Mprog Compendium: Difference between revisions

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;EXIT:addmprog <vnum> exit <exit number>
;EXIT:addmprog <vnum> exit <exit number>
The exit trigger is checked whenever a PC tries to exit the mob's room. The trigger will activate whenever a player tries to use <exit number>'s exit. It is important to note that if an exit trigger activates, the player's movement will be cancelled - so if you want a player to be able to move after an exit trigger has been activated on him, you'll need to use the mob transfer or mob exitpermit commands. The exit trigger will only activate if the mob can see the target character. Exit triggers will active for mobiles as well, so exceptions will have to be made within the prog to avoid this if desired.
The exit trigger is checked whenever a PC tries to exit the mob's room. The trigger will activate whenever a player tries to use <exit number>'s exit. It is important to note that if an exit trigger activates, the player's movement will be cancelled - so if you want a player to be able to move after an exit trigger has been activated on him, you'll need to use the mob transfer or mob exitpermit commands. The exit trigger will only activate if the mob can see the target character. Exit triggers will activate for mobiles as well, so exceptions will have to be made within the prog to avoid this if desired.


The following <exit numbers> collaborate with the indicated exits:
The following <exit numbers> collaborate with the indicated exits:

Revision as of 17:42, 14 March 2018

No clear results from Google images on what an Mprog looks like.

For every entry in this database, I will attempt to explain to the fullest degree possible the various ways every mobprog command, trigger, and ifchk works in the Cleft of Dimensions. If you're just a tourist, check out some examples

IFCHECKS

   rand		        if rand 30		- if random number between 1 and 100 is < 30
   exists		if exists $n		- does $n exist somewhere
   ishere               if ishere $q            - is $q in this room? *for PCs
   mobexists		if mobexists fido	- is there a fido somewhere
   			if mobexists 1233	- is there mob vnum 1233 somewhere
   objexists		if objexists sword	- is there a sword somewhere
   			if objexists 1233	- is there obj vnum 1233 somewhere
   mobhere		if mobhere fido		- is there a 'fido' here
			if mobhere 1233		- is there mob vnum 1233 here
   objhere		if objhere bottle	- is there a 'bottle' here
			if objhere 1233		- is there obj vnum 1233 here

   people		if people > 4		- does room contain > 4 people
   players		if players > 1		- does room contain > 1 pcs
   mobs	        	if mobs > 2		- does room contain > 2 mobiles
   clones		if clones > 3   	- are there > 3 mobs of $i's vnum here
   order		if order == 0		- is mob the first in room
   hour	        	if hour > 11		- is the time > 11 o'clock
        Sunrise occurs at 6am (hour 6)
        Sunset occurs at 6pm (hour 18)
   day                  if day > 0              - is today not the first day of the week
        0 - Mana Holy Day
        1 - Luna Day        
        2 - Salamando Day
        3 - Undine Day
        4 - Dryad Day
        5 - Jinn Day
        6 - Gnome Day
   sky 	        	if sky > 2         	- is the sky rating > cloudy
	0 - dry
	1 - cloudless
	2 - cloudy
	3 - raining
	4 - lightning
   wind	        	if wind > 2		- is the wind rating > breeze
	0 - stale
	1 - none
	2 - breeze
	3 - windy
	4 - gale
   sector                if sector $i == 5       - sector check
        0 - inside       1 - city         2 - field        3 - forest     
        4 - hills        5 - mountain     6 - swim         7 - noswim
        8 - unused       9 - air          10 - desert      11 - rock
        12 - road        13 - enter       14 - snow        15 - swamp
        16 - jungle      17 - ruins       18 - mount2      19 - coastal
        20 - developed   21 - void

   ispc	        	if ispc $n 		- is $n a pc
   isnpc		if isnpc $n 		- is $n a mobile
   isgood		if isgood $n 		- is $n good
   isevil		if isevil $n 		- is $n evil
   isneutral		if isneutral $n 	- is $n neutral
   isimmort		if isimmort $n		- is $n immortal
   ischarm		if ischarm $n		- is $n charmed */
   isfollow		if isfollow $n		- is $n following someone
   isactive		if isactive $n		- is $n's position > SLEEPING
   isdelay		if isdelay $i		- does $i currently have a delay counter
   isvisible		if isvisible $n		- can mob see $n
   hastarget		if hastarget $i		- does $i have a valid remembered target
   istarget		if istarget $n		- is $n mob's remember target

   affected		if affected $n blind	- is $n affected by blind
   affected2            if affected2 $n frenzy  - (second set of affects, see mob template for list)
   shielded  		if shielded $n charge	- is $n shielded by charge
   act			if act $i sentinel	- is $i flagged sentinel
   off           	if off $i berserk	- is $i flagged berserk
   imm           	if imm $i fire		- is $i immune to fire 
   vuln                 if vuln $i electricity  - is $i vulnerable to electricity
   res                  if res $i cold          - is $i resistant to cold
   carries		if carries $n sword	- does $n have a 'sword'
			if carries $n 1233	- does $n have obj vnum 1233
   wears		if wears $n lantern	- is $n wearing a 'lantern'
			if wears $n 1233	- is $n wearing obj vnum 1233
   upon                 if upon $n motorcycle   - is $n riding/using as furniture a 'motorcycle
                        if upon $n 1233         - is $n riding/using as furniture obj vnum 1233
   has    		if has $n weapon	- does $n have obj of type weapon
   uses	        	if uses $n armor	- is $n wearing obj of type armor
   name	        	if name $n puff		- is $n's name 'puff'
   pos			if pos $n standing	- is $n standing
   clan	        	if clan $n 'tuna' 	- does $n belong to clan 'tuna'
   race        		if race $n dragon	- is $n of 'dragon' race
   class		if class $n mage	- is $n's class 'mage'
   objtype		if objtype $p scroll	- is $p a scroll
   quest		if quest $n nerb1	- is nerb1 toggled for $n

   vnum	        	if vnum $i == 1233  	- virtual number check
   room	        	if room $i == 1233	- room virtual number
   sex			if sex $i == 0		- sex check
	0 - none
	1 - male
	2 - female
   level		if level $n < 5		- level check
        		if level $o == 0        - works on objects too
   align		if align $n < -1000	- alignment check
   innate		if innate $n == 1	- innate check
       0 - None
       1 - Water
       2 - Moon
       3 - Wood
       4 - None (Don't use)
       5 - Wind
       6 - Earth
       7 - Fire
   size        		if size $n < 2		- size check
	0 - tiny
	1 - small
	2 - medium
	3 - large
	4 - huge
	5 - giant

   money		if money $n > 500	- money check (in silver)
   duplicates		if duplicates $n > 3	- are there > 3 mobs of same vnum here
   objval0		if objval0 > 1000 	- object value[] checks 0..4
   objval1
   objval2
   objval3
   objval4
   grpsize		if grpsize $n > 6	- group size check
   str			if str $n > 13		- strength check
   int			if int $i < 18		- intelligence check
   wis			if wis $q == 25		- wisdom check
   dex			if dex $f >= 8		- dexterity check
   con			if con $g <= 20		- constitution check
   hpchk		if hpchk $n < 15 	- hit point check
   hpcnt		if hpcnt $i > 30	- hit point percent check
   mpchk        	if mpchk $i > 8  	- mana point check
   mpcnt		if mpcnt $i > 50 	- mana percentage check
   counter		if counter $i >= 6 	- mob counter check

   drunk                if drunk $n >= 5        - drunkenness check
   subclass             if subclass $n > 0      - subclass check
   skill                if skill $n 'big boo'   - does $n have the big boo skill
   skillchk             if skillchk $n 'big boo' > 90 - character's skill percentage check
   isfighting           if isfighting $n        - fighting check
   roomaff              if roomaff sandstorm    - room affect check ('? roomaff' in editor to see valid flags)
   isself               if isself $n            - evaluate equivalence between a character and the acting mob
   remort               if remort $n > 1        - has $n remorted at least once?
                                                 (New characters start at "if remort == 1";
                                                  first remort is at "if remort == 2")

VARIABLES

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.

Ifcheck Variables:

$f	the pet of the mob remember target
$g	the master of the mob remember target
$i	the acting mob himself
$n	the target of the mob
$o	the target object of the mob
$p	the secondary target object of the mob (act trigger only)*
$q	the mob remember target
$r	random character in room
$t	the secondary target of the mob (act trigger only)*
$z	the counter of the acting mob

For use in event mprogs:

$n	is the targetted mob or player
$o	is the targetted object
$i	is the acting player
$p	is the actual event item being activated
$y	will always refer to the person using the event item
    (useful when the event forces other mobs)
$n and $o cannot exist at the same time in an event mprog
players are considered to be vnum 0 when using a 'vnum $i' check.

General Variables:

	$a	the numerical damage amount of the last successful Mob Damage (only works with Mob Echo)
	$e	the subject pronoun of the mob's target
	$b	the race (for PCs) or shortdesc (for mobs) of the mob's remember target
	$B	the level of the mob's remember target
	$E	the subject pronoun of the mob's secondary target*
	$f	the name of the pet of the mob's remember target
	$F	the short desc of the pet of the mob's remember target
	$g	the name of the master of the mob's remember target
	$G	the short desc of the master of the mob's remember target
	$i	the name of the acting mob
	$I	the short desc of the acting mob
	$j	the subject pronoun of the acting mob (he/she/it)
	$J	the subject pronoun of a random character
	$k	the object pronoun of the acting mob (him/her/it)
	$K	the object pronoun of a random character
	$l	the possessive adjective of the acting mob (his/her/its)
	$L	the possessive adjective of a random character
	$m	the object pronoun of the mob's target
	$M	the object pronoun of the mob's secondary target*
	$n	the name of the mob's target
	$N	the short desc of the mob's target
	$o	the name of the mob's object target
	$O	the short desc of the mob's object target
	$p	the name of the mob's secondary object target*
	$P	the short desc of the mob's secondary object target*
	$q	the name of the mob's remember target
	$Q	the short desc of the mob's remember target
	$r	the name of a random character
	$R	the short desc of a random character
	$s	the possessive adjective of the mob's target
	$S	the possessive adjective of the mob's secondary target*
	$t	the name of the mob's secondary target*
	$T	the short desc of the mob's secondary target*
	$X	the subject pronoun of the mob remember target
	$Y	the object pronoun of the mob remember target
	$z	the counter of the acting mob
	$Z	the possessive adjective of the mob remember target

OR:

Name Short Desc Subject Pronoun Object Pronoun Possessive Adjective
For Targetting For Echoing He/She/It Him/Her/It His/Her/Its
Acting Mob $i $I $j $k $l
Mob's Target $n $N $e $m $s
Secondary Target* $t $T $E $M $S
Object Target $o $O
Secondary Object* $p $P
Random Character $r $R $J $K $L
Mob Remember Target $q $Q $X $Y $Z
Remember Target's Pet $f $F
Remember Target's Master $g $G
  • The secondary target variables are a bit odd. Basically, they only work when a target or mob is related indirectly to the mob. For example, if Griswald opened a box and the mob had an act prog execute on that, the box would be $p. Or if Griswald parried Ami's attack and the mob had an act prog execute on that, Ami would be $t. $p and $t cannot exist at the same time.

MOB COMMANDS

The commands are grouped logically, not alphabetically. Commands that serve a similar purpose are grouped together, since I thought it would be more helpful that way. Every command has the appropriate syntax listed under it. Stuff in <brackets> denotes necessary parameters, stuff in [brackets] denotes unnecessary parameters. A synopsis of every command is listed as well. At the bottom of every entry I list examples of every command's usage.

A list of examples is given for each command. Every command has up to five basic examples and a further list of advanced usages for the command. In general, I try to draw no more than one example from each area, unless a given area has two or more distinctly different advanced usages of a command. The examples can be accessed via mpdump.

ECHO
mob echo <string>

This command sends a text message to every player in the room. It is the basic command to output whatever you want via mobprogs. There are many more specialized versions of this command, all of which are listed below. Oftentimes echo is a better choice than having a mob say or emote something.

Examples: 1362, 2206, 2553, 1161, 4715

ECHOAT
mob echoat <target> <string>

This command will echo a message to the specific player targetted in the room and no one else. In combination with the echoaround command, this can allow for messages that simulate real commands. Usually the echo command is preferable, but echoaround combined with echoat can allow for the distinction between "you" and "$n" in messages. Echoat is useful in events such as someone being telepathed to, or if you just want to hide a certain message from other players in the room.

Examples: 1072, 33, 152, 1502, 3007

ECHOAROUND
mob echoaround <target> <string>

This command will echo a message to every player in the room with the exception of the target. In combination with the echoat command, this can allow for messages that simulate real commands. Usually the echo command is preferable, but echoaround combined with echoat can allow for the distinction between "you" and "$n" in messages. Echoaround is generally useful when you want to hide certain messages from the target player.

Examples: 1462, 4001, 4807, 3129, 4072

ASOUND
mob asound <string>

This command is similiar to echo. Unlike echo, however, asound will echo a message to every room that the mob's current room has an exit to - i.e., the surrounding rooms. What's interesting about asound is that it doesn't echo to the room the mob is in, only adjacent ones. It will echo through doors, but will not echo through portals or one-way exits leading INTO the mob's room.

Examples: 4017, 5683, 2217, 5494, 2714

ZECHO
mob zecho <string>

This command is a more powerful version of echo, echoing a message to every player in the mob's current area. Staff will get a "mob echo>" in front of every zecho message, but players won't. The applications of this command are pretty straightforward, and they can easily add some flavor to your area.

Examples: 1035, 1003, 182

GECHO
mob gecho <string>

This command is a more powerful version of zecho, echoing a message to every player in the MUD. There probably aren't that many times anybody would want to use this, but it's a powerful command and it's there. Staff will get a "mob echo>" in front of every gecho message, but players won't.

Examples: 419

GOTO
mob goto <location>

This command transfers the mobile from the current room to another. The location parameter takes many different arguments. When given a number, goto will transfer the mob to the given room number. When given any single word, goto will transfer the mob to the first relevant mob or object in the world. An interesting fact about goto is that it stops the mob's combat during the transfer, so it acts like a localized mob peace. Also, use of the goto command can disguise a mob's death cry - shown in the examples below. Mob goto can transfer through safe or no_mob room flags and can move sentinel mobs.

Examples: 4004, 2712, 3116, 1021, 5555
Adv. Examples: 2115, 4069, 1212, 1549, 2262, 71, 4851, 1053, 187, 733

TRANSFER
mob transfer <target> [location]

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 "all," which will move all characters in the mob's room. Mob transfer can transfer through safe or no_mob room flags and move sentinel mobs.

Examples: 1452, 4014, 2708, 4854, 1714

GTRANSFER
mob transfer <target> [location]

This command works just like transfer, except it transfers everyone in the target's group as well as the target. However, you cannot gtransfer all. Besides that, it is entirely identical to transfer.

Examples: None.

MLOAD
mob mload <vnum>

This command loads a mob with the chosen vnum into the same room as the acting mob. It can load mobs from any area and into any room with no restrictions. It only takes vnums as a parameter - you cannot mload specific words. While the command appears straightforward, it can be used creatively.

Examples: 1206, 1453, 39, 3119, 154
Adv. Examples: 2729, 2262, 4076, 1404, 4849, 1563, 1003

OLOAD
mob oload <vnum> [level] [R] [W]

This command loads an object with the chosen vnum into the inventory of the mobile. If the item cannot be taken into inventory, it is generated on the floor. "R" will send the object to the room, and "W" will make the mob wear the object, if possible, instead of placing it in inventory. The [level] and [R] or [W] parameters are not necessary to use mob oload, but in order to load something into the room or equipped onto the mob using R or W, the level parameter has to be defined, as well. However, the function of altering the level of the loaded object is defunct so it's typical to simply use '0 R' or '0 W' to load objects in these ways. What's great about loading objects is that they can be used as "counters" in mobprogs, illustrated in some examples below.

Examples: 1475, 1360, 3126, 2381, 2127
Adv. Examples: 2232, 178, 5670, 4818

OTRANSFER
mob otransfer <target> <location>

This command transfers an object to a given location. The target object can be in the room, in the mob's inventory, or part of the mob's equipment. The location parameter can be a room vnum or an 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.

Examples: 4868

PURGE
mob purge [target]

This command can delete items or mobiles from the room the mob is in. It has powerful and versatile purposes. Mob purge without a parameter will purge all mobs and items in the room that lack the nopurge flag. Mob purge with a target can purge any mobile in the room or any object in the room or in the mob's inventory or equipment. Mob purge will never purge player characters. A mob can "mob purge self," but do so sparingly - it appears to be able to crash the MUD at times. When you do use "mob purge self," try to place it as close to the end of mobprogs as possible. For extra security, always place 'break' right after a mob purge self command.

Examples: 53, 3149, 4829, 1581, 710
Adv. Examples: 1005, 3123

JUNK
mob junk <item>

This command can destroy any item the mob has in inventory or is wearing as equipment. The <item> parameter is very versatile. You can junk all, or junk 'all something', or just junk a specific item. It works just like the get command in this regard. It also takes variables such as $o. Mob junk cannot junk items on the ground or items in a player's inventory. NOTE: items inside containers cannot be junked, but ifchks can see them.

Examples: 1476, 2109, 1360, 2710, 4886
Adv. Examples: 3146, 2216, 4015, 2387, 727, 1009, 1212, 5491, 3113

REMOVE
mob remove <target> <vnum>

This command removes the given object from the target's inventory or equipment. The target must be in the same room as the mob. The vnum parameter specifies the vnum of the object to be removed from the target. Mob remove will only remove one object each time it is used, even if the player is carrying multiple of that object vnum. Alternately, all can be used instead of a vnum - this will remove every object the target has. Removed objects are completely destroyed, not dropped to the floor or given to the mob. This means be careful when using it.

Examples: 1027, 4829, 1314, 1162, 5556

FLEE
mob flee

This command causes the mob to instantly run to an adjoining room. It only works if the mob is not currently fighting (simply use 'flee' for this). The mob will not flee through closed doors or into no_mob rooms, and it will not flee into the same room as it started in (via looped exits). The way it works is that the mob tries, six times, to run in a random direction. If at the end of those six attempts it hasn't found a valid exit, the mob does nothing. Because of this, mob flee is more likely to work in rooms with more exits than rooms with fewer exits.

Examples: 1006

KILL
mob kill <target>

This command will force the mob to attack the target. The target parameter can be either a variable like $n or an actual name like goomba. It ignores almost all of the restrictions the regular kill command has - for example, a mob can attack a person who is already fighting someone else, or it can attack through a safe room. Here are the only restrictions: the target must be in the same room as the mob, the mob can't attack itself, and charmed mobs can't attack their masters. When your mobile absolutely must attack someone, you want to use this instead of the regular kill command.

Examples: 4700, 1456, 2712, 3123
Adv. Examples: 1514, 2352, 3014, 1060, 161, 172

ASSIST
mob assist <target>

This command works similarly to kill. It functions somewhat differently than the regular assist command. Mob assist will force the mob to attack whoever the target is fighting with. The target parameter can be either a variable like $n or an actual name like goomba. It does not relieve the target of fighting, it merely draws the mob into the fray. Mob assist will attack under any circumstances unless: the target isn't in the same room as the mob, the mob is trying to assist itself, the target is not fighting, or the mob is already fighting.

Examples: None. This command is not mentioned in the standard mprog documentation.

HIT
mob hit <target>

Similar to Kill and Assist, this command causes the mob to attack the target. However, it doesn't care if the actor is already fighting -- this makes it useful for simulating special attacks.

Examples: 1456

PEACE
mob peace

This command stops all fighting in the same room as the mob. It works exactly like the staff command of the same name. Besides furthering the cause of pacifism, it's ideal for creating a gap in the fighting to execute commands that can't be done while fighting, then resuming the brawl. Additionally, it's a helpful command to use with inert or passive mobs.

Examples: 5669, 4001, 3014, 172, 3139

SKILL
mob skill <command>

This command allows the mob to execute almost any skill. The given command is parsed like a regular command, except that, when this command is executed, the mob is treated as having 75% adequacy in all skills in the game. Therefore, skills that are normally forbidden to mobs can be used with the mob skill command. By using the adept and inept act2 flags, the proficiency of the mob at skills can be increased or decreased by 25%.

Examples: 2511

DAMAGE
mob damage <target> <min> <max> [damtype] [lethal] [safe] [percent]

This command directly damages the target. This will work when the mob is not in combat and will not initiate combat. The target can be any character in the same room as the mob, or it can be all, which targets all characters in the room. Mob damage does a random number of hitpoints damage between min and max. Min and max are not dice, they are a flat range. Mob damage can do negative damage, which will heal the target - however, mob damage will not send the target's hp above maximum. Note that healing this way ignores zombie status, distribute, etc.
Damtype specifies what damage type to use in respect to resistances and vulnerabilities. It can be any damage type you see with "? imm" in medit. A given mob damage can only have one given damtype.
If you type "lethal" at the end of the command, the mob damage can kill the target. Otherwise, the target's hp will not drop below 0. [damtype] and [lethal]'s positions in the command are interchangeable. If you type "safe" at the end of the command, the mob damage will not hurt characters in the same group as the mob; however, this is only relevant to "all" mob damages.
The "percent" keyword changes the min and max from a damage quantity into a percentage of the target's maximum HP. It will not do more damage than the target's current HP, however.

Examples: 4061, 4831, 1704, 1532

DAMECHO
mob damecho "message to target" "message to room" <target> <min> <max> [damtype] [lethal] [safe] [percent]

This command is extremely similar to 'mob damage' but allows echoes to the target and the room the target is in, with a number on the end for damage. This command will initiate combat, unlike mob damage.

Examples: 701

CAST
mob cast <spell> [target]

This command allows a mob to cast any of the spells normally available to players. The spell parameter takes an argument, and you'd type in given spell there just like you would with the regular cast command. The target can be any mob or object in the room or mob's inventory, or, depending on the spell, no target at all. Mob cast costs no mana. You'll usually want to pair this command with a mob echo for more flavor.

Examples: 4001, 2203, 4838, 301, 4716

MANA
mob mana <target> <min> <max>

This command drains mana from the target. It works in a similar fashion to mob damage, but it is less complex. The target can be any character in the same room as the mob, or it can be "all," which targets all characters in the room. Mob mana does a random number of mana damage between min and max. Min and max are not dice, they are a range. Mob mana can drain negative mana to cause restoration, but it will not give more mana than a character has max. Likewise, it will never send mana below 0. Mob mana $i commands are an excellent way to make realistic spellcasting for mobs, especially when combined with mob cast and mob damage commands, in addition to the mpchk ifchk.

Examples: 3139, 2748, 169, 701. This command is unique to CoD.

AWARD
mob award <target> <type> <value> [noscale]

This command can award various points to the target. It works almost exactly like the staff command of the same name. The target argument can be any character in the world, but cannot be a mob or a staffer. Below is a chart of type arguments and their relevant range of values:

gold	-10000	10000		prac	10	-10		exp	-10000	10000
silver	-10000	10000		train	5	-5 		align   -100    100

Use this command sparingly and only as a reward for doing important stuff. It is best used in conjunction with the mob quest command, especially when dealing with experience, practices, or trains.

The 'noscale' 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 'noscale', 'mob award exp' modifies awarded XP by 0-200% based on the level difference between target and mob, like XP gained from kills.

Examples: 2260, 4022, 1027, 1116, 32. This command is unique to CoD.

QUEST
mob quest <target> <+/-/=> <questflag>

This command modifies the value of a quest flag on the target character. Quest flags are unique, hardcoded flags that save whether a mob has completed a certain event or not. Target is an argument and can refer to any player in the world. Mob quest does not work with mob targets. <+/-/=> indicates whether to set or unset the relevant quest flag; + and = are exactly the same. Each area automatically comes with 8 quest flags, regardless of the total vnums of the area, that will use the syntax of [area name]1-8 (without .are) ex. 'truce1'.

Examples: 54, 3113, 2390, 4874, 1596. This command is unique to CoD.

PETIFY
mob petify <target> <victim>

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's probably not a great idea to petify a victim that's not in the same room as the target, even though you can within the extent of the command.

Examples: 2106, 3196, 700, 707, 715. This command is unique to CoD.

FORCE
mob force <target> <command>

This command forces the given target to perform the given command. The target can be anyone in the same room as the mobile, excluding the mobile itself. The target can also be "all," which will affect every character in the room that the mob can see and who is not staff. The command can be any regular command - or if the target is a mob, a mob command - but it cannot be an ifcheck. This can be a very powerful command.

Examples: 5660, 3130, 2710, 3014, 2387

GFORCE
mob gforce <target> <command>

This command works just like force, except it forces everyone in the target's group as well as the target. The target must be in the same room as and not be the mob. Besides that, it is entirely identical to force.

Examples: 5276

VFORCE
mob vforce <vnum> <command>

This command works just like force, except it forces every character in the world of the specified vnum to do the given command. Vnum must be a number. Vforce will not force the mob that executed the command, or players, or characters that are currently fighting. Besides that, it is entirely identical to force.

Examples: None.

MFORCE
mob mforce <target> <command>

This command is similar to force, but it allows a mob to force a player to perform commands that players cannot normally perform, i.e. mob commands. It can only target a single player and not the player's group. It is very useful for a variety of things, as mob commands behave differently than player commands and can allow for interesting mechanics. For example, use mforce to have a player use 'mob oload' for a quest reward, as this bypasses item and weight carry limits, so there won't be any issues having them receive the item.

Examples: None (for now).

AT
mob at <location> <command>

This command allows a mob to perform any single action at any location on the MUD. It's like using a mob goto, a command, and another mob goto to return all in one command. The location can be a vnum or any one word mob or object. The command parameter works just like a regular line of code in a mobprog. The <command> can be any regular or mob command, but it cannot be an ifcheck. If you want to perform multiple commands and ifchecks in a remote room, use multiple mob goto statements instead.

Examples: 4073, 1003, 5664, 735, 2387

DELAY
mob delay <pulses>

This command sets the delay timer for the mob. The delay timer is measured in pulses - to see how quickly pulses count down, cast a buff spell and see how its timer works (one pulse is about 4 seconds). When the delay timer hits zero, the mob's delay trigger prog will execute, if it has one. Unless a mob has update_always, its delay counter won't tick down unless there are players in the area - staff do not count. So when debugging progs, you may note in mpstat that the delay counter can stagnate. Mob delay is an intensely useful function and requires some thought to figure out. Due to the nature of mob delay, many potential example mobprogs are split up over several progs and are difficult to show here.

Examples: 182, 1005, 1502, 1061, 1806

CANCEL
mob cancel

This command cancels the mob's delay timer. It sets it to zero and stops the mob's delay triggers from activating. While waiting enough pulses will also let the delay timer reach zero, that will make the mob's delay triggers activate. This will not.

Examples: 4011, 1009

REMEMBER
mob remember <target>

This command stores the name of a target in the mob's memory. Target is one argument and can be either a name or a variable. The target can be anywhere in the world. Once remembered, the target's name is stored as $q for the mob and will remain until a mob forget command, a new mob remember, or the mob's death. Mobs will remember players through player deaths, but will forget a player when that player logs out. A mob's memory can be seen with mpstat. If a mob has no target, it will remember the first person who walks into the room with it - note this, as it can cause problems for some mobprogs. Due to the nature of mob remember, many potential example mobprogs are split up over several progs and are difficult to show here.

Examples: 4065, 1211, 1053, 1015, 160

FORGET
mob forget

This command empties the mob's memory. It is the opposite of mob remember and almost always appears accompanying it. Besides mob forget, the only way to clear mob memory is to kill the relevant mob (although you can always store a new target to mob memory with a new mob remember).

Examples: 738, 1501, 3142, 5508, 2727

CALL
mob call <vnum> [victim] [obj1] [obj2]

This command executes a mobprog subroutine. Essentially, when you put in a mob call command, the MUD goes into the mobprog of the given vnum and executes it. Once the sub-prog finishes, the main prog continues as normal. Victim, obj1, and obj2 are optional parameters that specify what $n, $o, and $p are in the subroutine, respectively. If they are left out, the subroutine will execute with $n, $o, and $p set to null. If you want these variables to be null, just type null in the appropriate fields. Victim, obj1, and obj2 will look for mobs or objects in the same room as the mob. A mobprog can call itself recursively, but the MUD will stop such infinite loops after 5 recursive calls.

Examples: 1368, 47, 1400, 2395, 5661

COUNTER
mob counter <value OR 'zero'>

This command allows basic addition and subtraction operations to be performed on a variable stored on a mob. An ifcheck exists to take advantage of the command (if counter). The value parameter can be either positive or negative to perform either addition or subtraction. The word 'zero' sets the counter to zero.

Examples: 21, 22

FACE
mob face <long/short/name> <string>

This command changes the mob's long or short desc, or name, to whatever is specified.

Examples: 9038

FLAG
mob flag <victim> <flag type> <flag> +/-

The Flag command can modify the act, act2, affect, shield, imm, resist, vuln, and off flags of a mob. A mob can use this command to change its own abilities on the fly.

SDAMAGE
mob sdamage ??? ???

Appears to be an uncoded solution to the problem that the $a flag fixed.

SPAWN
mob spawn <victim> <room vnum>

The Spawn command will change the target's recall point to the specified room vnum.

Examples: 9098

RESCUE
mob rescue <victim>

The Rescue command works as the Rescue skill does, but without the restrictions on grouping or any skill checks.

EXITPERMIT
mob exitpermit

Exitpermit allows mobs with exit progs to allow the character through the exit normally, instead of requiring transfer commands or other sneaky tricks.

Examples: 2917

ASSET
mob asset <victim> <art/sound> <file> [duration in beats]

The Asset command is used for enhanced asciiart and sound functions using the Project Tuna client. For advanced usage, see Project_Tuna#Mob Asset.

Examples: 10289, 12002

OSET
mob oset <object name> <field> <value>

Fields: name(a), short(a), long(a), level(#), wear(a), extra(a), extra2(a), extra3(a), weight(#), cost(#), timer(#), value0(#), value1(#), value2(#), value3(#), value4(#) or v0-v4

Value: (a) = requires a string or bit/flag name in place of value (#) = requires a numerical value

MSET
mob mset <target> <field> <value>

Fields: str(#), dex(#), sex(a/#), level(#), maxhp(#), hp(#), maxmana(#), mana(#), maxmove(#), move(#), align(#), damtype(a), hitroll(#), magroll(#)

This command seems to be incompletely implemented.

MOB TRIGGERS

The triggers are listed alphabetically, since there aren't all that many of them and the ones that have a similar purpose have a similar name. Triggers are mostly self-explanatory, so the main use of this section will be to give examples of how the triggers are used in the MUD. Examples of usage will not be given in this section, but I will attempt to describe situations in which the triggers are usable. To see the triggers on any given mob, mpstat them.

ACT
addmprog <vnum> act <phrase>

The act trigger is the most versatile and basic trigger there is. The act trigger reads output directly from the MUD. It will activate when the <phrase> text appears to the mob. This means that act triggers will activate when a mob or player says something, when a mob or player does a social, or when a mob or player does an action (like give or eat or sleep). However, the act trigger will not activate on emotes. Act triggers are case insensitive. If an act trigger includes color codes, as with a color coded object being opened, the act trigger <phrase> itself will require the color codes in order to trigger correctly. Act triggers can use one or more words in <phrase> - to set the phrase as multiple words, surrounded the phrase with "quotation marks." When triggered by someone's speech, the act prog will activate before the <phrase> is actually spoken - making it look out of order. Many mobiles have an act prog with the phrase "talks to you," which triggers on the talk social. This is especially common in towns and with humanoid mobs.

BRIBE
addmprog <vnum> bribe <amount, in silver>
DAMTYPE
addmprog <vnum> damtype <type of damage>

The damtype trigger is activated when a mob receives damage of a particular type. Be aware that multiple-hit attacks such as Pearl, kick, etc. will trigger the prog with every hit. The damtype specified is it's number, not its name:

 0 - None*     1 - Bash      2 - Pierce    3 - Slash     4 - Fire      5 - Cold      6 - Electric
 7 - Acid      8 - Poison    9 - Negative 10 - Holy     11 - Energy   12 - Mental   13 - Draining
14 - Water    15 - Light    16 - Other*   17 - Harm*    18 - Charm    19 - Sound    20 - Wood
21 - Silver   22 - Iron     23 - Wind     24 - Earth    25 - Dark
  • Very, very few attacks use the None, Other, Harm, or Charm damtype to actually deal damage.
DEATH
addmprog <vnum> death <percent>
DELAY
addmprog <vnum> delay <percent>

The delay trigger is activated when the delay timer for the mob decrements to 0. To set a mob's delay timer, use the mob delay command. The trigger has a <percent> chance of activating when the delay timer hits 0, although in almost every usage of this command, 100 is used for the <percent> parameter. Delay triggers are known to occasionally and randomly not work. Delay timers will only count down if players are currently in the mob's area or have recently been in the area. It is important to note that delay triggers are checked at the same time as schedule and random triggers. A simultaneous schedule trigger activation will override a delay trigger, and a delay trigger will likewise override a random trigger activation.

EXALL
addmprog <vnum> exall <exit number>

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.

ENTRY
addmprog <vnum> entry <percent>

The entry trigger is activated whenever the mob walks into a new room. The trigger has a <percent> chance of activating on each mob movement. The entry trigger does not carry a $n target into the mobprog, so, in general, this trigger is not as useful as greet or grall.

EXIT
addmprog <vnum> exit <exit number>

The exit trigger is checked whenever a PC tries to exit the mob's room. The trigger will activate whenever a player tries to use <exit number>'s exit. It is important to note that if an exit trigger activates, the player's movement will be cancelled - so if you want a player to be able to move after an exit trigger has been activated on him, you'll need to use the mob transfer or mob exitpermit commands. The exit trigger will only activate if the mob can see the target character. Exit triggers will activate for mobiles as well, so exceptions will have to be made within the prog to avoid this if desired.

The following <exit numbers> collaborate with the indicated exits:

0 - north  1 - east  2 - south  3 - west  4 - up
5 - down   6 - ne    7 - nw     8 - se    9 - sw
FIGHT
addmprog <vnum> fight <percent>

The fight trigger is checked at the end of each combat round for the mob. The trigger has a <percent> chance of activating each round. Both a hpcnt trigger and a fight trigger can activate in the same combat round. Most mob combat routines are activated with the fight trigger.

GIVE
addmprog <vnum> give <object>

The give trigger is checked when an object is given to the mob. When an item of keyword <object> is given to the mob, the trigger activates. The phrase 'all' can be used for <object> to cause the give trigger to activate when any item is given to the mob. In the mobprog triggered by the give trigger, the variable $o represents the object given. It is common practice to design all give triggers with the 'all' phrase and then have specific object keywords checked within the mobprog. This is so that objects can be given back to the character who gave them with the 'give $o $n' statement.

GRALL
addmprog <vnum> grall <percent>

The grall trigger works exactly like the greet trigger with the difference that the mob does not have to see the target character in order to activate the trigger. For further information, please see the GREET trigger.

GREET
addmprog <vnum> greet <percent>

The greet trigger is checked whenever a character enters the room that the mob occupies. It has a <percent> chance of activating each time a character enters the room. Note that if several characters enter the room simultaneously, such as when characters travel in a group, the greet trigger will activate for each of the characters. The greet trigger activates for mobiles as well as players, so exceptions must be made within the prog to ignore them if desired. The greet trigger will only activate if the mob can see the target character.

HPCNT
addmprog <vnum> hpcnt <hp percent>

The hpcnt trigger is checked at the end of each combat round for the mob. The trigger will activate if the mob's hp percentage drops below the <hp percent> level. Both a hpcnt trigger and a fight trigger can activate in the same combat round. Hpcnt is frequently used as an easy way to activate mob desperation attacks.

KILL
addmprog <vnum> kill <percent>

The kill trigger is checked when someone initiates combat with the mob. The trigger has a <percent> chance of activating whenever someone initiates combat with the mob. This trigger only activates when someone attempts to kill the mob when it was not previously fighting. That is to say that the trigger activates only when combat is initiated, not when additional characters (such as groupmates) start attacking the mob.

RANDOM
addmprog <vnum> random <percent>

The random trigger is checked once every mob pulse for the game. A mob pulse is equal in frequency to a combat pulse. For reference, there are 15 mob pulses in a tick and a mob pulse triggers about once every 4 seconds. Random triggers have a <percent> chance of activating every mob pulse, but only if players are currently in the mob's area or have recently been in the area. A mob with the update_always act flag will have its random triggers checked every mob pulse, regardless of the status of players. Random triggers are commonly used for all sorts of mob activity. It is important to note that random triggers are checked at the same time as schedule and delay triggers, and the simultaneous activation of either of these triggers will prevent a random trigger from happening. Random triggers can activate while a mobile is fighting, but sometimes it will not, so it is not reliable.

SCHEDULE
addmprog <vnum> schedule <hour>

The schedule trigger is checked once every hour, on the hour. The <hour> parameter equals a number from 0 to 23, where 0 is midnight and 12 is noon. If the <hour> equals the current hour, then the trigger activates. Schedule triggers are commonly used for time-based mob activity, especially mobs that move based on the time of day. It is important to note that schedule triggers are checked at the same time as random and delay triggers, and the activation of a schedule trigger will override any simultaneous delay or random trigger.

SPAWN
addmprog <vnum> spawn <percent>

The spawn trigger is checked whenever a mob is reset into an area or loaded, either with a mob mload command or an immortal load mob command. When the mob is loaded or reset into the area, there is a <percent> chance that the spawn trigger will activate. For the most part, the spawn trigger is used to load equipment onto a mob when one does not want said equipment reset 100% of the time like with a normal reset, but there are a wide variety of uses.

SPEECH
addmprog <vnum> speech <phrase>

The speech trigger is mostly identical to the act trigger, with the biggest difference being that the speech trigger only activates when a mob or player uses the 'say', 'osay', or 'tell' commands. The speech trigger is best used when one wants to limit mob response to speech instead of actions. Of further interest, the speech trigger will occur AFTER the target has actually spoken, unlike the act trigger. For further information, please see the ACT trigger.

SURRENDER
addmprog <vnum> surrender <percent>

The surrender trigger, while present on the triggers list, is defunct and is not actually used.

  • I like using this trigger to show what mprogs my mob calls within its other mprogs. -Ageatii