Behaviors Reference

CoffeeMud 5.2

Properties/Affects
Behaviors

ActiveTicker


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

Aggressive


Behavior   : Aggressive
Targets : MOBs
Parameters : aggression masks
Example : +elf -fighter
Example : 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:
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)
+SYSOP (allow archons or area staff to bypass the rules)
-SYSOP (always spare archons and area staff)
-PLAYER (spare all players)
-MOB (spare all mobs/npcs)
-CLASS (spare all classes)
-CLASS +thief +mage +ranger (create exceptions)
-BASECLASS (spare all base classes)
-BASECLASS +thief +mage +ranger (create exceptions)
-thief -mage -ranger (spare only listed classes)
-RACE (spare all races)
-RACE +elf +dwarf +human +half +gnome (create exceptions)
-elf -dwarf -human -half -gnome (spare only listed races)
-RACECAT (spare all racial categories)
-RACECAT +elf +insect +humanoid +canine +gnome (create exceptions)
+RACECAT (do not spare all racial categories)
+RACECAT -elf -insect -humanoid -canine -gnome (create exceptions)
-ALIGNMENT (spare all alignments)
-ALIGNMENT +evil +good +neutral (create exceptions)
-evil -good -neutral (spare only listed alignments)
-GENDER (spare all genders)
-GENDER +male +female +neuter (create exceptions)
-male -female -neuter (spare only listed genders)
-FACTION (spare all faction and values, even a lack of faction)
-FACTION +myfactionrange +myotherfactionrange (create exceptions)
-myfactionrange -myotherfactionrange (spare only named faction range)
-TATTOOS (spare all tattoos, even a lack of a tatoo)
-TATTOOS +mytatto +thistattoo +anytattoo etc.. (create exceptions)
+TATTOOS (do not spare any or no tattoos)
+TATTOOS -mytattoo -anytatto, etc.. (create exceptions)
-EXPERTISES (spare all expertises, even a lack of a edus)
-EXPERTISES +myedu +thisedu +anyedu etc.. (create exceptions)
+EXPERTISES (do not spare any or no expertises)
+EXPERTISES -myedu -anyedu, etc.. (create exceptions)
-SECURITY (spare all security flags, even a lack of a security)
-SECURITY +cmdrooms +area cmditems etc.. (create exceptions)
+SECURITY (do not spare any or no expertises)
+SECURITY -cmdrooms +area cmditems, etc.. (create exceptions)
-LEVEL (spare all levels)
-LEVEL +=1 +>5 +>=7 +<13 +<=20 (create exceptions)
-=1 ->5 ->=7 -<13 -<=20 (spare only listed levels range)
-NAMES (spare everyone)
-NAMES +bob "+my name" etc.. (create name exceptions)
+NAMES (do not spare anyone who has a name)
+NAMES -bob "-my name" etc.. (create name exceptions)
-CLAN (spare anyone, even no clan)
-CLAN +Killers "+Holy Avengers" etc.. (create clan exceptions)
+CLAN (do not spare anyone, even non clan people)
+CLAN -Killers "-Holy Avengers" etc.. (create clan exceptions)
-DEITY (spare anyone, even no deity)
-DEITY +Apollo "+Grothon The Great" etc.. (create deity exceptions)
+DEITY (do not spare anyone, even non deity worshipping people)
+DEITY -Apollo "-rothon The Great" etc.. (create deity exceptions)
-ANYCLASS (spare all multi-class combinations)
-ANYCLASS +thief +mage +ranger (exceptions, allow any levels)
+ANYCLASS (do not spare all multi-class combinations)
+ANYCLASS -thief -mage -ranger (exceptions, disallow any levels)
-STR X (spare those with strength greater than X)
+STR X (spare those with strength less than X)
-INT X (spare those with intelligence greater than X)
+INT X (spare those with intelligence less than X)
-WIS X (spare those with wisdom greater than X)
+WIS X (spare those with wisdom less than X)
-CON X (spare those with constitution greater than X)
+CON X (spare those with constitution less than X)
-CHA X (spare those with charisma greater than X)
+CHA X (spare those with charisma less than X)
-DEX X (spare those with dexterity greater than X)
+DEX X (spare those with dexterity less than X)
+-ADJSTR...ADJCON (Same as above, but uses current values)
-AREA (spare in all areas)
-AREA "+my areaname" etc.. (create exceptions)
+AREA (do not spare any areas)
+AREA "-my areaname" etc.. (create exceptions)
-ITEM "+item name" etc... (spare only those with an item name)
-WORN "+item name" etc... (spare only those wearing item name)
-EFFECTS (spare anyone, even no effects)
-EFFECTS +Sleep "+Wood Chopping" etc.. (create name exceptions)
+EFFECTS (do not spare anyone, even non effected people)
+EFFECTS -Sleep "-Wood Chopping" etc.. (create name exceptions)
-SKILLS (spare anyone, even those with no skill)
-SKILLS +Spell_Sleep(75) etc.. (create exceptions with proficiency)
+SKILLS (do not spare anyone, even non skilled people)
+SKILLS -Spell_Sleep(75) etc.. (create exceptions with proficiency)
-MATERIAL "+WOODEN" etc.. (<WORN> only items of added materials)
+MATERIAL "-WOODEN" etc.. (Do not <WORN> items of subtracted materials)
-RESOURCES "+OAK" etc.. (<WORN> only items of added resources)
+RESOURCES "-OAK" etc.. (Do not <WORN> items of subtracted resources)
-JAVACLASS "+GENMOB" etc.. (<WORN> only objects of added java class)
+JAVACLASS "-GENITEM" etc.. (Do not <WORN> objs of subtracted classes)
-RESOURCES "+OAK" etc.. (<WORN> only items of added resources)
+RESOURCES "-OAK" etc.. (Do not <WORN> items of subtracted resources)
-ABILITY X (spare those with magical ability less than X)
+ABILITY X (spare those with magical ability greater than X)
-VALUE X (spare those with value or money less than X)
+VALUE X (spare those with value or money greater than X)
-WEIGHT X (spare those weighing less than X)
+WEIGHT X (spare those weighing more than X)
-ARMOR X (spare those with armor bonus less than X)
+ARMOR X (spare those with armor bonus more than X)
-DAMAGE X (spare those with damage bonus less than X)
+DAMAGE X (spare those with damage bonus more than X)
-ATTACK X (spare those with attack bonus less than X)
+ATTACK X (spare those with attack bonus more than X)
-WORNON "+TORSO" etc.. (<WORN> only items wearable on added locs)
+WORNON "-NECK" etc.. (Do not <WORN> items wearable on subtracted locs)
-DISPOSITION "+ISHIDDEN" etc.. (<WORN> only with added dispositions)
+DISPOSITION "-ISHIDDEN" etc.. (Do not <WORN> only with sub disp)
-SENSES "+CANSEEDARK" etc.. (<WORN> only those with added sens.)
+SENSES "-CANSEEDARK" etc.. (Do not <WORN> those with subtracted sens.)
-HOUR +X (spare always, unless the hour is X)
+HOUR -X (spare those only when the hour is X)
-SEASON +FALL (spare those only when season is FALL)
+SEASON -SPRING (spare those whenever the season is SPRING)
-MONTH +X (spare those only when month number is X)
+MONTH -X (spare those whenever the month number is X)

AlignHelper


Behavior   : AlignHelper
Targets : MOBs
Parameters :
Example :
Description:
Joins a fight on the side of anyone who is the same alignment as the mob.

AntiVagrant


Behavior   : AntiVagrant
Targets : MOBs
Parameters : min, max ticks, a percent chance, anywhere and/or kickout flag
Example : min=2 max=3 chance=99
Example : min=2 max=3 chance=99 KICKOUT
Example : min=2 max=3 chance=75 ANYWHERE
Example : 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


Behavior   : Arrest
Targets : Areas
Parameters : blank, the word "custom", or the name of a formatted INI file in
resources
Example : laws_mycity.ini
Example : custom
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
changable using either a StdLawBook or a GenLawBook.

Bardness


Behavior   : Bardness
Targets : MOBs
Parameters : (SUBCLASS NAME)
(OFFENSIVE,DEFENSIVE,MIXEDOFFENSIVE,MIXEDDEFENSIVE)
Example :
Example : Bard
Example : Prancer 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.
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.

Beggar


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

BribeGateGuard


Behavior   : BribeGateGuard
Targets : MOBs
Parameters : Price of entry, Gate System
Example : 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


Behavior   : BrotherHelper
Targets : MOBs
Parameters : optional max fighters
Example :
Example : 5
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.

ClanHelper


Behavior   : ClanHelper
Targets : MOBs
Parameters : Clan to make this mob a member of
Example : McElvy
Description:
Joins a fight on the side of a mob of the same clan as specified in the
parameters.

Clericness


Behavior   : Clericness
Targets : MOBs
Parameters : (SUBCLASS NAME)
(OFFENSIVE,DEFENSIVE,MIXEDOFFENSIVE,MIXEDDEFENSIVE)
Example :
Example : Templar
Example : 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.
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.

CombatAbilities


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


Behavior   : CombatAssister
Targets : MOBs
Parameters : mask of mobs to assist
Example : -RACE +Elf
Example : -NAME "+My Buddies"
Example : -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.
Valid masks include:
+SYSOP (allow archons or area staff to bypass the rules)
-SYSOP (always ignore archons and area staff)
-PLAYER (ignore all players)
-MOB (ignore all mobs/npcs)
-CLASS (ignore all classes)
-CLASS +thief +mage +ranger (create exceptions)
-BASECLASS (ignore all base classes)
-BASECLASS +thief +mage +ranger (create exceptions)
-thief -mage -ranger (ignore only listed classes)
-RACE (ignore all races)
-RACE +elf +dwarf +human +half +gnome (create exceptions)
-elf -dwarf -human -half -gnome (ignore only listed races)
-RACECAT (ignore all racial categories)
-RACECAT +elf +insect +humanoid +canine +gnome (create exceptions)
+RACECAT (do not ignore all racial categories)
+RACECAT -elf -insect -humanoid -canine -gnome (create exceptions)
-ALIGNMENT (ignore all alignments)
-ALIGNMENT +evil +good +neutral (create exceptions)
-evil -good -neutral (ignore only listed alignments)
-GENDER (ignore all genders)
-GENDER +male +female +neuter (create exceptions)
-male -female -neuter (ignore only listed genders)
-FACTION (ignore all faction and values, even a lack of faction)
-FACTION +myfactionrange +myotherfactionrange (create exceptions)
-myfactionrange -myotherfactionrange (ignore only named faction range)
-TATTOOS (ignore all tattoos, even a lack of a tatoo)
-TATTOOS +mytatto +thistattoo +anytattoo etc.. (create exceptions)
+TATTOOS (do not ignore any or no tattoos)
+TATTOOS -mytattoo -anytatto, etc.. (create exceptions)
-EXPERTISES (ignore all expertises, even a lack of a edus)
-EXPERTISES +myedu +thisedu +anyedu etc.. (create exceptions)
+EXPERTISES (do not ignore any or no expertises)
+EXPERTISES -myedu -anyedu, etc.. (create exceptions)
-SECURITY (ignore all security flags, even a lack of a security)
-SECURITY +cmdrooms +area cmditems etc.. (create exceptions)
+SECURITY (do not ignore any or no expertises)
+SECURITY -cmdrooms +area cmditems, etc.. (create exceptions)
-LEVEL (ignore all levels)
-LEVEL +=1 +>5 +>=7 +<13 +<=20 (create exceptions)
-=1 ->5 ->=7 -<13 -<=20 (ignore only listed levels range)
-NAMES (ignore everyone)
-NAMES +bob "+my name" etc.. (create name exceptions)
+NAMES (do not ignore anyone who has a name)
+NAMES -bob "-my name" etc.. (create name exceptions)
-CLAN (ignore anyone, even no clan)
-CLAN +Killers "+Holy Avengers" etc.. (create clan exceptions)
+CLAN (do not ignore anyone, even non clan people)
+CLAN -Killers "-Holy Avengers" etc.. (create clan exceptions)
-DEITY (ignore anyone, even no deity)
-DEITY +Apollo "+Grothon The Great" etc.. (create deity exceptions)
+DEITY (do not ignore anyone, even non deity worshipping people)
+DEITY -Apollo "-rothon The Great" etc.. (create deity exceptions)
-ANYCLASS (ignore all multi-class combinations)
-ANYCLASS +thief +mage +ranger (exceptions, allow any levels)
+ANYCLASS (do not ignore all multi-class combinations)
+ANYCLASS -thief -mage -ranger (exceptions, disallow any levels)
-STR X (ignore those with strength greater than X)
+STR X (ignore those with strength less than X)
-INT X (ignore those with intelligence greater than X)
+INT X (ignore those with intelligence less than X)
-WIS X (ignore those with wisdom greater than X)
+WIS X (ignore those with wisdom less than X)
-CON X (ignore those with constitution greater than X)
+CON X (ignore those with constitution less than X)
-CHA X (ignore those with charisma greater than X)
+CHA X (ignore those with charisma less than X)
-DEX X (ignore those with dexterity greater than X)
+DEX X (ignore those with dexterity less than X)
+-ADJSTR...ADJCON (Same as above, but uses current values)
-AREA (ignore in all areas)
-AREA "+my areaname" etc.. (create exceptions)
+AREA (do not ignore any areas)
+AREA "-my areaname" etc.. (create exceptions)
-ITEM "+item name" etc... (ignore only those with an item name)
-WORN "+item name" etc... (ignore only those wearing item name)
-EFFECTS (ignore anyone, even no effects)
-EFFECTS +Sleep "+Wood Chopping" etc.. (create name exceptions)
+EFFECTS (do not ignore anyone, even non effected people)
+EFFECTS -Sleep "-Wood Chopping" etc.. (create name exceptions)
-SKILLS (ignore anyone, even those with no skill)
-SKILLS +Spell_Sleep(75) etc.. (create exceptions with proficiency)
+SKILLS (do not ignore anyone, even non skilled people)
+SKILLS -Spell_Sleep(75) etc.. (create exceptions with proficiency)
-MATERIAL "+WOODEN" etc.. (<WORN> only items of added materials)
+MATERIAL "-WOODEN" etc.. (Do not <WORN> items of subtracted materials)
-RESOURCES "+OAK" etc.. (<WORN> only items of added resources)
+RESOURCES "-OAK" etc.. (Do not <WORN> items of subtracted resources)
-JAVACLASS "+GENMOB" etc.. (<WORN> only objects of added java class)
+JAVACLASS "-GENITEM" etc.. (Do not <WORN> objs of subtracted classes)
-RESOURCES "+OAK" etc.. (<WORN> only items of added resources)
+RESOURCES "-OAK" etc.. (Do not <WORN> items of subtracted resources)
-ABILITY X (ignore those with magical ability less than X)
+ABILITY X (ignore those with magical ability greater than X)
-VALUE X (ignore those with value or money less than X)
+VALUE X (ignore those with value or money greater than X)
-WEIGHT X (ignore those weighing less than X)
+WEIGHT X (ignore those weighing more than X)
-ARMOR X (ignore those with armor bonus less than X)
+ARMOR X (ignore those with armor bonus more than X)
-DAMAGE X (ignore those with damage bonus less than X)
+DAMAGE X (ignore those with damage bonus more than X)
-ATTACK X (ignore those with attack bonus less than X)
+ATTACK X (ignore those with attack bonus more than X)
-WORNON "+TORSO" etc.. (<WORN> only items wearable on added locs)
+WORNON "-NECK" etc.. (Do not <WORN> items wearable on subtracted locs)
-DISPOSITION "+ISHIDDEN" etc.. (<WORN> only with added dispositions)
+DISPOSITION "-ISHIDDEN" etc.. (Do not <WORN> only with sub disp)
-SENSES "+CANSEEDARK" etc.. (<WORN> only those with added sens.)
+SENSES "-CANSEEDARK" etc.. (Do not <WORN> those with subtracted sens.)
-HOUR +X (ignore always, unless the hour is X)
+HOUR -X (ignore those only when the hour is X)
-SEASON +FALL (ignore those only when season is FALL)
+SEASON -SPRING (ignore those whenever the season is SPRING)
-MONTH +X (ignore those only when month number is X)
+MONTH -X (ignore those whenever the month number is X)

CommonSpeaker


Behavior   : CommonSpeaker
Targets : MOBs
Parameters :
Example :
Description:
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.

Concierge


Behavior   : Conceirge
Targets : MOBs
Parameters : (PRICE FOR ALL AREAS) / (AREA/ROOM=PRICE), ...
Example : 1.5
Example : Midgaard#3001=1.5, Smurfville=2.0, Midgaard#3032
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.

Conquerable


Behavior   : Conquerable
Targets : AREAs
Parameters : (JOURNAL="[JOURNAL NAME]") (LAW=(TRUE/FALSE))
Example :
Example : JOURNAL="The Conquest Times" LAW=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.

CorpseEater


Behavior   : CorpseEater
Targets : MOBs
Parameters : min, max ticks, a percent chance, eatitems flag, corpse masks
Example : min=10 max=20 chance=75
Example : min=10 max=20 chance=75 -LEVEL +<17
Example : 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. You may also specify
masks to give the mob a more specific diet. The following are valid masks:
+SYSOP (allow archons or area staff to bypass the rules)
-SYSOP (always dont eat archons and area staff)
-PLAYER (dont eat all players)
-MOB (dont eat all mobs/npcs)
-CLASS (dont eat all classes)
-CLASS +thief +mage +ranger (create exceptions)
-BASECLASS (dont eat all base classes)
-BASECLASS +thief +mage +ranger (create exceptions)
-thief -mage -ranger (dont eat only listed classes)
-RACE (dont eat all races)
-RACE +elf +dwarf +human +half +gnome (create exceptions)
-elf -dwarf -human -half -gnome (dont eat only listed races)
-RACECAT (dont eat all racial categories)
-RACECAT +elf +insect +humanoid +canine +gnome (create exceptions)
+RACECAT (do not dont eat all racial categories)
+RACECAT -elf -insect -humanoid -canine -gnome (create exceptions)
-ALIGNMENT (dont eat all alignments)
-ALIGNMENT +evil +good +neutral (create exceptions)
-evil -good -neutral (dont eat only listed alignments)
-GENDER (dont eat all genders)
-GENDER +male +female +neuter (create exceptions)
-male -female -neuter (dont eat only listed genders)
-FACTION (dont eat all faction and values, even a lack of faction)
-FACTION +myfactionrange +myotherfactionrange (create exceptions)
-myfactionrange -myotherfactionrange (dont eat only named faction range)
-TATTOOS (dont eat all tattoos, even a lack of a tatoo)
-TATTOOS +mytatto +thistattoo +anytattoo etc.. (create exceptions)
+TATTOOS (do not dont eat any or no tattoos)
+TATTOOS -mytattoo -anytatto, etc.. (create exceptions)
-EXPERTISES (dont eat all expertises, even a lack of a edus)
-EXPERTISES +myedu +thisedu +anyedu etc.. (create exceptions)
+EXPERTISES (do not dont eat any or no expertises)
+EXPERTISES -myedu -anyedu, etc.. (create exceptions)
-SECURITY (dont eat all security flags, even a lack of a security)
-SECURITY +cmdrooms +area cmditems etc.. (create exceptions)
+SECURITY (do not dont eat any or no expertises)
+SECURITY -cmdrooms +area cmditems, etc.. (create exceptions)
-LEVEL (dont eat all levels)
-LEVEL +=1 +>5 +>=7 +<13 +<=20 (create exceptions)
-=1 ->5 ->=7 -<13 -<=20 (dont eat only listed levels range)
-NAMES (dont eat everyone)
-NAMES +bob "+my name" etc.. (create name exceptions)
+NAMES (do not dont eat anyone who has a name)
+NAMES -bob "-my name" etc.. (create name exceptions)
-CLAN (dont eat anyone, even no clan)
-CLAN +Killers "+Holy Avengers" etc.. (create clan exceptions)
+CLAN (do not dont eat anyone, even non clan people)
+CLAN -Killers "-Holy Avengers" etc.. (create clan exceptions)
-DEITY (dont eat anyone, even no deity)
-DEITY +Apollo "+Grothon The Great" etc.. (create deity exceptions)
+DEITY (do not dont eat anyone, even non deity worshipping people)
+DEITY -Apollo "-rothon The Great" etc.. (create deity exceptions)
-ANYCLASS (dont eat all multi-class combinations)
-ANYCLASS +thief +mage +ranger (exceptions, allow any levels)
+ANYCLASS (do not dont eat all multi-class combinations)
+ANYCLASS -thief -mage -ranger (exceptions, disallow any levels)
-STR X (dont eat those with strength greater than X)
+STR X (dont eat those with strength less than X)
-INT X (dont eat those with intelligence greater than X)
+INT X (dont eat those with intelligence less than X)
-WIS X (dont eat those with wisdom greater than X)
+WIS X (dont eat those with wisdom less than X)
-CON X (dont eat those with constitution greater than X)
+CON X (dont eat those with constitution less than X)
-CHA X (dont eat those with charisma greater than X)
+CHA X (dont eat those with charisma less than X)
-DEX X (dont eat those with dexterity greater than X)
+DEX X (dont eat those with dexterity less than X)
+-ADJSTR...ADJCON (Same as above, but uses current values)
-AREA (dont eat in all areas)
-AREA "+my areaname" etc.. (create exceptions)
+AREA (do not dont eat any areas)
+AREA "-my areaname" etc.. (create exceptions)
-ITEM "+item name" etc... (dont eat only those with an item name)
-WORN "+item name" etc... (dont eat only those wearing item name)
-EFFECTS (dont eat anyone, even no effects)
-EFFECTS +Sleep "+Wood Chopping" etc.. (create name exceptions)
+EFFECTS (do not dont eat anyone, even non effected people)
+EFFECTS -Sleep "-Wood Chopping" etc.. (create name exceptions)
-SKILLS (dont eat anyone, even those with no skill)
-SKILLS +Spell_Sleep(75) etc.. (create exceptions with proficiency)
+SKILLS (do not dont eat anyone, even non skilled people)
+SKILLS -Spell_Sleep(75) etc.. (create exceptions with proficiency)
-MATERIAL "+WOODEN" etc.. (<WORN> only items of added materials)
+MATERIAL "-WOODEN" etc.. (Do not <WORN> items of subtracted materials)
-RESOURCES "+OAK" etc.. (<WORN> only items of added resources)
+RESOURCES "-OAK" etc.. (Do not <WORN> items of subtracted resources)
-JAVACLASS "+GENMOB" etc.. (<WORN> only objects of added java class)
+JAVACLASS "-GENITEM" etc.. (Do not <WORN> objs of subtracted classes)
-RESOURCES "+OAK" etc.. (<WORN> only items of added resources)
+RESOURCES "-OAK" etc.. (Do not <WORN> items of subtracted resources)
-ABILITY X (dont eat those with magical ability less than X)
+ABILITY X (dont eat those with magical ability greater than X)
-VALUE X (dont eat those with value or money less than X)
+VALUE X (dont eat those with value or money greater than X)
-WEIGHT X (dont eat those weighing less than X)
+WEIGHT X (dont eat those weighing more than X)
-ARMOR X (dont eat those with armor bonus less than X)
+ARMOR X (dont eat those with armor bonus more than X)
-DAMAGE X (dont eat those with damage bonus less than X)
+DAMAGE X (dont eat those with damage bonus more than X)
-ATTACK X (dont eat those with attack bonus less than X)
+ATTACK X (dont eat those with attack bonus more than X)
-WORNON "+TORSO" etc.. (<WORN> only items wearable on added locs)
+WORNON "-NECK" etc.. (Do not <WORN> items wearable on subtracted locs)
-DISPOSITION "+ISHIDDEN" etc.. (<WORN> only with added dispositions)
+DISPOSITION "-ISHIDDEN" etc.. (Do not <WORN> only with sub disp)
-SENSES "+CANSEEDARK" etc.. (<WORN> only those with added sens.)
+SENSES "-CANSEEDARK" etc.. (Do not <WORN> those with subtracted sens.)
-HOUR +X (dont eat always, unless the hour is X)
+HOUR -X (dont eat those only when the hour is X)
-SEASON +FALL (dont eat those only when season is FALL)
+SEASON -SPRING (dont eat those whenever the season is SPRING)
-MONTH +X (dont eat those only when month number is X)
+MONTH -X (dont eat those whenever the month number is X)

CorpseLooter


Behavior   : CorpseLooter
Targets : MOBs
Parameters :
Example :
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


Behavior   : Decay
Targets : MOBs, Items
Parameters : min, max ticks, a percent chance, trigger masks
Example : min=10 max=20 chance=75 answer=" goes poof!"
Example : min=10 max=20 chance=75 -LEVEL +<17
Example : notrigger answer=" "
Example : 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. Value masks to determine whether a
countdown begins include:
+SYSOP (allow archons or area staff to bypass the rules)
-SYSOP (always ignore archons and area staff)
-PLAYER (ignore all players)
-MOB (ignore all mobs/npcs)
-CLASS (ignore all classes)
-CLASS +thief +mage +ranger (create exceptions)
-BASECLASS (ignore all base classes)
-BASECLASS +thief +mage +ranger (create exceptions)
-thief -mage -ranger (ignore only listed classes)
-RACE (ignore all races)
-RACE +elf +dwarf +human +half +gnome (create exceptions)
-elf -dwarf -human -half -gnome (ignore only listed races)
-RACECAT (ignore all racial categories)
-RACECAT +elf +insect +humanoid +canine +gnome (create exceptions)
+RACECAT (do not ignore all racial categories)
+RACECAT -elf -insect -humanoid -canine -gnome (create exceptions)
-ALIGNMENT (ignore all alignments)
-ALIGNMENT +evil +good +neutral (create exceptions)
-evil -good -neutral (ignore only listed alignments)
-GENDER (ignore all genders)
-GENDER +male +female +neuter (create exceptions)
-male -female -neuter (ignore only listed genders)
-FACTION (ignore all faction and values, even a lack of faction)
-FACTION +myfactionrange +myotherfactionrange (create exceptions)
-myfactionrange -myotherfactionrange (ignore only named faction range)
-TATTOOS (ignore all tattoos, even a lack of a tatoo)
-TATTOOS +mytatto +thistattoo +anytattoo etc.. (create exceptions)
+TATTOOS (do not ignore any or no tattoos)
+TATTOOS -mytattoo -anytatto, etc.. (create exceptions)
-EXPERTISES (ignore all expertises, even a lack of a edus)
-EXPERTISES +myedu +thisedu +anyedu etc.. (create exceptions)
+EXPERTISES (do not ignore any or no expertises)
+EXPERTISES -myedu -anyedu, etc.. (create exceptions)
-SECURITY (ignore all security flags, even a lack of a security)
-SECURITY +cmdrooms +area cmditems etc.. (create exceptions)
+SECURITY (do not ignore any or no expertises)
+SECURITY -cmdrooms +area cmditems, etc.. (create exceptions)
-LEVEL (ignore all levels)
-LEVEL +=1 +>5 +>=7 +<13 +<=20 (create exceptions)
-=1 ->5 ->=7 -<13 -<=20 (ignore only listed levels range)
-NAMES (ignore everyone)
-NAMES +bob "+my name" etc.. (create name exceptions)
+NAMES (do not ignore anyone who has a name)
+NAMES -bob "-my name" etc.. (create name exceptions)
-CLAN (ignore anyone, even no clan)
-CLAN +Killers "+Holy Avengers" etc.. (create clan exceptions)
+CLAN (do not ignore anyone, even non clan people)
+CLAN -Killers "-Holy Avengers" etc.. (create clan exceptions)
-DEITY (ignore anyone, even no deity)
-DEITY +Apollo "+Grothon The Great" etc.. (create deity exceptions)
+DEITY (do not ignore anyone, even non deity worshipping people)
+DEITY -Apollo "-rothon The Great" etc.. (create deity exceptions)
-ANYCLASS (ignore all multi-class combinations)
-ANYCLASS +thief +mage +ranger (exceptions, allow any levels)
+ANYCLASS (do not ignore all multi-class combinations)
+ANYCLASS -thief -mage -ranger (exceptions, disallow any levels)
-STR X (ignore those with strength greater than X)
+STR X (ignore those with strength less than X)
-INT X (ignore those with intelligence greater than X)
+INT X (ignore those with intelligence less than X)
-WIS X (ignore those with wisdom greater than X)
+WIS X (ignore those with wisdom less than X)
-CON X (ignore those with constitution greater than X)
+CON X (ignore those with constitution less than X)
-CHA X (ignore those with charisma greater than X)
+CHA X (ignore those with charisma less than X)
-DEX X (ignore those with dexterity greater than X)
+DEX X (ignore those with dexterity less than X)
+-ADJSTR...ADJCON (Same as above, but uses current values)
-AREA (ignore in all areas)
-AREA "+my areaname" etc.. (create exceptions)
+AREA (do not ignore any areas)
+AREA "-my areaname" etc.. (create exceptions)
-ITEM "+item name" etc... (ignore only those with an item name)
-WORN "+item name" etc... (ignore only those wearing item name)
-EFFECTS (ignore anyone, even no effects)
-EFFECTS +Sleep "+Wood Chopping" etc.. (create name exceptions)
+EFFECTS (do not ignore anyone, even non effected people)
+EFFECTS -Sleep "-Wood Chopping" etc.. (create name exceptions)
-SKILLS (ignore anyone, even those with no skill)
-SKILLS +Spell_Sleep(75) etc.. (create exceptions with proficiency)
+SKILLS (do not ignore anyone, even non skilled people)
+SKILLS -Spell_Sleep(75) etc.. (create exceptions with proficiency)
-MATERIAL "+WOODEN" etc.. (<WORN> only items of added materials)
+MATERIAL "-WOODEN" etc.. (Do not <WORN> items of subtracted materials)
-RESOURCES "+OAK" etc.. (<WORN> only items of added resources)
+RESOURCES "-OAK" etc.. (Do not <WORN> items of subtracted resources)
-JAVACLASS "+GENMOB" etc.. (<WORN> only objects of added java class)
+JAVACLASS "-GENITEM" etc.. (Do not <WORN> objs of subtracted classes)
-RESOURCES "+OAK" etc.. (<WORN> only items of added resources)
+RESOURCES "-OAK" etc.. (Do not <WORN> items of subtracted resources)
-ABILITY X (ignore those with magical ability less than X)
+ABILITY X (ignore those with magical ability greater than X)
-VALUE X (ignore those with value or money less than X)
+VALUE X (ignore those with value or money greater than X)
-WEIGHT X (ignore those weighing less than X)
+WEIGHT X (ignore those weighing more than X)
-ARMOR X (ignore those with armor bonus less than X)
+ARMOR X (ignore those with armor bonus more than X)
-DAMAGE X (ignore those with damage bonus less than X)
+DAMAGE X (ignore those with damage bonus more than X)
-ATTACK X (ignore those with attack bonus less than X)
+ATTACK X (ignore those with attack bonus more than X)
-WORNON "+TORSO" etc.. (<WORN> only items wearable on added locs)
+WORNON "-NECK" etc.. (Do not <WORN> items wearable on subtracted locs)
-DISPOSITION "+ISHIDDEN" etc.. (<WORN> only with added dispositions)
+DISPOSITION "-ISHIDDEN" etc.. (Do not <WORN> only with sub disp)
-SENSES "+CANSEEDARK" etc.. (<WORN> only those with added sens.)
+SENSES "-CANSEEDARK" etc.. (Do not <WORN> those with subtracted sens.)
-HOUR +X (ignore always, unless the hour is X)
+HOUR -X (ignore those only when the hour is X)
-SEASON +FALL (ignore those only when season is FALL)
+SEASON -SPRING (ignore those whenever the season is SPRING)
-MONTH +X (ignore those only when month number is X)
+MONTH -X (ignore those whenever the month number is X)

DelayedTransporter


Behavior   : Delayed Transporter
Targets : Rooms, Mobs, Items
Parameters : Max and min ticks, pct chance, room ids separated by ';'.
Example : 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


Behavior   : DoorwayGuardian
Targets : MOBs
Parameters : NOSNEAK, a doorway direction, followed by an optional list
Parameters : of masking parameters described below, followed by an optional
Parameters : semicolon and an override of the rejection message to the user.
Example : north
Example : east -class +mage -race +elf -evil
Example : 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. Valid mask parameters include:
+SYSOP (allow archons or area staff to bypass the rules)
-SYSOP (always disallow archons and area staff)
-PLAYER (disallow all players)
-MOB (disallow all mobs/npcs)
-CLASS (disallow all classes)
-CLASS +thief +mage +ranger (create exceptions)
-BASECLASS (disallow all base classes)
-BASECLASS +thief +mage +ranger (create exceptions)
-thief -mage -ranger (disallow only listed classes)
-RACE (disallow all races)
-RACE +elf +dwarf +human +half +gnome (create exceptions)
-elf -dwarf -human -half -gnome (disallow only listed races)
-RACECAT (disallow all racial categories)
-RACECAT +elf +insect +humanoid +canine +gnome (create exceptions)
+RACECAT (do not disallow all racial categories)
+RACECAT -elf -insect -humanoid -canine -gnome (create exceptions)
-ALIGNMENT (disallow all alignments)
-ALIGNMENT +evil +good +neutral (create exceptions)
-evil -good -neutral (disallow only listed alignments)
-GENDER (disallow all genders)
-GENDER +male +female +neuter (create exceptions)
-male -female -neuter (disallow only listed genders)
-FACTION (disallow all faction and values, even a lack of faction)
-FACTION +myfactionrange +myotherfactionrange (create exceptions)
-myfactionrange -myotherfactionrange (disallow only named faction range)
-TATTOOS (disallow all tattoos, even a lack of a tatoo)
-TATTOOS +mytatto +thistattoo +anytattoo etc.. (create exceptions)
+TATTOOS (do not disallow any or no tattoos)
+TATTOOS -mytattoo -anytatto, etc.. (create exceptions)
-EXPERTISES (disallow all expertises, even a lack of a edus)
-EXPERTISES +myedu +thisedu +anyedu etc.. (create exceptions)
+EXPERTISES (do not disallow any or no expertises)
+EXPERTISES -myedu -anyedu, etc.. (create exceptions)
-SECURITY (disallow all security flags, even a lack of a security)
-SECURITY +cmdrooms +area cmditems etc.. (create exceptions)
+SECURITY (do not disallow any or no expertises)
+SECURITY -cmdrooms +area cmditems, etc.. (create exceptions)
-LEVEL (disallow all levels)
-LEVEL +=1 +>5 +>=7 +<13 +<=20 (create exceptions)
-=1 ->5 ->=7 -<13 -<=20 (disallow only listed levels range)
-NAMES (disallow everyone)
-NAMES +bob "+my name" etc.. (create name exceptions)
+NAMES (do not disallow anyone who has a name)
+NAMES -bob "-my name" etc.. (create name exceptions)
-CLAN (disallow anyone, even no clan)
-CLAN +Killers "+Holy Avengers" etc.. (create clan exceptions)
+CLAN (do not disallow anyone, even non clan people)
+CLAN -Killers "-Holy Avengers" etc.. (create clan exceptions)
-DEITY (disallow anyone, even no deity)
-DEITY +Apollo "+Grothon The Great" etc.. (create deity exceptions)
+DEITY (do not disallow anyone, even non deity worshipping people)
+DEITY -Apollo "-rothon The Great" etc.. (create deity exceptions)
-ANYCLASS (disallow all multi-class combinations)
-ANYCLASS +thief +mage +ranger (exceptions, allow any levels)
+ANYCLASS (do not disallow all multi-class combinations)
+ANYCLASS -thief -mage -ranger (exceptions, disallow any levels)
-STR X (disallow those with strength greater than X)
+STR X (disallow those with strength less than X)
-INT X (disallow those with intelligence greater than X)
+INT X (disallow those with intelligence less than X)
-WIS X (disallow those with wisdom greater than X)
+WIS X (disallow those with wisdom less than X)
-CON X (disallow those with constitution greater than X)
+CON X (disallow those with constitution less than X)
-CHA X (disallow those with charisma greater than X)
+CHA X (disallow those with charisma less than X)
-DEX X (disallow those with dexterity greater than X)
+DEX X (disallow those with dexterity less than X)
+-ADJSTR...ADJCON (Same as above, but uses current values)
-AREA (disallow in all areas)
-AREA "+my areaname" etc.. (create exceptions)
+AREA (do not disallow any areas)
+AREA "-my areaname" etc.. (create exceptions)
-ITEM "+item name" etc... (disallow only those with an item name)
-WORN "+item name" etc... (disallow only those wearing item name)
-EFFECTS (disallow anyone, even no effects)
-EFFECTS +Sleep "+Wood Chopping" etc.. (create name exceptions)
+EFFECTS (do not disallow anyone, even non effected people)
+EFFECTS -Sleep "-Wood Chopping" etc.. (create name exceptions)
-SKILLS (disallow anyone, even those with no skill)
-SKILLS +Spell_Sleep(75) etc.. (create exceptions with proficiency)
+SKILLS (do not disallow anyone, even non skilled people)
+SKILLS -Spell_Sleep(75) etc.. (create exceptions with proficiency)
-MATERIAL "+WOODEN" etc.. (<WORN> only items of added materials)
+MATERIAL "-WOODEN" etc.. (Do not <WORN> items of subtracted materials)
-RESOURCES "+OAK" etc.. (<WORN> only items of added resources)
+RESOURCES "-OAK" etc.. (Do not <WORN> items of subtracted resources)
-JAVACLASS "+GENMOB" etc.. (<WORN> only objects of added java class)
+JAVACLASS "-GENITEM" etc.. (Do not <WORN> objs of subtracted classes)
-RESOURCES "+OAK" etc.. (<WORN> only items of added resources)
+RESOURCES "-OAK" etc.. (Do not <WORN> items of subtracted resources)
-ABILITY X (disallow those with magical ability less than X)
+ABILITY X (disallow those with magical ability greater than X)
-VALUE X (disallow those with value or money less than X)
+VALUE X (disallow those with value or money greater than X)
-WEIGHT X (disallow those weighing less than X)
+WEIGHT X (disallow those weighing more than X)
-ARMOR X (disallow those with armor bonus less than X)
+ARMOR X (disallow those with armor bonus more than X)
-DAMAGE X (disallow those with damage bonus less than X)
+DAMAGE X (disallow those with damage bonus more than X)
-ATTACK X (disallow those with attack bonus less than X)
+ATTACK X (disallow those with attack bonus more than X)
-WORNON "+TORSO" etc.. (<WORN> only items wearable on added locs)
+WORNON "-NECK" etc.. (Do not <WORN> items wearable on subtracted locs)
-DISPOSITION "+ISHIDDEN" etc.. (<WORN> only with added dispositions)
+DISPOSITION "-ISHIDDEN" etc.. (Do not <WORN> only with sub disp)
-SENSES "+CANSEEDARK" etc.. (<WORN> only those with added sens.)
+SENSES "-CANSEEDARK" etc.. (Do not <WORN> those with subtracted sens.)
-HOUR +X (disallow always, unless the hour is X)
+HOUR -X (disallow those only when the hour is X)
-SEASON +FALL (disallow those only when season is FALL)
+SEASON -SPRING (disallow those whenever the season is SPRING)
-MONTH +X (disallow those only when month number is X)
+MONTH -X (disallow those whenever the month number is X)

Drowness


Behavior   : Drowness
Targets : MOBs
Parameters :
Example :
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


Behavior   : Druidness
Targets : MOBs
Parameters : (SUBCLASS NAME)
(OFFENSIVE,DEFENSIVE,MIXEDOFFENSIVE,MIXEDDEFENSIVE)
Example :
Example : Druid
Example : 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.
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.

Emoter


Behavior   : Emoter
Targets : Room, MOBs, Items, Areas
Parameters : Flags, Max/Min ticks, pct chance, expires, emote strings, ';'
separated.
Example : min=10 max=20 chance=25;wiggles his bottom.;smiles evilly.;burps!
Example : smell chance=25 expires=10;smells horrible!;is really stinky!
Example : chance=100 "inroom=Here#1;Here#2";looks horrible!;is bad!
Example : broadcast sound chance=25;grumbles!;eeeks!
Example : 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


Behavior   : EvilExecutioner
Targets : MOBs
Parameters : PLAYERS
Example :
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


Behavior   : FaithHelper
Targets : MOBs
Parameters : Faith to make this mob a member of
Example : Odin
Description:
Joins a fight on the side of a mob of the same faith as specified in the
parameters.

FasterRecovery


Behavior   : FasterRecovery
Targets : Rooms, Areas, Items, MOBs
Parameters : (HEALTH=[NUM BURST TICKS]) (BURST=[NUM]) (HITS=[NUM]) (MOVE=[NUM])
(MANA=[NUM])
Example : burst=2
Example : health=5
Example : hits=2
Example : mana=5 hits=10
Example : 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 rejuvination to that particular
stat.

FieryRoom


Behavior   : FieryRoom
Targets : Rooms
Parameters : min, max ticks, a percent chance, flags and strings
Example : min=5 max=10 chance=100;damage=77 Title="A Horribly
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


Behavior   : Fighterness
Targets : MOBs
Parameters : Empty, or a subclass name
Example : Fighter
Example : 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.
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.

FightFlee


Behavior   : FightFlee
Targets : MOBs
Parameters : min, max ticks, and a percent chance
Example : 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


Behavior   : Follower
Targets : MOBs, Items
Parameters : min, max ticks, pct chance (inv) (group) (follow mask)
Example :
Example : min=1 max=1 chance=50 -race +elf
Example : group -race +elf +gnome
Example : 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. 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.

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 mask may also be given to define what sort of targets are elligible to be
followed by the mob or item. Valid masks include:
+SYSOP (allow archons or area staff to bypass the rules)
-SYSOP (always ignore archons and area staff)
-PLAYER (ignore all players)
-MOB (ignore all mobs/npcs)
-CLASS (ignore all classes)
-CLASS +thief +mage +ranger (create exceptions)
-BASECLASS (ignore all base classes)
-BASECLASS +thief +mage +ranger (create exceptions)
-thief -mage -ranger (ignore only listed classes)
-RACE (ignore all races)
-RACE +elf +dwarf +human +half +gnome (create exceptions)
-elf -dwarf -human -half -gnome (ignore only listed races)
-RACECAT (ignore all racial categories)
-RACECAT +elf +insect +humanoid +canine +gnome (create exceptions)
+RACECAT (do not ignore all racial categories)
+RACECAT -elf -insect -humanoid -canine -gnome (create exceptions)
-ALIGNMENT (ignore all alignments)
-ALIGNMENT +evil +good +neutral (create exceptions)
-evil -good -neutral (ignore only listed alignments)
-GENDER (ignore all genders)
-GENDER +male +female +neuter (create exceptions)
-male -female -neuter (ignore only listed genders)
-FACTION (ignore all faction and values, even a lack of faction)
-FACTION +myfactionrange +myotherfactionrange (create exceptions)
-myfactionrange -myotherfactionrange (ignore only named faction range)
-TATTOOS (ignore all tattoos, even a lack of a tatoo)
-TATTOOS +mytatto +thistattoo +anytattoo etc.. (create exceptions)
+TATTOOS (do not ignore any or no tattoos)
+TATTOOS -mytattoo -anytatto, etc.. (create exceptions)
-EXPERTISES (ignore all expertises, even a lack of a edus)
-EXPERTISES +myedu +thisedu +anyedu etc.. (create exceptions)
+EXPERTISES (do not ignore any or no expertises)
+EXPERTISES -myedu -anyedu, etc.. (create exceptions)
-SECURITY (ignore all security flags, even a lack of a security)
-SECURITY +cmdrooms +area cmditems etc.. (create exceptions)
+SECURITY (do not ignore any or no expertises)
+SECURITY -cmdrooms +area cmditems, etc.. (create exceptions)
-LEVEL (ignore all levels)
-LEVEL +=1 +>5 +>=7 +<13 +<=20 (create exceptions)
-=1 ->5 ->=7 -<13 -<=20 (ignore only listed levels range)
-NAMES (ignore everyone)
-NAMES +bob "+my name" etc.. (create name exceptions)
+NAMES (do not ignore anyone who has a name)
+NAMES -bob "-my name" etc.. (create name exceptions)
-CLAN (ignore anyone, even no clan)
-CLAN +Killers "+Holy Avengers" etc.. (create clan exceptions)
+CLAN (do not ignore anyone, even non clan people)
+CLAN -Killers "-Holy Avengers" etc.. (create clan exceptions)
-DEITY (ignore anyone, even no deity)
-DEITY +Apollo "+Grothon The Great" etc.. (create deity exceptions)
+DEITY (do not ignore anyone, even non deity worshipping people)
+DEITY -Apollo "-rothon The Great" etc.. (create deity exceptions)
-ANYCLASS (ignore all multi-class combinations)
-ANYCLASS +thief +mage +ranger (exceptions, allow any levels)
+ANYCLASS (do not ignore all multi-class combinations)
+ANYCLASS -thief -mage -ranger (exceptions, disallow any levels)
-STR X (ignore those with strength greater than X)
+STR X (ignore those with strength less than X)
-INT X (ignore those with intelligence greater than X)
+INT X (ignore those with intelligence less than X)
-WIS X (ignore those with wisdom greater than X)
+WIS X (ignore those with wisdom less than X)
-CON X (ignore those with constitution greater than X)
+CON X (ignore those with constitution less than X)
-CHA X (ignore those with charisma greater than X)
+CHA X (ignore those with charisma less than X)
-DEX X (ignore those with dexterity greater than X)
+DEX X (ignore those with dexterity less than X)
+-ADJSTR...ADJCON (Same as above, but uses current values)
-AREA (ignore in all areas)
-AREA "+my areaname" etc.. (create exceptions)
+AREA (do not ignore any areas)
+AREA "-my areaname" etc.. (create exceptions)
-ITEM "+item name" etc... (ignore only those with an item name)
-WORN "+item name" etc... (ignore only those wearing item name)
-EFFECTS (ignore anyone, even no effects)
-EFFECTS +Sleep "+Wood Chopping" etc.. (create name exceptions)
+EFFECTS (do not ignore anyone, even non effected people)
+EFFECTS -Sleep "-Wood Chopping" etc.. (create name exceptions)
-SKILLS (ignore anyone, even those with no skill)
-SKILLS +Spell_Sleep(75) etc.. (create exceptions with proficiency)
+SKILLS (do not ignore anyone, even non skilled people)
+SKILLS -Spell_Sleep(75) etc.. (create exceptions with proficiency)
-MATERIAL "+WOODEN" etc.. (<WORN> only items of added materials)
+MATERIAL "-WOODEN" etc.. (Do not <WORN> items of subtracted materials)
-RESOURCES "+OAK" etc.. (<WORN> only items of added resources)
+RESOURCES "-OAK" etc.. (Do not <WORN> items of subtracted resources)
-JAVACLASS "+GENMOB" etc.. (<WORN> only objects of added java class)
+JAVACLASS "-GENITEM" etc.. (Do not <WORN> objs of subtracted classes)
-RESOURCES "+OAK" etc.. (<WORN> only items of added resources)
+RESOURCES "-OAK" etc.. (Do not <WORN> items of subtracted resources)
-ABILITY X (ignore those with magical ability less than X)
+ABILITY X (ignore those with magical ability greater than X)
-VALUE X (ignore those with value or money less than X)
+VALUE X (ignore those with value or money greater than X)
-WEIGHT X (ignore those weighing less than X)
+WEIGHT X (ignore those weighing more than X)
-ARMOR X (ignore those with armor bonus less than X)
+ARMOR X (ignore those with armor bonus more than X)
-DAMAGE X (ignore those with damage bonus less than X)
+DAMAGE X (ignore those with damage bonus more than X)
-ATTACK X (ignore those with attack bonus less than X)
+ATTACK X (ignore those with attack bonus more than X)
-WORNON "+TORSO" etc.. (<WORN> only items wearable on added locs)
+WORNON "-NECK" etc.. (Do not <WORN> items wearable on subtracted locs)
-DISPOSITION "+ISHIDDEN" etc.. (<WORN> only with added dispositions)
+DISPOSITION "-ISHIDDEN" etc.. (Do not <WORN> only with sub disp)
-SENSES "+CANSEEDARK" etc.. (<WORN> only those with added sens.)
+SENSES "-CANSEEDARK" etc.. (Do not <WORN> those with subtracted sens.)
-HOUR +X (ignore always, unless the hour is X)
+HOUR -X (ignore those only when the hour is X)
-SEASON +FALL (ignore those only when season is FALL)
+SEASON -SPRING (ignore those whenever the season is SPRING)
-MONTH +X (ignore those only when month number is X)
+MONTH -X (ignore those whenever the month number is X)

GateGuard


Behavior   : GateGuard
Targets : MOBs
Parameters : a list of masking parameters described below
Example : -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)
+SYSOP (allow archons or area staff to bypass the rules)
-SYSOP (always disallow archons and area staff)
-PLAYER (disallow all players)
-MOB (disallow all mobs/npcs)
-CLASS (disallow all classes)
-CLASS +thief +mage +ranger (create exceptions)
-BASECLASS (disallow all base classes)
-BASECLASS +thief +mage +ranger (create exceptions)
-thief -mage -ranger (disallow only listed classes)
-RACE (disallow all races)
-RACE +elf +dwarf +human +half +gnome (create exceptions)
-elf -dwarf -human -half -gnome (disallow only listed races)
-RACECAT (disallow all racial categories)
-RACECAT +elf +insect +humanoid +canine +gnome (create exceptions)
+RACECAT (do not disallow all racial categories)
+RACECAT -elf -insect -humanoid -canine -gnome (create exceptions)
-ALIGNMENT (disallow all alignments)
-ALIGNMENT +evil +good +neutral (create exceptions)
-evil -good -neutral (disallow only listed alignments)
-GENDER (disallow all genders)
-GENDER +male +female +neuter (create exceptions)
-male -female -neuter (disallow only listed genders)
-FACTION (disallow all faction and values, even a lack of faction)
-FACTION +myfactionrange +myotherfactionrange (create exceptions)
-myfactionrange -myotherfactionrange (disallow only named faction range)
-TATTOOS (disallow all tattoos, even a lack of a tatoo)
-TATTOOS +mytatto +thistattoo +anytattoo etc.. (create exceptions)
+TATTOOS (do not disallow any or no tattoos)
+TATTOOS -mytattoo -anytatto, etc.. (create exceptions)
-EXPERTISES (disallow all expertises, even a lack of a edus)
-EXPERTISES +myedu +thisedu +anyedu etc.. (create exceptions)
+EXPERTISES (do not disallow any or no expertises)
+EXPERTISES -myedu -anyedu, etc.. (create exceptions)
-SECURITY (disallow all security flags, even a lack of a security)
-SECURITY +cmdrooms +area cmditems etc.. (create exceptions)
+SECURITY (do not disallow any or no expertises)
+SECURITY -cmdrooms +area cmditems, etc.. (create exceptions)
-LEVEL (disallow all levels)
-LEVEL +=1 +>5 +>=7 +<13 +<=20 (create exceptions)
-=1 ->5 ->=7 -<13 -<=20 (disallow only listed levels range)
-NAMES (disallow everyone)
-NAMES +bob "+my name" etc.. (create name exceptions)
+NAMES (do not disallow anyone who has a name)
+NAMES -bob "-my name" etc.. (create name exceptions)
-CLAN (disallow anyone, even no clan)
-CLAN +Killers "+Holy Avengers" etc.. (create clan exceptions)
+CLAN (do not disallow anyone, even non clan people)
+CLAN -Killers "-Holy Avengers" etc.. (create clan exceptions)
-DEITY (disallow anyone, even no deity)
-DEITY +Apollo "+Grothon The Great" etc.. (create deity exceptions)
+DEITY (do not disallow anyone, even non deity worshipping people)
+DEITY -Apollo "-rothon The Great" etc.. (create deity exceptions)
-ANYCLASS (disallow all multi-class combinations)
-ANYCLASS +thief +mage +ranger (exceptions, allow any levels)
+ANYCLASS (do not disallow all multi-class combinations)
+ANYCLASS -thief -mage -ranger (exceptions, disallow any levels)
-STR X (disallow those with strength greater than X)
+STR X (disallow those with strength less than X)
-INT X (disallow those with intelligence greater than X)
+INT X (disallow those with intelligence less than X)
-WIS X (disallow those with wisdom greater than X)
+WIS X (disallow those with wisdom less than X)
-CON X (disallow those with constitution greater than X)
+CON X (disallow those with constitution less than X)
-CHA X (disallow those with charisma greater than X)
+CHA X (disallow those with charisma less than X)
-DEX X (disallow those with dexterity greater than X)
+DEX X (disallow those with dexterity less than X)
+-ADJSTR...ADJCON (Same as above, but uses current values)
-AREA (disallow in all areas)
-AREA "+my areaname" etc.. (create exceptions)
+AREA (do not disallow any areas)
+AREA "-my areaname" etc.. (create exceptions)
-ITEM "+item name" etc... (disallow only those with an item name)
-WORN "+item name" etc... (disallow only those wearing item name)
-EFFECTS (disallow anyone, even no effects)
-EFFECTS +Sleep "+Wood Chopping" etc.. (create name exceptions)
+EFFECTS (do not disallow anyone, even non effected people)
+EFFECTS -Sleep "-Wood Chopping" etc.. (create name exceptions)
-SKILLS (disallow anyone, even those with no skill)
-SKILLS +Spell_Sleep(75) etc.. (create exceptions with proficiency)
+SKILLS (do not disallow anyone, even non skilled people)
+SKILLS -Spell_Sleep(75) etc.. (create exceptions with proficiency)
-MATERIAL "+WOODEN" etc.. (<WORN> only items of added materials)
+MATERIAL "-WOODEN" etc.. (Do not <WORN> items of subtracted materials)
-RESOURCES "+OAK" etc.. (<WORN> only items of added resources)
+RESOURCES "-OAK" etc.. (Do not <WORN> items of subtracted resources)
-JAVACLASS "+GENMOB" etc.. (<WORN> only objects of added java class)
+JAVACLASS "-GENITEM" etc.. (Do not <WORN> objs of subtracted classes)
-RESOURCES "+OAK" etc.. (<WORN> only items of added resources)
+RESOURCES "-OAK" etc.. (Do not <WORN> items of subtracted resources)
-ABILITY X (disallow those with magical ability less than X)
+ABILITY X (disallow those with magical ability greater than X)
-VALUE X (disallow those with value or money less than X)
+VALUE X (disallow those with value or money greater than X)
-WEIGHT X (disallow those weighing less than X)
+WEIGHT X (disallow those weighing more than X)
-ARMOR X (disallow those with armor bonus less than X)
+ARMOR X (disallow those with armor bonus more than X)
-DAMAGE X (disallow those with damage bonus less than X)
+DAMAGE X (disallow those with damage bonus more than X)
-ATTACK X (disallow those with attack bonus less than X)
+ATTACK X (disallow those with attack bonus more than X)
-WORNON "+TORSO" etc.. (<WORN> only items wearable on added locs)
+WORNON "-NECK" etc.. (Do not <WORN> items wearable on subtracted locs)
-DISPOSITION "+ISHIDDEN" etc.. (<WORN> only with added dispositions)
+DISPOSITION "-ISHIDDEN" etc.. (Do not <WORN> only with sub disp)
-SENSES "+CANSEEDARK" etc.. (<WORN> only those with added sens.)
+SENSES "-CANSEEDARK" etc.. (Do not <WORN> those with subtracted sens.)
-HOUR +X (disallow always, unless the hour is X)
+HOUR -X (disallow those only when the hour is X)
-SEASON +FALL (disallow those only when season is FALL)
+SEASON -SPRING (disallow those whenever the season is SPRING)
-MONTH +X (disallow those only when month number is X)
+MONTH -X (disallow those whenever the month number is X)

GetsAllEquipped


Behavior   : GetsAllEquipped
Targets : MOBs
Parameters :
Example :
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.

GoldLooter


Behavior   : GoldLooter
Targets : MOBs
Parameters :
Example :
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


Behavior   : GoodExecutioner
Targets : MOBs
Parameters :
Example :
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


Behavior   : GoodGuardian
Targets : MOBs
Parameters :
Example :
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


Behavior   : Guard
Targets : MOBs
Parameters :
Example :
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.

Healer


Behavior   : Healer
Targets : MOBs
Parameters : min, max ticks, and a percent chance
Example : 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


Behavior   : Hireling
Targets : MOBs
Parameters : price to hire;minutes of service
Example : 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


Behavior   : InstantDeath
Targets : MOBs, Items, Rooms, Areas
Parameters : min, max ticks, and a percent chance
Example : min=10 max=20 chance=75
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.

ItemGenerator


Behavior   : ItemGenerator
Targets : Areas, Rooms, Containers, Mobs
Parameters : [min/max ticks] [% chance] [min/max items] [enchanted=%][mobs]
[locale mask]; [mask]
Example : min=10 max=20 chance=75 minitems=1 maxitems=10;-LEVELS +>10
Example : minitems=10 maxitems=20 MOBS -ALL +CITY;-MATERIAL +IRON +BRONZE
Example : 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 echanted 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 valueable. 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. 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 places 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. The mask uses the following
flags:
+SYSOP (allow archons or area staff to bypass the rules)
-SYSOP (always disallow archons and area staff)
-PLAYER (disallow all players)
-MOB (disallow all mobs/npcs)
-CLASS (disallow all classes)
-CLASS +thief +mage +ranger (create exceptions)
-BASECLASS (disallow all base classes)
-BASECLASS +thief +mage +ranger (create exceptions)
-thief -mage -ranger (disallow only listed classes)
-RACE (disallow all races)
-RACE +elf +dwarf +human +half +gnome (create exceptions)
-elf -dwarf -human -half -gnome (disallow only listed races)
-RACECAT (disallow all racial categories)
-RACECAT +elf +insect +humanoid +canine +gnome (create exceptions)
+RACECAT (do not disallow all racial categories)
+RACECAT -elf -insect -humanoid -canine -gnome (create exceptions)
-ALIGNMENT (disallow all alignments)
-ALIGNMENT +evil +good +neutral (create exceptions)
-evil -good -neutral (disallow only listed alignments)
-GENDER (disallow all genders)
-GENDER +male +female +neuter (create exceptions)
-male -female -neuter (disallow only listed genders)
-FACTION (disallow all faction and values, even a lack of faction)
-FACTION +myfactionrange +myotherfactionrange (create exceptions)
-myfactionrange -myotherfactionrange (disallow only named faction range)
-TATTOOS (disallow all tattoos, even a lack of a tatoo)
-TATTOOS +mytatto +thistattoo +anytattoo etc.. (create exceptions)
+TATTOOS (do not disallow any or no tattoos)
+TATTOOS -mytattoo -anytatto, etc.. (create exceptions)
-EXPERTISES (disallow all expertises, even a lack of a edus)
-EXPERTISES +myedu +thisedu +anyedu etc.. (create exceptions)
+EXPERTISES (do not disallow any or no expertises)
+EXPERTISES -myedu -anyedu, etc.. (create exceptions)
-SECURITY (disallow all security flags, even a lack of a security)
-SECURITY +cmdrooms +area cmditems etc.. (create exceptions)
+SECURITY (do not disallow any or no expertises)
+SECURITY -cmdrooms +area cmditems, etc.. (create exceptions)
-LEVEL (disallow all levels)
-LEVEL +=1 +>5 +>=7 +<13 +<=20 (create exceptions)
-=1 ->5 ->=7 -<13 -<=20 (disallow only listed levels range)
-NAMES (disallow everyone)
-NAMES +bob "+my name" etc.. (create name exceptions)
+NAMES (do not disallow anyone who has a name)
+NAMES -bob "-my name" etc.. (create name exceptions)
-CLAN (disallow anyone, even no clan)
-CLAN +Killers "+Holy Avengers" etc.. (create clan exceptions)
+CLAN (do not disallow anyone, even non clan people)
+CLAN -Killers "-Holy Avengers" etc.. (create clan exceptions)
-DEITY (disallow anyone, even no deity)
-DEITY +Apollo "+Grothon The Great" etc.. (create deity exceptions)
+DEITY (do not disallow anyone, even non deity worshipping people)
+DEITY -Apollo "-rothon The Great" etc.. (create deity exceptions)
-ANYCLASS (disallow all multi-class combinations)
-ANYCLASS +thief +mage +ranger (exceptions, allow any levels)
+ANYCLASS (do not disallow all multi-class combinations)
+ANYCLASS -thief -mage -ranger (exceptions, disallow any levels)
-STR X (disallow those with strength greater than X)
+STR X (disallow those with strength less than X)
-INT X (disallow those with intelligence greater than X)
+INT X (disallow those with intelligence less than X)
-WIS X (disallow those with wisdom greater than X)
+WIS X (disallow those with wisdom less than X)
-CON X (disallow those with constitution greater than X)
+CON X (disallow those with constitution less than X)
-CHA X (disallow those with charisma greater than X)
+CHA X (disallow those with charisma less than X)
-DEX X (disallow those with dexterity greater than X)
+DEX X (disallow those with dexterity less than X)
+-ADJSTR...ADJCON (Same as above, but uses current values)
-AREA (disallow in all areas)
-AREA "+my areaname" etc.. (create exceptions)
+AREA (do not disallow any areas)
+AREA "-my areaname" etc.. (create exceptions)
-ITEM "+item name" etc... (disallow only those with an item name)
-WORN "+item name" etc... (disallow only those wearing item name)
-EFFECTS (disallow anyone, even no effects)
-EFFECTS +Sleep "+Wood Chopping" etc.. (create name exceptions)
+EFFECTS (do not disallow anyone, even non effected people)
+EFFECTS -Sleep "-Wood Chopping" etc.. (create name exceptions)
-SKILLS (disallow anyone, even those with no skill)
-SKILLS +Spell_Sleep(75) etc.. (create exceptions with proficiency)
+SKILLS (do not disallow anyone, even non skilled people)
+SKILLS -Spell_Sleep(75) etc.. (create exceptions with proficiency)
-MATERIAL "+WOODEN" etc.. (<WORN> only items of added materials)
+MATERIAL "-WOODEN" etc.. (Do not <WORN> items of subtracted materials)
-RESOURCES "+OAK" etc.. (<WORN> only items of added resources)
+RESOURCES "-OAK" etc.. (Do not <WORN> items of subtracted resources)
-JAVACLASS "+GENMOB" etc.. (<WORN> only objects of added java class)
+JAVACLASS "-GENITEM" etc.. (Do not <WORN> objs of subtracted classes)
-RESOURCES "+OAK" etc.. (<WORN> only items of added resources)
+RESOURCES "-OAK" etc.. (Do not <WORN> items of subtracted resources)
-ABILITY X (disallow those with magical ability less than X)
+ABILITY X (disallow those with magical ability greater than X)
-VALUE X (disallow those with value or money less than X)
+VALUE X (disallow those with value or money greater than X)
-WEIGHT X (disallow those weighing less than X)
+WEIGHT X (disallow those weighing more than X)
-ARMOR X (disallow those with armor bonus less than X)
+ARMOR X (disallow those with armor bonus more than X)
-DAMAGE X (disallow those with damage bonus less than X)
+DAMAGE X (disallow those with damage bonus more than X)
-ATTACK X (disallow those with attack bonus less than X)
+ATTACK X (disallow those with attack bonus more than X)
-WORNON "+TORSO" etc.. (<WORN> only items wearable on added locs)
+WORNON "-NECK" etc.. (Do not <WORN> items wearable on subtracted locs)
-DISPOSITION "+ISHIDDEN" etc.. (<WORN> only with added dispositions)
+DISPOSITION "-ISHIDDEN" etc.. (Do not <WORN> only with sub disp)
-SENSES "+CANSEEDARK" etc.. (<WORN> only those with added sens.)
+SENSES "-CANSEEDARK" etc.. (Do not <WORN> those with subtracted sens.)
-HOUR +X (disallow always, unless the hour is X)
+HOUR -X (disallow those only when the hour is X)
-SEASON +FALL (disallow those only when season is FALL)
+SEASON -SPRING (disallow those whenever the season is SPRING)
-MONTH +X (disallow those only when month number is X)
+MONTH -X (disallow those whenever the month number is X)

ItemIdentifier


Behavior   : ItemIdentifier
Targets : MOBs
Parameters :
Example :
Description:
For a price, this mob will identify items. They will NOT work for Archons,
however.

ItemMender


Behavior   : ItemMender
Targets : MOBs
Parameters :
Example :
Description:
For a price, this mob will repair damaged weapons and armor. The mender will
NOT work for Archons, however.

ItemRefitter


Behavior   : ItemRefitter
Targets : MOBs
Parameters :
Example :
Description:
For a price, this mob will resize armor to fit the mob. The mender will NOT
work for Archons, however.

LinkedWeather


Behavior   : LinkedWeather
Targets : Areas
Parameters : [Area Name](;ROLLING)
Example : My Area
Example : 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


Behavior   : Mageness
Targets : MOBs
Parameters : (SUBCLASS NAME)
(OFFENSIVE,DEFENSIVE,MIXEDOFFENSIVE,MIXEDDEFENSIVE)
Example :
Example : Mage
Example : 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.
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.

Mime


Behavior   : Mime
Targets : MOBs, Items, Exits, Rooms
Parameters : min, max ticks, and a percent chance
Example : 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


Behavior   : MOBEater
Targets : MOBs
Parameters :
Example :
Description:
This behavior allows a mob to eat other mobs or players, and digest them! The
chance runs at about 5% every two ticks during combat. Great for dragons!

MOBHelper


Behavior   : MOBHelper
Targets : MOBs
Parameters :
Example :
Description:
The mob with this behavior will come to the defence of any non-player mob which
is attacked in its presence.

MOBHunter


Behavior   : MOBHunter
Targets : MOBs
Parameters : min, max ticks, room radius, a percent chance, mask of mobs to
hunt
Example : min=600 max=1200 chance=99 radius=50 -RACE +Human
Example : 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. Valid masks include:
+SYSOP (allow archons or area staff to bypass the rules)
-SYSOP (always spare archons and area staff)
-PLAYER (spare all players)
-MOB (spare all mobs/npcs)
-CLASS (spare all classes)
-CLASS +thief +mage +ranger (create exceptions)
-BASECLASS (spare all base classes)
-BASECLASS +thief +mage +ranger (create exceptions)
-thief -mage -ranger (spare only listed classes)
-RACE (spare all races)
-RACE +elf +dwarf +human +half +gnome (create exceptions)
-elf -dwarf -human -half -gnome (spare only listed races)
-RACECAT (spare all racial categories)
-RACECAT +elf +insect +humanoid +canine +gnome (create exceptions)
+RACECAT (do not spare all racial categories)
+RACECAT -elf -insect -humanoid -canine -gnome (create exceptions)
-ALIGNMENT (spare all alignments)
-ALIGNMENT +evil +good +neutral (create exceptions)
-evil -good -neutral (spare only listed alignments)
-GENDER (spare all genders)
-GENDER +male +female +neuter (create exceptions)
-male -female -neuter (spare only listed genders)
-FACTION (spare all faction and values, even a lack of faction)
-FACTION +myfactionrange +myotherfactionrange (create exceptions)
-myfactionrange -myotherfactionrange (spare only named faction range)
-TATTOOS (spare all tattoos, even a lack of a tatoo)
-TATTOOS +mytatto +thistattoo +anytattoo etc.. (create exceptions)
+TATTOOS (do not spare any or no tattoos)
+TATTOOS -mytattoo -anytatto, etc.. (create exceptions)
-EXPERTISES (spare all expertises, even a lack of a edus)
-EXPERTISES +myedu +thisedu +anyedu etc.. (create exceptions)
+EXPERTISES (do not spare any or no expertises)
+EXPERTISES -myedu -anyedu, etc.. (create exceptions)
-SECURITY (spare all security flags, even a lack of a security)
-SECURITY +cmdrooms +area cmditems etc.. (create exceptions)
+SECURITY (do not spare any or no expertises)
+SECURITY -cmdrooms +area cmditems, etc.. (create exceptions)
-LEVEL (spare all levels)
-LEVEL +=1 +>5 +>=7 +<13 +<=20 (create exceptions)
-=1 ->5 ->=7 -<13 -<=20 (spare only listed levels range)
-NAMES (spare everyone)
-NAMES +bob "+my name" etc.. (create name exceptions)
+NAMES (do not spare anyone who has a name)
+NAMES -bob "-my name" etc.. (create name exceptions)
-CLAN (spare anyone, even no clan)
-CLAN +Killers "+Holy Avengers" etc.. (create clan exceptions)
+CLAN (do not spare anyone, even non clan people)
+CLAN -Killers "-Holy Avengers" etc.. (create clan exceptions)
-DEITY (spare anyone, even no deity)
-DEITY +Apollo "+Grothon The Great" etc.. (create deity exceptions)
+DEITY (do not spare anyone, even non deity worshipping people)
+DEITY -Apollo "-rothon The Great" etc.. (create deity exceptions)
-ANYCLASS (spare all multi-class combinations)
-ANYCLASS +thief +mage +ranger (exceptions, allow any levels)
+ANYCLASS (do not spare all multi-class combinations)
+ANYCLASS -thief -mage -ranger (exceptions, disallow any levels)
-STR X (spare those with strength greater than X)
+STR X (spare those with strength less than X)
-INT X (spare those with intelligence greater than X)
+INT X (spare those with intelligence less than X)
-WIS X (spare those with wisdom greater than X)
+WIS X (spare those with wisdom less than X)
-CON X (spare those with constitution greater than X)
+CON X (spare those with constitution less than X)
-CHA X (spare those with charisma greater than X)
+CHA X (spare those with charisma less than X)
-DEX X (spare those with dexterity greater than X)
+DEX X (spare those with dexterity less than X)
+-ADJSTR...ADJCON (Same as above, but uses current values)
-AREA (spare in all areas)
-AREA "+my areaname" etc.. (create exceptions)
+AREA (do not spare any areas)
+AREA "-my areaname" etc.. (create exceptions)
-ITEM "+item name" etc... (spare only those with an item name)
-WORN "+item name" etc... (spare only those wearing item name)
-EFFECTS (spare anyone, even no effects)
-EFFECTS +Sleep "+Wood Chopping" etc.. (create name exceptions)
+EFFECTS (do not spare anyone, even non effected people)
+EFFECTS -Sleep "-Wood Chopping" etc.. (create name exceptions)
-SKILLS (spare anyone, even those with no skill)
-SKILLS +Spell_Sleep(75) etc.. (create exceptions with proficiency)
+SKILLS (do not spare anyone, even non skilled people)
+SKILLS -Spell_Sleep(75) etc.. (create exceptions with proficiency)
-MATERIAL "+WOODEN" etc.. (<WORN> only items of added materials)
+MATERIAL "-WOODEN" etc.. (Do not <WORN> items of subtracted materials)
-RESOURCES "+OAK" etc.. (<WORN> only items of added resources)
+RESOURCES "-OAK" etc.. (Do not <WORN> items of subtracted resources)
-JAVACLASS "+GENMOB" etc.. (<WORN> only objects of added java class)
+JAVACLASS "-GENITEM" etc.. (Do not <WORN> objs of subtracted classes)
-RESOURCES "+OAK" etc.. (<WORN> only items of added resources)
+RESOURCES "-OAK" etc.. (Do not <WORN> items of subtracted resources)
-ABILITY X (spare those with magical ability less than X)
+ABILITY X (spare those with magical ability greater than X)
-VALUE X (spare those with value or money less than X)
+VALUE X (spare those with value or money greater than X)
-WEIGHT X (spare those weighing less than X)
+WEIGHT X (spare those weighing more than X)
-ARMOR X (spare those with armor bonus less than X)
+ARMOR X (spare those with armor bonus more than X)
-DAMAGE X (spare those with damage bonus less than X)
+DAMAGE X (spare those with damage bonus more than X)
-ATTACK X (spare those with attack bonus less than X)
+ATTACK X (spare those with attack bonus more than X)
-WORNON "+TORSO" etc.. (<WORN> only items wearable on added locs)
+WORNON "-NECK" etc.. (Do not <WORN> items wearable on subtracted locs)
-DISPOSITION "+ISHIDDEN" etc.. (<WORN> only with added dispositions)
+DISPOSITION "-ISHIDDEN" etc.. (Do not <WORN> only with sub disp)
-SENSES "+CANSEEDARK" etc.. (<WORN> only those with added sens.)
+SENSES "-CANSEEDARK" etc.. (Do not <WORN> those with subtracted sens.)
-HOUR +X (spare always, unless the hour is X)
+HOUR -X (spare those only when the hour is X)
-SEASON +FALL (spare those only when season is FALL)
+SEASON -SPRING (spare those whenever the season is SPRING)
-MONTH +X (spare those only when month number is X)
+MONTH -X (spare those whenever the month number is X)

Mobile


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

MobileAggressive


Behavior   : MobileAggressive
Targets : MOBs
Parameters : min, max ticks, a percent chance, mobkill, misbehave, and masks
Example : min=10 max=20 chance=75 -underwater -thief +elf
Example : min=10 max=20 chance=75 wander -air -elf
Example : 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. 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. 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. Valid aggressive masks include:
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)
+SYSOP (allow archons or area staff to bypass the rules)
-SYSOP (always spare archons and area staff)
-PLAYER (spare all players)
-MOB (spare all mobs/npcs)
-CLASS (spare all classes)
-CLASS +thief +mage +ranger (create exceptions)
-BASECLASS (spare all base classes)
-BASECLASS +thief +mage +ranger (create exceptions)
-thief -mage -ranger (spare only listed classes)
-RACE (spare all races)
-RACE +elf +dwarf +human +half +gnome (create exceptions)
-elf -dwarf -human -half -gnome (spare only listed races)
-RACECAT (spare all racial categories)
-RACECAT +elf +insect +humanoid +canine +gnome (create exceptions)
+RACECAT (do not spare all racial categories)
+RACECAT -elf -insect -humanoid -canine -gnome (create exceptions)
-ALIGNMENT (spare all alignments)
-ALIGNMENT +evil +good +neutral (create exceptions)
-evil -good -neutral (spare only listed alignments)
-GENDER (spare all genders)
-GENDER +male +female +neuter (create exceptions)
-male -female -neuter (spare only listed genders)
-FACTION (spare all faction and values, even a lack of faction)
-FACTION +myfactionrange +myotherfactionrange (create exceptions)
-myfactionrange -myotherfactionrange (spare only named faction range)
-TATTOOS (spare all tattoos, even a lack of a tatoo)
-TATTOOS +mytatto +thistattoo +anytattoo etc.. (create exceptions)
+TATTOOS (do not spare any or no tattoos)
+TATTOOS -mytattoo -anytatto, etc.. (create exceptions)
-EXPERTISES (spare all expertises, even a lack of a edus)
-EXPERTISES +myedu +thisedu +anyedu etc.. (create exceptions)
+EXPERTISES (do not spare any or no expertises)
+EXPERTISES -myedu -anyedu, etc.. (create exceptions)
-SECURITY (spare all security flags, even a lack of a security)
-SECURITY +cmdrooms +area cmditems etc.. (create exceptions)
+SECURITY (do not spare any or no expertises)
+SECURITY -cmdrooms +area cmditems, etc.. (create exceptions)
-LEVEL (spare all levels)
-LEVEL +=1 +>5 +>=7 +<13 +<=20 (create exceptions)
-=1 ->5 ->=7 -<13 -<=20 (spare only listed levels range)
-NAMES (spare everyone)
-NAMES +bob "+my name" etc.. (create name exceptions)
+NAMES (do not spare anyone who has a name)
+NAMES -bob "-my name" etc.. (create name exceptions)
-CLAN (spare anyone, even no clan)
-CLAN +Killers "+Holy Avengers" etc.. (create clan exceptions)
+CLAN (do not spare anyone, even non clan people)
+CLAN -Killers "-Holy Avengers" etc.. (create clan exceptions)
-DEITY (spare anyone, even no deity)
-DEITY +Apollo "+Grothon The Great" etc.. (create deity exceptions)
+DEITY (do not spare anyone, even non deity worshipping people)
+DEITY -Apollo "-rothon The Great" etc.. (create deity exceptions)
-ANYCLASS (spare all multi-class combinations)
-ANYCLASS +thief +mage +ranger (exceptions, allow any levels)
+ANYCLASS (do not spare all multi-class combinations)
+ANYCLASS -thief -mage -ranger (exceptions, disallow any levels)
-STR X (spare those with strength greater than X)
+STR X (spare those with strength less than X)
-INT X (spare those with intelligence greater than X)
+INT X (spare those with intelligence less than X)
-WIS X (spare those with wisdom greater than X)
+WIS X (spare those with wisdom less than X)
-CON X (spare those with constitution greater than X)
+CON X (spare those with constitution less than X)
-CHA X (spare those with charisma greater than X)
+CHA X (spare those with charisma less than X)
-DEX X (spare those with dexterity greater than X)
+DEX X (spare those with dexterity less than X)
+-ADJSTR...ADJCON (Same as above, but uses current values)
-AREA (spare in all areas)
-AREA "+my areaname" etc.. (create exceptions)
+AREA (do not spare any areas)
+AREA "-my areaname" etc.. (create exceptions)
-ITEM "+item name" etc... (spare only those with an item name)
-WORN "+item name" etc... (spare only those wearing item name)
-EFFECTS (spare anyone, even no effects)
-EFFECTS +Sleep "+Wood Chopping" etc.. (create name exceptions)
+EFFECTS (do not spare anyone, even non effected people)
+EFFECTS -Sleep "-Wood Chopping" etc.. (create name exceptions)
-SKILLS (spare anyone, even those with no skill)
-SKILLS +Spell_Sleep(75) etc.. (create exceptions with proficiency)
+SKILLS (do not spare anyone, even non skilled people)
+SKILLS -Spell_Sleep(75) etc.. (create exceptions with proficiency)
-MATERIAL "+WOODEN" etc.. (<WORN> only items of added materials)
+MATERIAL "-WOODEN" etc.. (Do not <WORN> items of subtracted materials)
-RESOURCES "+OAK" etc.. (<WORN> only items of added resources)
+RESOURCES "-OAK" etc.. (Do not <WORN> items of subtracted resources)
-JAVACLASS "+GENMOB" etc.. (<WORN> only objects of added java class)
+JAVACLASS "-GENITEM" etc.. (Do not <WORN> objs of subtracted classes)
-RESOURCES "+OAK" etc.. (<WORN> only items of added resources)
+RESOURCES "-OAK" etc.. (Do not <WORN> items of subtracted resources)
-ABILITY X (spare those with magical ability less than X)
+ABILITY X (spare those with magical ability greater than X)
-VALUE X (spare those with value or money less than X)
+VALUE X (spare those with value or money greater than X)
-WEIGHT X (spare those weighing less than X)
+WEIGHT X (spare those weighing more than X)
-ARMOR X (spare those with armor bonus less than X)
+ARMOR X (spare those with armor bonus more than X)
-DAMAGE X (spare those with damage bonus less than X)
+DAMAGE X (spare those with damage bonus more than X)
-ATTACK X (spare those with attack bonus less than X)
+ATTACK X (spare those with attack bonus more than X)
-WORNON "+TORSO" etc.. (<WORN> only items wearable on added locs)
+WORNON "-NECK" etc.. (Do not <WORN> items wearable on subtracted locs)
-DISPOSITION "+ISHIDDEN" etc.. (<WORN> only with added dispositions)
+DISPOSITION "-ISHIDDEN" etc.. (Do not <WORN> only with sub disp)
-SENSES "+CANSEEDARK" etc.. (<WORN> only those with added sens.)
+SENSES "-CANSEEDARK" etc.. (Do not <WORN> those with subtracted sens.)
-HOUR +X (spare always, unless the hour is X)
+HOUR -X (spare those only when the hour is X)
-SEASON +FALL (spare those only when season is FALL)
+SEASON -SPRING (spare those whenever the season is SPRING)
-MONTH +X (spare those only when month number is X)
+MONTH -X (spare those whenever the month number is X)

MobileGoodGuardian


Behavior   : MobileGoodGuardian
Targets : MOBs
Parameters : min, max ticks, a percent chance, flags, locale parms
Example : 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. Mobs will not leave rooms containing visible Archons and builders
with the CMDMOBS security flag.

MOBReSave


Behavior   : MOBReSave
Targets : MOBs
Parameters : min, max ticks, a percent chance
Example : 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


Behavior   : MOBTeacher
Targets : MOBs
Parameters : Char class name(s), ability name(s), expertise name(s),
Parameters : percentages, nocommon flag, noedus flag, or empty to teach all.
Example : mage evoker illusionist transmuter
Example : 100% mage 10% Thief_Steal NOCOMMON
Example : Spell_Sleep 5% Spell_Wish
Example : 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 absolutely
everything (unless one of the two flags say otherwise). Otherwise, the parameters
will dictate what the mob can teach. Expertises will only be taught of the mob
otherwise qualifies for them himself.

MoneyChanger


Behavior   : MoneyChanger
Targets : MOBs
Parameters : (CUT=[NUM]) (DEFAULT=[NUM]) ([CURRENCY]=[NUM])
Example :
Example : cut=5
Example : default=0 GOLD=5 INGITS=10
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.

MovingRoom


Behavior   : Mover
Targets : Rooms
Parameters : min=3 max=3 chance=100;[xmlsection];[ticks at stops];[ticks
between stops]
Example : 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


Behavior   : MudChat
Targets : MOBs
Parameters : optional chat data file name and/or chat-mob-type
Example : smurf
Example : chat.dat=smurf
Example : mychat.dat=cityguard
Example : mychat.dat=
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

NastyAbilities


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

NiceAbilities


Behavior   : NiceAbilities
Targets : MOBs
Parameters : min, max ticks, and a percent chance
Example : 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


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

ObjectGuardian


Behavior   : ObjectGuardian
Targets : MOBs
Parameters : SENTINAL
Example : 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


Behavior   : Patroller
Targets : MOBs, Items
Parameters : min, max ticks, % chance, rideok flag, diameter; room ids or
directions
Example : min=10 max=20 chance=75
rideok=true;Midgaard#3001;#3002;#3003;RESTART
Example : min=10 max=20 chance=99
rideok=only;Midgaard#3001;#3002;#3003;RESTART
Example : min=10 max=20 chance=15;east;.;north;north;east
Example : 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.

PlayerHelper


Behavior   : PlayerHelper
Targets : MOBs
Parameters :
Example :
Description:
The mob with this behavior will come to the defence of any player mob against
any non-player mob.

PokerDealer


Behavior   : PokerDealer
Targets : MOBs, Rooms
Parameters : (GAME=[gameint]) (MINPLAYERS=[numplayers]) (ANTI=[antiamount])
Example : 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


Behavior   : ProtectedCitizen
Targets : MOBs
Parameters : Max/Min ticks, pct chance, rooms radius, max#assists;guardian
mask; yell strings, ';' separated.
Example : min=1 max=5 chance=25 radius=7 maxassists=1;-NAME +cityguard;HELP
ME!!!;Save me!
Example : 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.
The valid masks for the assisting mobs are as follows:
+SYSOP (allow archons or area staff to bypass the rules)
-SYSOP (always disallow archons and area staff)
-PLAYER (disallow all players)
-MOB (disallow all mobs/npcs)
-CLASS (disallow all classes)
-CLASS +thief +mage +ranger (create exceptions)
-BASECLASS (disallow all base classes)
-BASECLASS +thief +mage +ranger (create exceptions)
-thief -mage -ranger (disallow only listed classes)
-RACE (disallow all races)
-RACE +elf +dwarf +human +half +gnome (create exceptions)
-elf -dwarf -human -half -gnome (disallow only listed races)
-RACECAT (disallow all racial categories)
-RACECAT +elf +insect +humanoid +canine +gnome (create exceptions)
+RACECAT (do not disallow all racial categories)
+RACECAT -elf -insect -humanoid -canine -gnome (create exceptions)
-ALIGNMENT (disallow all alignments)
-ALIGNMENT +evil +good +neutral (create exceptions)
-evil -good -neutral (disallow only listed alignments)
-GENDER (disallow all genders)
-GENDER +male +female +neuter (create exceptions)
-male -female -neuter (disallow only listed genders)
-FACTION (disallow all faction and values, even a lack of faction)
-FACTION +myfactionrange +myotherfactionrange (create exceptions)
-myfactionrange -myotherfactionrange (disallow only named faction range)
-TATTOOS (disallow all tattoos, even a lack of a tatoo)
-TATTOOS +mytatto +thistattoo +anytattoo etc.. (create exceptions)
+TATTOOS (do not disallow any or no tattoos)
+TATTOOS -mytattoo -anytatto, etc.. (create exceptions)
-EXPERTISES (disallow all expertises, even a lack of a edus)
-EXPERTISES +myedu +thisedu +anyedu etc.. (create exceptions)
+EXPERTISES (do not disallow any or no expertises)
+EXPERTISES -myedu -anyedu, etc.. (create exceptions)
-SECURITY (disallow all security flags, even a lack of a security)
-SECURITY +cmdrooms +area cmditems etc.. (create exceptions)
+SECURITY (do not disallow any or no expertises)
+SECURITY -cmdrooms +area cmditems, etc.. (create exceptions)
-LEVEL (disallow all levels)
-LEVEL +=1 +>5 +>=7 +<13 +<=20 (create exceptions)
-=1 ->5 ->=7 -<13 -<=20 (disallow only listed levels range)
-NAMES (disallow everyone)
-NAMES +bob "+my name" etc.. (create name exceptions)
+NAMES (do not disallow anyone who has a name)
+NAMES -bob "-my name" etc.. (create name exceptions)
-CLAN (disallow anyone, even no clan)
-CLAN +Killers "+Holy Avengers" etc.. (create clan exceptions)
+CLAN (do not disallow anyone, even non clan people)
+CLAN -Killers "-Holy Avengers" etc.. (create clan exceptions)
-DEITY (disallow anyone, even no deity)
-DEITY +Apollo "+Grothon The Great" etc.. (create deity exceptions)
+DEITY (do not disallow anyone, even non deity worshipping people)
+DEITY -Apollo "-rothon The Great" etc.. (create deity exceptions)
-ANYCLASS (disallow all multi-class combinations)
-ANYCLASS +thief +mage +ranger (exceptions, allow any levels)
+ANYCLASS (do not disallow all multi-class combinations)
+ANYCLASS -thief -mage -ranger (exceptions, disallow any levels)
-STR X (disallow those with strength greater than X)
+STR X (disallow those with strength less than X)
-INT X (disallow those with intelligence greater than X)
+INT X (disallow those with intelligence less than X)
-WIS X (disallow those with wisdom greater than X)
+WIS X (disallow those with wisdom less than X)
-CON X (disallow those with constitution greater than X)
+CON X (disallow those with constitution less than X)
-CHA X (disallow those with charisma greater than X)
+CHA X (disallow those with charisma less than X)
-DEX X (disallow those with dexterity greater than X)
+DEX X (disallow those with dexterity less than X)
+-ADJSTR...ADJCON (Same as above, but uses current values)
-AREA (disallow in all areas)
-AREA "+my areaname" etc.. (create exceptions)
+AREA (do not disallow any areas)
+AREA "-my areaname" etc.. (create exceptions)
-ITEM "+item name" etc... (disallow only those with an item name)
-WORN "+item name" etc... (disallow only those wearing item name)
-EFFECTS (disallow anyone, even no effects)
-EFFECTS +Sleep "+Wood Chopping" etc.. (create name exceptions)
+EFFECTS (do not disallow anyone, even non effected people)
+EFFECTS -Sleep "-Wood Chopping" etc.. (create name exceptions)
-SKILLS (disallow anyone, even those with no skill)
-SKILLS +Spell_Sleep(75) etc.. (create exceptions with proficiency)
+SKILLS (do not disallow anyone, even non skilled people)
+SKILLS -Spell_Sleep(75) etc.. (create exceptions with proficiency)
-MATERIAL "+WOODEN" etc.. (<WORN> only items of added materials)
+MATERIAL "-WOODEN" etc.. (Do not <WORN> items of subtracted materials)
-RESOURCES "+OAK" etc.. (<WORN> only items of added resources)
+RESOURCES "-OAK" etc.. (Do not <WORN> items of subtracted resources)
-JAVACLASS "+GENMOB" etc.. (<WORN> only objects of added java class)
+JAVACLASS "-GENITEM" etc.. (Do not <WORN> objs of subtracted classes)
-RESOURCES "+OAK" etc.. (<WORN> only items of added resources)
+RESOURCES "-OAK" etc.. (Do not <WORN> items of subtracted resources)
-ABILITY X (disallow those with magical ability less than X)
+ABILITY X (disallow those with magical ability greater than X)
-VALUE X (disallow those with value or money less than X)
+VALUE X (disallow those with value or money greater than X)
-WEIGHT X (disallow those weighing less than X)
+WEIGHT X (disallow those weighing more than X)
-ARMOR X (disallow those with armor bonus less than X)
+ARMOR X (disallow those with armor bonus more than X)
-DAMAGE X (disallow those with damage bonus less than X)
+DAMAGE X (disallow those with damage bonus more than X)
-ATTACK X (disallow those with attack bonus less than X)
+ATTACK X (disallow those with attack bonus more than X)
-WORNON "+TORSO" etc.. (<WORN> only items wearable on added locs)
+WORNON "-NECK" etc.. (Do not <WORN> items wearable on subtracted locs)
-DISPOSITION "+ISHIDDEN" etc.. (<WORN> only with added dispositions)
+DISPOSITION "-ISHIDDEN" etc.. (Do not <WORN> only with sub disp)
-SENSES "+CANSEEDARK" etc.. (<WORN> only those with added sens.)
+SENSES "-CANSEEDARK" etc.. (Do not <WORN> those with subtracted sens.)
-HOUR +X (disallow always, unless the hour is X)
+HOUR -X (disallow those only when the hour is X)
-SEASON +FALL (disallow those only when season is FALL)
+SEASON -SPRING (disallow those whenever the season is SPRING)
-MONTH +X (disallow those only when month number is X)
+MONTH -X (disallow those whenever the month number is X)

ProtectedCitizens


Behavior   : ProtectedCitizens
Targets : MOBs, ROOMs, and AREAs
Parameters : Max/Min ticks, pct chance, rooms radius, max#assists;
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.
The valid masks for the citizen and guardian mobs are as follows:
+SYSOP (allow archons or area staff to bypass the rules)
-SYSOP (always disallow archons and area staff)
-PLAYER (disallow all players)
-MOB (disallow all mobs/npcs)
-CLASS (disallow all classes)
-CLASS +thief +mage +ranger (create exceptions)
-BASECLASS (disallow all base classes)
-BASECLASS +thief +mage +ranger (create exceptions)
-thief -mage -ranger (disallow only listed classes)
-RACE (disallow all races)
-RACE +elf +dwarf +human +half +gnome (create exceptions)
-elf -dwarf -human -half -gnome (disallow only listed races)
-RACECAT (disallow all racial categories)
-RACECAT +elf +insect +humanoid +canine +gnome (create exceptions)
+RACECAT (do not disallow all racial categories)
+RACECAT -elf -insect -humanoid -canine -gnome (create exceptions)
-ALIGNMENT (disallow all alignments)
-ALIGNMENT +evil +good +neutral (create exceptions)
-evil -good -neutral (disallow only listed alignments)
-GENDER (disallow all genders)
-GENDER +male +female +neuter (create exceptions)
-male -female -neuter (disallow only listed genders)
-FACTION (disallow all faction and values, even a lack of faction)
-FACTION +myfactionrange +myotherfactionrange (create exceptions)
-myfactionrange -myotherfactionrange (disallow only named faction range)
-TATTOOS (disallow all tattoos, even a lack of a tatoo)
-TATTOOS +mytatto +thistattoo +anytattoo etc.. (create exceptions)
+TATTOOS (do not disallow any or no tattoos)
+TATTOOS -mytattoo -anytatto, etc.. (create exceptions)
-EXPERTISES (disallow all expertises, even a lack of a edus)
-EXPERTISES +myedu +thisedu +anyedu etc.. (create exceptions)
+EXPERTISES (do not disallow any or no expertises)
+EXPERTISES -myedu -anyedu, etc.. (create exceptions)
-SECURITY (disallow all security flags, even a lack of a security)
-SECURITY +cmdrooms +area cmditems etc.. (create exceptions)
+SECURITY (do not disallow any or no expertises)
+SECURITY -cmdrooms +area cmditems, etc.. (create exceptions)
-LEVEL (disallow all levels)
-LEVEL +=1 +>5 +>=7 +<13 +<=20 (create exceptions)
-=1 ->5 ->=7 -<13 -<=20 (disallow only listed levels range)
-NAMES (disallow everyone)
-NAMES +bob "+my name" etc.. (create name exceptions)
+NAMES (do not disallow anyone who has a name)
+NAMES -bob "-my name" etc.. (create name exceptions)
-CLAN (disallow anyone, even no clan)
-CLAN +Killers "+Holy Avengers" etc.. (create clan exceptions)
+CLAN (do not disallow anyone, even non clan people)
+CLAN -Killers "-Holy Avengers" etc.. (create clan exceptions)
-DEITY (disallow anyone, even no deity)
-DEITY +Apollo "+Grothon The Great" etc.. (create deity exceptions)
+DEITY (do not disallow anyone, even non deity worshipping people)
+DEITY -Apollo "-rothon The Great" etc.. (create deity exceptions)
-ANYCLASS (disallow all multi-class combinations)
-ANYCLASS +thief +mage +ranger (exceptions, allow any levels)
+ANYCLASS (do not disallow all multi-class combinations)
+ANYCLASS -thief -mage -ranger (exceptions, disallow any levels)
-STR X (disallow those with strength greater than X)
+STR X (disallow those with strength less than X)
-INT X (disallow those with intelligence greater than X)
+INT X (disallow those with intelligence less than X)
-WIS X (disallow those with wisdom greater than X)
+WIS X (disallow those with wisdom less than X)
-CON X (disallow those with constitution greater than X)
+CON X (disallow those with constitution less than X)
-CHA X (disallow those with charisma greater than X)
+CHA X (disallow those with charisma less than X)
-DEX X (disallow those with dexterity greater than X)
+DEX X (disallow those with dexterity less than X)
+-ADJSTR...ADJCON (Same as above, but uses current values)
-AREA (disallow in all areas)
-AREA "+my areaname" etc.. (create exceptions)
+AREA (do not disallow any areas)
+AREA "-my areaname" etc.. (create exceptions)
-ITEM "+item name" etc... (disallow only those with an item name)
-WORN "+item name" etc... (disallow only those wearing item name)
-EFFECTS (disallow anyone, even no effects)
-EFFECTS +Sleep "+Wood Chopping" etc.. (create name exceptions)
+EFFECTS (do not disallow anyone, even non effected people)
+EFFECTS -Sleep "-Wood Chopping" etc.. (create name exceptions)
-SKILLS (disallow anyone, even those with no skill)
-SKILLS +Spell_Sleep(75) etc.. (create exceptions with proficiency)
+SKILLS (do not disallow anyone, even non skilled people)
+SKILLS -Spell_Sleep(75) etc.. (create exceptions with proficiency)
-MATERIAL "+WOODEN" etc.. (<WORN> only items of added materials)
+MATERIAL "-WOODEN" etc.. (Do not <WORN> items of subtracted materials)
-RESOURCES "+OAK" etc.. (<WORN> only items of added resources)
+RESOURCES "-OAK" etc.. (Do not <WORN> items of subtracted resources)
-JAVACLASS "+GENMOB" etc.. (<WORN> only objects of added java class)
+JAVACLASS "-GENITEM" etc.. (Do not <WORN> objs of subtracted classes)
-RESOURCES "+OAK" etc.. (<WORN> only items of added resources)
+RESOURCES "-OAK" etc.. (Do not <WORN> items of subtracted resources)
-ABILITY X (disallow those with magical ability less than X)
+ABILITY X (disallow those with magical ability greater than X)
-VALUE X (disallow those with value or money less than X)
+VALUE X (disallow those with value or money greater than X)
-WEIGHT X (disallow those weighing less than X)
+WEIGHT X (disallow those weighing more than X)
-ARMOR X (disallow those with armor bonus less than X)
+ARMOR X (disallow those with armor bonus more than X)
-DAMAGE X (disallow those with damage bonus less than X)
+DAMAGE X (disallow those with damage bonus more than X)
-ATTACK X (disallow those with attack bonus less than X)
+ATTACK X (disallow those with attack bonus more than X)
-WORNON "+TORSO" etc.. (<WORN> only items wearable on added locs)
+WORNON "-NECK" etc.. (Do not <WORN> items wearable on subtracted locs)
-DISPOSITION "+ISHIDDEN" etc.. (<WORN> only with added dispositions)
+DISPOSITION "-ISHIDDEN" etc.. (Do not <WORN> only with sub disp)
-SENSES "+CANSEEDARK" etc.. (<WORN> only those with added sens.)
+SENSES "-CANSEEDARK" etc.. (Do not <WORN> those with subtracted sens.)
-HOUR +X (disallow always, unless the hour is X)
+HOUR -X (disallow those only when the hour is X)
-SEASON +FALL (disallow those only when season is FALL)
+SEASON -SPRING (disallow those whenever the season is SPRING)
-MONTH +X (disallow those only when month number is X)
+MONTH -X (disallow those whenever the month number is X)

PuddleMaker


Behavior   : PuddleMaker
Targets : Rooms, Areas
Parameters : [PCT CHANCE]
Example : 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.

QuestChat


Behavior   : QuestChat
Targets : MOBs
Parameters : optional or additional chat data, or filenames ,or chat-mob-type
Example : smurf
Example : +(here there);9neither;5well, where?;1nowhere
Example : chat.dat=smurf
Example : mychat.dat=cityguard
Example : mychat.dat=
Example : +(speak | talk | words::DONE_SPEAKING);9only said this to YOU
once.
Description:
An extension of the MudChat behavior, with special features 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


Behavior   : RaceHelper
Targets : MOBs
Parameters :
Example :
Description:
Joins a fight on the side of an identical mob, or one of the same race.

RandomItems


Behavior   : RandomItems
Targets : Areas, Rooms, Containers, Mobs
Parameters : [min/max ticks] [% chance] [min/max items] [mobs] [locale mask];
[xml/filename]
Example : min=10 max=20 chance=75 minitems=1 maxitems=10;myitems.cmare
Example : minitems=10 maxitems=20 MOBS -ALL +CITY;stuff.cmare
Example : 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 places on mobs will be automatically worn if possible.

RandomMonsters


Behavior   : RandomMonsters
Targets : Areas, Rooms
Parameters : [min/max ticks] [% chance] [min/max monsters] [locale mask];
[xml/filename]
Example : min=10 max=20 chance=75 minmonsters=1
maxmonsters=10;monsters.cmare
Example : minmonsters=10 maxmonsters=20 -ALL +CITY;criminals.cmare
Example : 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".

RandomTeleporter


Behavior   : RandomTeleporter
Targets : Mobs
Parameters : min, max ticks, a percent chance, (nowander) locale parms
Example : min=10 max=20 chance=75 -air -underwater
Example : min=10 max=20 chance=75 nowander
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.

RandomTraps


Behavior   : Random Traps
Targets : Rooms, Areas
Parameters : Max and min ticks, pct chance, min and max traps, locale and other
flags.
Example : min=10 max=20 chance=25 mintraps=1 maxtraps=10 EXITS=YES ITEMS=YES
ROOMS=YES
Example : 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 elligible.

ResetWhole


Behavior   : ResetWhole
Targets : Rooms, Areas
Parameters : # of ticks of inactivity before reset
Example : 4000
Description:
This behavior provides an alterative 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. 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
rejuvination.

ResourceOverride


Behavior   : ResourceOverride
Targets : Rooms, Areas
Parameters : Space delmited list of resources and (for areas) room types list.
Example : CORN WHEAT RICE
Example : 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

ROMGangMember


Behavior   : ROMGangMember
Targets : MOBs
Parameters : The name of the gang
Example : Troll
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.

ROMPatrolman


Behavior   : ROMPatrolman
Targets : MOBs
Parameters :
Example :
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.

Scavenger


Behavior   : Scavenger
Targets : MOBs
Parameters : min, max ticks, and a percent chance
Example : min=10 max=20 chance=75
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.

Scriptable


Behavior   : Scriptable
Targets : MOBs, Items, Rooms
Parameters : (see below)
Example : 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.
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.
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.
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.
- 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.
- 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.
- INROOM([ROOM ID/MOB NAME]) if the mob is in the given room.
- ISHERE([CODE]) if the mob/item in the same room as the scripted one.
- 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 !=, <, >, >=,
<=.
- 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 !=.
- 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.
- QUESTITEM([NAME] [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.
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.
MPSETVAR [MOB NAME] [VAR NAME] [VALUE] - set a variable for the given mob.
Value may be ++, --, or preceeded by +,-,*,or /.
MPENDQUEST [QUEST NAME] - this command will stop and shutdown the quest of the
given name.
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.
MPRESET AREA/ROOM/[ROOMID]/[AREAID] - reload an area or room from the database
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.
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
$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
$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
$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.
$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.
- 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.
- ISCHARMED([CODE]) name of the charm spell the mob is under.
- STAT([CODE] [STAT]) value of the given stat for the given object.
- 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.
- 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() not implemented.
- QUESTMOB() not implemented.
- QUESTITEM() not implemented.
- ISQUESTMOBALIVE() not implemented.
- 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


Behavior   : ScriptableEverymob
Targets : Areas, Rooms
Parameters : Same as BEHAVIOR_SCRIPTABLE
Example : 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.

Sounder


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

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



			

TargetPlayer


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

TaxCollector


Behavior   : TaxCollector
Targets : MOBs
Parameters : (WAIT=[TIME]) (GRACE=[TIME])
Example :
Example : 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.

Thiefness


Behavior   : Thiefness
Targets : MOBs
Parameters : (SUBCLASS NAME)
(OFFENSIVE,DEFENSIVE,MIXEDOFFENSIVE,MIXEDDEFENSIVE)
Example :
Example : Thief
Example : 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!
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.

Vagrant


Behavior   : Vagrant
Targets : MOBs
Parameters :
Example :
Description:
The mob will spontaneously decide to go to sleep whereever the mob is currently
at. After awhile the mob will wake up.

VeryAggressive


Behavior   : VeryAggressive
Targets : MOBs
Parameters : aggression masks
Example : -race +elf
Example : 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. 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 15 levels. Valid aggressive masks include:
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)
+SYSOP (allow archons or area staff to bypass the rules)
-SYSOP (always spare archons and area staff)
-PLAYER (spare all players)
-MOB (spare all mobs/npcs)
-CLASS (spare all classes)
-CLASS +thief +mage +ranger (create exceptions)
-BASECLASS (spare all base classes)
-BASECLASS +thief +mage +ranger (create exceptions)
-thief -mage -ranger (spare only listed classes)
-RACE (spare all races)
-RACE +elf +dwarf +human +half +gnome (create exceptions)
-elf -dwarf -human -half -gnome (spare only listed races)
-RACECAT (spare all racial categories)
-RACECAT +elf +insect +humanoid +canine +gnome (create exceptions)
+RACECAT (do not spare all racial categories)
+RACECAT -elf -insect -humanoid -canine -gnome (create exceptions)
-ALIGNMENT (spare all alignments)
-ALIGNMENT +evil +good +neutral (create exceptions)
-evil -good -neutral (spare only listed alignments)
-GENDER (spare all genders)
-GENDER +male +female +neuter (create exceptions)
-male -female -neuter (spare only listed genders)
-FACTION (spare all faction and values, even a lack of faction)
-FACTION +myfactionrange +myotherfactionrange (create exceptions)
-myfactionrange -myotherfactionrange (spare only named faction range)
-TATTOOS (spare all tattoos, even a lack of a tatoo)
-TATTOOS +mytatto +thistattoo +anytattoo etc.. (create exceptions)
+TATTOOS (do not spare any or no tattoos)
+TATTOOS -mytattoo -anytatto, etc.. (create exceptions)
-EXPERTISES (spare all expertises, even a lack of a edus)
-EXPERTISES +myedu +thisedu +anyedu etc.. (create exceptions)
+EXPERTISES (do not spare any or no expertises)
+EXPERTISES -myedu -anyedu, etc.. (create exceptions)
-SECURITY (spare all security flags, even a lack of a security)
-SECURITY +cmdrooms +area cmditems etc.. (create exceptions)
+SECURITY (do not spare any or no expertises)
+SECURITY -cmdrooms +area cmditems, etc.. (create exceptions)
-LEVEL (spare all levels)
-LEVEL +=1 +>5 +>=7 +<13 +<=20 (create exceptions)
-=1 ->5 ->=7 -<13 -<=20 (spare only listed levels range)
-NAMES (spare everyone)
-NAMES +bob "+my name" etc.. (create name exceptions)
+NAMES (do not spare anyone who has a name)
+NAMES -bob "-my name" etc.. (create name exceptions)
-CLAN (spare anyone, even no clan)
-CLAN +Killers "+Holy Avengers" etc.. (create clan exceptions)
+CLAN (do not spare anyone, even non clan people)
+CLAN -Killers "-Holy Avengers" etc.. (create clan exceptions)
-DEITY (spare anyone, even no deity)
-DEITY +Apollo "+Grothon The Great" etc.. (create deity exceptions)
+DEITY (do not spare anyone, even non deity worshipping people)
+DEITY -Apollo "-rothon The Great" etc.. (create deity exceptions)
-ANYCLASS (spare all multi-class combinations)
-ANYCLASS +thief +mage +ranger (exceptions, allow any levels)
+ANYCLASS (do not spare all multi-class combinations)
+ANYCLASS -thief -mage -ranger (exceptions, disallow any levels)
-STR X (spare those with strength greater than X)
+STR X (spare those with strength less than X)
-INT X (spare those with intelligence greater than X)
+INT X (spare those with intelligence less than X)
-WIS X (spare those with wisdom greater than X)
+WIS X (spare those with wisdom less than X)
-CON X (spare those with constitution greater than X)
+CON X (spare those with constitution less than X)
-CHA X (spare those with charisma greater than X)
+CHA X (spare those with charisma less than X)
-DEX X (spare those with dexterity greater than X)
+DEX X (spare those with dexterity less than X)
+-ADJSTR...ADJCON (Same as above, but uses current values)
-AREA (spare in all areas)
-AREA "+my areaname" etc.. (create exceptions)
+AREA (do not spare any areas)
+AREA "-my areaname" etc.. (create exceptions)
-ITEM "+item name" etc... (spare only those with an item name)
-WORN "+item name" etc... (spare only those wearing item name)
-EFFECTS (spare anyone, even no effects)
-EFFECTS +Sleep "+Wood Chopping" etc.. (create name exceptions)
+EFFECTS (do not spare anyone, even non effected people)
+EFFECTS -Sleep "-Wood Chopping" etc.. (create name exceptions)
-SKILLS (spare anyone, even those with no skill)
-SKILLS +Spell_Sleep(75) etc.. (create exceptions with proficiency)
+SKILLS (do not spare anyone, even non skilled people)
+SKILLS -Spell_Sleep(75) etc.. (create exceptions with proficiency)
-MATERIAL "+WOODEN" etc.. (<WORN> only items of added materials)
+MATERIAL "-WOODEN" etc.. (Do not <WORN> items of subtracted materials)
-RESOURCES "+OAK" etc.. (<WORN> only items of added resources)
+RESOURCES "-OAK" etc.. (Do not <WORN> items of subtracted resources)
-JAVACLASS "+GENMOB" etc.. (<WORN> only objects of added java class)
+JAVACLASS "-GENITEM" etc.. (Do not <WORN> objs of subtracted classes)
-RESOURCES "+OAK" etc.. (<WORN> only items of added resources)
+RESOURCES "-OAK" etc.. (Do not <WORN> items of subtracted resources)
-ABILITY X (spare those with magical ability less than X)
+ABILITY X (spare those with magical ability greater than X)
-VALUE X (spare those with value or money less than X)
+VALUE X (spare those with value or money greater than X)
-WEIGHT X (spare those weighing less than X)
+WEIGHT X (spare those weighing more than X)
-ARMOR X (spare those with armor bonus less than X)
+ARMOR X (spare those with armor bonus more than X)
-DAMAGE X (spare those with damage bonus less than X)
+DAMAGE X (spare those with damage bonus more than X)
-ATTACK X (spare those with attack bonus less than X)
+ATTACK X (spare those with attack bonus more than X)
-WORNON "+TORSO" etc.. (<WORN> only items wearable on added locs)
+WORNON "-NECK" etc.. (Do not <WORN> items wearable on subtracted locs)
-DISPOSITION "+ISHIDDEN" etc.. (<WORN> only with added dispositions)
+DISPOSITION "-ISHIDDEN" etc.. (Do not <WORN> only with sub disp)
-SENSES "+CANSEEDARK" etc.. (<WORN> only those with added sens.)
+SENSES "-CANSEEDARK" etc.. (Do not <WORN> those with subtracted sens.)
-HOUR +X (spare always, unless the hour is X)
+HOUR -X (spare those only when the hour is X)
-SEASON +FALL (spare those only when season is FALL)
+SEASON -SPRING (spare those whenever the season is SPRING)
-MONTH +X (spare those only when month number is X)
+MONTH -X (spare those whenever the month number is X)

WaterCurrents


Behavior   : WaterCurrents
Targets : Areas, Rooms
Parameters : min, max ticks, % chance, [DIRECTION] [DIRECTION] [etc..]
Example : min=1 max=3 chance=99 east south
Example : 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


Behavior   : WeatherAffects
Targets : Rooms, Areas
Parameters : (windsheer=%chance) (puddlepct=%chance) (rainslipchance=%chance)
Parameters : (snowSlipChance=%chance) (sleetSlipChance=%chance)
(freezeOverChance=%chance)
Parameters : (droughtFireChance=%chance) (botherticks=#ticks)
(diseaseticks=#ticks)
Parameters : (rustticks=#ticks) (lightningticks=#ticks) (rumbleticks=#ticks)
Parameters : (gustticks=#ticks) (tornadoticks=#ticks) (hailticks=#ticks)
Parameters : (dustticks=#ticks)
Example : 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 coarse.
puddlepct - percent chance, following wet weather, that puddles or snow piles
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


Behavior   : Wimpy
Targets : MOBs
Parameters : wimpy masks
Example : -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)
+SYSOP (allow archons or area staff to bypass the rules)
-SYSOP (always fear archons and area staff)
-PLAYER (fear all players)
-MOB (fear all mobs/npcs)
-CLASS (fear all classes)
-CLASS +thief +mage +ranger (create exceptions)
-BASECLASS (fear all base classes)
-BASECLASS +thief +mage +ranger (create exceptions)
-thief -mage -ranger (fear only listed classes)
-RACE (fear all races)
-RACE +elf +dwarf +human +half +gnome (create exceptions)
-elf -dwarf -human -half -gnome (fear only listed races)
-RACECAT (fear all racial categories)
-RACECAT +elf +insect +humanoid +canine +gnome (create exceptions)
+RACECAT (do not fear all racial categories)
+RACECAT -elf -insect -humanoid -canine -gnome (create exceptions)
-ALIGNMENT (fear all alignments)
-ALIGNMENT +evil +good +neutral (create exceptions)
-evil -good -neutral (fear only listed alignments)
-GENDER (fear all genders)
-GENDER +male +female +neuter (create exceptions)
-male -female -neuter (fear only listed genders)
-FACTION (fear all faction and values, even a lack of faction)
-FACTION +myfactionrange +myotherfactionrange (create exceptions)
-myfactionrange -myotherfactionrange (fear only named faction range)
-TATTOOS (fear all tattoos, even a lack of a tatoo)
-TATTOOS +mytatto +thistattoo +anytattoo etc.. (create exceptions)
+TATTOOS (do not fear any or no tattoos)
+TATTOOS -mytattoo -anytatto, etc.. (create exceptions)
-EXPERTISES (fear all expertises, even a lack of a edus)
-EXPERTISES +myedu +thisedu +anyedu etc.. (create exceptions)
+EXPERTISES (do not fear any or no expertises)
+EXPERTISES -myedu -anyedu, etc.. (create exceptions)
-SECURITY (fear all security flags, even a lack of a security)
-SECURITY +cmdrooms +area cmditems etc.. (create exceptions)
+SECURITY (do not fear any or no expertises)
+SECURITY -cmdrooms +area cmditems, etc.. (create exceptions)
-LEVEL (fear all levels)
-LEVEL +=1 +>5 +>=7 +<13 +<=20 (create exceptions)
-=1 ->5 ->=7 -<13 -<=20 (fear only listed levels range)
-NAMES (fear everyone)
-NAMES +bob "+my name" etc.. (create name exceptions)
+NAMES (do not fear anyone who has a name)
+NAMES -bob "-my name" etc.. (create name exceptions)
-CLAN (fear anyone, even no clan)
-CLAN +Killers "+Holy Avengers" etc.. (create clan exceptions)
+CLAN (do not fear anyone, even non clan people)
+CLAN -Killers "-Holy Avengers" etc.. (create clan exceptions)
-DEITY (fear anyone, even no deity)
-DEITY +Apollo "+Grothon The Great" etc.. (create deity exceptions)
+DEITY (do not fear anyone, even non deity worshipping people)
+DEITY -Apollo "-rothon The Great" etc.. (create deity exceptions)
-ANYCLASS (fear all multi-class combinations)
-ANYCLASS +thief +mage +ranger (exceptions, allow any levels)
+ANYCLASS (do not fear all multi-class combinations)
+ANYCLASS -thief -mage -ranger (exceptions, disallow any levels)
-STR X (fear those with strength greater than X)
+STR X (fear those with strength less than X)
-INT X (fear those with intelligence greater than X)
+INT X (fear those with intelligence less than X)
-WIS X (fear those with wisdom greater than X)
+WIS X (fear those with wisdom less than X)
-CON X (fear those with constitution greater than X)
+CON X (fear those with constitution less than X)
-CHA X (fear those with charisma greater than X)
+CHA X (fear those with charisma less than X)
-DEX X (fear those with dexterity greater than X)
+DEX X (fear those with dexterity less than X)
+-ADJSTR...ADJCON (Same as above, but uses current values)
-AREA (fear in all areas)
-AREA "+my areaname" etc.. (create exceptions)
+AREA (do not fear any areas)
+AREA "-my areaname" etc.. (create exceptions)
-ITEM "+item name" etc... (fear only those with an item name)
-WORN "+item name" etc... (fear only those wearing item name)
-EFFECTS (fear anyone, even no effects)
-EFFECTS +Sleep "+Wood Chopping" etc.. (create name exceptions)
+EFFECTS (do not fear anyone, even non effected people)
+EFFECTS -Sleep "-Wood Chopping" etc.. (create name exceptions)
-SKILLS (fear anyone, even those with no skill)
-SKILLS +Spell_Sleep(75) etc.. (create exceptions with proficiency)
+SKILLS (do not fear anyone, even non skilled people)
+SKILLS -Spell_Sleep(75) etc.. (create exceptions with proficiency)
-MATERIAL "+WOODEN" etc.. (<WORN> only items of added materials)
+MATERIAL "-WOODEN" etc.. (Do not <WORN> items of subtracted materials)
-RESOURCES "+OAK" etc.. (<WORN> only items of added resources)
+RESOURCES "-OAK" etc.. (Do not <WORN> items of subtracted resources)
-JAVACLASS "+GENMOB" etc.. (<WORN> only objects of added java class)
+JAVACLASS "-GENITEM" etc.. (Do not <WORN> objs of subtracted classes)
-RESOURCES "+OAK" etc.. (<WORN> only items of added resources)
+RESOURCES "-OAK" etc.. (Do not <WORN> items of subtracted resources)
-ABILITY X (fear those with magical ability less than X)
+ABILITY X (fear those with magical ability greater than X)
-VALUE X (fear those with value or money less than X)
+VALUE X (fear those with value or money greater than X)
-WEIGHT X (fear those weighing less than X)
+WEIGHT X (fear those weighing more than X)
-ARMOR X (fear those with armor bonus less than X)
+ARMOR X (fear those with armor bonus more than X)
-DAMAGE X (fear those with damage bonus less than X)
+DAMAGE X (fear those with damage bonus more than X)
-ATTACK X (fear those with attack bonus less than X)
+ATTACK X (fear those with attack bonus more than X)
-WORNON "+TORSO" etc.. (<WORN> only items wearable on added locs)
+WORNON "-NECK" etc.. (Do not <WORN> items wearable on subtracted locs)
-DISPOSITION "+ISHIDDEN" etc.. (<WORN> only with added dispositions)
+DISPOSITION "-ISHIDDEN" etc.. (Do not <WORN> only with sub disp)
-SENSES "+CANSEEDARK" etc.. (<WORN> only those with added sens.)
+SENSES "-CANSEEDARK" etc.. (Do not <WORN> those with subtracted sens.)
-HOUR +X (fear always, unless the hour is X)
+HOUR -X (fear those only when the hour is X)
-SEASON +FALL (fear those only when season is FALL)
+SEASON -SPRING (fear those whenever the season is SPRING)
-MONTH +X (fear those only when month number is X)
+MONTH -X (fear those whenever the month number is X)

WimpyAggressive


Behavior   : WimpyAggressive
Targets : MOBs
Parameters : aggression masks
Example : -race +elf
Example : -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:
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)
+SYSOP (allow archons or area staff to bypass the rules)
-SYSOP (always spare archons and area staff)
-PLAYER (spare all players)
-MOB (spare all mobs/npcs)
-CLASS (spare all classes)
-CLASS +thief +mage +ranger (create exceptions)
-BASECLASS (spare all base classes)
-BASECLASS +thief +mage +ranger (create exceptions)
-thief -mage -ranger (spare only listed classes)
-RACE (spare all races)
-RACE +elf +dwarf +human +half +gnome (create exceptions)
-elf -dwarf -human -half -gnome (spare only listed races)
-RACECAT (spare all racial categories)
-RACECAT +elf +insect +humanoid +canine +gnome (create exceptions)
+RACECAT (do not spare all racial categories)
+RACECAT -elf -insect -humanoid -canine -gnome (create exceptions)
-ALIGNMENT (spare all alignments)
-ALIGNMENT +evil +good +neutral (create exceptions)
-evil -good -neutral (spare only listed alignments)
-GENDER (spare all genders)
-GENDER +male +female +neuter (create exceptions)
-male -female -neuter (spare only listed genders)
-FACTION (spare all faction and values, even a lack of faction)
-FACTION +myfactionrange +myotherfactionrange (create exceptions)
-myfactionrange -myotherfactionrange (spare only named faction range)
-TATTOOS (spare all tattoos, even a lack of a tatoo)
-TATTOOS +mytatto +thistattoo +anytattoo etc.. (create exceptions)
+TATTOOS (do not spare any or no tattoos)
+TATTOOS -mytattoo -anytatto, etc.. (create exceptions)
-EXPERTISES (spare all expertises, even a lack of a edus)
-EXPERTISES +myedu +thisedu +anyedu etc.. (create exceptions)
+EXPERTISES (do not spare any or no expertises)
+EXPERTISES -myedu -anyedu, etc.. (create exceptions)
-SECURITY (spare all security flags, even a lack of a security)
-SECURITY +cmdrooms +area cmditems etc.. (create exceptions)
+SECURITY (do not spare any or no expertises)
+SECURITY -cmdrooms +area cmditems, etc.. (create exceptions)
-LEVEL (spare all levels)
-LEVEL +=1 +>5 +>=7 +<13 +<=20 (create exceptions)
-=1 ->5 ->=7 -<13 -<=20 (spare only listed levels range)
-NAMES (spare everyone)
-NAMES +bob "+my name" etc.. (create name exceptions)
+NAMES (do not spare anyone who has a name)
+NAMES -bob "-my name" etc.. (create name exceptions)
-CLAN (spare anyone, even no clan)
-CLAN +Killers "+Holy Avengers" etc.. (create clan exceptions)
+CLAN (do not spare anyone, even non clan people)
+CLAN -Killers "-Holy Avengers" etc.. (create clan exceptions)
-DEITY (spare anyone, even no deity)
-DEITY +Apollo "+Grothon The Great" etc.. (create deity exceptions)
+DEITY (do not spare anyone, even non deity worshipping people)
+DEITY -Apollo "-rothon The Great" etc.. (create deity exceptions)
-ANYCLASS (spare all multi-class combinations)
-ANYCLASS +thief +mage +ranger (exceptions, allow any levels)
+ANYCLASS (do not spare all multi-class combinations)
+ANYCLASS -thief -mage -ranger (exceptions, disallow any levels)
-STR X (spare those with strength greater than X)
+STR X (spare those with strength less than X)
-INT X (spare those with intelligence greater than X)
+INT X (spare those with intelligence less than X)
-WIS X (spare those with wisdom greater than X)
+WIS X (spare those with wisdom less than X)
-CON X (spare those with constitution greater than X)
+CON X (spare those with constitution less than X)
-CHA X (spare those with charisma greater than X)
+CHA X (spare those with charisma less than X)
-DEX X (spare those with dexterity greater than X)
+DEX X (spare those with dexterity less than X)
+-ADJSTR...ADJCON (Same as above, but uses current values)
-AREA (spare in all areas)
-AREA "+my areaname" etc.. (create exceptions)
+AREA (do not spare any areas)
+AREA "-my areaname" etc.. (create exceptions)
-ITEM "+item name" etc... (spare only those with an item name)
-WORN "+item name" etc... (spare only those wearing item name)
-EFFECTS (spare anyone, even no effects)
-EFFECTS +Sleep "+Wood Chopping" etc.. (create name exceptions)
+EFFECTS (do not spare anyone, even non effected people)
+EFFECTS -Sleep "-Wood Chopping" etc.. (create name exceptions)
-SKILLS (spare anyone, even those with no skill)
-SKILLS +Spell_Sleep(75) etc.. (create exceptions with proficiency)
+SKILLS (do not spare anyone, even non skilled people)
+SKILLS -Spell_Sleep(75) etc.. (create exceptions with proficiency)
-MATERIAL "+WOODEN" etc.. (<WORN> only items of added materials)
+MATERIAL "-WOODEN" etc.. (Do not <WORN> items of subtracted materials)
-RESOURCES "+OAK" etc.. (<WORN> only items of added resources)
+RESOURCES "-OAK" etc.. (Do not <WORN> items of subtracted resources)
-JAVACLASS "+GENMOB" etc.. (<WORN> only objects of added java class)
+JAVACLASS "-GENITEM" etc.. (Do not <WORN> objs of subtracted classes)
-RESOURCES "+OAK" etc.. (<WORN> only items of added resources)
+RESOURCES "-OAK" etc.. (Do not <WORN> items of subtracted resources)
-ABILITY X (spare those with magical ability less than X)
+ABILITY X (spare those with magical ability greater than X)
-VALUE X (spare those with value or money less than X)
+VALUE X (spare those with value or money greater than X)
-WEIGHT X (spare those weighing less than X)
+WEIGHT X (spare those weighing more than X)
-ARMOR X (spare those with armor bonus less than X)
+ARMOR X (spare those with armor bonus more than X)
-DAMAGE X (spare those with damage bonus less than X)
+DAMAGE X (spare those with damage bonus more than X)
-ATTACK X (spare those with attack bonus less than X)
+ATTACK X (spare those with attack bonus more than X)
-WORNON "+TORSO" etc.. (<WORN> only items wearable on added locs)
+WORNON "-NECK" etc.. (Do not <WORN> items wearable on subtracted locs)
-DISPOSITION "+ISHIDDEN" etc.. (<WORN> only with added dispositions)
+DISPOSITION "-ISHIDDEN" etc.. (Do not <WORN> only with sub disp)
-SENSES "+CANSEEDARK" etc.. (<WORN> only those with added sens.)
+SENSES "-CANSEEDARK" etc.. (Do not <WORN> those with subtracted sens.)
-HOUR +X (spare always, unless the hour is X)
+HOUR -X (spare those only when the hour is X)
-SEASON +FALL (spare those only when season is FALL)
+SEASON -SPRING (spare those whenever the season is SPRING)
-MONTH +X (spare those only when month number is X)
+MONTH -X (spare those whenever the month number is X)