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	<id>https://ohelp.addictmud.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Brazil</id>
	<title>AddictHelp - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://ohelp.addictmud.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Brazil"/>
	<link rel="alternate" type="text/html" href="https://ohelp.addictmud.org/index.php/Special:Contributions/Brazil"/>
	<updated>2026-04-29T04:55:16Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://ohelp.addictmud.org/index.php?title=ITEM_TYPE_BOARD&amp;diff=460</id>
		<title>ITEM TYPE BOARD</title>
		<link rel="alternate" type="text/html" href="https://ohelp.addictmud.org/index.php?title=ITEM_TYPE_BOARD&amp;diff=460"/>
		<updated>2026-03-01T15:46:15Z</updated>

		<summary type="html">&lt;p&gt;Brazil: Created page with &amp;quot;Bulletin boards are communication tools, and gossip locations.  Places for players to talk publicly.  Old style discussion boards, much simpler that social media, and less prone to doom scrolling.  You also need to set the &amp;#039;&amp;#039;&amp;#039;gen_board&amp;#039;&amp;#039;&amp;#039; spec proc on the object.   v0 = Unused  v1 = ID of the forum the board is linked to  v2 = Unused  v3 = unused  See also: OEDIT, OSET, ITEM_TYPES  CATEGORY:OLC&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Bulletin boards are communication tools, and gossip locations.  Places&lt;br /&gt;
for players to talk publicly.  Old style discussion boards, much simpler&lt;br /&gt;
that social media, and less prone to doom scrolling.&lt;br /&gt;
&lt;br /&gt;
You also need to set the &#039;&#039;&#039;gen_board&#039;&#039;&#039; spec proc on the object.&lt;br /&gt;
&lt;br /&gt;
 v0 = Unused&lt;br /&gt;
 v1 = ID of the forum the board is linked to&lt;br /&gt;
 v2 = Unused&lt;br /&gt;
 v3 = unused&lt;br /&gt;
&lt;br /&gt;
See also: [[OEDIT]], [[OSET]], [[ITEM_TYPES]]&lt;br /&gt;
&lt;br /&gt;
[[CATEGORY:OLC]]&lt;/div&gt;</summary>
		<author><name>Brazil</name></author>
	</entry>
	<entry>
		<id>https://ohelp.addictmud.org/index.php?title=ITEM_TYPES&amp;diff=459</id>
		<title>ITEM TYPES</title>
		<link rel="alternate" type="text/html" href="https://ohelp.addictmud.org/index.php?title=ITEM_TYPES&amp;diff=459"/>
		<updated>2026-03-01T15:43:53Z</updated>

		<summary type="html">&lt;p&gt;Brazil: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When an item type is set, certain defaults are set, so for most types all you should need to do is set the type (i.e. fountain will not require any values to be set)&lt;br /&gt;
&lt;br /&gt;
Item types are as follows (and each type has detailed help):&lt;br /&gt;
&lt;br /&gt;
(As always, if it isn&#039;t listed here, DONT set it)&lt;br /&gt;
&lt;br /&gt;
 [[ITEM_LIGHT]]         Item is a light source&lt;br /&gt;
 [[ITEM_SCROLL]]        Item is a scroll&lt;br /&gt;
 [[ITEM_WAND]]          Item is a wand&lt;br /&gt;
 [[ITEM_STAFF]]         Item is a staff&lt;br /&gt;
 [[ITEM_WEAPON]]        Item is a weapon&lt;br /&gt;
 [[ITEM_FIREWEAPON]]    Item is weapon that fires projectiles&lt;br /&gt;
 [[ITEM_MISSILE]]       do not use&lt;br /&gt;
 [[ITEM_TREASURE]]      Item is a treasure (gem)&lt;br /&gt;
 [[ITEM_ARMOR]]         Item is armor&lt;br /&gt;
 [[ITEM_POTION]]        Item is a potion&lt;br /&gt;
 [[ITEM_WORN]]          Does nothing&lt;br /&gt;
 [[ITEM_OTHER]]         Misc object&lt;br /&gt;
 [[ITEM_TRASH]]         Trash - shopkeeps won&#039;t buy&lt;br /&gt;
 [[ITEM_TRAP]]          Item is trap&lt;br /&gt;
 [[ITEM_CONTAINER]]     Item is a container&lt;br /&gt;
 [[ITEM_NOTE]]          Item is note&lt;br /&gt;
 [[ITEM_DRINKCON]]      Item is a drink container&lt;br /&gt;
 [[ITEM_KEY]]           Item is a key&lt;br /&gt;
 [[ITEM_FOOD]]          Item is food&lt;br /&gt;
 [[ITEM_MONEY]]         Item is money (gold)&lt;br /&gt;
 [[ITEM_PEN]]           Item is a pen&lt;br /&gt;
 [[ITEM_BOAT]]          Item is a boat&lt;br /&gt;
 [[ITEM_FOUNTAIN]]      Item is a fountain&lt;br /&gt;
 [[ITEM_PORTAL]]        Item is a portal&lt;br /&gt;
 [[ITEM_HERB]]          Item is an alchemy herb&lt;br /&gt;
 [[ITEM_INSTRUMENT]]    Item is a instrument (does nothing at the moment)&lt;br /&gt;
 [[ITEM_WARPSTONE]]     Item is a warpstone&lt;br /&gt;
 [[ITEM_AIRSHIP]]       Item is an airship&lt;br /&gt;
 [[ITEM_AMMO]]          Item is ammo for ITEM_FIREWAPON&lt;br /&gt;
 [[ITEM_SALE_SIGN]]     Item is a for sale sign (housing, do not use)&lt;br /&gt;
 [[ITEM_RECALL]]        Item is a recall device&lt;br /&gt;
 [[ITEM_ORB]]           Item is a remort orb (do not use)&lt;br /&gt;
 [[ITEM_GRANT_SCROLL]]  Item grants spells when recited&lt;br /&gt;
 [[ITEM_FORAGE]]        Item gives off herbs&lt;br /&gt;
 [[ITEM_MANA_SPIKE]]    Item is a mana spike&lt;br /&gt;
 [[ITEM_TOKEN]]         Item is a metro token (not much reason to use this one unless you&#039;re building a train stop)&lt;br /&gt;
 [[ITEM_REWARD]]        Item is a reward&lt;br /&gt;
 [[ITEM_EVENT_SCROLL]]  Item is an event scroll.  Activates things like double-exp events.&lt;br /&gt;
 [[ITEM_REROLL_SCROLL]] Item is a reroll scroll. Grants a stat reroll&lt;br /&gt;
 [[ITEM_TYPE_BOARD]]    Item is a bulletin board.  It is linked to a forum.&lt;br /&gt;
&lt;br /&gt;
SEE ALSO: [[OEDIT]], [[OSET]], [[ITEM_FLAGS]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[CATEGORY:OLC]]&lt;/div&gt;</summary>
		<author><name>Brazil</name></author>
	</entry>
	<entry>
		<id>https://ohelp.addictmud.org/index.php?title=Main_Page&amp;diff=458</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://ohelp.addictmud.org/index.php?title=Main_Page&amp;diff=458"/>
		<updated>2025-12-19T18:44:35Z</updated>

		<summary type="html">&lt;p&gt;Brazil: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to the Script and OLC documentation wiki!&lt;br /&gt;
&lt;br /&gt;
The search box will help you greatly.  Alternatively you can browse all the pages or categories to find the topic you&#039;re looking for (click &amp;quot;Special pages&amp;quot; on the left and then click &amp;quot;All pages&amp;quot;).  We also have this [[Script Tutor]] for newbies to scripts.&lt;br /&gt;
&lt;br /&gt;
Click [https://ohelp.addictmud.org/index.php/Special:RecentChanges?hidebots=1&amp;amp;limit=50&amp;amp;days=7&amp;amp;enhanced=1&amp;amp;urlversion=2 here] to see recent WIKI changes. &lt;br /&gt;
&lt;br /&gt;
Other links of interest:&lt;br /&gt;
&lt;br /&gt;
* http://www.builderacademy.net/&lt;br /&gt;
* http://www.addictmud.org/art_of_building/  Good guidelines on area creation (I think this was originally written by a former immortal, but I could be wrong)&lt;br /&gt;
&lt;br /&gt;
= OLC Help Topics =&lt;br /&gt;
&lt;br /&gt;
This is the main help screen to get builders started on knowing what they&#039;re doing.&lt;br /&gt;
&lt;br /&gt;
Before building, it is highly recommended that every builder read the [[OLC POLICY]], and the all of the [[OLC TIPS]] pages.&lt;br /&gt;
&lt;br /&gt;
 Read the creation policy!! : [[OLC POLICY]]&lt;br /&gt;
 And some OLC tips.         : [[OLC TIPS]]&lt;br /&gt;
 Notes on the &amp;quot;web&amp;quot; olc     : [[WEB OLC]]&lt;br /&gt;
&lt;br /&gt;
== OLC COMMANDS ==&lt;br /&gt;
 ROOM  : [[REDIT]],    [[RSET]],     [[RSTAT]],    [[LEADTO]],&lt;br /&gt;
         [[RDELETE]]&lt;br /&gt;
 OBJECT: [[OEDIT]],    [[OSET]],     [[OSTAT]],    [[ORELOAD]],&lt;br /&gt;
         [[TRAPSET]],  [[OCHECK]],   [[ASMSET]]&lt;br /&gt;
 MOB   : [[MEDIT]],    [[MSET]],     [[MSTAT]],    [[MRELOAD]]&lt;br /&gt;
 ZONE  : [[ZEDIT]],    [[ZFLAGS]],   [[ZSTAT]],    [[ZALLOW]],&lt;br /&gt;
         [[ZDENY]],    [[ZLIST]],    [[ZCHECK]]&lt;br /&gt;
 SCRIPT: [[SCEDIT]],   [[SCSET]],    [[SCSTAT]],   [[SSTAT]]&lt;br /&gt;
 SHOP  : [[SEDIT]]&lt;br /&gt;
 ALL   : [[COPY]]&lt;br /&gt;
&lt;br /&gt;
== Other OLC related help topics ==&lt;br /&gt;
&lt;br /&gt;
 ZONE  : [[ZONE FLAGS]],     [[ZONE_CLIMATE]]&lt;br /&gt;
 ROOM  : [[ROOM FLAGS]],     [[ROOM_SECTORS]],  [[LISTEN]],       [[SMELL]],&lt;br /&gt;
         [[ROOM_SPECPROCS]], [[ROOM_SPELL_MOD]]&lt;br /&gt;
 DOOR  : [[DOOR FLAGS]]&lt;br /&gt;
 MOB   : [[MOB FLAGS]],      [[AFFECTFLAGS]],   [[RESISTANCES]],  [[MOBILES]],&lt;br /&gt;
         [[MOB_ACTIONS]],    [[MOB_SPECPROCS]], [[RACES]],        [[RECALL_MOBS]]&lt;br /&gt;
         [[WEAKENESSES]]&lt;br /&gt;
 OBJECT: [[WEAR FLAGS]],     [[ITEM TYPES]],    [[ITEM FLAGS]],   [[ITEM APPLYS]]&lt;br /&gt;
         [[WEAPONSPELLS]],   [[OBJECTS]],       [[OBJECT_FLAGS]]&lt;br /&gt;
         [[OBJ_SPECPROCS]]&lt;br /&gt;
 OTHER : [[SCRIPTS]],        [[STRING PARSER]], [[SPECASSIGN]],   [[ELEMENTS]]&lt;br /&gt;
&lt;br /&gt;
If ANYTHING is not covered in this help that relates to OLC, please notify in immortal so that it may be added.&lt;br /&gt;
&lt;br /&gt;
= Script Help Topics =&lt;br /&gt;
&lt;br /&gt;
== Commands ==&lt;br /&gt;
&lt;br /&gt;
 [[SCEDIT]], [[SCSET]], [[SCSTAT]]&lt;br /&gt;
&lt;br /&gt;
== Other Script Topics ==&lt;br /&gt;
 ROOM  :     [[ROOMFLAGS]],       [[ROOMCMDS]]&lt;br /&gt;
 MOB   :     [[MOBFLAGS]],        [[MOBCMDS]]&lt;br /&gt;
 OBJECT:     [[OBJFLAGS]],        [[OBJCMDS]]&lt;br /&gt;
 SPELLS:     [[SPELLFLAGS]],      [[SPELLCMDS]]&lt;br /&gt;
 MISC  :     [[SCRIPT TYPES]],    [[SCRIPT COMMANDS]], &lt;br /&gt;
             [[VARIABLES]],       [[EXPRESSIONS]],&lt;br /&gt;
             [[SCRIPT FLAGS]],    [[SETTING]]&lt;br /&gt;
&lt;br /&gt;
If ANYTHING is not covered in this help that relates to SCRIPTS, please notify and immortal so that it may be added.&lt;br /&gt;
&lt;br /&gt;
Do not make a script of type SPELL.  It is documented for constancy only.&lt;/div&gt;</summary>
		<author><name>Brazil</name></author>
	</entry>
	<entry>
		<id>https://ohelp.addictmud.org/index.php?title=Main_Page&amp;diff=457</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://ohelp.addictmud.org/index.php?title=Main_Page&amp;diff=457"/>
		<updated>2025-12-19T18:43:36Z</updated>

		<summary type="html">&lt;p&gt;Brazil: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to the Script and OLC documentation wiki!&lt;br /&gt;
&lt;br /&gt;
The search box will help you greatly.  Alternatively you can browse all the pages or categories to find the topic you&#039;re looking for (click &amp;quot;Special pages&amp;quot; on the left and then click &amp;quot;All pages&amp;quot;).  We also have this [[Script Tutor]] for newbies to scripts.&lt;br /&gt;
&lt;br /&gt;
(Recent changes)[https://ohelp.addictmud.org/index.php/Special:RecentChanges?hidebots=1&amp;amp;limit=50&amp;amp;days=7&amp;amp;enhanced=1&amp;amp;urlversion=2]&lt;br /&gt;
&lt;br /&gt;
Other links of interest:&lt;br /&gt;
&lt;br /&gt;
* http://www.builderacademy.net/&lt;br /&gt;
* http://www.addictmud.org/art_of_building/  Good guidelines on area creation (I think this was originally written by a former immortal, but I could be wrong)&lt;br /&gt;
&lt;br /&gt;
= OLC Help Topics =&lt;br /&gt;
&lt;br /&gt;
This is the main help screen to get builders started on knowing what they&#039;re doing.&lt;br /&gt;
&lt;br /&gt;
Before building, it is highly recommended that every builder read the [[OLC POLICY]], and the all of the [[OLC TIPS]] pages.&lt;br /&gt;
&lt;br /&gt;
 Read the creation policy!! : [[OLC POLICY]]&lt;br /&gt;
 And some OLC tips.         : [[OLC TIPS]]&lt;br /&gt;
 Notes on the &amp;quot;web&amp;quot; olc     : [[WEB OLC]]&lt;br /&gt;
&lt;br /&gt;
== OLC COMMANDS ==&lt;br /&gt;
 ROOM  : [[REDIT]],    [[RSET]],     [[RSTAT]],    [[LEADTO]],&lt;br /&gt;
         [[RDELETE]]&lt;br /&gt;
 OBJECT: [[OEDIT]],    [[OSET]],     [[OSTAT]],    [[ORELOAD]],&lt;br /&gt;
         [[TRAPSET]],  [[OCHECK]],   [[ASMSET]]&lt;br /&gt;
 MOB   : [[MEDIT]],    [[MSET]],     [[MSTAT]],    [[MRELOAD]]&lt;br /&gt;
 ZONE  : [[ZEDIT]],    [[ZFLAGS]],   [[ZSTAT]],    [[ZALLOW]],&lt;br /&gt;
         [[ZDENY]],    [[ZLIST]],    [[ZCHECK]]&lt;br /&gt;
 SCRIPT: [[SCEDIT]],   [[SCSET]],    [[SCSTAT]],   [[SSTAT]]&lt;br /&gt;
 SHOP  : [[SEDIT]]&lt;br /&gt;
 ALL   : [[COPY]]&lt;br /&gt;
&lt;br /&gt;
== Other OLC related help topics ==&lt;br /&gt;
&lt;br /&gt;
 ZONE  : [[ZONE FLAGS]],     [[ZONE_CLIMATE]]&lt;br /&gt;
 ROOM  : [[ROOM FLAGS]],     [[ROOM_SECTORS]],  [[LISTEN]],       [[SMELL]],&lt;br /&gt;
         [[ROOM_SPECPROCS]], [[ROOM_SPELL_MOD]]&lt;br /&gt;
 DOOR  : [[DOOR FLAGS]]&lt;br /&gt;
 MOB   : [[MOB FLAGS]],      [[AFFECTFLAGS]],   [[RESISTANCES]],  [[MOBILES]],&lt;br /&gt;
         [[MOB_ACTIONS]],    [[MOB_SPECPROCS]], [[RACES]],        [[RECALL_MOBS]]&lt;br /&gt;
         [[WEAKENESSES]]&lt;br /&gt;
 OBJECT: [[WEAR FLAGS]],     [[ITEM TYPES]],    [[ITEM FLAGS]],   [[ITEM APPLYS]]&lt;br /&gt;
         [[WEAPONSPELLS]],   [[OBJECTS]],       [[OBJECT_FLAGS]]&lt;br /&gt;
         [[OBJ_SPECPROCS]]&lt;br /&gt;
 OTHER : [[SCRIPTS]],        [[STRING PARSER]], [[SPECASSIGN]],   [[ELEMENTS]]&lt;br /&gt;
&lt;br /&gt;
If ANYTHING is not covered in this help that relates to OLC, please notify in immortal so that it may be added.&lt;br /&gt;
&lt;br /&gt;
= Script Help Topics =&lt;br /&gt;
&lt;br /&gt;
== Commands ==&lt;br /&gt;
&lt;br /&gt;
 [[SCEDIT]], [[SCSET]], [[SCSTAT]]&lt;br /&gt;
&lt;br /&gt;
== Other Script Topics ==&lt;br /&gt;
 ROOM  :     [[ROOMFLAGS]],       [[ROOMCMDS]]&lt;br /&gt;
 MOB   :     [[MOBFLAGS]],        [[MOBCMDS]]&lt;br /&gt;
 OBJECT:     [[OBJFLAGS]],        [[OBJCMDS]]&lt;br /&gt;
 SPELLS:     [[SPELLFLAGS]],      [[SPELLCMDS]]&lt;br /&gt;
 MISC  :     [[SCRIPT TYPES]],    [[SCRIPT COMMANDS]], &lt;br /&gt;
             [[VARIABLES]],       [[EXPRESSIONS]],&lt;br /&gt;
             [[SCRIPT FLAGS]],    [[SETTING]]&lt;br /&gt;
&lt;br /&gt;
If ANYTHING is not covered in this help that relates to SCRIPTS, please notify and immortal so that it may be added.&lt;br /&gt;
&lt;br /&gt;
Do not make a script of type SPELL.  It is documented for constancy only.&lt;/div&gt;</summary>
		<author><name>Brazil</name></author>
	</entry>
	<entry>
		<id>https://ohelp.addictmud.org/index.php?title=ITEM_WAND&amp;diff=456</id>
		<title>ITEM WAND</title>
		<link rel="alternate" type="text/html" href="https://ohelp.addictmud.org/index.php?title=ITEM_WAND&amp;diff=456"/>
		<updated>2025-12-19T18:42:05Z</updated>

		<summary type="html">&lt;p&gt;Brazil: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These are useful yet hardly used item types.  Only casting one spell, but&lt;br /&gt;
able to cast it more then once.  And they are rechargable by Witches, and&lt;br /&gt;
maybe eventually by a mob (store or some such) at a future date.&lt;br /&gt;
&lt;br /&gt;
 v0 = Level at which the spell is cast&lt;br /&gt;
 v1 = Total charge capacity (MUST be 1 or greater)&lt;br /&gt;
 v2 = Charges remaining&lt;br /&gt;
 v3 = Spellnum of spell to be cast&lt;br /&gt;
 wand_type = How the wand is &amp;quot;powered&amp;quot;.  Values are:&lt;br /&gt;
     CHARGES : Wand is powered by charges in the wand (v2)&lt;br /&gt;
     MANA    : Wand is powered by mana stored in the wand (v2), max mana is stored in v1.&lt;br /&gt;
               Works a lot like charges, but it&#039;s based on rechargeable mana.&lt;br /&gt;
     USER    : Wand is powered by taking mana from the user&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
See also: [[OEDIT]], [[OSET]], [[ITEM_TYPES]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[CATEGORY:OLC]]&lt;/div&gt;</summary>
		<author><name>Brazil</name></author>
	</entry>
	<entry>
		<id>https://ohelp.addictmud.org/index.php?title=ITEM_MANA_SPIKE&amp;diff=455</id>
		<title>ITEM MANA SPIKE</title>
		<link rel="alternate" type="text/html" href="https://ohelp.addictmud.org/index.php?title=ITEM_MANA_SPIKE&amp;diff=455"/>
		<updated>2025-12-19T18:37:57Z</updated>

		<summary type="html">&lt;p&gt;Brazil: Created page with &amp;quot;TODO - explain what a mana spike is  MANA SPIKE specific fields:  -&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;TODO - explain what a mana spike is&lt;br /&gt;
&lt;br /&gt;
MANA SPIKE specific fields:&lt;br /&gt;
&lt;br /&gt;
-&lt;/div&gt;</summary>
		<author><name>Brazil</name></author>
	</entry>
	<entry>
		<id>https://ohelp.addictmud.org/index.php?title=ITEM_TYPES&amp;diff=454</id>
		<title>ITEM TYPES</title>
		<link rel="alternate" type="text/html" href="https://ohelp.addictmud.org/index.php?title=ITEM_TYPES&amp;diff=454"/>
		<updated>2025-11-30T23:54:57Z</updated>

		<summary type="html">&lt;p&gt;Brazil: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When an item type is set, certain defaults are set, so for most types all you should need to do is set the type (i.e. fountain will not require any values to be set)&lt;br /&gt;
&lt;br /&gt;
Item types are as follows (and each type has detailed help):&lt;br /&gt;
&lt;br /&gt;
(As always, if it isn&#039;t listed here, DONT set it)&lt;br /&gt;
&lt;br /&gt;
 [[ITEM_LIGHT]]         Item is a light source&lt;br /&gt;
 [[ITEM_SCROLL]]        Item is a scroll&lt;br /&gt;
 [[ITEM_WAND]]          Item is a wand&lt;br /&gt;
 [[ITEM_STAFF]]         Item is a staff&lt;br /&gt;
 [[ITEM_WEAPON]]        Item is a weapon&lt;br /&gt;
 [[ITEM_FIREWEAPON]]    Item is weapon that fires projectiles&lt;br /&gt;
 [[ITEM_MISSILE]]       do not use&lt;br /&gt;
 [[ITEM_TREASURE]]      Item is a treasure (gem)&lt;br /&gt;
 [[ITEM_ARMOR]]         Item is armor&lt;br /&gt;
 [[ITEM_POTION]]        Item is a potion&lt;br /&gt;
 [[ITEM_WORN]]          Does nothing&lt;br /&gt;
 [[ITEM_OTHER]]         Misc object&lt;br /&gt;
 [[ITEM_TRASH]]         Trash - shopkeeps won&#039;t buy&lt;br /&gt;
 [[ITEM_TRAP]]          Item is trap&lt;br /&gt;
 [[ITEM_CONTAINER]]     Item is a container&lt;br /&gt;
 [[ITEM_NOTE]]          Item is note&lt;br /&gt;
 [[ITEM_DRINKCON]]      Item is a drink container&lt;br /&gt;
 [[ITEM_KEY]]           Item is a key&lt;br /&gt;
 [[ITEM_FOOD]]          Item is food&lt;br /&gt;
 [[ITEM_MONEY]]         Item is money (gold)&lt;br /&gt;
 [[ITEM_PEN]]           Item is a pen&lt;br /&gt;
 [[ITEM_BOAT]]          Item is a boat&lt;br /&gt;
 [[ITEM_FOUNTAIN]]      Item is a fountain&lt;br /&gt;
 [[ITEM_PORTAL]]        Item is a portal&lt;br /&gt;
 [[ITEM_HERB]]          Item is an alchemy herb&lt;br /&gt;
 [[ITEM_INSTRUMENT]]    Item is a instrument (does nothing at the moment)&lt;br /&gt;
 [[ITEM_WARPSTONE]]     Item is a warpstone&lt;br /&gt;
 [[ITEM_AIRSHIP]]       Item is an airship&lt;br /&gt;
 [[ITEM_AMMO]]          Item is ammo for ITEM_FIREWAPON&lt;br /&gt;
 [[ITEM_SALE_SIGN]]     Item is a for sale sign (housing, do not use)&lt;br /&gt;
 [[ITEM_RECALL]]        Item is a recall device&lt;br /&gt;
 [[ITEM_ORB]]           Item is a remort orb (do not use)&lt;br /&gt;
 [[ITEM_GRANT_SCROLL]]  Item grants spells when recited&lt;br /&gt;
 [[ITEM_FORAGE]]        Item gives off herbs&lt;br /&gt;
 [[ITEM_MANA_SPIKE]]    Item is a mana spike&lt;br /&gt;
 [[ITEM_TOKEN]]         Item is a metro token (not much reason to use this one unless you&#039;re building a train stop)&lt;br /&gt;
 [[ITEM_REWARD]]        Item is a reward&lt;br /&gt;
 [[ITEM_EVENT_SCROLL]]  Item is an event scroll.  Activates things like double-exp events.&lt;br /&gt;
 [[ITEM_REROLL_SCROLL]] Item is a reroll scroll. Grants a stat reroll&lt;br /&gt;
SEE ALSO: [[OEDIT]], [[OSET]], [[ITEM_FLAGS]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[CATEGORY:OLC]]&lt;/div&gt;</summary>
		<author><name>Brazil</name></author>
	</entry>
	<entry>
		<id>https://ohelp.addictmud.org/index.php?title=ITEM_TYPES&amp;diff=453</id>
		<title>ITEM TYPES</title>
		<link rel="alternate" type="text/html" href="https://ohelp.addictmud.org/index.php?title=ITEM_TYPES&amp;diff=453"/>
		<updated>2025-11-30T23:52:42Z</updated>

		<summary type="html">&lt;p&gt;Brazil: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When an item type is set, certain defaults are set, so for most types all you should need to do is set the type (i.e. fountain will not require any values to be set)&lt;br /&gt;
&lt;br /&gt;
Item types are as follows (and each type has detailed help):&lt;br /&gt;
&lt;br /&gt;
(As always, if it isn&#039;t listed here, DONT set it)&lt;br /&gt;
&lt;br /&gt;
 [[ITEM_LIGHT]]         Item is a light source&lt;br /&gt;
 [[ITEM_SCROLL]]        Item is a scroll&lt;br /&gt;
 [[ITEM_WAND]]          Item is a wand&lt;br /&gt;
 [[ITEM_STAFF]]         Item is a staff&lt;br /&gt;
 [[ITEM_WEAPON]]        Item is a weapon&lt;br /&gt;
 [[ITEM_FIREWEAPON]]    Item is weapon that fires projectiles&lt;br /&gt;
 [[ITEM_MISSILE]]       do not use&lt;br /&gt;
 [[ITEM_TREASURE]]      Item is a treasure (gem)&lt;br /&gt;
 [[ITEM_ARMOR]]         Item is armor&lt;br /&gt;
 [[ITEM_POTION]]        Item is a potion&lt;br /&gt;
 [[ITEM_WORN]]          Does nothing&lt;br /&gt;
 [[ITEM_OTHER]]         Misc object&lt;br /&gt;
 [[ITEM_TRASH]]         Trash - shopkeeps won&#039;t buy&lt;br /&gt;
 [[ITEM_TRAP]]          Item is trap&lt;br /&gt;
 [[ITEM_CONTAINER]]     Item is a container&lt;br /&gt;
 [[ITEM_NOTE]]          Item is note&lt;br /&gt;
 [[ITEM_DRINKCON]]      Item is a drink container&lt;br /&gt;
 [[ITEM_KEY]]           Item is a key&lt;br /&gt;
 [[ITEM_FOOD]]          Item is food&lt;br /&gt;
 [[ITEM_MONEY]]         Item is money (gold)&lt;br /&gt;
 [[ITEM_PEN]]           Item is a pen&lt;br /&gt;
 [[ITEM_BOAT]]          Item is a boat&lt;br /&gt;
 [[ITEM_FOUNTAIN]]      Item is a fountain&lt;br /&gt;
 [[ITEM_PORTAL]]        Item is a portal&lt;br /&gt;
 [[ITEM_HERB]]          Item is an alchemy herb&lt;br /&gt;
 [[ITEM_INSTRUMENT]]    Item is a instrument (does nothing at the moment)&lt;br /&gt;
 [[ITEM_WARPSTONE]]     Item is a warpstone&lt;br /&gt;
 [[ITEM_AIRSHIP]]       Item is an airship&lt;br /&gt;
 [[ITEM_AMMO]]          Item is ammo for ITEM_FIREWAPON&lt;br /&gt;
 [[ITEM_SALE_SIGN]]     Item is a for sale sign (housing, do not use)&lt;br /&gt;
 [[ITEM_RECALL]]        Item is a recall device&lt;br /&gt;
 [[ITEM_ORB]]           Item is a remort orb (do not use)&lt;br /&gt;
 [[ITEM_GRANT_SCROLL]]  Item grants spells when recited&lt;br /&gt;
 [[ITEM_FORAGE]]        Item gives off herbs&lt;br /&gt;
 [ITEM_MANA_SPIKE]]    Item is a mana spike&lt;br /&gt;
 [[ITEM_TOKEN]]         Item is a metro token (not much reason to use this one unless you&#039;re building a train stop)&lt;br /&gt;
 [[ITEM_REWARD]]        Item is a reward&lt;br /&gt;
 [[ITEM_EVENT_SCROLL]]  Item is an event scroll.  Activates things like double-exp events.&lt;br /&gt;
 [[ITEM_REROLL_SCROLL]] Item is a reroll scroll. Grants a stat reroll&lt;br /&gt;
SEE ALSO: [[OEDIT]], [[OSET]], [[ITEM_FLAGS]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[CATEGORY:OLC]]&lt;/div&gt;</summary>
		<author><name>Brazil</name></author>
	</entry>
	<entry>
		<id>https://ohelp.addictmud.org/index.php?title=ITEM_TYPES&amp;diff=452</id>
		<title>ITEM TYPES</title>
		<link rel="alternate" type="text/html" href="https://ohelp.addictmud.org/index.php?title=ITEM_TYPES&amp;diff=452"/>
		<updated>2025-11-30T23:51:56Z</updated>

		<summary type="html">&lt;p&gt;Brazil: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When an item type is set, certain defaults are set, so for most types all you should need to do is set the type (i.e. fountain will not require any values to be set)&lt;br /&gt;
&lt;br /&gt;
Item types are as follows (and each type has detailed help):&lt;br /&gt;
&lt;br /&gt;
(As always, if it isn&#039;t listed here, DONT set it)&lt;br /&gt;
&lt;br /&gt;
 [[ITEM_LIGHT]]         Item is a light source&lt;br /&gt;
 [[ITEM_SCROLL]]        Item is a scroll&lt;br /&gt;
 [[ITEM_WAND]]          Item is a wand&lt;br /&gt;
 [[ITEM_STAFF]]         Item is a staff&lt;br /&gt;
 [[ITEM_WEAPON]]        Item is a weapon&lt;br /&gt;
 [[ITEM_FIREWEAPON]]    Item is weapon that fires projectiles&lt;br /&gt;
 [[ITEM_MISSILE]]       do not use&lt;br /&gt;
 [[ITEM_TREASURE]]      Item is a treasure (gem)&lt;br /&gt;
 [[ITEM_ARMOR]]         Item is armor&lt;br /&gt;
 [[ITEM_POTION]]        Item is a potion&lt;br /&gt;
 [[ITEM_WORN]]          Does nothing&lt;br /&gt;
 [[ITEM_OTHER]]         Misc object&lt;br /&gt;
 [[ITEM_TRASH]]         Trash - shopkeeps won&#039;t buy&lt;br /&gt;
 [[ITEM_TRAP]]          Item is trap&lt;br /&gt;
 [[ITEM_CONTAINER]]     Item is a container&lt;br /&gt;
 [[ITEM_NOTE]]          Item is note&lt;br /&gt;
 [[ITEM_DRINKCON]]      Item is a drink container&lt;br /&gt;
 [[ITEM_KEY]]           Item is a key&lt;br /&gt;
 [[ITEM_FOOD]]          Item is food&lt;br /&gt;
 [[ITEM_MONEY]]         Item is money (gold)&lt;br /&gt;
 [[ITEM_PEN]]           Item is a pen&lt;br /&gt;
 [[ITEM_BOAT]]          Item is a boat&lt;br /&gt;
 [[ITEM_FOUNTAIN]]      Item is a fountain&lt;br /&gt;
 [[ITEM_PORTAL]]        Item is a portal&lt;br /&gt;
 [[ITEM_HERB]]          Item is an alchemy herb&lt;br /&gt;
 [[ITEM_INSTRUMENT]]    Item is a instrument (does nothing at the moment)&lt;br /&gt;
 [[ITEM_WARPSTONE]]     Item is a warpstone&lt;br /&gt;
 [[ITEM_AIRSHIP]]       Item is an airship&lt;br /&gt;
 [[ITEM_AMMO]]          Item is ammo for ITEM_FIREWAPON&lt;br /&gt;
 [[ITEM_SALE_SIGN]]     Item is a for sale sign (housing, do not use)&lt;br /&gt;
 [[ITEM_RECALL]]        Item is a recall device&lt;br /&gt;
 [[ITEM_ORB]]           Item is a remort orb (do not use)&lt;br /&gt;
 [[ITEM_GRANT_SCROLL]]  Item grants spells when recited&lt;br /&gt;
 [[ITEM_FORAGE]]        Item gives off herbs&lt;br /&gt;
 [[ITEM_MANA_SPIKE|&amp;lt;nowiki&amp;gt;[[ITEM_MANA_SPIKE]]&amp;lt;/nowiki&amp;gt;]]    Item is a mana spike&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;[[ITEM_TOKEN]]&amp;lt;/nowiki&amp;gt;         Item is a metro token (not much reason to use this one unless you&#039;re building a train stop)&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;[[ITEM_REWARD]]&amp;lt;/nowiki&amp;gt;        Item is a reward&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;[[ITEM_EVENT_SCROLL]]&amp;lt;/nowiki&amp;gt;  Item is an event scroll.  Activates things like double-exp events.&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;[[ITEM_REROLL_SCROLL]]&amp;lt;/nowiki&amp;gt; Item is a reroll scroll. Grants a stat reroll&lt;br /&gt;
SEE ALSO: [[OEDIT]], [[OSET]], [[ITEM_FLAGS]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[CATEGORY:OLC]]&lt;/div&gt;</summary>
		<author><name>Brazil</name></author>
	</entry>
	<entry>
		<id>https://ohelp.addictmud.org/index.php?title=ITEM_TYPES&amp;diff=451</id>
		<title>ITEM TYPES</title>
		<link rel="alternate" type="text/html" href="https://ohelp.addictmud.org/index.php?title=ITEM_TYPES&amp;diff=451"/>
		<updated>2025-11-30T23:50:48Z</updated>

		<summary type="html">&lt;p&gt;Brazil: update list of types&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When an item type is set, certain defaults are set, so for most types all you should need to do is set the type (i.e. fountain will not require any values to be set)&lt;br /&gt;
&lt;br /&gt;
Item types are as follows (and each type has detailed help):&lt;br /&gt;
&lt;br /&gt;
(As always, if it isn&#039;t listed here, DONT set it)&lt;br /&gt;
&lt;br /&gt;
 [[ITEM_LIGHT]]         Item is a light source&lt;br /&gt;
 [[ITEM_SCROLL]]        Item is a scroll&lt;br /&gt;
 [[ITEM_WAND]]          Item is a wand&lt;br /&gt;
 [[ITEM_STAFF]]         Item is a staff&lt;br /&gt;
 [[ITEM_WEAPON]]        Item is a weapon&lt;br /&gt;
 [[ITEM_FIREWEAPON]]    Item is weapon that fires projectiles&lt;br /&gt;
 [[ITEM_MISSILE]]       do not use&lt;br /&gt;
 [[ITEM_TREASURE]]      Item is a treasure (gem)&lt;br /&gt;
 [[ITEM_ARMOR]]         Item is armor&lt;br /&gt;
 [[ITEM_POTION]]        Item is a potion&lt;br /&gt;
 [[ITEM_WORN]]          Does nothing&lt;br /&gt;
 [[ITEM_OTHER]]         Misc object&lt;br /&gt;
 [[ITEM_TRASH]]         Trash - shopkeeps won&#039;t buy&lt;br /&gt;
 [[ITEM_TRAP]]          Item is trap&lt;br /&gt;
 [[ITEM_CONTAINER]]     Item is a container&lt;br /&gt;
 [[ITEM_NOTE]]          Item is note&lt;br /&gt;
 [[ITEM_DRINKCON]]      Item is a drink container&lt;br /&gt;
 [[ITEM_KEY]]           Item is a key&lt;br /&gt;
 [[ITEM_FOOD]]          Item is food&lt;br /&gt;
 [[ITEM_MONEY]]         Item is money (gold)&lt;br /&gt;
 [[ITEM_PEN]]           Item is a pen&lt;br /&gt;
 [[ITEM_BOAT]]          Item is a boat&lt;br /&gt;
 [[ITEM_FOUNTAIN]]      Item is a fountain&lt;br /&gt;
 [[ITEM_PORTAL]]        Item is a portal&lt;br /&gt;
 [[ITEM_HERB]]          Item is an alchemy herb&lt;br /&gt;
 [[ITEM_INSTRUMENT]]    Item is a instrument (does nothing at the moment)&lt;br /&gt;
 [[ITEM_WARPSTONE]]     Item is a warpstone&lt;br /&gt;
 [[ITEM_AIRSHIP]]       Item is an airship&lt;br /&gt;
 [[ITEM_AMMO]]          Item is ammo for ITEM_FIREWAPON&lt;br /&gt;
 [[ITEM_SALE_SIGN]]     Item is a for sale sign (housing, do not use)&lt;br /&gt;
 [[ITEM_RECALL]]        Item is a recall device&lt;br /&gt;
 [[ITEM_ORB]]           Item is a remort orb (do not use)&lt;br /&gt;
 [[ITEM_GRANT_SCROLL]]  Item grants spells when recited&lt;br /&gt;
 [[ITEM_FORAGE]]        Item gives off herbs&lt;br /&gt;
 [[ITEM_MANA_SPIKE]]    Item is a mana spike&lt;br /&gt;
 ITEM_TOKEN         Item is a metro token (not much reason to use this one unless you&#039;re building a train stop)&lt;br /&gt;
 ITEM_REWARD        Item is a reward&lt;br /&gt;
 ITEM_EVENT_SCROLL  Item is an event scroll.  Activates things like double-exp events.&lt;br /&gt;
 ITEM_REROLL_SCROLL Item is a reroll scroll. Grants a stat reroll&lt;br /&gt;
SEE ALSO: [[OEDIT]], [[OSET]], [[ITEM_FLAGS]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[CATEGORY:OLC]]&lt;/div&gt;</summary>
		<author><name>Brazil</name></author>
	</entry>
	<entry>
		<id>https://ohelp.addictmud.org/index.php?title=STRING_PARSER&amp;diff=450</id>
		<title>STRING PARSER</title>
		<link rel="alternate" type="text/html" href="https://ohelp.addictmud.org/index.php?title=STRING_PARSER&amp;diff=450"/>
		<updated>2025-11-29T18:02:33Z</updated>

		<summary type="html">&lt;p&gt;Brazil: DEPRECATED WARNING&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;DEPRECATED&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The string parser is being replaced with a parser that is driven by https://github.com/pantor/inja, and will be documented in the wiki.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In any the description or name of any room that has the parser flag, you&lt;br /&gt;
can setup multiple choices of what text will be output to screen.  Simply&lt;br /&gt;
put your choices in the format:&lt;br /&gt;
&lt;br /&gt;
 [text choice 1\text choice 2\text choice 3]&lt;br /&gt;
&lt;br /&gt;
The text choice can be any length - from 1 letter to many words.&lt;br /&gt;
&lt;br /&gt;
 e.g.  [A\Several\One hundred]&lt;br /&gt;
could output the text - &#039;A&#039;, &#039;Several&#039;, or &#039;One hundred&#039; - in this&lt;br /&gt;
instance, each choice of the three has an equal chance of being output -&lt;br /&gt;
you can also set up conditional expressions before each choice to determine&lt;br /&gt;
which choice gets picked (see Conditional Expressions below).&lt;br /&gt;
&lt;br /&gt;
You can have as many of these choice-sets as you like&lt;br /&gt;
&lt;br /&gt;
 e.g. [Many\Few\An] [eggs\egg] are [laying\buried] here.&lt;br /&gt;
 Could become several possibilities:&lt;br /&gt;
 Many eggs are laying here.&lt;br /&gt;
 Few eggs are laying here.&lt;br /&gt;
 An eggs are laying here.&lt;br /&gt;
 Many egg are buried here.&lt;br /&gt;
 etc.&lt;br /&gt;
&lt;br /&gt;
Note that you will generally want a space between each of the choice sets,&lt;br /&gt;
&lt;br /&gt;
 e.g.&lt;br /&gt;
 [Many\Few\An][eggs\egg]&lt;br /&gt;
&lt;br /&gt;
 Would come out as:&lt;br /&gt;
 Manyeggs&lt;br /&gt;
 Fewegg&lt;br /&gt;
 etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Additionally, you probably don&#039;t want to use spaces between the choice&lt;br /&gt;
seperators &#039;\&#039;, or &#039;[&#039;, &#039;]&#039; and the choice-text in the choice sets.&lt;br /&gt;
&lt;br /&gt;
 eg.&lt;br /&gt;
 [ Many \ Few \ An ]&lt;br /&gt;
&lt;br /&gt;
All the words will have extra spaces before and after them.&lt;br /&gt;
&lt;br /&gt;
= Conditional Expressions =&lt;br /&gt;
&lt;br /&gt;
As mentioned, all the choices in the examples above have an equal chance&lt;br /&gt;
of being displayed - they are all possible choices and then one of the&lt;br /&gt;
possible choices is picked randomly.&lt;br /&gt;
&lt;br /&gt;
You can narrow down the number of possible choices by inserting an&lt;br /&gt;
expression before the text. There are three types, identified by the symbol&lt;br /&gt;
they start with:  Note that they all end with a &#039;:&#039;&lt;br /&gt;
&lt;br /&gt;
? - Conditional Expression - is followed by a C-like expression which&lt;br /&gt;
is evaluated as true (non 0 ) or false ( 0 )&lt;br /&gt;
The following operators can be used in the expression, and act&lt;br /&gt;
exactly like their C counterparts:&lt;br /&gt;
 ==, !=, !, &amp;lt;, &amp;gt;, &amp;lt;=, &amp;gt;=, &amp;amp;&amp;amp;, ||, -, *, +, /, (, )&lt;br /&gt;
&lt;br /&gt;
Constant numbers from -32767 to 32767 can also be used (no decimals)&lt;br /&gt;
as well as certain pre-set variables.  Note - you will have to&lt;br /&gt;
check with Isaiah as to what variables will be available - many will&lt;br /&gt;
probably refer to a character&#039;s attributes, such as str, wis, dex, int.&lt;br /&gt;
&lt;br /&gt;
     e.g.&lt;br /&gt;
     [? int&amp;lt;10:You see big rocks.\? int &amp;gt;=10:You notice several varieties&lt;br /&gt;
     of igneous rock here.]&lt;br /&gt;
&lt;br /&gt;
In this case, if the char&#039;s intelligence were less than 10, s/he&#039;d get&lt;br /&gt;
the first message, otherwise, the second message will be displayed.&lt;br /&gt;
Note that if the ? int &amp;gt;=10: were admitted, and if the char&#039;s int was&lt;br /&gt;
less than 10, the first message wouldn&#039;t be guaranteed to be displayed,&lt;br /&gt;
the second message would still be a possibility.  If a text-choice has&lt;br /&gt;
no expression before it, it will always be a possibility.&lt;br /&gt;
&lt;br /&gt;
Note also that the expression ends with a :, and that the spacing &lt;br /&gt;
between the ? and the : doesn&#039;t matter.  You shouldn&#039;t leave a space &lt;br /&gt;
between the : and the first letter of the text-choice, however, as it &lt;br /&gt;
will result in an extra space.  You can make the expression as involved&lt;br /&gt;
as you can in C.&lt;br /&gt;
&lt;br /&gt;
     e.g.  [? int&amp;gt;(wis/2)+3 || (dex &amp;gt; 5 &amp;amp;&amp;amp; time != 12 ): Text_choice....]&lt;br /&gt;
&lt;br /&gt;
is perfectly valid - the operator precedence is exactly the same as in C.&lt;br /&gt;
&lt;br /&gt;
You can also do the following:&lt;br /&gt;
     [ ? int : Text_choice.....]&lt;br /&gt;
&lt;br /&gt;
This will be a possibility, as long as int is non-zero&lt;br /&gt;
&lt;br /&gt;
= Syntax errors, overflows, etc. =&lt;br /&gt;
&lt;br /&gt;
If you try to go beyond the 32767 or -32767, the value is simply &lt;br /&gt;
stopped at the max - therefore 32767 *20 would equal 32767&lt;br /&gt;
Dividing by zero will result in zero (rather than infinity :) )&lt;br /&gt;
If you have a syntax-error,&lt;br /&gt;
     eg. [? 3 ++ 3: Text_choice....]&lt;br /&gt;
then that choice will simply default to false and be a possibility.&lt;br /&gt;
&lt;br /&gt;
 &amp;gt;   # m,n - Evaluates to true if the mth choice set chose to display the &lt;br /&gt;
    nth choice.&lt;br /&gt;
&lt;br /&gt;
 e.g. [Many\An] [#1,2:egg\#1,1:eggs] [#1,2:is\#1,1:are] [laying\buried] here.&lt;br /&gt;
&lt;br /&gt;
This way, if Many is randomly picked, eggs, and are will automatically be &lt;br /&gt;
picked.  Likewise, egg, and is will be picked if An is.&lt;br /&gt;
&lt;br /&gt;
Note:  You can only use this in a backward manner, you cannot pick from an earlier choice-set based upon what will be picked in a later one.&lt;br /&gt;
&lt;br /&gt;
 e.g. [#2,2:Many\#2,1:An] [egg\eggs]&lt;br /&gt;
 This will result in an error.&lt;br /&gt;
&lt;br /&gt;
 ! - Makes the choice-text a possibility only if no other choices in the&lt;br /&gt;
     choice set are possibilities.&lt;br /&gt;
&lt;br /&gt;
As mentioned earlier,&lt;br /&gt;
 [?int &amp;lt; 10 :Text_choice1\Text_choice2]&lt;br /&gt;
doesn&#039;t guarantee to print out Text_Choice1 if int &amp;lt; 10; it guarantees NOT&lt;br /&gt;
to print Text_Choice1 if int &amp;gt;= 10, but if int &amp;lt; 10, there is a 50% that&lt;br /&gt;
Text_choice2 will print, however, if we use the !&lt;br /&gt;
&lt;br /&gt;
 [?int &amp;lt;10:Text_choice1\!:Text_choice2]&lt;br /&gt;
Then if int &amp;lt; 10, only Text_choice1 will print.&lt;br /&gt;
&lt;br /&gt;
You can also combine these three different evaluators all you want:&lt;br /&gt;
&lt;br /&gt;
 e.g. [? dex &amp;lt; 12:Text_choice1\!:Text_choice2] [#1,2:Text_choice1\Text3]&lt;br /&gt;
&lt;br /&gt;
The following items are parse-able right now, with more to come.&lt;br /&gt;
If you would like a variable added, just ask Brazil.&lt;br /&gt;
&lt;br /&gt;
 str&lt;br /&gt;
 int&lt;br /&gt;
 dex&lt;br /&gt;
 wis&lt;br /&gt;
 con&lt;br /&gt;
 cha&lt;br /&gt;
 time (mud time)&lt;br /&gt;
 day&lt;br /&gt;
 night&lt;br /&gt;
 align&lt;br /&gt;
 sorcerer&lt;br /&gt;
 cleric&lt;br /&gt;
 thief&lt;br /&gt;
 warrior&lt;br /&gt;
 necromancer&lt;br /&gt;
 wizard&lt;br /&gt;
 paladin&lt;br /&gt;
 antipaladin&lt;br /&gt;
 druid&lt;br /&gt;
 dwarf&lt;br /&gt;
 elf&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[CATEGORY:OLC]]&lt;/div&gt;</summary>
		<author><name>Brazil</name></author>
	</entry>
	<entry>
		<id>https://ohelp.addictmud.org/index.php?title=SCRIPT_COMMANDS&amp;diff=447</id>
		<title>SCRIPT COMMANDS</title>
		<link rel="alternate" type="text/html" href="https://ohelp.addictmud.org/index.php?title=SCRIPT_COMMANDS&amp;diff=447"/>
		<updated>2011-09-23T13:24:49Z</updated>

		<summary type="html">&lt;p&gt;Brazil: /* Wait */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Built-in script commands are commands that are not called the way normal player commds are called.  The commands below are valid in all types of scripts:&lt;br /&gt;
&lt;br /&gt;
==Comment==&lt;br /&gt;
An &#039;*&#039; at the beginning of a line is a comment.  The rest of the line is ignored.&lt;br /&gt;
&lt;br /&gt;
 * &amp;lt;text&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Global==&lt;br /&gt;
&lt;br /&gt;
Global changes a local variable into a global variable.&lt;br /&gt;
&lt;br /&gt;
 global &amp;lt;variable&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Eval==&lt;br /&gt;
&lt;br /&gt;
Eval evaluates the value and sets variable to result.  See section 7 for details on how expression evaluation works.&lt;br /&gt;
&lt;br /&gt;
 eval &amp;lt;variable&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Example&lt;br /&gt;
 eval foobar 15 - 5&lt;br /&gt;
&lt;br /&gt;
sets the variable foobar to the value 10&lt;br /&gt;
&lt;br /&gt;
==If/elseif/else/end==&lt;br /&gt;
&lt;br /&gt;
An &#039;if&#039; must occur before the other three.  If the expression evaluates to true (see section 7 for expression evaluation), the statements between the if statement and the next elseif, else, or end are executed.  If it stopped at a elseif or else, it scans for the next end, and continues execution at that point.  If the expression evaluated to false, it searches for the next elseif, else, or end.  If it finds an elseif, it checks that expression.  If it is true, it executes the statements between the elseif and the next elseif, else, or end, and then finds the end of the block.  If it is false, it continues searching in the same pattern, until a true elseif is found, an else is found, or an end is found.&lt;br /&gt;
&lt;br /&gt;
 if (&amp;lt;expression&amp;gt;)&lt;br /&gt;
    ...&lt;br /&gt;
 elseif (&amp;lt;expression&amp;gt;)&lt;br /&gt;
    ...&lt;br /&gt;
 else&lt;br /&gt;
    ...&lt;br /&gt;
 end&lt;br /&gt;
&lt;br /&gt;
==Halt==&lt;br /&gt;
&lt;br /&gt;
Halt ends the script execution.&lt;br /&gt;
&lt;br /&gt;
 halt&lt;br /&gt;
&lt;br /&gt;
==Return==&lt;br /&gt;
&lt;br /&gt;
Return sets the return value of the script.  Normally, a script will return 1, unless another return value is specified with the return command.  Unlike most computer languages, the return command does not end the script&#039;s execution.  The value is returned after all the commands have been executed, or a wait or halt command is called.&lt;br /&gt;
&lt;br /&gt;
 return &amp;lt;value&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Set==&lt;br /&gt;
&lt;br /&gt;
Set sets the variable to value, without evaluating it.&lt;br /&gt;
&lt;br /&gt;
 set &amp;lt;variable&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Example&lt;br /&gt;
 set foobar 15 - 5&lt;br /&gt;
&lt;br /&gt;
sets the varable foobar to the string &amp;quot;15 - 5&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Unset==&lt;br /&gt;
&lt;br /&gt;
Unset elimiates the specified variable if it exists.&lt;br /&gt;
&lt;br /&gt;
 unset &amp;lt;variable&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Wait==&lt;br /&gt;
&lt;br /&gt;
A &#039;wait&#039; command causes the script to pause for a certain length of time.  A numerical argument causes the script to pause the given number of seconds.&lt;br /&gt;
&lt;br /&gt;
 wait &amp;lt;number of seconds&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can also try&lt;br /&gt;
&lt;br /&gt;
 wait &amp;lt;number of ticks&amp;gt;t&lt;br /&gt;
&lt;br /&gt;
This causes the script to pause for 75 seconds per number of ticks.  (This does not cause it to trigger exactly when a tick happens.  This is a throwback to before ticks were exactly counted with the event system and is now little more than abbreviation for x*75).&lt;br /&gt;
&lt;br /&gt;
==log==&lt;br /&gt;
&lt;br /&gt;
Sends the string to syslog.  The log saves to file, is logged under &lt;br /&gt;
&amp;quot;syslog normal&amp;quot; at level AVATAR.&lt;br /&gt;
&lt;br /&gt;
 log &amp;lt;somestring&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can log values.  I.e.&lt;br /&gt;
&lt;br /&gt;
 log The characters name is %actor.name%.&lt;br /&gt;
&lt;br /&gt;
That will syslog &amp;quot;The characters name is John.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==switch==&lt;br /&gt;
&lt;br /&gt;
A switch/case block is a fairly well known method of programming.&lt;br /&gt;
&lt;br /&gt;
TODO: more detailed explaination to be added.&lt;br /&gt;
&lt;br /&gt;
 switch &amp;lt;statement&amp;gt;&lt;br /&gt;
   case &amp;lt;instance&amp;gt;&lt;br /&gt;
     ...&lt;br /&gt;
     break&lt;br /&gt;
   case &amp;lt;instance&amp;gt;&lt;br /&gt;
   case &amp;lt;instance&amp;gt;&lt;br /&gt;
     ...&lt;br /&gt;
     break&lt;br /&gt;
   default&lt;br /&gt;
     ...&lt;br /&gt;
 done&lt;br /&gt;
&lt;br /&gt;
==while==&lt;br /&gt;
&lt;br /&gt;
A while loop cannot exist in another while loop (nested loops).  It will just cause&lt;br /&gt;
problems, and generally break the script.&lt;br /&gt;
&lt;br /&gt;
 while (%x% &amp;lt; 5)&lt;br /&gt;
   eval x (%x% + 1)&lt;br /&gt;
   if (%x% == 2)&lt;br /&gt;
     if (yet something else again)&lt;br /&gt;
       break&lt;br /&gt;
     end&lt;br /&gt;
   end&lt;br /&gt;
 done&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
SEE ALSO:  [[MOBCMDS]], [[OBJCMDS]], [[ROOMCMDS]], [[VARIABLES]]&lt;br /&gt;
&lt;br /&gt;
[[CATEGORY:Scripts]]&lt;/div&gt;</summary>
		<author><name>Brazil</name></author>
	</entry>
	<entry>
		<id>https://ohelp.addictmud.org/index.php?title=SCRIPT_COMMANDS&amp;diff=446</id>
		<title>SCRIPT COMMANDS</title>
		<link rel="alternate" type="text/html" href="https://ohelp.addictmud.org/index.php?title=SCRIPT_COMMANDS&amp;diff=446"/>
		<updated>2011-09-23T13:23:45Z</updated>

		<summary type="html">&lt;p&gt;Brazil: /* while */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Built-in script commands are commands that are not called the way normal player commds are called.  The commands below are valid in all types of scripts:&lt;br /&gt;
&lt;br /&gt;
==Comment==&lt;br /&gt;
An &#039;*&#039; at the beginning of a line is a comment.  The rest of the line is ignored.&lt;br /&gt;
&lt;br /&gt;
 * &amp;lt;text&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Global==&lt;br /&gt;
&lt;br /&gt;
Global changes a local variable into a global variable.&lt;br /&gt;
&lt;br /&gt;
 global &amp;lt;variable&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Eval==&lt;br /&gt;
&lt;br /&gt;
Eval evaluates the value and sets variable to result.  See section 7 for details on how expression evaluation works.&lt;br /&gt;
&lt;br /&gt;
 eval &amp;lt;variable&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Example&lt;br /&gt;
 eval foobar 15 - 5&lt;br /&gt;
&lt;br /&gt;
sets the variable foobar to the value 10&lt;br /&gt;
&lt;br /&gt;
==If/elseif/else/end==&lt;br /&gt;
&lt;br /&gt;
An &#039;if&#039; must occur before the other three.  If the expression evaluates to true (see section 7 for expression evaluation), the statements between the if statement and the next elseif, else, or end are executed.  If it stopped at a elseif or else, it scans for the next end, and continues execution at that point.  If the expression evaluated to false, it searches for the next elseif, else, or end.  If it finds an elseif, it checks that expression.  If it is true, it executes the statements between the elseif and the next elseif, else, or end, and then finds the end of the block.  If it is false, it continues searching in the same pattern, until a true elseif is found, an else is found, or an end is found.&lt;br /&gt;
&lt;br /&gt;
 if (&amp;lt;expression&amp;gt;)&lt;br /&gt;
    ...&lt;br /&gt;
 elseif (&amp;lt;expression&amp;gt;)&lt;br /&gt;
    ...&lt;br /&gt;
 else&lt;br /&gt;
    ...&lt;br /&gt;
 end&lt;br /&gt;
&lt;br /&gt;
==Halt==&lt;br /&gt;
&lt;br /&gt;
Halt ends the script execution.&lt;br /&gt;
&lt;br /&gt;
 halt&lt;br /&gt;
&lt;br /&gt;
==Return==&lt;br /&gt;
&lt;br /&gt;
Return sets the return value of the script.  Normally, a script will return 1, unless another return value is specified with the return command.  Unlike most computer languages, the return command does not end the script&#039;s execution.  The value is returned after all the commands have been executed, or a wait or halt command is called.&lt;br /&gt;
&lt;br /&gt;
 return &amp;lt;value&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Set==&lt;br /&gt;
&lt;br /&gt;
Set sets the variable to value, without evaluating it.&lt;br /&gt;
&lt;br /&gt;
 set &amp;lt;variable&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Example&lt;br /&gt;
 set foobar 15 - 5&lt;br /&gt;
&lt;br /&gt;
sets the varable foobar to the string &amp;quot;15 - 5&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Unset==&lt;br /&gt;
&lt;br /&gt;
Unset elimiates the specified variable if it exists.&lt;br /&gt;
&lt;br /&gt;
 unset &amp;lt;variable&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Wait==&lt;br /&gt;
&lt;br /&gt;
A &#039;wait&#039; command causes the script to pause for a certain length of time.  A numerical argument causes the script to pause the given number of seconds.&lt;br /&gt;
&lt;br /&gt;
 wait &amp;lt;number of seconds&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can also try&lt;br /&gt;
&lt;br /&gt;
 wait &amp;lt;number of ticks&amp;gt;t&lt;br /&gt;
&lt;br /&gt;
This causes the script to pause for 75 seconds per number of ticks.  (This does not cause it to trigger exactly when a tick happens.  This is a throwback to before ticks were exactly counted with the event system).&lt;br /&gt;
&lt;br /&gt;
==log==&lt;br /&gt;
&lt;br /&gt;
Sends the string to syslog.  The log saves to file, is logged under &lt;br /&gt;
&amp;quot;syslog normal&amp;quot; at level AVATAR.&lt;br /&gt;
&lt;br /&gt;
 log &amp;lt;somestring&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can log values.  I.e.&lt;br /&gt;
&lt;br /&gt;
 log The characters name is %actor.name%.&lt;br /&gt;
&lt;br /&gt;
That will syslog &amp;quot;The characters name is John.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==switch==&lt;br /&gt;
&lt;br /&gt;
A switch/case block is a fairly well known method of programming.&lt;br /&gt;
&lt;br /&gt;
TODO: more detailed explaination to be added.&lt;br /&gt;
&lt;br /&gt;
 switch &amp;lt;statement&amp;gt;&lt;br /&gt;
   case &amp;lt;instance&amp;gt;&lt;br /&gt;
     ...&lt;br /&gt;
     break&lt;br /&gt;
   case &amp;lt;instance&amp;gt;&lt;br /&gt;
   case &amp;lt;instance&amp;gt;&lt;br /&gt;
     ...&lt;br /&gt;
     break&lt;br /&gt;
   default&lt;br /&gt;
     ...&lt;br /&gt;
 done&lt;br /&gt;
&lt;br /&gt;
==while==&lt;br /&gt;
&lt;br /&gt;
A while loop cannot exist in another while loop (nested loops).  It will just cause&lt;br /&gt;
problems, and generally break the script.&lt;br /&gt;
&lt;br /&gt;
 while (%x% &amp;lt; 5)&lt;br /&gt;
   eval x (%x% + 1)&lt;br /&gt;
   if (%x% == 2)&lt;br /&gt;
     if (yet something else again)&lt;br /&gt;
       break&lt;br /&gt;
     end&lt;br /&gt;
   end&lt;br /&gt;
 done&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
SEE ALSO:  [[MOBCMDS]], [[OBJCMDS]], [[ROOMCMDS]], [[VARIABLES]]&lt;br /&gt;
&lt;br /&gt;
[[CATEGORY:Scripts]]&lt;/div&gt;</summary>
		<author><name>Brazil</name></author>
	</entry>
	<entry>
		<id>https://ohelp.addictmud.org/index.php?title=Script_Tutor&amp;diff=445</id>
		<title>Script Tutor</title>
		<link rel="alternate" type="text/html" href="https://ohelp.addictmud.org/index.php?title=Script_Tutor&amp;diff=445"/>
		<updated>2011-09-22T14:21:38Z</updated>

		<summary type="html">&lt;p&gt;Brazil: /* arg */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Part 0 =&lt;br /&gt;
&lt;br /&gt;
== PREFACE ==&lt;br /&gt;
&lt;br /&gt;
Ok the intent of these documents is not to teach you every little detail about scripts. It is ment to give you an idea of how scripts work and hopefully, teach you how to make some simple scripts. Not all the commands are covered in these documents. For more detail on any subject please consult other topics in this Wiki.&lt;br /&gt;
&lt;br /&gt;
This document is not complete by any means.  consider it a growing &amp;quot;work in progress&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
= Part 1 =&lt;br /&gt;
&lt;br /&gt;
== The Anatomy of A Script ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Most of this stuff is self explanatory but, we will go over it anyways.&lt;br /&gt;
&lt;br /&gt;
Anatomy of a script&lt;br /&gt;
----&lt;br /&gt;
 Name:                 ,Vnum:[   ], Type:&lt;br /&gt;
 Trigger flags:        ,NArg:     , Arg List:&lt;br /&gt;
 Commands&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Name: ===&lt;br /&gt;
This is just a small label to leave a brief description of the script. You do not need to put in a name for your script as it has no effect on the performance, however it is a good idea so you can easily see what you were working on at a later date.&lt;br /&gt;
&lt;br /&gt;
=== Vnum:[  ] ===&lt;br /&gt;
This is the virtual number of the script. a script is automatically assigned a virtual number upon creation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Type: ===&lt;br /&gt;
&lt;br /&gt;
This indicates what the script is going to be attached to and what set of commands the script can use. There are currently three differant script types.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;MOB&#039;&#039;&#039; - This type of script is for use only on mobiles and will understand mobile trigger flags and mobile commands.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;ROOM&#039;&#039;&#039; - This type of script is for use only on rooms and will understand room trigger flags and room commands.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;OBJ&#039;&#039;&#039; - This type of script is for use only on objects and will understand object trigger flags an object commands.&lt;br /&gt;
&lt;br /&gt;
It is important that you do not assign a script to something other than the type. i.e. do not assign a mobile type script to a room or object.  This will cause errors.&lt;br /&gt;
&lt;br /&gt;
=== Trigger flags: ===&lt;br /&gt;
This describes the events that will cause your script to run.  The different trigger types will be discussed later.&lt;br /&gt;
&lt;br /&gt;
=== NArg: ===&lt;br /&gt;
This is a number argument. The purpose of Narg is dependent on the type of trigger used. Some triggers do not need a number argument.&lt;br /&gt;
&lt;br /&gt;
=== Arg list: ===&lt;br /&gt;
This is a string (word) argument. The purpose of Arg List is dependent on the type of trigger used. some triggers do not need an arg list.&lt;br /&gt;
&lt;br /&gt;
=== Commands: ===&lt;br /&gt;
This is the body of your script. When the script is triggered it will execute the commands put in this area.&lt;br /&gt;
&lt;br /&gt;
= Part 2 =&lt;br /&gt;
== Trigger Flags ==&lt;br /&gt;
&lt;br /&gt;
Each type of script (mob/room/obj) has different types of triggers available for use.  Do not assign more than one trigger flag per script. There is one exception to this rule which we will cover later. Some of these triggers list variables set after them. We will go into the different variables and what they do later. This document does not cover all trigger types, only a few basic ones. Refer to&lt;br /&gt;
this wiki for more details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Random (usable by: Mob/Room/Obj) ===&lt;br /&gt;
This type of trigger is checked to see if it will be run every 13 seconds in the game. When the trigger is checked, it has a percent chance that it will be run. The percent chance is determined by the value given to NArg. i.e. if narg is set to 10, there will be a 10 percent chance the script will be run every 13 seconds.  This trigger type is only checked when there is someone in the zone.  This trigger flag does not use Arg list.&lt;br /&gt;
&lt;br /&gt;
=== Command (usable by: Mob/Room/Obj) ===&lt;br /&gt;
&lt;br /&gt;
This type of trigger is checked whenever someone types a command in the same room as the mob/room/obj with the script.  The command that is used to trigger the script is determined by the value of Arg list: i.e. if you had a trigger flag Command, and Arg List was set to look, the trigger would be executed when someone typed look. or an abbreviation of look (loo, lo, l would all trigger the script). A command will always override a normal command. This trigger flag does not use NARG.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Variables set:&#039;&#039;&#039; actor, arg&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes:&#039;&#039;&#039; When used with an object, Narg determines where the object must be for the script to be run. Narg 1 means the object must be in the player&#039;s equipment to run. Narg 2 means that the item must be in the inventory to run. Narg 4 means the item must be in the same room as the character to run. The numbers can be added to combine areas. i.e. Narg 3 would mean the the item can be either in the player&#039;s equipment or in their&lt;br /&gt;
inventory to run, Narg of 7 would mean that the item can be in the player&#039;s inventory, equipment or on the ground to run.&lt;br /&gt;
&lt;br /&gt;
=== Speech  (usable by: Mob/Room) ===&lt;br /&gt;
This trigger is checked when someone speaks in the same room as the mob/room with this script. Narg is used to specify if the trigger is looking for a phrase (Narg:0) or a word from a list (Narg:1).  The phrase or list is set in Arg list. i.e. if NArg was set to 1 and Arg list was set to : this that other anyone saying something containing one of those words would set off the trigger.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Variables set:&#039;&#039;&#039; Actor&lt;br /&gt;
&lt;br /&gt;
=== Greet (usable by: Mob/Room) ===&lt;br /&gt;
This Trigger is checked when someone enters the [room/same room as the mobile]  that has this trigger. The percent chance that it is run is set by Narg. Arg list is not used.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Variables set:&#039;&#039;&#039; Actor&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes:&#039;&#039;&#039; The greet trigger on a mob will only be activated if the mob will only be activated if the mob can see the person enter the room.&lt;br /&gt;
&lt;br /&gt;
=== Fight (usable by: Mob) ===&lt;br /&gt;
This trigger is checked every round of combat while the mob is fighting. The percent chance that it will be run set by Narg. Arg list is not used.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Variables set:&#039;&#039;&#039; Actor&lt;br /&gt;
&lt;br /&gt;
=== Get  (usable by: Obj) ===&lt;br /&gt;
This trigger is checked when someone tries to get the object with the script. the percent chance it will be run is set with narg. arg list is not used. If the script returns a 0 the item is not picked up. Otherwise the object is picked up. Arg list is not used.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Variables set:&#039;&#039;&#039; Actor&lt;br /&gt;
&lt;br /&gt;
=== Drop (usable by: Obj) ===&lt;br /&gt;
This trigger is checked when someone tries to drop an object with the script. Narg sets the percent chance that the script will be run if th script returns the value of 0 the object is not dropped.  Otherwise the objet is dropped. Arg list is not used.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Variables set:&#039;&#039;&#039; Actor&lt;br /&gt;
&lt;br /&gt;
=== Wear (useable by: obj) ===&lt;br /&gt;
This trigger is checked when a person attempts to wear the object.  If the script returns a 0 the object is not worn. Arg list and narg are not used.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Variables set:&#039;&#039;&#039; Actor&lt;br /&gt;
&lt;br /&gt;
=== Triggers not covered ===&lt;br /&gt;
* Act       (Mobile)&lt;br /&gt;
* Death     (Mobile)&lt;br /&gt;
* Greet-All (Mobile)&lt;br /&gt;
* Entry     (Mobile)&lt;br /&gt;
* Receive   (Mobile)&lt;br /&gt;
* Hitprcnt  (Mobile)&lt;br /&gt;
* Bribe     (Mobile)&lt;br /&gt;
* Give      (object)&lt;br /&gt;
* Enter     (room)&lt;br /&gt;
&lt;br /&gt;
For details about these triggers please refer to [[ROOMFLAGS]], [[OBJFLAGS]], and [[MOBFLAGS]].&lt;br /&gt;
&lt;br /&gt;
= Part 3 =&lt;br /&gt;
== Variables ==&lt;br /&gt;
&lt;br /&gt;
Variables are used in scripts to store/represent numbers and text.&lt;br /&gt;
Variables appear as a name sourrounded by percent signs (%). for&lt;br /&gt;
example the variable &#039;actor&#039; is represented by &#039;&#039;&#039;%actor%&#039;&#039;&#039;.  When a script&lt;br /&gt;
comes across a variable it replaces it with the value stored within.&lt;br /&gt;
&lt;br /&gt;
There are two types of variables, Global and Local. when the script&lt;br /&gt;
searches for a variable, first is searches the global, then the local&lt;br /&gt;
variables.&lt;br /&gt;
&lt;br /&gt;
=== Global Variables ===&lt;br /&gt;
Global variables are useful for giving your scripts some ammount of&lt;br /&gt;
memory. They also allow you to share variables between scripts on the&lt;br /&gt;
same obj/room/mob.&lt;br /&gt;
&lt;br /&gt;
Global variables remain until they are removed with the command&lt;br /&gt;
unset, or a reboot/crash. If the variable is on a mobile, global variables&lt;br /&gt;
will be removed if the mobile dies. If the variable is on an object,&lt;br /&gt;
the variables will be preserved if the item is rented/stored/buried.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Local Variables ===&lt;br /&gt;
Local variables are only usable by the script that assigns them. They&lt;br /&gt;
are removed once the script has finished executing.&lt;br /&gt;
&lt;br /&gt;
Some trigger types automatically set up some local variables for you to&lt;br /&gt;
use. These are generally referred to as field variables. The most common&lt;br /&gt;
field variable setup is &#039;actor&#039;. They hold information in various fields&lt;br /&gt;
that can be accessed using &#039;&#039;&#039;%variable.field%&#039;&#039;&#039; valid fields are listed below.&lt;br /&gt;
For example &#039;&#039;&#039;%actor.name%&#039;&#039;&#039; would return the name of the character. Mob, room&lt;br /&gt;
objects always set the &#039;self&#039; field variables.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Characters (used by variables: self[for a mob]/actor)&lt;br /&gt;
{| border=1 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=center | &#039;&#039;&#039;Name&#039;&#039;&#039;&lt;br /&gt;
| align=center | &#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|| name &lt;br /&gt;
|| returns the characters name.&lt;br /&gt;
|-&lt;br /&gt;
|| alias        &lt;br /&gt;
|| returns a mobs alias list. returns nothing if the actor is a player character.&lt;br /&gt;
|-&lt;br /&gt;
|| level&lt;br /&gt;
|| returns the characters current level.&lt;br /&gt;
|-&lt;br /&gt;
|| gold&lt;br /&gt;
|| returns the ammount of gold on the character.&lt;br /&gt;
|-&lt;br /&gt;
|| clan&lt;br /&gt;
|| returns characters clan as a string, if the character is not in a clan it returns no_clan.&lt;br /&gt;
|-&lt;br /&gt;
|| sex&lt;br /&gt;
|| returns characters sex as a string&lt;br /&gt;
|-&lt;br /&gt;
|| himher&lt;br /&gt;
|| returns him or her based on sex.&lt;br /&gt;
|-&lt;br /&gt;
|| hisher&lt;br /&gt;
|| returns his or her based on sex.&lt;br /&gt;
|-&lt;br /&gt;
|| canbeseen&lt;br /&gt;
|| mob triggers only, returns 1 if the mob can see the actor, or 0 if not.&lt;br /&gt;
|-&lt;br /&gt;
|| class&lt;br /&gt;
|| gives characters class as a string.&lt;br /&gt;
|-&lt;br /&gt;
|| race&lt;br /&gt;
|| returns the characters race as a string.&lt;br /&gt;
|-&lt;br /&gt;
|| vnum&lt;br /&gt;
|| returns the vnum of a mob or -1 fir PCs.&lt;br /&gt;
|-&lt;br /&gt;
|| str&lt;br /&gt;
|| returns characters str&lt;br /&gt;
|-&lt;br /&gt;
|| stradd&lt;br /&gt;
|| returns characters stradd&lt;br /&gt;
|-&lt;br /&gt;
|| dex&lt;br /&gt;
|| returns characters dex&lt;br /&gt;
|-&lt;br /&gt;
|| con&lt;br /&gt;
|| returns characters con&lt;br /&gt;
|-&lt;br /&gt;
|| int&lt;br /&gt;
|| returns characters int&lt;br /&gt;
|-&lt;br /&gt;
|| wis&lt;br /&gt;
|| returns characters wis&lt;br /&gt;
|-&lt;br /&gt;
|| cha&lt;br /&gt;
|| returns characters cha&lt;br /&gt;
|-&lt;br /&gt;
|| room&lt;br /&gt;
|| returns the vnum of the room the character is in.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
 Objects (usable by variables: self[for an object]/object)&lt;br /&gt;
 name         returns alias list of the object&lt;br /&gt;
 sortdesc     returns the short desc of the object&lt;br /&gt;
 vnum         returns the vnum of the object&lt;br /&gt;
 type         returns the type of the object as a string&lt;br /&gt;
 val0         returns the value stored in v0&lt;br /&gt;
 val1         returns the value stored in v1&lt;br /&gt;
 val2         returns the value stored in v2&lt;br /&gt;
 val3         returns the value stored in v3&lt;br /&gt;
 min_level    return the min_level of the object&lt;br /&gt;
&lt;br /&gt;
 Rooms (usable by variables: self[for a room]/room)&lt;br /&gt;
 name         returns the name of the room&lt;br /&gt;
 north        returns the vnum of the exit north*&lt;br /&gt;
 east         returns the vnum of the exit east*&lt;br /&gt;
 south        returns the vnum of the exit south*&lt;br /&gt;
 west         returns the vnum of the exit west*&lt;br /&gt;
 up           returns the vnum of the exit up*&lt;br /&gt;
 down         returns the vnum of the exit down*&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Some variable fields are not covered here. please refer to [[VARIABLES]] to get an accurate listing of all variable fields.&lt;br /&gt;
&lt;br /&gt;
=== Special variables ===&lt;br /&gt;
==== random ====&lt;br /&gt;
This variable returns a radom number between 1 and the field value each time it is called.&lt;br /&gt;
&lt;br /&gt;
For example: &lt;br /&gt;
&lt;br /&gt;
 set num %random.10%&lt;br /&gt;
&lt;br /&gt;
will return a number between 1 and 10.&lt;br /&gt;
&lt;br /&gt;
==== arg ====&lt;br /&gt;
&lt;br /&gt;
This variable contains whatever is typed after a command trigger. For example, if a command trigger is &#039;&#039;drink&#039;&#039; and a player types &amp;quot;drink water&amp;quot;, &#039;&#039;arg&#039;&#039; is set to &#039;&#039;water&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
= Part 4 =&lt;br /&gt;
== Commands ==&lt;br /&gt;
&lt;br /&gt;
The commands are the actual meat of a script. When a script is run it executes all the commands in order. The following is a list of some basic commands available.&lt;br /&gt;
&lt;br /&gt;
=== Comments (*) === &lt;br /&gt;
&lt;br /&gt;
You can make comments in your code by starting the line with an astrix ex.  &lt;br /&gt;
&lt;br /&gt;
 * this is a comment and wont be executed.&lt;br /&gt;
&lt;br /&gt;
=== SET ===&lt;br /&gt;
Set allows you to set the value of an existing variable. If you set the value of a variable that does not exist the variable will be created.&lt;br /&gt;
&lt;br /&gt;
Usage:&lt;br /&gt;
 set &amp;lt;variable name&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
&lt;br /&gt;
ex. &lt;br /&gt;
 set var1 1&lt;br /&gt;
&lt;br /&gt;
this will set the value of var1 to 1&lt;br /&gt;
&lt;br /&gt;
=== UNSET ===&lt;br /&gt;
This command unsets a variable (basically deleting it).&lt;br /&gt;
&lt;br /&gt;
usage:&lt;br /&gt;
 unset &amp;lt;variable name&amp;gt;&lt;br /&gt;
&lt;br /&gt;
ex. &lt;br /&gt;
 unset var1&lt;br /&gt;
&lt;br /&gt;
=== EVAL ===&lt;br /&gt;
This command performs mathematical operations and stores them in a variable. While it&#039;s not always necessary it&#039;s a good idea to enclose the expression you want evaluated in parentheses.&lt;br /&gt;
&lt;br /&gt;
usage:&lt;br /&gt;
 eval &amp;lt;variable&amp;gt; &amp;lt;expression&amp;gt;&lt;br /&gt;
ex. &lt;br /&gt;
 eval result (5 + 4)&lt;br /&gt;
&lt;br /&gt;
This would add 5 + 4 then store that number in the variable named result.&lt;br /&gt;
&lt;br /&gt;
=== GLOBAL ===&lt;br /&gt;
This command changes a local variable into a global.  A global variable is visible to all scripts on the mob / object / room that the script is attached to.  This is useful for situations where you want one script to set a value, and another script to react based on that value.&lt;br /&gt;
&lt;br /&gt;
usage:&lt;br /&gt;
 global &amp;lt;variable name&amp;gt;&lt;br /&gt;
ex.&lt;br /&gt;
 set val1 1&lt;br /&gt;
 global val1&lt;br /&gt;
&lt;br /&gt;
This would make the variable &#039;val1&#039; a global variable.&lt;br /&gt;
&lt;br /&gt;
=== WAIT ===&lt;br /&gt;
This command causes the script to pause for a certain length of time.  The number placed after the wait statement tells the script how long to delay in seconds.&lt;br /&gt;
&lt;br /&gt;
usage:&lt;br /&gt;
 wait &amp;lt;number&amp;gt;&lt;br /&gt;
ex. &lt;br /&gt;
 wait 5&lt;br /&gt;
&lt;br /&gt;
This will make the script pause for 5 seconds&lt;br /&gt;
&lt;br /&gt;
=== HALT ===&lt;br /&gt;
This command ends the script execution immediately.&lt;br /&gt;
&lt;br /&gt;
Usage:&lt;br /&gt;
 halt&lt;br /&gt;
&lt;br /&gt;
=== RETURN ===&lt;br /&gt;
Return sets the value of the trigger itself. Normally a script returns a value of 1. What this means is, the mud acknowledges that the script was triggered/executed and  wont send the command back to the mud. If a script returns a 0, the command/action that triggered the script will be sent to the mud after the script is executed.&lt;br /&gt;
&lt;br /&gt;
usage:&lt;br /&gt;
 return &amp;lt;value&amp;gt;&lt;br /&gt;
ex. Say we wanted a script on a mob that blocked female characters from&lt;br /&gt;
kissing it.&lt;br /&gt;
&lt;br /&gt;
 if (&amp;quot;%actor.sex%&amp;quot; == &amp;quot;female&amp;quot;)&lt;br /&gt;
   return 1&lt;br /&gt;
 * this blocks the command from going back to the mud making&lt;br /&gt;
 * the command have no effect.&lt;br /&gt;
 else&lt;br /&gt;
   return 0&lt;br /&gt;
 * this lets the command pass back to the mud allowing the action to&lt;br /&gt;
 * be performed.&lt;br /&gt;
 end&lt;br /&gt;
&lt;br /&gt;
=== IF/ELSEIF/ELSE ===&lt;br /&gt;
The if statement is used to check if a condition is true. If the expression is checked and found to be true/correct then the code that follows is performed. otherwise the code following it is skipped. An END statement must follow code of an IF statement. to check more than one expression you can use ELSEIF after an IF statement. An ELSEIF statement is checked only if the first IF statement is found to be false. You must enclose the statement to be checked  in parentheses.  When referencing a string in an expression be sure to enclose it in double quotes.&lt;br /&gt;
&lt;br /&gt;
usage:&lt;br /&gt;
 if (&amp;lt;expression&amp;gt;)&lt;br /&gt;
   command&lt;br /&gt;
   command&lt;br /&gt;
   ...&lt;br /&gt;
 elseif (&amp;lt;expression&amp;gt;)&lt;br /&gt;
   command&lt;br /&gt;
   command&lt;br /&gt;
   ...&lt;br /&gt;
 end&lt;br /&gt;
&lt;br /&gt;
ex.&lt;br /&gt;
 * the first if statment is false/incorrect&lt;br /&gt;
 * so the commands following will run&lt;br /&gt;
 * the elseif statment is true/correct so the&lt;br /&gt;
 * commands following wil be run&lt;br /&gt;
&lt;br /&gt;
 if (1 == 2)&lt;br /&gt;
   halt&lt;br /&gt;
 elseif (1 == 1)&lt;br /&gt;
   say one is equal to 1&lt;br /&gt;
 end&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== OPERATORS FOR EXPRESSIONS ===&lt;br /&gt;
A false expression is any expression that evaluates to 0, or an empty string. A true expression is any expression that evaluates to anything else. These operators can be used to write your expressions.&lt;br /&gt;
&lt;br /&gt;
 &amp;amp;&amp;amp;    Logical and&lt;br /&gt;
 ||    Logical or&lt;br /&gt;
 ==    Equivalance&lt;br /&gt;
 !=    Inequality&lt;br /&gt;
 -     subtraction&lt;br /&gt;
 +     addition&lt;br /&gt;
 *     multiplication&lt;br /&gt;
 /     devision&lt;br /&gt;
 !     negation&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
COMMANDS SPECIFIC TO SCRIPT TYPE&lt;br /&gt;
&lt;br /&gt;
MOB COMMANDS&lt;br /&gt;
 Mobs can use all basic actions available to a player as commands. This&lt;br /&gt;
includes socials, speaking on channels, moving, etc. however there are&lt;br /&gt;
also a few extra commands that are available.&lt;br /&gt;
&lt;br /&gt;
MECHO&lt;br /&gt;
 This command will send a message to everone in the same room as the mob.&lt;br /&gt;
&lt;br /&gt;
usage:&lt;br /&gt;
MECHO &amp;lt;message&amp;gt;&lt;br /&gt;
&lt;br /&gt;
MECHOAROUND&lt;br /&gt;
 This command will send a message to everyone in the room except for the&lt;br /&gt;
target.&lt;br /&gt;
&lt;br /&gt;
usage:&lt;br /&gt;
MECHOAROUND &amp;lt;target&amp;gt; &amp;lt;message&amp;gt;&lt;br /&gt;
&lt;br /&gt;
MSEND&lt;br /&gt;
 This command will send a message only to the target.&lt;br /&gt;
&lt;br /&gt;
usage:&lt;br /&gt;
MSEND &amp;lt;target&amp;gt; &amp;lt;message&amp;gt;&lt;br /&gt;
&lt;br /&gt;
MFORCE&lt;br /&gt;
 This command will force the target to do perform an action. (much in the&lt;br /&gt;
same way that the immortal force command works)&lt;br /&gt;
&lt;br /&gt;
usage:&lt;br /&gt;
MFORCE &amp;lt;target&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
&lt;br /&gt;
MLOAD&lt;br /&gt;
 This command loads an object or mob into the room or mobs inventory.&lt;br /&gt;
If an object is loaded it will appear in the mobs inventory unless it&lt;br /&gt;
does not have the &#039;TAKE&#039; flag, in which case it will load into the room&lt;br /&gt;
&lt;br /&gt;
usage:&lt;br /&gt;
MLOAD &amp;lt;mob/obj&amp;gt; &amp;lt;vnum&amp;gt;&lt;br /&gt;
&lt;br /&gt;
MTELEPORT&lt;br /&gt;
 This command will teleport the target to a room. If the target is &#039;ALL&#039;&lt;br /&gt;
it will teleport all people in the room.&lt;br /&gt;
&lt;br /&gt;
usage:&lt;br /&gt;
MTELEPORT &amp;lt;target&amp;gt; &amp;lt;room&amp;gt;&lt;br /&gt;
&lt;br /&gt;
OBJECT COMMANDS&lt;br /&gt;
 Alot of the object commands work the same way as mob commands except&lt;br /&gt;
the name of the command is slightly changed.&lt;br /&gt;
&lt;br /&gt;
OECHO&lt;br /&gt;
 This command is used the same as mecho.&lt;br /&gt;
&lt;br /&gt;
OECHOAROUND&lt;br /&gt;
 This command is used the same as mechoaround.&lt;br /&gt;
&lt;br /&gt;
OSEND&lt;br /&gt;
 This command is used the same as msend.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
OFORCE&lt;br /&gt;
 This command is used the same as mforce.&lt;br /&gt;
&lt;br /&gt;
OLOAD&lt;br /&gt;
 This command varies froom mload only in the sense that it always loads&lt;br /&gt;
objects on the ground in the room the object is currently in.&lt;br /&gt;
&lt;br /&gt;
OTELEPORT&lt;br /&gt;
 This command is used the same as mteleport.&lt;br /&gt;
&lt;br /&gt;
ROOM COMMANDS&lt;br /&gt;
 Just like objects, most of the commands are the same as mob commands&lt;br /&gt;
only with a slightly differant name.&lt;br /&gt;
&lt;br /&gt;
WECHO&lt;br /&gt;
 This command is used the same as mecho.&lt;br /&gt;
&lt;br /&gt;
WECHOAROUND&lt;br /&gt;
 This command is used the same as mechoaround.&lt;br /&gt;
&lt;br /&gt;
WSEND&lt;br /&gt;
 This command is used the same as msend.&lt;br /&gt;
&lt;br /&gt;
WLOAD&lt;br /&gt;
 This command is used the same as mload except that if an object is loaded&lt;br /&gt;
it will always load in the room.&lt;br /&gt;
&lt;br /&gt;
WFORCE&lt;br /&gt;
 This command is used the same as mforce.&lt;br /&gt;
&lt;br /&gt;
WTELEPORT&lt;br /&gt;
 This command is used the same as mteleport.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This document does not explain all the commands available. For more&lt;br /&gt;
details and a list of all available commands refer to schelp.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Part 5 =&lt;br /&gt;
== TIPS AND EXAMPLES ==&lt;br /&gt;
&lt;br /&gt;
When possible try to make scripts reusable.&lt;br /&gt;
&lt;br /&gt;
Instead of making many scripts that do something similar it&#039;s usually a good idea to make 1 script that can be used in all places. Some helpful things to accomplish this are using variables like &#039;&#039;&#039;%self.name%&#039;&#039;&#039; in echos instead of actually writing in the name.  Using if statements to check the room number for any special commands needed in a specific place.&lt;br /&gt;
&lt;br /&gt;
Lets say we wanted to make a script for 2 different dance instructors in 2 different rooms. We want the script make a mob say something then force the actor to do some sort of dance, and all the scripts will have the same command to trigger them.  We could write 2 different scripts, one for each mob, or we could write one script to handle both of them&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 Name:dance instructer  ,Vnum:[1200], Type: MOBILE&lt;br /&gt;
 Trigger flags: COMMAND ,NArg:0     , Arg List: Lesson&lt;br /&gt;
 Commands&lt;br /&gt;
 &lt;br /&gt;
 set first_room 1250&lt;br /&gt;
 set second_room 1251&lt;br /&gt;
 &lt;br /&gt;
 mecho %self.name% walks over to you.&lt;br /&gt;
 wait 1&lt;br /&gt;
 mecho %self.name% says,&#039;So %actor.name%, you want to learn how to dance?&lt;br /&gt;
 wait 1&lt;br /&gt;
 ponder&lt;br /&gt;
 wait 1&lt;br /&gt;
 say ok just follow my lead..&lt;br /&gt;
 wait 1&lt;br /&gt;
 if (%actor.room% == %first_room%)&lt;br /&gt;
    mechoaround %actor% %actor.name% does the charlston.&lt;br /&gt;
    msend %actor% You do the charlston.&lt;br /&gt;
  elseif (%actor.room% == %second_room%)&lt;br /&gt;
    mechoaround %actor% %actor.name% does the fox trot.&lt;br /&gt;
    msend %actor% You do the fox trot.&lt;br /&gt;
 end&lt;br /&gt;
&lt;br /&gt;
Remember, take nothing for granted, and add as much error checking as possible.  Scripts, like any program CAN AND WILL be hacked. Make sure you include enough error checking to make sure that people don&#039;t abuse your script. Also, you want to make sure that the person types in the exact command.&lt;br /&gt;
&lt;br /&gt;
Lets say that you want to make a script on an object that teleports a clan member to their clan hall if they press a button. Assuming the name of the clan is Fishermen and their clan hall is in room 16300&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 Name:teleporting watch  ,Vnum:[1201], Type:OBJECT&lt;br /&gt;
 Trigger flags: Command  ,NArg:3     , Arg List: press&lt;br /&gt;
 Commands&lt;br /&gt;
 set clan_hall 16300&lt;br /&gt;
 oteleport %actor% %clan_hall%&lt;br /&gt;
&lt;br /&gt;
The above script will teleport the wearer into the clan hall regardless if the person is a clan member or not. Also it would activate any time the person typed press as a command.&lt;br /&gt;
&lt;br /&gt;
Now lets try this again...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 Name:teleporting watch  ,Vnum:[1201], Type:OBJECT&lt;br /&gt;
 Trigger flags: Command  ,NArg:3     , Arg List: press&lt;br /&gt;
 Commands&lt;br /&gt;
 if (&amp;quot;%arg%&amp;quot; != &amp;quot;button&amp;quot;)&lt;br /&gt;
   return 0&lt;br /&gt;
   halt&lt;br /&gt;
 end&lt;br /&gt;
 set clan_hall 16300&lt;br /&gt;
 &lt;br /&gt;
 if (&amp;quot;%actor.clan%&amp;quot; != &amp;quot;fishermen&amp;quot;)&lt;br /&gt;
    osend %actor% You are not a clan member!&lt;br /&gt;
  else&lt;br /&gt;
    oteleport %actor% %clan_hall%&lt;br /&gt;
    oforce %actor% look&lt;br /&gt;
 end&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The above script first checks to see if the person typed press button or something else. if the person did not type press button, then the script returns a 0 then halts the script (effectively ignoring the command).  Then the script checks to see if the user is actually a member of clan Fishermen.  If the player does not belong to that clan, then they wont be allowed in.&lt;br /&gt;
&lt;br /&gt;
== Final Tips ==&lt;br /&gt;
&lt;br /&gt;
* Don&#039;t over script an area. It really is possible to have TOO much of a good thing.&lt;br /&gt;
* Remember to check and recheck the script with a mortal.  Some commands (like force) do not work on immortals, so remember to always test your script with a mort.&lt;br /&gt;
* Try to comment your script as much as possible and format it.  It does make it easier for you or someone else when they have to go through your script later.&lt;br /&gt;
* Comments should not be too long, but just enough to give an idea of what you were doing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Scripts]]&lt;/div&gt;</summary>
		<author><name>Brazil</name></author>
	</entry>
	<entry>
		<id>https://ohelp.addictmud.org/index.php?title=Script_Tutor&amp;diff=444</id>
		<title>Script Tutor</title>
		<link rel="alternate" type="text/html" href="https://ohelp.addictmud.org/index.php?title=Script_Tutor&amp;diff=444"/>
		<updated>2011-09-22T14:21:27Z</updated>

		<summary type="html">&lt;p&gt;Brazil: /* Special variables */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Part 0 =&lt;br /&gt;
&lt;br /&gt;
== PREFACE ==&lt;br /&gt;
&lt;br /&gt;
Ok the intent of these documents is not to teach you every little detail about scripts. It is ment to give you an idea of how scripts work and hopefully, teach you how to make some simple scripts. Not all the commands are covered in these documents. For more detail on any subject please consult other topics in this Wiki.&lt;br /&gt;
&lt;br /&gt;
This document is not complete by any means.  consider it a growing &amp;quot;work in progress&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
= Part 1 =&lt;br /&gt;
&lt;br /&gt;
== The Anatomy of A Script ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Most of this stuff is self explanatory but, we will go over it anyways.&lt;br /&gt;
&lt;br /&gt;
Anatomy of a script&lt;br /&gt;
----&lt;br /&gt;
 Name:                 ,Vnum:[   ], Type:&lt;br /&gt;
 Trigger flags:        ,NArg:     , Arg List:&lt;br /&gt;
 Commands&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Name: ===&lt;br /&gt;
This is just a small label to leave a brief description of the script. You do not need to put in a name for your script as it has no effect on the performance, however it is a good idea so you can easily see what you were working on at a later date.&lt;br /&gt;
&lt;br /&gt;
=== Vnum:[  ] ===&lt;br /&gt;
This is the virtual number of the script. a script is automatically assigned a virtual number upon creation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Type: ===&lt;br /&gt;
&lt;br /&gt;
This indicates what the script is going to be attached to and what set of commands the script can use. There are currently three differant script types.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;MOB&#039;&#039;&#039; - This type of script is for use only on mobiles and will understand mobile trigger flags and mobile commands.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;ROOM&#039;&#039;&#039; - This type of script is for use only on rooms and will understand room trigger flags and room commands.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;OBJ&#039;&#039;&#039; - This type of script is for use only on objects and will understand object trigger flags an object commands.&lt;br /&gt;
&lt;br /&gt;
It is important that you do not assign a script to something other than the type. i.e. do not assign a mobile type script to a room or object.  This will cause errors.&lt;br /&gt;
&lt;br /&gt;
=== Trigger flags: ===&lt;br /&gt;
This describes the events that will cause your script to run.  The different trigger types will be discussed later.&lt;br /&gt;
&lt;br /&gt;
=== NArg: ===&lt;br /&gt;
This is a number argument. The purpose of Narg is dependent on the type of trigger used. Some triggers do not need a number argument.&lt;br /&gt;
&lt;br /&gt;
=== Arg list: ===&lt;br /&gt;
This is a string (word) argument. The purpose of Arg List is dependent on the type of trigger used. some triggers do not need an arg list.&lt;br /&gt;
&lt;br /&gt;
=== Commands: ===&lt;br /&gt;
This is the body of your script. When the script is triggered it will execute the commands put in this area.&lt;br /&gt;
&lt;br /&gt;
= Part 2 =&lt;br /&gt;
== Trigger Flags ==&lt;br /&gt;
&lt;br /&gt;
Each type of script (mob/room/obj) has different types of triggers available for use.  Do not assign more than one trigger flag per script. There is one exception to this rule which we will cover later. Some of these triggers list variables set after them. We will go into the different variables and what they do later. This document does not cover all trigger types, only a few basic ones. Refer to&lt;br /&gt;
this wiki for more details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Random (usable by: Mob/Room/Obj) ===&lt;br /&gt;
This type of trigger is checked to see if it will be run every 13 seconds in the game. When the trigger is checked, it has a percent chance that it will be run. The percent chance is determined by the value given to NArg. i.e. if narg is set to 10, there will be a 10 percent chance the script will be run every 13 seconds.  This trigger type is only checked when there is someone in the zone.  This trigger flag does not use Arg list.&lt;br /&gt;
&lt;br /&gt;
=== Command (usable by: Mob/Room/Obj) ===&lt;br /&gt;
&lt;br /&gt;
This type of trigger is checked whenever someone types a command in the same room as the mob/room/obj with the script.  The command that is used to trigger the script is determined by the value of Arg list: i.e. if you had a trigger flag Command, and Arg List was set to look, the trigger would be executed when someone typed look. or an abbreviation of look (loo, lo, l would all trigger the script). A command will always override a normal command. This trigger flag does not use NARG.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Variables set:&#039;&#039;&#039; actor, arg&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes:&#039;&#039;&#039; When used with an object, Narg determines where the object must be for the script to be run. Narg 1 means the object must be in the player&#039;s equipment to run. Narg 2 means that the item must be in the inventory to run. Narg 4 means the item must be in the same room as the character to run. The numbers can be added to combine areas. i.e. Narg 3 would mean the the item can be either in the player&#039;s equipment or in their&lt;br /&gt;
inventory to run, Narg of 7 would mean that the item can be in the player&#039;s inventory, equipment or on the ground to run.&lt;br /&gt;
&lt;br /&gt;
=== Speech  (usable by: Mob/Room) ===&lt;br /&gt;
This trigger is checked when someone speaks in the same room as the mob/room with this script. Narg is used to specify if the trigger is looking for a phrase (Narg:0) or a word from a list (Narg:1).  The phrase or list is set in Arg list. i.e. if NArg was set to 1 and Arg list was set to : this that other anyone saying something containing one of those words would set off the trigger.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Variables set:&#039;&#039;&#039; Actor&lt;br /&gt;
&lt;br /&gt;
=== Greet (usable by: Mob/Room) ===&lt;br /&gt;
This Trigger is checked when someone enters the [room/same room as the mobile]  that has this trigger. The percent chance that it is run is set by Narg. Arg list is not used.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Variables set:&#039;&#039;&#039; Actor&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes:&#039;&#039;&#039; The greet trigger on a mob will only be activated if the mob will only be activated if the mob can see the person enter the room.&lt;br /&gt;
&lt;br /&gt;
=== Fight (usable by: Mob) ===&lt;br /&gt;
This trigger is checked every round of combat while the mob is fighting. The percent chance that it will be run set by Narg. Arg list is not used.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Variables set:&#039;&#039;&#039; Actor&lt;br /&gt;
&lt;br /&gt;
=== Get  (usable by: Obj) ===&lt;br /&gt;
This trigger is checked when someone tries to get the object with the script. the percent chance it will be run is set with narg. arg list is not used. If the script returns a 0 the item is not picked up. Otherwise the object is picked up. Arg list is not used.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Variables set:&#039;&#039;&#039; Actor&lt;br /&gt;
&lt;br /&gt;
=== Drop (usable by: Obj) ===&lt;br /&gt;
This trigger is checked when someone tries to drop an object with the script. Narg sets the percent chance that the script will be run if th script returns the value of 0 the object is not dropped.  Otherwise the objet is dropped. Arg list is not used.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Variables set:&#039;&#039;&#039; Actor&lt;br /&gt;
&lt;br /&gt;
=== Wear (useable by: obj) ===&lt;br /&gt;
This trigger is checked when a person attempts to wear the object.  If the script returns a 0 the object is not worn. Arg list and narg are not used.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Variables set:&#039;&#039;&#039; Actor&lt;br /&gt;
&lt;br /&gt;
=== Triggers not covered ===&lt;br /&gt;
* Act       (Mobile)&lt;br /&gt;
* Death     (Mobile)&lt;br /&gt;
* Greet-All (Mobile)&lt;br /&gt;
* Entry     (Mobile)&lt;br /&gt;
* Receive   (Mobile)&lt;br /&gt;
* Hitprcnt  (Mobile)&lt;br /&gt;
* Bribe     (Mobile)&lt;br /&gt;
* Give      (object)&lt;br /&gt;
* Enter     (room)&lt;br /&gt;
&lt;br /&gt;
For details about these triggers please refer to [[ROOMFLAGS]], [[OBJFLAGS]], and [[MOBFLAGS]].&lt;br /&gt;
&lt;br /&gt;
= Part 3 =&lt;br /&gt;
== Variables ==&lt;br /&gt;
&lt;br /&gt;
Variables are used in scripts to store/represent numbers and text.&lt;br /&gt;
Variables appear as a name sourrounded by percent signs (%). for&lt;br /&gt;
example the variable &#039;actor&#039; is represented by &#039;&#039;&#039;%actor%&#039;&#039;&#039;.  When a script&lt;br /&gt;
comes across a variable it replaces it with the value stored within.&lt;br /&gt;
&lt;br /&gt;
There are two types of variables, Global and Local. when the script&lt;br /&gt;
searches for a variable, first is searches the global, then the local&lt;br /&gt;
variables.&lt;br /&gt;
&lt;br /&gt;
=== Global Variables ===&lt;br /&gt;
Global variables are useful for giving your scripts some ammount of&lt;br /&gt;
memory. They also allow you to share variables between scripts on the&lt;br /&gt;
same obj/room/mob.&lt;br /&gt;
&lt;br /&gt;
Global variables remain until they are removed with the command&lt;br /&gt;
unset, or a reboot/crash. If the variable is on a mobile, global variables&lt;br /&gt;
will be removed if the mobile dies. If the variable is on an object,&lt;br /&gt;
the variables will be preserved if the item is rented/stored/buried.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Local Variables ===&lt;br /&gt;
Local variables are only usable by the script that assigns them. They&lt;br /&gt;
are removed once the script has finished executing.&lt;br /&gt;
&lt;br /&gt;
Some trigger types automatically set up some local variables for you to&lt;br /&gt;
use. These are generally referred to as field variables. The most common&lt;br /&gt;
field variable setup is &#039;actor&#039;. They hold information in various fields&lt;br /&gt;
that can be accessed using &#039;&#039;&#039;%variable.field%&#039;&#039;&#039; valid fields are listed below.&lt;br /&gt;
For example &#039;&#039;&#039;%actor.name%&#039;&#039;&#039; would return the name of the character. Mob, room&lt;br /&gt;
objects always set the &#039;self&#039; field variables.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Characters (used by variables: self[for a mob]/actor)&lt;br /&gt;
{| border=1 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=center | &#039;&#039;&#039;Name&#039;&#039;&#039;&lt;br /&gt;
| align=center | &#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|| name &lt;br /&gt;
|| returns the characters name.&lt;br /&gt;
|-&lt;br /&gt;
|| alias        &lt;br /&gt;
|| returns a mobs alias list. returns nothing if the actor is a player character.&lt;br /&gt;
|-&lt;br /&gt;
|| level&lt;br /&gt;
|| returns the characters current level.&lt;br /&gt;
|-&lt;br /&gt;
|| gold&lt;br /&gt;
|| returns the ammount of gold on the character.&lt;br /&gt;
|-&lt;br /&gt;
|| clan&lt;br /&gt;
|| returns characters clan as a string, if the character is not in a clan it returns no_clan.&lt;br /&gt;
|-&lt;br /&gt;
|| sex&lt;br /&gt;
|| returns characters sex as a string&lt;br /&gt;
|-&lt;br /&gt;
|| himher&lt;br /&gt;
|| returns him or her based on sex.&lt;br /&gt;
|-&lt;br /&gt;
|| hisher&lt;br /&gt;
|| returns his or her based on sex.&lt;br /&gt;
|-&lt;br /&gt;
|| canbeseen&lt;br /&gt;
|| mob triggers only, returns 1 if the mob can see the actor, or 0 if not.&lt;br /&gt;
|-&lt;br /&gt;
|| class&lt;br /&gt;
|| gives characters class as a string.&lt;br /&gt;
|-&lt;br /&gt;
|| race&lt;br /&gt;
|| returns the characters race as a string.&lt;br /&gt;
|-&lt;br /&gt;
|| vnum&lt;br /&gt;
|| returns the vnum of a mob or -1 fir PCs.&lt;br /&gt;
|-&lt;br /&gt;
|| str&lt;br /&gt;
|| returns characters str&lt;br /&gt;
|-&lt;br /&gt;
|| stradd&lt;br /&gt;
|| returns characters stradd&lt;br /&gt;
|-&lt;br /&gt;
|| dex&lt;br /&gt;
|| returns characters dex&lt;br /&gt;
|-&lt;br /&gt;
|| con&lt;br /&gt;
|| returns characters con&lt;br /&gt;
|-&lt;br /&gt;
|| int&lt;br /&gt;
|| returns characters int&lt;br /&gt;
|-&lt;br /&gt;
|| wis&lt;br /&gt;
|| returns characters wis&lt;br /&gt;
|-&lt;br /&gt;
|| cha&lt;br /&gt;
|| returns characters cha&lt;br /&gt;
|-&lt;br /&gt;
|| room&lt;br /&gt;
|| returns the vnum of the room the character is in.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
 Objects (usable by variables: self[for an object]/object)&lt;br /&gt;
 name         returns alias list of the object&lt;br /&gt;
 sortdesc     returns the short desc of the object&lt;br /&gt;
 vnum         returns the vnum of the object&lt;br /&gt;
 type         returns the type of the object as a string&lt;br /&gt;
 val0         returns the value stored in v0&lt;br /&gt;
 val1         returns the value stored in v1&lt;br /&gt;
 val2         returns the value stored in v2&lt;br /&gt;
 val3         returns the value stored in v3&lt;br /&gt;
 min_level    return the min_level of the object&lt;br /&gt;
&lt;br /&gt;
 Rooms (usable by variables: self[for a room]/room)&lt;br /&gt;
 name         returns the name of the room&lt;br /&gt;
 north        returns the vnum of the exit north*&lt;br /&gt;
 east         returns the vnum of the exit east*&lt;br /&gt;
 south        returns the vnum of the exit south*&lt;br /&gt;
 west         returns the vnum of the exit west*&lt;br /&gt;
 up           returns the vnum of the exit up*&lt;br /&gt;
 down         returns the vnum of the exit down*&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Some variable fields are not covered here. please refer to [[VARIABLES]] to get an accurate listing of all variable fields.&lt;br /&gt;
&lt;br /&gt;
=== Special variables ===&lt;br /&gt;
==== random ====&lt;br /&gt;
This variable returns a radom number between 1 and the field value each time it is called.&lt;br /&gt;
&lt;br /&gt;
For example: &lt;br /&gt;
&lt;br /&gt;
 set num %random.10%&lt;br /&gt;
&lt;br /&gt;
will return a number between 1 and 10.&lt;br /&gt;
&lt;br /&gt;
==== arg ====&lt;br /&gt;
&lt;br /&gt;
This variable contains whatever is typed after a command trigger. For example, if a command trigger is &#039;&#039;drink&#039;&#039; and a player types &amp;quot;drink water&amp;quot;, &#039;&#039;arg&#039;&#039; is set to &#039;&#039;water&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
AddictMUD Script Tutor&lt;br /&gt;
&lt;br /&gt;
= Part 4 =&lt;br /&gt;
== Commands ==&lt;br /&gt;
&lt;br /&gt;
The commands are the actual meat of a script. When a script is run it executes all the commands in order. The following is a list of some basic commands available.&lt;br /&gt;
&lt;br /&gt;
=== Comments (*) === &lt;br /&gt;
&lt;br /&gt;
You can make comments in your code by starting the line with an astrix ex.  &lt;br /&gt;
&lt;br /&gt;
 * this is a comment and wont be executed.&lt;br /&gt;
&lt;br /&gt;
=== SET ===&lt;br /&gt;
Set allows you to set the value of an existing variable. If you set the value of a variable that does not exist the variable will be created.&lt;br /&gt;
&lt;br /&gt;
Usage:&lt;br /&gt;
 set &amp;lt;variable name&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
&lt;br /&gt;
ex. &lt;br /&gt;
 set var1 1&lt;br /&gt;
&lt;br /&gt;
this will set the value of var1 to 1&lt;br /&gt;
&lt;br /&gt;
=== UNSET ===&lt;br /&gt;
This command unsets a variable (basically deleting it).&lt;br /&gt;
&lt;br /&gt;
usage:&lt;br /&gt;
 unset &amp;lt;variable name&amp;gt;&lt;br /&gt;
&lt;br /&gt;
ex. &lt;br /&gt;
 unset var1&lt;br /&gt;
&lt;br /&gt;
=== EVAL ===&lt;br /&gt;
This command performs mathematical operations and stores them in a variable. While it&#039;s not always necessary it&#039;s a good idea to enclose the expression you want evaluated in parentheses.&lt;br /&gt;
&lt;br /&gt;
usage:&lt;br /&gt;
 eval &amp;lt;variable&amp;gt; &amp;lt;expression&amp;gt;&lt;br /&gt;
ex. &lt;br /&gt;
 eval result (5 + 4)&lt;br /&gt;
&lt;br /&gt;
This would add 5 + 4 then store that number in the variable named result.&lt;br /&gt;
&lt;br /&gt;
=== GLOBAL ===&lt;br /&gt;
This command changes a local variable into a global.  A global variable is visible to all scripts on the mob / object / room that the script is attached to.  This is useful for situations where you want one script to set a value, and another script to react based on that value.&lt;br /&gt;
&lt;br /&gt;
usage:&lt;br /&gt;
 global &amp;lt;variable name&amp;gt;&lt;br /&gt;
ex.&lt;br /&gt;
 set val1 1&lt;br /&gt;
 global val1&lt;br /&gt;
&lt;br /&gt;
This would make the variable &#039;val1&#039; a global variable.&lt;br /&gt;
&lt;br /&gt;
=== WAIT ===&lt;br /&gt;
This command causes the script to pause for a certain length of time.  The number placed after the wait statement tells the script how long to delay in seconds.&lt;br /&gt;
&lt;br /&gt;
usage:&lt;br /&gt;
 wait &amp;lt;number&amp;gt;&lt;br /&gt;
ex. &lt;br /&gt;
 wait 5&lt;br /&gt;
&lt;br /&gt;
This will make the script pause for 5 seconds&lt;br /&gt;
&lt;br /&gt;
=== HALT ===&lt;br /&gt;
This command ends the script execution immediately.&lt;br /&gt;
&lt;br /&gt;
Usage:&lt;br /&gt;
 halt&lt;br /&gt;
&lt;br /&gt;
=== RETURN ===&lt;br /&gt;
Return sets the value of the trigger itself. Normally a script returns a value of 1. What this means is, the mud acknowledges that the script was triggered/executed and  wont send the command back to the mud. If a script returns a 0, the command/action that triggered the script will be sent to the mud after the script is executed.&lt;br /&gt;
&lt;br /&gt;
usage:&lt;br /&gt;
 return &amp;lt;value&amp;gt;&lt;br /&gt;
ex. Say we wanted a script on a mob that blocked female characters from&lt;br /&gt;
kissing it.&lt;br /&gt;
&lt;br /&gt;
 if (&amp;quot;%actor.sex%&amp;quot; == &amp;quot;female&amp;quot;)&lt;br /&gt;
   return 1&lt;br /&gt;
 * this blocks the command from going back to the mud making&lt;br /&gt;
 * the command have no effect.&lt;br /&gt;
 else&lt;br /&gt;
   return 0&lt;br /&gt;
 * this lets the command pass back to the mud allowing the action to&lt;br /&gt;
 * be performed.&lt;br /&gt;
 end&lt;br /&gt;
&lt;br /&gt;
=== IF/ELSEIF/ELSE ===&lt;br /&gt;
The if statement is used to check if a condition is true. If the expression is checked and found to be true/correct then the code that follows is performed. otherwise the code following it is skipped. An END statement must follow code of an IF statement. to check more than one expression you can use ELSEIF after an IF statement. An ELSEIF statement is checked only if the first IF statement is found to be false. You must enclose the statement to be checked  in parentheses.  When referencing a string in an expression be sure to enclose it in double quotes.&lt;br /&gt;
&lt;br /&gt;
usage:&lt;br /&gt;
 if (&amp;lt;expression&amp;gt;)&lt;br /&gt;
   command&lt;br /&gt;
   command&lt;br /&gt;
   ...&lt;br /&gt;
 elseif (&amp;lt;expression&amp;gt;)&lt;br /&gt;
   command&lt;br /&gt;
   command&lt;br /&gt;
   ...&lt;br /&gt;
 end&lt;br /&gt;
&lt;br /&gt;
ex.&lt;br /&gt;
 * the first if statment is false/incorrect&lt;br /&gt;
 * so the commands following will run&lt;br /&gt;
 * the elseif statment is true/correct so the&lt;br /&gt;
 * commands following wil be run&lt;br /&gt;
&lt;br /&gt;
 if (1 == 2)&lt;br /&gt;
   halt&lt;br /&gt;
 elseif (1 == 1)&lt;br /&gt;
   say one is equal to 1&lt;br /&gt;
 end&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== OPERATORS FOR EXPRESSIONS ===&lt;br /&gt;
A false expression is any expression that evaluates to 0, or an empty string. A true expression is any expression that evaluates to anything else. These operators can be used to write your expressions.&lt;br /&gt;
&lt;br /&gt;
 &amp;amp;&amp;amp;    Logical and&lt;br /&gt;
 ||    Logical or&lt;br /&gt;
 ==    Equivalance&lt;br /&gt;
 !=    Inequality&lt;br /&gt;
 -     subtraction&lt;br /&gt;
 +     addition&lt;br /&gt;
 *     multiplication&lt;br /&gt;
 /     devision&lt;br /&gt;
 !     negation&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
COMMANDS SPECIFIC TO SCRIPT TYPE&lt;br /&gt;
&lt;br /&gt;
MOB COMMANDS&lt;br /&gt;
 Mobs can use all basic actions available to a player as commands. This&lt;br /&gt;
includes socials, speaking on channels, moving, etc. however there are&lt;br /&gt;
also a few extra commands that are available.&lt;br /&gt;
&lt;br /&gt;
MECHO&lt;br /&gt;
 This command will send a message to everone in the same room as the mob.&lt;br /&gt;
&lt;br /&gt;
usage:&lt;br /&gt;
MECHO &amp;lt;message&amp;gt;&lt;br /&gt;
&lt;br /&gt;
MECHOAROUND&lt;br /&gt;
 This command will send a message to everyone in the room except for the&lt;br /&gt;
target.&lt;br /&gt;
&lt;br /&gt;
usage:&lt;br /&gt;
MECHOAROUND &amp;lt;target&amp;gt; &amp;lt;message&amp;gt;&lt;br /&gt;
&lt;br /&gt;
MSEND&lt;br /&gt;
 This command will send a message only to the target.&lt;br /&gt;
&lt;br /&gt;
usage:&lt;br /&gt;
MSEND &amp;lt;target&amp;gt; &amp;lt;message&amp;gt;&lt;br /&gt;
&lt;br /&gt;
MFORCE&lt;br /&gt;
 This command will force the target to do perform an action. (much in the&lt;br /&gt;
same way that the immortal force command works)&lt;br /&gt;
&lt;br /&gt;
usage:&lt;br /&gt;
MFORCE &amp;lt;target&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
&lt;br /&gt;
MLOAD&lt;br /&gt;
 This command loads an object or mob into the room or mobs inventory.&lt;br /&gt;
If an object is loaded it will appear in the mobs inventory unless it&lt;br /&gt;
does not have the &#039;TAKE&#039; flag, in which case it will load into the room&lt;br /&gt;
&lt;br /&gt;
usage:&lt;br /&gt;
MLOAD &amp;lt;mob/obj&amp;gt; &amp;lt;vnum&amp;gt;&lt;br /&gt;
&lt;br /&gt;
MTELEPORT&lt;br /&gt;
 This command will teleport the target to a room. If the target is &#039;ALL&#039;&lt;br /&gt;
it will teleport all people in the room.&lt;br /&gt;
&lt;br /&gt;
usage:&lt;br /&gt;
MTELEPORT &amp;lt;target&amp;gt; &amp;lt;room&amp;gt;&lt;br /&gt;
&lt;br /&gt;
OBJECT COMMANDS&lt;br /&gt;
 Alot of the object commands work the same way as mob commands except&lt;br /&gt;
the name of the command is slightly changed.&lt;br /&gt;
&lt;br /&gt;
OECHO&lt;br /&gt;
 This command is used the same as mecho.&lt;br /&gt;
&lt;br /&gt;
OECHOAROUND&lt;br /&gt;
 This command is used the same as mechoaround.&lt;br /&gt;
&lt;br /&gt;
OSEND&lt;br /&gt;
 This command is used the same as msend.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
OFORCE&lt;br /&gt;
 This command is used the same as mforce.&lt;br /&gt;
&lt;br /&gt;
OLOAD&lt;br /&gt;
 This command varies froom mload only in the sense that it always loads&lt;br /&gt;
objects on the ground in the room the object is currently in.&lt;br /&gt;
&lt;br /&gt;
OTELEPORT&lt;br /&gt;
 This command is used the same as mteleport.&lt;br /&gt;
&lt;br /&gt;
ROOM COMMANDS&lt;br /&gt;
 Just like objects, most of the commands are the same as mob commands&lt;br /&gt;
only with a slightly differant name.&lt;br /&gt;
&lt;br /&gt;
WECHO&lt;br /&gt;
 This command is used the same as mecho.&lt;br /&gt;
&lt;br /&gt;
WECHOAROUND&lt;br /&gt;
 This command is used the same as mechoaround.&lt;br /&gt;
&lt;br /&gt;
WSEND&lt;br /&gt;
 This command is used the same as msend.&lt;br /&gt;
&lt;br /&gt;
WLOAD&lt;br /&gt;
 This command is used the same as mload except that if an object is loaded&lt;br /&gt;
it will always load in the room.&lt;br /&gt;
&lt;br /&gt;
WFORCE&lt;br /&gt;
 This command is used the same as mforce.&lt;br /&gt;
&lt;br /&gt;
WTELEPORT&lt;br /&gt;
 This command is used the same as mteleport.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This document does not explain all the commands available. For more&lt;br /&gt;
details and a list of all available commands refer to schelp.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Part 5 =&lt;br /&gt;
== TIPS AND EXAMPLES ==&lt;br /&gt;
&lt;br /&gt;
When possible try to make scripts reusable.&lt;br /&gt;
&lt;br /&gt;
Instead of making many scripts that do something similar it&#039;s usually a good idea to make 1 script that can be used in all places. Some helpful things to accomplish this are using variables like &#039;&#039;&#039;%self.name%&#039;&#039;&#039; in echos instead of actually writing in the name.  Using if statements to check the room number for any special commands needed in a specific place.&lt;br /&gt;
&lt;br /&gt;
Lets say we wanted to make a script for 2 different dance instructors in 2 different rooms. We want the script make a mob say something then force the actor to do some sort of dance, and all the scripts will have the same command to trigger them.  We could write 2 different scripts, one for each mob, or we could write one script to handle both of them&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 Name:dance instructer  ,Vnum:[1200], Type: MOBILE&lt;br /&gt;
 Trigger flags: COMMAND ,NArg:0     , Arg List: Lesson&lt;br /&gt;
 Commands&lt;br /&gt;
 &lt;br /&gt;
 set first_room 1250&lt;br /&gt;
 set second_room 1251&lt;br /&gt;
 &lt;br /&gt;
 mecho %self.name% walks over to you.&lt;br /&gt;
 wait 1&lt;br /&gt;
 mecho %self.name% says,&#039;So %actor.name%, you want to learn how to dance?&lt;br /&gt;
 wait 1&lt;br /&gt;
 ponder&lt;br /&gt;
 wait 1&lt;br /&gt;
 say ok just follow my lead..&lt;br /&gt;
 wait 1&lt;br /&gt;
 if (%actor.room% == %first_room%)&lt;br /&gt;
    mechoaround %actor% %actor.name% does the charlston.&lt;br /&gt;
    msend %actor% You do the charlston.&lt;br /&gt;
  elseif (%actor.room% == %second_room%)&lt;br /&gt;
    mechoaround %actor% %actor.name% does the fox trot.&lt;br /&gt;
    msend %actor% You do the fox trot.&lt;br /&gt;
 end&lt;br /&gt;
&lt;br /&gt;
Remember, take nothing for granted, and add as much error checking as possible.  Scripts, like any program CAN AND WILL be hacked. Make sure you include enough error checking to make sure that people don&#039;t abuse your script. Also, you want to make sure that the person types in the exact command.&lt;br /&gt;
&lt;br /&gt;
Lets say that you want to make a script on an object that teleports a clan member to their clan hall if they press a button. Assuming the name of the clan is Fishermen and their clan hall is in room 16300&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 Name:teleporting watch  ,Vnum:[1201], Type:OBJECT&lt;br /&gt;
 Trigger flags: Command  ,NArg:3     , Arg List: press&lt;br /&gt;
 Commands&lt;br /&gt;
 set clan_hall 16300&lt;br /&gt;
 oteleport %actor% %clan_hall%&lt;br /&gt;
&lt;br /&gt;
The above script will teleport the wearer into the clan hall regardless if the person is a clan member or not. Also it would activate any time the person typed press as a command.&lt;br /&gt;
&lt;br /&gt;
Now lets try this again...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 Name:teleporting watch  ,Vnum:[1201], Type:OBJECT&lt;br /&gt;
 Trigger flags: Command  ,NArg:3     , Arg List: press&lt;br /&gt;
 Commands&lt;br /&gt;
 if (&amp;quot;%arg%&amp;quot; != &amp;quot;button&amp;quot;)&lt;br /&gt;
   return 0&lt;br /&gt;
   halt&lt;br /&gt;
 end&lt;br /&gt;
 set clan_hall 16300&lt;br /&gt;
 &lt;br /&gt;
 if (&amp;quot;%actor.clan%&amp;quot; != &amp;quot;fishermen&amp;quot;)&lt;br /&gt;
    osend %actor% You are not a clan member!&lt;br /&gt;
  else&lt;br /&gt;
    oteleport %actor% %clan_hall%&lt;br /&gt;
    oforce %actor% look&lt;br /&gt;
 end&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The above script first checks to see if the person typed press button or something else. if the person did not type press button, then the script returns a 0 then halts the script (effectively ignoring the command).  Then the script checks to see if the user is actually a member of clan Fishermen.  If the player does not belong to that clan, then they wont be allowed in.&lt;br /&gt;
&lt;br /&gt;
== Final Tips ==&lt;br /&gt;
&lt;br /&gt;
* Don&#039;t over script an area. It really is possible to have TOO much of a good thing.&lt;br /&gt;
* Remember to check and recheck the script with a mortal.  Some commands (like force) do not work on immortals, so remember to always test your script with a mort.&lt;br /&gt;
* Try to comment your script as much as possible and format it.  It does make it easier for you or someone else when they have to go through your script later.&lt;br /&gt;
* Comments should not be too long, but just enough to give an idea of what you were doing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Scripts]]&lt;/div&gt;</summary>
		<author><name>Brazil</name></author>
	</entry>
	<entry>
		<id>https://ohelp.addictmud.org/index.php?title=ROOMCMDS&amp;diff=443</id>
		<title>ROOMCMDS</title>
		<link rel="alternate" type="text/html" href="https://ohelp.addictmud.org/index.php?title=ROOMCMDS&amp;diff=443"/>
		<updated>2011-09-19T15:07:31Z</updated>

		<summary type="html">&lt;p&gt;Brazil: /* wload */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Room scripts alone can use the following commands.&lt;br /&gt;
&lt;br /&gt;
= wasound =&lt;br /&gt;
Syntax: &amp;lt;pre&amp;gt;wasound &amp;lt;message&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&#039;&#039;wasound&#039;&#039; echos the message to all the rooms adjacent to the room wasounding.&lt;br /&gt;
&lt;br /&gt;
= wecho =&lt;br /&gt;
Syntax: &amp;lt;pre&amp;gt;wecho &amp;lt;message&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&#039;&#039;wecho&#039;&#039; sends the message to everyone awake in the room.&lt;br /&gt;
&lt;br /&gt;
= wechoaround =&lt;br /&gt;
Syntax: &amp;lt;pre&amp;gt;wechoaround &amp;lt;victim&amp;gt; &amp;lt;message&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This sends the message to everyone in the room except for the victim.&lt;br /&gt;
&lt;br /&gt;
= wexp =&lt;br /&gt;
Syntax: &amp;lt;pre&amp;gt;wexp &amp;lt;victim&amp;gt; &amp;lt;amount&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&#039;&#039;oexp&#039;&#039; changes the victim&#039;s experience points by amount.  The amount may be 100,000 exp and less, including negative values.&lt;br /&gt;
&lt;br /&gt;
= wforce =&lt;br /&gt;
Syntax: &amp;lt;pre&amp;gt;wforce &amp;lt;victim&amp;gt; &amp;lt;command&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The room forces the victim to perform the command.  If the victim is &#039;all&#039;, all the characters in the room are forced to perform the command.  Immortals are not affected by this command.  No message is sent to the character, except what is caused by the command performed.&lt;br /&gt;
&lt;br /&gt;
= wload =&lt;br /&gt;
Syntax: &amp;lt;pre&amp;gt;wload &amp;lt;obj|mob&amp;gt; &amp;lt;vnum&amp;gt; [timer]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This command loads a mob or object into the game, in the room performing the command.  The object or mob&#039;s vnum must be specified; the name will not work.  No message is given. &lt;br /&gt;
&lt;br /&gt;
If &#039;&#039;timer&#039;&#039; is specified, (this works for objects only), the loaded object will disappear with a message when the timer expires (like a key would after it&#039;s been used).  &#039;&#039;timer&#039;&#039; is measured in seconds.&lt;br /&gt;
&lt;br /&gt;
= wpurge =&lt;br /&gt;
Syntax: &amp;lt;pre&amp;gt;wpurge [&amp;lt;target&amp;gt;]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&#039;&#039;wpurge&#039;&#039; removes objects or mobs from the game.  If no argument is given, the all objects and mobs in the room will be removed.  If there is an argument, only that mob or object will be urged.  PCs can not be purged with this command.  There is no message generated by this command.&lt;br /&gt;
&lt;br /&gt;
= wsend =&lt;br /&gt;
Syntax: &amp;lt;pre&amp;gt;wsend &amp;lt;victim&amp;gt; &amp;lt;message&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The victim of msend gets the message.  &#039;&#039;&#039;&amp;lt;victim&amp;gt;&#039;&#039;&#039; can be %actor% or a player name.&lt;br /&gt;
&lt;br /&gt;
= wteleport =&lt;br /&gt;
Syntax: &amp;lt;pre&amp;gt;wteleport &amp;lt;victim&amp;gt; &amp;lt;target&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;wteleport&#039;&#039; moves the victim to the target.  The victim does not need to be in the room.  If the victim is &#039;all&#039;, all the characters in the room will be teleported to the target room.  No messages are generated by this command.&lt;br /&gt;
&lt;br /&gt;
= wdoor =&lt;br /&gt;
Syntax: &amp;lt;pre&amp;gt;wdoor &amp;lt;room&amp;gt; &amp;lt;argument&amp;gt; &amp;lt;field&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;wdoor&#039;&#039; allows you to manipulate exits in a room.&lt;br /&gt;
&lt;br /&gt;
Valid arguments:&lt;br /&gt;
&lt;br /&gt;
{| border=1 style=&amp;quot;padding: 2px; border-collapse: collapse&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=center | &#039;&#039;&#039;Argument&#039;&#039;&#039; &lt;br /&gt;
| align=center | &#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|| &#039;&#039;&#039;room&#039;&#039;&#039; || The vnum of the room you are manipulating&lt;br /&gt;
|-&lt;br /&gt;
|| &#039;&#039;&#039;direction&#039;&#039;&#039; || the direction you want to modify&lt;br /&gt;
|-&lt;br /&gt;
| valign=top| &#039;&#039;&#039;field&#039;&#039;&#039; || How you are modifying the room.&lt;br /&gt;
&#039;&#039;field&#039;&#039; can be the following:&lt;br /&gt;
&lt;br /&gt;
{| border=1 style=&amp;quot;padding: 2px; border-collapse: collapse&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=center | &#039;&#039;&#039;Field&#039;&#039;&#039; &lt;br /&gt;
| align=center | &#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|| &#039;&#039;&#039;purge&#039;&#039;&#039; || This completly removes the exit.&lt;br /&gt;
|-&lt;br /&gt;
|| &#039;&#039;&#039;description&#039;&#039;&#039; || This will change the exit description.&lt;br /&gt;
|-&lt;br /&gt;
| valign=top | &#039;&#039;&#039;flags&#039;&#039;&#039; || Set room flags. They have to be added together the same way [[ITEM_CONTAINER]] flags are set.&lt;br /&gt;
&lt;br /&gt;
  1     ISDOOR    (exit has a door)&lt;br /&gt;
  2     CLOSED    (door is closed)&lt;br /&gt;
  4     LOCKED    (exit is locked)&lt;br /&gt;
  8     PICKPROOF (exit can not be picked)&lt;br /&gt;
 16     NOSAVE    (if the zone is saved in olc, exits &lt;br /&gt;
                   with this flag will not be saved)&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|| &#039;&#039;&#039;key&#039;&#039;&#039; || set what key vnum is needed to unlock the door.&lt;br /&gt;
|-&lt;br /&gt;
|| &#039;&#039;&#039;name&#039;&#039;&#039; || Set the keyword list of the room.&lt;br /&gt;
|-&lt;br /&gt;
|| &#039;&#039;&#039;room&#039;&#039;&#039; || the vnum of the room you want the exit to lead to.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For examples of the wdoor command, stat script 1200 and 1201.&lt;br /&gt;
&lt;br /&gt;
= wzecho =&lt;br /&gt;
Syntax: &amp;lt;pre&amp;gt;wzecho &amp;lt;message&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This command sends an echo to the entire zone.&lt;br /&gt;
&lt;br /&gt;
= wdamage =&lt;br /&gt;
Syntax: &amp;lt;pre&amp;gt;wdamage &amp;lt;victim&amp;gt; &amp;lt;amount&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Causes the &amp;lt;amount&amp;gt; of damage to be done to the &amp;lt;victim&amp;gt;.  The only time a message is displayed is if the victim receives a LOT of damage, or they are BLEEDING or about do die.&lt;br /&gt;
&lt;br /&gt;
= wat =&lt;br /&gt;
Syntax: &amp;lt;pre&amp;gt;wat &amp;lt;location&amp;gt; &amp;lt;command to do there&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This allows a room to perform a script command as if it is in a different room.  It works much like the immortal AT command.&lt;br /&gt;
&lt;br /&gt;
= waward =&lt;br /&gt;
Syntax: &amp;lt;pre&amp;gt;waward &amp;lt;victim&amp;gt; &amp;lt;amount&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This allows a room to award the victim the &amp;lt;amount&amp;gt; of quest points.  Use of this command MUST MUST be cleared with a GOD+.&lt;br /&gt;
&lt;br /&gt;
= wsavevars =&lt;br /&gt;
Syntax: &amp;lt;pre&amp;gt;wsavevars&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This saves all global script variables so they are loaded after a reboot.  If you want a rooms global variables to be saved through a reboot, you must call this command in your script.&lt;br /&gt;
&lt;br /&gt;
= wportal =&lt;br /&gt;
Syntax: &amp;lt;pre&amp;gt;wportal &amp;lt;target room&amp;gt; &amp;lt;timer&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Creates a portal from the room the script is on to the target room that last the number of seconds specificed as the timer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
SEE ALSO: [[SCRIPT_COMMANDS]], [[VARIABLES]]&lt;br /&gt;
&lt;br /&gt;
[[CATEGORY:Scripts]]&lt;/div&gt;</summary>
		<author><name>Brazil</name></author>
	</entry>
	<entry>
		<id>https://ohelp.addictmud.org/index.php?title=ROOMCMDS&amp;diff=442</id>
		<title>ROOMCMDS</title>
		<link rel="alternate" type="text/html" href="https://ohelp.addictmud.org/index.php?title=ROOMCMDS&amp;diff=442"/>
		<updated>2011-09-19T14:59:40Z</updated>

		<summary type="html">&lt;p&gt;Brazil: /* wdoor */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Room scripts alone can use the following commands.&lt;br /&gt;
&lt;br /&gt;
= wasound =&lt;br /&gt;
Syntax: &amp;lt;pre&amp;gt;wasound &amp;lt;message&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&#039;&#039;wasound&#039;&#039; echos the message to all the rooms adjacent to the room wasounding.&lt;br /&gt;
&lt;br /&gt;
= wecho =&lt;br /&gt;
Syntax: &amp;lt;pre&amp;gt;wecho &amp;lt;message&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&#039;&#039;wecho&#039;&#039; sends the message to everyone awake in the room.&lt;br /&gt;
&lt;br /&gt;
= wechoaround =&lt;br /&gt;
Syntax: &amp;lt;pre&amp;gt;wechoaround &amp;lt;victim&amp;gt; &amp;lt;message&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This sends the message to everyone in the room except for the victim.&lt;br /&gt;
&lt;br /&gt;
= wexp =&lt;br /&gt;
Syntax: &amp;lt;pre&amp;gt;wexp &amp;lt;victim&amp;gt; &amp;lt;amount&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&#039;&#039;oexp&#039;&#039; changes the victim&#039;s experience points by amount.  The amount may be 100,000 exp and less, including negative values.&lt;br /&gt;
&lt;br /&gt;
= wforce =&lt;br /&gt;
Syntax: &amp;lt;pre&amp;gt;wforce &amp;lt;victim&amp;gt; &amp;lt;command&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The room forces the victim to perform the command.  If the victim is &#039;all&#039;, all the characters in the room are forced to perform the command.  Immortals are not affected by this command.  No message is sent to the character, except what is caused by the command performed.&lt;br /&gt;
&lt;br /&gt;
= wload =&lt;br /&gt;
Syntax: &amp;lt;pre&amp;gt;wload &amp;lt;obj|mob&amp;gt; &amp;lt;vnum&amp;gt; [timer]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This command loads a mob or object into the game, in the room performing the command.  The object or mob&#039;s vnum must be specified; the name will not work.  No message is given. If timer is specified, (this works for objects only), the loaded object will disappear with a message when the timer expires (like a key would after it&#039;s been used).  [timer] is measured in seconds.&lt;br /&gt;
&lt;br /&gt;
= wpurge =&lt;br /&gt;
Syntax: &amp;lt;pre&amp;gt;wpurge [&amp;lt;target&amp;gt;]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&#039;&#039;wpurge&#039;&#039; removes objects or mobs from the game.  If no argument is given, the all objects and mobs in the room will be removed.  If there is an argument, only that mob or object will be urged.  PCs can not be purged with this command.  There is no message generated by this command.&lt;br /&gt;
&lt;br /&gt;
= wsend =&lt;br /&gt;
Syntax: &amp;lt;pre&amp;gt;wsend &amp;lt;victim&amp;gt; &amp;lt;message&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The victim of msend gets the message.  &#039;&#039;&#039;&amp;lt;victim&amp;gt;&#039;&#039;&#039; can be %actor% or a player name.&lt;br /&gt;
&lt;br /&gt;
= wteleport =&lt;br /&gt;
Syntax: &amp;lt;pre&amp;gt;wteleport &amp;lt;victim&amp;gt; &amp;lt;target&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;wteleport&#039;&#039; moves the victim to the target.  The victim does not need to be in the room.  If the victim is &#039;all&#039;, all the characters in the room will be teleported to the target room.  No messages are generated by this command.&lt;br /&gt;
&lt;br /&gt;
= wdoor =&lt;br /&gt;
Syntax: &amp;lt;pre&amp;gt;wdoor &amp;lt;room&amp;gt; &amp;lt;argument&amp;gt; &amp;lt;field&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;wdoor&#039;&#039; allows you to manipulate exits in a room.&lt;br /&gt;
&lt;br /&gt;
Valid arguments:&lt;br /&gt;
&lt;br /&gt;
{| border=1 style=&amp;quot;padding: 2px; border-collapse: collapse&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=center | &#039;&#039;&#039;Argument&#039;&#039;&#039; &lt;br /&gt;
| align=center | &#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|| &#039;&#039;&#039;room&#039;&#039;&#039; || The vnum of the room you are manipulating&lt;br /&gt;
|-&lt;br /&gt;
|| &#039;&#039;&#039;direction&#039;&#039;&#039; || the direction you want to modify&lt;br /&gt;
|-&lt;br /&gt;
| valign=top| &#039;&#039;&#039;field&#039;&#039;&#039; || How you are modifying the room.&lt;br /&gt;
&#039;&#039;field&#039;&#039; can be the following:&lt;br /&gt;
&lt;br /&gt;
{| border=1 style=&amp;quot;padding: 2px; border-collapse: collapse&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=center | &#039;&#039;&#039;Field&#039;&#039;&#039; &lt;br /&gt;
| align=center | &#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|| &#039;&#039;&#039;purge&#039;&#039;&#039; || This completly removes the exit.&lt;br /&gt;
|-&lt;br /&gt;
|| &#039;&#039;&#039;description&#039;&#039;&#039; || This will change the exit description.&lt;br /&gt;
|-&lt;br /&gt;
| valign=top | &#039;&#039;&#039;flags&#039;&#039;&#039; || Set room flags. They have to be added together the same way [[ITEM_CONTAINER]] flags are set.&lt;br /&gt;
&lt;br /&gt;
  1     ISDOOR    (exit has a door)&lt;br /&gt;
  2     CLOSED    (door is closed)&lt;br /&gt;
  4     LOCKED    (exit is locked)&lt;br /&gt;
  8     PICKPROOF (exit can not be picked)&lt;br /&gt;
 16     NOSAVE    (if the zone is saved in olc, exits &lt;br /&gt;
                   with this flag will not be saved)&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|| &#039;&#039;&#039;key&#039;&#039;&#039; || set what key vnum is needed to unlock the door.&lt;br /&gt;
|-&lt;br /&gt;
|| &#039;&#039;&#039;name&#039;&#039;&#039; || Set the keyword list of the room.&lt;br /&gt;
|-&lt;br /&gt;
|| &#039;&#039;&#039;room&#039;&#039;&#039; || the vnum of the room you want the exit to lead to.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For examples of the wdoor command, stat script 1200 and 1201.&lt;br /&gt;
&lt;br /&gt;
= wzecho =&lt;br /&gt;
Syntax: &amp;lt;pre&amp;gt;wzecho &amp;lt;message&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This command sends an echo to the entire zone.&lt;br /&gt;
&lt;br /&gt;
= wdamage =&lt;br /&gt;
Syntax: &amp;lt;pre&amp;gt;wdamage &amp;lt;victim&amp;gt; &amp;lt;amount&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Causes the &amp;lt;amount&amp;gt; of damage to be done to the &amp;lt;victim&amp;gt;.  The only time a message is displayed is if the victim receives a LOT of damage, or they are BLEEDING or about do die.&lt;br /&gt;
&lt;br /&gt;
= wat =&lt;br /&gt;
Syntax: &amp;lt;pre&amp;gt;wat &amp;lt;location&amp;gt; &amp;lt;command to do there&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This allows a room to perform a script command as if it is in a different room.  It works much like the immortal AT command.&lt;br /&gt;
&lt;br /&gt;
= waward =&lt;br /&gt;
Syntax: &amp;lt;pre&amp;gt;waward &amp;lt;victim&amp;gt; &amp;lt;amount&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This allows a room to award the victim the &amp;lt;amount&amp;gt; of quest points.  Use of this command MUST MUST be cleared with a GOD+.&lt;br /&gt;
&lt;br /&gt;
= wsavevars =&lt;br /&gt;
Syntax: &amp;lt;pre&amp;gt;wsavevars&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This saves all global script variables so they are loaded after a reboot.  If you want a rooms global variables to be saved through a reboot, you must call this command in your script.&lt;br /&gt;
&lt;br /&gt;
= wportal =&lt;br /&gt;
Syntax: &amp;lt;pre&amp;gt;wportal &amp;lt;target room&amp;gt; &amp;lt;timer&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Creates a portal from the room the script is on to the target room that last the number of seconds specificed as the timer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
SEE ALSO: [[SCRIPT_COMMANDS]], [[VARIABLES]]&lt;br /&gt;
&lt;br /&gt;
[[CATEGORY:Scripts]]&lt;/div&gt;</summary>
		<author><name>Brazil</name></author>
	</entry>
	<entry>
		<id>https://ohelp.addictmud.org/index.php?title=ROOMCMDS&amp;diff=441</id>
		<title>ROOMCMDS</title>
		<link rel="alternate" type="text/html" href="https://ohelp.addictmud.org/index.php?title=ROOMCMDS&amp;diff=441"/>
		<updated>2011-09-19T14:48:57Z</updated>

		<summary type="html">&lt;p&gt;Brazil: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Room scripts alone can use the following commands.&lt;br /&gt;
&lt;br /&gt;
= wasound =&lt;br /&gt;
Syntax: &amp;lt;pre&amp;gt;wasound &amp;lt;message&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&#039;&#039;wasound&#039;&#039; echos the message to all the rooms adjacent to the room wasounding.&lt;br /&gt;
&lt;br /&gt;
= wecho =&lt;br /&gt;
Syntax: &amp;lt;pre&amp;gt;wecho &amp;lt;message&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&#039;&#039;wecho&#039;&#039; sends the message to everyone awake in the room.&lt;br /&gt;
&lt;br /&gt;
= wechoaround =&lt;br /&gt;
Syntax: &amp;lt;pre&amp;gt;wechoaround &amp;lt;victim&amp;gt; &amp;lt;message&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This sends the message to everyone in the room except for the victim.&lt;br /&gt;
&lt;br /&gt;
= wexp =&lt;br /&gt;
Syntax: &amp;lt;pre&amp;gt;wexp &amp;lt;victim&amp;gt; &amp;lt;amount&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&#039;&#039;oexp&#039;&#039; changes the victim&#039;s experience points by amount.  The amount may be 100,000 exp and less, including negative values.&lt;br /&gt;
&lt;br /&gt;
= wforce =&lt;br /&gt;
Syntax: &amp;lt;pre&amp;gt;wforce &amp;lt;victim&amp;gt; &amp;lt;command&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The room forces the victim to perform the command.  If the victim is &#039;all&#039;, all the characters in the room are forced to perform the command.  Immortals are not affected by this command.  No message is sent to the character, except what is caused by the command performed.&lt;br /&gt;
&lt;br /&gt;
= wload =&lt;br /&gt;
Syntax: &amp;lt;pre&amp;gt;wload &amp;lt;obj|mob&amp;gt; &amp;lt;vnum&amp;gt; [timer]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This command loads a mob or object into the game, in the room performing the command.  The object or mob&#039;s vnum must be specified; the name will not work.  No message is given. If timer is specified, (this works for objects only), the loaded object will disappear with a message when the timer expires (like a key would after it&#039;s been used).  [timer] is measured in seconds.&lt;br /&gt;
&lt;br /&gt;
= wpurge =&lt;br /&gt;
Syntax: &amp;lt;pre&amp;gt;wpurge [&amp;lt;target&amp;gt;]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&#039;&#039;wpurge&#039;&#039; removes objects or mobs from the game.  If no argument is given, the all objects and mobs in the room will be removed.  If there is an argument, only that mob or object will be urged.  PCs can not be purged with this command.  There is no message generated by this command.&lt;br /&gt;
&lt;br /&gt;
= wsend =&lt;br /&gt;
Syntax: &amp;lt;pre&amp;gt;wsend &amp;lt;victim&amp;gt; &amp;lt;message&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The victim of msend gets the message.  &#039;&#039;&#039;&amp;lt;victim&amp;gt;&#039;&#039;&#039; can be %actor% or a player name.&lt;br /&gt;
&lt;br /&gt;
= wteleport =&lt;br /&gt;
Syntax: &amp;lt;pre&amp;gt;wteleport &amp;lt;victim&amp;gt; &amp;lt;target&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;wteleport&#039;&#039; moves the victim to the target.  The victim does not need to be in the room.  If the victim is &#039;all&#039;, all the characters in the room will be teleported to the target room.  No messages are generated by this command.&lt;br /&gt;
&lt;br /&gt;
= wdoor =&lt;br /&gt;
Syntax: &amp;lt;pre&amp;gt;wdoor &amp;lt;room&amp;gt; &amp;lt;direction&amp;gt; &amp;lt;field&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;wdoor&#039;&#039; allows you to manipulate exits in a room.  The &amp;lt;room&amp;gt; argument is the vnum of the room you are manipulating.  &amp;lt;direction&amp;gt; is the direction you want to modify.  &amp;lt;field&amp;gt; is how you are modifying the room.&lt;br /&gt;
&lt;br /&gt;
     &amp;lt;field&amp;gt; can be the following:&lt;br /&gt;
         purge         This completly removes the exit.&lt;br /&gt;
         description   This will change the exit description.&lt;br /&gt;
         flags         Set room flags. They have to be added together the &lt;br /&gt;
                       same way ITEM_CONTAINER flags are set.&lt;br /&gt;
                        1     ISDOOR    (exit has a door)&lt;br /&gt;
                        2     CLOSED    (door is closed)&lt;br /&gt;
                        4     LOCKED    (exit is locked)&lt;br /&gt;
                        8     PICKPROOF (exit can not be picked)&lt;br /&gt;
                       16     NOSAVE    (if the zone is saved in olc, exits &lt;br /&gt;
                                         with this flag will not be saved)&lt;br /&gt;
           &lt;br /&gt;
         key           set what key vnum is needed to unlock the door.&lt;br /&gt;
         name          Set the keyword list of the room.&lt;br /&gt;
         room          the vnum of the room you want the exit to lead to.&lt;br /&gt;
&lt;br /&gt;
For examples of the wdoor command, stat script 1200 and 1201.&lt;br /&gt;
&lt;br /&gt;
= wzecho =&lt;br /&gt;
Syntax: &amp;lt;pre&amp;gt;wzecho &amp;lt;message&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This command sends an echo to the entire zone.&lt;br /&gt;
&lt;br /&gt;
= wdamage =&lt;br /&gt;
Syntax: &amp;lt;pre&amp;gt;wdamage &amp;lt;victim&amp;gt; &amp;lt;amount&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Causes the &amp;lt;amount&amp;gt; of damage to be done to the &amp;lt;victim&amp;gt;.  The only time a message is displayed is if the victim receives a LOT of damage, or they are BLEEDING or about do die.&lt;br /&gt;
&lt;br /&gt;
= wat =&lt;br /&gt;
Syntax: &amp;lt;pre&amp;gt;wat &amp;lt;location&amp;gt; &amp;lt;command to do there&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This allows a room to perform a script command as if it is in a different room.  It works much like the immortal AT command.&lt;br /&gt;
&lt;br /&gt;
= waward =&lt;br /&gt;
Syntax: &amp;lt;pre&amp;gt;waward &amp;lt;victim&amp;gt; &amp;lt;amount&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This allows a room to award the victim the &amp;lt;amount&amp;gt; of quest points.  Use of this command MUST MUST be cleared with a GOD+.&lt;br /&gt;
&lt;br /&gt;
= wsavevars =&lt;br /&gt;
Syntax: &amp;lt;pre&amp;gt;wsavevars&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This saves all global script variables so they are loaded after a reboot.  If you want a rooms global variables to be saved through a reboot, you must call this command in your script.&lt;br /&gt;
&lt;br /&gt;
= wportal =&lt;br /&gt;
Syntax: &amp;lt;pre&amp;gt;wportal &amp;lt;target room&amp;gt; &amp;lt;timer&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Creates a portal from the room the script is on to the target room that last the number of seconds specificed as the timer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
SEE ALSO: [[SCRIPT_COMMANDS]], [[VARIABLES]]&lt;br /&gt;
&lt;br /&gt;
[[CATEGORY:Scripts]]&lt;/div&gt;</summary>
		<author><name>Brazil</name></author>
	</entry>
	<entry>
		<id>https://ohelp.addictmud.org/index.php?title=ROOMCMDS&amp;diff=440</id>
		<title>ROOMCMDS</title>
		<link rel="alternate" type="text/html" href="https://ohelp.addictmud.org/index.php?title=ROOMCMDS&amp;diff=440"/>
		<updated>2011-09-19T14:06:11Z</updated>

		<summary type="html">&lt;p&gt;Brazil: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Room scripts alone can use the following commands.&lt;br /&gt;
&lt;br /&gt;
= wasound =&lt;br /&gt;
Syntax: &amp;lt;pre&amp;gt;wasound &amp;lt;message&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&#039;&#039;Wasound&#039;&#039; echos the message to all the rooms adjacent to the room wasounding.&lt;br /&gt;
&lt;br /&gt;
= wecho =&lt;br /&gt;
    wecho &amp;lt;message&amp;gt;&lt;br /&gt;
      Wecho sends the message to everyone awake in the room.&lt;br /&gt;
&lt;br /&gt;
=wechoaround=&lt;br /&gt;
    wechoaround &amp;lt;victim&amp;gt; &amp;lt;message&amp;gt;&lt;br /&gt;
      This sends the message to everyone in the room except for the victim.&lt;br /&gt;
&lt;br /&gt;
    wexp &amp;lt;victim&amp;gt; &amp;lt;amount&amp;gt;&lt;br /&gt;
      Oexp changes the victim&#039;s experience points by amount.  The amount &lt;br /&gt;
      may be 100,000 exp and less, including negative values.&lt;br /&gt;
&lt;br /&gt;
    wforce &amp;lt;victim&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
      The room forces the victim to perform the command.  If the victim is&lt;br /&gt;
      &#039;all&#039;, all the characters in the room are forced to perform the &lt;br /&gt;
      command.  Immortals are not affected by this command.  No message is &lt;br /&gt;
      sent to the character, except what is caused by the command &lt;br /&gt;
      performed.&lt;br /&gt;
&lt;br /&gt;
    wload &amp;lt;obj|mob&amp;gt; &amp;lt;vnum&amp;gt; [timer]&lt;br /&gt;
      This command loads a mob or object into the game, in the room &lt;br /&gt;
      performing the command.  The object or mob&#039;s vnum must be specified; &lt;br /&gt;
      the name will not work.  No message is given. If timer is specified, &lt;br /&gt;
     (this works for objects only), the loaded object will disappear with &lt;br /&gt;
      a message when the timer expires (like a key would after it&#039;s been &lt;br /&gt;
      used).  [timer] is measured in seconds.&lt;br /&gt;
&lt;br /&gt;
    wpurge [&amp;lt;target&amp;gt;]&lt;br /&gt;
      Wpurge removes objects or mobs from the game.  If no argument is &lt;br /&gt;
      given, the all objects and mobs in the room will be removed.  If &lt;br /&gt;
      there is an argument, only that mob or object will be urged.  PCs &lt;br /&gt;
      can not be purged with this command.  There is no message generated &lt;br /&gt;
      by this command.&lt;br /&gt;
&lt;br /&gt;
    wsend &amp;lt;victim&amp;gt; &amp;lt;message&amp;gt;&lt;br /&gt;
      The victim of msend gets the message.&lt;br /&gt;
&lt;br /&gt;
    wteleport &amp;lt;victim&amp;gt; &amp;lt;target&amp;gt;&lt;br /&gt;
      Wteleport moves the victim to the target.  The victim does not need &lt;br /&gt;
      to be in the room.  If the victim is &#039;all&#039;, all the characters in &lt;br /&gt;
      the room will be teleported to the target room.  No messages are &lt;br /&gt;
      generated by this command.&lt;br /&gt;
&lt;br /&gt;
    wdoor &amp;lt;room&amp;gt; &amp;lt;direction&amp;gt; &amp;lt;field&amp;gt;&lt;br /&gt;
      Wdoor allows you to manipulate exits in a room.  The &amp;lt;room&amp;gt; argument&lt;br /&gt;
      is the vnum of the room you are manipulating.  &amp;lt;direction&amp;gt; is the&lt;br /&gt;
      direction you want to modify.  &amp;lt;field&amp;gt; is how you are modifying the&lt;br /&gt;
      room.&lt;br /&gt;
      &lt;br /&gt;
     &amp;lt;field&amp;gt; can be the following:&lt;br /&gt;
         purge         This completly removes the exit.&lt;br /&gt;
         description   This will change the exit description.&lt;br /&gt;
         flags         Set room flags. They have to be added together the &lt;br /&gt;
                       same way ITEM_CONTAINER flags are set.&lt;br /&gt;
                        1     ISDOOR    (exit has a door)&lt;br /&gt;
                        2     CLOSED    (door is closed)&lt;br /&gt;
                        4     LOCKED    (exit is locked)&lt;br /&gt;
                        8     PICKPROOF (exit can not be picked)&lt;br /&gt;
                       16     NOSAVE    (if the zone is saved in olc, exits &lt;br /&gt;
                                         with this flag will not be saved)&lt;br /&gt;
           &lt;br /&gt;
         key           set what key vnum is needed to unlock the door.&lt;br /&gt;
         name          Set the keyword list of the room.&lt;br /&gt;
         room          the vnum of the room you want the exit to lead to.&lt;br /&gt;
          &lt;br /&gt;
      For examples of the wdoor command, stat script 1200 and 1201.&lt;br /&gt;
&lt;br /&gt;
    wzecho &amp;lt;message&amp;gt;&lt;br /&gt;
      This command sends an echo to the entire zone.&lt;br /&gt;
&lt;br /&gt;
    wdamage &amp;lt;victim&amp;gt; &amp;lt;amount&amp;gt;&lt;br /&gt;
      Causes the &amp;lt;amount&amp;gt; of damage to be done to the &amp;lt;victim&amp;gt;.  The only &lt;br /&gt;
      time a message is displayed is if the victim receives a LOT of &lt;br /&gt;
      damage, or they are BLEEDING or about do die.&lt;br /&gt;
&lt;br /&gt;
    wat &amp;lt;location&amp;gt; &amp;lt;command to do there&amp;gt;&lt;br /&gt;
      This allows a room to perform a script command as if it is in a&lt;br /&gt;
      different room.  It works much like the immortal AT command.&lt;br /&gt;
&lt;br /&gt;
    waward &amp;lt;victim&amp;gt; &amp;lt;amount&amp;gt;&lt;br /&gt;
      This allows a room to award the victim the &amp;lt;amount&amp;gt; of quest points.&lt;br /&gt;
      Use of this command MUST MUST be cleared with Silvara.&lt;br /&gt;
&lt;br /&gt;
    wsavevars&lt;br /&gt;
      This saves all global script variables so they are loaded after a &lt;br /&gt;
      reboot.  If you want a rooms global variables to be saved through a &lt;br /&gt;
      reboot, you must call this command in your script.&lt;br /&gt;
&lt;br /&gt;
    wportal &amp;lt;target room&amp;gt; &amp;lt;timer&amp;gt;&lt;br /&gt;
      Creates a portal from the room the script is on to the target room &lt;br /&gt;
      that last the number of seconds specificed as the timer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
SEE ALSO: [[SCRIPT_COMMANDS]], [[VARIABLES]]&lt;br /&gt;
&lt;br /&gt;
[[CATEGORY:Scripts]]&lt;/div&gt;</summary>
		<author><name>Brazil</name></author>
	</entry>
	<entry>
		<id>https://ohelp.addictmud.org/index.php?title=ROOMCMDS&amp;diff=439</id>
		<title>ROOMCMDS</title>
		<link rel="alternate" type="text/html" href="https://ohelp.addictmud.org/index.php?title=ROOMCMDS&amp;diff=439"/>
		<updated>2011-09-19T14:01:31Z</updated>

		<summary type="html">&lt;p&gt;Brazil: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Room scripts alone can use the following commands.&lt;br /&gt;
&lt;br /&gt;
    wasound &amp;lt;message&amp;gt;&lt;br /&gt;
      Wasound echos the message to all the rooms adjacent to the room&lt;br /&gt;
      wasounding.&lt;br /&gt;
&lt;br /&gt;
    wecho &amp;lt;message&amp;gt;&lt;br /&gt;
      Wecho sends the message to everyone awake in the room.&lt;br /&gt;
&lt;br /&gt;
    wechoaround &amp;lt;victim&amp;gt; &amp;lt;message&amp;gt;&lt;br /&gt;
      This sends the message to everyone in the room except for the victim.&lt;br /&gt;
&lt;br /&gt;
    wexp &amp;lt;victim&amp;gt; &amp;lt;amount&amp;gt;&lt;br /&gt;
      Oexp changes the victim&#039;s experience points by amount.  The amount &lt;br /&gt;
      may be 100,000 exp and less, including negative values.&lt;br /&gt;
&lt;br /&gt;
    wforce &amp;lt;victim&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
      The room forces the victim to perform the command.  If the victim is&lt;br /&gt;
      &#039;all&#039;, all the characters in the room are forced to perform the &lt;br /&gt;
      command.  Immortals are not affected by this command.  No message is &lt;br /&gt;
      sent to the character, except what is caused by the command &lt;br /&gt;
      performed.&lt;br /&gt;
&lt;br /&gt;
    wload &amp;lt;obj|mob&amp;gt; &amp;lt;vnum&amp;gt; [timer]&lt;br /&gt;
      This command loads a mob or object into the game, in the room &lt;br /&gt;
      performing the command.  The object or mob&#039;s vnum must be specified; &lt;br /&gt;
      the name will not work.  No message is given. If timer is specified, &lt;br /&gt;
     (this works for objects only), the loaded object will disappear with &lt;br /&gt;
      a message when the timer expires (like a key would after it&#039;s been &lt;br /&gt;
      used).  [timer] is measured in seconds.&lt;br /&gt;
&lt;br /&gt;
    wpurge [&amp;lt;target&amp;gt;]&lt;br /&gt;
      Wpurge removes objects or mobs from the game.  If no argument is &lt;br /&gt;
      given, the all objects and mobs in the room will be removed.  If &lt;br /&gt;
      there is an argument, only that mob or object will be urged.  PCs &lt;br /&gt;
      can not be purged with this command.  There is no message generated &lt;br /&gt;
      by this command.&lt;br /&gt;
&lt;br /&gt;
    wsend &amp;lt;victim&amp;gt; &amp;lt;message&amp;gt;&lt;br /&gt;
      The victim of msend gets the message.&lt;br /&gt;
&lt;br /&gt;
    wteleport &amp;lt;victim&amp;gt; &amp;lt;target&amp;gt;&lt;br /&gt;
      Wteleport moves the victim to the target.  The victim does not need &lt;br /&gt;
      to be in the room.  If the victim is &#039;all&#039;, all the characters in &lt;br /&gt;
      the room will be teleported to the target room.  No messages are &lt;br /&gt;
      generated by this command.&lt;br /&gt;
&lt;br /&gt;
    wdoor &amp;lt;room&amp;gt; &amp;lt;direction&amp;gt; &amp;lt;field&amp;gt;&lt;br /&gt;
      Wdoor allows you to manipulate exits in a room.  The &amp;lt;room&amp;gt; argument&lt;br /&gt;
      is the vnum of the room you are manipulating.  &amp;lt;direction&amp;gt; is the&lt;br /&gt;
      direction you want to modify.  &amp;lt;field&amp;gt; is how you are modifying the&lt;br /&gt;
      room.&lt;br /&gt;
      &lt;br /&gt;
     &amp;lt;field&amp;gt; can be the following:&lt;br /&gt;
         purge         This completly removes the exit.&lt;br /&gt;
         description   This will change the exit description.&lt;br /&gt;
         flags         Set room flags. They have to be added together the &lt;br /&gt;
                       same way ITEM_CONTAINER flags are set.&lt;br /&gt;
                        1     ISDOOR    (exit has a door)&lt;br /&gt;
                        2     CLOSED    (door is closed)&lt;br /&gt;
                        4     LOCKED    (exit is locked)&lt;br /&gt;
                        8     PICKPROOF (exit can not be picked)&lt;br /&gt;
                       16     NOSAVE    (if the zone is saved in olc, exits &lt;br /&gt;
                                         with this flag will not be saved)&lt;br /&gt;
           &lt;br /&gt;
         key           set what key vnum is needed to unlock the door.&lt;br /&gt;
         name          Set the keyword list of the room.&lt;br /&gt;
         room          the vnum of the room you want the exit to lead to.&lt;br /&gt;
          &lt;br /&gt;
      For examples of the wdoor command, stat script 1200 and 1201.&lt;br /&gt;
&lt;br /&gt;
    wzecho &amp;lt;message&amp;gt;&lt;br /&gt;
      This command sends an echo to the entire zone.&lt;br /&gt;
&lt;br /&gt;
    wdamage &amp;lt;victim&amp;gt; &amp;lt;amount&amp;gt;&lt;br /&gt;
      Causes the &amp;lt;amount&amp;gt; of damage to be done to the &amp;lt;victim&amp;gt;.  The only &lt;br /&gt;
      time a message is displayed is if the victim receives a LOT of &lt;br /&gt;
      damage, or they are BLEEDING or about do die.&lt;br /&gt;
&lt;br /&gt;
    wat &amp;lt;location&amp;gt; &amp;lt;command to do there&amp;gt;&lt;br /&gt;
      This allows a room to perform a script command as if it is in a&lt;br /&gt;
      different room.  It works much like the immortal AT command.&lt;br /&gt;
&lt;br /&gt;
    waward &amp;lt;victim&amp;gt; &amp;lt;amount&amp;gt;&lt;br /&gt;
      This allows a room to award the victim the &amp;lt;amount&amp;gt; of quest points.&lt;br /&gt;
      Use of this command MUST MUST be cleared with Silvara.&lt;br /&gt;
&lt;br /&gt;
    wsavevars&lt;br /&gt;
      This saves all global script variables so they are loaded after a &lt;br /&gt;
      reboot.  If you want a rooms global variables to be saved through a &lt;br /&gt;
      reboot, you must call this command in your script.&lt;br /&gt;
&lt;br /&gt;
    wportal &amp;lt;target room&amp;gt; &amp;lt;timer&amp;gt;&lt;br /&gt;
      Creates a portal from the room the script is on to the target room &lt;br /&gt;
      that last the number of seconds specificed as the timer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
SEE ALSO: [[SCRIPT_COMMANDS]], [[VARIABLES]]&lt;br /&gt;
&lt;br /&gt;
[[CATEGORY:Scripts]]&lt;/div&gt;</summary>
		<author><name>Brazil</name></author>
	</entry>
	<entry>
		<id>https://ohelp.addictmud.org/index.php?title=ROOMCMDS&amp;diff=438</id>
		<title>ROOMCMDS</title>
		<link rel="alternate" type="text/html" href="https://ohelp.addictmud.org/index.php?title=ROOMCMDS&amp;diff=438"/>
		<updated>2011-09-19T13:59:12Z</updated>

		<summary type="html">&lt;p&gt;Brazil: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Room scripts alone can use the following commands.&lt;br /&gt;
&lt;br /&gt;
    wasound &amp;lt;message&amp;gt;&lt;br /&gt;
      Wasound echos the message to all the rooms adjacent to the room&lt;br /&gt;
      wasounding.&lt;br /&gt;
&lt;br /&gt;
    wecho &amp;lt;message&amp;gt;&lt;br /&gt;
      Wecho sends the message to everyone awake in the room.&lt;br /&gt;
&lt;br /&gt;
    wechoaround &amp;lt;victim&amp;gt; &amp;lt;message&amp;gt;&lt;br /&gt;
      This sends the message to everyone in the room except for the victim.&lt;br /&gt;
&lt;br /&gt;
    wexp &amp;lt;victim&amp;gt; &amp;lt;amount&amp;gt;&lt;br /&gt;
      Oexp changes the victim&#039;s experience points by amount.  The amount &lt;br /&gt;
      may be 100,000 exp and less, including negative values.&lt;br /&gt;
&lt;br /&gt;
    wforce &amp;lt;victim&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
      The room forces the victim to perform the command.  If the victim is&lt;br /&gt;
      &#039;all&#039;, all the characters in the room are forced to perform the &lt;br /&gt;
      command.  Immortals are not affected by this command.  No message is &lt;br /&gt;
      sent to the character, except what is caused by the command &lt;br /&gt;
      performed.&lt;br /&gt;
&lt;br /&gt;
    wload &amp;lt;obj|mob&amp;gt; &amp;lt;vnum&amp;gt; [timer]&lt;br /&gt;
      This command loads a mob or object into the game, in the room &lt;br /&gt;
      performing the command.  The object or mob&#039;s vnum must be specified; &lt;br /&gt;
      the name will not work.  No message is given. If timer is specified, &lt;br /&gt;
     (this works for objects only), the loaded object will disappear with &lt;br /&gt;
      a message when the timer expires (like a key would after it&#039;s been &lt;br /&gt;
      used).  [timer] is measured in seconds.&lt;br /&gt;
&lt;br /&gt;
    wpurge [&amp;lt;target&amp;gt;]&lt;br /&gt;
      Wpurge removes objects or mobs from the game.  If no argument is &lt;br /&gt;
      given, the all objects and mobs in the room will be removed.  If &lt;br /&gt;
      there is an argument, only that mob or object will be urged.  PCs &lt;br /&gt;
      can not be purged with this command.  There is no message generated &lt;br /&gt;
      by this command.&lt;br /&gt;
&lt;br /&gt;
    wsend &amp;lt;victim&amp;gt; &amp;lt;message&amp;gt;&lt;br /&gt;
      The victim of msend gets the message.&lt;br /&gt;
&lt;br /&gt;
    wteleport &amp;lt;victim&amp;gt; &amp;lt;target&amp;gt;&lt;br /&gt;
      Wteleport moves the victim to the target.  The victim does not need &lt;br /&gt;
      to be in the room.  If the victim is &#039;all&#039;, all the characters in &lt;br /&gt;
      the room will be teleported to the target room.  No messages are &lt;br /&gt;
      generated by this command.&lt;br /&gt;
&lt;br /&gt;
     wdoor &amp;lt;room&amp;gt; &amp;lt;direction&amp;gt; &amp;lt;field&amp;gt;&lt;br /&gt;
       Wdoor allows you to manipulate exits in a room.  The &amp;lt;room&amp;gt; argument&lt;br /&gt;
       is the vnum of the room you are manipulating.  &amp;lt;direction&amp;gt; is the&lt;br /&gt;
       direction you want to modify.  &amp;lt;field&amp;gt; is how you are modifying the&lt;br /&gt;
       room.&lt;br /&gt;
      &lt;br /&gt;
     &amp;lt;field&amp;gt; can be the following:&lt;br /&gt;
         purge      This completly removes the exit.&lt;br /&gt;
         description   This will change the exit description.&lt;br /&gt;
         flags         Set room flags. They have to be added together the &lt;br /&gt;
                      same way ITEM_CONTAINER flags are set.&lt;br /&gt;
                      1     ISDOOR    (exit has a door)&lt;br /&gt;
                      2     CLOSED    (door is closed)&lt;br /&gt;
                      4     LOCKED    (exit is locked)&lt;br /&gt;
                      8     PICKPROOF (exit can not be picked)&lt;br /&gt;
                      16    NOSAVE    (if the zone is saved in olc, exits &lt;br /&gt;
                                       with this flag will not be saved)&lt;br /&gt;
           &lt;br /&gt;
         key           set what key vnum is needed to unlock the door.&lt;br /&gt;
         name          Set the keyword list of the room.&lt;br /&gt;
         room          the vnum of the room you want the exit to lead to.&lt;br /&gt;
          &lt;br /&gt;
      For examples of the wdoor command, stat script 1200 and 1201.&lt;br /&gt;
&lt;br /&gt;
    wzecho &amp;lt;message&amp;gt;&lt;br /&gt;
      This command sends an echo to the entire zone.&lt;br /&gt;
&lt;br /&gt;
    wdamage &amp;lt;victim&amp;gt; &amp;lt;amount&amp;gt;&lt;br /&gt;
      Causes the &amp;lt;amount&amp;gt; of damage to be done to the &amp;lt;victim&amp;gt;.  The only &lt;br /&gt;
      time a message is displayed is if the victim receives a LOT of &lt;br /&gt;
      damage, or they are BLEEDING or about do die.&lt;br /&gt;
&lt;br /&gt;
    wat &amp;lt;location&amp;gt; &amp;lt;command to do there&amp;gt;&lt;br /&gt;
      This allows a room to perform a script command as if it is in a&lt;br /&gt;
      different room.  It works much like the immortal AT command.&lt;br /&gt;
&lt;br /&gt;
    waward &amp;lt;victim&amp;gt; &amp;lt;amount&amp;gt;&lt;br /&gt;
      This allows a room to award the victim the &amp;lt;amount&amp;gt; of quest points.&lt;br /&gt;
      Use of this command MUST MUST be cleared with Silvara.&lt;br /&gt;
&lt;br /&gt;
    wsavevars&lt;br /&gt;
      This saves all global script variables so they are loaded after a &lt;br /&gt;
      reboot.  If you want a rooms global variables to be saved through a &lt;br /&gt;
      reboot, you must call this command in your script.&lt;br /&gt;
&lt;br /&gt;
    wportal &amp;lt;target room&amp;gt; &amp;lt;timer&amp;gt;&lt;br /&gt;
      Creates a portal from the room the script is on to the target room &lt;br /&gt;
      that last the number of seconds specificed as the timer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
SEE ALSO: [[SCRIPT_COMMANDS]], [[VARIABLES]]&lt;br /&gt;
&lt;br /&gt;
[[CATEGORY:Scripts]]&lt;/div&gt;</summary>
		<author><name>Brazil</name></author>
	</entry>
	<entry>
		<id>https://ohelp.addictmud.org/index.php?title=ROOMCMDS&amp;diff=437</id>
		<title>ROOMCMDS</title>
		<link rel="alternate" type="text/html" href="https://ohelp.addictmud.org/index.php?title=ROOMCMDS&amp;diff=437"/>
		<updated>2011-09-19T13:57:00Z</updated>

		<summary type="html">&lt;p&gt;Brazil: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Room scripts alone can use the following commands.&lt;br /&gt;
&lt;br /&gt;
    wasound &amp;lt;message&amp;gt;&lt;br /&gt;
      Wasound echos the message to all the rooms adjacent to the room&lt;br /&gt;
      wasounding.&lt;br /&gt;
&lt;br /&gt;
    wecho &amp;lt;message&amp;gt;&lt;br /&gt;
      Wecho sends the message to everyone awake in the room.&lt;br /&gt;
&lt;br /&gt;
    wechoaround &amp;lt;victim&amp;gt; &amp;lt;message&amp;gt;&lt;br /&gt;
      This sends the message to everyone in the room except for the victim.&lt;br /&gt;
&lt;br /&gt;
    wexp &amp;lt;victim&amp;gt; &amp;lt;amount&amp;gt;&lt;br /&gt;
      Oexp changes the victim&#039;s experience points by amount.  The amount &lt;br /&gt;
      may be 100,000 exp and less, including negative values.&lt;br /&gt;
&lt;br /&gt;
    wforce &amp;lt;victim&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
      The room forces the victim to perform the command.  If the victim is&lt;br /&gt;
      &#039;all&#039;, all the characters in the room are forced to perform the &lt;br /&gt;
      command.  Immortals are not affected by this command.  No message is &lt;br /&gt;
      sent to the character, except what is caused by the command &lt;br /&gt;
      performed.&lt;br /&gt;
&lt;br /&gt;
    wload &amp;lt;obj|mob&amp;gt; &amp;lt;vnum&amp;gt; [timer]&lt;br /&gt;
      This command loads a mob or object into the game, in the room &lt;br /&gt;
      performing the command.  The object or mob&#039;s vnum must be specified; &lt;br /&gt;
      the name will not work.  No message is given. If timer is specified, &lt;br /&gt;
     (this works for objects only), the loaded object will disappear with &lt;br /&gt;
      a message when the timer expires (like a key would after it&#039;s been &lt;br /&gt;
      used).  [timer] is measured in seconds.&lt;br /&gt;
&lt;br /&gt;
    wpurge [&amp;lt;target&amp;gt;]&lt;br /&gt;
      Wpurge removes objects or mobs from the game.  If no argument is &lt;br /&gt;
      given, the all objects and mobs in the room will be removed.  If &lt;br /&gt;
      there is an argument, only that mob or object will be urged.  PCs &lt;br /&gt;
      can not be purged with this command.  There is no message generated &lt;br /&gt;
      by this command.&lt;br /&gt;
&lt;br /&gt;
    wsend &amp;lt;victim&amp;gt; &amp;lt;message&amp;gt;&lt;br /&gt;
      The victim of msend gets the message.&lt;br /&gt;
&lt;br /&gt;
    wteleport &amp;lt;victim&amp;gt; &amp;lt;target&amp;gt;&lt;br /&gt;
      Wteleport moves the victim to the target.  The victim does not need &lt;br /&gt;
      to be in the room.  If the victim is &#039;all&#039;, all the characters in &lt;br /&gt;
      the room will be teleported to the target room.  No messages are &lt;br /&gt;
      generated by this command.&lt;br /&gt;
&lt;br /&gt;
     wdoor &amp;lt;room&amp;gt; &amp;lt;direction&amp;gt; &amp;lt;field&amp;gt;&lt;br /&gt;
       Wdoor allows you to manipulate exits in a room.  The &amp;lt;room&amp;gt; argument&lt;br /&gt;
       is the vnum of the room you are manipulating.  &amp;lt;direction&amp;gt; is the&lt;br /&gt;
       direction you want to modify.  &amp;lt;field&amp;gt; is how you are modifying the&lt;br /&gt;
       room.&lt;br /&gt;
      &lt;br /&gt;
     &amp;lt;field&amp;gt; can be the following:&lt;br /&gt;
         purge      This completly removes the exit.&lt;br /&gt;
	 description   This will change the exit description.&lt;br /&gt;
	 flags         Set room flags. They have to be added together the &lt;br /&gt;
                      same way ITEM_CONTAINER flags are set.&lt;br /&gt;
                      1     ISDOOR    (exit has a door)&lt;br /&gt;
                      2     CLOSED    (door is closed)&lt;br /&gt;
                      4     LOCKED    (exit is locked)&lt;br /&gt;
                      8     PICKPROOF (exit can not be picked)&lt;br /&gt;
                      16    NOSAVE    (if the zone is saved in olc, exits &lt;br /&gt;
                                       with this flag will not be saved)&lt;br /&gt;
		      &lt;br /&gt;
	 key           set what key vnum is needed to unlock the door.&lt;br /&gt;
	 name          Set the keyword list of the room.&lt;br /&gt;
	 room          the vnum of the room you want the exit to lead to.&lt;br /&gt;
 &lt;br /&gt;
	For examples of the wdoor command, stat script 1200 and 1201.&lt;br /&gt;
&lt;br /&gt;
    wzecho &amp;lt;message&amp;gt;&lt;br /&gt;
      This command sends an echo to the entire zone.&lt;br /&gt;
&lt;br /&gt;
    wdamage &amp;lt;victim&amp;gt; &amp;lt;amount&amp;gt;&lt;br /&gt;
      Causes the &amp;lt;amount&amp;gt; of damage to be done to the &amp;lt;victim&amp;gt;.  The only &lt;br /&gt;
      time a message is displayed is if the victim receives a LOT of &lt;br /&gt;
      damage, or they are BLEEDING or about do die.&lt;br /&gt;
&lt;br /&gt;
    wat &amp;lt;location&amp;gt; &amp;lt;command to do there&amp;gt;&lt;br /&gt;
      This allows a room to perform a script command as if it is in a&lt;br /&gt;
      different room.  It works much like the immortal AT command.&lt;br /&gt;
&lt;br /&gt;
    waward &amp;lt;victim&amp;gt; &amp;lt;amount&amp;gt;&lt;br /&gt;
      This allows a room to award the victim the &amp;lt;amount&amp;gt; of quest points.&lt;br /&gt;
      Use of this command MUST MUST be cleared with Silvara.&lt;br /&gt;
&lt;br /&gt;
    wsavevars&lt;br /&gt;
      This saves all global script variables so they are loaded after a &lt;br /&gt;
      reboot.  If you want a rooms global variables to be saved through a &lt;br /&gt;
      reboot, you must call this command in your script.&lt;br /&gt;
&lt;br /&gt;
    wportal &amp;lt;target room&amp;gt; &amp;lt;timer&amp;gt;&lt;br /&gt;
      Creates a portal from the room the script is on to the target room &lt;br /&gt;
      that last the number of seconds specificed as the timer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
SEE ALSO: [[SCRIPT_COMMANDS]], [[VARIABLES]]&lt;br /&gt;
&lt;br /&gt;
[[CATEGORY:Scripts]]&lt;/div&gt;</summary>
		<author><name>Brazil</name></author>
	</entry>
	<entry>
		<id>https://ohelp.addictmud.org/index.php?title=OSET&amp;diff=436</id>
		<title>OSET</title>
		<link rel="alternate" type="text/html" href="https://ohelp.addictmud.org/index.php?title=OSET&amp;diff=436"/>
		<updated>2011-05-28T17:31:07Z</updated>

		<summary type="html">&lt;p&gt;Brazil: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Changes object attributes.  Type &amp;quot;OSET&amp;quot; alone for a list of valid arguments.&lt;br /&gt;
You must specify an object to edit with &amp;quot;OEDIT&amp;quot; before you can use &amp;quot;OSET&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
 &amp;gt; oset&lt;br /&gt;
 &amp;gt; oset long A short sword lies on the ground here.&lt;br /&gt;
 &amp;gt; oset weapon magic nowhite_sorcerer weight 3&lt;br /&gt;
&lt;br /&gt;
Options for oset:&lt;br /&gt;
&lt;br /&gt;
 container.weight_pct    - percentage of weight of the item being&lt;br /&gt;
                           put into the container that is applied &lt;br /&gt;
                           to the containers weight&lt;br /&gt;
 more to come....&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
See also:  [[OEDIT]], [[OLOAD]], [[OSTAT]]&lt;br /&gt;
&lt;br /&gt;
[[CATEGORY:OLC]]&lt;/div&gt;</summary>
		<author><name>Brazil</name></author>
	</entry>
	<entry>
		<id>https://ohelp.addictmud.org/index.php?title=OBJECT_FLAGS&amp;diff=435</id>
		<title>OBJECT FLAGS</title>
		<link rel="alternate" type="text/html" href="https://ohelp.addictmud.org/index.php?title=OBJECT_FLAGS&amp;diff=435"/>
		<updated>2011-05-28T15:38:02Z</updated>

		<summary type="html">&lt;p&gt;Brazil: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; Glow             the object glows&lt;br /&gt;
 Hum              the object hums&lt;br /&gt;
 !Rent            the object cannot be rented&lt;br /&gt;
 !Donate          the object cannot be donated&lt;br /&gt;
 !Invis           the object cannot be made invisible&lt;br /&gt;
 Invisible        the object is invisible&lt;br /&gt;
 Magic            the object has a magical aura&lt;br /&gt;
 !Drop            the object cannot be dropped&lt;br /&gt;
 Bless            the object is blessed&lt;br /&gt;
&lt;br /&gt;
 !Good&lt;br /&gt;
 !Evil            the object is not usable by chars with that specific align&lt;br /&gt;
 !Neutral&lt;br /&gt;
&lt;br /&gt;
 !Sorcerer&lt;br /&gt;
 !Cleric&lt;br /&gt;
 !Thief&lt;br /&gt;
 !Warrior&lt;br /&gt;
 !Necromancer&lt;br /&gt;
 !Ninja           the object is not usable by a char of that class&lt;br /&gt;
 !Antipaladin&lt;br /&gt;
 !Paladin&lt;br /&gt;
 !Priest&lt;br /&gt;
 !Wizard&lt;br /&gt;
 !Druid&lt;br /&gt;
 !Psionic&lt;br /&gt;
 !Channeler&lt;br /&gt;
&lt;br /&gt;
 !Sell            the object cannot be sold at a shop&lt;br /&gt;
 Remort_Only      the object is only usable by a remorted char&lt;br /&gt;
 !Mortal          the object cannot by used by a mortal char&lt;br /&gt;
 Limited          the object has defined load rates and limits&lt;br /&gt;
 Quest            the object was the reward of a quest&lt;br /&gt;
 Junk             the object has no value&lt;br /&gt;
 !Purge           the object cannot be purged&lt;br /&gt;
 Hidden           the object is hidden&lt;br /&gt;
 S_Parsed         the objects desc is sent thru a sting parser&lt;br /&gt;
 Nolocate         the object will not be seen with the locate object spell&lt;br /&gt;
 Bonding          the object will bond to the first char to wear it&lt;br /&gt;
&lt;br /&gt;
 !Elf&lt;br /&gt;
 !Human           the object is not usable by chars of that race&lt;br /&gt;
 !Dwarf&lt;br /&gt;
&lt;br /&gt;
 Inset            the object has an item inset in it&lt;br /&gt;
&lt;br /&gt;
 !Male&lt;br /&gt;
 !Neuter          the object is not usable by chars of that gender&lt;br /&gt;
 !Female&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[CATEGORY:OLC]]&lt;/div&gt;</summary>
		<author><name>Brazil</name></author>
	</entry>
	<entry>
		<id>https://ohelp.addictmud.org/index.php?title=MOBCMDS&amp;diff=434</id>
		<title>MOBCMDS</title>
		<link rel="alternate" type="text/html" href="https://ohelp.addictmud.org/index.php?title=MOBCMDS&amp;diff=434"/>
		<updated>2010-09-27T22:44:04Z</updated>

		<summary type="html">&lt;p&gt;Brazil: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Not a fan of the formatting of this document.  Suggestions?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Mobs can use any game command available to a mortal player character of the &lt;br /&gt;
same class and level as the mob.  In addition, they can use the following&lt;br /&gt;
special commands.&lt;br /&gt;
&lt;br /&gt;
== huntmove ==&lt;br /&gt;
&lt;br /&gt;
Usage: &#039;&#039;&#039;huntmove &amp;lt;target&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Huntmove will move one room in the direction of the victim.&lt;br /&gt;
&lt;br /&gt;
== masound ==&lt;br /&gt;
&lt;br /&gt;
Usage: &#039;&#039;&#039;masound &amp;lt;message&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Masound echos the message to the all the rooms the exits of the mob&#039;s room lead to.&lt;br /&gt;
&lt;br /&gt;
     mat &amp;lt;target&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
      The command is performed by the mob at the specified target.  The target&lt;br /&gt;
      may be a room number, character name, or object name.  The target room&lt;br /&gt;
      can not be a private or god room.  Valid commands are any commands usable&lt;br /&gt;
      by a mob.&lt;br /&gt;
&lt;br /&gt;
     mecho &amp;lt;message&amp;gt;&lt;br /&gt;
      Mecho sends the message to everyone awake in the same room as the mob.&lt;br /&gt;
&lt;br /&gt;
     mechoaround &amp;lt;victim&amp;gt; &amp;lt;message&amp;gt;&lt;br /&gt;
      This sends the message to everyone in the room except for the victim and&lt;br /&gt;
      the mob.&lt;br /&gt;
&lt;br /&gt;
     mexp &amp;lt;victim&amp;gt; &amp;lt;amount&amp;gt;&lt;br /&gt;
      Mexp changes the victim&#039;s experience points by amount.  The amount may&lt;br /&gt;
      be 100,000 exp and less, including negative values.&lt;br /&gt;
&lt;br /&gt;
     mforce &amp;lt;victim&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
      The mob forces the victim to perform the command.  If the victim is&lt;br /&gt;
      &#039;all&#039;, all the characters in the room are forced to perform the command.&lt;br /&gt;
      Immortals are not affected by this command.  No message is sent to the&lt;br /&gt;
      character, except what is caused by the command performed.&lt;br /&gt;
&lt;br /&gt;
     mgoto &amp;lt;target&amp;gt;&lt;br /&gt;
      This command moves the mob to the given target.  The target may be an&lt;br /&gt;
      object, room, or character, as long as it is not in a private occupied&lt;br /&gt;
      with two or more characters, or god room.  No message is given.&lt;br /&gt;
&lt;br /&gt;
     mjunk &amp;lt;object&amp;gt;&lt;br /&gt;
      The object in the mob&#039;s inventory which is specified is removed from the&lt;br /&gt;
      game.  &#039;mjunk all&#039; removes all of the objects in the mob&#039;s inventory.  No&lt;br /&gt;
      message is sent by this command.&lt;br /&gt;
&lt;br /&gt;
     mkill &amp;lt;victim&amp;gt;&lt;br /&gt;
      Mkill causes the mob to hit the victim.  It is the same as kill, except&lt;br /&gt;
      mkill works for low level mobs attacking PCs, where kill does not.&lt;br /&gt;
&lt;br /&gt;
     mload &amp;lt;obj|mob&amp;gt; &amp;lt;vnum&amp;gt; [timer]&lt;br /&gt;
      This command loads a mob or object into the game.  Mobs are loaded in the&lt;br /&gt;
      same room as the mob using the command.  Notake objects are loaded into&lt;br /&gt;
      the mob&#039;s room, and all other objects are loaded into the mob&#039;s&lt;br /&gt;
      inventory.  The object or mob&#039;s vnum must be specified; the name will not&lt;br /&gt;
      work.  No message is given.  If timer is specified, (this works for&lt;br /&gt;
      objects only), the loaded object will disappear with a message when&lt;br /&gt;
      the timer expires (like a key would after it&#039;s been used).&lt;br /&gt;
&lt;br /&gt;
     mobcast &#039;spell&#039; [&amp;lt;target&amp;gt;]&lt;br /&gt;
      Mobcast allows a mob to cast a spell like a player can.  The target&lt;br /&gt;
      argument is optional depending on the spell that is being cast.  Ex:&lt;br /&gt;
      mobcast &#039;word of death&#039; Puff&lt;br /&gt;
&lt;br /&gt;
     mobhunt &amp;lt;victim&amp;gt;&lt;br /&gt;
      Mobhunt causes the mob to enter hunter-mode and track down the victim.&lt;br /&gt;
      The victim may be a mob, player, or room number.&lt;br /&gt;
&lt;br /&gt;
     mpurge [&amp;lt;target&amp;gt;]&lt;br /&gt;
      Mpurge removes objects or mobs from the game.  If no argument is given,&lt;br /&gt;
      then all objects and mobs in the room will be removed.  If there is an&lt;br /&gt;
      argument, only that mob or object will be purged.  PCs can not be purged&lt;br /&gt;
      with this command.  There is no message when this command is used.&lt;br /&gt;
&lt;br /&gt;
     msend &amp;lt;victim&amp;gt; &amp;lt;message&amp;gt;&lt;br /&gt;
      The victim of msend gets the message.&lt;br /&gt;
&lt;br /&gt;
     mteleport &amp;lt;victim&amp;gt; &amp;lt;target&amp;gt;&lt;br /&gt;
      Mteleport moves the victim to the target.  The victim does not need to&lt;br /&gt;
      be in the same room as the mob.  If the victim is &#039;all&#039;, all the&lt;br /&gt;
      characters in the room will be teleported to the target room.  No&lt;br /&gt;
      messages are generated by this command.&lt;br /&gt;
&lt;br /&gt;
     mgold &amp;lt;victim&amp;gt; &amp;lt;amount&amp;gt;&lt;br /&gt;
      Mgold gives (and should subtract) the &amp;lt;amount&amp;gt; to the &amp;lt;victim&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
     mzecho &amp;lt;message&amp;gt;&lt;br /&gt;
      Mzecho causes the mob to echo something to the entire zone.&lt;br /&gt;
&lt;br /&gt;
     mportal &amp;lt;target room&amp;gt; &amp;lt;timer&amp;gt;&lt;br /&gt;
      Creates a portal from the current room the mob is in to the target room&lt;br /&gt;
      that last the number of seconds specificed as the timer.&lt;br /&gt;
&lt;br /&gt;
   mdamage &amp;lt;victim&amp;gt; &amp;lt;amount&amp;gt;&lt;br /&gt;
     Causes the &amp;lt;amount&amp;gt; of damage to be done to the &amp;lt;victim&amp;gt;.  The only &lt;br /&gt;
     time a message is displayed is if the victim receives a LOT of &lt;br /&gt;
     damage, or they are BLEEDING or about do die.&lt;br /&gt;
&lt;br /&gt;
SEE ALSO: [[SCRIPT_COMMANDS]], [[VARIABLES]]&lt;br /&gt;
&lt;br /&gt;
[[CATEGORY:Scripts]]&lt;/div&gt;</summary>
		<author><name>Brazil</name></author>
	</entry>
	<entry>
		<id>https://ohelp.addictmud.org/index.php?title=MOBCMDS&amp;diff=433</id>
		<title>MOBCMDS</title>
		<link rel="alternate" type="text/html" href="https://ohelp.addictmud.org/index.php?title=MOBCMDS&amp;diff=433"/>
		<updated>2010-09-27T22:37:54Z</updated>

		<summary type="html">&lt;p&gt;Brazil: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Mobs can use any game command available to a mortal player character of the &lt;br /&gt;
same class and level as the mob.  In addition, they can use the following&lt;br /&gt;
special commands.&lt;br /&gt;
&lt;br /&gt;
== huntmove ==&lt;br /&gt;
&lt;br /&gt;
Usage: &#039;&#039;&#039;huntmove &amp;lt;target&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Huntmove will move one room in the direction of the victim.&lt;br /&gt;
&lt;br /&gt;
== masound ==&lt;br /&gt;
&lt;br /&gt;
Usage: &#039;&#039;&#039;masound &amp;lt;message&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Masound echos the message to the all the rooms the exits of the mob&#039;s room lead to.&lt;br /&gt;
&lt;br /&gt;
     mat &amp;lt;target&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
      The command is performed by the mob at the specified target.  The target&lt;br /&gt;
      may be a room number, character name, or object name.  The target room&lt;br /&gt;
      can not be a private or god room.  Valid commands are any commands usable&lt;br /&gt;
      by a mob.&lt;br /&gt;
&lt;br /&gt;
     mecho &amp;lt;message&amp;gt;&lt;br /&gt;
      Mecho sends the message to everyone awake in the same room as the mob.&lt;br /&gt;
&lt;br /&gt;
     mechoaround &amp;lt;victim&amp;gt; &amp;lt;message&amp;gt;&lt;br /&gt;
      This sends the message to everyone in the room except for the victim and&lt;br /&gt;
      the mob.&lt;br /&gt;
&lt;br /&gt;
     mexp &amp;lt;victim&amp;gt; &amp;lt;amount&amp;gt;&lt;br /&gt;
      Mexp changes the victim&#039;s experience points by amount.  The amount may&lt;br /&gt;
      be 100,000 exp and less, including negative values.&lt;br /&gt;
&lt;br /&gt;
     mforce &amp;lt;victim&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
      The mob forces the victim to perform the command.  If the victim is&lt;br /&gt;
      &#039;all&#039;, all the characters in the room are forced to perform the command.&lt;br /&gt;
      Immortals are not affected by this command.  No message is sent to the&lt;br /&gt;
      character, except what is caused by the command performed.&lt;br /&gt;
&lt;br /&gt;
     mgoto &amp;lt;target&amp;gt;&lt;br /&gt;
      This command moves the mob to the given target.  The target may be an&lt;br /&gt;
      object, room, or character, as long as it is not in a private occupied&lt;br /&gt;
      with two or more characters, or god room.  No message is given.&lt;br /&gt;
&lt;br /&gt;
     mjunk &amp;lt;object&amp;gt;&lt;br /&gt;
      The object in the mob&#039;s inventory which is specified is removed from the&lt;br /&gt;
      game.  &#039;mjunk all&#039; removes all of the objects in the mob&#039;s inventory.  No&lt;br /&gt;
      message is sent by this command.&lt;br /&gt;
&lt;br /&gt;
     mkill &amp;lt;victim&amp;gt;&lt;br /&gt;
      Mkill causes the mob to hit the victim.  It is the same as kill, except&lt;br /&gt;
      mkill works for low level mobs attacking PCs, where kill does not.&lt;br /&gt;
&lt;br /&gt;
     mload &amp;lt;obj|mob&amp;gt; &amp;lt;vnum&amp;gt; [timer]&lt;br /&gt;
      This command loads a mob or object into the game.  Mobs are loaded in the&lt;br /&gt;
      same room as the mob using the command.  Notake objects are loaded into&lt;br /&gt;
      the mob&#039;s room, and all other objects are loaded into the mob&#039;s&lt;br /&gt;
      inventory.  The object or mob&#039;s vnum must be specified; the name will not&lt;br /&gt;
      work.  No message is given.  If timer is specified, (this works for&lt;br /&gt;
      objects only), the loaded object will disappear with a message when&lt;br /&gt;
      the timer expires (like a key would after it&#039;s been used).&lt;br /&gt;
&lt;br /&gt;
     mobcast &#039;spell&#039; [&amp;lt;target&amp;gt;]&lt;br /&gt;
      Mobcast allows a mob to cast a spell like a player can.  The target&lt;br /&gt;
      argument is optional depending on the spell that is being cast.  Ex:&lt;br /&gt;
      mobcast &#039;word of death&#039; Puff&lt;br /&gt;
&lt;br /&gt;
     mobhunt &amp;lt;victim&amp;gt;&lt;br /&gt;
      Mobhunt causes the mob to enter hunter-mode and track down the victim.&lt;br /&gt;
      The victim may be a mob, player, or room number.&lt;br /&gt;
&lt;br /&gt;
     mpurge [&amp;lt;target&amp;gt;]&lt;br /&gt;
      Mpurge removes objects or mobs from the game.  If no argument is given,&lt;br /&gt;
      then all objects and mobs in the room will be removed.  If there is an&lt;br /&gt;
      argument, only that mob or object will be purged.  PCs can not be purged&lt;br /&gt;
      with this command.  There is no message when this command is used.&lt;br /&gt;
&lt;br /&gt;
     msend &amp;lt;victim&amp;gt; &amp;lt;message&amp;gt;&lt;br /&gt;
      The victim of msend gets the message.&lt;br /&gt;
&lt;br /&gt;
     mteleport &amp;lt;victim&amp;gt; &amp;lt;target&amp;gt;&lt;br /&gt;
      Mteleport moves the victim to the target.  The victim does not need to&lt;br /&gt;
      be in the same room as the mob.  If the victim is &#039;all&#039;, all the&lt;br /&gt;
      characters in the room will be teleported to the target room.  No&lt;br /&gt;
      messages are generated by this command.&lt;br /&gt;
&lt;br /&gt;
     mgold &amp;lt;victim&amp;gt; &amp;lt;amount&amp;gt;&lt;br /&gt;
      Mgold gives (and should subtract) the &amp;lt;amount&amp;gt; to the &amp;lt;victim&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
     mzecho &amp;lt;message&amp;gt;&lt;br /&gt;
      Mzecho causes the mob to echo something to the entire zone.&lt;br /&gt;
&lt;br /&gt;
     mportal &amp;lt;target room&amp;gt; &amp;lt;timer&amp;gt;&lt;br /&gt;
      Creates a portal from the current room the mob is in to the target room&lt;br /&gt;
      that last the number of seconds specificed as the timer.&lt;br /&gt;
&lt;br /&gt;
   mdamage &amp;lt;victim&amp;gt; &amp;lt;amount&amp;gt;&lt;br /&gt;
     Causes the &amp;lt;amount&amp;gt; of damage to be done to the &amp;lt;victim&amp;gt;.  The only &lt;br /&gt;
     time a message is displayed is if the victim receives a LOT of &lt;br /&gt;
     damage, or they are BLEEDING or about do die.&lt;br /&gt;
&lt;br /&gt;
SEE ALSO: [[SCRIPT_COMMANDS]], [[VARIABLES]]&lt;br /&gt;
&lt;br /&gt;
[[CATEGORY:Scripts]]&lt;/div&gt;</summary>
		<author><name>Brazil</name></author>
	</entry>
	<entry>
		<id>https://ohelp.addictmud.org/index.php?title=MOBFLAGS&amp;diff=432</id>
		<title>MOBFLAGS</title>
		<link rel="alternate" type="text/html" href="https://ohelp.addictmud.org/index.php?title=MOBFLAGS&amp;diff=432"/>
		<updated>2010-09-24T23:23:00Z</updated>

		<summary type="html">&lt;p&gt;Brazil: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Flags determine how/when the script is called/triggered.&lt;br /&gt;
 &lt;br /&gt;
NOTE: All scripts have a %self% variable, that represent that MOBILE that the script is assigned to.&lt;br /&gt;
&lt;br /&gt;
  Global&lt;br /&gt;
    Description:  This is not a script by itself, but is used with another&lt;br /&gt;
      script type.  A script which is global is checked even if there are no&lt;br /&gt;
      PCs in the same zone as the mob.&lt;br /&gt;
&lt;br /&gt;
  Random&lt;br /&gt;
    Description:  This script is checked periodically (currently every 13&lt;br /&gt;
      seconds).  The script is not checked if there is no PC in the same&lt;br /&gt;
      zone as the mob, unless the Global flag is set (see above).&lt;br /&gt;
    NArg:  The chance this script will be run when it is checked.&lt;br /&gt;
&lt;br /&gt;
  Command&lt;br /&gt;
    Description:  This script is checked whenever a character types an&lt;br /&gt;
      invalid command, or a command real command, in the same room as the&lt;br /&gt;
      mob with this script.  If the command typed is a substring of the&lt;br /&gt;
      argument, the script is called.&lt;br /&gt;
    Argument:  The command name.&lt;br /&gt;
    Return value:  If 0 is returned by the script, the character will&lt;br /&gt;
      receive the same message as if the script did not exist.&lt;br /&gt;
    Variables:&lt;br /&gt;
      %actor% is set to the character typing the command.&lt;br /&gt;
      %arg% is set to the argument of the command.&lt;br /&gt;
&lt;br /&gt;
  Speech&lt;br /&gt;
    Description:  This script is checked whenever someone says something&lt;br /&gt;
      around a mob with this script.  If NArg is 0, the script checks to see&lt;br /&gt;
      if Argument is a substring of what was said.  If NArg is 1, the script&lt;br /&gt;
      checks to see if any word  in Argument matches a word of what was said&lt;br /&gt;
      to see if the script should be called.&lt;br /&gt;
    Argument:  The phrase or word list to be matched&lt;br /&gt;
    NArg:  If this is 0, Argument is a phrase.  If it is 1, Argument is a word&lt;br /&gt;
      list.&lt;br /&gt;
    Variables:&lt;br /&gt;
      %actor% is set to the character speaking.&lt;br /&gt;
&lt;br /&gt;
  Act - &amp;amp;r**This currently does not work***&amp;amp;n&lt;br /&gt;
    Description:  This script is runs when Argument is a substring of a&lt;br /&gt;
      string of text that a mob sees.  The text can come only come from certain&lt;br /&gt;
      output (those generated by the act() function of the game).  This&lt;br /&gt;
      includes most messages, such as socials, damage messages, and skill&lt;br /&gt;
      messages.  Text from players, such as echo, emote, say, and tell, are&lt;br /&gt;
      not checked.  If you have a specific question whether a message is&lt;br /&gt;
      checked, ask an implementor.  The variables will be set to the right&lt;br /&gt;
      character or object, even if &#039;someone&#039; or &#039;something&#039; is used instead of&lt;br /&gt;
      the name.&lt;br /&gt;
    Argument:  The phrase or word list to be matched&lt;br /&gt;
    NArg:  If this is 0, Argument is a phrase.  If it is 1, Argument is a word&lt;br /&gt;
      list.&lt;br /&gt;
    Variables:  Not all the variables will be set.  Which ones are set and&lt;br /&gt;
      to what depends on the message.  If you have trouble, ask an implementor.&lt;br /&gt;
      %actor% is set to the primary character in the text.&lt;br /&gt;
      %victim% is set to the secondary character in the text.&lt;br /&gt;
      %object% is set to the primary object of the text.&lt;br /&gt;
      %target% is set to the secondary object of the text.&lt;br /&gt;
      %arg% is set to the variable string portion of the text, such as a door&lt;br /&gt;
        name.&lt;br /&gt;
&lt;br /&gt;
  Death&lt;br /&gt;
    Description:  This script is checked when a mobile dies.&lt;br /&gt;
    NArg:  This is the percent chance that the script will be run when&lt;br /&gt;
      checked.&lt;br /&gt;
    Return value:  If the return value is 0, the mob&#039;s death cry (such as&lt;br /&gt;
      &#039;Your blood freezes as you hear the beastly fido&#039;s death cry.&#039;) will not&lt;br /&gt;
      be heard.  For any other value, the normal death cry will be heard.&lt;br /&gt;
    Variables:&lt;br /&gt;
      %actor% will be set to the killer, if there is one.&lt;br /&gt;
&lt;br /&gt;
  Greet&lt;br /&gt;
    Description:  This script is checked when someone enters the room, and&lt;br /&gt;
      the mob with the script can see the person entering.&lt;br /&gt;
    NArg:  This is the percent chance that the script will be run when&lt;br /&gt;
      checked.&lt;br /&gt;
    Variables:&lt;br /&gt;
      %actor% is set to be the character entering the room.&lt;br /&gt;
&lt;br /&gt;
  GreetAll&lt;br /&gt;
    Description:  This script is the same as the Greet script, except that&lt;br /&gt;
      it is checked even if the mob can not see the actor.&lt;br /&gt;
    NArg:  This is the percent chance that the script will be run when&lt;br /&gt;
      checked.&lt;br /&gt;
    Variables:&lt;br /&gt;
      %actor% is set to be the character entering the room.&lt;br /&gt;
&lt;br /&gt;
  Entry&lt;br /&gt;
    Description:  This script is checked every time the mobile enters a room.&lt;br /&gt;
    NArg:  This is the percent chance that the script will be run when&lt;br /&gt;
      checked.&lt;br /&gt;
&lt;br /&gt;
  Receive&lt;br /&gt;
    Description:  This script is checked when an object is given to the mob.&lt;br /&gt;
    NArg:  This is the percent chance that the script will be run when&lt;br /&gt;
      checked.&lt;br /&gt;
    Return value:  If 0 is returned, the object will not be transfered to the&lt;br /&gt;
      mob.  For any other number, the normal result will occur.&lt;br /&gt;
    Variables:&lt;br /&gt;
      %actor% is set to the character giving the mob the object.&lt;br /&gt;
      %object% is set to the object being given.&lt;br /&gt;
&lt;br /&gt;
  Fight&lt;br /&gt;
    Description:  This script is checked every round the mob is fighting,&lt;br /&gt;
      after all mob has had its attacks.&lt;br /&gt;
    NArg:  This is the percent chance that the script will be run when&lt;br /&gt;
      checked.&lt;br /&gt;
    Variables:&lt;br /&gt;
      %actor% is the character the mob is fighting.&lt;br /&gt;
&lt;br /&gt;
  Hitprcnt&lt;br /&gt;
    Description:  This script is checked during combat when the mob&#039;s hit&lt;br /&gt;
      points drop below the percentage specified by NArg.&lt;br /&gt;
    NArg:  This is the percentage of hit points a mob must drop below for the&lt;br /&gt;
      script to be checked.&lt;br /&gt;
    Variables:&lt;br /&gt;
      %actor% is set the the character fighting the mob.&lt;br /&gt;
&lt;br /&gt;
  Bribe&lt;br /&gt;
    Description:  This script is checked when coins are given to a mob.&lt;br /&gt;
    NArg:  This is the minimum number of coins that must be given to the mob&lt;br /&gt;
      for the script to be run.&lt;br /&gt;
    Variables:&lt;br /&gt;
      %actor% is set to be the character giving the mob the coins.&lt;br /&gt;
      %amount% is the number of coins given to the mob.&lt;br /&gt;
&lt;br /&gt;
  Oncast&lt;br /&gt;
    Description:  This type of script is checked when someone casts a spell&lt;br /&gt;
      in the room.&lt;br /&gt;
    Narg:  percent changes the script is to be run.&lt;br /&gt;
    Return:  1 allows spell to be cast.&lt;br /&gt;
             0 prevents cast from finishing.&lt;br /&gt;
    Variables:&lt;br /&gt;
      %caster%    - Person casting spell&lt;br /&gt;
      %actor%     -  &amp;quot;&amp;quot;       &amp;quot;&amp;quot;     &amp;quot;&amp;quot;&lt;br /&gt;
      %victim%    - Victim of spell (if any)&lt;br /&gt;
      %object%    - Object spell is being cast at (if any)&lt;br /&gt;
      %spellname% - Name of spell being cast&lt;br /&gt;
      %spellnum%  - Idnum of spell being cast&lt;br /&gt;
      %violent%   - 0 or 1, wether or not spell is &amp;quot;violent&amp;quot;&lt;br /&gt;
      %learned%   - Percent the caster has learned the spell&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
SEE ALSO: [[VARIABLES]]&lt;br /&gt;
[[CATEGORY:Scripts]]&lt;/div&gt;</summary>
		<author><name>Brazil</name></author>
	</entry>
	<entry>
		<id>https://ohelp.addictmud.org/index.php?title=ITEM_WEAPON&amp;diff=431</id>
		<title>ITEM WEAPON</title>
		<link rel="alternate" type="text/html" href="https://ohelp.addictmud.org/index.php?title=ITEM_WEAPON&amp;diff=431"/>
		<updated>2010-09-24T00:10:34Z</updated>

		<summary type="html">&lt;p&gt;Brazil: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Weapons are used to inflict greater than bare handed damage in combat.&lt;br /&gt;
&lt;br /&gt;
 v0 = element (see below)&lt;br /&gt;
 v1 = number of damage dice&lt;br /&gt;
 v2 = size of damage dice&lt;br /&gt;
 v3 = attack type&lt;br /&gt;
 v4 = weapon type (unused)&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;element&amp;gt; is the type of elemental damage the weapon can do.  Imagine a &lt;br /&gt;
               Fire Sword that inflicts FIRE damage to the victim.  If the&lt;br /&gt;
               victim is weak against fire, the damage would be increased.&lt;br /&gt;
     &lt;br /&gt;
               Valid values are:&lt;br /&gt;
                   NONE     0&lt;br /&gt;
                   FIRE     1&lt;br /&gt;
                   WATER    2&lt;br /&gt;
                   EARTH    3&lt;br /&gt;
                   WIND     4&lt;br /&gt;
                   POISON   5&lt;br /&gt;
                   ENERGY   6&lt;br /&gt;
                   SUN      7&lt;br /&gt;
                   PSYCHIC  8&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;attack type&amp;gt; is a number which defines the attack message that the&lt;br /&gt;
               weapon produces. &lt;br /&gt;
  &lt;br /&gt;
         NUMBER   ATTACK MESSAGE&lt;br /&gt;
            0     &amp;quot;hit&amp;quot;      &amp;quot;hits&amp;quot;&lt;br /&gt;
            1     &amp;quot;sting&amp;quot;    &amp;quot;stings&amp;quot;&lt;br /&gt;
            2     &amp;quot;whip&amp;quot;     &amp;quot;whips&amp;quot;&lt;br /&gt;
            3     &amp;quot;slash&amp;quot;    &amp;quot;slashs&amp;quot;&lt;br /&gt;
            4     &amp;quot;bite&amp;quot;     &amp;quot;bites&amp;quot;&lt;br /&gt;
            5     &amp;quot;bludegon&amp;quot; &amp;quot;bludegon&amp;quot;&lt;br /&gt;
            6     &amp;quot;crush&amp;quot;    &amp;quot;crushs&amp;quot;&lt;br /&gt;
            7     &amp;quot;pound&amp;quot;    &amp;quot;pounds&amp;quot;&lt;br /&gt;
            8     &amp;quot;claw&amp;quot;     &amp;quot;claws&amp;quot;&lt;br /&gt;
            9     &amp;quot;maul&amp;quot;     &amp;quot;mauls&amp;quot;&lt;br /&gt;
            10    &amp;quot;thrash&amp;quot;   &amp;quot;thrashs&amp;quot;&lt;br /&gt;
            11    &amp;quot;pierce&amp;quot;   &amp;quot;pierces&amp;quot;&lt;br /&gt;
            12    &amp;quot;blast&amp;quot;    &amp;quot;blasts&amp;quot;&lt;br /&gt;
            13    &amp;quot;punch&amp;quot;    &amp;quot;punchs&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
          New types can be added as needed.&lt;br /&gt;
&lt;br /&gt;
Piercing weapons can be used to backstab.&lt;br /&gt;
Make SURE slashing weapons are not usable by clerics.&lt;br /&gt;
&lt;br /&gt;
Calculating damage:&lt;br /&gt;
A weapon&#039;s basic average damage is calculated by the formula:&lt;br /&gt;
 average damage = number of dice * (dice size+1)/2 &lt;br /&gt;
 Thus, a 1d8 weapon&#039;s average damage = 1 * (8+1)/2 = 4.5&lt;br /&gt;
 and a 4d6 weapon&#039;s average damage = 4 * (6+1)/2 = 14&lt;br /&gt;
&lt;br /&gt;
See also: [[OEDIT]], [[OSET]], [[ITEM_TYPES]], [[RESISTANCES]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[CATEGORY:OLC]]&lt;/div&gt;</summary>
		<author><name>Brazil</name></author>
	</entry>
	<entry>
		<id>https://ohelp.addictmud.org/index.php?title=ZCHECK&amp;diff=430</id>
		<title>ZCHECK</title>
		<link rel="alternate" type="text/html" href="https://ohelp.addictmud.org/index.php?title=ZCHECK&amp;diff=430"/>
		<updated>2010-09-23T23:03:47Z</updated>

		<summary type="html">&lt;p&gt;Brazil: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;ZCHECK checks a zone for many types of errors.&lt;br /&gt;
&lt;br /&gt;
Things like an exit set to CLOSED but it isn&#039;t really a DOOR, or other little things that get looked over when building.&lt;br /&gt;
&lt;br /&gt;
If you run across any issues that is not reported by zcheck, or reported falsely, notify Brazil via mudmail.&lt;br /&gt;
&lt;br /&gt;
[[Category:OLC]]&lt;/div&gt;</summary>
		<author><name>Brazil</name></author>
	</entry>
	<entry>
		<id>https://ohelp.addictmud.org/index.php?title=Main_Page&amp;diff=429</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://ohelp.addictmud.org/index.php?title=Main_Page&amp;diff=429"/>
		<updated>2010-05-09T15:19:56Z</updated>

		<summary type="html">&lt;p&gt;Brazil: /* Other OLC related help topics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to the Script and OLC documentation wiki!&lt;br /&gt;
&lt;br /&gt;
The search box will help you greatly.  Alternatively you can browse all the pages or categories to find the topic you&#039;re looking for (click &amp;quot;Special pages&amp;quot; on the left and then click &amp;quot;All pages&amp;quot;).  We also have this [[Script Tutor]] for newbies to scripts.&lt;br /&gt;
&lt;br /&gt;
Other links of interest:&lt;br /&gt;
&lt;br /&gt;
* http://www.builderacademy.net/&lt;br /&gt;
* http://www.addictmud.org/art_of_building/  Good guidelines on area creation (I think this was originally written by a former immortal, but I could be wrong)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= OLC Help Topics =&lt;br /&gt;
&lt;br /&gt;
This is the main help screen to get builders started on knowing what they&#039;re doing.&lt;br /&gt;
&lt;br /&gt;
Before building, it is highly recommended that every builder read the [[OLC POLICY]], and the all of the [[OLC TIPS]] pages.&lt;br /&gt;
&lt;br /&gt;
 Read the creation policy!! : [[OLC POLICY]]&lt;br /&gt;
 And some OLC tips.         : [[OLC TIPS]]&lt;br /&gt;
 Notes on the &amp;quot;web&amp;quot; olc     : [[WEB OLC]]&lt;br /&gt;
&lt;br /&gt;
== OLC COMMANDS ==&lt;br /&gt;
 ROOM  : [[REDIT]],    [[RSET]],     [[RSTAT]],    [[LEADTO]],&lt;br /&gt;
         [[RDELETE]]&lt;br /&gt;
 OBJECT: [[OEDIT]],    [[OSET]],     [[OSTAT]],    [[ORELOAD]],&lt;br /&gt;
         [[TRAPSET]],  [[OCHECK]],   [[ASMSET]]&lt;br /&gt;
 MOB   : [[MEDIT]],    [[MSET]],     [[MSTAT]],    [[MRELOAD]]&lt;br /&gt;
 ZONE  : [[ZEDIT]],    [[ZFLAGS]],   [[ZSTAT]],    [[ZALLOW]],&lt;br /&gt;
         [[ZDENY]],    [[ZLIST]],    [[ZCHECK]]&lt;br /&gt;
 SCRIPT: [[SCEDIT]],   [[SCSET]],    [[SCSTAT]],   [[SSTAT]]&lt;br /&gt;
 SHOP  : [[SEDIT]]&lt;br /&gt;
 ALL   : [[COPY]]&lt;br /&gt;
&lt;br /&gt;
== Other OLC related help topics ==&lt;br /&gt;
&lt;br /&gt;
 ZONE  : [[ZONE FLAGS]],     [[ZONE_CLIMATE]]&lt;br /&gt;
 ROOM  : [[ROOM FLAGS]],     [[ROOM_SECTORS]],  [[LISTEN]],       [[SMELL]],&lt;br /&gt;
         [[ROOM_SPECPROCS]], [[ROOM_SPELL_MOD]]&lt;br /&gt;
 DOOR  : [[DOOR FLAGS]]&lt;br /&gt;
 MOB   : [[MOB FLAGS]],      [[AFFECTFLAGS]],   [[RESISTANCES]],  [[MOBILES]],&lt;br /&gt;
         [[MOB_ACTIONS]],    [[MOB_SPECPROCS]], [[RACES]],        [[RECALL_MOBS]]&lt;br /&gt;
         [[WEAKENESSES]]&lt;br /&gt;
 OBJECT: [[WEAR FLAGS]],     [[ITEM TYPES]],    [[ITEM FLAGS]],   [[ITEM APPLYS]]&lt;br /&gt;
         [[WEAPONSPELLS]],   [[OBJECTS]],       [[OBJECT_FLAGS]]&lt;br /&gt;
         [[OBJ_SPECPROCS]]&lt;br /&gt;
 OTHER : [[SCRIPTS]],        [[STRING PARSER]], [[SPECASSIGN]],   [[ELEMENTS]]&lt;br /&gt;
&lt;br /&gt;
If ANYTHING is not covered in this help that relates to OLC, please notify in immortal so that it may be added.&lt;br /&gt;
&lt;br /&gt;
= Script Help Topics =&lt;br /&gt;
&lt;br /&gt;
== Commands ==&lt;br /&gt;
&lt;br /&gt;
 [[SCEDIT]], [[SCSET]], [[SCSTAT]]&lt;br /&gt;
&lt;br /&gt;
== Other Script Topics ==&lt;br /&gt;
 ROOM  :     [[ROOMFLAGS]],       [[ROOMCMDS]]&lt;br /&gt;
 MOB   :     [[MOBFLAGS]],        [[MOBCMDS]]&lt;br /&gt;
 OBJECT:     [[OBJFLAGS]],        [[OBJCMDS]]&lt;br /&gt;
 SPELLS:     [[SPELLFLAGS]],      [[SPELLCMDS]]&lt;br /&gt;
 MISC  :     [[SCRIPT TYPES]],    [[SCRIPT COMMANDS]], &lt;br /&gt;
             [[VARIABLES]],       [[EXPRESSIONS]],&lt;br /&gt;
             [[SCRIPT FLAGS]],    [[SETTING]]&lt;br /&gt;
&lt;br /&gt;
If ANYTHING is not covered in this help that relates to SCRIPTS, please notify and immortal so that it may be added.&lt;br /&gt;
&lt;br /&gt;
Do not make a script of type SPELL.  It is documented for constancy only.&lt;/div&gt;</summary>
		<author><name>Brazil</name></author>
	</entry>
	<entry>
		<id>https://ohelp.addictmud.org/index.php?title=Screload&amp;diff=428</id>
		<title>Screload</title>
		<link rel="alternate" type="text/html" href="https://ohelp.addictmud.org/index.php?title=Screload&amp;diff=428"/>
		<updated>2010-05-09T15:19:29Z</updated>

		<summary type="html">&lt;p&gt;Brazil: Screload moved to SCRELOAD&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[SCRELOAD]]&lt;/div&gt;</summary>
		<author><name>Brazil</name></author>
	</entry>
	<entry>
		<id>https://ohelp.addictmud.org/index.php?title=SCRELOAD&amp;diff=427</id>
		<title>SCRELOAD</title>
		<link rel="alternate" type="text/html" href="https://ohelp.addictmud.org/index.php?title=SCRELOAD&amp;diff=427"/>
		<updated>2010-05-09T15:19:29Z</updated>

		<summary type="html">&lt;p&gt;Brazil: Screload moved to SCRELOAD&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Usage: &lt;br /&gt;
&lt;br /&gt;
 screload &amp;lt;vnum&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This command is used to reload a script that was edited off-line such as &lt;br /&gt;
on webolc.&lt;br /&gt;
&lt;br /&gt;
See Also: [[MRELOAD]], [[ORELOAD]]&lt;br /&gt;
&lt;br /&gt;
[[CATEGORY:OLC]]&lt;/div&gt;</summary>
		<author><name>Brazil</name></author>
	</entry>
	<entry>
		<id>https://ohelp.addictmud.org/index.php?title=Main_Page&amp;diff=426</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://ohelp.addictmud.org/index.php?title=Main_Page&amp;diff=426"/>
		<updated>2010-05-09T15:18:57Z</updated>

		<summary type="html">&lt;p&gt;Brazil: /* Other OLC related help topics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to the Script and OLC documentation wiki!&lt;br /&gt;
&lt;br /&gt;
The search box will help you greatly.  Alternatively you can browse all the pages or categories to find the topic you&#039;re looking for (click &amp;quot;Special pages&amp;quot; on the left and then click &amp;quot;All pages&amp;quot;).  We also have this [[Script Tutor]] for newbies to scripts.&lt;br /&gt;
&lt;br /&gt;
Other links of interest:&lt;br /&gt;
&lt;br /&gt;
* http://www.builderacademy.net/&lt;br /&gt;
* http://www.addictmud.org/art_of_building/  Good guidelines on area creation (I think this was originally written by a former immortal, but I could be wrong)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= OLC Help Topics =&lt;br /&gt;
&lt;br /&gt;
This is the main help screen to get builders started on knowing what they&#039;re doing.&lt;br /&gt;
&lt;br /&gt;
Before building, it is highly recommended that every builder read the [[OLC POLICY]], and the all of the [[OLC TIPS]] pages.&lt;br /&gt;
&lt;br /&gt;
 Read the creation policy!! : [[OLC POLICY]]&lt;br /&gt;
 And some OLC tips.         : [[OLC TIPS]]&lt;br /&gt;
 Notes on the &amp;quot;web&amp;quot; olc     : [[WEB OLC]]&lt;br /&gt;
&lt;br /&gt;
== OLC COMMANDS ==&lt;br /&gt;
 ROOM  : [[REDIT]],    [[RSET]],     [[RSTAT]],    [[LEADTO]],&lt;br /&gt;
         [[RDELETE]]&lt;br /&gt;
 OBJECT: [[OEDIT]],    [[OSET]],     [[OSTAT]],    [[ORELOAD]],&lt;br /&gt;
         [[TRAPSET]],  [[OCHECK]],   [[ASMSET]]&lt;br /&gt;
 MOB   : [[MEDIT]],    [[MSET]],     [[MSTAT]],    [[MRELOAD]]&lt;br /&gt;
 ZONE  : [[ZEDIT]],    [[ZFLAGS]],   [[ZSTAT]],    [[ZALLOW]],&lt;br /&gt;
         [[ZDENY]],    [[ZLIST]],    [[ZCHECK]]&lt;br /&gt;
 SCRIPT: [[SCEDIT]],   [[SCSET]],    [[SCSTAT]],   [[SSTAT]]&lt;br /&gt;
 SHOP  : [[SEDIT]]&lt;br /&gt;
 ALL   : [[COPY]]&lt;br /&gt;
&lt;br /&gt;
== Other OLC related help topics ==&lt;br /&gt;
&lt;br /&gt;
 ZONE  : [[ZONE FLAGS]],     [[ZONE_CLIMATE]]&lt;br /&gt;
 ROOM  : [[ROOM FLAGS]],     [[ROOM_SECTORS]],  [[LISTEN]],       [[SMELL]],&lt;br /&gt;
         [[ROOM_SPECPROCS]], [[ROOM_SPELL_MOD]]&lt;br /&gt;
 DOOR  : [[DOOR FLAGS]]&lt;br /&gt;
 MOB   : [[MOB FLAGS]],      [[AFFECTFLAGS]],   [[RESISTANCES]],  [[MOBILES]],&lt;br /&gt;
         [[MOB_ACTIONS]],    [[MOB_SPECPROCS]], [[RACES]],        [[RECALL_MOBS]]&lt;br /&gt;
 OBJECT: [[WEAR FLAGS]],     [[ITEM TYPES]],    [[ITEM FLAGS]],   [[ITEM APPLYS]]&lt;br /&gt;
         [[WEAPONSPELLS]],   [[OBJECTS]],       [[OBJECT_FLAGS]]&lt;br /&gt;
         [[OBJ_SPECPROCS]]&lt;br /&gt;
 OTHER : [[SCRIPTS]],        [[STRING PARSER]], [[SPECASSIGN]],   [[ELEMENTS]]&lt;br /&gt;
&lt;br /&gt;
If ANYTHING is not covered in this help that relates to OLC, please notify in immortal so that it may be added.&lt;br /&gt;
&lt;br /&gt;
= Script Help Topics =&lt;br /&gt;
&lt;br /&gt;
== Commands ==&lt;br /&gt;
&lt;br /&gt;
 [[SCEDIT]], [[SCSET]], [[SCSTAT]]&lt;br /&gt;
&lt;br /&gt;
== Other Script Topics ==&lt;br /&gt;
 ROOM  :     [[ROOMFLAGS]],       [[ROOMCMDS]]&lt;br /&gt;
 MOB   :     [[MOBFLAGS]],        [[MOBCMDS]]&lt;br /&gt;
 OBJECT:     [[OBJFLAGS]],        [[OBJCMDS]]&lt;br /&gt;
 SPELLS:     [[SPELLFLAGS]],      [[SPELLCMDS]]&lt;br /&gt;
 MISC  :     [[SCRIPT TYPES]],    [[SCRIPT COMMANDS]], &lt;br /&gt;
             [[VARIABLES]],       [[EXPRESSIONS]],&lt;br /&gt;
             [[SCRIPT FLAGS]],    [[SETTING]]&lt;br /&gt;
&lt;br /&gt;
If ANYTHING is not covered in this help that relates to SCRIPTS, please notify and immortal so that it may be added.&lt;br /&gt;
&lt;br /&gt;
Do not make a script of type SPELL.  It is documented for constancy only.&lt;/div&gt;</summary>
		<author><name>Brazil</name></author>
	</entry>
	<entry>
		<id>https://ohelp.addictmud.org/index.php?title=Main_Page&amp;diff=425</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://ohelp.addictmud.org/index.php?title=Main_Page&amp;diff=425"/>
		<updated>2010-05-09T15:18:12Z</updated>

		<summary type="html">&lt;p&gt;Brazil: /* Other OLC related help topics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to the Script and OLC documentation wiki!&lt;br /&gt;
&lt;br /&gt;
The search box will help you greatly.  Alternatively you can browse all the pages or categories to find the topic you&#039;re looking for (click &amp;quot;Special pages&amp;quot; on the left and then click &amp;quot;All pages&amp;quot;).  We also have this [[Script Tutor]] for newbies to scripts.&lt;br /&gt;
&lt;br /&gt;
Other links of interest:&lt;br /&gt;
&lt;br /&gt;
* http://www.builderacademy.net/&lt;br /&gt;
* http://www.addictmud.org/art_of_building/  Good guidelines on area creation (I think this was originally written by a former immortal, but I could be wrong)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= OLC Help Topics =&lt;br /&gt;
&lt;br /&gt;
This is the main help screen to get builders started on knowing what they&#039;re doing.&lt;br /&gt;
&lt;br /&gt;
Before building, it is highly recommended that every builder read the [[OLC POLICY]], and the all of the [[OLC TIPS]] pages.&lt;br /&gt;
&lt;br /&gt;
 Read the creation policy!! : [[OLC POLICY]]&lt;br /&gt;
 And some OLC tips.         : [[OLC TIPS]]&lt;br /&gt;
 Notes on the &amp;quot;web&amp;quot; olc     : [[WEB OLC]]&lt;br /&gt;
&lt;br /&gt;
== OLC COMMANDS ==&lt;br /&gt;
 ROOM  : [[REDIT]],    [[RSET]],     [[RSTAT]],    [[LEADTO]],&lt;br /&gt;
         [[RDELETE]]&lt;br /&gt;
 OBJECT: [[OEDIT]],    [[OSET]],     [[OSTAT]],    [[ORELOAD]],&lt;br /&gt;
         [[TRAPSET]],  [[OCHECK]],   [[ASMSET]]&lt;br /&gt;
 MOB   : [[MEDIT]],    [[MSET]],     [[MSTAT]],    [[MRELOAD]]&lt;br /&gt;
 ZONE  : [[ZEDIT]],    [[ZFLAGS]],   [[ZSTAT]],    [[ZALLOW]],&lt;br /&gt;
         [[ZDENY]],    [[ZLIST]],    [[ZCHECK]]&lt;br /&gt;
 SCRIPT: [[SCEDIT]],   [[SCSET]],    [[SCSTAT]],   [[SSTAT]]&lt;br /&gt;
 SHOP  : [[SEDIT]]&lt;br /&gt;
 ALL   : [[COPY]]&lt;br /&gt;
&lt;br /&gt;
== Other OLC related help topics ==&lt;br /&gt;
&lt;br /&gt;
 ZONE  : [[ZONE FLAGS]],   [[ZONE_CLIMATE]]&lt;br /&gt;
 ROOM  : [[ROOM FLAGS]],   [[ROOM_SECTORS]],  [[LISTEN]],       [[SMELL]],&lt;br /&gt;
         [[ROOM_SPECPROCS]]&lt;br /&gt;
 DOOR  : [[DOOR FLAGS]]&lt;br /&gt;
 MOB   : [[MOB FLAGS]],    [[AFFECTFLAGS]],   [[RESISTANCES]],  [[MOBILES]],&lt;br /&gt;
         [[MOB_ACTIONS]],  [[MOB_SPECPROCS]], [[RACES]],        [[RECALL_MOBS]]&lt;br /&gt;
 OBJECT: [[WEAR FLAGS]],   [[ITEM TYPES]],    [[ITEM FLAGS]],   [[ITEM APPLYS]]&lt;br /&gt;
         [[WEAPONSPELLS]], [[OBJECTS]],       [[OBJECT_FLAGS]], [[OBJ_SPECPROCS]]&lt;br /&gt;
 OTHER : [[SCRIPTS]],      [[STRING PARSER]], [[SPECASSIGN]],   [[ELEMENTS]]&lt;br /&gt;
&lt;br /&gt;
If ANYTHING is not covered in this help that relates to OLC, please notify in immortal so that it may be added.&lt;br /&gt;
&lt;br /&gt;
= Script Help Topics =&lt;br /&gt;
&lt;br /&gt;
== Commands ==&lt;br /&gt;
&lt;br /&gt;
 [[SCEDIT]], [[SCSET]], [[SCSTAT]]&lt;br /&gt;
&lt;br /&gt;
== Other Script Topics ==&lt;br /&gt;
 ROOM  :     [[ROOMFLAGS]],       [[ROOMCMDS]]&lt;br /&gt;
 MOB   :     [[MOBFLAGS]],        [[MOBCMDS]]&lt;br /&gt;
 OBJECT:     [[OBJFLAGS]],        [[OBJCMDS]]&lt;br /&gt;
 SPELLS:     [[SPELLFLAGS]],      [[SPELLCMDS]]&lt;br /&gt;
 MISC  :     [[SCRIPT TYPES]],    [[SCRIPT COMMANDS]], &lt;br /&gt;
             [[VARIABLES]],       [[EXPRESSIONS]],&lt;br /&gt;
             [[SCRIPT FLAGS]],    [[SETTING]]&lt;br /&gt;
&lt;br /&gt;
If ANYTHING is not covered in this help that relates to SCRIPTS, please notify and immortal so that it may be added.&lt;br /&gt;
&lt;br /&gt;
Do not make a script of type SPELL.  It is documented for constancy only.&lt;/div&gt;</summary>
		<author><name>Brazil</name></author>
	</entry>
	<entry>
		<id>https://ohelp.addictmud.org/index.php?title=Main_Page&amp;diff=424</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://ohelp.addictmud.org/index.php?title=Main_Page&amp;diff=424"/>
		<updated>2010-05-09T15:17:48Z</updated>

		<summary type="html">&lt;p&gt;Brazil: /* Other OLC related help topics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to the Script and OLC documentation wiki!&lt;br /&gt;
&lt;br /&gt;
The search box will help you greatly.  Alternatively you can browse all the pages or categories to find the topic you&#039;re looking for (click &amp;quot;Special pages&amp;quot; on the left and then click &amp;quot;All pages&amp;quot;).  We also have this [[Script Tutor]] for newbies to scripts.&lt;br /&gt;
&lt;br /&gt;
Other links of interest:&lt;br /&gt;
&lt;br /&gt;
* http://www.builderacademy.net/&lt;br /&gt;
* http://www.addictmud.org/art_of_building/  Good guidelines on area creation (I think this was originally written by a former immortal, but I could be wrong)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= OLC Help Topics =&lt;br /&gt;
&lt;br /&gt;
This is the main help screen to get builders started on knowing what they&#039;re doing.&lt;br /&gt;
&lt;br /&gt;
Before building, it is highly recommended that every builder read the [[OLC POLICY]], and the all of the [[OLC TIPS]] pages.&lt;br /&gt;
&lt;br /&gt;
 Read the creation policy!! : [[OLC POLICY]]&lt;br /&gt;
 And some OLC tips.         : [[OLC TIPS]]&lt;br /&gt;
 Notes on the &amp;quot;web&amp;quot; olc     : [[WEB OLC]]&lt;br /&gt;
&lt;br /&gt;
== OLC COMMANDS ==&lt;br /&gt;
 ROOM  : [[REDIT]],    [[RSET]],     [[RSTAT]],    [[LEADTO]],&lt;br /&gt;
         [[RDELETE]]&lt;br /&gt;
 OBJECT: [[OEDIT]],    [[OSET]],     [[OSTAT]],    [[ORELOAD]],&lt;br /&gt;
         [[TRAPSET]],  [[OCHECK]],   [[ASMSET]]&lt;br /&gt;
 MOB   : [[MEDIT]],    [[MSET]],     [[MSTAT]],    [[MRELOAD]]&lt;br /&gt;
 ZONE  : [[ZEDIT]],    [[ZFLAGS]],   [[ZSTAT]],    [[ZALLOW]],&lt;br /&gt;
         [[ZDENY]],    [[ZLIST]],    [[ZCHECK]]&lt;br /&gt;
 SCRIPT: [[SCEDIT]],   [[SCSET]],    [[SCSTAT]],   [[SSTAT]]&lt;br /&gt;
 SHOP  : [[SEDIT]]&lt;br /&gt;
 ALL   : [[COPY]]&lt;br /&gt;
&lt;br /&gt;
== Other OLC related help topics ==&lt;br /&gt;
&lt;br /&gt;
 ZONE  : [[ZONE FLAGS]],   [[ZONE_CLIMATE]]&lt;br /&gt;
 ROOM  : [[ROOM FLAGS]],   [[ROOM_SECTORS]],  [[LISTEN]],       [[SMELL]]&lt;br /&gt;
 DOOR  : [[DOOR FLAGS]]&lt;br /&gt;
 MOB   : [[MOB FLAGS]],    [[AFFECTFLAGS]],   [[RESISTANCES]],  [[MOBILES]],&lt;br /&gt;
         [[MOB_ACTIONS]],  [[MOB_SPECPROCS]], [[RACES]],        [[RECALL_MOBS]]&lt;br /&gt;
 OBJECT: [[WEAR FLAGS]],   [[ITEM TYPES]],    [[ITEM FLAGS]],   [[ITEM APPLYS]]&lt;br /&gt;
         [[WEAPONSPELLS]], [[OBJECTS]],       [[OBJECT_FLAGS]], [[OBJ_SPECPROCS]]&lt;br /&gt;
 OTHER : [[SCRIPTS]],      [[STRING PARSER]], [[SPECASSIGN]],   [[ELEMENTS]]&lt;br /&gt;
&lt;br /&gt;
If ANYTHING is not covered in this help that relates to OLC, please notify in immortal so that it may be added.&lt;br /&gt;
&lt;br /&gt;
= Script Help Topics =&lt;br /&gt;
&lt;br /&gt;
== Commands ==&lt;br /&gt;
&lt;br /&gt;
 [[SCEDIT]], [[SCSET]], [[SCSTAT]]&lt;br /&gt;
&lt;br /&gt;
== Other Script Topics ==&lt;br /&gt;
 ROOM  :     [[ROOMFLAGS]],       [[ROOMCMDS]]&lt;br /&gt;
 MOB   :     [[MOBFLAGS]],        [[MOBCMDS]]&lt;br /&gt;
 OBJECT:     [[OBJFLAGS]],        [[OBJCMDS]]&lt;br /&gt;
 SPELLS:     [[SPELLFLAGS]],      [[SPELLCMDS]]&lt;br /&gt;
 MISC  :     [[SCRIPT TYPES]],    [[SCRIPT COMMANDS]], &lt;br /&gt;
             [[VARIABLES]],       [[EXPRESSIONS]],&lt;br /&gt;
             [[SCRIPT FLAGS]],    [[SETTING]]&lt;br /&gt;
&lt;br /&gt;
If ANYTHING is not covered in this help that relates to SCRIPTS, please notify and immortal so that it may be added.&lt;br /&gt;
&lt;br /&gt;
Do not make a script of type SPELL.  It is documented for constancy only.&lt;/div&gt;</summary>
		<author><name>Brazil</name></author>
	</entry>
	<entry>
		<id>https://ohelp.addictmud.org/index.php?title=Main_Page&amp;diff=423</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://ohelp.addictmud.org/index.php?title=Main_Page&amp;diff=423"/>
		<updated>2010-05-09T15:17:18Z</updated>

		<summary type="html">&lt;p&gt;Brazil: /* Other OLC related help topics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to the Script and OLC documentation wiki!&lt;br /&gt;
&lt;br /&gt;
The search box will help you greatly.  Alternatively you can browse all the pages or categories to find the topic you&#039;re looking for (click &amp;quot;Special pages&amp;quot; on the left and then click &amp;quot;All pages&amp;quot;).  We also have this [[Script Tutor]] for newbies to scripts.&lt;br /&gt;
&lt;br /&gt;
Other links of interest:&lt;br /&gt;
&lt;br /&gt;
* http://www.builderacademy.net/&lt;br /&gt;
* http://www.addictmud.org/art_of_building/  Good guidelines on area creation (I think this was originally written by a former immortal, but I could be wrong)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= OLC Help Topics =&lt;br /&gt;
&lt;br /&gt;
This is the main help screen to get builders started on knowing what they&#039;re doing.&lt;br /&gt;
&lt;br /&gt;
Before building, it is highly recommended that every builder read the [[OLC POLICY]], and the all of the [[OLC TIPS]] pages.&lt;br /&gt;
&lt;br /&gt;
 Read the creation policy!! : [[OLC POLICY]]&lt;br /&gt;
 And some OLC tips.         : [[OLC TIPS]]&lt;br /&gt;
 Notes on the &amp;quot;web&amp;quot; olc     : [[WEB OLC]]&lt;br /&gt;
&lt;br /&gt;
== OLC COMMANDS ==&lt;br /&gt;
 ROOM  : [[REDIT]],    [[RSET]],     [[RSTAT]],    [[LEADTO]],&lt;br /&gt;
         [[RDELETE]]&lt;br /&gt;
 OBJECT: [[OEDIT]],    [[OSET]],     [[OSTAT]],    [[ORELOAD]],&lt;br /&gt;
         [[TRAPSET]],  [[OCHECK]],   [[ASMSET]]&lt;br /&gt;
 MOB   : [[MEDIT]],    [[MSET]],     [[MSTAT]],    [[MRELOAD]]&lt;br /&gt;
 ZONE  : [[ZEDIT]],    [[ZFLAGS]],   [[ZSTAT]],    [[ZALLOW]],&lt;br /&gt;
         [[ZDENY]],    [[ZLIST]],    [[ZCHECK]]&lt;br /&gt;
 SCRIPT: [[SCEDIT]],   [[SCSET]],    [[SCSTAT]],   [[SSTAT]]&lt;br /&gt;
 SHOP  : [[SEDIT]]&lt;br /&gt;
 ALL   : [[COPY]]&lt;br /&gt;
&lt;br /&gt;
== Other OLC related help topics ==&lt;br /&gt;
&lt;br /&gt;
 ZONE  : [[ZONE FLAGS]],   [[ZONE_CLIMATE]]&lt;br /&gt;
 ROOM  : [[ROOM FLAGS]],   [[ROOM_SECTORS]],  [[LISTEN]],       [[SMELL]]&lt;br /&gt;
 DOOR  : [[DOOR FLAGS]]&lt;br /&gt;
 MOB   : [[MOB FLAGS]],    [[AFFECTFLAGS]],   [[RESISTANCES]],  [[MOBILES]],&lt;br /&gt;
         [[MOB_ACTIONS]],  [[MOB_SPECPROCS]], [[RACES]]&lt;br /&gt;
 OBJECT: [[WEAR FLAGS]],   [[ITEM TYPES]],    [[ITEM FLAGS]],   [[ITEM APPLYS]]&lt;br /&gt;
         [[WEAPONSPELLS]], [[OBJECTS]],       [[OBJECT_FLAGS]], [[OBJ_SPECPROCS]]&lt;br /&gt;
 OTHER : [[SCRIPTS]],      [[STRING PARSER]], [[SPECASSIGN]],   [[ELEMENTS]]&lt;br /&gt;
&lt;br /&gt;
If ANYTHING is not covered in this help that relates to OLC, please notify in immortal so that it may be added.&lt;br /&gt;
&lt;br /&gt;
= Script Help Topics =&lt;br /&gt;
&lt;br /&gt;
== Commands ==&lt;br /&gt;
&lt;br /&gt;
 [[SCEDIT]], [[SCSET]], [[SCSTAT]]&lt;br /&gt;
&lt;br /&gt;
== Other Script Topics ==&lt;br /&gt;
 ROOM  :     [[ROOMFLAGS]],       [[ROOMCMDS]]&lt;br /&gt;
 MOB   :     [[MOBFLAGS]],        [[MOBCMDS]]&lt;br /&gt;
 OBJECT:     [[OBJFLAGS]],        [[OBJCMDS]]&lt;br /&gt;
 SPELLS:     [[SPELLFLAGS]],      [[SPELLCMDS]]&lt;br /&gt;
 MISC  :     [[SCRIPT TYPES]],    [[SCRIPT COMMANDS]], &lt;br /&gt;
             [[VARIABLES]],       [[EXPRESSIONS]],&lt;br /&gt;
             [[SCRIPT FLAGS]],    [[SETTING]]&lt;br /&gt;
&lt;br /&gt;
If ANYTHING is not covered in this help that relates to SCRIPTS, please notify and immortal so that it may be added.&lt;br /&gt;
&lt;br /&gt;
Do not make a script of type SPELL.  It is documented for constancy only.&lt;/div&gt;</summary>
		<author><name>Brazil</name></author>
	</entry>
	<entry>
		<id>https://ohelp.addictmud.org/index.php?title=Main_Page&amp;diff=422</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://ohelp.addictmud.org/index.php?title=Main_Page&amp;diff=422"/>
		<updated>2010-05-09T14:52:28Z</updated>

		<summary type="html">&lt;p&gt;Brazil: /* OLC COMMANDS */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to the Script and OLC documentation wiki!&lt;br /&gt;
&lt;br /&gt;
The search box will help you greatly.  Alternatively you can browse all the pages or categories to find the topic you&#039;re looking for (click &amp;quot;Special pages&amp;quot; on the left and then click &amp;quot;All pages&amp;quot;).  We also have this [[Script Tutor]] for newbies to scripts.&lt;br /&gt;
&lt;br /&gt;
Other links of interest:&lt;br /&gt;
&lt;br /&gt;
* http://www.builderacademy.net/&lt;br /&gt;
* http://www.addictmud.org/art_of_building/  Good guidelines on area creation (I think this was originally written by a former immortal, but I could be wrong)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= OLC Help Topics =&lt;br /&gt;
&lt;br /&gt;
This is the main help screen to get builders started on knowing what they&#039;re doing.&lt;br /&gt;
&lt;br /&gt;
Before building, it is highly recommended that every builder read the [[OLC POLICY]], and the all of the [[OLC TIPS]] pages.&lt;br /&gt;
&lt;br /&gt;
 Read the creation policy!! : [[OLC POLICY]]&lt;br /&gt;
 And some OLC tips.         : [[OLC TIPS]]&lt;br /&gt;
 Notes on the &amp;quot;web&amp;quot; olc     : [[WEB OLC]]&lt;br /&gt;
&lt;br /&gt;
== OLC COMMANDS ==&lt;br /&gt;
 ROOM  : [[REDIT]],    [[RSET]],     [[RSTAT]],    [[LEADTO]],&lt;br /&gt;
         [[RDELETE]]&lt;br /&gt;
 OBJECT: [[OEDIT]],    [[OSET]],     [[OSTAT]],    [[ORELOAD]],&lt;br /&gt;
         [[TRAPSET]],  [[OCHECK]],   [[ASMSET]]&lt;br /&gt;
 MOB   : [[MEDIT]],    [[MSET]],     [[MSTAT]],    [[MRELOAD]]&lt;br /&gt;
 ZONE  : [[ZEDIT]],    [[ZFLAGS]],   [[ZSTAT]],    [[ZALLOW]],&lt;br /&gt;
         [[ZDENY]],    [[ZLIST]],    [[ZCHECK]]&lt;br /&gt;
 SCRIPT: [[SCEDIT]],   [[SCSET]],    [[SCSTAT]],   [[SSTAT]]&lt;br /&gt;
 SHOP  : [[SEDIT]]&lt;br /&gt;
 ALL   : [[COPY]]&lt;br /&gt;
&lt;br /&gt;
== Other OLC related help topics ==&lt;br /&gt;
&lt;br /&gt;
 ZONE  : [[ZONE FLAGS]],   [[ZONE_CLIMATE]]&lt;br /&gt;
 ROOM  : [[ROOM FLAGS]],   [[ROOM_SECTORS]],  [[LISTEN]],       [[SMELL]]&lt;br /&gt;
 DOOR  : [[DOOR FLAGS]]&lt;br /&gt;
 MOB   : [[MOB FLAGS]],    [[AFFECTFLAGS]],   [[RESISTANCES]],  [[MOBILES]],&lt;br /&gt;
         [[MOB_ACTIONS]],  [[MOB_SPECPROCS]]&lt;br /&gt;
 OBJECT: [[WEAR FLAGS]],   [[ITEM TYPES]],    [[ITEM FLAGS]],   [[ITEM APPLYS]]&lt;br /&gt;
         [[WEAPONSPELLS]], [[OBJECTS]],       [[OBJECT_FLAGS]], [[OBJ_SPECPROCS]]&lt;br /&gt;
 OTHER : [[SCRIPTS]],      [[STRING PARSER]], [[SPECASSIGN]],   [[ELEMENTS]]&lt;br /&gt;
&lt;br /&gt;
If ANYTHING is not covered in this help that relates to OLC, please notify in immortal so that it may be added.&lt;br /&gt;
&lt;br /&gt;
= Script Help Topics =&lt;br /&gt;
&lt;br /&gt;
== Commands ==&lt;br /&gt;
&lt;br /&gt;
 [[SCEDIT]], [[SCSET]], [[SCSTAT]]&lt;br /&gt;
&lt;br /&gt;
== Other Script Topics ==&lt;br /&gt;
 ROOM  :     [[ROOMFLAGS]],       [[ROOMCMDS]]&lt;br /&gt;
 MOB   :     [[MOBFLAGS]],        [[MOBCMDS]]&lt;br /&gt;
 OBJECT:     [[OBJFLAGS]],        [[OBJCMDS]]&lt;br /&gt;
 SPELLS:     [[SPELLFLAGS]],      [[SPELLCMDS]]&lt;br /&gt;
 MISC  :     [[SCRIPT TYPES]],    [[SCRIPT COMMANDS]], &lt;br /&gt;
             [[VARIABLES]],       [[EXPRESSIONS]],&lt;br /&gt;
             [[SCRIPT FLAGS]],    [[SETTING]]&lt;br /&gt;
&lt;br /&gt;
If ANYTHING is not covered in this help that relates to SCRIPTS, please notify and immortal so that it may be added.&lt;br /&gt;
&lt;br /&gt;
Do not make a script of type SPELL.  It is documented for constancy only.&lt;/div&gt;</summary>
		<author><name>Brazil</name></author>
	</entry>
	<entry>
		<id>https://ohelp.addictmud.org/index.php?title=OLC_TIPS&amp;diff=421</id>
		<title>OLC TIPS</title>
		<link rel="alternate" type="text/html" href="https://ohelp.addictmud.org/index.php?title=OLC_TIPS&amp;diff=421"/>
		<updated>2010-05-09T14:51:56Z</updated>

		<summary type="html">&lt;p&gt;Brazil: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If there is something you would like to do don&#039;t be afraid to ask.  Just &lt;br /&gt;
mudmail Brazil with what you would like done and we can work out if it is&lt;br /&gt;
possible.&lt;br /&gt;
&lt;br /&gt;
One nice resource for building is The Art of Building.  It&#039;s not big on&lt;br /&gt;
technical information, it&#039;s about practical information.  Check it out.&lt;br /&gt;
&lt;br /&gt;
http://aob.mudmagic.com/&lt;br /&gt;
&lt;br /&gt;
See also: [[OLC TIPS MOBILES]], [[OLC TIPS OBJECTS]], [[OLC TIPS ROOMS]], [[OLC TIPS SHOPS]], [[OLC TIPS SCRIPTS]], [[OLC_TIPS_ZONES]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[CATEGORY:OLC]]&lt;/div&gt;</summary>
		<author><name>Brazil</name></author>
	</entry>
	<entry>
		<id>https://ohelp.addictmud.org/index.php?title=Main_Page&amp;diff=420</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://ohelp.addictmud.org/index.php?title=Main_Page&amp;diff=420"/>
		<updated>2010-05-09T14:51:47Z</updated>

		<summary type="html">&lt;p&gt;Brazil: /* OLC Help Topics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to the Script and OLC documentation wiki!&lt;br /&gt;
&lt;br /&gt;
The search box will help you greatly.  Alternatively you can browse all the pages or categories to find the topic you&#039;re looking for (click &amp;quot;Special pages&amp;quot; on the left and then click &amp;quot;All pages&amp;quot;).  We also have this [[Script Tutor]] for newbies to scripts.&lt;br /&gt;
&lt;br /&gt;
Other links of interest:&lt;br /&gt;
&lt;br /&gt;
* http://www.builderacademy.net/&lt;br /&gt;
* http://www.addictmud.org/art_of_building/  Good guidelines on area creation (I think this was originally written by a former immortal, but I could be wrong)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= OLC Help Topics =&lt;br /&gt;
&lt;br /&gt;
This is the main help screen to get builders started on knowing what they&#039;re doing.&lt;br /&gt;
&lt;br /&gt;
Before building, it is highly recommended that every builder read the [[OLC POLICY]], and the all of the [[OLC TIPS]] pages.&lt;br /&gt;
&lt;br /&gt;
 Read the creation policy!! : [[OLC POLICY]]&lt;br /&gt;
 And some OLC tips.         : [[OLC TIPS]]&lt;br /&gt;
 Notes on the &amp;quot;web&amp;quot; olc     : [[WEB OLC]]&lt;br /&gt;
&lt;br /&gt;
== OLC COMMANDS ==&lt;br /&gt;
 ROOM  : [[REDIT]],    [[RSET]],     [[RSTAT]],    [[LEADTO]]&lt;br /&gt;
 OBJECT: [[OEDIT]],    [[OSET]],     [[OSTAT]],    [[ORELOAD]],&lt;br /&gt;
         [[TRAPSET]],  [[OCHECK]],   [[ASMSET]]&lt;br /&gt;
 MOB   : [[MEDIT]],    [[MSET]],     [[MSTAT]],    [[MRELOAD]]&lt;br /&gt;
 ZONE  : [[ZEDIT]],    [[ZFLAGS]],   [[ZSTAT]],    [[ZALLOW]],&lt;br /&gt;
         [[ZDENY]],    [[ZLIST]],    [[ZCHECK]]&lt;br /&gt;
 SCRIPT: [[SCEDIT]],   [[SCSET]],    [[SCSTAT]],   [[SSTAT]]&lt;br /&gt;
 SHOP  : [[SEDIT]]&lt;br /&gt;
 ALL   : [[COPY]]&lt;br /&gt;
&lt;br /&gt;
== Other OLC related help topics ==&lt;br /&gt;
&lt;br /&gt;
 ZONE  : [[ZONE FLAGS]],   [[ZONE_CLIMATE]]&lt;br /&gt;
 ROOM  : [[ROOM FLAGS]],   [[ROOM_SECTORS]],  [[LISTEN]],       [[SMELL]]&lt;br /&gt;
 DOOR  : [[DOOR FLAGS]]&lt;br /&gt;
 MOB   : [[MOB FLAGS]],    [[AFFECTFLAGS]],   [[RESISTANCES]],  [[MOBILES]],&lt;br /&gt;
         [[MOB_ACTIONS]],  [[MOB_SPECPROCS]]&lt;br /&gt;
 OBJECT: [[WEAR FLAGS]],   [[ITEM TYPES]],    [[ITEM FLAGS]],   [[ITEM APPLYS]]&lt;br /&gt;
         [[WEAPONSPELLS]], [[OBJECTS]],       [[OBJECT_FLAGS]], [[OBJ_SPECPROCS]]&lt;br /&gt;
 OTHER : [[SCRIPTS]],      [[STRING PARSER]], [[SPECASSIGN]],   [[ELEMENTS]]&lt;br /&gt;
&lt;br /&gt;
If ANYTHING is not covered in this help that relates to OLC, please notify in immortal so that it may be added.&lt;br /&gt;
&lt;br /&gt;
= Script Help Topics =&lt;br /&gt;
&lt;br /&gt;
== Commands ==&lt;br /&gt;
&lt;br /&gt;
 [[SCEDIT]], [[SCSET]], [[SCSTAT]]&lt;br /&gt;
&lt;br /&gt;
== Other Script Topics ==&lt;br /&gt;
 ROOM  :     [[ROOMFLAGS]],       [[ROOMCMDS]]&lt;br /&gt;
 MOB   :     [[MOBFLAGS]],        [[MOBCMDS]]&lt;br /&gt;
 OBJECT:     [[OBJFLAGS]],        [[OBJCMDS]]&lt;br /&gt;
 SPELLS:     [[SPELLFLAGS]],      [[SPELLCMDS]]&lt;br /&gt;
 MISC  :     [[SCRIPT TYPES]],    [[SCRIPT COMMANDS]], &lt;br /&gt;
             [[VARIABLES]],       [[EXPRESSIONS]],&lt;br /&gt;
             [[SCRIPT FLAGS]],    [[SETTING]]&lt;br /&gt;
&lt;br /&gt;
If ANYTHING is not covered in this help that relates to SCRIPTS, please notify and immortal so that it may be added.&lt;br /&gt;
&lt;br /&gt;
Do not make a script of type SPELL.  It is documented for constancy only.&lt;/div&gt;</summary>
		<author><name>Brazil</name></author>
	</entry>
	<entry>
		<id>https://ohelp.addictmud.org/index.php?title=Main_Page&amp;diff=419</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://ohelp.addictmud.org/index.php?title=Main_Page&amp;diff=419"/>
		<updated>2010-05-09T14:51:28Z</updated>

		<summary type="html">&lt;p&gt;Brazil: /* OLC Help Topics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to the Script and OLC documentation wiki!&lt;br /&gt;
&lt;br /&gt;
The search box will help you greatly.  Alternatively you can browse all the pages or categories to find the topic you&#039;re looking for (click &amp;quot;Special pages&amp;quot; on the left and then click &amp;quot;All pages&amp;quot;).  We also have this [[Script Tutor]] for newbies to scripts.&lt;br /&gt;
&lt;br /&gt;
Other links of interest:&lt;br /&gt;
&lt;br /&gt;
* http://www.builderacademy.net/&lt;br /&gt;
* http://www.addictmud.org/art_of_building/  Good guidelines on area creation (I think this was originally written by a former immortal, but I could be wrong)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= OLC Help Topics =&lt;br /&gt;
&lt;br /&gt;
This is the main help screen to get builders started on knowing what they&#039;re doing.&lt;br /&gt;
&lt;br /&gt;
Before building, it is highly recommended that every builder read the [[OLC POLICY]], and the all of the [[OLC TIPS]] pages.&lt;br /&gt;
&lt;br /&gt;
 Read the creation policy!! : [[OLC POLICY]]&lt;br /&gt;
 And some OLC tips.         : [[OLC TIPS]]    [[OLC_TIPS_ZONES]]&lt;br /&gt;
 Notes on the &amp;quot;web&amp;quot; olc     : [[WEB OLC]]&lt;br /&gt;
&lt;br /&gt;
== OLC COMMANDS ==&lt;br /&gt;
 ROOM  : [[REDIT]],    [[RSET]],     [[RSTAT]],    [[LEADTO]]&lt;br /&gt;
 OBJECT: [[OEDIT]],    [[OSET]],     [[OSTAT]],    [[ORELOAD]],&lt;br /&gt;
         [[TRAPSET]],  [[OCHECK]],   [[ASMSET]]&lt;br /&gt;
 MOB   : [[MEDIT]],    [[MSET]],     [[MSTAT]],    [[MRELOAD]]&lt;br /&gt;
 ZONE  : [[ZEDIT]],    [[ZFLAGS]],   [[ZSTAT]],    [[ZALLOW]],&lt;br /&gt;
         [[ZDENY]],    [[ZLIST]],    [[ZCHECK]]&lt;br /&gt;
 SCRIPT: [[SCEDIT]],   [[SCSET]],    [[SCSTAT]],   [[SSTAT]]&lt;br /&gt;
 SHOP  : [[SEDIT]]&lt;br /&gt;
 ALL   : [[COPY]]&lt;br /&gt;
&lt;br /&gt;
== Other OLC related help topics ==&lt;br /&gt;
&lt;br /&gt;
 ZONE  : [[ZONE FLAGS]],   [[ZONE_CLIMATE]]&lt;br /&gt;
 ROOM  : [[ROOM FLAGS]],   [[ROOM_SECTORS]],  [[LISTEN]],       [[SMELL]]&lt;br /&gt;
 DOOR  : [[DOOR FLAGS]]&lt;br /&gt;
 MOB   : [[MOB FLAGS]],    [[AFFECTFLAGS]],   [[RESISTANCES]],  [[MOBILES]],&lt;br /&gt;
         [[MOB_ACTIONS]],  [[MOB_SPECPROCS]]&lt;br /&gt;
 OBJECT: [[WEAR FLAGS]],   [[ITEM TYPES]],    [[ITEM FLAGS]],   [[ITEM APPLYS]]&lt;br /&gt;
         [[WEAPONSPELLS]], [[OBJECTS]],       [[OBJECT_FLAGS]], [[OBJ_SPECPROCS]]&lt;br /&gt;
 OTHER : [[SCRIPTS]],      [[STRING PARSER]], [[SPECASSIGN]],   [[ELEMENTS]]&lt;br /&gt;
&lt;br /&gt;
If ANYTHING is not covered in this help that relates to OLC, please notify in immortal so that it may be added.&lt;br /&gt;
&lt;br /&gt;
= Script Help Topics =&lt;br /&gt;
&lt;br /&gt;
== Commands ==&lt;br /&gt;
&lt;br /&gt;
 [[SCEDIT]], [[SCSET]], [[SCSTAT]]&lt;br /&gt;
&lt;br /&gt;
== Other Script Topics ==&lt;br /&gt;
 ROOM  :     [[ROOMFLAGS]],       [[ROOMCMDS]]&lt;br /&gt;
 MOB   :     [[MOBFLAGS]],        [[MOBCMDS]]&lt;br /&gt;
 OBJECT:     [[OBJFLAGS]],        [[OBJCMDS]]&lt;br /&gt;
 SPELLS:     [[SPELLFLAGS]],      [[SPELLCMDS]]&lt;br /&gt;
 MISC  :     [[SCRIPT TYPES]],    [[SCRIPT COMMANDS]], &lt;br /&gt;
             [[VARIABLES]],       [[EXPRESSIONS]],&lt;br /&gt;
             [[SCRIPT FLAGS]],    [[SETTING]]&lt;br /&gt;
&lt;br /&gt;
If ANYTHING is not covered in this help that relates to SCRIPTS, please notify and immortal so that it may be added.&lt;br /&gt;
&lt;br /&gt;
Do not make a script of type SPELL.  It is documented for constancy only.&lt;/div&gt;</summary>
		<author><name>Brazil</name></author>
	</entry>
	<entry>
		<id>https://ohelp.addictmud.org/index.php?title=OBJ_SPECPROCS&amp;diff=418</id>
		<title>OBJ SPECPROCS</title>
		<link rel="alternate" type="text/html" href="https://ohelp.addictmud.org/index.php?title=OBJ_SPECPROCS&amp;diff=418"/>
		<updated>2010-05-09T14:50:51Z</updated>

		<summary type="html">&lt;p&gt;Brazil: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Object specprocs.  These are special code that allow an object to act in a&lt;br /&gt;
special way.&lt;br /&gt;
&lt;br /&gt;
If a specproc is not described here, please do not use it.&lt;br /&gt;
&lt;br /&gt;
 portal                   (entering it takes you to the room defined in v1)&lt;br /&gt;
 votingbooth              (object becomes a voting booth)&lt;br /&gt;
 bank                     (atm)&lt;br /&gt;
 gen_board                The object is a &amp;quot;board&amp;quot;.  Boards are tied to &lt;br /&gt;
                          forums, v1 is the ID of the forum.&lt;br /&gt;
 mailbox                  Item can be used to receive and send mudmail.&lt;br /&gt;
 quest_point_candy        Eating this gives the player quest points.&lt;br /&gt;
                          Min-Level of the item defines how many quest &lt;br /&gt;
                          points the eater receives.&lt;br /&gt;
 warpjuice                Drink it, you regen mana.&lt;br /&gt;
 warpstone                Eat it, regen mana (has to be item type WARPSTONE)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[CATEGORY:OLC]]&lt;/div&gt;</summary>
		<author><name>Brazil</name></author>
	</entry>
	<entry>
		<id>https://ohelp.addictmud.org/index.php?title=OBJ_SPECPROCS&amp;diff=417</id>
		<title>OBJ SPECPROCS</title>
		<link rel="alternate" type="text/html" href="https://ohelp.addictmud.org/index.php?title=OBJ_SPECPROCS&amp;diff=417"/>
		<updated>2010-05-09T14:50:43Z</updated>

		<summary type="html">&lt;p&gt;Brazil: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Object specprocs.  These are special code that allow an object to act in a&lt;br /&gt;
special way.&lt;br /&gt;
&lt;br /&gt;
If a specproc is not described here, please do not use it.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
 portal                   (entering it takes you to the room defined in v1)&lt;br /&gt;
 votingbooth              (object becomes a voting booth)&lt;br /&gt;
 bank                     (atm)&lt;br /&gt;
 gen_board                The object is a &amp;quot;board&amp;quot;.  Boards are tied to &lt;br /&gt;
                          forums, v1 is the ID of the forum.&lt;br /&gt;
 mailbox                  Item can be used to receive and send mudmail.&lt;br /&gt;
 quest_point_candy        Eating this gives the player quest points.&lt;br /&gt;
                          Min-Level of the item defines how many quest &lt;br /&gt;
                          points the eater receives.&lt;br /&gt;
 warpjuice                Drink it, you regen mana.&lt;br /&gt;
 warpstone                Eat it, regen mana (has to be item type WARPSTONE)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[CATEGORY:OLC]]&lt;/div&gt;</summary>
		<author><name>Brazil</name></author>
	</entry>
	<entry>
		<id>https://ohelp.addictmud.org/index.php?title=Main_Page&amp;diff=416</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://ohelp.addictmud.org/index.php?title=Main_Page&amp;diff=416"/>
		<updated>2010-05-09T14:50:25Z</updated>

		<summary type="html">&lt;p&gt;Brazil: /* Other OLC related help topics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to the Script and OLC documentation wiki!&lt;br /&gt;
&lt;br /&gt;
The search box will help you greatly.  Alternatively you can browse all the pages or categories to find the topic you&#039;re looking for (click &amp;quot;Special pages&amp;quot; on the left and then click &amp;quot;All pages&amp;quot;).  We also have this [[Script Tutor]] for newbies to scripts.&lt;br /&gt;
&lt;br /&gt;
Other links of interest:&lt;br /&gt;
&lt;br /&gt;
* http://www.builderacademy.net/&lt;br /&gt;
* http://www.addictmud.org/art_of_building/  Good guidelines on area creation (I think this was originally written by a former immortal, but I could be wrong)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= OLC Help Topics =&lt;br /&gt;
&lt;br /&gt;
This is the main help screen to get builders started on knowing what they&#039;re doing.&lt;br /&gt;
&lt;br /&gt;
Before building, it is highly recommended that every builder read the [[OLC POLICY]], and the all of the [[OLC TIPS]] pages.&lt;br /&gt;
&lt;br /&gt;
 Read the creation policy!! : [[OLC POLICY]]&lt;br /&gt;
 And some OLC tips.         : [[OLC TIPS]]&lt;br /&gt;
 Notes on the &amp;quot;web&amp;quot; olc     : [[WEB OLC]]&lt;br /&gt;
&lt;br /&gt;
== OLC COMMANDS ==&lt;br /&gt;
 ROOM  : [[REDIT]],    [[RSET]],     [[RSTAT]],    [[LEADTO]]&lt;br /&gt;
 OBJECT: [[OEDIT]],    [[OSET]],     [[OSTAT]],    [[ORELOAD]],&lt;br /&gt;
         [[TRAPSET]],  [[OCHECK]],   [[ASMSET]]&lt;br /&gt;
 MOB   : [[MEDIT]],    [[MSET]],     [[MSTAT]],    [[MRELOAD]]&lt;br /&gt;
 ZONE  : [[ZEDIT]],    [[ZFLAGS]],   [[ZSTAT]],    [[ZALLOW]],&lt;br /&gt;
         [[ZDENY]],    [[ZLIST]],    [[ZCHECK]]&lt;br /&gt;
 SCRIPT: [[SCEDIT]],   [[SCSET]],    [[SCSTAT]],   [[SSTAT]]&lt;br /&gt;
 SHOP  : [[SEDIT]]&lt;br /&gt;
 ALL   : [[COPY]]&lt;br /&gt;
&lt;br /&gt;
== Other OLC related help topics ==&lt;br /&gt;
&lt;br /&gt;
 ZONE  : [[ZONE FLAGS]],   [[ZONE_CLIMATE]]&lt;br /&gt;
 ROOM  : [[ROOM FLAGS]],   [[ROOM_SECTORS]],  [[LISTEN]],       [[SMELL]]&lt;br /&gt;
 DOOR  : [[DOOR FLAGS]]&lt;br /&gt;
 MOB   : [[MOB FLAGS]],    [[AFFECTFLAGS]],   [[RESISTANCES]],  [[MOBILES]],&lt;br /&gt;
         [[MOB_ACTIONS]],  [[MOB_SPECPROCS]]&lt;br /&gt;
 OBJECT: [[WEAR FLAGS]],   [[ITEM TYPES]],    [[ITEM FLAGS]],   [[ITEM APPLYS]]&lt;br /&gt;
         [[WEAPONSPELLS]], [[OBJECTS]],       [[OBJECT_FLAGS]], [[OBJ_SPECPROCS]]&lt;br /&gt;
 OTHER : [[SCRIPTS]],      [[STRING PARSER]], [[SPECASSIGN]],   [[ELEMENTS]]&lt;br /&gt;
&lt;br /&gt;
If ANYTHING is not covered in this help that relates to OLC, please notify in immortal so that it may be added.&lt;br /&gt;
&lt;br /&gt;
= Script Help Topics =&lt;br /&gt;
&lt;br /&gt;
== Commands ==&lt;br /&gt;
&lt;br /&gt;
 [[SCEDIT]], [[SCSET]], [[SCSTAT]]&lt;br /&gt;
&lt;br /&gt;
== Other Script Topics ==&lt;br /&gt;
 ROOM  :     [[ROOMFLAGS]],       [[ROOMCMDS]]&lt;br /&gt;
 MOB   :     [[MOBFLAGS]],        [[MOBCMDS]]&lt;br /&gt;
 OBJECT:     [[OBJFLAGS]],        [[OBJCMDS]]&lt;br /&gt;
 SPELLS:     [[SPELLFLAGS]],      [[SPELLCMDS]]&lt;br /&gt;
 MISC  :     [[SCRIPT TYPES]],    [[SCRIPT COMMANDS]], &lt;br /&gt;
             [[VARIABLES]],       [[EXPRESSIONS]],&lt;br /&gt;
             [[SCRIPT FLAGS]],    [[SETTING]]&lt;br /&gt;
&lt;br /&gt;
If ANYTHING is not covered in this help that relates to SCRIPTS, please notify and immortal so that it may be added.&lt;br /&gt;
&lt;br /&gt;
Do not make a script of type SPELL.  It is documented for constancy only.&lt;/div&gt;</summary>
		<author><name>Brazil</name></author>
	</entry>
	<entry>
		<id>https://ohelp.addictmud.org/index.php?title=Main_Page&amp;diff=415</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://ohelp.addictmud.org/index.php?title=Main_Page&amp;diff=415"/>
		<updated>2010-05-09T14:49:58Z</updated>

		<summary type="html">&lt;p&gt;Brazil: /* Other OLC related help topics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to the Script and OLC documentation wiki!&lt;br /&gt;
&lt;br /&gt;
The search box will help you greatly.  Alternatively you can browse all the pages or categories to find the topic you&#039;re looking for (click &amp;quot;Special pages&amp;quot; on the left and then click &amp;quot;All pages&amp;quot;).  We also have this [[Script Tutor]] for newbies to scripts.&lt;br /&gt;
&lt;br /&gt;
Other links of interest:&lt;br /&gt;
&lt;br /&gt;
* http://www.builderacademy.net/&lt;br /&gt;
* http://www.addictmud.org/art_of_building/  Good guidelines on area creation (I think this was originally written by a former immortal, but I could be wrong)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= OLC Help Topics =&lt;br /&gt;
&lt;br /&gt;
This is the main help screen to get builders started on knowing what they&#039;re doing.&lt;br /&gt;
&lt;br /&gt;
Before building, it is highly recommended that every builder read the [[OLC POLICY]], and the all of the [[OLC TIPS]] pages.&lt;br /&gt;
&lt;br /&gt;
 Read the creation policy!! : [[OLC POLICY]]&lt;br /&gt;
 And some OLC tips.         : [[OLC TIPS]]&lt;br /&gt;
 Notes on the &amp;quot;web&amp;quot; olc     : [[WEB OLC]]&lt;br /&gt;
&lt;br /&gt;
== OLC COMMANDS ==&lt;br /&gt;
 ROOM  : [[REDIT]],    [[RSET]],     [[RSTAT]],    [[LEADTO]]&lt;br /&gt;
 OBJECT: [[OEDIT]],    [[OSET]],     [[OSTAT]],    [[ORELOAD]],&lt;br /&gt;
         [[TRAPSET]],  [[OCHECK]],   [[ASMSET]]&lt;br /&gt;
 MOB   : [[MEDIT]],    [[MSET]],     [[MSTAT]],    [[MRELOAD]]&lt;br /&gt;
 ZONE  : [[ZEDIT]],    [[ZFLAGS]],   [[ZSTAT]],    [[ZALLOW]],&lt;br /&gt;
         [[ZDENY]],    [[ZLIST]],    [[ZCHECK]]&lt;br /&gt;
 SCRIPT: [[SCEDIT]],   [[SCSET]],    [[SCSTAT]],   [[SSTAT]]&lt;br /&gt;
 SHOP  : [[SEDIT]]&lt;br /&gt;
 ALL   : [[COPY]]&lt;br /&gt;
&lt;br /&gt;
== Other OLC related help topics ==&lt;br /&gt;
&lt;br /&gt;
 ZONE  : [[ZONE FLAGS]],   [[ZONE_CLIMATE]]&lt;br /&gt;
 ROOM  : [[ROOM FLAGS]],   [[ROOM_SECTORS]],  [[LISTEN]],      [[SMELL]]&lt;br /&gt;
 DOOR  : [[DOOR FLAGS]]&lt;br /&gt;
 MOB   : [[MOB FLAGS]],    [[AFFECTFLAGS]],   [[RESISTANCES]], [[MOBILES]],&lt;br /&gt;
         [[MOB_ACTIONS]],  [[MOB_SPECPROCS]]&lt;br /&gt;
 OBJECT: [[WEAR FLAGS]],   [[ITEM TYPES]],    [[ITEM FLAGS]],  [[ITEM APPLYS]]&lt;br /&gt;
         [[WEAPONSPELLS]], [[OBJECTS]],       [[OBJECT_FLAGS]]&lt;br /&gt;
 OTHER : [[SCRIPTS]],      [[STRING PARSER]], [[SPECASSIGN]],  [[ELEMENTS]]&lt;br /&gt;
&lt;br /&gt;
If ANYTHING is not covered in this help that relates to OLC, please notify in immortal so that it may be added.&lt;br /&gt;
&lt;br /&gt;
= Script Help Topics =&lt;br /&gt;
&lt;br /&gt;
== Commands ==&lt;br /&gt;
&lt;br /&gt;
 [[SCEDIT]], [[SCSET]], [[SCSTAT]]&lt;br /&gt;
&lt;br /&gt;
== Other Script Topics ==&lt;br /&gt;
 ROOM  :     [[ROOMFLAGS]],       [[ROOMCMDS]]&lt;br /&gt;
 MOB   :     [[MOBFLAGS]],        [[MOBCMDS]]&lt;br /&gt;
 OBJECT:     [[OBJFLAGS]],        [[OBJCMDS]]&lt;br /&gt;
 SPELLS:     [[SPELLFLAGS]],      [[SPELLCMDS]]&lt;br /&gt;
 MISC  :     [[SCRIPT TYPES]],    [[SCRIPT COMMANDS]], &lt;br /&gt;
             [[VARIABLES]],       [[EXPRESSIONS]],&lt;br /&gt;
             [[SCRIPT FLAGS]],    [[SETTING]]&lt;br /&gt;
&lt;br /&gt;
If ANYTHING is not covered in this help that relates to SCRIPTS, please notify and immortal so that it may be added.&lt;br /&gt;
&lt;br /&gt;
Do not make a script of type SPELL.  It is documented for constancy only.&lt;/div&gt;</summary>
		<author><name>Brazil</name></author>
	</entry>
	<entry>
		<id>https://ohelp.addictmud.org/index.php?title=Main_Page&amp;diff=414</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://ohelp.addictmud.org/index.php?title=Main_Page&amp;diff=414"/>
		<updated>2010-05-09T14:49:30Z</updated>

		<summary type="html">&lt;p&gt;Brazil: /* Other OLC related help topics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to the Script and OLC documentation wiki!&lt;br /&gt;
&lt;br /&gt;
The search box will help you greatly.  Alternatively you can browse all the pages or categories to find the topic you&#039;re looking for (click &amp;quot;Special pages&amp;quot; on the left and then click &amp;quot;All pages&amp;quot;).  We also have this [[Script Tutor]] for newbies to scripts.&lt;br /&gt;
&lt;br /&gt;
Other links of interest:&lt;br /&gt;
&lt;br /&gt;
* http://www.builderacademy.net/&lt;br /&gt;
* http://www.addictmud.org/art_of_building/  Good guidelines on area creation (I think this was originally written by a former immortal, but I could be wrong)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= OLC Help Topics =&lt;br /&gt;
&lt;br /&gt;
This is the main help screen to get builders started on knowing what they&#039;re doing.&lt;br /&gt;
&lt;br /&gt;
Before building, it is highly recommended that every builder read the [[OLC POLICY]], and the all of the [[OLC TIPS]] pages.&lt;br /&gt;
&lt;br /&gt;
 Read the creation policy!! : [[OLC POLICY]]&lt;br /&gt;
 And some OLC tips.         : [[OLC TIPS]]&lt;br /&gt;
 Notes on the &amp;quot;web&amp;quot; olc     : [[WEB OLC]]&lt;br /&gt;
&lt;br /&gt;
== OLC COMMANDS ==&lt;br /&gt;
 ROOM  : [[REDIT]],    [[RSET]],     [[RSTAT]],    [[LEADTO]]&lt;br /&gt;
 OBJECT: [[OEDIT]],    [[OSET]],     [[OSTAT]],    [[ORELOAD]],&lt;br /&gt;
         [[TRAPSET]],  [[OCHECK]],   [[ASMSET]]&lt;br /&gt;
 MOB   : [[MEDIT]],    [[MSET]],     [[MSTAT]],    [[MRELOAD]]&lt;br /&gt;
 ZONE  : [[ZEDIT]],    [[ZFLAGS]],   [[ZSTAT]],    [[ZALLOW]],&lt;br /&gt;
         [[ZDENY]],    [[ZLIST]],    [[ZCHECK]]&lt;br /&gt;
 SCRIPT: [[SCEDIT]],   [[SCSET]],    [[SCSTAT]],   [[SSTAT]]&lt;br /&gt;
 SHOP  : [[SEDIT]]&lt;br /&gt;
 ALL   : [[COPY]]&lt;br /&gt;
&lt;br /&gt;
== Other OLC related help topics ==&lt;br /&gt;
&lt;br /&gt;
 ZONE  : [[ZONE FLAGS]],   [[ZONE_CLIMATE]]&lt;br /&gt;
 ROOM  : [[ROOM FLAGS]],   [[ROOM_SECTORS]],  [[LISTEN]],      [[SMELL]]&lt;br /&gt;
 DOOR  : [[DOOR FLAGS]]&lt;br /&gt;
 MOB   : [[MOB FLAGS]],    [[AFFECTFLAGS]],   [[RESISTANCES]], [[MOBILES]],&lt;br /&gt;
         [[MOB_ACTIONS]],  [[MOB_SPECPROCS]]&lt;br /&gt;
 OBJECT: [[WEAR FLAGS]],   [[ITEM TYPES]],    [[ITEM FLAGS]],  [[ITEM APPLYS]]&lt;br /&gt;
         [[WEAPONSPELLS]], [[OBJECTS]]&lt;br /&gt;
 OTHER : [[SCRIPTS]],      [[STRING PARSER]], [[SPECASSIGN]],  [[ELEMENTS]]&lt;br /&gt;
&lt;br /&gt;
If ANYTHING is not covered in this help that relates to OLC, please notify in immortal so that it may be added.&lt;br /&gt;
&lt;br /&gt;
= Script Help Topics =&lt;br /&gt;
&lt;br /&gt;
== Commands ==&lt;br /&gt;
&lt;br /&gt;
 [[SCEDIT]], [[SCSET]], [[SCSTAT]]&lt;br /&gt;
&lt;br /&gt;
== Other Script Topics ==&lt;br /&gt;
 ROOM  :     [[ROOMFLAGS]],       [[ROOMCMDS]]&lt;br /&gt;
 MOB   :     [[MOBFLAGS]],        [[MOBCMDS]]&lt;br /&gt;
 OBJECT:     [[OBJFLAGS]],        [[OBJCMDS]]&lt;br /&gt;
 SPELLS:     [[SPELLFLAGS]],      [[SPELLCMDS]]&lt;br /&gt;
 MISC  :     [[SCRIPT TYPES]],    [[SCRIPT COMMANDS]], &lt;br /&gt;
             [[VARIABLES]],       [[EXPRESSIONS]],&lt;br /&gt;
             [[SCRIPT FLAGS]],    [[SETTING]]&lt;br /&gt;
&lt;br /&gt;
If ANYTHING is not covered in this help that relates to SCRIPTS, please notify and immortal so that it may be added.&lt;br /&gt;
&lt;br /&gt;
Do not make a script of type SPELL.  It is documented for constancy only.&lt;/div&gt;</summary>
		<author><name>Brazil</name></author>
	</entry>
	<entry>
		<id>https://ohelp.addictmud.org/index.php?title=Main_Page&amp;diff=413</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://ohelp.addictmud.org/index.php?title=Main_Page&amp;diff=413"/>
		<updated>2010-05-09T14:49:02Z</updated>

		<summary type="html">&lt;p&gt;Brazil: /* Other OLC related help topics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to the Script and OLC documentation wiki!&lt;br /&gt;
&lt;br /&gt;
The search box will help you greatly.  Alternatively you can browse all the pages or categories to find the topic you&#039;re looking for (click &amp;quot;Special pages&amp;quot; on the left and then click &amp;quot;All pages&amp;quot;).  We also have this [[Script Tutor]] for newbies to scripts.&lt;br /&gt;
&lt;br /&gt;
Other links of interest:&lt;br /&gt;
&lt;br /&gt;
* http://www.builderacademy.net/&lt;br /&gt;
* http://www.addictmud.org/art_of_building/  Good guidelines on area creation (I think this was originally written by a former immortal, but I could be wrong)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= OLC Help Topics =&lt;br /&gt;
&lt;br /&gt;
This is the main help screen to get builders started on knowing what they&#039;re doing.&lt;br /&gt;
&lt;br /&gt;
Before building, it is highly recommended that every builder read the [[OLC POLICY]], and the all of the [[OLC TIPS]] pages.&lt;br /&gt;
&lt;br /&gt;
 Read the creation policy!! : [[OLC POLICY]]&lt;br /&gt;
 And some OLC tips.         : [[OLC TIPS]]&lt;br /&gt;
 Notes on the &amp;quot;web&amp;quot; olc     : [[WEB OLC]]&lt;br /&gt;
&lt;br /&gt;
== OLC COMMANDS ==&lt;br /&gt;
 ROOM  : [[REDIT]],    [[RSET]],     [[RSTAT]],    [[LEADTO]]&lt;br /&gt;
 OBJECT: [[OEDIT]],    [[OSET]],     [[OSTAT]],    [[ORELOAD]],&lt;br /&gt;
         [[TRAPSET]],  [[OCHECK]],   [[ASMSET]]&lt;br /&gt;
 MOB   : [[MEDIT]],    [[MSET]],     [[MSTAT]],    [[MRELOAD]]&lt;br /&gt;
 ZONE  : [[ZEDIT]],    [[ZFLAGS]],   [[ZSTAT]],    [[ZALLOW]],&lt;br /&gt;
         [[ZDENY]],    [[ZLIST]],    [[ZCHECK]]&lt;br /&gt;
 SCRIPT: [[SCEDIT]],   [[SCSET]],    [[SCSTAT]],   [[SSTAT]]&lt;br /&gt;
 SHOP  : [[SEDIT]]&lt;br /&gt;
 ALL   : [[COPY]]&lt;br /&gt;
&lt;br /&gt;
== Other OLC related help topics ==&lt;br /&gt;
&lt;br /&gt;
 ZONE  : [[ZONE FLAGS]],   [[ZONE_CLIMATE]]&lt;br /&gt;
 ROOM  : [[ROOM FLAGS]],   [[ROOM_SECTORS]],  [[LISTEN]],      [[SMELL]]&lt;br /&gt;
 DOOR  : [[DOOR FLAGS]]&lt;br /&gt;
 MOB   : [[MOB FLAGS]],    [[AFFECTFLAGS]],   [[RESISTANCES]], [[MOBILES]],&lt;br /&gt;
         [[MOB_ACTIONS]]&lt;br /&gt;
 OBJECT: [[WEAR FLAGS]],   [[ITEM TYPES]],    [[ITEM FLAGS]],  [[ITEM APPLYS]]&lt;br /&gt;
         [[WEAPONSPELLS]], [[OBJECTS]]&lt;br /&gt;
 OTHER : [[SCRIPTS]],      [[STRING PARSER]], [[SPECASSIGN]],  [[ELEMENTS]]&lt;br /&gt;
&lt;br /&gt;
If ANYTHING is not covered in this help that relates to OLC, please notify in immortal so that it may be added.&lt;br /&gt;
&lt;br /&gt;
= Script Help Topics =&lt;br /&gt;
&lt;br /&gt;
== Commands ==&lt;br /&gt;
&lt;br /&gt;
 [[SCEDIT]], [[SCSET]], [[SCSTAT]]&lt;br /&gt;
&lt;br /&gt;
== Other Script Topics ==&lt;br /&gt;
 ROOM  :     [[ROOMFLAGS]],       [[ROOMCMDS]]&lt;br /&gt;
 MOB   :     [[MOBFLAGS]],        [[MOBCMDS]]&lt;br /&gt;
 OBJECT:     [[OBJFLAGS]],        [[OBJCMDS]]&lt;br /&gt;
 SPELLS:     [[SPELLFLAGS]],      [[SPELLCMDS]]&lt;br /&gt;
 MISC  :     [[SCRIPT TYPES]],    [[SCRIPT COMMANDS]], &lt;br /&gt;
             [[VARIABLES]],       [[EXPRESSIONS]],&lt;br /&gt;
             [[SCRIPT FLAGS]],    [[SETTING]]&lt;br /&gt;
&lt;br /&gt;
If ANYTHING is not covered in this help that relates to SCRIPTS, please notify and immortal so that it may be added.&lt;br /&gt;
&lt;br /&gt;
Do not make a script of type SPELL.  It is documented for constancy only.&lt;/div&gt;</summary>
		<author><name>Brazil</name></author>
	</entry>
	<entry>
		<id>https://ohelp.addictmud.org/index.php?title=Main_Page&amp;diff=412</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://ohelp.addictmud.org/index.php?title=Main_Page&amp;diff=412"/>
		<updated>2010-05-09T14:48:26Z</updated>

		<summary type="html">&lt;p&gt;Brazil: /* OLC COMMANDS */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to the Script and OLC documentation wiki!&lt;br /&gt;
&lt;br /&gt;
The search box will help you greatly.  Alternatively you can browse all the pages or categories to find the topic you&#039;re looking for (click &amp;quot;Special pages&amp;quot; on the left and then click &amp;quot;All pages&amp;quot;).  We also have this [[Script Tutor]] for newbies to scripts.&lt;br /&gt;
&lt;br /&gt;
Other links of interest:&lt;br /&gt;
&lt;br /&gt;
* http://www.builderacademy.net/&lt;br /&gt;
* http://www.addictmud.org/art_of_building/  Good guidelines on area creation (I think this was originally written by a former immortal, but I could be wrong)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= OLC Help Topics =&lt;br /&gt;
&lt;br /&gt;
This is the main help screen to get builders started on knowing what they&#039;re doing.&lt;br /&gt;
&lt;br /&gt;
Before building, it is highly recommended that every builder read the [[OLC POLICY]], and the all of the [[OLC TIPS]] pages.&lt;br /&gt;
&lt;br /&gt;
 Read the creation policy!! : [[OLC POLICY]]&lt;br /&gt;
 And some OLC tips.         : [[OLC TIPS]]&lt;br /&gt;
 Notes on the &amp;quot;web&amp;quot; olc     : [[WEB OLC]]&lt;br /&gt;
&lt;br /&gt;
== OLC COMMANDS ==&lt;br /&gt;
 ROOM  : [[REDIT]],    [[RSET]],     [[RSTAT]],    [[LEADTO]]&lt;br /&gt;
 OBJECT: [[OEDIT]],    [[OSET]],     [[OSTAT]],    [[ORELOAD]],&lt;br /&gt;
         [[TRAPSET]],  [[OCHECK]],   [[ASMSET]]&lt;br /&gt;
 MOB   : [[MEDIT]],    [[MSET]],     [[MSTAT]],    [[MRELOAD]]&lt;br /&gt;
 ZONE  : [[ZEDIT]],    [[ZFLAGS]],   [[ZSTAT]],    [[ZALLOW]],&lt;br /&gt;
         [[ZDENY]],    [[ZLIST]],    [[ZCHECK]]&lt;br /&gt;
 SCRIPT: [[SCEDIT]],   [[SCSET]],    [[SCSTAT]],   [[SSTAT]]&lt;br /&gt;
 SHOP  : [[SEDIT]]&lt;br /&gt;
 ALL   : [[COPY]]&lt;br /&gt;
&lt;br /&gt;
== Other OLC related help topics ==&lt;br /&gt;
&lt;br /&gt;
 ZONE  : [[ZONE FLAGS]],   [[ZONE_CLIMATE]]&lt;br /&gt;
 ROOM  : [[ROOM FLAGS]],   [[ROOM_SECTORS]],  [[LISTEN]],      [[SMELL]]&lt;br /&gt;
 DOOR  : [[DOOR FLAGS]]&lt;br /&gt;
 MOB   : [[MOB FLAGS]],    [[AFFECTFLAGS]],   [[RESISTANCES]], [[MOBILES]]&lt;br /&gt;
 OBJECT: [[WEAR FLAGS]],   [[ITEM TYPES]],    [[ITEM FLAGS]],  [[ITEM APPLYS]]&lt;br /&gt;
         [[WEAPONSPELLS]], [[OBJECTS]]&lt;br /&gt;
 OTHER : [[SCRIPTS]],      [[STRING PARSER]], [[SPECASSIGN]],  [[ELEMENTS]]&lt;br /&gt;
&lt;br /&gt;
If ANYTHING is not covered in this help that relates to OLC, please notify in immortal so that it may be added.&lt;br /&gt;
&lt;br /&gt;
= Script Help Topics =&lt;br /&gt;
&lt;br /&gt;
== Commands ==&lt;br /&gt;
&lt;br /&gt;
 [[SCEDIT]], [[SCSET]], [[SCSTAT]]&lt;br /&gt;
&lt;br /&gt;
== Other Script Topics ==&lt;br /&gt;
 ROOM  :     [[ROOMFLAGS]],       [[ROOMCMDS]]&lt;br /&gt;
 MOB   :     [[MOBFLAGS]],        [[MOBCMDS]]&lt;br /&gt;
 OBJECT:     [[OBJFLAGS]],        [[OBJCMDS]]&lt;br /&gt;
 SPELLS:     [[SPELLFLAGS]],      [[SPELLCMDS]]&lt;br /&gt;
 MISC  :     [[SCRIPT TYPES]],    [[SCRIPT COMMANDS]], &lt;br /&gt;
             [[VARIABLES]],       [[EXPRESSIONS]],&lt;br /&gt;
             [[SCRIPT FLAGS]],    [[SETTING]]&lt;br /&gt;
&lt;br /&gt;
If ANYTHING is not covered in this help that relates to SCRIPTS, please notify and immortal so that it may be added.&lt;br /&gt;
&lt;br /&gt;
Do not make a script of type SPELL.  It is documented for constancy only.&lt;/div&gt;</summary>
		<author><name>Brazil</name></author>
	</entry>
	<entry>
		<id>https://ohelp.addictmud.org/index.php?title=ITEM_TYPES&amp;diff=411</id>
		<title>ITEM TYPES</title>
		<link rel="alternate" type="text/html" href="https://ohelp.addictmud.org/index.php?title=ITEM_TYPES&amp;diff=411"/>
		<updated>2010-05-09T14:47:45Z</updated>

		<summary type="html">&lt;p&gt;Brazil: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When an item type is set, certain defaults are set, so for most types&lt;br /&gt;
all you should need to do is set the type (i.e. fountain will not require&lt;br /&gt;
any values to be set)&lt;br /&gt;
&lt;br /&gt;
Item types are as follows (and each type has detailed help):&lt;br /&gt;
&lt;br /&gt;
(As always, if it isn&#039;t listed here, DONT set it)&lt;br /&gt;
&lt;br /&gt;
 [[ITEM_LIGHT]]        Item is a light source&lt;br /&gt;
 [[ITEM_SCROLL]]       Item is a scroll&lt;br /&gt;
 [[ITEM_WAND]]         Item is a wand&lt;br /&gt;
 [[ITEM_STAFF]]        Item is a staff&lt;br /&gt;
 [[ITEM_WEAPON]]       Item is a weapon&lt;br /&gt;
 [[ITEM_FIREWEAPON]]   Item is weapon that fires projectiles&lt;br /&gt;
 [[ITEM_MISSILE]]      do not use&lt;br /&gt;
 [[ITEM_TREASURE]]     Item is a treasure (gem)&lt;br /&gt;
 [[ITEM_ARMOR]]        Item is armor&lt;br /&gt;
 [[ITEM_POTION]]       Item is a potion&lt;br /&gt;
 [[ITEM_WORN]]         Does nothing&lt;br /&gt;
 [[ITEM_OTHER]]        Misc object&lt;br /&gt;
 [[ITEM_TRASH]]        Trash - shopkeeps won&#039;t buy&lt;br /&gt;
 [[ITEM_TRAP]]         Item is trap&lt;br /&gt;
 [[ITEM_CONTAINER]]    Item is a container&lt;br /&gt;
 [[ITEM_NOTE]]         Item is note&lt;br /&gt;
 [[ITEM_DRINKCON]]     Item is a drink container&lt;br /&gt;
 [[ITEM_KEY]]          Item is a key&lt;br /&gt;
 [[ITEM_FOOD]]         Item is food&lt;br /&gt;
 [[ITEM_MONEY]]        Item is money (gold)&lt;br /&gt;
 [[ITEM_PEN]]          Item is a pen&lt;br /&gt;
 [[ITEM_BOAT]]         Item is a boat&lt;br /&gt;
 [[ITEM_FOUNTAIN]]     Item is a fountain&lt;br /&gt;
 [[ITEM_PORTAL]]       Item is a portal&lt;br /&gt;
 [[ITEM_HERB]]         Item is an alchemy herb&lt;br /&gt;
 [[ITEM_INSTRUMENT]]   Item is a instrument (does nothing at the moment)&lt;br /&gt;
 [[ITEM_WARPSTONE]]    Item is a warpstone&lt;br /&gt;
 [[ITEM_AIRSHIP]]      Item is an airship&lt;br /&gt;
 [[ITEM_AMMO]]         Item is ammo for ITEM_FIREWAPON&lt;br /&gt;
 [[ITEM_SALE_SIGN]]    Item is a for sale sign (housing, do not use)&lt;br /&gt;
 [[ITEM_RECALL]]       Item is a recall device&lt;br /&gt;
 [[ITEM_ORB]]          Item is a remort orb (do not use)&lt;br /&gt;
 [[ITEM_EXIT]]         Item is an exit (experimental, don&#039;t use)&lt;br /&gt;
 [[ITEM_GRANT_SCROLL]] Item grants spells when recited&lt;br /&gt;
 [[ITEM_FORAGE]]       Item gives off herbs&lt;br /&gt;
 [[ITEM_MANA_SPIKE]]   Item is a mana spike&lt;br /&gt;
&lt;br /&gt;
SEE ALSO: [[OEDIT]], [[OSET]], [[ITEM_FLAGS]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[CATEGORY:OLC]]&lt;/div&gt;</summary>
		<author><name>Brazil</name></author>
	</entry>
	<entry>
		<id>https://ohelp.addictmud.org/index.php?title=ITEM_TYPES&amp;diff=410</id>
		<title>ITEM TYPES</title>
		<link rel="alternate" type="text/html" href="https://ohelp.addictmud.org/index.php?title=ITEM_TYPES&amp;diff=410"/>
		<updated>2010-05-09T14:47:35Z</updated>

		<summary type="html">&lt;p&gt;Brazil: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When an item type is set, certain defaults are set, so for most types&lt;br /&gt;
all you should need to do is set the type (i.e. fountain will not require&lt;br /&gt;
any values to be set)&lt;br /&gt;
&lt;br /&gt;
Item types are as follows (and each type has detailed help):&lt;br /&gt;
&lt;br /&gt;
(As always, if it isn&#039;t listed here, DONT set it)&lt;br /&gt;
&lt;br /&gt;
 [[ITEM_LIGHT]]        Item is a light source&lt;br /&gt;
 [[ITEM_SCROLL]]       Item is a scroll&lt;br /&gt;
 [[ITEM_WAND]]         Item is a wand&lt;br /&gt;
 [[ITEM_STAFF]]        Item is a staff&lt;br /&gt;
 [[ITEM_WEAPON]]       Item is a weapon&lt;br /&gt;
 [[ITEM_FIREWEAPON]]   Item is weapon that fires projectiles&lt;br /&gt;
 [[ITEM_MISSILE]]      ?????&lt;br /&gt;
 [[ITEM_TREASURE]]     Item is a treasure (gem)&lt;br /&gt;
 [[ITEM_ARMOR]]        Item is armor&lt;br /&gt;
 [[ITEM_POTION]]       Item is a potion&lt;br /&gt;
 [[ITEM_WORN]]         Does nothing&lt;br /&gt;
 [[ITEM_OTHER]]        Misc object&lt;br /&gt;
 [[ITEM_TRASH]]        Trash - shopkeeps won&#039;t buy&lt;br /&gt;
 [[ITEM_TRAP]]         Item is trap&lt;br /&gt;
 [[ITEM_CONTAINER]]    Item is a container&lt;br /&gt;
 [[ITEM_NOTE]]         Item is note&lt;br /&gt;
 [[ITEM_DRINKCON]]     Item is a drink container&lt;br /&gt;
 [[ITEM_KEY]]          Item is a key&lt;br /&gt;
 [[ITEM_FOOD]]         Item is food&lt;br /&gt;
 [[ITEM_MONEY]]        Item is money (gold)&lt;br /&gt;
 [[ITEM_PEN]]          Item is a pen&lt;br /&gt;
 [[ITEM_BOAT]]         Item is a boat&lt;br /&gt;
 [[ITEM_FOUNTAIN]]     Item is a fountain&lt;br /&gt;
 [[ITEM_PORTAL]]       Item is a portal&lt;br /&gt;
 [[ITEM_HERB]]         Item is an alchemy herb&lt;br /&gt;
 [[ITEM_INSTRUMENT]]   Item is a instrument (does nothing at the moment)&lt;br /&gt;
 [[ITEM_WARPSTONE]]    Item is a warpstone&lt;br /&gt;
 [[ITEM_AIRSHIP]]      Item is an airship&lt;br /&gt;
 [[ITEM_AMMO]]         Item is ammo for ITEM_FIREWAPON&lt;br /&gt;
 [[ITEM_SALE_SIGN]]    Item is a for sale sign (housing, do not use)&lt;br /&gt;
 [[ITEM_RECALL]]       Item is a recall device&lt;br /&gt;
 [[ITEM_ORB]]          Item is a remort orb (do not use)&lt;br /&gt;
 [[ITEM_EXIT]]         Item is an exit (experimental, don&#039;t use)&lt;br /&gt;
 [[ITEM_GRANT_SCROLL]] Item grants spells when recited&lt;br /&gt;
 [[ITEM_FORAGE]]       Item gives off herbs&lt;br /&gt;
 [[ITEM_MANA_SPIKE]]   Item is a mana spike&lt;br /&gt;
&lt;br /&gt;
SEE ALSO: [[OEDIT]], [[OSET]], [[ITEM_FLAGS]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[CATEGORY:OLC]]&lt;/div&gt;</summary>
		<author><name>Brazil</name></author>
	</entry>
	<entry>
		<id>https://ohelp.addictmud.org/index.php?title=Main_Page&amp;diff=409</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://ohelp.addictmud.org/index.php?title=Main_Page&amp;diff=409"/>
		<updated>2010-05-09T14:46:43Z</updated>

		<summary type="html">&lt;p&gt;Brazil: /* Other OLC related help topics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to the Script and OLC documentation wiki!&lt;br /&gt;
&lt;br /&gt;
The search box will help you greatly.  Alternatively you can browse all the pages or categories to find the topic you&#039;re looking for (click &amp;quot;Special pages&amp;quot; on the left and then click &amp;quot;All pages&amp;quot;).  We also have this [[Script Tutor]] for newbies to scripts.&lt;br /&gt;
&lt;br /&gt;
Other links of interest:&lt;br /&gt;
&lt;br /&gt;
* http://www.builderacademy.net/&lt;br /&gt;
* http://www.addictmud.org/art_of_building/  Good guidelines on area creation (I think this was originally written by a former immortal, but I could be wrong)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= OLC Help Topics =&lt;br /&gt;
&lt;br /&gt;
This is the main help screen to get builders started on knowing what they&#039;re doing.&lt;br /&gt;
&lt;br /&gt;
Before building, it is highly recommended that every builder read the [[OLC POLICY]], and the all of the [[OLC TIPS]] pages.&lt;br /&gt;
&lt;br /&gt;
 Read the creation policy!! : [[OLC POLICY]]&lt;br /&gt;
 And some OLC tips.         : [[OLC TIPS]]&lt;br /&gt;
 Notes on the &amp;quot;web&amp;quot; olc     : [[WEB OLC]]&lt;br /&gt;
&lt;br /&gt;
== OLC COMMANDS ==&lt;br /&gt;
 ROOM  : [[REDIT]],    [[RSET]],     [[RSTAT]]&lt;br /&gt;
 OBJECT: [[OEDIT]],    [[OSET]],     [[OSTAT]],    [[ORELOAD]],&lt;br /&gt;
         [[TRAPSET]],  [[OCHECK]],   [[ASMSET]]&lt;br /&gt;
 MOB   : [[MEDIT]],    [[MSET]],     [[MSTAT]],    [[MRELOAD]]&lt;br /&gt;
 ZONE  : [[ZEDIT]],    [[ZFLAGS]],   [[ZSTAT]],    [[ZALLOW]],&lt;br /&gt;
         [[ZDENY]],    [[ZLIST]],    [[ZCHECK]]&lt;br /&gt;
 SCRIPT: [[SCEDIT]],   [[SCSET]],    [[SCSTAT]],   [[SSTAT]]&lt;br /&gt;
 SHOP  : [[SEDIT]]&lt;br /&gt;
 ALL   : [[COPY]]&lt;br /&gt;
&lt;br /&gt;
== Other OLC related help topics ==&lt;br /&gt;
&lt;br /&gt;
 ZONE  : [[ZONE FLAGS]],   [[ZONE_CLIMATE]]&lt;br /&gt;
 ROOM  : [[ROOM FLAGS]],   [[ROOM_SECTORS]],  [[LISTEN]],      [[SMELL]]&lt;br /&gt;
 DOOR  : [[DOOR FLAGS]]&lt;br /&gt;
 MOB   : [[MOB FLAGS]],    [[AFFECTFLAGS]],   [[RESISTANCES]], [[MOBILES]]&lt;br /&gt;
 OBJECT: [[WEAR FLAGS]],   [[ITEM TYPES]],    [[ITEM FLAGS]],  [[ITEM APPLYS]]&lt;br /&gt;
         [[WEAPONSPELLS]], [[OBJECTS]]&lt;br /&gt;
 OTHER : [[SCRIPTS]],      [[STRING PARSER]], [[SPECASSIGN]],  [[ELEMENTS]]&lt;br /&gt;
&lt;br /&gt;
If ANYTHING is not covered in this help that relates to OLC, please notify in immortal so that it may be added.&lt;br /&gt;
&lt;br /&gt;
= Script Help Topics =&lt;br /&gt;
&lt;br /&gt;
== Commands ==&lt;br /&gt;
&lt;br /&gt;
 [[SCEDIT]], [[SCSET]], [[SCSTAT]]&lt;br /&gt;
&lt;br /&gt;
== Other Script Topics ==&lt;br /&gt;
 ROOM  :     [[ROOMFLAGS]],       [[ROOMCMDS]]&lt;br /&gt;
 MOB   :     [[MOBFLAGS]],        [[MOBCMDS]]&lt;br /&gt;
 OBJECT:     [[OBJFLAGS]],        [[OBJCMDS]]&lt;br /&gt;
 SPELLS:     [[SPELLFLAGS]],      [[SPELLCMDS]]&lt;br /&gt;
 MISC  :     [[SCRIPT TYPES]],    [[SCRIPT COMMANDS]], &lt;br /&gt;
             [[VARIABLES]],       [[EXPRESSIONS]],&lt;br /&gt;
             [[SCRIPT FLAGS]],    [[SETTING]]&lt;br /&gt;
&lt;br /&gt;
If ANYTHING is not covered in this help that relates to SCRIPTS, please notify and immortal so that it may be added.&lt;br /&gt;
&lt;br /&gt;
Do not make a script of type SPELL.  It is documented for constancy only.&lt;/div&gt;</summary>
		<author><name>Brazil</name></author>
	</entry>
</feed>