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ActiveTicker

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===ActiveTicker===
Targets: MOBs
Parameters:
Examples:
Description: A base class for mobile type behaviors. Do not use.

Aggressive

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===Aggressive===
Targets: MOBs
Parameters: aggression flags (MESSAGE="msg") aggression masks
Examples: +elf -fighter

message="All must die!!" -elf +fighter MOBKILL MISBEHAVE +elf -fighter

Description: Makes the mob attack any player mob it can detect in the same room, from the moment the new mob enters. Horribly wounded mobs are not aggressive. Mobs will also not be aggressive towards Archons and builders with the CMDMOBS security flag.If no other parameters are given, the mob will attack anyone.

Valid aggressive masks include:

message=(msg) something for the mob to say whenever he's fixing to attack

delay=x (makes the mob delay x ticks before looking for a victim)

mobkill (makes this behavior attack mobs as well as players)

nogang (makes this behavior pass over players already in combat)

misbehave (makes this mob attack even when wounded or a follower)

checklevel (makes this mob attack only those within 5 levels below him)

See AHELP ZAPPERMASK, where allowed is aggressed, and disallowed is spared.

AlignHelper

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===AlignHelper===
Targets: MOBs
Parameters: ("MAX COMBATANTS") (MSG=""ATTACK MESSAGE"")
Examples: 5 msg="OMG I'M ATTACKING!"
Description: Joins a fight on the side of anyone who is the same alignment as the mob. You may optionally specify a maximum number of combatants that can join in using this behavior.

AntiVagrant

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===AntiVagrant===
Targets: MOBs
Parameters: min, max ticks, a percent chance, anywhere and/or kickout flag
Examples: min=2 max=3 chance=99

min=2 max=3 chance=99 KICKOUT min=2 max=3 chance=75 ANYWHERE min=2 max=3 chance=75 ANYWHERE KICKOUT

Description: Wakes up any MOB that is sleeping on a CityStreet type locale. Will also stand up anyone sitting on a city street. The locale type can be overridden by including the ANYWHERE flag. You may also get the person kicked out of the current room by using the KICKOUT flag. All of the parameters are optional.

Arrest

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===Arrest===
Targets: Areas
Parameters: (/CUSTOM/"FILENAME")(;"LAW KEY"="LAW VALUE" ...)
Examples: custom

laws_mycity.ini custom;JUDGE="justice judge" OFFICERS="cityguard police"

Description: This powerful behavior allows you to set up the enforcement of laws inside of a city. The only parameter is the name of an ini file in the resources directory. If left blank, the default laws.ini file will be used. The ini file specifies the judges, enforcement mobs, the laws and their punishments, and the location of jails. The messages seen by the criminals is also contained therein. The word custom may also be placed in the parameters in order to make the area laws changeable using either a StdLawBook or a GenLawBook.

Bardness

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===Bardness===
Targets: MOBs
Parameters: (SUBCLASS NAME) (PROFICIENT) (NOSTATS) (NOCOMBATSTAT)

(OFFENSIVE,DEFENSIVE,MIXEDOFFENSIVE,MIXEDDEFENSIVE) (MINTICKS="NUM" MAXTICKS="NUM" CHANCE="NUM")

Examples: Bard

Dancer MIXEDOFFENSIVE

Description: An extension of CombatAbilities, this behavior makes the mob a Bard by class, and gives the mob bard songs appropriate to its level. After this behavior has triggered, it will often require a RESET for any level changes to the mob to take over.

Use the proficient flag to make all skills at 100% instead of level-based. Use the offensive/.../mixeddefensive flags to influence skill choices. This behavior should not be used WITH any of the other CombatAbilities behaviors, such as Fighterness, Thiefness, Mageness, Clericness, Druidness, or CombatAbilities. It should be used alone on a mob.

Also, be aware that this behavior will modify the mobs stats to better reflect the class, so any additions or removals of this behavior should be accompanied by a room reset after saving, and manually checking to make sure the combat stats are as desired.

Beggar

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===Beggar===
Targets: MOBs
Parameters:
Examples:
Description: The mob with this behavior will beg for money from players, and say thank you when rewarded.

BribeGateGuard

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===BribeGateGuard===
Targets: MOBs
Parameters: Price of entry, Gate System
Examples: price=5 gates=Avalon
Description: The mob will work akin to a gate guard, but you have to have at least the price on your tab for the guard to open it (or let you open it from that side) Any payment made over the price is retained, in a manner akin to a bank chain, so if any other guards are in the same Gate System, they will all use the same tab. DO NOT put one on each side - unlike Gate Guards, these guys don't play well with others. If you want players to be able to sneak by them, merely make sure they can't see sneaking or invis - whichever. The hiding player will have to wait for another player to get the door open to sneak through.

BrotherHelper

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===BrotherHelper===
Targets: MOBs
Parameters: ("MAX FIGHTERS") (NAMEONLY) (MSG=""ATTACK MESSAGE"")
Examples: 5

5 nameonly msg="omg! Attack!"

Description: Joins a fight on the side of an identical mob, or a mob from the same starting room. You may optionally specify the maximum number of brothers who may assault a single target. You may also put the word nameonly to not utilize the "same starting room" criteria.


This behavior works differently on official legal enforcers specified by an Arrest or Conquerable behavior. Legal enforcers will only trigger this behavior if he is coming to the aid of another legal official, or if he is sure that he is not coming to the aid of an aggressive mob.

ClanHelper

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===ClanHelper===
Targets: MOBs
Parameters: "CLAN NAME" ("MAX COMBATANTS") (MSG=""ATTACK MESSAGE"")
Examples: McElvy

McElvy 5 msg="OMG ATTACK!"

Description: Joins a fight on the side of a mob of the same clan as specified in the parameters.

Clericness

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===Clericness===
Targets: MOBs
Parameters: (SUBCLASS NAME) (PROFICIENT) (NOSTATS) (NOCOMBATSTAT)

(OFFENSIVE,DEFENSIVE,MIXEDOFFENSIVE,MIXEDDEFENSIVE) (MINTICKS="NUM" MAXTICKS="NUM" CHANCE="NUM")

Examples: Templar

Doomsayer OFFENSIVE

Description: An extension of CombatAbilities, this behavior makes the mob a Cleric by class, and gives the mob clerical prayers appropriate to its alignment and level. After this behavior has triggered, it will often require a RESET for any alignment or level changes to the mob to take over.

Use the proficient flag to make all skills at 100% instead of level-based. Use the offensive/.../mixeddefensive flags to influence skill choices. This behavior should not be used WITH any of the other CombatAbilities behaviors, such as Fighterness, Thiefness, Mageness, Clericness, Druidness, or CombatAbilities. It should be used alone on a mob.

Also, be aware that this behavior will modify the mobs stats to better reflect the class, so any additions or removals of this behavior should be accompanied by a room reset after saving, and manually checking to make sure the combat stats are as desired.

CombatAbilities

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===CombatAbilities===
Targets: MOBs
Parameters: (as derived class) and +SKILLID -SKILLID

(MINTICKS="NUM" MAXTICKS="NUM" CHANCE="NUM")

Examples: (as derived class) -Spell_Sleep
Description: Gives the mob the urge to use their skills, spells, prayers, songs, and other abilities during combat.

This behavior should not be used WITH any of the other CombatAbilities behaviors, such as Fighterness, Thiefness, Mageness, Clericness, Druidness, or CombatAbilities. It should be used alone on a mob.


The parameters are as described in one of the derived classes, but in addition, you can also specify the IDs of certain skills that the behavior will either be allowed to be used in combat even if it is not normally allowed, or be disallowed to be used in combat even if the mob has the skill and it would normally be allowed, depending on whether the ID is preceded by + or -.

CombatAssister

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===CombatAssister===
Targets: MOBs
Parameters: mask of mobs to assist
Examples: -RACE +Elf

-NAME "+My Buddies" -CLANS "+My Clan"

Description: The mob with this behavior will come to the defence of any other mob which is attacked in its presence and meets the mask defined above.

See AHELP ZAPPERMASK, where allowed is assisted, and disallowed is ignored.

CommonSpeaker

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===CommonSpeaker===
Targets: MOBs
Parameters: ("LANGUAGEID")
Examples: Orcish
Description: Without parameters, this behavior makes sure that a mob is always speaking Common, even if it should be a race other than Human, or it should be polymorphed. Another language may also optionally be specified.

Concierge

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===Concierge===
Targets: MOBs, Items, Rooms, Areas
Parameters: "ALL PRICE"/"AREA/ROOM"="PRICE"/"PARAM"="VALUE"; ... ;
Examples: 1.5

Midgaard#3001=1.5; Smurfville=2.0; =70 ; AREAONLY=true Midgaard#3032; =100 ; AREAONLY=false; MAXRANGE=100

Description: This behavior makes the mob a deliverer of information to players, specifically the directions to rooms or areas. The mob will charge for his services if you specify a price in the parameters, or he will do it for free if you don't, or if the last price specified was 0. The parameters can include a comma delimited set of room IDs, area names, or even short title descriptions for quickly entering rooms within short range of the mob.


The parameters may also include certain other variables as part of the parameter list. These include AREAONLY = true or false, to specify whether the concierge knows anything about places outside his area. MAXRANGE=number for the maximum number of rooms away from the concierge that is known. GREETING=message will give a special concierge greeting message for all players who enter the room its in. ENTERMSG will give a message to players who mount the concierge (rideables only). TALKERNAME=name will change the apparent name of the speaker. PERROOM=number will set a per-room price for the distance from the current room to the one sought. NOWATER=true to prevent trails over water. NOAIR=true, to prevent trails through the air. NOLOCKS=true to prevent trails through locked doors. NOHOMES=true to prevent trails through private homes. NOINDOOR=true to prevent finding or trailing through indoor rooms. NOCLIMB to prevent trails through climbable exits. NOCRAWL to prevent trails through crawlable exits. Use PORTAL=true to have the concierge create a magical portal instead of giving directions.

Conquerable

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===Conquerable===
Targets: AREAs
Parameters: (JOURNAL=""JOURNAL NAME"") (LAW=(TRUE/FALSE))

(OWNERSHIP=(TRUE/FALSE))

Examples: JOURNAL="The Conquest Times" LAW=FALSE OWNERSHIP=FALSE
Description: This behavior makes the area conquerable by clans using items put together using ClanCraft. See the general help on CONQUEST for more information on what this means and how it works. The JOURNAL entry, if given, will log conquest events to a journal of that name. The LAW entry is required in order to allow an area to be set up by conquering clans with a system of law. The OWNERSHIP entry is true if All private property is automatically signed over to the conquering clan, and false if it is left alone.

CorpseEater

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===CorpseEater===
Targets: MOBs
Parameters: min, max ticks, a percent chance, eatitems flag, corpse masks
Examples: min=10 max=20 chance=75

min=10 max=20 chance=75 -LEVEL +<17 min=10 max=20 chance=75 -RACE +Elf

Description: The mob will appear to eat any corpse it comes across. It will not eat the item contents of the corpse unless the EATITEMS flag is given. It will also ignore player corpses unless the +PLAYER flag is included. You may also specify masks to give the mob a more specific diet. See AHELP ZAPPERMASK, where allowed is eaten, and disallowed is not eaten.

CorpseLooter

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===CorpseLooter===
Targets: MOBs
Parameters:
Examples:
Description: This behavior makes a mob loot the corpses killed by it of items only. It does this by turning on the mobs AUTOLOOT flag.

Decay

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===Decay===
Targets: MOBs, Items
Parameters: min, max ticks, a percent chance, trigger masks
Examples: min=10 max=20 chance=75 answer=" goes poof!"

min=10 max=20 chance=75 -LEVEL +<17 notrigger answer=" " min=10 max=20 chance=75 -CLASS +Paladin

Description: According to the timing and percent chance described by the parameters, the mob or item with this behavior will vanish at the expired time. MOBs do not begin their countdown until attacked, items when they are picked up, weapons when they are first wielded, or armor when it is first worn. The countdown may also depend on whether the mob or player triggering the countdown meets any masks specified. You may force the object to decay immediately by placing the NOTRIGGER mask inside your parameter string. The message seen when the object decays can also be modified by changing the ANSWER parameter. For value masks to determine whether a countdown begins,

see AHELP ZAPPERMASK, where allowed is decayed, and disallowed is ignored.

DelayedTransporter

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===DelayedTransporter===
Targets: Rooms, Mobs, Items
Parameters: Max and min ticks, pct chance, room ids separated by ';'.
Examples: min=10 max=20 chance=25;Midgaard#3001;Sewers#6020;Midgaard#3020
Description: This behavior defines a serious of random rooms. All rooms are separated by the semicolons shown above. The first parameter can me empty for defaults, or may contain a setting for minimum ticks, maximum ticks, and the percept chance of occurrence after the random number of ticks has expired. In the above example every 10-20 ticks, there is a 25% chance that every mob in the same room as the behaving object will be teleported to one of the three listed rooms (at random).

DoorwayGuardian

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===DoorwayGuardian===
Targets: MOBs
Parameters: NOSNEAK, ALWAYS, a doorway direction, followed by an optional list

of masking parameters described below, followed by an optional semicolon and an override of the rejection message to the user.

Examples: always north

nosneak east -class +mage -race +elf -evil east north;<S-NAME> smack(s) <T-NAME> and push(es) <T-HIM-HER> back!

Description: The mob will not allow any other mob or player to open or move through a doored exit. The mob must be killed to get by! If a direction is not specified, the mob will protect all exits, otherwise only the one in the direction specified. The guard will also behave according to whether the player trying to move meets the other parameter mask requirements. If no masks are given, the guard will always block the players. The guardian is subject to being sneaked by, unless the NOSNEAK string is included in the parameters. The guardian can also be bypassed if in combat or badly hurt, unless the ALWAYS flag is included. See AHELP ZAPPERMASK for masking rules to see who is allowed.

Drowness

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===Drowness===
Targets: MOBs
Parameters:
Examples:
Description: The behavior of the drow differs slightly between males and females. This behavior is therefore an entire kit, including weapons, armor, spells, and combat behavior. DO NOT (I repeat) DO NOT use this behavior with any CombatAbilities derivitive, unless you want an unfair and utterly deadly opponent. Also, do NOT add any equipment to the mob with this behavior. The kit will supply the mob with weapons and armor.

Druidness

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===Druidness===
Targets: MOBs
Parameters: (SUBCLASS NAME) (PROFICIENT) (NOSTATS) (NOCOMBATSTAT)

(OFFENSIVE,DEFENSIVE,MIXEDOFFENSIVE,MIXEDDEFENSIVE) (MINTICKS="NUM" MAXTICKS="NUM" CHANCE="NUM")

Examples: Druid

SkyWatcher DEFENSIVE

Description: An extension of CombatAbilities, this behavior makes the mob a Druid by class, and gives the mob druid skills appropriate to its level. After this behavior has triggered, it will often require a RESET for any level changes to the mob to take over.

Use the proficient flag to make all skills at 100% instead of level-based. Use the offensive/.../mixeddefensive flags to influence skill choices. This behavior should not be used WITH any of the other CombatAbilities behaviors, such as Fighterness, Thiefness, Mageness, Clericness, Druidness, or CombatAbilities. It should be used alone on a mob.

Also, be aware that this behavior will modify the mobs stats to better reflect the class, so any additions or removals of this behavior should be accompanied by a room reset after saving, and manually checking to make sure the combat stats are as desired.

Emoter

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===Emoter===
Targets: Room, MOBs, Items, Areas
Parameters: Flags, Max/Min ticks, pct chance, expires, emote strings, ';' separated.
Examples: min=10 max=20 chance=25;wiggles his bottom.;smiles evilly.;burps!

smell chance=25 expires=10;smells horrible!;is really stinky! chance=100 inroom="Here#1,Here#2";looks horrible!;is bad! broadcast sound chance=25;grumbles!;eeeks! min=1 max=2 chance=25;sound grumbles!;visual leers broadly.;social smile

Description: This behavior defines a serious of random emotes. All emote strings are separated by the semicolons shown above. The first parameter can be empty for defaults, or may contain a setting for minimum ticks (min=10), maximum ticks (max=20), the percent chance of occurrence after the random number of ticks has expired (chance=25), a total number of occurrences before expiration (expires=0), a list of rooms where the emoter MUST be for the emoter to work (inroom=...), a tag to make the emote sound based (sound), a tag to make the emote smell based (smell), or a tag to make the emote broadcast to adjacent rooms (broadcast). In the first example every 10-20 ticks, there is a 25% chance that the object with this property will select one of the emotes randomly and perform it for all those in the same room who can see it. In the second example, a smell based emote will be performed 25% of the time, but will only emote 10 times before the behavior is removed from the object. In the third example, there is a 100% chance that, if the object is in room Here#1 or Here#2, it will emote one of the two choices. In the fourth example, a sound based emote will be performed 25% of the time in the room of the behavior, and in any adjacent rooms.


You can also mix and match the types of emotes by putting the keywords SIGHT, SMELL, NOISE, and SOCIAL as the first word in each emote string. This denotes the type of emote for the rest of the string. The last example shows how to enter a mixed emote.

EvilExecutioner

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===EvilExecutioner===
Targets: MOBs
Parameters: PLAYERS
Examples:
Description: The mob with this behavior will attack any good or paladin non-player mob it detects. With the Players parameter, it will even attack players as well.

FaithHelper

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===FaithHelper===
Targets: MOBs (AREAs/ROOMs)
Parameters: "DEITY NAME" ("MAX COMBATANTS") (MSG=""ATTACK MESSAGE"")
Examples: Odin 5 msg="OMG ATTACK!"
Description: When places on a mob, this behavior gives the mob a particular deity, and compels them to join a fight on the side of a mob of the same faith as specified in the parameters. You may optionally specify a maximum number of combatants that can join in using this behavior, with 1 effectively disabling the combat aspect. When applies to a room or area, this behavior only gives mobs of the area a particular faith at spawn-time.

FasterRecovery

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===FasterRecovery===
Targets: Rooms, Areas, Items, MOBs
Parameters: (HEALTH="NUM BURST TICKS") (BURST="NUM") (HITS="NUM") (MOVE="NUM") (MANA="NUM")
Examples: burst=2

health=5 hits=2 mana=5 hits=10 burst=2 health=5

Description: This allows the room, possessed item, or ridden mob or item to give an extra burst of speed to all affected mobs. The parameters are all optional. If the "health" parameter is given, then the mob will get a number of regen ticks equal to the number given. For instance, if the value is 2, then the mob will regen twice per tick, a value of 3 means 3 times per tick, etc. Values of 1 or less mean no extra regen ticks. The "burst" parameter refers to bursts of extra speed to the benefiting mobs equal to the number given. For instance, if the value is 2, the mob will move twice as fast per tick, a value of 3 means 3 times as fast, etc. Values of 1 or less mean normal ticking applies. Values for hits, move, and mana are similar to health, but will only give a burst or rejuvenation to that particular stat.

FieryRoom

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===FieryRoom===
Targets: Rooms
Parameters: min, max ticks, a percent chance, flags and strings
Examples: min=5 max=10 chance=100;damage=77 Title="A Horribly
Description: Blackened Spot" Description="This place was once just like

any part of the road. Now it is nothing more than a sooty pit."

NOSTOP eqchance=50

Description:

This behavior makes a room operate like it is on fire. This can include dealing direct damage to players, burning flammable equipment and making non-flammable equipment heat up (i.e. is dropped), emote that it is burning, and eventually turn into a burnt-out room.

The first parameter can be empty for defaults, or may contain a setting for minimum ticks (min=10), maximum ticks (max=20), and the percept chance of occurrence after the random number of ticks has expired (chance=25).


Additional Settings and Flags:

DAMAGE=XXX - The amount of damage dealt to inhabitants every behavior tick

TITLE=(text) - The Room Display to change the room to when done burning

DESCRIPTION=(text) - The Room Desc to change the room to when done burning

EQCHANCE=XXX - The unlikeliness of EQ bursting into flames or heating up.

BURNTICKS=XXX - How many behavior ticks to keep burning (Moot with NOSTOP)

NOSTOP - Prevent the room from ever burning up. TITLE, DESCRIPTION and

BURNTICKS become irrelevant

NONPC - Don't deal damage or eq burn/drop to NPC's

NOFIRETEXT - Don't display burning emotes while the room is burning.


All of the parameters are optional. Defaults are:

DAMAGE=10

TITLE="A Charred Ruin"

DESCRIPTION="Whatever was once here is now nothing more than ash."

EQCHANCE=0 (no default Eq destruction)

BURNTICKS=12

Fighterness

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===Fighterness===
Targets: MOBs
Parameters: (SUBCLASS NAME) (PROFICIENT) (NOSTATS) (NOCOMBATSTAT)

(OFFENSIVE,DEFENSIVE,MIXEDOFFENSIVE,MIXEDDEFENSIVE) (MINTICKS="NUM" MAXTICKS="NUM" CHANCE="NUM")

Examples: Fighter

Paladin

Description: An extension of CombatAbilities, this behavior makes the mob a Fighter by class, and gives the mob fighter skills appropriate to its level. After this behavior has triggered, it will often require a RESET for any level changes to the mob to take over.

Use the proficient flag to make all skills at 100% instead of level-based. Use the offensive/.../mixeddefensive flags to influence skill choices. This behavior should not be used WITH any of the other CombatAbilities behaviors, such as Fighterness, Thiefness, Mageness, Clericness, Druidness, or CombatAbilities. It should be used alone on a mob.

Also, be aware that this behavior will modify the mobs stats to better reflect the class, so any additions or removals of this behavior should be accompanied by a room reset after saving, and manually checking to make sure the combat stats are as desired.

FightFlee

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===FightFlee===
Targets: MOBs
Parameters: min, max ticks, and a percent chance
Examples: min=10 max=20 chance=75
Description: According to the timing and percent chance described by the parameters, the mob or item with this behavior will flee during combat.

Follower

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===Follower===
Targets: MOBs, Items
Parameters: min, max, pct (inv) (group) (nofollowers) (wander)

(follow mask) (name="name")

Examples: min=1 max=1 chance=50 -race +elf

group nofollowers -race +elf +gnome min=4 max=20 chance=100 inv -race +elf +gnome

Description: The mob with this behavior will follow any other mob that leaves the room. Following normally happens on the tick, but if minticks and maxticks are -1, it will be instant. A chance percentage (1-100) parameter may be given to better randomize the opportunity. A GROUP flag may also be included to make the mob join the targets group instead of merely following them out of the room. The rate of non-grouping following is dictated by the min and max ticks. The NOFOLLOWERS flag will make sure that this behavior does not trigger when the mob has someone following him/her. The WANDER flag may be added to allow the mob to leave their home area.


An item with this behavior will also follow mobs around, depending upon whether the INVENTORY flag is in the parameters or not. If it is, then the item will reappear in the inventory of the first person to pick it up whenever it is dispensed with. If the INVENTORY flag is not used, it will always appear in the same room as the first it comes across. The rate of reappearance is dictated by the min and max ticks. Items with this behavior can not be sold to shopkeepers.


A NAME may be given to limit the person followed to only that name. A mask may also be given to define what sort of targets are eligible to be followed by the mob or item.

See AHELP ZAPPERMASK, where allowed is followed, and disallowed is ignored.

GateGuard

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===GateGuard===
Targets: MOBs
Parameters: a list of masking parameters described below
Examples: -class +mage -race +elf -evil
Description: When this mob is standing next to a doorway and a player enters, the mob will open the door for the player, and close it after them. The guard will also lock the door at night, if the door has a lock. The guard will behave according to whether any players in the room meet the parameters. If no parameter is given, the guard will always follow the behavior. Valid parameters include:

keeplocked (if the door has a lock, the mob will make sure it remains so

allnight (does not operate differently at night than the day)

See AHELP ZAPPERMASK for masking people away from the gate.

GetsAllEquipped

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===GetsAllEquipped===
Targets: MOBs
Parameters:
Examples:
Description: This is a deprecated behavior, but listed here in case someone can think of a new use for it. This behavior causes the mob, on reset, to grab everything in its default room, and attempt to wear it. He also does this whenever someone in the room dies, so its also good for making the mob autoloot.

GoldLooter

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===GoldLooter===
Targets: MOBs
Parameters:
Examples:
Description: This behavior makes a mob loot the gold from corpses killed by it. It does this by turning on the mobs AUTOGOLD flag.

GoodExecutioner

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===GoodExecutioner===
Targets: MOBs
Parameters: (PLAYERS)
Examples:
Description: The mob with this behavior will attack any evil or thief non-player mob it detects. With the Players parameter, it will even attack players as well.

GoodGuardian

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===GoodGuardian===
Targets: MOBs
Parameters:
Examples:
Description: This is a very active behavior. If the mob detects any evil mob attacking a good mob in the same room, or an adjacent room, it will attack the evil mob. If evil mobs are fighting, it will do nothing. If two good or neutral mobs are fighting, it will stop the fight.

Guard

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===Guard===
Targets: MOBs
Parameters: ("MOB Name")
Examples: Bob
Description: If ANY mob, player or non-player, is attacked in the same room as the mob with this behavior, this mob will come to the victim's defence. However, if this behavior has a parameter, then they will only come to the aid of players/mobs with that name.

Healer

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===Healer===
Targets: MOBs
Parameters: min, max ticks, and a percent chance
Examples: min=10 max=20 chance=75
Description: The mob with this behavior gains Cure Disease, Cure Light Wounds, Cure Serious Wounds, Bless, and Sanctuary. At random, the mob will cast these spells on any player-mobs in the room.

Hireling

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===Hireling===
Targets: MOBs
Parameters: price to hire;minutes of service
Examples: 10000;30
Description: Allows a mob to hire him or herself out for a given amount of time. The first parameter is the price to hire the mob, followed by a semicolon and the number of minutes that amount of money purchases. Additional money may be given by the player to extend the time. When the time expires, the mob returns to his or her start room.

InstantDeath

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===InstantDeath===
Targets: MOBs, Items, Rooms, Areas
Parameters: mask, min, max ticks, and a percent chance
Examples: min=10 max=20 chance=75 mask="-RACE +ORC"
Description: According to the timing and percent chance described by the parameters, the item owner with this behavior will be killed. MOBs and Rooms with this behavior will kill all their inhabitants. MOBs do not kill until attacked, food when eaten, drinks when sipped items when they are picked up, weapons when they are first wielded, or armor when it is first worn. Rooms merely need to be entered.

See AHELP ZAPPERMASK, where allowed is killed, and disallowed is spared.

ItemGenerator

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===ItemGenerator===
Targets: Areas, Rooms, Containers, Mobs
Parameters: "min/max ticks" "% chance" "min/max items/dups" "enchanted=%""mobs" "locale mask"; "mask"
Examples: min=10 max=20 chance=75 minitems=1 maxitems=10 maxdups=0;-LEVELS +>10

minitems=10 maxitems=20 MOBS -ALL +CITY;-MATERIAL +IRON +BRONZE minitems=10 maxitems=20 enchanted=20;-NAME "+Short Sword"

Description: This behavior will generate a list of items from the standard common skills. It will also add random enchantments and curses to items a percentage of the time dictated by the enchanted parameter (default=10). Items are selected from the list on a pseudo-random basis, with the chance weighted in favor of the least valuable items in favor of the most valuable. This is to decrease the chances of a plethora of Spidersteel swords.


The parameters before the semicolon describe the rate and amount of items generated. The room or area will attempt to generate an item every (min) to (max) ticks, assuming the percent chance (chance) is made. It will then generate at least the minimum (minitems) number of items from the list, but never more than the maximum (maxitems) number of monsters. Duplicates are allowed unless (maxdups) is set to some value. Items taken away will be replaced by this behavior, even if they are looted. This behavior will generate items when on a room, in the inventory when on a mob, or in the shop when on a shopkeeper. If on an area, a random room in the area will be picked for the item. The TYPE of room in that area which will be selected for population may also be specified. -ALL to disallow all locales, followed by +AIR +CITY +JUNGLE (etc) to reallow certain locales. -CITY -UNDERWATER and others may be used to restrict certain locales. If no locale types are specified, then all rooms in an area will be populatable. Valid locates include: "STONE", "WOODEN", "CAVE", "MAGIC", "UNDERWATER", "AIR", "WATERSURFACE", "METAL", "CITY", "WOODS", "ROCKY", "PLAINS", "UNDERWATER", "AIR", "WATERSURFACE", "JUNGLE", "SWAMP", "DESERT", "HILLS", "MOUNTAINS". If the behavior is on a mob, or the MOBS flag is given in the parameters, then the item will be placed on a mob IF POSSIBLE (if the behavior is on an area, and a room with no mobs is randomly selected, it may not happen). Items placed on mobs will be automatically worn if possible.


The parameters after the semicolon are a mask to help select what kind of items are generated for the several rooms or whatever. For the mask flags, see AHELP ZAPPERMASK, where allowed is generated, and disallowed is not.

ItemIdentifier

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===ItemIdentifier===
Targets: MOBs
Parameters: (COST=""FORMULA"")
Examples: COST="100+@x1"
Description: For a price, this mob will identify items. They will NOT work for Archons, however.

The optional COST parameter can be used to change the pricing formula. Variables are: @x1=level, @x2=value, @x3=condition(0-100), @x4=magical=1.0/non-magical=0.0.

ItemMender

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===ItemMender===
Targets: MOBs
Parameters: (COST=""FORMULA"")
Examples: COST="100+@x1"
Description: For a price, this mob will repair damaged weapons and armor. The mender will NOT work for Archons, however.

The optional COST parameter can be used to change the pricing formula. Variables are: @x1=level, @x2=value, @x3=condition(0-100), @x4=magical=1.0/non-magical=0.0.

ItemRefitter

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===ItemRefitter===
Targets: MOBs
Parameters: (COST=""FORMULA"")
Examples: COST="100+@x1"
Description: For a price, this mob will resize armor to fit the mob. The mender will NOT work for Archons, however.

The optional COST parameter can be used to change the pricing formula. Variables are: @x1=level, @x2=value, @x3=condition(0-100), @x4=magical=1.0/non-magical=0.0.

LinkedWeather

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===LinkedWeather===
Targets: Areas
Parameters: "Area Name"(;ROLLING)
Examples: My Area

My Area;ROLLING

Description: This behavior forces the area to always mimic the weather of another area on your map. That area is determined by the parameters. The normal behavior is for the weather of the given area to always be the same as the linked area. If the area name in the parameters is followed by a semicolon and the word ROLLING, then the area instead will always take on the weather of the linked area on its next weather change, meaning that the linked area's weather will seem to "roll" into this area on every weather change.

Mageness

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===Mageness===
Targets: MOBs
Parameters: (SUBCLASS NAME) (PROFICIENT) (NOSTATS) (NOCOMBATSTAT)

(OFFENSIVE,DEFENSIVE,MIXEDOFFENSIVE,MIXEDDEFENSIVE) (MINTICKS="NUM" MAXTICKS="NUM" CHANCE="NUM")

Examples: Mage

Illusionist MIXEDDEFENSIVE

Description: An extension of CombatAbilities, this behavior makes the mob a Mage by class, and gives the mob mage spells appropriate to its level. After this behavior has triggered, it will often require a RESET for any level changes to the mob to take over.

Use the proficient flag to make all skills at 100% instead of level-based. Use the offensive/.../mixeddefensive flags to influence skill choices. This behavior should not be used WITH any of the other CombatAbilities behaviors, such as Fighterness, Thiefness, Mageness, Clericness, Druidness, or CombatAbilities. It should be used alone on a mob.

Also, be aware that this behavior will modify the mobs stats to better reflect the class, so any additions or removals of this behavior should be accompanied by a room reset after saving, and manually checking to make sure the combat stats are as desired.

Mime

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===Mime===
Targets: MOBs, Items, Exits, Rooms
Parameters: min, max ticks, and a percent chance
Examples: min=10 max=20 chance=75
Description: This amazingly annoying Behavior makes the thing mimic any emotes or socials done by a player in the same room, back to that player.

MOBEater

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===MOBEater===
Targets: MOBs
Parameters: min, max ticks, and a percent chance to occur, and pct of hp acid dmg does
Examples: min=4 max=8 chance=5 acidpct=50
Description: This behavior allows a mob to eat other mobs or players, and digest them! Great for dragons! You can set how often this occurs, and what % of the players max hp is taken from when when being digested in the stomach. Another player must kill the mob with this behavior to free those being digested. This behavior will not work at ALL unless the mob with this behavior is twice the weight of the target.

MOBHelper

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===MOBHelper===
Targets: MOBs
Parameters: ("MAX COMBATANTS") (MSG=""ATTACK MESSAGE"")
Examples: 5 MSG="OMG ATTACK!"
Description: The mob with this behavior will come to the defence of any non-player mob which is attacked in its presence.

MOBHunter

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===MOBHunter===
Targets: MOBs
Parameters: min, max ticks, room radius, a percent chance, mask of mobs to hunt
Examples: min=600 max=1200 chance=99 radius=50 -RACE +Human

min=50 max=1200 chance=75 -NAME "+Evil Wizards"

Description: This behavior will cause the mob to seek out a victim within the RADIUS number of rooms from where he is. The mob will then hunt down and assassinate the victim. The mob will begin the hunt according to the frequency defined by the parameters. The MIN and MAX parms decide the minimum number of ticks to wait between hunts, and the CHANCE parm determines the chance the hunt will begin at that time. The RADIUS is the number of rooms away from the mobs current room in which a victim will be sought. The rest of the parameters are a mask to determine who would make a good victim.

See AHELP ZAPPERMASK, where allowed is hunted, and disallowed is ignored.

Mobile

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===Mobile===
Targets: MOBs
Parameters: min, max ticks, a percent chance, flags, locale parms
Examples: min=10 max=20 chance=75 wander -air -underwater

min=10 max=20 chance=75 opendoors min=10 max=20 chance=75 leash=3 opendoors

Description: According to the timing and percent chance described by the parameters, the mob with this behavior will travel in a random available direction. Mobs will not leave rooms containing visible Archons and builders with the CMDMOBS security flag. The wander flag is required if the mob is allowed to leave his or her area. The opendoors flag will allow the mob to open closed doors when walking around, or to unlock locked doors if the mob has the key. The leash parameter will prevent the mob from getting too far from home. The TYPE of room from which the mob is restricted may also be entered. -ALL to disallow all locales, followed by +AIR +CITY +JUNGLE (etc) to reallow certain locales. -CITY -UNDERWATER and others may be used to restrict certain locales. The full locale list is: STONE, WOODEN, CAVE, MAGIC, UNDERWATER, AIR, WATERSURFACE, METAL , CITY, WOODS, ROCKY, PLAINS, JUNGLE, SWAMP, DESERT, HILLS, MOUNTAINS, SPACEPORT, SEAPORT

MobileAggressive

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===MobileAggressive===
Targets: MOBs
Parameters: min, max ticks, a percent chance, flags, message="msg", and masks
Examples: min=10 max=20 chance=75 -underwater -thief +elf

min=10 max=20 chance=75 wander -air -elf min=10 max=20 chance=75 message="aha!" -air -elf min=10 max=20 chance=75 mobkill misbehave

Description: According to the timing and percent chance described by the parameters, the mob with this behavior will travel in a random available direction. The mob will attack any player mob it comes across. They will be especially aggressive towards players within 16 levels of themselves in adjacent rooms. If no other parameters are given, the mob will attack anyone, anywhere. The wander flag is required if the mob is allowed to leave his or her area. The TYPE of room from which the mob is restricted may also be entered. -ALL to disallow all locales, followed by +AIR +CITY +JUNGLE (etc) to reallow certain locales. -CITY -UNDERWATER and others may be used to restrict certain locales. The full locale list is: STONE, WOODEN, CAVE, MAGIC, UNDERWATER, AIR, WATERSURFACE, METAL , CITY, WOODS, ROCKY, PLAINS, JUNGLE, SWAMP, DESERT, HILLS, MOUNTAINS, SPACEPORT, SEAPORT.


Masks may also be used to specify who the mob is likely to attack. Mobs will not be mobile or aggressive towards Archons and builders with the CMDMOBS security flag. If no other masks are given, the mob will attack anyone within 8 levels.

Valid aggressive masks include:

message=(msg) something for the mob to say whenever he's fixing to attack

delay=x (makes the mob delay x ticks before looking for a victim)

mobkill (makes this behavior attack mobs as well as players)

nogang (makes this behavior pass over players already in combat)

misbehave (makes this mob attack even when wounded or a follower)

checklevel (makes this mob attack only those within 5 levels below him)

See AHELP ZAPPERMASK, where allowed is attacked, and disallowed is spared.

MobileGoodGuardian

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===MobileGoodGuardian===
Targets: MOBs
Parameters: min, max ticks, a percent chance, flags, locale parms
Examples: min=10 max=20 chance=75 wander -air -underwater
Description: This is a very active behavior. If the mob detects any evil mob attacking a good mob in the same room, or an adjacent room, it will attack the evil mob. If evil mobs are fighting, it will do nothing. If two good or neutral mobs are fighting, it will stop the fight. This mob is also mobile, which means the mob will move around the area. The wander flag is required if the mob is allowed to leave his or her area. The TYPE of room from which the mob is restricted may also be entered. -ALL to disallow all locales, followed by +AIR +CITY +JUNGLE (etc) to reallow certain locales. -CITY -UNDERWATER and others may be used to restrict certain locales. The full locale list is: STONE, WOODEN, CAVE, MAGIC, UNDERWATER, AIR, WATERSURFACE, METAL , CITY, WOODS, ROCKY, PLAINS, JUNGLE, SWAMP, DESERT, HILLS, MOUNTAINS, SPACEPORT, SEAPORT. Mobs will not leave rooms containing visible Archons and builders with the CMDMOBS security flag.

MOBReSave

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===MOBReSave===
Targets: MOBs
Parameters: min, max ticks, a percent chance
Examples: min=140 max=140 chance=100
Description: This behavior allows the mob with it to be updated in the CoffeeMud database according to the frequency defined by min, max ticks. This behavior is tricky to set up the first time. When you know you are going to want an updating mob in a room, you should first go to the room and create a GenMob with this behavior (no parameters needed). Wait a few seconds, and you will see the GenMob that you created has disappeared. Now you are free to add this behavior to one or more other mobs at your leisure. Don't forget to resave the room when you are done!

MOBTeacher

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===MOBTeacher===
Targets: MOBs
Parameters: Char class name(s), ability name(s), expertise name(s),

percentages, nocommon flag, noedus flag, or empty to teach all.

Examples: mage evoker illusionist transmuter

100% mage 10% Thief_Steal NOCOMMON Spell_Sleep 5% Spell_Wish Spell_BurningHands

Description: This behavior makes the mob suitable to teach skills, spells, prayers, songs, or expertises as specified in the parameters. If the parameter is empty, the mob will be able to teach all abilities. If the parameter contains the name of a character class, the mob will only teach abilities of that class. *Any* class may always practice with a MOBTeacher, but the mob may only teach those abilities for the character class the parameters describe. The classes listed by mob teacher are NOT base classes. To have a teacher able to teach skills from an entire base class, all sub-classes must be listed.

Percentages may be included inside the parameters as well. The percentage will always apply only to the character classes or spells listed after the percentage, not before. Encountering another percentage entry will override the previous. A percentage will dictate the chance that a given spell will be known by the teacher, or the chance that a particular spell in a given character class will be known.

Two flags can also modify your list. The NOCOMMON flag prevents the teacher from teaching common skills, even if they would normally be on his list. The NOEXPS flag prevents the teacher from teaching expertises, even if he would normally qualify for them.

If this behavior has NO parameters whatsoever, the mob will teach all basic skills. Expertises will only be taught if the mob otherwise qualifies for them himself, and Character Class changes will only be taught if the mob is that class.

MoneyChanger

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===MoneyChanger===
Targets: MOBs
Parameters: (CUT="NUM") (DEFAULT="NUM") ("CURRENCY"="NUM")

(CUT="NUM") (SPACEMAXCUT="NUM") (SPACEMAXDISTANCE="PCT")

Examples: cut=5

default=0 GOLD=5 INGITS=10 cut=5 spacemaxcut=90 spacemaxdistance=35

Description: Whenever a player gives the money changer coins, the money changer will give back to the player a bag containing an equivalent amount of money in the money changers native currency. The "cut" that the money changer takes, in general, can be defined with the CUT parameter, by making CUT equal to a percentage. If you wish, you can also define exchange rates for the several currencies in your system by setting each currency name equal to a percentage.


When dealing with intersteller currencies, there are two other parameters, which can be used to automatically calculate a scaled "cut" of the exchange based on how far away the exchanged currencies planet is from the money changers. To do this, you can add spacemaxcut to denote the percentage to take when the currency is from an unknown or maximum distance, and spacemaxdistance to denote a percentage of the entire galactic radius to use as a maximum.

MovingRoom

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===MovingRoom===
Targets: Rooms
Parameters: min=3 max=3 chance=100;"xmlsection";"ticks at stops";"ticks between stops"
Examples: min=3 max=3 chance=100;SUBWAY;3;10
Description: The above example would set the room's parameters to the ones listed in the SUBWAY section of the file resources/moving.xml. There is a subway example already there.

NOTE! : The follow conditions -must- be met before setting the room to this behaviour.

1.

The rooms that you want this room to open out to -must- already be defined before you make the XML section.

2.

The XML document -must- be writen before you set this behaviour.

3.

You -cannot- have the moving room override an exit, ie. if room A links south to Room B

you cannot have the mover link north to room A.

XML DOCUMENT NOTES:

You can use the following strings in the XML document to be translated on the fly

$disproom : if mover is at a stop this is the room it is opened to otherwise

. Example : this is the next room that this room will open too.

$inopendir : this is the direction the door on the inside (the mover) opens.

$outopendir: this is the direction the door on the outside (where the mover stoped) opens.

$traveldir : this is the current direction that the room is moving in.


(STOPS) here you would list the ROOMID of each room the mover will stop at example.

(STOP1)(first stop)(/STOP1)n

(NORMALDIRECTION) and (REVERSEDIRECTION)

-in these tags you define the parameters for the mover while is is going back and forth.

-normal is stop1 to stopwhatever and reverse is stopwhatever to stop1.

-TRAVELDIRECTION = the direction it is traveling from point a to point b.

-DOORSDIRECTION = the direction the doors open out of the mover.

--(INSIDE) and (OUTSIDE)

---in these tags you define what is echoed to the client in the mover and outside.

---ARRIVALINFO = what is echoed when the room gets to the stop

---DEPARTINFO = what is echoed when the room leaves the stop

(ROOMDESCRIPTIONS)

-here you define what is appended to the end of the room descriptions.

-(NORMALDIRECTION) and (REVERSEDIRECTION)

--(INSIDE) and (OUTSIDE)

---DOOROPENED = if the door is opened append this.

---DOORCLOSED = if the door is closed append this.


There are two examples in the XML document you can look at for further info.


Ideas for this would be, subways, busses, wagon trains (caravans) spaceships, stargates, everchanging paths in mazes, elevators, ect.

MudChat

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===MudChat===
Targets: MOBs
Parameters: optional or additional chat data file name and/or chat-mob-type
Examples: smurf

chat.dat=smurf mychat.dat=cityguard mychat.dat= +(here there);9neither;5well, where?;1nowhere

Description: Allows the mobs to speak and respond to speech. The chat.dat file, from which speech behavior is derived, contains many "templates" for different speech behaviors. MudChat will attempt to choose the correct speech behavior for the mob based on the mobs name. This may be overridden by specifying a speech behavior in the parameters. Speech patterns in the chat.dat at present include:

default

dog fido beastly fido_dog

cat kitten lion

pig boar

doll toy

papa_smurf smurf

monster

smurfette

healer cleric doctor


If the first character in the parameters is a plus-sign, then a semi-colon delimited list of chat data is expected, in the same format as is found in chat.dat.

Nanny

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===Nanny===
Targets: MOBs
Parameters: RATE="PRICE" NAME=""PLACE NAME"" WATCHES=""CODES"" (!~! "XML")
Examples: rate=2.5 name="The Stables" watches="mounts,wagons"
Description: Makes the mob a protector and watcher of mobs and items of various sorts, for money. The rate parameter describes the base gold value he charges for each thing dropped off, per hour. The name is a description of the type of place he runs. The watches parameter contains one or more comma-delimited words (no spaces!) describing the kinds of things he will charge people to watch and protect, and may include one or more of the following:

babies - baby items born from mud breeding

children - child mobs (after babies grow up)

mounts - rideable mobs of all sorts

cars - land-rideable items that aren't wagons

aircars - air-rideable items

wagons - rideable land items that are wagons

followers - mobs that aren't children, mounts, etc.

boats - rideable items of the sea


This behavior will automatically save the items and mobs in the room he is watching over, and prevent items from decay. Combat against himself or mobs under protection is forbidden, as is removing any mob or item that has not been paid for. The first mud-hour is free, and protection will not begin until the owner leaves.


NOTE - due to the way this behavior stores records, do not place this behavior on a mob that is cataloged in the CATALOG system.

NastyAbilities

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===NastyAbilities===
Targets: MOBs
Parameters: min, max ticks, and a percent chance (optional fightok string)
Examples: min=10 max=20 chance=75

min=10 max=20 chance=75 fightok

Description: According to the timing and percent chance described by the parameters, the mob with this behavior will use any of its malicious abilities, including spells, prayers, songs, or others, to the detriment of random player mobs in the same room. These spells will not automatically cause combat unless the FIGHTOK string is included in the parameters.

NeutralAbilities

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===NeutralAbilities===
Targets: MOBs
Parameters: min, max ticks, and a percent chance (optional fightok string)
Examples: min=10 max=20 chance=75

min=10 max=20 chance=75 fightok

Description: According to the timing and percent chance described by the parameters, the mob with this behavior will use any of its indifferent abilities, including spells, prayers, songs, or others, to the amusement of random player mobs in the same room. These spells will not automatically cause combat unless the FIGHTOK string is included in the parameters.

NiceAbilities

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===NiceAbilities===
Targets: MOBs
Parameters: min, max ticks, and a percent chance
Examples: min=10 max=20 chance=75
Description: According to the timing and percent chance described by the parameters, the mob with this behavior will use any of its benevolent abilities, including spells, prayers, songs, or others, for the benefit of player mobs in the same room.

NoCombatAssist

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===NoCombatAssist===
Targets: MOBs
Parameters:
Examples:
Description: This behavior makes sure that a mob does not assist in combat when following a player or another mob.

ObjectGuardian

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===ObjectGuardian===
Targets: MOBs
Parameters: SENTINAL
Examples: SENTINAL
Description: This will cause a mob to explicitly prevent any other mob from taking or removing any object in the same room as the mob. You have to kill him! By adding SENTINAL to the parameters, the mob will be even more vigilant and steadfast, not letting combat or even severe damage deter him from his duty.

Patroller

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===Patroller===
Targets: MOBs, Items
Parameters: min, max ticks, % chance, rideok flag, diameter; room ids or directions
Examples: min=10 max=20 chance=75 rideok=true;Midgaard#3001;#3002;#3003;RESTART

min=10 max=20 chance=99 rideok=only;Midgaard#3001;#3002;#3003;RESTART min=10 max=20 chance=15;east;.;north;north;east min=10 max=20 chance=15 diameter=100;Midgaard#1;New Thalos#10;.;.;restart

Description: According to the timing and percent chance described by the parameters, the mob or item with this behavior will travel the path assigned in the parameters. Cardinal directions and room numbers are all valid entries, though the cardinal directions must always be valid from the objects current position to work. The 'RESTART' parameter may be placed in the path to force the object to start the path from the beginning. If no 'RESTART' parameter is given, the object will by default retrace their steps back to the beginning of the path. The '.' parameter (a period) in the path will direct the patroller to pause one step at that point. If any doors are encountered along the patrol route, they will be unlocked and opened by a mob. Items will ignore doors. If a route of room ids is given, the patroller will automatically "track" from their current position to the next room on their patrol list, even if it is not adjacent. The diameter parameter should be enlarged when it is possible for the patroller to become more that 20 rooms "off track".


By default, rideable mobs and items will stop patrolling when they are ridden. Setting rideok to true will make it so that they continue their patrol even when ridden, though they can still be driven by passengers. Setting rideok to only will keep the rideable on track, and prevent driving by passengers.


See Prop_StayAboard for a helpful support property for patrollers with riders.

PlayerHelper

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===PlayerHelper===
Targets: MOBs
Parameters: ("MAX COMBATANTS") (MSG=""ATTACK MESSAGE"")
Examples: 5 msg="OMG ATTACK!"
Description: The mob with this behavior will come to the defence of any player mob against any non-player mob. You may optionally specify a maximum number of combatants that can join in using this behavior.

PokerDealer

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===PokerDealer===
Targets: MOBs, Rooms
Parameters: (GAME="gameint") (MINPLAYERS="numplayers") (ANTI="antiamount")
Examples: game=2 minplayer=4 anti=5.0
Description: This behavior makes the mob or room a dealer of poker games. The behavior will manage not only the players hands, but their betting, card draws, and other aspects. The variety of poker defaults to straight poker, but may be set to one of the following: STRAIGHTPOKER=0, 5CARDSTUD=1, 7CARDSTUD, DRAWPOKER=3.

As of this version, the dealer can not play, so numplayers must be 2 or more.

ProtectedCitizen

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===ProtectedCitizen===
Targets: MOBs
Parameters: Max/Min ticks, pct chance, rooms radius, max#assists;guardian mask; yell strings, ';' separated.
Examples: min=1 max=5 chance=25 radius=7 maxassists=1;-NAME +cityguard;HELP ME!!!;Save me!

WANDER radius=20;-NAME +cityguard;HELP ME!!!;,screams for his life!

Description: This behavior allows a mob to scream for help during combat, given the conditions described by the parameters. MIN and MAX describe the range of ticks (3 second periods) between screams. MAXASSISTS describes the maximum number of mobs who will assist the citizen. CHANCE describes the PERCENT chance the mob has of screaming after the period. Whenever the mob screams the system will check RADIUS rooms deep around the mob for ANOTHER mob that matches the mask check after the first semicolon. In this example, mobs with the word "citiguard" in their name. If such a mob is found, and that mob has one of the "Mobile" behaviors, it will be moved one room closer to the screaming mob. An optional WANDER flag allows mobs from adjacent areas to be drawn in. When the guardian mob arrives to the same room as the screaming mob, it will join the screaming mob in defence. All of the semicolon-separated strings at the end of the parameter list will denote the random things which the screaming mob will yell out. Once a mob has come to the screamers defence, it will stop screaming. If a comma prefixes the scream message, it will be emoted instead.

See AHELP ZAPPERMASK, where allowed is assisted, and disallowed is ignored.

ProtectedCitizens

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===ProtectedCitizens===
Targets: MOBs, ROOMs, and AREAs
Parameters: Max/Min ticks, pct chance, rooms radius, max#assists;
Examples:
Description: Parm (cont): protected citizen mask;guardian mask; yell strings, ';' separated.

Example : radius=5 maxassists=7;-NAME +citizen;-NAME +cityguard;HELP ME!!!;Save me!

Example : radius=10 maxassists=2;-NAME +citizen;HELP ME!!!;,screams for his life!

Description:

This behavior allows a mob described by the citizen mask (the first string after the first semicolon) to scream for help during combat, given the conditions described by the parameters. MIN and MAX describe the range of ticks (3 second periods) between screams. MAXASSISTS describes the maximum number of guardians who will assist the citizen. CHANCE describes the PERCENT chance the mob has of screaming after the period. Whenever the mob screams the system will check RADIUS rooms deep around the mob for a guardian mob that matches the mask check after the second semicolon. In this example, mobs with the word "cityguard" in their name. If such a mob is found, and that mob has one of the "Mobile" behaviors, it will be moved one room closer to the screaming mob. When the guardian mob arrives to the same room as the screaming mob, it will join the screaming mob in defence. All of the semicolon-separated strings at the end of the parameter list will denote the random things which the screaming mob will yell out. Once a mob has come to the screamers defence, it will stop screaming. If a comma prefixes the scream message, it will be emoted instead.

For the valid masks for the citizen and guardian mobs, see AHELP ZAPPERMASK

PuddleMaker

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===PuddleMaker===
Targets: Rooms, Areas
Parameters: "PCT CHANCE"
Examples: 34
Description: The room or area with this behavior will, on the given pct chance, generate a puddle or some snow following an appropriate rain, sleet, thunderstorm, or similar weather event. The generated snow or puddle will disappear (evaporate) after a time. It can also generate dust after a dust storm.

QuestChat

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===QuestChat===
Targets: MOBs
Parameters: optional or additional chat data, or filenames ,or chat-mob-type
Examples: smurf

+(here there);9neither;5well, where?;1nowhere chat.dat=smurf mychat.dat=cityguard mychat.dat= +(speak

Description: An extension of the MudChat behavior, with a special feature for Quests. Allows the mobs to speak and respond to speech. The chat.dat file, from which speech behavior is derived, contains many "templates" for different speech behaviors. MudChat will attempt to choose the correct speech behavior for the mob based on the mobs name. This may be overridden by specifying a speech behavior in the parameters. This behavior extends the basic functionality of MudChat in the following ways:


1. If the first character in the parameters is a plus-sign, then a semi-colon delimited list of chat data is expected, in the same format as is found in chat.dat.


2. If format#1 is used, the trigger pattern may be followed by a double-colon, and then immediately by a variable string. This string will designate that the given pattern is only responded to for a given player ONCE. The string will also be added to a list of strings under the players name in any Quest object. This list will then be available through a Scriptable QVAR function.

RaceHelper

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===RaceHelper===
Targets: MOBs
Parameters: ("MAX COMBATANTS") (MSG=""ATTACK MESSAGE"")
Examples: 5 msg="OMG ATTACK!"
Description: Joins a fight on the side of an identical mob, or one of the same race. You may optionally specify a maximum number of combatants that can join in using this behavior.

RandomItems

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===RandomItems===
Targets: Areas, Rooms, Containers, Mobs
Parameters: "min/max ticks" "% chance" "min/max items" "mobs" "locale mask"; "xml/filename"
Examples: min=10 max=20 chance=75 minitems=1 maxitems=10;myitems.cmare

minitems=10 maxitems=20 MOBS -ALL +CITY;stuff.cmare minitems=10 maxitems=20 ;<ITEMS><ITEM>..etc..

Description: This behavior will read a list of items from a CMARE file of items generated using the "EXPORT AREA ITEMS" or "EXPORT ROOM ITEMS" command. The path to this file should be the last parameter, following a semicolon. The path is considered relative to the CoffeeMud resources directory. The xml from such a file may also be pasted in as the last parameter instead.


The parameters before the semicolon describe the rate and amount of items generated. The room or area will attempt to generate an item every (min) to (max) ticks, assuming the percent chance (chance) is made. It will then generate at least the minimum (minitems) number of items from the list, but never more than the maximum (maxitems) number of monsters. Duplicates are allowed. Items taken away will be replaced by this behavior, even if they are looted. If the behavior is on a room, all items will be generated in that room. If on an area, a random room in the area will be picked for the item. The TYPE of room in that area which will be selected for population may also be specified. -ALL to disallow all locales, followed by +AIR +CITY +JUNGLE (etc) to reallow certain locales. -CITY -UNDERWATER and others may be used to restrict certain locales. If no locale types are specified, then all rooms in an area will be populatable. Valid locates include: "STONE", "WOODEN", "CAVE", "MAGIC", "UNDERWATER", "AIR", "WATERSURFACE", "METAL", "CITY", "WOODS", "ROCKY", "PLAINS", "UNDERWATER", "AIR", "WATERSURFACE", "JUNGLE", "SWAMP", "DESERT", "HILLS", "MOUNTAINS". If the behavior is on a mob, or the MOBS flag is given in the parameters, then the item will be placed on a mob IF POSSIBLE (if the behavior is on an area, and a room with no mobs is randomly selected, it may not happen). Items placed on mobs will be automatically worn if possible. If the behavior is on a shopkeeper, it will put the items up for sale.

RandomMonsters

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===RandomMonsters===
Targets: Areas, Rooms
Parameters: "min/max ticks" "% chance" "min/max monsters" "locale mask"; "xml/filename"
Examples: min=10 max=20 chance=75 minmonsters=1 maxmonsters=10;monsters.cmare

minmonsters=10 maxmonsters=20 -ALL +CITY;criminals.cmare minmonsters=10 maxmonsters=20 ;<MOBS><MOB>..etc..

Description: This behavior will read a list of monsters from a CMARE file of mobs generated using the "EXPORT AREA MOBS" or "EXPORT ROOM MOBS" command. The path to this file should be the last parameter, following a semicolon. The path is considered relative to the CoffeeMud resources directory. The xml from such a file may also be pasted in as the last parameter instead.


The parameters before the semicolon describe the rate and amount of monsters generated. The room or area will attempt to generate a monster every (min) to (max) ticks, assuming the percent chance (chance) is made. It will then generate at least the minimum (minmonsters) number of monsters from the list, but never more than the maximum (maxmonsters) number of monsters. Duplicates are allowed. Monsters who die will be replaced by this behavior, even if they wander out of the room or area. If the behavior is on a room, all monsters will be generated in that room. If on an area, a random room in the area will be picked for the monster. The TYPE of room in that area which will be selected for population may also be specified. -ALL to disallow all locales, followed by +AIR +CITY +JUNGLE (etc) to reallow certain locales. -CITY -UNDERWATER and others may be used to restrict certain locales. If no locale types are specified, then all rooms in an area will be populatable. By default, non-flying mobs will never be generated in air rooms, nor will non-swimming mobs be generated underwater. Valid locates include: "STONE", "WOODEN", "CAVE", "MAGIC", "UNDERWATER", "AIR", "WATERSURFACE", "METAL", "CITY", "WOODS", "ROCKY", "PLAINS", "UNDERWATER", "AIR", "WATERSURFACE", "JUNGLE", "SWAMP", "DESERT", "HILLS", "MOUNTAINS".

RandomQuests

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===RandomQuests===
Targets: Areas, Mobs
Parameters: (MIN="TICKS") (MAX="TICKS") (CHANCE="0-100") ("var=value" ...)
Examples: minquests=3 maxquests=5 template=normal_capture1
Description: This behavior will generate a random quest inside a host area, or generate a random quest on behalf of the host mob. The arguments are all optional, and are numerous:

MIN, MAX, and CHANCE determine how frequently an attempt will be made to generate a quest. Be generous with this, as quest generation is a cpu-intensive process. Default is 10-20 ticks.

MINQUESTS, MAXQUESTS determine how many quests will be generated at one time. If any existing quests ellapse, then new ones will be generated. Default is 1-3 quests. If multiple quests are offered by the same mob, then, by default, the player must complete each one in order.

PATH is used to specify the xml document to read the random quest data from. Default is randareas/example.xml.

TAGID is the tag of the QUEST object inside the PATH document to generate. Default is "all_quests".

EXPIRE is the amount of time a quest will run for before expiring forever. Expiration occurs even if a quest is accepted moments before. The default is "3 hours".

MAXATTEMPTS is the number of attempts that will be made to generate a particular quest. This is necessary because not all areas, people, or circumstances will support evey quest type. The default is 3.


The following are not aspects of this behavior, but are variables passed on to the percolator who generates the quests, and are only meaningful because of their definitions in /resources/quests/random/*.xml.

TEMPLATE is the name of the quest template to use. Default is normal.

AVOIDSCANS can be set to YES to avoid quest templates that scan an entire area.

AREA_NAME can override the name of the areas where the announcer is found.

SOURCE_NAME can override the name of the quest announcer.

TARGETAREA_NAME can override the name of the area where the quest occurs.

MULTIAREA can be set to YES to allow the quest to occur other than the source area.

TARGETNAME is quest-type specific, but can mean the name of a quest target mob or item.

NUM_TARGETS is quest-type specific, but can mean the number of items/mobs to target.

AGGRESSION is quest-type specific, but can be set to YES or NO.

XP_AMOUNT_AWARDED is the amount of xp to award for completing a quest.

GOLD_AMOUNT_AWARDED is the amount of money to award for completing a quest.

QUEST_POINT_AWARDED can be set to YES or NO.

QUEST_MULTIPLE can be set to YES, NO, or PREV

ANNOUNCECHANNEL can be anything from SAY, LOCAL, QUESTCHAT, etc.

TARGET_MIN_AREALEVEL AND TARGET_MAX_AREALEVEL to set a range for randomly picked target areas

RandomTeleporter

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===RandomTeleporter===
Targets: Mobs
Parameters: min, max ticks, a percent chance, (nowander) locale parms

("POOFIN="MESSAGE"") ("POOFOUT="MESSAGE"")

Examples: min=10 max=20 chance=75 -air -underwater

min=10 max=20 chance=75 nowander "poofin=<S-NAME> Arrives!"

Description: This behavior makes a mob which will transport himself to a random room on the map. Locale parms may be given to restrict the types of rooms he will transport too. A randomtransport will, by default, transport all over the world. Use the nowander flag to keep him in his area. The optional poofin and poofout (which are spacing and quotation sensitive) can add some optional messaging to the process.

RandomTraps

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===RandomTraps===
Targets: Rooms, Areas
Parameters: Max and min ticks, pct chance, min and max traps, locale and other flags.
Examples: min=10 max=20 chance=25 mintraps=1 maxtraps=10 EXITS="YES" ITEMS="YES" ROOMS="YES"

min=10 max=20 chance=25 ROOMS="YES" ITEMS="NO" -ALL +CityStreet

Description: This behavior will generate traps in a room or area.

Frequency Parameters:

The frequency and chance that the traps will be generated is determined by the min, max, and chance parameters.


Number of traps parameters:

The number of traps generated is determined by mintraps and maxtraps.


Types of items trapped parameters:

You may also dictate the types of things which can be trapped. By default, only closed, locked doors will get trapped. To allow other things to be trapped, other parameters must be included.

The ROOMS parameter may be made equal to YES to allow trapping of rooms, or NO to not allow this.

The EXITS parameter may be made equal to DOORS to allow trapping of all doors, LOCKED to allow only trapping of locked doors, or NO to not allow exits to be trapped at all.

The ITEMS parameter may be equal to YES to allow trapping of any items, CONT to allow trapping only of containers, LID to trap only the containers with lids, LOCK to trap only containers with locks, or NO to never trap items.


The locale parameters:

The TYPE of room in that area which will be checked for trappable things may also be specified. Use -ALL to disallow all locales, followed by +AIR +CITY +JUNGLE (etc) to reallow certain locales. -CITY -UNDERWATER and others may be used to restrict certain locales. If no locale types are specified, then all rooms in an area will be eligible.

ResetWhole

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===ResetWhole===
Targets: Rooms, Areas
Parameters: # of ticks of inactivity before reset

(TICKS="INACTIVITY TICKS")/(RLHOUR="HOUR")/(MUDHOUR="HOUR")

Examples: 4000
Description: This behavior provides an alternative means of resetting your rooms and areas. The system will total reset a room (mobs and items) which has not been visited by a player in the given amount of ticks. Remember that a tick is about 4 seconds. You can alternatively specify a real life hour (0-23) or mud hour of the day with the RLHOUR or MUDHOUR parameters. An Area with this behavior will skip over any rooms which also have this behavior, allowing you to have different total reset times for certain rooms. Of course, this behavior does not override the existing REJUV system for mobs and items, so if you would like to use the ResetWhole system exclusively, you should set the rejuv rate on all the mobs and items in your game to 0, which disables their internal rejuvenation.

ResourceOverride

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===ResourceOverride===
Targets: Rooms, Areas
Parameters: min, max ticks, a percent chance, resources and (for areas) room types
Examples: MIN=5 MAX=5 CHANCE=100 CORN WHEAT RICE

CORN WHEAT RICE ROCKY MOUNTAINS PLAINS

Description: This class allows one to override the normal resources generated by rooms for many common skills. This skill will randomly select from the list enumerated in the parameters instead of the normal list. If this behavior is added to an area, you can add to the parameters a list of room types to apply the new resources to. Room types include: STONE, WOODEN, CAVE, MAGIC, UNDERWATER, AIR, WATERSURFACE, METAL, CITY, WOODS, ROCKY, PLAINS, UNDERWATER", AIR, WATERSURFACE, JUNGLE, SWAMP, DESERT, HILLS, MOUNTAINS


When changing the parameters of an existing ResourceOverride on an area, be sure to use RESET AREA to change back any rooms previously affected.

ROMGangMember

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===ROMGangMember===
Targets: MOBs
Parameters: "GANG NAME"(;"ATTACK MESSAGE"...
Examples: Troll

Troll;I'm gonna kill you!;I've got you now!;DIE!

Description: A silly behavior to better support ROM area files. The mob with this behavior will attack any other mob which also has this behavior, but is in a different gang. This behavior is not active when a mob with the ROMPatrolman is in the room. The first argument is always the gang that this member belongs to, whereas any additional arguments are things the mobs say before attacking.

ROMPatrolman

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===ROMPatrolman===
Targets: MOBs
Parameters:
Examples:
Description: A silly behavior to better support ROM area files. The mob with this behavior will complain whenever there is a fight going on in the same room. The mob may do nothing, join the fight, or break it up.

Sailor

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===Sailor===
Targets: Mobs
Parameters: (TICKDELAY="NUMBER") (PEACEMOVER="TRUE/FALSE")

(AREAONLY="TRUE/FALSE") (WIMPY="TRUE/FALSE") (FIGHTMOVER="TRUE/FALSE") (FIGHTTECH="TRUE/FALSE") (AGGRO="TRUE/FALSE") (AGGROMOBS="TRUE/FALSE") (AGGROLEVELCHECK="TRUE/FALSE") (AGGROMASK="MASK") (DEFENDER="TRUE/FALSE") (BOARDER="TRUE/FALSE")

Examples: tickdelay=10 peacemover=true areaonly=false
Description: This behavior will turn a mob into a helpful member of the crew of a large boardable sailing ship. With no arguments, this behavior will make the mob stand idle until their ship is in combat, at which point they will load and aim weapons they encounter. By default, they act more frequently based on their level from 1-30.


If a mob has the Shipwright behavior, they will automatically mend the ship when not in combat, or when the ship is badly hurt during combat. If a mob has Grapples and is Mobile, they will throw grapples and board enemy ships when appropriate.


Parameters:

TICKDELAY - the number of ticks between actions, whether in combat or no

PEACEMOVER - will sail the ship around at random when not in combat

AREAONLY - whether the ship stays in-area when sailing around

FIGHTMOVER - will sail the ship around at (somewhat) random during combat

WIMPY - if FIGHTMOVER is true, will make the ship run away when losing

FIGHTTECH - will load and aim weapons during combat

AGGRO - will target other ships they encounter and start fights

AGGROMOBS - if AGGRO is true, this will also start fights with mob-only ships

AGGROLEVELCHECK - if AGGRO, this will only fight with near-level enemy ships

AGGROMASK - if AGGRO, a zappermask to filter enemies. See help ZAPPERMASK.

DEFENDER - if DEFENDER is true, the mob will seek the deck to defend against boarders

BOARDER - if BOARDER is true, this mob will seek the enemy ship to attack enemy crew

-

Defaults are:

TICKDELAY: 30 - tickBonus - ((LEVEL) / 4)

TICKBONUS: 0

AREAONLY: true

FIGHTMOVER: true

FIGHTTECH: true

WIMPY: true

PEACEMOVER, BOARDER, DEFENDER, AGGRO, AGGROMOBS, AGGROLEVELCHECK: false

-

Scavenger

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===Scavenger===
Targets: MOBs
Parameters: (MIN="TICKS") (MAX="TICKS") (CHANCE="NUM%") (TRASH="ROOMID") Parameters : ... (; "ITEM ZAPPERMASK") Example : min=10 max=20 chance=75
Examples: min=10 max=20 chance=75 trash="no"

min=10 max=20 chance=75 trash="Midgaard#3021" min=10 max=20 chance=75 ; -JAVACLASS +GENWEAPON

Description: According to the timing and percent chance described by the parameters, the mob with this behavior will attempt to pick up and take away random objects in the same room as the mob. Scavengers will not do their work when a PC is in the room, however. If they get "filled up" on items, they will destroy them, unless the trash flag is present. If it is set to NO, they will do nothing. If it is set to a roomid, the mob will track to that room and put the things in any ungettable container therein, or on the ground if that is not an option. An optional semicolon at the end of the arguments may be followed by a zapper mask to limit the types of items the scavenger will pick up. See AHELP ZAPPERMASK.

Scriptable

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===Scriptable===
Targets: MOBs, Items, Rooms
Parameters: (see below)
Examples: LOAD=progs/mrinfo.script~
Description: This behavior allows the reactions and behaviors of the mob to be scripted. The parameter may be complete scripts, and/or LOAD commands as specified below. If you choose to use a file for your script, then each script command line must be terminated by a linefeed or a semicolon. If you choose to put your entire script into the parameters, you must terminate EVERY line with a semicolon (;).

Multiple scripts with multiple triggers may be included. Each script and trigger must be separated by the ~ character. See examples in the resources/progs directory!

Now to the script itself:

The first line must be a trigger word followed by any parameters. Valid triggers and parameters are as follows:

LOAD=(SCRIPT PATH) - insert a new script from another file. Ex: LOAD=progs/my.script~

GREET_PROG (PCT CHANCE) - When players enter the room, given the chance.

ARRIVE_PROG (PCT CHANCE) - When the mob enters a new room, or enters the game.

ALL_GREET_PROG (PCT CHANCE) - Same as GREET_PROG, but works with sneakers too.

LOGIN_PROG (PCT CHANCE) - When players logs into the game, given the chance.

LOGOFF_PROG (PCT CHANCE) - When players log out of the game, given the chance.

LEVEL_PROG (PCT CHANCE) - When a player anywhere gains a level, given the chance.

SPEECH_PROG (P) (A PHRASE)/(ONE OR MORE WORDS) - When someone says the words.

BRIBE_PROG (AMOUNT OF GOLD) - When the amount or better is given to the monster.

GIVE_PROG (P) (A PHRASE)/(ONE OR MORE WORDS) - When something is given to the monster.

RAND_PROG (PCT CHANCE) - Triggers at random, given the chance.

ONCE_PROG - Triggers on the first occurrence, but never again (until reset).

FIGHT_PROG (PCT CHANCE) - Triggers during combat, given the chance.

ENTRY_PROG (PCT CHANCE) - Triggers whenever the monster enters a new room.

EXIT_PROG (PCT CHANCE) - Triggers whenever anyone exits the room of the monster.

DEATH_PROG - When the monster dies.

KILL_PROG - When the monster kills.

HITPRCNT_PROG (HP PCT) - When the monster reaches the hit points % remaining.

MASK_PROG (P) (A PHRASE)/(ONE OR MORE WORDS) - When a mob performs an action with these words.

IMASK_PROG (P) (A PHRASE)/(ONE OR MORE WORDS) - When this mob performs an action with these words.

REGMASK_PROG (P) (EXACT PHRASE)/(REGULAR EXPRESSION) - When a mob performs an action matching.

ACT_PROG (P) (A PHRASE)/(ONE OR MORE WORDS) - When a mob performs an action with these words.

SOCIAL_PROG (SOCIAL NAME) - When a mob performs the given social.

CHANNEL_PROG (CHNAME) (P) (A PHRASE)/(ONE OR MORE WORDS) - When channels a message with these words.

QUEST_TIME_PROG (QUEST NAME) (TIME LEFT) - When the running quest reaches the number of minutes left.

TIME_PROG (LIST OF HOURS) - Mob runs program at listed hours of the day.

DAY_PROG (LIST OF DAYS) - Mob runs program at listed days of the month.

DELAY_PROG (LOW TICKS) (HIGH TICKS) - Mob runs program at the given interval range.

LOOK_PROG (P) (A PHRASE)/(ONE OR MORE WORDS) - When matching something is looked at.

LLOOK_PROG (P) (A PHRASE)/(ONE OR MORE WORDS) - When matching something is llooked at.

GET_PROG (P) (A PHRASE)/(ONE OR MORE WORDS) - When matching something is gotten.

OPEN_PROG (P) (A PHRASE)/(ONE OR MORE WORDS) - When matching something is opened.

CLOSE_PROG (P) (A PHRASE)/(ONE OR MORE WORDS) - When matching something is closed.

LOCK_PROG (P) (A PHRASE)/(ONE OR MORE WORDS) - When matching something is locked.

UNLOCK_PROG (P) (A PHRASE)/(ONE OR MORE WORDS) - When matching something is unlocked.

PUT_PROG (P) (A PHRASE)/(ONE OR MORE WORDS) - When matching something is put in something.

DROP_PROG (P) (A PHRASE)/(ONE OR MORE WORDS) - When matching something is dropped.

REMOVE_PROG (P) (A PHRASE)/(ONE OR MORE WORDS) - When matching something is removed.

CONSUME_PROG (P) (A PHRASE)/(ONE OR MORE WORDS) - When matching something is ate/drank.

WEAR_PROG (P) (A PHRASE)/(ONE OR MORE WORDS) - When matching something is worn/wielded.

DAMAGE_PROG - When damage taken by mob or given by item. Item#2 is the weapon. $g will have the amount.

BUY_PROG (P) (A PHRASE)/(ONE OR MORE WORDS) - When matching something is bought (items only).

SELL_PROG (P) (A PHRASE)/(ONE OR MORE WORDS) - When matching something is sold.

EXECMSG_PROG (MSG CODE) (P) (COMMAND WORDS) - When a msg of type msg code is executed. HELP MSG TYPES.

CNCLMSG_PROG (MSG CODE) (P) (COMMAND WORDS) - Before a msg of type msg code is allowed. HELP MSG TYPES.

FUNCTION_PROG (FUNCTION NAME) - declares a runnable function, with parms in $g, see MPCALLFUNC.

      • NOTE Phrases for MASK_PROG, GIVE_PROG, GET_PROG, PUT_PROG, REMOVE_PROG, WEAR_PROG, BUY_PROG, SELL_PROG, and SPEECH_PROG must group words and phrases together using the "'" character, for instance 'a phrase' or 'multiple words'. The characteris unnecessary when put around single words 'word'.


      • NOTE If Scriptable is placed on an Item, triggers such as GET_PROG, DROP_PROG, WEAR_PROG, and REMOVE_PROG will only trigger when the scripted item is involved.


      • NOTE MASK_PROG and ACT_PROG will check commands as they appear to the mob with this behavior. Consider perspective, vision, and word tense in light of this fact when wording your masks. For instance, the purchase of a sword in a dark shop may be seen as 'Someone buys something from someone' instead of 'Bob buys a sword from Joe'.


Following this line is your script itself. The commands are as follows:

IF/ENDIF/ELSE Conditional evaluations, separated by AND/OR. The IF statement can group conditions with () and use the following functions as part of its evaluation:

- RAND((% CHANCE)) Random truth

- HAS((CODE) (ITEM NAME)) if the given mob has the specified item.

- HASNUM((CODE) (ITEM NAME) == (NUM)) the amount the given mob has of the item.

- HASTITLE((CODE) (TITLE STR)) if the given mob has the give title.

- WORN((CODE) (ITEM NAME)) if the given mob wears the specified item.

- ISNPC((CODE)) if the given mob is a non-player.

- ISPC((CODE)) if the given mob is a player.

- ISPKILL((CODE)) if the given mob has playerkill flag on.

- ISGOOD((CODE)) if the given mob is good.

- ISNAME((CODE) (WORDS)) if the given item is named with given words.

- CURRENCY((CODE) == (NAME)) if the native currency of the mob or coins is the name. Where == may be !=.

- NUMMOBSINAREA((MOB NAME) == (NUM)) if comparison of number of mobs of that name in area. Where == may be !=, ), (, (=, (=.

- NUMMOBS((MOB NAME) == (NUM)) if comparison of number of mobs of that name in world. Where == may be !=, ), (, (=, (=.

- NUMRACEINAREA((MOB NAME) == (NUM)) if comparison of number of mobs of that name in area. Where == may be !=, ), (, (=, (=.

- NUMRACES((MOB NAME) == (NUM)) if comparison of number of mobs of that name in world. Where == may be !=, ), (, (=, (=.

- ISEVIL((CODE)) if the given mob is evil.

- ISNEUTRAL((CODE)) if the given mob is neutral.

- ISFIGHT((CODE)) if the given mob is fighting.

- ISALIVE((CODE)) if the given mob is alive and available.

- ISIMMORT((CODE)) if the given mob is an archon.

- ISCHARMED((CODE)) if the given mob is charmed.

- STRCONTAINS((STRING) (CODED WORDS)) is string contains coded words. May use "" & ! ) ( ().

- STAT((CODE) (STAT) == (VALUE)) if the given mob/item has a stat of value, != is also valid.

- GSTAT((CODE) (STAT) == (VALUE)) like STAT, but player data accessible. See Generic.java.

- DATETIME((TIME/DAY/ETC) == (VALUE)) like STAT, but player data accessible. Where == may be ), (, !=, )=, or (=.

- AFFECTED((CODE) (SPELL CLASS)) if the mob is affected by spell.

- ISBEHAVE((CODE) (BEHAVIOR CLASS)) if the mob has a behavior.

- ISFOLLOW((CODE)) if the given mob is following someone in the room.

- ISSERVANT((CODE)) if the given mob is serving someone in the room.

- HITPRCNT((CODE) == (% HITS)) if the given mob has the pct chance hit points. Where == may be ), (, !=, )=, or (=.

- HASTATTOO((CODE) (TATTOONAME)) whether the given mob has the given tattoo.

- INLOCALE((ROOM CLASS)) if the mob is in the given room type.

- ISBIRTHDAY((CODE)) if the mobs birthday is today.

- INROOM((ROOM ID/MOB NAME) == (ROOM ID/MOB NAME)) if the mob is in the given room.

- MOOD((MOB NAME) == (MOOD NAME)) if the mob has a mood, and it is the one specified.

- ISRECALL((MOB NAME)== (ROOM ID/MOB NAME)) is the mob is from the given room.

- ISHERE((CODE)) if the mob/item in the same room as the scripted one.

- INAREA((NAME)) if the scripted mob/item in room named by the parameters.

- ISLIKE((CODE) (MASK)) if the mob/item meets the given zapper mask. See ZAPPERMASKS for mask syntax

- ISODD((AMT)) whether the given argument is an odd whole number

- VAR((CODE) (VAR NAME) == (VALUE)) if the var for the given mob has value. Where == may be !=, ), (, )=, (=.

- FACTION((CODE) (FACT) == (VALUE)) if the faction for the given mob has value. Where == may be !=, ), (, )=, (=.

- SEX((CODE) == (M/F/N)) evaluates sex. Where == may also be !=.

- POSITION((CODE) == (SLEEPING/STANDING/SITTING) Evaluates position.

- LEVEL((CODE) == (LVL)) evaluates level. Where == may be !=, (, ), )=, (=.

- MATH((EXPR) == (EXPR)) evaluates expression. Where == may be !=, (, ), )=, (=.

- QUESTPOINTS((CODE) == (VAL)) evaluates questpoints. Where == may be !=, (, ), )=, (=.

- QVAR((QUEST) (CODE) == (VAL)) evaluates temp quest vars. Where == may be !=, (, ), )=, (=.

- TRAINS((CODE) == (VAL)) evaluates trains. Where == may be !=, (, ), )=, (=.

- PRACS((CODE) == (VAL)) evaluates pracs. Where == may be !=, (, ), )=, (=.

- CLASS((CODE) == (CLASS NAME)) evaluates class. Where == may be !=.

- BASECLASS((CODE) == (CLASS NAME)) evaluates base class. Where == may be !=.

- RACE((CODE) == (RACE NAME)) evaluates race. Where == may be !=.

- RACECAT((CODE) == (RACE CAT NAME)) evaluates racial category. Where == may be !=.

- GOLDAMT((CODE) == (AMT)) evaluates base gold or item value. Where == may be !=, ), (, )=, (=.

- EXP((CODE) == (AMT)) evaluates experience points. Where == may be !=, ), (, )=, (=.

- VALUE((CODE) (CURRENCY) == (AMT)) evaluates base value in given currency. Where == may be !=, ), (, )=, (=.

- IPADDRESS((CODE) == (ADDRESS)) evaluates ip address of player. Where == may be !=.

- QUESTSCRIPTED((CODE) (QUEST NAME)) returns whether the code of the given name has a script from the given quest.

- QUESTWINNER((CODE) (QUEST NAME)) returns whether the code of the given name has won the given quest.

- QUESTMOB((NAME) (QUEST NAME)) returns whether the mob of the given name is a mob designated in the given quest.

- QUESTOBJ((NAME) (QUEST NAME)) returns whether the item of the given name is an item designated in the given quest.

- QUESTROOM((ROOMID) (QUEST NAME)) returns whether the item of the given name is an item designated in the given quest.

- ISQUESTMOBALIVE((NAME/NUM) (QUEST NAME)) returns whether the mob, designated in the currently running quest, is alive.

- ISTIME((HOUR#/DAY/DAWN/DUSK/NIGHT)) returns the time of day, or time region.

- ISSEASON((WINTER/SPRING/SUMMER/FALL)) returns the season.

- ISWEATHER((CLEAR/RAIN/SNOW/WINDY/ETC..)) returns the weather

- ISMOON() returns whether the scriptor can see the moon

- ISMOON((NEW/WAXCRESCENT/WAXQUARTER/WAXGIBBOUS/FULL/WANEGIBBOUS/ETC..)) check the moon type

- ISDAY((DAY#)) returns the day of the month.

- EVAL((CODE) == (VALUE/CODE)) if the code has value. Where == may be !=, ), (, )=, (=.

- NUMBER((VALUE/CODE)) whether the given code or value is a number.

- RANDNUM((VALUE) == (MAX VALUE)) how the 1st code compares to rand 1..max code.

- RAND0NUM((VALUE) == (MAX VALUE)) how the 1st code compares to rand 0..max code-1.

- ROOMMOB((NUM) (NAME)) whether the NUMth mob in the room is named NAME.

- ROOMITEM((NUM) (NAME)) whether the NUMth item in the room is named NAME.

- NUMMOBSROOM((*/NAME) == (NUMBER)) compares the # of named mobs in room. Where == may be !=, ), (, )=, (=.

- NUMPCSAREA(== (NUMBER)) compares the number of pcs in the area. Where == may be !=, ), (, )=, (=.

- NUMPCSROOM(== (NUMBER)) compares the number of pcs in the room. Where == may be !=, ), (, )=, (=.

- EXPLORED((CODE) (AREA/WORLD) == (NUMBER)) check % explored of code mob. Where == may be !=, ), (, )=, (=.

- NUMITEMSROOM(== (NUMBER)) compares the number of mobs in the room. Where == may be !=, ), (, )=, (=.

- NUMITEMSMOB((NAME) == (NUMBER)) compares the number of items the mob has. Where == may be !=, ), (, )=, (=.

- MOBITEM((MOBNAME) (NUM) (NAME)) whether the NUMth item owned by mob mobname is named NAME.

- INCONTAINER((CODE) (CONTAINER/MOUNT)) whether the item is in container or mount.

- ISABLE((CODE) (SKILL NAME)) whether the mob has the skill/ability.

- ISOPEN((CODE/DIRECTION)) whether the container item, or direction name is open.

- ISLOCKED((CODE/DIRECTION)) whether the container item, or direction name is locked.

- STRIN((STRING) (STRING)) whether the second string appears as a whole word in the first.

- CALLFUNC((FUNCTION) (PARM)..) returns whether the FUNCTION_PROG named returns a non-null.

- DEITY((CODE) == (CLASS NAME)) evaluates a mobs deity. Where == may be !=.

- CLAN((CODE) == (CLASS NAME)) evaluates a mobs clanid. Where == may be !=.

- CLANRANK((CODE) == (NUMBER)) evaluates mobs rank. Where == may be !=, (, ), )=, (=.

- CLANDATA((CLAN) (VAR) == (STRING)) evaluates clan rank. Where == may be !=, (, ), )=, (=.

      • NOTES! The parenthesis are REQUIRED for the above! The brackets should NOT be included, they are there to designate a parameter. Where CODE above is one of the following: $n=source of the action, $i=scripted mob, $t=target, $o=item1, $p=item2, $w=owner of item1, $W=owner of item2.


Now we get to the executed commands. They are as follows:

FOR $X = (START) to (FINISH) - loops. X must be 0-9. End with NEXT by itself.

SWITCH/CASE/ENDSWITCH - act as a multiple if/elseif/elseif....

MPASOUND (TEXT) - a noisy emote that goes to all adjacent rooms.

MPECHO (TEXT) - an emote

MPSLAY (MOB NAME) - utterly kill the target.

MPJUNK (ITEM) - destroy the given item from the monsters inventory.

MPMLOAD (MOB NAME) - create an instance of the given mob name.

MPOLOAD (ITEM NAME) - create an instanceof the given item, give it to the mob.

MPOLOADROOM (ITEM NAME) - create an instanceof the given item, drop it in the room.

MPMLOAD FROMFILE (CMARE FILE) (MOB NAME) - create a given mob name from a file.

MPOLOAD FROMFILE (CMARE FILE) (ITEM NAME) - create an item from a file, give it to the mob.

MPOLOADROOM FROMFILE (CMARE FILE) (ITEM NAME) - create an item from a file, drop it in the room.

MPECHOAT (MOB/ROOM/AREA/WORLD) (TEXT) - emote to the given target.

MPECHOAROUND (TEXT) - emotes to everyone in room but the source of the trigger.

MPCAST (SPELL) (MOB NAME) - casts the given spell at the given target.

MPKILL (MOB NAME) - attack the given target.

MPEXP (MOB NAME) (EXP or TNL%) - grants amount of exp to mob.

MPQUESTPOINTS (MOB NAME) (QPS) - sets mobs amount of questpoints. Prefix QPS with ++ or -- to adjust only.

MPTRAINS (MOB NAME) (TRAINS) - sets mobs amount of trains. Prefix TRAINS with ++ or -- to adjust only.

MPPRACS (MOB NAME) (PRACS) - sets mobs amount of pracs. Prefix PRACS with ++ or -- to adjust only.

MPPURGE (ITEM/MOB NAME) - destroy the given target item or mob.

MPUNAFFECT (MOB NAME) (ALL/SKILL NAME)- removes given affects from the mob.

MPGOTO (ROOM ID/NAME/DESC) - take the monster to the given room.

MPAT (ROOM ID/NAME/DESC) (COMMAND) - do a command at the given room.

MPSET (MOB/ITEM) (VAR NAME) (VALUE) - use with care! sets a stat for a mob or item.

MPGSET (MOB/ITEM) (VAR NAME) (VALUE) - like MPSET but player data accessible. See GSTAT.

MPTRANSFER (ALL/MOB NAME) (ROOM ID/NAME/DESC) - transfer mobs to the given room.

MPBEACON (ROOM ID/NAME/DESC) (ALL/MOB NAME) - Makes given room start room for players.

MPFORCE (MOB NAME) (COMMAND) - force the given mob to do the given command.

MPPROMPT (PC NAME) (VARIABLE NAME) (PROMPT). Store user entered value in variable. See Guide.

MPCONFIRM (PC NAME) (VARIABLE NAME) (DEFAULT VALUE) (PROMPT). Y or N. See Guide.

MPCHOOSE (PC NAME) (VARIABLE NAME) (CHOICES) (DEFAULT VALUE) (PROMPT). Hotkey choices. See Guide.

MPSCRIPT (MOB/ITEM) ((FLAGS)) (SCRIPT) - adds a quest Scriptable to the target, flags GLOBAL INDIVIDUAL SAVABLE EXECUTE.

MPSETVAR (MOB NAME) (VAR NAME) (VALUE) - set a variable for the given mob. Value may be ++, --, or preceded by +,-,*,or /.

MPENDQUEST (QUEST NAME/MOB NAME) - this command will shutdown the given quest, or remove quest scripts from given mob.

MPSTARTQUEST (QUEST NAME) - this command will start the quest of the given name.

MPQUESTWIN (MOB NAME) (QUEST NAME) - declares the mob a winner of the given quest.

MPSTOP (MOB NAME) - forces mob to stop fighting, or performing common skills.

MPCALLFUNC (FUNC NAME) (PARMS...) - executes a FUNCTON_PROG already declared.

MPALARM (TICKTIME) (COMMAND) - executes COMMAND after time has elapsed.

MPNOTRIGGER (TRIGGER NAME) (MILISECS)- this command will prevent given trigger for given miliseconds.

MPFACTION (MOB) (FACTION) (VALUE) - changes faction value for given mob. Value is number, range, or +NUM, --NUM.

MPWHILE ((IF CONDITION)) (COMMAND) - repeatedly executes commmand.

MPDAMAGE (MOB/ITEM) (MIN) (MAX) (KILL)- does random damage to the target. Kills only when KILL parm given.

MPREJUV AREA/ROOM/(ROOMID)/(AREAID) (ITEMS/MOBS) - rejuv dead mobs, lost items from area or room

MPRESET AREA/ROOM/(ROOMID)/(AREAID) - reload an area or room from the database

MPLOG ERROR/INFO/DEBUG HEADER MESSAGE - add an entry to the coffeemud server log

MPCHANNEL (!)(CHANNEL) MESSAGE - send a message to a channel

MPTRACKTO (MOB NAME) - forces the mob to track down the given mob.

MPWALKTO (MOB NAME) - forces the mob to track down the given mob, land surface only.

MPAFFECT (SPELL) (MOB NAME) (PARMS) - automatically casts a spell on a mob.

MPBEHAVE (BEHAVIOR) (MOB NAME) (PARMS) - adds a behavior to the mob.

MPUNBEHAVE (BEHAVIOR) (MOB NAME) - removes a behavior from a mob.

MPTATTOO (MOB) (-)(TATTOONAME) - adds or removes the given tattoo for the mob.

MPPLAYERCLASS (MOB) (CCLASS ID) ((LVL))... - changes current char class & optionally level.

MPTITLE (MOB) (-) (TITLE) - adds or removes the given title string from the mob.

MPENABLE (MOB) (ABILITY NAME) (PROF) (STR) - adds a new skill to the mob, or mods prof. w/++,--.

MPDISABLE (MOB) (ABILITY NAME) - removes a skill from the mob.

MPSAVEVAR (MOB NAME) (VAR NAME) - saves the variable set using MPSETVAR to the database.

MPLOADVAR (MOB NAME) (VAR NAME) - loads the variable from the database.

MPM2I2M (MOB/ITEM) - this strange command turns a mob into an item and back into a mob

MPHIDE (MOB/ITEM/EXIT) - makes the target undetectable by any means.

MPUNHIDE (MOB/ITEM/EXIT) - reverses the affects of MPHIDE -- does not affect Hide or other skills.

MPOPEN (ITEM/EXIT) - opens a closed container or door.

MPCLOSE (ITEM/EXIT) - closes an open container or door.

MPLOCK (ITEM/EXIT) - closes and locks a lockable container or door.

MPUNLOCK (ITEM/EXIT) - unlocks a locked container or door, but does not open.

MPSETCLANDATA (CLAN) (VAR) (VALUE) - changes a datum about the given clan.

MPARGSET ($VAR) (VALUE) - changes internal $(i,n,t,0,1,..9) object to one specified by value.

MPLOADQUESTOBJ (QUEST) (QVARNAME) ($VAR) - loads quest obj into internal $(i,n,t,0,1,..9) object.

MPUNLOADSCRIPT (SCRIPT FILE NAME) - unloads a file script from the resources cache for refreshing

MPQSET (QUEST) (QVARNAME) (VALUE) - set temp quest var to given value.

BREAK -- return/break out of the current if condition or program script.

RETURN (OPTIONAL STRING) - exits the existing script, returning the string given.

(SCRIPT) - embed Javascript in Scriptable event. Must be closed with (/SCRIPT).

(COMMAND) (PARMS)- any valid coffee mud command!

    • NOTES! For those commands which have multiple parameters (specifically MPAT, MPFORCE, MPCAST, MPECHOAT, you must use "'" characters in order to group any words in the first parameter of those commands. Inside your command parameters, whether it be text, or even when specifying MOB or ITEM names, you may use any of the following freely:

$a - name of the area the monsters in

$b - name of last item/mob loaded w/mmpload/mpoload

$B - display text of last item/mob loaded w/mmpload/mpoload

$c - random npc/pc inhabitants name

$C - random npc/pc inhabitants name

$i - monsters name

$I - monsters display text

$n - source of triggers name

$N - source of triggers name

$t - target of triggers name

$T - target of triggers name

$r - random pc inhabitants name

$R - random pc inhabitants name

$j - he/she of the monster

$e - he/she of the trigger source

$d - title of monsters room location

$D - long desc of monsters room location

$f - name of the person monster follows

$E - he/she of the trigger target

$F - he/she of the person monster follows

$g - lowercase form of the message from a MPCALLFUNC, MASK_PROG or SPEECH_PROG.

$G - uppercase form of the message from a MPCALLFUNC, MASK_PROG or SPEECH_PROG.

$J - he/she of a random pc inhabitant

$k - his/her of the monster

$l - list of all mobs (excluding monster). See "." syntax below.

$L - list of all Items in room. See "." syntax below.

$m - his/her of the trigger source

$M - his/her of the trigger target

$K - his/her of a random pc inhabitant

$y - sir/madam of the trigger source

$Y - sir/madam of the trigger target

$o - item1 name

$O - item1 name

$p - item2 name

$P - item2 name

$w - owner of item1s name

$W - owner of item2s name

$x - random valid exit's direction

$X - random valid exit's name

$xN- north exit's name

$0..$9- temporary variables set by other commands.


$((CODE) (VAR NAME)) - the variable of the given name, of the given code. Where code is $i, $n, $t, $o, or $p. See MPSETVAR.


$((NUM) (QUEST NAME)) - a mob name from the given quest, if the quest is running. The number corresponds to the order in which mobs were designated in the quest script. Counting starts at 1.


$((NUM) (QUEST NAME)) - an item name from the given quest, if the quest is running. The number corresponds to the order in which items were designated in the quest script. Counting starts at 1.


$%FUNCTION(PARM1 PARM2..)% - replace this code with a value from one of the internal functions. While the names are the same as the eval functions above, their parameters will be slightly different. The functions which may be included in this code include the following:

- RAND() random number between 1 and 100.

- HAS((CODE)) name of a random item in given mobs inventory.

- HASNUM((CODE) (ITEM)) number of the given items in given mobs inventory.

- WORN((CODE)) name of a random worn item in given mobs inventory.

- ISNPC((CODE)) not implemented.

- ISPC((CODE)) not implemented.

- ISGOOD((CODE)) returns the alignment string of the given mob.

- ISNAME((CODE)) Returns the real/full name of the given object.

- CURRENCY((CODE)) Returns the native currency of the given object.

- MATH((EXPR)) returns evaluated mathematical expressions. +-*\

- MOOD((MOB NAME)) the given mobs mood.

- NUMMOBSINAREA((MOB NAME)) number of mobs in area matching mask.

- NUMMOBS((MOB NAME)) number of mobs in world matching mask.

- NUMRACEINAREA((MOB NAME)) number of mobs in area matching race.

- NUMRACES((MOB NAME)) number of mobs in world matching race.

- ISEVIL((CODE)) alignment number of the given mob.

- ISNEUTRAL((CODE)) short alignment string of the given mob.

- ISFIGHT((CODE)) name of the mob the given mob is fighting.

- ISALIVE((CODE)) health of the given mob.

- ISIMMORT((CODE)) not implemented.

- ISBIRTHDAY((CODE)) returns birthday of the mob

- ISCHARMED((CODE)) name of the charm spell the mob is under.

- STAT((CODE) (STAT)) value of the given stat for the given object.

- DATETIME(DAY/TIME/MONTH/YEAR) displays the appropriate numberic value.

- GSTAT((CODE) (STAT)) like STAT, but player data accessible. See Generic.java.

- AFFECTED((CODE)) name of a random spell affect on the object.

- FACTION((CODE) (FACTION)) name of the range the mob has in given faction.

- ISBEHAVE((CODE)) class ids of the behaviors on the object.

- ISFOLLOW((CODE)) name of the mob the given mob is following.

- ISSERVANT((CODE)) name of the mob the given mob is serving.

- HITPRCNT((CODE)) % of hit points remaining for given mob.

- INLOCALE() name of the room type the monster is in.

- INROOM() raw id of the room the monster is in.

- ISODD((AMT)) echos AMT if AMT is an odd, whole number.

- ISRECALL((CODE)) start room of the given mob.

- INAREA() name of the area the monster is in.

- ISHERE() name of the area the monster is in.

- VAR((CODE) (VAR NAME)) Value of the given variable.

- SEX((CODE)) sex of the given mob.

- POSITION((CODE)) position name of the given mob.

- LEVEL((CODE)) level of the given mob.

- QUESTPOINTS((CODE)) questpoints of the given mob.

- PRACS((CODE)) practices of the given mob.

- TRAINS((CODE)) trains of the given mob.

- CLASS((CODE)) class of the given mob.

- BASECLASS((CODE)) base class of the given mob.

- RACE((CODE)) race of the given mob.

- RACECAT((CODE)) racial category of the given mob.

- GOLDAMT((CODE)) number of gold coins the given mob has.

- EXP((CODE)) number of experience points the given mob has.

- VALUE((CODE) (CURRENCY)) base value the given mob has in given currency.

- QUESTWINNER((CODE)) returns a list of all the quests the mob was won.

- QUESTSCRIPTED((CODE)) returns a list of all the quests the mob is scripted for.

- QUESTMOB((QUEST NAME)) returns a list of all the mobs desigated by this quest.

- QUESTOBJ((QUEST NAME)) returns a list of all the items desigated by this quest.

- QUESTROOM((QUEST NAME)) returns a list of all rooms desigated by this quest.

- ISQUESTMOBALIVE((QUEST NAME)) returns a list of all live mobs desigated by this quest.

- ISTIME() returns the approx time of day in words.

- ISSEASON() returns the season.

- ISWEATHER() returns the weather

- ISMOON() returns the moon phase

- ISDAY() returns word day or evening.

- EVAL() not implemented.

- NUMBER((VALUE/CODE)) Returns the numberic value of the given argument.

- RANDNUM((VALUE/CODE)) returns random number from 1..value/code.

- RAND0NUM((VALUE/CODE)) returns random number from 0..value/code-1.

- ROOMMOB((NUM)) returns the NUMth mob in the room's name.

- ROOMITEM((NUM)) whether the NUMth item in the room's NAME.

- NUMMOBSROOM((*/NAME)) returns the number of named mobs in the room.

- NUMPCSAREA() returns the number of pcs in the area.

- NUMPCSROOM() returns the number of pcs in the room.

- EXPLORED((CODE) (AREA/WORLD)) displays % explored of code mob.

- NUMITEMSROOM() returns the number of items in the room.

- NUMITEMSMOB((NAME)) returns the number of items the mob has.

- MOBITEM((MOBNAME) (NUM)) returns the NUMth item owned by mob mobname.

- INCONTAINER((CODE)) returns container of an item, or the mount of a mob.

- ISABLE((CODE) (SKILL NAME)) the mobs proficiency in the given skill/ability.

- ISOPEN((CODE/DIRECTION)) "true" if the container item, or direction name is open.

- ISLOCKED((CODE/DIRECTION)) the key name if the container, or direction has a lock.

- STRIN((STRING) (STRING)) word number of the second string if it appears in the first.

- CALLFUNC((FUNCTION) (PARM)..) the value returned by the FUNCTION_PROG named.

- DEITY((CODE)) returns a mobs deity.

- CLAN((CODE)) returns a mobs clan.

- CLANRANK((CODE)) returns mobs clan role/rank as a number.

- CLANDATA((CLAN) (VAR)) returns the given clans data based on var.

- IPADDRESS((CODE)) return ip address of player.

- QVAR((QUEST) (CODE)) returns temp quest vars.


Any of the $ codes may be followed by a period and a literal number to designate a particular word inside a string of many words. For instance if $o evaluates to "a magic wand", $o.1 would evalulate to "magic". If $l evaluated to "orc bob hassan", $l.2 would give "hassan". This syntax can also be followed by ".." to grab substrings. For instance, if $o evaluates to "a magic wand", $o.1.. would evaluate to "magic wand".

ScriptableEverymob

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===ScriptableEverymob===
Targets: Areas, Rooms
Parameters: Same as BEHAVIOR_SCRIPTABLE
Examples: LOAD=progs/mrinfo.script~
Description: This behavior will cause all mobs native to the area or room to be automatically given a particular Scriptable script to run. Mobs that already have scriptable behaviors will be unaffected.

Sounder

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===Sounder===
Targets: Room, MOBs, Items, Areas
Parameters: (Max/Min ticks;) ("EMOTE CODE" "EMOTE STRING";)
Examples: sound 80 wiggles his bottom.;sound 60 smiles evilly.;sound 20 burps!

min=20 max=20;wear $p looks good on you.;remove Now you don't look so good.;remove_room $n doesn't look so good.

Description: An alternative to the Emoter behavior, this allows you to create very simple emoting triggers based on percent chances every tick, or based on event triggers such as getting an item, or leaving a room. Each emote trigger is semicolon (;) separated, and the first trigger may instead be a set of ticks. Valid emote codes include the following:

SOUND (PCT CHANCE) - every min/max ticks, this will be emoted % chance of the time.

GET - if an item is gotten (or THE item), this will emote to the getter.

GET_ROOM - if an item is gotten (or THE item), this will emote to the room (not the getter).

DROP - if an item is dropped (or THE item), this will emote to the getter.

DROP_ROOM - if an item is dropped (or THE item), this will emote to the room (not the getter).

PUSH - if an item is pushed (or THE item), this will emote to the pusher.

PUSH_ROOM - if an item is pushed (or THE item), this will emote to the room (not the pusher).

PULL - if an item is pulled (or THE item), this will emote to the pulled.

PULL_ROOM - if an item is pulled (or THE item), this will emote to the room (not the puller).

EAT - if an item is eaten (or THE item), this will emote to the eater.

EAT_ROOM - if an item is eaten (or THE item), this will emote to the room (not the getter).

MOUNT - if an item is mounted (or THE item), this will emote to the mounter.

MOUNT_ROOM - if an item is mounted (or THE item), this will emote to the room (not the getter).

DRINK - if an item is drunk (or THE item), this will emote to the drinker.

DRINK_ROOM - if an item is drunk (or THE item), this will emote to the room (not the getter).

SIT - if an item is sat on (or THE item), this will emote to the sitter.

SIT_ROOM - if an item is sat on (or THE item), this will emote to the room (not the getter).

SLEEP - if an item is slept on (or THE item), this will emote to the sleeper.

SLEEP_ROOM - if an item is slept on (or THE item), this will emote to the room (not the getter).

WEAR - if an item is worn (or THE item), this will emote to the wearer.

WEAR_ROOM - if an item is worn (or THE item), this will emote to the room (not the getter).

OPEN - if an item is opened (or THE item), this will emote to the wearer.

OPEN_ROOM - if an item is opened (or THE item), this will emote to the room (not the getter).

CLOSE - if an item is closed (or THE item), this will emote to the wearer.

CLOSE_ROOM - if an item is closed (or THE item), this will emote to the room (not the getter).

HOLD - if an item is held (or THE item), this will emote to the wearer.

HOLD_ROOM - if an item is held (or THE item), this will emote to the room (not the getter).

WIELD - if an item is wielded (or THE item), this will emote to the wearer.

WIELD_ROOM - if an item is wielded (or THE item), this will emote to the room (not the getter).

REMOVE - if an item is removed (or THE item), this will emote to the remover.

REMOVE_ROOM - if an item is removed (or THE item), this will emote to the room (not the getter).

PORTAL_ENTER - if the room is entered, this will emote to the one entering.

PORTAL_ENTER_ROOM - if the room is entered, this will emote to the others in the room.

PORTAL_EXIT - if the room is left, this will emote to the one leaving.

PORTAL_EXIT_ROOM - if the room is left, this will emote to the others in the room.

DAMAGE - if the object is hurt, or used to hurt, this will emote to the one hurting.

DAMAGE_ROOM - if the object is hurt, or used to hurt, this will emote to the others in the room.

FIGHT - if the object is attacking, or used to attack, this will emote to the one attacking.

FIGHT_ROOM - if the object is attacking, or used to attack, this will emote to the others in the room.


The emote strings may be any text, and the following codes may be included:

$p - the name of the item with the behavior.

$n - the name of the source of the emote, or the source of the trigger.

$e - the he/she of $n.

$s - the his/her of $n.

StdBehavior

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===StdBehavior===
Targets:
Parameters:
Examples:
Description:

TargetPlayer

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===TargetPlayer===
Targets: MOBs
Parameters: min, max ticks, a percent chance
Examples: min=2 max=3 chance=99
Description: This behavior makes the MOB, in combat, target the weakest player in their enemies' group.

TaxCollector

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===TaxCollector===
Targets: MOBs
Parameters: (WAIT="TIME") (GRACE="TIME")
Examples: WAIT=60000 GRACE=600000
Description: This behavior makes the mob a very annoying and somewhat dangerous collector of money from both players and mobs. The TaxCollector will, by default, demand 10% of any money by a random person it comes across in the form of a "citizens tax". That person has (WAIT) milliseconds to give over the money before the tax collector either charges them with tax evasion, or attacks. If the taxcollector is paid (mobs will always pay), then the person has (GRACE) amount of time before money is demanded again. The TaxCollector will never demand money from a member of its own clan, if it has one. Also, in areas with law, the tax collector will charge the rate defined as the Citizens Tax instead of the flat 10%, as well as charging for any back property taxes if applicable.

TaxiBehavior

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===TaxiBehavior===
Targets: MOBs, Items, Rideables
Parameters: "ALL PRICE"/"AREA/ROOM"="PRICE"/"PARAM"="VALUE"; ... ;
Examples: 1.5

Midgaard#3001=1.5; Smurfville=2.0; 70 ; AREAONLY=true Midgaard#3032; 100 ; INDOOROK=false; MAXRANGE=100

Description: This behavior makes the mob a carrier of players to places. The mob will charge for his services if you specify a price in the parameters, or he will do it for free if you don't, or if the last price specified was 0. The parameters can include a comma delimited set of room IDs, area names, or even short title descriptions for quickly entering rooms within short range of the mob.


The parameters may also include certain other variables as part of the parameter list. These include AREAONLY = true or false, to specify whether the taxi knows anything about places outside his area. MAXRANGE=number for the maximum number of rooms away from the taxi that is known. GREETING=message will give a special taxi greeting message for all players who enter the room its in. ENTERMSG will give a message to players after they mount the taxi. TALKERNAME=name will change the apparent name of the speaker, allowing you to turn a mounted mob into a "driver" if you wish. PERROOM=number will set a per-room price for the distance from the current room to the one sought. INDOOROK=true will allow the taxi to traverse indoor rooms if convenient. NOWATER=true to prevent trails over water. NOAIR=true, to prevent trails through the air. NOLOCKS=true to prevent trails through locked doors. NOHOMES=true to prevent trails through private homes. NOCLIMB to prevent trails through climbable exits. NOCRAWL to prevent trails through crawlable exits.

Thiefness

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===Thiefness===
Targets: MOBs
Parameters: (SUBCLASS NAME) (PROFICIENT) (NOSTATS) (NOCOMBATSTAT)

(OFFENSIVE,DEFENSIVE,MIXEDOFFENSIVE,MIXEDDEFENSIVE) (MINTICKS="NUM" MAXTICKS="NUM" CHANCE="NUM")

Examples: Thief

Assassin MIXEDOFFENSIVE

Description: An extension of CombatAbilities, this behavior makes the mob a Thief by class, and gives the mob thief skills appropriate to its level. After this behavior has triggered, it will often require a RESET for any level changes to the mob to take over. The Thiefness behavior also includes many non-combat abilities, including sneaking and hiding, backstabbing, picking pockets, and even stealing at high levels!

Use the proficient flag to make all skills at 100% instead of level-based. Use the offensive/.../mixeddefensive flags to influence skill choices. This behavior should not be used WITH any of the other CombatAbilities behaviors, such as Fighterness, Thiefness, Mageness, Clericness, Druidness, or CombatAbilities. It should be used alone on a mob.

Also, be aware that this behavior will modify the mobs stats to better reflect the class, so any additions or removals of this behavior should be accompanied by a room reset after saving, and manually checking to make sure the combat stats are as desired.

Vagrant

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===Vagrant===
Targets: MOBs
Parameters:
Examples:
Description: The mob will spontaneously decide to go to sleep wherever the mob is currently at. After awhile the mob will wake up.

VeryAggressive

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===VeryAggressive===
Targets: MOBs
Parameters: aggression flags (message="msg") aggression masks
Examples: -race +elf message="die! You!"

-race +elf mobkill misbehave -race +elf

Description: Makes the mob attack any player mob it can detect in the same room, from the moment the new mob enters. In addition, this behavior will detect any mobs in adjacent rooms, and move to attack those as well, but only if those players meet all the other criteria, and are within 16 levels of the mob. Mobs will not be aggressive towards Archons and builders with the CMDMOBS security flag. Horribly wounded mobs are not aggressive. If no other parameters are given, the mob will attack anyone within 8 levels. Valid aggressive masks include:

message=(msg) something for the mob to say whenever he's fixing to attack

delay=x (makes the mob delay x ticks before looking for a victim)

mobkill (makes this behavior attack mobs as well as players)

nogang (makes this behavior pass over players already in combat)

misbehave (makes this mob attack even when wounded or a follower)

See AHELP ZAPPERMASK, where allowed is attacked, and disallowed is spared.

WaterCurrents

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===WaterCurrents===
Targets: Areas, Rooms
Parameters: min, max ticks, % chance, "DIRECTION" "DIRECTION" "etc.."
Examples: min=1 max=3 chance=99 east south

east south

Description: The mob will be drawn along in the directions specified by the parameters. If an exit is available in the first direction, it will be chosen, otherwise the second one, etc. The min, max, and chance dictate how often the currents will strike.

WeatherAffects

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===WeatherAffects===
Targets: Rooms, Areas
Parameters: (windsheer=%chance) (puddlepct=%chance) (rainslipchance=%chance)

(snowSlipChance=%chance) (sleetSlipChance=%chance) (freezeOverChance=%chance) (droughtFireChance=%chance) (botherticks=#ticks) (diseaseticks=#ticks) (rustticks=#ticks) (lightningticks=#ticks) (rumbleticks=#ticks) (gustticks=#ticks) (tornadoticks=#ticks) (hailticks=#ticks) (dustticks=#ticks)

Examples: windsheer=10 puddlepct=20
Description: The amazingly powerful behavior handles almost all of the effects of weather upon players and the environment. By changing the parameters listed above, the frequency of certain negative effects of weather can be tweeked, modified, enhanced, or eliminated.

The parameters and their meaning are as follows:

windsheer - percent chance that a ranged attack or thrown item will be blown off course.

puddlepct - percent chance, following wet weather, that puddles, snow piles, or dust will form.

rainslipchance - percent chance, during wet weather, that someone will slip while moving.

snowSlipChance - percent chance, during snowy weather, that someone will slip while moving.

sleetSlipChance - percent chance, during sleety weather, that someone will slip while moving.

freezeOverChance - percent chance, during cold weather, following cold weather, that a given

available water surface will freeze over for a time.

droughtFireChance - percent chance, during a drought, that a random item will be selected

from all available rooms to be spontaneously ignited.

botherticks - how often, in ticks, players will be reminded of current weather conditions.

diseaseticks - how often, in ticks, players will suffer a small chance, depending on weather

conditions, of catching a weather related disease, such as cold, flu, frostbite, heat.

rustticks - how often, in ticks, players in wet weather or conditions will suffer a chance

of one of their items rusting and therefore taking damage.

lightningticks - how often, in ticks, during thunderstorms, an available player will suffer

a chance of someone in the same room being struck by lightning.

rumbleticks - how often, in ticks, players are given slightly more personal reminders of

current weather conditions than they get from botherticks.

gustticks - how often, in ticks, during windy conditions, an available player will suffer

a chance of someone in the same room being buffeted by a gust of wind.

hailticks - how often, in ticks, during hail storms, an available player will suffer

a chance of someone in the same room being buffeted by hail.

dustticks - how often, in ticks, during dust storms, an available player will suffer

a chance of someone in the same room being hit in the eye with dirt.

tornadoticks - how often, in ticks, during thunderstorms and windy conditions, an available

player will suffer the chance of a tornado touching down in their room.

Wimpy

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===Wimpy===
Targets: MOBs
Parameters: wimpy masks
Examples: -race +elf
Description: Makes the mob flee any player mob it can detect in the same room. If no other parameters are given, the mob will flee anyone. Valid masks include:

delay=x (makes the mob delay x ticks before looking for someone to fear)

very=1 (makes the mob flee even if not in combat)

See AHELP ZAPPERMASK, where allowed is fleed from, and disallowed is not.

WimpyAggressive

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===WimpyAggressive===
Targets: MOBs
Parameters: aggression flags (message="msg") aggression masks
Examples: -race +elf

-race +elf misbehave mobkill

Description: Makes the mob attack any sleeping player mob it can detect in the same room. Mobs will not be aggressive towards Archons and builders with the CMDMOBS security flag. If no other parameters are given, the mob will attack anyone. Valid aggressive masks include:

message=(msg) something for the mob to say whenever he's fixing to attack

delay=x (makes the mob delay x ticks before looking for a victim)

mobkill (makes this behavior attack mobs as well as players)

misbehave (makes this mob attack even when wounded or a follower)

See AHELP ZAPPERMASK, where allowed is attacked, and disallowed is spared.