Mprog Guide From Ansalonmud

raw textManual For mobprogs On Rom 2.4 From AnsalonMUD.com:8679


http://www.ansalonmud.com
http://ansalon.wolfpaw.net
telnet://ansalonmud.com:8679
telnet://ansalon.wolfpaw.net:8679
telnet://204.209.44.23:8679

Version 2.3.5 April 4, 2009

_________________________________________________________________
/\--__--__--__--__--__--__--__--__--__--__--__--__--__--__--__--_\
|               ===== A N S A L O N   M U D =====               |
 \                    ---------------------                     \
  |                                                              |
  |    Originally by: Jair, Ahotasu and Deason                   |
 /      and currently by: Skol, Renli and Galaphale             /
 |      with a huge thanks to Malum, Bharish and Demilon        |
 |      _________                          )}_________          |
 |     /.-------./\\                        //\.-------.\       |
 /    //@@@@@@@//@@\\  )                (  //@@\\@@@@@@@\\      /
 | _///@@@@@@@//@@@@>>/                  \<<@@@@\\@@@@@@@\\     |
 |/ //O@O@O@O//@O@O//                      \\O@O@\\O@O@O@O\\    |
  //OOOOOOOO//OOOO||          \  /          ||OOOO\\OOOOOOOO\\  |
 //O%O%O%O%//O%O%O%\\         ))((         //%O%O%O\\%O%O%O%O\\ |
||%%%%%%%%//'  `%%%%\\       //  \\       //%%%%'  `\\%%%%%%%%|||
((%%%%%%%((      %%%%%\\    ((    ))    //%%%%%      ))%%%%%%%))\
 \:::' `::\\      `:::::\\   \)^^(/    //:::::'     //::' `:::/ |
 |)'     `;)'      ('  ` \\ `<@  @>' / / '  ')     `(;'  __ `(  |
 |        (               \`\ )/\( /  /              )  /  \    |
 /           ______________)_\\oo/___(______oOo________/_/` '/| /
 |          /                  ^^           VVV            '|/| |
 |         |            Welcome to Ansalon!                 ` |\\
 |         | ________________________________________________/ \|
 |         |/             / ,/ \______/ \\ ^\/^    /'/         |
 \                    ___//^      \_____/\\       /'/           \
 |                   <<<_`\         <____/\\    /''>            |
 |  Learn MORE!           '           <____/`- ' _>             |
 |  http://www.AnsalonMUD.com           <____/__>               |
 \                                         `---'                \
 \   Credits: (read: where we're from and all that)             \
  |                                                              |
  |  History: Crowther and Woods "Collossal Cave" Adventure -->  |
 /   Zork --> IT Games were the inspiration for Copper->Alfa Mud |
 |   DikuMUD --> Merc 2.1 --> Rom 2.4b2 --> Ansalon             /
 \   AnsalonMud derived from ROM with many years of changes.     \
  |  Ansalon started as AlphaMUD in 1996, 1997 became Ansalon    |
  |  DikuMUD by Hans Staerfeldt, Katja Nyboe, Tom Madsen,        |
  |             Michael Seifert, and Sebastian Hammer            |
 /   MERC 2.1 code by Hatchet, Furey, and Kahn.                 /
 |   ROM 2.4 copyright (c) 1993-1998 Russ Taylor                |
 |                                                              |
 /  /|           /|                        |\                 /
 \_/ \_-/\_-/\_-/ \-/\_-__-_/\/\_-/ \-/\_-__\\_-/ \-/\-/ \-_\_\

  The object of this document is to help you avoid some of the pitfalls
  that many beginning mprog'ers make, myself heavily included.
  It exists to be a definitive guide to making mobile programs.
                          - Skol/Ziv

Main Aspects:

Triggers - Valid Trigger Types
Variables - Valid Variables
If_Checks - Valid If_Checks with Examples
Mob Commands - Valid MOB Commands
Attaching Programs - How to attach mprog, set trigger, chance etc.
Loading Mobs - Risks of loading mobiles
Miscellaneous - Some last hints and warnings.
Credits - Who built who

How to Begin

mpedit create (vnum) -  makes a new mprog
  (note: keep vnums within area vnum list, and don't even think about
  trying to trigger a mprog from a different vnum range ;p).

Valid Trigger Types:

act bribe death entry
fight give greet grall
kill hpcnt random speech
exit exall delay

Trigger Argument and what must happen to activate trigger

act WORDLIST or P WORD_PHRASE to match from act() to mobile
bribe INTEGER amount of minimum gold amount given to mobile
entry PERCENT chance to check when mobile moves to a new room
give FULL OBJECT NAME or ALL to match when obj given to mobile
greet PERCENT chance to check if visible char enters mobile's room
grall PERCENT chance to check when any char enters mobile's room
fight PERCENT chance to check at fight_pulse if mobile is fighting
hpcnt PERCENT lower than mobiles hit/max_hit if mobile is fighting
death PERCENT chance to check after mobile has been slain
random PERCENT chance to check whenever a PC is in the mobiles zone
WARNING.. SEE BELOW IN 'NOTE' on Random **

speech WORDLIST or P WORD_PHRASE to match in dialogue to mobile
kill PERCENT chance to check when a PC is killed
delay INTERGER amount of ticks before activating mprog
surr *NOT USED on Ansalon - otherwise if char surrenders to mob
exit PERCENT chance to check if visible char exits mobile's room
exall PERCENT change to check when any char exits mobiles room

Trigger &amp; Explanations

ACT
  Keyword : 'act'
  Argument: string

  The argument is a phrase, a text string. The trigger is activated
  whenever the phrase is contained in the act() message.

  NOTE:
  Most general trigger. Applies to almost every event which happens
  in the mud. Anytime the function act() is called with a message
  to be delivered TO_CHAR,TO_VICT,TO_ROOM,etc. the act can be
  triggered.  Basically this will trigger on almost everything
  you'll ever want. Output of "say", "shout" and "emote" do not
  trigger this event.
  IE: 'addmprog (vnum) act "looks at you" 100'
SPEECH
  Keyword : 'speech'
  Argument: (word) or "(string)"

  NOTE:
  This is only triggered when the phrase is contained in a
  message which has been said by a PC in the same room as the mob.
  The PC restriction is not necessary, but makes infinite loops
  between two talking mobiles impossible. It also makes it impossible
  for two NPC's to stand and discuss the weather however.
  IE: 'addmprog (vnum) speech "Hello there" 100'
  (then mprog has a speech or action etc, happens 100% of the
  time when someone says 'hello there')
RANDOM
  Keyword : 'random'
  Argument: number (percentage to trigger)

  NOTE:
  This trigger is checked at each PULSE_MOBILE and if the argument is
  greater than a percentage roll the trigger is activated. This
  will happen even if there is no PC in the room with the mob,
  but there must be players in the same area.

  It is useful to give mobiles a bit of a personality. For instance
  a janitor who stops to spit tobacco, or complain about the hours,
  or wonder why there are no woman janitors on muds, or a fido which
  barks or growls or pees on the curb is much more alive than one
  which just sits there scavenging.

  Note that this trigger is checked only when there are players in
  the area. If you want this event to be triggered always, you must
  set the ACT UPDATE_ALWAYS flag of the mobile.

  **** JUST A WARNING TO THE WISE ON RANDOM AND UPDATE_ALWAYS ****

  On further testing, using it on an update_always mob causes
  "MAX CALL EXCEEDED" errors profusely. Let's just say the error log was
  4.3 megs for ONE day. If you do decide to use random on an
  UPDATE_ALWAYS mob, set the random to something like 1-3% and DON'T
  make too many of these mobs (like 1 or 2), then hold your britches
  and wait for mprogs to crash your mud. Generally speaking, I've seen
  no need for UPDATE_ALWAYS/Random mprog to be combined, most reasons
  to update without a player present, can be handled by act or specs.
GREET
  Keyword : 'greet'
  Argument: number (percentage to trigger)

  NOTE:
  Whenever someone enters the room with the mobile, and the mobile saw
  the person enter, this is checked. Good for shopkeepers who want
  to welcome customers, or for pseudo-aggressive mobiles which
  need to discriminate on who they attack. Greet trigger activates
  only when the mobile is not busy (fighting, sitting, sleeping
  etc.). If you want to be sure to catch all players, use grall.
  (note: will only greet if the mob can 'see' the pc.)
GRALL
  Keyword : 'grall'
  Argument: number (percentage to trigger)

  NOTE:
  Like greet, but it can be triggered even if the mobile didn't
  see the arrival (i.e. sneak, invis, etc) or is busy. Most
  useful for faking teleport rooms or for impassable guardians. IE
  'addmprog (vnum) grall 75', mprog triggers 75% of the time when
  pc enters.
ENTRY
  Keyword : 'entry'
  Argument: number (percentage to trigger)

  NOTE:
  The opposite of greet trigger. Whenever the mobile
  itself enters a new room, this can be triggered.  Useful for
  looking around, or waving or other things that real PCs do when
  they arrive at a crowded room.

  IMPORTANT: In an entry program, the mobile can only refer to a
  random pc ($r in if checks) -- there's no way to know how many PCs
  exist in the room the mobile enters! Also, you must check visibility
  of the target in your program.
EXIT/EXIT ALL
  Keyword : 'exit'
  Argument: number (0:north, 1:east, 2:south 3:west 4:up 5:down)

  NOTE:
  The opposite of entry trigger. This is activated when
  PC tries to leave a room through an exit indicated by the
  argument, and the mobile sees the person leave. Useful for
  having a single guardian to watch several exits. An exit trigger
  works better than an entry trigger, since you can refer to a
  specific PC instead of a random PC.

  IMPORTANT: If this event is triggered, the victim will not move
  through the exit. If necessary, you must move the character yourself
  in your program (see MOB TRANSFER/MOB GTRANSFER). Also, this event
  is not triggered when a character flees from combat or the mobile is
  not in its default position.

  IE 'addmprog (vnum) EXIT 0 100' always activates the mprog when a pc
  tries to exit to the north of the mob (if pc is able to be seen by mob)

  Keyword : 'exall'
  Argument: number (0:north, 1:east, 2:south 3:west 4:up 5:down)

  NOTE:
  The same as exit trigger, but it can be triggered even if the mobile
  cannot see the person trying to leave the room or if the mobile is busy.
GIVE
  Keyword : 'give'
  Argument: string or object vnum

  NOTE:
  The argument is either the a string containing words to be matched
  against the keywords of the object, or the word "all"; e.g. argument
  "long sword" will match to objects "long bow" and "small sword".
  Alternatively, the argument can be the virtual number of a single
  object.

  This is triggered whenever something is given to the mobile.  Often
  used for quests.  Since the first successful trigger is the only one
  of this type which is processed, having an "all" argument in the
  script at the end of the MOB program list is essentially a default
  response. IE 'addmprog (vnum) give food' triggers whenever someone
  gives the mob something with keyname or type food.
BRIBE
  Keyword : 'bribe'
  Argument: number (The argument is any positive integer number.)

  NOTE:
  This trigger is activated whenever money is given to the mobile. If
  the amount given exceeds the number, then process the commands. Note
  again, that an argument of '1' would act as a default response. Also
  note that if the script is not triggered (because of too little
  money having been given), the mobile still keeps the money, unless
  you make an if_check for money $i combined with a money purging or
  mob replacement upon trigger. (Gets tricky, don't ask ;p)

  ROM 2.4 NOTE: Since ROM 2.4 has two different types of currency
  (gold and silver [gold and steel in Ansalon] coins), for bribe
  trigger the amount to be given is converted to steel coins with the
  rate of 1 steel = 100 gold. Thus, the number in the argument should
  be the expected amount in gold coins.
KILL
  Keyword : 'kill'
  Argument: number (percentage to trigger)

  NOTE:
  This trigger is checked whenever a PC attacks the mobile. The check
  occurs only ONCE, in the beginning of combat. Useful for summoning
  assistance etc. (See MOB LOAD).
FIGHT
  Keyword : 'fight'
  Argument: number (percentage to trigger)

  NOTE:
  Useful for giving mobiles combat attitude. It is checked every
  PULSE_VIOLENCE when the mobile is fighting. Can be used to cast
  spells (see MOB CAST), curse at the opponent, or whatever. Only the
  first successful one will be processed to save time. Also, this
  means that the mobile wont get lucky and 1. curse, cast a fireball
  and 2. spit on the player, cast another fireball in the same pulse.
HIT POINT PERCENTAGE
  Keyword : 'hpcnt'
  Argument: number  (percentage of hp to trigger)

  NOTE:
  Is activated at each PULSE_VIOLENCE when the mobile is fighting. It
  checks to see if the hitpoints of the mobile are below the given
  percentage. Multiple hpcnt triggers should be listed in increasing
  order of percent since a 40% will always be activated before a 20%
  and, only the first successful trigger is performed. (See also MOB
  FLEE). IE 'addmprog (vnum) hpcnt 20' has the mob activate mprog at
  20% or less of hp.
DEATH
  Keyword : 'death'
  Argument: number (percentage to trigger)

  NOTE:
  When the mobile dies, if the random percentage is less than the
  argument the mobile performs the MOB PROGRAM commands rather than
  the usual death_cry() sequence.  This is done before the corpse is
  made, so the commands can be considered the mobiles last gasp. It
  could perhaps destroy the items it was holding (see MOB REMOVE
  and MOB JUNK), or create some (see MOB OLOAD), or cast a spell (see
  MOB CAST) on the killer and the room, or even goto a new location
  (see MOB GOTO) and die there (with a text message, the corpse would
  seem to vanish) The position of the mobile is set to STANDING, and
  so it can do all the normal commands, without worrying about being
  DEAD. However, even if the mobile restores itself to full hit
  points, it will still die. This is not a way to immortal mobiles.
  However, the last thing this mobile does could be to goto some
  vacant room, load a fresh version of itself, drop all its items,
  force the new mobile to get all the items and wear them, send the
  new mobile back to the character who killed it and force the new
  mobile to attack that character. Along with a text message which
  said the mobile restored itself, this might be a convincing effect.

  (Note that your kitten could turn into a dragon this way too).
DELAY
  Keyword : 'delay'
  Argument: number

  NOTE:
  This trigger activates when the delay of a mobile (set with the MOB
  DELAY command) expires. This trigger can be used to create staged
  mobile behavior, for example, a guardian could see a player entering
  a room, give a warning and activate a delay. If the player is still
  present when the delay expires, the guard would attack the player.
  (See also MOB REMEMBER). A mobile can have several delay triggers,
  but every time the delay timer expires, all the triggers are checked
  and the first successful one executed.

Commands within Mpedit Explanation

show [Enter] - shows current MOB program being edited
code - Enters code editor

Within code editor
.s - Shows current code
.r word word - replace given word
.r "phrase" "phrase" - replace strings of words
.c - clears code
@ - Exits code editor

done - exits editor
(make sure you exit the code editor with '@' first)

VARIABLE CHART

variable mobile actor victim random object 2nd_object

name $i $n $t $r $o $p
shrt_desc/title $I $N $T $R $O $P
he/she/it $j $e $E $J — — '$'symbol=$$
him/her/it $l $m $M $L — —
his/hers/its $k $s $S $K — —
a/an — — — — $a $A

More complete explanation of VARIABLES

NOTE:
To make things come alive, variables are needed. These are
represented in the MOBprograms by using a dollar sign convention
as in the socials. When the mud command is processed, these
variables are expanded into the values shown below. Usually, it
is best to use the short descriptions of mobiles and the names
of players when speaking them, but if you are performing an
action to someone almost always you want the name. The title
field for players is an extra that probably wont often be used.

VARIABLE Explanation

$i - the first of the names of the mobile itself.
$I - the short description of the mobile itself.
$n - the name of whomever caused the trigger to happen.
$N - the name and title of whomever caused the trigger to happen.
$t - the name of a secondary character target (i.e A smiles at B)
$T - the short description, or name and title of target (NPC vs PC)
$r - the name of a random PC in the room with the mobile
$R - the short description, or name and title of the random PC
$q - the name of the MOB PROGRAM target (see MOB REMEMBER)
$Q - the short description of the MOB PROGRAM target

$j - he,she,it based on sex of $i.
$e - he,she,it based on sex of $n.
$E - he,she,it based on sex of $t.
$J - he,she,it based on sex of $r.

$k - him,her,it based on sex of $i.
$m - him,her,it based on sex of $n.
$M - him,her,it based on sex of $t.
$K - him,her,it based on sex of $r.

$l - his,hers,its based on sex of $i.
$s - his,hers,its based on sex of $n.
$S - his,hers,its based on sex of $t.
$L - his,hers,its based on sex of $r.

$o - the first of the names of the primary object (i.e A drops B)
$O - the short description of the primary object
$p - the first of the names of the secondary object (i.e A puts B in C)
$P - the short description of the secondary object

NOTE:
Also, in if_checks, the accepted variables are the basic ones
(i,n,t,r,o,p,q). If a variable is referenced that doesn't
exist, then the value is simply left blank or replaced with
"someone"/"something" in output (i.e referring to $o when the
trigger is: A kisses B)

If variable $q has not been defined, it is automatically set to
the last player that has triggered the program being executed
(i.e. variable $n). Once $q has been defined, it can be modified
with MOB REMEMBER and MOB FORGET commands in a program. Variable
$q lets the mobile "remember" a player across different
programs, which can be useful. Note that $q is set automatically
only the FIRST TIME the mobile executes a program, every time
thereafter it must be set with MOB REMEMBER.

The only problem with the variables is that the secondary object
and the secondary target are passed by act() in the same
location. This means that if you reference $t in an A puts B
in C situation, the result will probably be a happy mud crash
or some weird side effect, especially if $t is used in an
if_check (i.e. if isnpc $t in the above situation) The basic fix
for this is to change everyone who calls the act() procedure to
specify a secondary object and a secondary character. But that
is a fairly comprehensive trivial twiddle, so we left it the way
it is so that, you aren't forced to make all those twiddles to
use the MOBprograms.

IF_CHECK quick list

variable Argument? Meaning
pc_str if pc_str $n >= 14 - is the PC's strength >= 14
pc_int if pc_int $n <= 14 - is the PC's intelligence <= 14
pc_wis if pc_wis $n == 14 - is the PC's wisdom 14
pc_dex if pc_dex $n > 14 - is the PC's dexterity > 14
pc_con if pc_con $n < 14 - is the PC's constitution < 14
pc_permstr if pc_permstr $n >= 14 - is the PC's perm strength >= 14
pc_permint if pc_permint $n <= 14 - is the PC's perm intelligence <= 14
pc_permwis if pc_permwis $n == 14 - is the PC's perm wisdom 14
pc_permdex if pc_permdex $n > 14 - is the PC's perm dexterity > 14
pc_permcon if pc_permcon $n < 14 - is the PC's perm constitution < 14
pc_hours if pc_hours $n >= 10 - if the PC has 10 or more hours played
pc_weight if pc_weight $n < 250 - PC Weight Check, standard operators
pc_clanlevel if pc_clanlevel >= 8 - Is PC's clan level over 8?
pc_bcopper if pc_bcopper $n < 250 - PC Bank copper check
pc_bgold if pc_bgold $n < 250 - PC Bank Gold check
pc_bsilver if pc_bsilver $n < 250 - PC Bank silver check
pc_bsteel if pc_bsteel $n > 250 - PC Bank Steel check
pc_bplatinum if pc_bplatinum $n < 250- PC Bank platinum check
pc_subclan1 if pc_subclan1 $n 2 - Subclan clan of PC's main clan is 2?
pc_subclan2 if pc_subclan2 $n 3 - Subclan clan of PC's secondary clan is 3?
pc_ispk if pc_ispk $n - Is $n (PC's only) a player killer?
pc_god if pc_god $n Chemosh - Is $n's God Chemosh? (PC's only)
rand if rand 30 - if random number < 30
isnpc if isnpc $n - is $n a mobile
ispc if ispc $n - is $n a pc
isgood if isgood $n - is $n good
isevil if isevil $n - is $n evil
isneutral if isneutral $n - is $n neutral
isimmort if isimmort $n - is $n immortal
ischarm if ischarm $n - is $n charmed
isfollow if isfollow $n - is $n following, or being escorted
mobhere if mobhere fido - is there a mob name 'fido' here
if mobhere 1233 - is there mob vnum 1233 here
objhere if objhere bottle - is there a object named 'bottle' here
if objhere 1233 - is there obj vnum 1233 here
people if people > 2 - is there over 2 character in room
players if players > 1 - does room contain > 1 PCs
mobs if mobs > 2 - does room contain > 2 mobiles
mobexists if mobexists fido - is there a fido somewhere
objexists if objexists sword - is there a sword somewhere
clones if clones > 3 - are there > 3 mobs of same vnum here
order if order == 0 - is mob the first in room
hour if hour >= 8 - is the time after or equal to 8 o'clock
isactive if isactive $n - is $n's position != SLEEPING
pos if pos $n standing - is $n standing
language if language $n human - is $n's language human?
isdelay if isdelay $i - does $i have mobprog pending
isvisible if isvisible $n - can mob see $n
hastarget if hastarget $i - does $i have a valid target
istarget if istarget $n - is $n mob's target
exists if exists $q - does $n exist somewhere
affected if affected $n blind - is $n affected by blind
act if act $i sentinel - is $i flagged sentinel
off if off $i berserk - is $i flagged berserk
imm if imm $i fire - is $i immune to fire
carries if carries $n sword - does $n have a 'sword'
if carries $n 1233 - does $n have obj vnum 1233
wears if wears $n lantern - is $n wearing a 'lantern'
if wears $n 1233 - is $n wearing obj vnum 1233
has if has $n weapon - does $n have obj of type weapon
uses if uses $n armor - is $n wearing obj of type armor
name if name $n puff - is $n's name 'puff'
clan if clan $n 'whatever' - does $n belong to clan 'whatever'
race if race $n dragon - is $n of 'dragon' race
class if class $n thief - is $n a thief (mage, cleric, warrior etc)
objtype if objtype $p scroll - is $p a scroll
vnum if vnum $i == 1233 - virtual number check
hpcnt if hpcnt $i > 30 - if hit points are below 30%
room if room $i == 1233 - room virtual number
sex if sex $i == 0 - sex check
level if level $n < 5 - level check
align if align $n < -1000 - alignment check
money if money $n - does $n have X money?
objval0 if objval0 > 1000 - object value[] checks 0..4
objval1
objval2
objval3
objval4
grpsize if grpsize $n > 6 - group size check, if less than
6 in this case

Subclans:
dagreen if dagreen $n - Dragonarmy and in Green (main or second)
dared if dared $n
dablack if dablack $n
dablue if dablue $n
dawhite if dawhite $n
orlouge if orlouge $n - Mariner AND Orlouge (main or subclans)
bilson if bilson $n
clwhite if clwhite $n - Conclave AND White (main or subclans)
clblack if clblack $n
clred if clred $n
hodark if hodark $n - Holy Order AND Dark (main or sub)
hobal if hobal $n
holight if holight $n
rose if rose $n - Solamnic Crown
crown if crown $n
sword if sword $n

There is now a tick trigger, which triggers everytime a tick happens with a
percentage trigger.
Along with this is also some if checks for mob programs (minute, day, hour, month)
They all work pretty explanatory (if month > 5), except minute.
With the minute one its in 4s from 0 up to 95. 4 for instance is 1:00 AM, 0
is midnight, and the like. Its an idea behind hours more than anything.

IF_CHECK Full list with Examples & Syntax

PC_STR if_check: (Ansalon: not stock mprog code)
This check is a value comparison. Is the Strength of the player >=< the
argument.

-=====-
Syntax:
if PC_STR $n >= 18
say You are quite buff $N!
else
say Better hit the weights $N.
endif

PC_INT if_check: (Ansalon: not stock mprog code) See PC_STR above. Stats check
PC_WIS if_check: (Ansalon: not stock mprog code)
PC_DEX if_check: (Ansalon: not stock mprog code)
PC_CON if_check: (Ansalon: not stock mprog code)

PC_PERMSTR if_check: (Ansalon: not stock mprog code)
This check is a value comparison. Is the Strength of the player >=< the
argument.

-=====-
Syntax:
if PC_PERMSTR $n >= 18
say You are naturally very strong $N!
else
say Better hit the weights $N.
endif

PC_PERMINT if_check: (Ansalon: not stock mprog code) See PC_PERMSTR above.
PC_PERMWIS if_check: (Ansalon: not stock mprog code) Check of PERM stats.
PC_PERMDEX if_check: (Ansalon: not stock mprog code)
PC_PERMCON if_check: (Ansalon: not stock mprog code)

PC_HOURS if_check: (Ansalon: not stock mprog code)

This check is a value comparison. Is the Hours played of the player >=< the
argument.

-=====-
Syntax:
if PC_HOURS $n >= 200
say Holy crap $N! You've been playing for ages.
else
say Play a while $N, you might like the place.
endif

PC_BCOPPER if_check: (Ansalon: not stock mprog code)

This check is a value comparison. Is the bank steel of the player >=< the
argument.

-=====-
Syntax:
if PC_BCOPPER $n >= 200
say Holy crap $N! You have over 200 steel in the bank!
else
say You don't have very much money in the bank $N.
endif

PC_BGOLD if_check: (Ansalon: not stock mprog code) check vs their bank
PC_BSILVER if_check: (Ansalon: not stock mprog code)
PC_BSTEEL if_check: (Ansalon: not stock mprog code)
PC_BPLAT if_check: (Ansalon: not stock mprog code)

PC_WEIGHT if_check: (Ansalon: not stock mprog code)

This check is a value comparison. Is the Weight check of the player >=< the
argument.

-=====-
Syntax:
if PC_WEIGHT $n >= 600
say Holy crap $N, you weigh over 600 pounds!
else
say You aren't too heavy yet $N.
endif

PC_CLANLEVEL if_check: (Ansalon: not stock mprog code)

This check is a value comparison. Is the clanlevel check of the player >=< the
argument.

-=====-
Syntax:
if PC_CLANLEVEL $n >= 8
say You are a recruiter $N.
else
say You better go talk to the boss $N.
endif

PC_Subclan if_check: (Ansalon: not stock mprog code)

This check looks to see which subclan a player is in, only on PC's.

Solamnic: Crown = subclan1 = 1
Sword = subclan1 = 2
Rose = subclan1 = 3

Conclave: White = subclan1 = 1
Red = subclan1 = 2
Black = subclan1 = 3

Dragonarmy GREEN = subclan1 = 1
WHITE = subclan1 = 2
BLACK = subclan1 = 3
BLUE = subclan1 = 4
RED = subclan1 = 5

Holy Order: Light = subclan1 = 1
Balance = subclan1 = 2
Dark = subclan1 = 3

Mariner: Orlouge = subclan1 = 1
Bilson = subclan1 = 2

Wildrunner: Windrider = subclan1 = 1

Rogue: No subclans

Use subclan1 for primary clan, subclan2 for secondary clan.

-=====-
Syntax:

if clan $n dragonarmy
if pc_subclan1 $n 1
say Welcome You Green Bastard $N!
else
if pc_subclan1 $n 2
say Welcome You White DA stud $N!
else
if pc_subclan1 $n 3
say Welcome You Black dog, you $N!
else
say I can't figure out what subclan you are $N.
endif
endif
endif
else
say You aren't in Dragonarmies $N!
endif

NOTE: You can use either subclan1 or the subclan name for the argument.

PC_ISPK if_check: (Ansalon: not stock mprog code)

This check is simple, is the player a player killer?

-=====-
Syntax:
if pc_ispk $n
say You are a player killer!!!
cringe $n
else
say Hmm, scared of a little battle $n?
endif

RAND if_check:

This check is a value comparison. Is the a random number >= the argument.

-=====-
Syntax:
if pc_god $n Paladine
say You worship the Platinum Dragon!!!
bow $n
else
say Hello there non-believer!
endif

RAND if_check:

This check is a value comparison. Is the a random number >= the argument.

-=====-
Syntax:
if RAND 30
say Hey, I got 30 or under in my roll!
else
say I rolled over 30.
endif

ISNPC if_check:

This check is simple, Is the victim a mob?

-=====-
Syntax:
if ISNPC $n
say Hey, you're a mob, go away.
else
say You're a player!
endif

ISPC if_check:

This check is simple, Is the victim a player character?

-=====-
Syntax:
if ISPC $n
say You're a player!
else
say Hey, you're a mob, go away.
endif

ISGOOD if_check:

This check is a value comparison, Is the victim good? (alignment number check)

-=====-
Syntax:
if ISGOOD $n
say You're a goody two-shoes, You're a goody two-shoes.
emote dances around
emote pokes you in the eye.
else
say You aren't a goody goody.
sniff
endif

ISEVIL if_check:

This check is a value comparison, Is the victim evil? (alignment number check)

-=====-
Syntax:
if ISEVIL $n
say You are Soooooo Evil $N!!
cower $n
else
say You aren't bad at all $N.
smile
endif

ISNEUTRAL if_check:

This check is a value comparison, Is the victim neutral? (alignment number
check)

-=====-
Syntax:
if ISNEUTRAL $n
say You are quite neutral $N.
else
say You must be good or evil $N.
emote looks at you with a suspicious sidelong glance.
endif

ISIMMORT if_check:

This check is a value comparison, Is the victim's level above hero? (102+)

-=====-
Syntax:
if ISIMMORT $n
say Hello there your godliness $N.
else
say You are a mortal!
say You will DIE $N!!!
mob kill $n
endif

NOTE: Very useful if you have a GRALL program and don't want immortals to
have it trigger. Or have a program to damage players, leaves imms alone.

ISCHARM if_check:

This check is simple, Is the victim charmed?

-=====-
Syntax:
if ISCHARMED $n
say Not thinking for yourself lately I see, who's your master $N?
else
say You have much free will $N.
endif

ISFOLLOW if_check:

This check is simple, Is the victim following someone here?

-=====-
Syntax:
if ISFOLLOW $n
nod $n
say You may pass, but don't come here unescorted $N.
else
say You don't belong here $N!!
mob transfer $N pole
endif

NOTE: This is useful for clans (escort), for prisons etc.

MOBHERE if_check:

This check is simple, Is a certain mob here?

-=====-
Syntax:
if MOBHERE tarantula
mob force tarantula mob kill $n
else
say Damn, if my spider was here, you'd be toast $N.
endif

NOTE: You can interchange the name with a vnum to be more specific.

OBJHERE if_check:

This check is simple, Is a certain object here?

-=====-
Syntax:
if OJBHERE table
sit table
else
say Damn, did you take my table $R.
endif

NOTE: You can interchange the name with a vnum to be more specific.

PEOPLE if_check:

This check is a value comparison, are there argument PC's + NPC's here?

-=====-

Syntax:
if PEOPLE >= 5
say Wow, we're getting full in here.
else
say The place seems pretty deserted doesn't it $N?
endif

NOTE: You can be more specific with MOBS or PLAYERS checks, to determine
numbers of PC's or NPC's.

PLAYERS if_check:

This check is a value comparison, are there argument players here?

-=====-

Syntax:
if PLAYERS >= 2
say Quite a few players here.
else
say You're the only player here $N.
endif

MOBS if_check:

This check is a value comparison, are there argument mobs here?

-=====-

Syntax:
if MOBS >= 2
say Quite a few mobs here $N.
say Why don't you kill some?
else
say Not very many mobs here $N.
endif

MOBEXISTS if_check:

This check is simple, is there a mob called/number argument in existance?

-=====-

Syntax:
if MOBEXISTS Julia
say You should go talk to Julia $N.
else
say Julia must not be around $N.
endif

OBJEXISTS if_check:

This check is simple, is there an object called/number argument in existance?

-=====-

Syntax:
if OBJEXISTS whitegold
say Sorry $N, you can't have one, someone already has a White Gold Ring.
else
say Oh sure, take my nice ring $N.
mob oload 1342134 0 none
give ring $n.
endif

CLONES if_check:

This check is a value comparison, are there argument of the same mob here?

-=====-

Syntax:
if clones >= 4
say More than four!
else
if clones == 3
say Exactly three, plus me!
else
if clones == 2
say Exactly two, plus me!
else
if clones == 1
say Just one clone of me!
else
if clones == 0
say Not just me!
else
say Just me!
endif
endif
endif
endif
endif

</span>

NOTE:
Clone can be used with the usual operators > < >= <= ==.
It checks for clones of itself, so if clones == 1, means
there is ONE mob JUST like it in the room, it's clone.
If clones can be used to check IN ROOM only.

It's useful for a guard loading more guards, but only
if there are only say less than 8 in the room.

ORDER if_check:

This check is a value comparison, is victim the argument in line?

-=====-

Syntax:
if ORDER $n >= 2
say Why don't you ask your master $N?
else
say Ahh, you are the boss $N.
endif

NOTE: This one is useful for letting the mob only listen to the first person
to come into the room, or to attack the person if they are second etc.

HOUR if_check:

This check is a value comparison, does the time >=< the argument?

-=====-

Syntax:
if HOUR >= 8
say Wow, it's past eight already.
else
say Sorry, I don't do squat until 8 am $N.
endif

NOTE: This check can be used to have the mob do certain things at certain
times, like closeup shop, sell certain items at certain times (via
mob oload etc). All sorts of uses.

ISACTIVE if_check:

This check is simple, is victim NOT sleeping?

-=====-

Syntax:
if ISACTIVE $i
say Hey, I'm awake already.
else
rest
stand
emote looks around with bleary eyes.
endif

NOTE: This check can be used to have the mob do certain things based on its
position, like wake if it's sleeping, or not attack if it has a grall etc.

LANGUAGE if_check:

This check is a value check, is victim's language the same as the argument?

-=====-

Syntax:
if language $i goblin
say I'm speaking goblin, you fool you can't understand me.
else
say I'm uh, not speaking goblin!
endif

A good way to use this particular one is to check the target, then say
something else, this simulates subterfuge. Or have the target ONLY accept
the command in the language it wants!

IE:
If language $n silvanesti
say My greetings $n, that is the correct password.
MOB TRANS $n 1234
else
language silvantesti
say I only speak Silvanesti you uncouth heathen.
endif

POS if_check:

This check is a value check, is victim in the position argument?

-=====-

Syntax:
if POS $i fighting
say Hey, I'm kind of busy here $N, please come back later.
else
say Hey, I'm not fighting, wanna brawl $N?
endif

NOTE: This check can be used to have the mob do certain things based on its
position, or check others, like 'if pos $N fighting' say Calm down $N! etc.
Or if position $r sleeping, wake $r, say No sleeping $R!!

ISDELAY if_check:

This check is simple, does <actor> have a delay?

-=====-

Syntax:
if ISDELAY $i
say Sorry $N, I'm busy already.
else
mob remember $n
mob delay 20
endif

NOTE: This check is very useful for having mobs act out things via delay.
It keeps them from changing the delay, or starting it over before they
finish the first one. Also, other mobs can see if a certain mob is busy etc.

ISVISIBLE if_check:

This check is simple, is victim able to be seen by the mob?

-=====-

Syntax:
if ISVISIBLE $n
say I can seeeee you!
else
say Hey, who's there?
endif

NOTE: Useful for having mobs not try to do something with someone they can't see.

HASTARGET if_check:

This check is simple, does <actor> have a target? ($q)

-=====-

Syntax:
if HASTARGET $i
say Hey, have you seen $Q $N?
else
say Hey, I'll remember you $N!
mob remember $n
endif

NOTE: This one is great for mobs checking first to see if they are already
after someone etc.

ISTARGET if_check:

This check is simple, is victim the target of $i?

-=====-

Syntax:
if ISTARGET $n
say Hey, just the man I've been looking for $Q!
mob kill $Q
mob forget
else
say You're not who I'm looking for $N, I'm after $Q.
endif

NOTE: This one works with HASTARGET well to determine who the mob is after etc.

EXISTS if_check:

This check is simple, does $q exist?

-=====-

Syntax:
if EXISTS $q
mob at $q mob echoat $q Time to come home $Q.
mob at $q mob echoaround $q $I comes to take $Q home for dinner.
mob at $q mob transfer $q 12151
else
say My victim has left the game.
mob forget.
endif

NOTE: Useful for having mobs not error when looking for a target that has
quit the game. You can also use it with a name of obj/mob etc.

AFFECTED if_check:

This check is a value check, is victim affected by argument?

-=====-

Syntax:
if AFFECTED $n fly
mob echo You float across the water.
else
mob echo You begin to drown in the pool!
mob damage $n 100 200 lethal
endif

NOTE: Can also be used to have the mob see if it is affected by spells etc.
IE. if AFFECTED $i haste
break
else
eat pill
endif

ACT if_check:

This check is a check against the victim for how they act.

-=====-

Syntax:
if ACT $i warrior
flex
say I'm a tough warrior.
mob kill $n
else
say I'm much to wimpy to fight you $N.
endif

NOTE: This is useful if you are using the same mprog on a few mobs and want
them to react differently depending on how thier 'act's are set.

OFF if_check:

This check is a check against the victim for what offensive behaviors
are set for them.

-=====-

Syntax:
if OFF $i dirtkick
emote looks at the ground.
dirt $n
else
say You know, I'd kick dirt on you if I could.
grumble
endif

NOTE: This is useful if you are using the same mprog on a few mobs and want
them to react differently while fighting depending on how thier 'OFF's are
set.

IMM if_check:

This check is a check against the victim what Immunities they have.

-=====-

Syntax:
if IMM $n magic
say Damnit, my magic can't harm you $N.
emote slashes at you with a dagger instead.
else
say Ha ha!
mob cast fireball $n
endif

NOTE: This works well for mobs fighting to not make the mistake of trying
damage mobs/pc's with things those mobs/PC's are immune to. IE, IMM cold
so the mob loads a different weapon that isn't flagged cold, etc.

CARRIES if_check:

This check looks to see if the victim carries or wears the argument (vnum or
name)

-=====-

Syntax:
if CARRIES $n sword
say That's a nice sword you have there $N.
else
say You should go buy a sword.
endif

NOTE: This check only checks to see if they are equiped with or have the
item in thier inventory. If it's inside a container, it will not
trigger (will do the else statement).

WEARS if_check:

This check looks to see if the victim wears(has equipped) the argument (vnum or
name)

-=====-

Syntax:
if WEARS $n holy symbol
bow $n
say Welcome to our humble sanctuary $N.
else
say You shouldn't be here $N.
mob force $N south
endif

NOTE: This check only checks to see if they are equiped the item. If it's inside
a container, or just in inventory, it will not trigger (will do the else
statement).

HAS if_check:

This check looks to see if the victim carries,wears, or has the argument (vnum
or name)

-=====-

Syntax:
if HAS $n dagger
if WEARS $n dagger
say That dagger looks real sharp $N.
else
say Your dagger would be better used in your hand $N.
mob force $n wear dagger
endif
else
say You should go buy a dagger $N.
endif

NOTE: This check checks to see if they are equiped with, have the
item in thier inventory, or inside a container. Just flat out, do
they 'have' one?

USES if_check:

This check looks to see if the victim is wearing the TYPE of argument.

-=====-

Syntax:
if USES $n light
say Not so dark is it $N?
else
say Nyyaaa, it's dark and you can't see me!
endif

NOTE: This check checks to see if they are EQUIPPED with a certain TYPE of
object. Rather than the name or vnum of it, it looks for object type.

NAME if_check:

This check checks the name of an object/victim.

-=====-

Syntax:
if NAME $o pie
say Yum, what a tasty pie!
eat pie
else
say Hey, this is an $O, I wanted a pie!
endif

NOTE: This check looks at the name of a victim or object, useful for personal
rooms with a NAME check to make sure it's the right person going in.
Or an exact object they are looking for etc.

CLAN if_check:

This check checks the CLAN of the victim.

-=====-

Syntax:
if CLAN $n kot
salute $n
say Welcome home $N.
else
say Hey, you aren't a Knight of Takhisis!!
scream
mob kill $n
endif

NOTE: This check looks at the clan affiliation of the victim.

RACE if_check:

This check checks the RACE of the victim.

-=====-

Syntax:
if RACE $n gnome
grumble
say Wherehaveyoubeen$N?
else
say You aren't a gnome, want to see the flinger?
endif

NOTE: This check looks at the race of the victim.

CLASS if_check:

This check is simple. Is the player class of $N = the argument.

-=====-

Syntax:
if CLASS $n thief
say You are a thief, come on in and take my stuff!
else
say Whew, you aren't a thief, you had me worried $N.
endif

NOTE: Useful for training halls etc.

OBJTYPE if_check:

This check checks the type of object of the victim.

-=====-

Syntax:
if OBJTYPE $o food
say Thanks, I was very hungry!
eat $o
say Mmmm, that $O was delicious $N!
else
say This isn't food!
drop $o
emote hops around rubbing $k tummy.
endif

VNUM if_check:

This check checks the virtual number of the victim.

-=====-

Syntax:
if VNUM $i 12345
say I am a strong guard.
flex
else
say I am a ninny squire!
say I wish I was a guard.
endif

NOTE: This is useful if you wish to make a complex mprog for a few mobs, then
have it so the mob's own vnum determines what it does based on the prog.

HPCNT if_check:

This check checks the type of hit point percentage of the victim.

-=====-

Syntax:
if HPCNT $i >= 30
say Damn $N, you're kicking my ass!
else
say I'm not quite dead!
endif

NOTE: Useful for making mobs flee, or bring in reinforcements. Combine with
a if POS $n/$i fighting, for an effective program.

ROOM if_check:

This check checks the virtual number of the room the victim is in.

-=====-

Syntax:
if ROOM $i == 12345
say I am standing in the East Wing.
push $n west
else
if ROOM $i == 12346
say I am standing in the West Wing.
push $n east
else
say I'm not in my room.
sniff
endif
endif

NOTE: This is useful if you wish to make a complex mprog for a few rooms, then
have it so the mob's room determines what it does based on the prog.

SEX if_check:

This check checks the sex of the victim.

-=====-

Syntax: (1 is male, 2 is female, 0 is 'IT')
if SEX $n == 1
say Hey there big boy.
else
if SEX $n == 2
say Hey there hot mamma.
else
say Oh my god!
say You're an IT!!!!
endif
endif

NOTE: Sex check, works well for different actions based upon sex of the PC.

LEVEL if_check:

This check checks the level or level range of the victim.

-=====-

Syntax:
if LEVEL $n >= 5
say You're sure getting up there in levels $N.
else
say You need to go level $N!
endif

ALIGN if_check:

This is a value comparison. The program checks the alignment number of the
victim.

-=====-

Syntax:
if ALIGN $n >= 0
say You aren't so bad.
else
say You aren't so good.
endif

NOTE: This check is more specific than the ISGOOD/EVIL/NEUTRAL check, allowing
you to select exact numbers other than -333 0 and 333.

ONEY if_check:

This is a value comparison. The program checks the combined money of the victim.

-=====-

Syntax:
if MONEY $i >= 300
say I'm pretty rich
else
say Dang, I dont have much money.
emote Opens a safe.
mob oload 12314 0 room
get coins
say Now I'm rich!
endif

NOTE: This check can be used to see if players have enough cash to pay for
something, before they attempt it. Or give the mobs more cash etc.

OBJVAL0-4 if_check:

This is a value comparison. The program checks the value of the object.

-=====-

Syntax:
if OBJVAL $o >= 300
say This is quite nice.
else
say This is a piece of junk.
say Who would want a $O?
endif

GRPSIZE if_check:

This is a value comparison. The program checks the group size of the victim.

-=====-

Syntax:
if GRPSIZE $n >= 7
say Hello there your lordship.
else
say Hehe, you don't look so tough.
mob kill $n
endif

NOTE: This check can be used to have the mob estimate a group size, either
it's own group (and load more mobs), or the victims group, and fight
(or not fight, or load more mobs ;p).

Operators

Most of the basic numeric operators are legal and perform the same
function as in C.

Operators:
== is equal to
!= is NOT equal to
> is greater than
< is less than
>= is greater than or equal to
<= is less than or equal to

If_Checks In Control Flow (Summary)

The provided list of if_checks and their arguments are below. They
should all be fairly obvious in what they do, but some of the more obtuse
deserve a slight explanation. Any '==' operator can be replaced with any of
the available ones described above. The argument $* refers to any of the
variables which make sense for that if_check (i.e. for an if_check which is
referencing a person the only valid variables would be $i, $n, $t, $r or $q)
A value type of string is a sequence of characters. It does not need to be
included in quotes or anything like that (i.e. if name $n fido )

There are five types of if checks:

Type 1: Keyword/value Explanation

rand num - Is random percentage less than or equal to num
mobhere vnum - Is a NPC with this vnum in the room
mobhere name - Is a NPC with this name in the room
objhere vnum - Is an object with this vnum in the room
objhere name - Is an object with this name in the room
mobexists name - Does NPC 'name' exist somewhere in the world
objexists name - Does object 'name' exist somewhere in the world

Type 2: Keyword/compare/value Explanation

people == integer - Is the number of people in the room equal to integer
players == integer - Is the number of PCs in the room equal to integer
mobs == integer - Is the number of NPCs in the room equal to integer
clones == integer - Is the number of NPCs in the room with the same
vnum as the NPC who activated the program equal
to integer
order == integer - Is the order (of several similar NPCs) of the NPC
who activated the trigger equal to integer
hour == integer - Is the hour (game time) equal to integer

Type 3: Keyword/actor Explanation

isnpc $* - Is $* an NPC
ispc $* - Is $* a PC
isgood $* - Does $* have a good alignment
isneutral $* - Does $* have a neutral alignment
isevil $* - Does $* have an evil alignment
isimmort $* - Is $* an immortal (level of $* > LEVEL_HERO)
ischarm $* - Is $* affected by charm
isfollow $* - Is $* a follower with their master in the room
isactive $* - Is $*'s position > POS_SLEEPING
isdelay $* - Does $* have a delayed MOB PROGRAM pending
isvisible $* - Is $* visible to NPC who activated the program
hastarget $* - Does $* have a MOB PROGRAM target in the room
istarget $* - Is $* the target of NPC who activated the program

Type 4: Keyword/actor/value Explanation

affected $* 'affect' - Is $* affected by 'affect'
act $* 'act' - Is $*'s ACT bit 'act' set
off $* 'off' - Is $*'s OFF bit 'off' set
imm $* 'imm' - Is $*'s IMM bit 'imm' set
carries $* 'name' - Is $* carrying object 'name'
wears $* 'name' - Is $* wearing object 'name'
has $* 'type' - Does $* have object of item_type 'type'
uses $* 'type' - Is $* wearing object of item_type 'type'
name $* 'name' - Is $*'s name 'name'
pos $* 'position' - Is $*'s position 'position' (sleeping etc.)
clan $* 'name' - Does $* belong to clan 'name'
race $* 'name' - Is $* of race 'name'
class $* 'name' - Is $*'s class 'name'
objtype $* 'type' - Is $*'s item_type 'type'

Type 5: Keyword, actor, comparison and value

vnum $* == integer - Is $*'s virtual number equal to integer
hpcnt $* == integer - Is $*'s hitpoint percentage equal to integer
room $* == integer - Is vnum of the room $* is in equal to integer
sex $* == integer - Is $*'s sex equal to integer
level $* == integer - Is $*'s level equal to integer
align $* == integer - Is $*'s alignment equal to integer
money $* == integer - Does $* have money (in gold) equal to integer
objval# $* == integer - Is $*->value[#] equal to integer (# from 0-4)

Mob Command List

Each MOBcommand must be preceeded by "MOB"
For Example:
MOB ECHOAT $n [string]

MOB Command argument_list Explanation

MLOAD (mobile) - Lets the mobile load another mobile.
OLOAD (obj vnum) (level) (location) - Lets the mobile load an object
2ND ARGUMENT
# - the level to load the object at
Use 0 if you wish to continue building.
3RD ARGUMENT
None - inventory
R - in room (can also use Room)
W - on mob (must be hold/wearable)
KILL (victim) - Lets the mobile kill any player or mobile
without murder
ASSIST (victim) - Lets the mobile assist another mob or player
MPDUMP (vnum) - Displays the source code of a given MOB PROGRAM
ECHO (text_string) - Prints the message to the room at large
ECHOAT (victim) [string] - Prints the message to only the victim
ECHOAROUND (victim) [string] - Prints the message to everyone in the room other
GECHO (text_string) - Prints the argument to all active players
ZECHO (text_string) - Prints the argument to all players in the
same area as the mob
ASOUND (text_string) - Prints the argument to all the rooms around the mobile
than the mob and victim
PURGE (target) - Lets the mobile purge all objects and other
npcs in the room, or purge a specified object
or mob in the room. The mobile can
purge itself, but it must be the last command.
GOTO (dest) - Lets the mobile goto any location it wishes
that is not private.
AT (location) [commands] - Lets the mobile do a command at another location.
TRANSFER (target|'all') [location]- Lets the mobile transfer people. The 'all'
argument transfers everyone in the current
room to the specified location
(room vnum or mobile name)
SLIP (target|'all') [location]- Lets the mobile slip people. The 'all'
argument transfers everyone in the current
room to the specified location
(room vnum or mobile name)
NOTE: This is a transfer, but there is no
'look' so the PC won't know it happened.
GRTRANSFER (victim) [location] - Lets the mobile transfer all chars in same group
as the victim.
OTRANSFER (item name) [location] - Lets the mobile to transfer an object. The object
must be in the same room with the mobile.
REMOVE (victim) [object vnum|'all']- Lets the mobile to strip an object or all objects
from the victim. Useful for removing e.g.
quest objects from a character.
JUNK (object) - Lets the mobile destroy an object in
its inventory
- it can also destroy a worn object and
it can destroy items using all.xxxxx
or just plain all of them
FORCE (victim) [commands] - Lets the mobile force someone to do something.
Must be mortal level and the all argument only
affects those in the room with the mobile.
GFORCE (victim) [commands] - Lets the mobile force a group something. Must be
mortal level.
VFORCE (vnum) [commands] - Forces all mobiles of certain vnum to do something
CAST (spell) [target] - Lets the mobile cast spells —
Beware: this does only crude checking on the target
validity and does not account for mana etc., so
you should do all the necessary checking in your
mob program before issuing this cmd!
DAMAGE (victim) [min] [max] (kill)- Lets mob cause unconditional damage to someone.
Nasty, use with caution.
Also, this is silent, you must show your own
damage message… If kill parameter is omitted,
this command is "safe" and will not kill the victim.
REMEMBER (victim) - Lets the mobile to remember a target. The target can
be referred to with $q and $Q codes in MOBprograms.
See also "mob forget".
FORGET (victim) - Reverse of "mob remember".
DELAY (pulses) - Sets a delay for MOB PROGRAM execution. When the
delay time expires, the mobile is checked for a
Mob program with DELAY trigger, and if one is
found, it is executed. Delay is counted in PULSE_MOBILE
CANCEL - Reverse of "mob delay", deactivates the timer.

CALL [vnum] [victim|'null'] [object1|'null'] [object2|'null']

- Lets the mobile to call another MOB PROGRAM withing
a MOB PROGRAM.
This is a crude way to implement subroutines/
functions. Beware of nested loops and unwanted
triggerings… Stack usage might be a problem.
Characters and objects referred to must be in
the same room with the mobile.
FLEE - Forces the mobile to flee.

STATUS - An integar the mob can set/change on itself.
PORTALTO (vnum to) (portal used) - This command let's a mob create a portal
between the room it's in, and the room you specify
(if you specify a portal then it uses THAT one, so
you can use a specific gangplank, door etc. Otherwise
it uses the standard 'gate' and timers it for 15).

GOTORESET No argument used, this will take the mob back to
the room that it loaded in, it's reset room.

MOBcommands are special commands that allow mobiles to perform
immortal-like actions within a MOB PROGRAM (transferring players
or loading items, for example). Most MOBcommands them are wiz
commands which have been changed to allow for mobiles to perform
the commands. In this version of MOBprograms, players have been
prevented from using these commands by adding a separate
interpreter for MOBcommands. This also speeds up (in most cases)
MOB PROGRAM execution when MOBcommands are used. All MOBcommands
are preceded with the word 'MOB' on the command line.

MOB STATUS [int]

NOTE:

MPSTATUS STATUS MOB STATUS
MPSTATUS lets you put mobiles in different states, this is
simply an integar you attach to them, and can check on them.

Syntax Example:
if STATUS $i == 0
say My status is 0, going to 1
MOB STATUS 1
end
endif
if STATUS $i == 1
say My STATUS is 1, going to 2
MOB STATUS 2
end
endif
if STATUS $i == 2
say My STATUS is 2, going to 0
MOB STATUS 0
end
endif
end
Note: (the 'end' in each check, good thing, or the mob will keep going)
This command can make the mob MUCH more intelligent to react with.
Many thanks to Tyche.

MOB ASOUND [string]
MOB ZECHO [string]
MOB GECHO [string]

NOTE:

ASOUND prints the text string to the rooms around the mobile in
the same manner as a death cry. This is really useful for
powerful aggressives and is also nice for wandering minstrels or
mobiles like that in concept. (Or certain gnomish contraptions ;0)

ZECHO prints the string to all players in the same area with the
mobile. Short for Zone Echo.

GECHO prints the string to all players in the game. Short for Global Echo.

MOB ECHO [string]
MOB ECHOAT [victim] [string]
MOB ECHOAROUND [victim] [string]

Note:
ECHO displays the string to everyone in the room.

ECHOAT displays the string to the victim only.

ECHOAROUND displays the string to everyone except the victim.

The three options let you tailor the message to goto victims or
to do things sneaky like having a merchant do: mob at guard mob
echoat guard rescue_please This coupled with a guard act trigger
on rescue_please to: mob goto $n mob echo $I has arrived. It is
an affective way of quickly bringing guards to the scene of an
attack. (Note that the merchant has to be the only one of its
kind in the game or have a unique name, otherwise the guard
might go to different mobile…).

MOB MLOAD [vnum]
MOB OLOAD [vnum] {'room'|'wear'}
(without second argument, loads in inventory)

IE: MOB OLOAD 16203 0 WEAR // Loads it, wears It if possible
IE: MOB OLOAD 16203 0 ROOM // Loads it in the ROOM
IE: MOB OLOAD 16203 0 NONE // Loads it in it's inventory

Note:
MLOAD creates a mobile and places it in the same room with the
mobile. OLOAD loads the object into the inventory of the mobile.
Even if the item is non-takable, the mobile will receive it in
the inventory. This lets a mobile distribute a quest item or
load a key or something. The optional 3rd parameter can be
specified; 'room' means to load the object to the room, 'wear'
means to force the mobile to wear the object loaded (useful for
equipping mobiles on the fly).

MOB KILL [victim]

Note:
Lets a mobile kill a player without having to murder. Many
MOBprograms end up with mob kill $n commands floating around. It
works on both mobiles and players.

MOB FLEE

Note:
Causes a mobile to unconditionally flee from combat. Can be used
for example with the hit point percentage trigger to simulate
"wimpy" behavior.

MOB REMOVE [victim] [vnum|'all']

Note:
Lets the mobile to strip an object of given vnum from the
victim. Objects removed are destroyed. If the vnum is replaced
with "all", the whole inventory of the victim is destroyed. This
command is probably most useful for extracting quest items from
a player after a quest has been completed.

MOB JUNK [object]

Note:
Destroys the object referred to in the mobile's inventory. It
prints no message to the world and you can do things like junk
all.bread or junk all. This is nice for having janitor mobiles
clean out their inventory if they are carrying too much (have a
MOB PROGRAM trigger on the 'full inventory')

MOB PURGE [argument]

Note:
Destroys the argument from the room of the mobile. Without an
argument the result is the cleansing of all NPC's and items from
the room with the exception of the mobile itself. However,
mppurge $i will indeed purge the mobile, but it MUST be the last
command the mobile tries to do, otherwise the mud cant reference
the acting mobile trying to do the commands and bad things
happen.

MOB AT [location] [command]

Note:
Performs the command at the designated location. Very useful for
doing magic slight of hand tricks that leave players dumbfounded..
such as metamorphing mobiles, or guard summoning, or corpse
vanishing.

MOB GOTO [location]

Note:
Moves the mobile to the room or mobile or object requested. It
makes no message of its departure or of its entrance, so these
must be supplied with echo commands if they are desired.

MOB TRANSFER [victim/'all'] [location]
MOB GTRANSFER [victim] [location]
MOB OTRANSFER [object] [location]

Note:
Sends the victim to the destination or to the room of the mobile
as a default. if the victim is "all" then all the characters in
the room of the mobile are transferred to the destination. Good
for starting quests or things like that. There is no message
given to the player that it has been transferred and the player
doesn't do a look at the new room unless the mob forces them to.

Gtransfer works like transfer, except that the group the victim
belongs to is transferred with the victim. Otransfer
transfers an object in the room.

MOB FORCE [victim/'all'] [command]
MOB GFORCE [victim] [command]
MOB VFORCE [vnum] [command] * Didn't seem to work on Ansalon

Note:
Forces the victim to do the designated command. The victim is
not told that they are forced, they just do the command so
usually some MOB ECHO message is nice. You can force players to
remove belongings and give them to you, etc. The player sees
the normal command messages (such as removing the item and
giving it away in the above example) Again, if the victim is
"all" then everyone in the mobiles room does the command. Gforce
works like force except that it affects the group the victim
belongs to.

Vforce affects all mobiles with given vnum in the game world.
This is useful for, for example, purging certain type of NPCs
from the game (by forcing them to purge themselves).

MOB CAST [spell] [victim]

Note:
Lets the mobile to cast spells. Beware, this does only crude
validity checking and does not use up any mana. All spells are
available regardless of the race or other abilities of the
mobile. Casting the spell occurs silently, but spell effects are
displayed normally.

MOB DAMAGE [victim/'all'] [min] [max] {lethal}

Note:
Causes unconditional damage to the victim. Specifying "all" as
victim causes damage to all characters in the room except the
mobile. Min and max parameters define the minimum and maximum
amounts of damage caused. By default, the damage is non-lethal,
but by supplying the optional 'lethal' parameter, the damage can
kill the victim. This command is silent, you must echo all
messages yourself in the program. Useful for implementing
special attacks for mobiles.

MOB DELAY
MOB CANCEL

Note:
MOB DELAY sets the time in PULSE_MOBILE after which the mobile's
delay trigger is activated. If the mobile has a program defined
for delay trigger, the program is executed when the timer expires.

MOB CANCEL resets the delay timer.

MOB REMEMBER [victim]
MOB FORGET

Note:
This command enables the mobile to remember a player for future
reference in a MOB PROGRAM. The player can subsequently be
referred as '$q' in programs activated by the mobile. MOB FORGET
clears the target. Note that if the first time the mobile runs a
program, $q is automatically set to the player who triggered the
event. Most commonly this command is used in delayed programs,
where the mobile has to remember the player who triggered the
original event, for example to continue conversation.

MOB CALL [vnum] {victim} {target1} {target2}

Note:
This command lets you call MOBprograms from within a running
one, i.e. to call a MOB PROGRAM subroutine. The first parameter
is the vnum of the program to execute, the second is the
victim's name (for example $n), and the third and fourth are
optional object names. All other parameters except vnum can be
replaced with word 'null' indicating ignored parameter.

MOBprograms can be called recursively, but as a safety measure,
parser allows only 5 recursions (unless altered).

MOB PORTALTO [vnum][portal vnum]

Note:
This command lets mobs link areas with portals, if you don't
specify a portal (or use #25) it will vape in 10 ticks.

Example: We have a new gangplank portal named gangplank trsgp
(Pick a UNIQUE name if you want the mob to be able to find/purge old ones)

if objexists trsgp
mob at trsgp mob purge trsgp
endif
if objexists trsgp
mob at trsgp mob purge trsgp
endif
say Thanks, we're just arriving at the docks of Caergoth now!
mob portalto 16200 13610
mob echo A sailor pushes a gangplank off the stern onto the docks at Caergoth.
mob vecho 16200 A sailor ties off the Percheron and pushes a gangplank to the dock.
mob junk ticket

Adding the Mobprog to the MOB

Commands within Medit (while editing a mob, AFTER mprog created)

addmprog [vnum] [trigger] [phrase]

Example: (with a mob being edited)(medit)
addmprog 13456 greet 80 - This adds mprog 13456 to the mobile,
which greets pc's when they enter
80% of the time.
delmprog 0 (or 1,2,3 etc) - removes an mprog from a mob.

NOTE:
[vnum] The vnum of the mob program (mpedit)
[trigger] List of valid triggers and explanations above
[phrase] A single word, or a phrase within quotes
(example: "looks at you" or "yes" etc)
Or a percentile (ie '80' happens 80% of the time)

Loading Mobiles and Objects

No doubt you want to load objects and mobiles in your MOBprograms
with "mob oload" and "mob mload". There are two problems connected
to this. One is that mloaded mobiles will appear without equipment
and the other is that it is difficult to keep track of the number of
created mobiles and objects.

If you want to mobiles to appear in your area as a result of the
players' action, create a "storage room". Define resets for the
mobiles as usual (equipment etc.) and place them in the storage
room. When you need to use the mobiles, just "mob transfer" them to
the location you want. This is better than creating mobiles on the
fly, since you don't have to worry about creating too many mobiles
or equipping them, area resets take care of all that.

If you have a MOB PROGRAM that creates new mobiles, you might want
to make the mobiles "self-destructing". This is easiest to do with a
random trigger that checks if the mobile is doing anything useful
and possibly does 'mob purge $i'.

Another possibility is to use a "purgemaster". Create a storage room
with a single mobile. Attach a random trigger that does 'mob purge'
to that mobile. Now, when you need to get rid of anything, just 'mob
transfer' the mobile or item to purgemaster, and it will be
destroyed sometime later.

Miscellaneous Information

There is really no limit to the number of MOBprograms a given mobile
can have. However, the length of a single command block is limited
by the value of MAX_STRING_LENGTH. In my version it was around 4k,
so that is probably about 100 lines. The indentation spaces shown
in the example above are NOT required, but do make it easier to read
(and debug). HOWEVER, all spaces and indentations are loaded into
memory as a part of the program, so you're using up memory.
Memory usage can also be reduced by using subroutines
(see MOB CALL).

It IS possible to accidentally make mobiles which can trigger in
loops. Infinite loops have been prevented, but in case of a loop,
the mobile behavior is undefined. An example of a looping action
would be using a RANDOM mprog with an UPDATE_ALWAYS mob, this
doesn't actually loop, but may cause this error:
[*] BUG: MOBprogs: MAX_CALL_LEVEL exceeded, vnum #
(note: vnum refers to calling mob's vnum NOT mprog vnum)
this is when too many mprogs are being called simultaneously, and
the rom can't deal with them, happens with UPDATE_ALWAYS and RANDOM
trigger combinations, especially when there are 20 of the mob, each
with 3 random mprogs each, you do the math.

The list of variables and triggers and if_checks will grow
continuously as mud creators demand the ability to do certain
things. If you have a request or if you have a new one, I don't mind
hearing about them, and if you find bugs, I shall gladly attempt to
squash them for you. As additions or fixes are made, the code will
occasionally be redistributed. However, if you want a current
version, please feel free to ask. When the code is redistributed, a
file containing the change history from the original release will be
provided (when possible) to allow you to patch in the changes with
low grief.

- Note: Who do we call again? If someone knows, please let the
immortal staff know.

CREDITS

The reason this code was written was to enhance the playing
experience at ThePrincedom (a Merc 2.0 based world scheduled to open
in October 1993)

The original idea for this type of MOB PROGRAM came from playing on:
WORLDS of CARNAGE, a DIKU MUD implemented by Robbie Roberts and
Aaron Buhr. Aaron (known as Dimwit Flathead the First) was the
original author from what I have been told, and I hope he will not
be totally offended and angered by my coding and sharing a mimicked
version with the world. This version is probably not as good as the
original and I do feel remorse for publishing the idea. However,
since Carnage has been down for months without a word of information
regarding its return, I am glad to let one of the best features live
on in future generations of MUDs.

There are no objections to this code being shared, since, aside from
a nuclear destruction of all the Temples of Midgaard (excepting the
original one!!), bland mobiles are the greatest bane of Dikumuds
today. It would be nice to get a message saying you are using the
code just for our references. We shant answer questions from anyone
until told where they are using the code. *grin* Since this code is
not copyrighted, you of course dont have to do anything we say, but
it would be nice of you to put the mobprog help screen into your
database. and have mobinfo show up somewhere on a more visible help
screen (possibly tagged onto the bottom of credits as a see also…)

I acknowledge all the work done by the original Diku authors as well
as those at Merc Industries and appreciate their willingness to
share code. Also, quick thanks to Wraith for doing a little
beta-installation testing.

N'Atas-Ha June, 1993
ude.umc.sc.ps.811sg|ahsatan#ude.umc.sc.ps.811sg|ahsatan

In addition to this DOC file credit section, I'd like to add a thank
you to Yaz, Mahatma, Zelda, and the rest of the 4th Realm crew for
extensively testing MOB PROGRAM 2.1 for me. You may see MOBPrograms
in action as well as their own "flavor" of mud at marble.bu.edu 4000.

Kahn Oct 28th, 1993
MERC Industries

MORE CREDITS

This text was compiled from several mob prog/mpedit texts in order to give
you a more complete guide to mob progs in Ansalon (Rom 2.4 based, then
drastically improved). The previous credits/copyrights are for the
'extended' or 'more info' parts which I added to the existing document to
further explain functions/syntax etc. Other notes and examples added from my
trials in CRASHING MUD!

There are additions that I've added, mostly 'checks' that if you would like
simply email me and I can send you the code. My thoughts is that a mob should
be able to check and act upon EVERY stat on a character, if it makes sense.
So I'll continue to add to the code as the needs arise.

Zivilyn aka Skol December 10th, 2001 - July 11th, 2008
Yeah, it's a work in progress.
Ansalon

This document was created for use with ROM 2.4/Ansalon and OLC on…

http://www.ansalonmud.com
http://ansalon.wolfpaw.net
telnet://ansalonmud.com:8679
telnet://ansalon.wolfpaw.net:8679
telnet://204.209.44.23:8679

PS. If you run into questions/scenario's not handled here, feel
free to talk with me about them. If they are something that
needs to be added or discussed, I'll be happy to do so. - Skol.

http://www.copyright.gov/title17/92chap5.html#506

"d) Fraudulent Removal of Copyright Notice. - Any person who, with fraudulent
intent, removes or alters any notice of copyright appearing on a copy of a
copyrighted work shall be fined not more than $2,500."

Meaning? You can feel free to use and modify these documents, but if you remove
the copyright and/or credit statements, you're in violation of federal law.
This means any derivative work must bear these.

Most would never need to be told this, but apparently some live by different rules.
Of course their versions tend to crash and burn… RIP.

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