br /&gt;
=== Magical Constructs ===&lt;br /&gt;
&lt;br /&gt;
Many weird creatures wander the halls of the tower, including Bob-ombs (walking bombs) and Remo-Con, (walking wood puppets). They just want to play, but they play hard.&lt;br /&gt;
&lt;br /&gt;
== Law, Government, and Politics ==&lt;br /&gt;
&lt;br /&gt;
Booster Tower is owned by Booster (70%) and Valentina (30%).&lt;br /&gt;
&lt;br /&gt;
After signing the Bundt Contract, Booster was allowed to run whatever operations he wanted inside his tower, as long as they didn&#039;t cause &amp;quot;public nuisance.&amp;quot; Under the contract, Booster Tower receives annual visits from [[Truce]] to ensure that nothing -too- wacky is going on inside.&lt;br /&gt;
&lt;br /&gt;
== Quests ==&lt;br /&gt;
Two kamenbito once discussed ideas on how to become Snifit 5 someday. They put together a list that would later be carried away by mischievous beetles: &lt;br /&gt;
&lt;br /&gt;
- Have you made it to the top floor?&lt;br /&gt;
&lt;br /&gt;
- Found Booster&#039;s lost item?&lt;br /&gt;
&lt;br /&gt;
- Bested a clown in a guessing game?&lt;br /&gt;
&lt;br /&gt;
- Helped the puppet ringers?&lt;br /&gt;
&lt;br /&gt;
== The Great Explorer Luigi Says ==&lt;br /&gt;
[[file:luigi.jpg]]&lt;br /&gt;
&amp;quot;Luigi is-a patient enough to wait for-a Blindness to pass on its own, but he always keeps-a few Oral Eyedrops from [[Truce]] handy just in case he needs them. Kamenbito shoot things at-a Luigi after attacking him, so he eats-a mushroom to stay healthy.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[Category:Areas]]&lt;/div&gt;</summary>
		<author><name>Pascal</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=September_2018:_Safari_Zone&amp;diff=2121</id>
		<title>September 2018: Safari Zone</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=September_2018:_Safari_Zone&amp;diff=2121"/>
		<updated>2018-09-20T01:41:03Z</updated>

		<summary type="html">&lt;p&gt;Pascal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Area of the Month for September 2018 is the [[Safari_Zone|Safari Zone]]!&lt;br /&gt;
&lt;br /&gt;
A template format for your review is below; click &#039;edit&#039; at the top of the page, copy-pasta from the &amp;lt;nowiki&amp;gt;----&amp;lt;/nowiki&amp;gt; to the next &amp;lt;nowiki&amp;gt;----&amp;lt;/nowiki&amp;gt;, and fill in the gaps!&lt;br /&gt;
&lt;br /&gt;
(&#039;&#039;&#039;&#039;&#039;Yes,&#039;&#039;&#039;&#039;&#039; a wiki account is required to edit the page and therefore post your review, but take heart: The wiki is hosted by the Cleft itself, not a third party!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player: You!(Class/Level)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Review Date(s): &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Descriptions: X/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
How does the area&#039;s room descriptions(descs) work for you? Do they give you a good idea of the area? Do things that stand out in the desc and NEED explanation GET that, either from flavor text(extra-descs) or NPCs in the room or anything?&lt;br /&gt;
&lt;br /&gt;
What about mobiles(mobs) and their descriptions? Can you get a decent mental image of who or what this NPC/monster is? Do they respond when you talk or interact with them?&lt;br /&gt;
&lt;br /&gt;
Some areas have interact-able objects like fountains. Do they stack up well also?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Balance: X/10 (OR N/A)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
(NOTE: combat will be most accurately gauged when your character is in the area&#039;s suggested level range.)&lt;br /&gt;
&lt;br /&gt;
If this area has combat, how does it feel? Does anything jump as horribly overpowered and impossible to deal with? What about the flipside, anything far too easy to beat? &lt;br /&gt;
&lt;br /&gt;
Are purchased or rewarded items at the appropriate strength levels? Is the effort required to obtain rewarded items reflected in their usefulness (or uniqueness and fancifulness)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attractions: X/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Why would you suggest someone come to this area?&lt;br /&gt;
Is it just a good place to grind experience(lots of mobs)?&lt;br /&gt;
Does the area provide a chunk of good gold and loot?&lt;br /&gt;
&lt;br /&gt;
What about the quests? Does this area&#039;s quests feel properly done, or is there some part of it that you feel needs work?&lt;br /&gt;
&lt;br /&gt;
For towns, are the shops good? Any other non-combative attraction for the area?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Connections: X/10 &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
How easily and well does this area connect to its nearby areas?&lt;br /&gt;
Does it make sense thematically to be connected to the areas it is?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personal&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Any comments you&#039;d like to make that you don&#039;t feel apply to the other sections can go here!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player:&#039;&#039;&#039; Emouse (Dollmage, L100, ~5 remorts)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Review Dates:&#039;&#039;&#039; 9/7/2018-9/8/2018&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Descriptions: 5/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The mobs in the Safari Zone are good, but not great: The lookdescs and combat progs are effective descriptions and show some personality, but outside of that the mobs are kinda lifeless. None of the pokemon have talkprogs to demonstrate non-violent interaction, there&#039;s no text while idle or interaction between pokemon in the wild, and Todd&#039;s involvement for his quest is... minimal. And easily sequence broken - you can walk straight to the Fearow and skip the rest of his requests. Of which I remember more than the one he currently makes, so I&#039;m not sure if it&#039;s even operating as intended. You&#039;d also think his enthusiasm would lead him to babble a lot about the pokemon in the region if prompted when following, but that&#039;s pure radio silence as well...&lt;br /&gt;
&lt;br /&gt;
Gotta say, the graffiti adds a lot of personality to the room descriptions. The river/pond region has a lot of little bonus descriptions that add life to the area... but the rest of the zone doesn&#039;t. The room descriptions in the caves and forest area are good, but there&#039;s little further details on items of interest from trying to &#039;look&#039; at them, aside from one or two quest-related tidbits. Complete lack of detail on the Dustox colony in the forest and the various stalactites and water pools in the cave is saddening. It feels like the one N W W from the entrance of the caves would even be a fountain...?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Balance: 7/10?&#039;&#039;&#039;; approximated by having level 30 pet solo battles&lt;br /&gt;
&lt;br /&gt;
The mostly-questing-prices Level 30 Knight-like pet that I brought here to fight could usually win solo battles before the Anger Rating maxxed out, but took nontrivial amounts of damage in the process, even with the modestly-interesting combat progs most of them had. Except against Gyrados, which is appropriate given the level jump. RIP.&lt;br /&gt;
&lt;br /&gt;
In terms of drops and loot, there are some finds here that... aren&#039;t very good, but have niche uses, and the pokemon in the area drop enough cash that the 100 silver entry fee isn&#039;t a huge deterrant. However, the drops have... pretty bad sell value, and feel rare for the narrow range where it&#039;s useful. For example, I managed to clear out the forest twice without getting the Scyther equipment drop.&lt;br /&gt;
&lt;br /&gt;
I&#039;m not sure how to feel about the frequency of the pokemon food dropping from everything in the area: It&#039;s such a poor food item that it can&#039;t be used to stave off hunger, but I don&#039;t know how common it should be to have it as an option to offset the anger meter mechanic for classes that aren&#039;t damage-focused, or if it should offer much side use for players that don&#039;t. Would 1 satiation/1 fullness to make it at least count as a snack for the shameless be too much?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attractions: 3/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Safari Zone is in a weird place in terms of attractiveness. If you know enough about it already and have an aggressive enough skillset, it can be a servicable levelling spot with some niche drops available, but if you haven&#039;t figured the area out already, there&#039;s no real indication that sticking around is worth it - especially since the main attraction to the area is fighting the pokemon without being caught by the warden, when both the warden and Todd appear to discourage you from fighting them. Some more guidance that &amp;quot;yeah, beat &#039;em up but be careful&amp;quot; is the real point would probably make the area clearer. Perhaps Todd could drop a hint that you&#039;ll need to at least provoke pokemon to get the photos he needs and let the rest happen as it will?&lt;br /&gt;
&lt;br /&gt;
There are some hidden things hinted at or with requirements from other zones that are definitely worthwhile, but I don&#039;t know whether to count those as attractions for the Safari Zone, or attractions for those other zones that require you to look around further. They don&#039;t really add incentives to stay at the safari zone - just to visit briefly to get something else in an area you&#039;re already overlevelled for and might as well leave immediately afterwards. The items available are... usable, but not especially impressive outside of some distinct niches.&lt;br /&gt;
&lt;br /&gt;
Outside of the purely pokemon-flavored sightseeing there&#039;s not a lot here that you can&#039;t do better at elsewhere. Tonoe and Arlia aren&#039;t much further from Viorar with significantly wider options and more relevant quests...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Connections: 2/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Another rough spot. The Safari Zone is entirely pokemon-based aside from references in the graffiti and a few external quest things that are hard to count as the Safari Zone specifically. But... it is specifically an animal reserve for pokemon and that&#039;s exactly what the Warden would do, so it&#039;s hard to justify further connection to the rest of the Cleft.&lt;br /&gt;
&lt;br /&gt;
At most, other visitors of different races/whatever as NPCs with hints or advice could be added, or adding references to external resources that the Warden would be willing to employ to try and keep the pokemon safe; hidden Monotoli-brand security cameras, for example. Still, whether the warden would have/use the resources to do this is difficult to say.&lt;br /&gt;
&lt;br /&gt;
The connections for Safari Zone are poor, but adding more is also difficult to justify. Hard to say what to do with this one: Probably best left as a low priority outside of a serious zone overhaul.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bugs/Exploits:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Something I&#039;m not sure is a bug - you can attack and kill Todd, the starter NPC for the only real quest in the zone. No special response or acknowledgement is given for this, and he&#039;s level 0. Should he be classified as either noattack or a player ally?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Overall: C-&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Safari Zone is not one of the Cleft&#039;s stronger zones. Between the mediocre attractions there and its dead-end location it&#039;s very easy to skip over or forget about entirely, though there are some neat points hidden away if you make a point of looking. Is it worth doing more than once? Well... not really. Todd doesn&#039;t even offer a mini medal for his miniquest, which is so small and simple that&#039;s even understandable. There&#039;s not much to do here aside from get into fights to level, but the zone flavor even discourages that. It looks so promising when you start out with the river and pond areas and all the graffiti descriptions, but falls apart pretty quickly once you go further and start really interacting with the area. If anyone particularly feels like revamping things, this is probably a good candidate for it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Player: Patapon(Warrior/25)&lt;br /&gt;
&lt;br /&gt;
Review Date(s): 9/19/18&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Descriptions: 5/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Marginal typographical errors throughout the area, not bad enough to really distract too terribly. The mobs are described well, however the descs are all short and formatted inconsistently. There are almost no extra descs except for some graffiti and one random lantern that is formatted kind of crazily and seems almost cryptic and meaningful, but isn&#039;t, like most things in this area.&lt;br /&gt;
&lt;br /&gt;
It&#039;s not the worst I&#039;ve ever seen but it&#039;s right about bare minimum for acceptable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Balance: 4/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The fights are very easy, but I am also a warrior so that might be a side effect. There are a lot of mobs to fight so it&#039;s a pretty mindless grind. The anger mechanic exists. I&#039;m sure it&#039;s helpful but it&#039;s mostly a non-issue, it&#039;s never difficult to toss a food at a pokemon, especially since they drop all over.&lt;br /&gt;
&lt;br /&gt;
The random rarer pokemon are marginally harder, which makes sense.&lt;br /&gt;
&lt;br /&gt;
The gear attained here is entirely ignorable. There is nothing significant that better can&#039;t be found before or at the same level, some of it from vendors. Even random drops from mobs should be better than vendor gear.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attractions: 1/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
I immediately lost Todd in a tree before finding the pokemon he requested. Looking around the entire place, I&#039;m not sure it even exists. The quest ends abruptly with screen spam. It could be tidied up with some delays. The quest could also be made better by not being so terrible.&lt;br /&gt;
&lt;br /&gt;
There is nothing here of value or interest, except for two different unrelated things from completely different areas that you wouldn&#039;t know about just from going here.&lt;br /&gt;
&lt;br /&gt;
I&#039;m giving it 1 point because pokemon themselves are an attraction. It was fun finding the different pokemon, like gyarados. However, defeating them always let me down.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Connections: 1/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
From a straight-forward approach, the connections here are close enough to non-existent to be statistically insignificant. However, it could easily be speculated that the Safari Zone as a wildlife preserve is controlled by the nearby Fort Walla Walla, one of the only &#039;law and order&#039; type establishments in this region of Fa&#039;diel and possibly the only ones interested in preserving wildlife. Otherwise, the &amp;quot;don&#039;t fight the pokemon&amp;quot; command doesn&#039;t make any sense. As is, there is no connection, but potential exists to tie it in much better.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personal&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The way to get in is not straightforward. It says you have to pay, but what he means is you have to buy a ticket. I am not the only person who did not figure out that you had to actually buy a physical ticket from the guard via typical shop mechanics. The first time I came here I couldn&#039;t figure it out literally at all and got in by sneaking through. When I came back without sneak, it took me 10 minutes to figure out. He also says you need to put away your weapons, but you actually don&#039;t, which is lame.&lt;br /&gt;
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This area has great potential. Even with the mediocre descriptions, the aesthetic is nice. Just by merit of having pokemon and being the safari zone, this area is okay. If it was anything else, I would probably say it was terrible.&lt;br /&gt;
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[[Category:Area of the Month|*]]&lt;/div&gt;</summary>
		<author><name>Pascal</name></author>
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