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	<updated>2026-04-29T04:50:29Z</updated>
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	<entry>
		<id>https://ohelp.addictmud.org/index.php?title=VARIABLES&amp;diff=264</id>
		<title>VARIABLES</title>
		<link rel="alternate" type="text/html" href="https://ohelp.addictmud.org/index.php?title=VARIABLES&amp;diff=264"/>
		<updated>2008-11-20T11:01:05Z</updated>

		<summary type="html">&lt;p&gt;Kahlan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Variables appear as a name surrounded by &#039;%&#039;s, such as&lt;br /&gt;
&lt;br /&gt;
                     %actor%&lt;br /&gt;
&lt;br /&gt;
Before a command is processed, the line is scanned and any variables are&lt;br /&gt;
replaced.  First the list of local variables are checked to see if it is&lt;br /&gt;
there.  If not, the global variables are checked.  If a match is still not&lt;br /&gt;
found, a list of &#039;built in&#039; variables (ones not declared by the script) are&lt;br /&gt;
checked.  If no match is found, the variable is replaced with an empty&lt;br /&gt;
string (the variable is removed from the line, and nothing added in its&lt;br /&gt;
place).  &lt;br /&gt;
&lt;br /&gt;
 Two &#039;%&#039;s in a row will be interpreted as a single &#039;%&#039;.&lt;br /&gt;
&lt;br /&gt;
There are two types of variables, local and global.  All local variables&lt;br /&gt;
are deleted when a script finishes executing, and can only be used by the&lt;br /&gt;
script.  Global variables remain until removed with unset, or the script is&lt;br /&gt;
removed.&lt;br /&gt;
&lt;br /&gt;
A field of a variable can also retrieved, based on their type.  To get a&lt;br /&gt;
field, a notation of %variable.field% is used.  The valid fields for each&lt;br /&gt;
type of game object are listed below.&lt;br /&gt;
&lt;br /&gt;
Variables are case insensitive.&lt;br /&gt;
&lt;br /&gt;
See also:  [[CHARACTER VARIABLES]], [[ROOM VARIABLES]], [[OBJECT VARIABLES]], &lt;br /&gt;
           [[SPECIAL VARIABLES]]&lt;br /&gt;
&lt;br /&gt;
[[CATEGORY:Scripts]]&lt;/div&gt;</summary>
		<author><name>Kahlan</name></author>
	</entry>
	<entry>
		<id>https://ohelp.addictmud.org/index.php?title=VARIABLES&amp;diff=263</id>
		<title>VARIABLES</title>
		<link rel="alternate" type="text/html" href="https://ohelp.addictmud.org/index.php?title=VARIABLES&amp;diff=263"/>
		<updated>2008-11-20T11:00:30Z</updated>

		<summary type="html">&lt;p&gt;Kahlan: New page:   Variables appear as a name surrounded by &amp;#039;%&amp;#039;s, such as                       %actor%  Before a command is processed, the line is scanned and any variables are replaced.  First the list o...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
Variables appear as a name surrounded by &#039;%&#039;s, such as&lt;br /&gt;
&lt;br /&gt;
                     %actor%&lt;br /&gt;
&lt;br /&gt;
Before a command is processed, the line is scanned and any variables are&lt;br /&gt;
replaced.  First the list of local variables are checked to see if it is&lt;br /&gt;
there.  If not, the global variables are checked.  If a match is still not&lt;br /&gt;
found, a list of &#039;built in&#039; variables (ones not declared by the script) are&lt;br /&gt;
checked.  If no match is found, the variable is replaced with an empty&lt;br /&gt;
string (the variable is removed from the line, and nothing added in its&lt;br /&gt;
place).  &lt;br /&gt;
&lt;br /&gt;
 Two &#039;%&#039;s in a row will be interpreted as a single &#039;%&#039;.&lt;br /&gt;
&lt;br /&gt;
There are two types of variables, local and global.  All local variables&lt;br /&gt;
are deleted when a script finishes executing, and can only be used by the&lt;br /&gt;
script.  Global variables remain until removed with unset, or the script is&lt;br /&gt;
removed.&lt;br /&gt;
&lt;br /&gt;
A field of a variable can also retrieved, based on their type.  To get a&lt;br /&gt;
field, a notation of %variable.field% is used.  The valid fields for each&lt;br /&gt;
type of game object are listed below.&lt;br /&gt;
&lt;br /&gt;
Variables are case insensitive.&lt;br /&gt;
&lt;br /&gt;
See also:  CHARACTER VARIABLES, ROOM VARIABLES, OBJECT VARIABLES, &lt;br /&gt;
           SPECIAL VARIABLES&lt;/div&gt;</summary>
		<author><name>Kahlan</name></author>
	</entry>
	<entry>
		<id>https://ohelp.addictmud.org/index.php?title=SPELLFLAGS&amp;diff=262</id>
		<title>SPELLFLAGS</title>
		<link rel="alternate" type="text/html" href="https://ohelp.addictmud.org/index.php?title=SPELLFLAGS&amp;diff=262"/>
		<updated>2008-11-20T10:59:42Z</updated>

		<summary type="html">&lt;p&gt;Kahlan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Spell scripts do not use flags.  Flags typically determine when/how a&lt;br /&gt;
script is triggered.  Since spell scripts only have one way to be&lt;br /&gt;
triggered, it behaves pretty simply.&lt;br /&gt;
&lt;br /&gt;
 Description:  This script is called when the spell it is attached&lt;br /&gt;
   to is cast.&lt;br /&gt;
&lt;br /&gt;
 NArg:  unused.&lt;br /&gt;
&lt;br /&gt;
 Return value:  If the return value is 0, the spell casting is continued&lt;br /&gt;
   by the mud&#039;s code.  If the return value is 1, only the script is&lt;br /&gt;
   executed.&lt;br /&gt;
&lt;br /&gt;
 Variables:&lt;br /&gt;
   %caster% will be set to the person casting the spell.&lt;br /&gt;
   %victim% is set to the victim of the spell (if there is one).&lt;br /&gt;
   %object% is set to the the object the spell is cast on (if there is one).&lt;br /&gt;
   %spellnum% is the internal number of the spell.&lt;br /&gt;
   %spellname% is the name of the spell.&lt;br /&gt;
   %learned% is how well the spell has been practiced.&lt;br /&gt;
&lt;br /&gt;
[[CATEGORY:Scripts]]&lt;/div&gt;</summary>
		<author><name>Kahlan</name></author>
	</entry>
	<entry>
		<id>https://ohelp.addictmud.org/index.php?title=SPELLFLAGS&amp;diff=261</id>
		<title>SPELLFLAGS</title>
		<link rel="alternate" type="text/html" href="https://ohelp.addictmud.org/index.php?title=SPELLFLAGS&amp;diff=261"/>
		<updated>2008-11-20T10:59:27Z</updated>

		<summary type="html">&lt;p&gt;Kahlan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Spell scripts do not use flags.  Flags typically determine when/how a&lt;br /&gt;
script is triggered.  Since spell scripts only have one way to be&lt;br /&gt;
triggered, it behaves pretty simply.&lt;br /&gt;
&lt;br /&gt;
 Description:  This script is called when the spell it is attached&lt;br /&gt;
   to is cast.&lt;br /&gt;
&lt;br /&gt;
 NArg:  unused.&lt;br /&gt;
&lt;br /&gt;
 Return value:  If the return value is 0, the spell casting is continued&lt;br /&gt;
   by the mud&#039;s code.  If the return value is 1, only the script is&lt;br /&gt;
   executed.&lt;br /&gt;
&lt;br /&gt;
 Variables:&lt;br /&gt;
   %caster% will be set to the person casting the spell.&lt;br /&gt;
   %victim% is set to the victim of the spell (if there is one).&lt;br /&gt;
   %object% is set to the the object the spell is cast on (if there is one).&lt;br /&gt;
   %spellnum% is the internal number of the spell.&lt;br /&gt;
   %spellname% is the name of the spell.&lt;br /&gt;
   %learned% is how well the spell has been practiced.&lt;/div&gt;</summary>
		<author><name>Kahlan</name></author>
	</entry>
	<entry>
		<id>https://ohelp.addictmud.org/index.php?title=SPELLFLAGS&amp;diff=260</id>
		<title>SPELLFLAGS</title>
		<link rel="alternate" type="text/html" href="https://ohelp.addictmud.org/index.php?title=SPELLFLAGS&amp;diff=260"/>
		<updated>2008-11-20T10:58:51Z</updated>

		<summary type="html">&lt;p&gt;Kahlan: New page: Spell scripts do not use flags.  Flags typically determine when/how a script is triggered.  Since spell scripts only have one way to be triggered, it behaves pretty simply.  Description:  ...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Spell scripts do not use flags.  Flags typically determine when/how a&lt;br /&gt;
script is triggered.  Since spell scripts only have one way to be&lt;br /&gt;
triggered, it behaves pretty simply.&lt;br /&gt;
&lt;br /&gt;
Description:  This script is called when the spell it is attached&lt;br /&gt;
  to is cast.&lt;br /&gt;
NArg:  unused.&lt;br /&gt;
Return value:  If the return value is 0, the spell casting is continued&lt;br /&gt;
  by the mud&#039;s code.  If the return value is 1, only the script is&lt;br /&gt;
  executed.&lt;br /&gt;
Variables:&lt;br /&gt;
  %caster% will be set to the person casting the spell.&lt;br /&gt;
  %victim% is set to the victim of the spell (if there is one).&lt;br /&gt;
  %object% is set to the the object the spell is cast on (if there is one).&lt;br /&gt;
  %spellnum% is the internal number of the spell.&lt;br /&gt;
  %spellname% is the name of the spell.&lt;br /&gt;
  %learned% is how well the spell has been practiced.&lt;/div&gt;</summary>
		<author><name>Kahlan</name></author>
	</entry>
	<entry>
		<id>https://ohelp.addictmud.org/index.php?title=SPELLCMDS&amp;diff=259</id>
		<title>SPELLCMDS</title>
		<link rel="alternate" type="text/html" href="https://ohelp.addictmud.org/index.php?title=SPELLCMDS&amp;diff=259"/>
		<updated>2008-11-20T10:58:12Z</updated>

		<summary type="html">&lt;p&gt;Kahlan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Object Commands&lt;br /&gt;
  &lt;br /&gt;
Spellscripts alone can use the following commands.&lt;br /&gt;
&lt;br /&gt;
     secho &amp;lt;message&amp;gt;&lt;br /&gt;
       Oecho sends the message to everyone awake in the same room as the &lt;br /&gt;
       object. If the object is equiped or carried by someone or in &lt;br /&gt;
       something, the message is sent to the room the person or object is &lt;br /&gt;
       in.&lt;br /&gt;
&lt;br /&gt;
     sechoaround &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;
       and the mob.&lt;br /&gt;
&lt;br /&gt;
     sasound &amp;lt;victim&amp;gt; &amp;lt;message&amp;gt;&lt;br /&gt;
       This command sends a message to every room connected to the room &lt;br /&gt;
       &amp;lt;victim&amp;gt; is in.&lt;br /&gt;
&lt;br /&gt;
     scmd &amp;lt;victim&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
       The object forces the victim to perform the command.&lt;br /&gt;
       Immortals are affected by this command.  No message is set to the&lt;br /&gt;
       character, except what is caused by the command performed.&lt;br /&gt;
&lt;br /&gt;
     ssend &amp;lt;victim&amp;gt; &amp;lt;message&amp;gt;&lt;br /&gt;
       The victim of osend gets the message.&lt;br /&gt;
&lt;br /&gt;
     steleport &amp;lt;victim&amp;gt; &amp;lt;target&amp;gt;&lt;br /&gt;
       Steleport moves the victim to the target.  The victim does not need &lt;br /&gt;
       to be in the same room as the object.  If the victim is &#039;all&#039;, all &lt;br /&gt;
       the characters in the room will be teleported to the target room.&lt;br /&gt;
       No messages are generated by this command.&lt;br /&gt;
&lt;br /&gt;
     sgoto &amp;lt;target&amp;gt;&lt;br /&gt;
       Sgoto sends the CASTER to the specified location, as if the caster&lt;br /&gt;
       had typed the immortal GOTO command.&lt;br /&gt;
&lt;br /&gt;
     sdamage &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;
     szecho &amp;lt;message&amp;gt;&lt;br /&gt;
       Szecho causes the spell to echo something to the entire zone.&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>Kahlan</name></author>
	</entry>
	<entry>
		<id>https://ohelp.addictmud.org/index.php?title=SPELLCMDS&amp;diff=258</id>
		<title>SPELLCMDS</title>
		<link rel="alternate" type="text/html" href="https://ohelp.addictmud.org/index.php?title=SPELLCMDS&amp;diff=258"/>
		<updated>2008-11-20T10:57:59Z</updated>

		<summary type="html">&lt;p&gt;Kahlan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Object Commands&lt;br /&gt;
  ------------------&lt;br /&gt;
Spellscripts alone can use the following commands.&lt;br /&gt;
&lt;br /&gt;
     secho &amp;lt;message&amp;gt;&lt;br /&gt;
       Oecho sends the message to everyone awake in the same room as the &lt;br /&gt;
       object. If the object is equiped or carried by someone or in &lt;br /&gt;
       something, the message is sent to the room the person or object is &lt;br /&gt;
       in.&lt;br /&gt;
&lt;br /&gt;
     sechoaround &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;
       and the mob.&lt;br /&gt;
&lt;br /&gt;
     sasound &amp;lt;victim&amp;gt; &amp;lt;message&amp;gt;&lt;br /&gt;
       This command sends a message to every room connected to the room &lt;br /&gt;
       &amp;lt;victim&amp;gt; is in.&lt;br /&gt;
&lt;br /&gt;
     scmd &amp;lt;victim&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
       The object forces the victim to perform the command.&lt;br /&gt;
       Immortals are affected by this command.  No message is set to the&lt;br /&gt;
       character, except what is caused by the command performed.&lt;br /&gt;
&lt;br /&gt;
     ssend &amp;lt;victim&amp;gt; &amp;lt;message&amp;gt;&lt;br /&gt;
       The victim of osend gets the message.&lt;br /&gt;
&lt;br /&gt;
     steleport &amp;lt;victim&amp;gt; &amp;lt;target&amp;gt;&lt;br /&gt;
       Steleport moves the victim to the target.  The victim does not need &lt;br /&gt;
       to be in the same room as the object.  If the victim is &#039;all&#039;, all &lt;br /&gt;
       the characters in the room will be teleported to the target room.&lt;br /&gt;
       No messages are generated by this command.&lt;br /&gt;
&lt;br /&gt;
     sgoto &amp;lt;target&amp;gt;&lt;br /&gt;
       Sgoto sends the CASTER to the specified location, as if the caster&lt;br /&gt;
       had typed the immortal GOTO command.&lt;br /&gt;
&lt;br /&gt;
     sdamage &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;
     szecho &amp;lt;message&amp;gt;&lt;br /&gt;
       Szecho causes the spell to echo something to the entire zone.&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>Kahlan</name></author>
	</entry>
	<entry>
		<id>https://ohelp.addictmud.org/index.php?title=SPELLCMDS&amp;diff=257</id>
		<title>SPELLCMDS</title>
		<link rel="alternate" type="text/html" href="https://ohelp.addictmud.org/index.php?title=SPELLCMDS&amp;diff=257"/>
		<updated>2008-11-20T10:57:44Z</updated>

		<summary type="html">&lt;p&gt;Kahlan: New page: Object Commands   ------------------   Spellscripts alone can use the following commands.       secho &amp;lt;message&amp;gt;        Oecho sends the message to everyone awake in the same room as the    ...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Object Commands&lt;br /&gt;
  ------------------&lt;br /&gt;
  Spellscripts alone can use the following commands.&lt;br /&gt;
&lt;br /&gt;
     secho &amp;lt;message&amp;gt;&lt;br /&gt;
       Oecho sends the message to everyone awake in the same room as the &lt;br /&gt;
       object. If the object is equiped or carried by someone or in &lt;br /&gt;
       something, the message is sent to the room the person or object is &lt;br /&gt;
       in.&lt;br /&gt;
&lt;br /&gt;
     sechoaround &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;
       and the mob.&lt;br /&gt;
&lt;br /&gt;
     sasound &amp;lt;victim&amp;gt; &amp;lt;message&amp;gt;&lt;br /&gt;
       This command sends a message to every room connected to the room &lt;br /&gt;
       &amp;lt;victim&amp;gt; is in.&lt;br /&gt;
&lt;br /&gt;
     scmd &amp;lt;victim&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
       The object forces the victim to perform the command.&lt;br /&gt;
       Immortals are affected by this command.  No message is set to the&lt;br /&gt;
       character, except what is caused by the command performed.&lt;br /&gt;
&lt;br /&gt;
     ssend &amp;lt;victim&amp;gt; &amp;lt;message&amp;gt;&lt;br /&gt;
       The victim of osend gets the message.&lt;br /&gt;
&lt;br /&gt;
     steleport &amp;lt;victim&amp;gt; &amp;lt;target&amp;gt;&lt;br /&gt;
       Steleport moves the victim to the target.  The victim does not need &lt;br /&gt;
       to be in the same room as the object.  If the victim is &#039;all&#039;, all &lt;br /&gt;
       the characters in the room will be teleported to the target room.&lt;br /&gt;
       No messages are generated by this command.&lt;br /&gt;
&lt;br /&gt;
     sgoto &amp;lt;target&amp;gt;&lt;br /&gt;
       Sgoto sends the CASTER to the specified location, as if the caster&lt;br /&gt;
       had typed the immortal GOTO command.&lt;br /&gt;
&lt;br /&gt;
     sdamage &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;
     szecho &amp;lt;message&amp;gt;&lt;br /&gt;
       Szecho causes the spell to echo something to the entire zone.&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>Kahlan</name></author>
	</entry>
	<entry>
		<id>https://ohelp.addictmud.org/index.php?title=SPECIAL_VARIABLES&amp;diff=256</id>
		<title>SPECIAL VARIABLES</title>
		<link rel="alternate" type="text/html" href="https://ohelp.addictmud.org/index.php?title=SPECIAL_VARIABLES&amp;diff=256"/>
		<updated>2008-11-20T10:56:29Z</updated>

		<summary type="html">&lt;p&gt;Kahlan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For details on how to use variables, please see the schelp for VARIABLES.&lt;br /&gt;
&lt;br /&gt;
Special variables are as follows:&lt;br /&gt;
=================================&lt;br /&gt;
 self - the mob, item, or room running the script.  Normal fields may also&lt;br /&gt;
        be used.&lt;br /&gt;
 random - This variable returns a number between 1 and the field value.&lt;br /&gt;
        For example, %random.10% would be a value between 1 and 10.&lt;br /&gt;
        Also, for random, there is an option for %random.char% that will&lt;br /&gt;
        return a random character in the room the script is being run in.&lt;br /&gt;
 people - this variable returns a random person in a room vnum that you&lt;br /&gt;
        specify.  i.e. %people.3001% will return a random person sitting&lt;br /&gt;
        in room 3001.&lt;br /&gt;
&lt;br /&gt;
Special Notes on any variable that is a string (not a number).  They have 6&lt;br /&gt;
special abilities to allow you to efficiently handle strings. &lt;br /&gt;
&lt;br /&gt;
1.  First, you can retrieve the length of a string by using:&lt;br /&gt;
       %somestring.strlen%&lt;br /&gt;
&lt;br /&gt;
2.  You can see if a string contains another string by doing:&lt;br /&gt;
       %somestring.contains(searchstring)%&lt;br /&gt;
&lt;br /&gt;
3.  If you want to make sure there are no blank spaces at the front or end &lt;br /&gt;
    of the string, you can remove them by doing:&lt;br /&gt;
       set newstring %somestring.trim%&lt;br /&gt;
&lt;br /&gt;
4.  If you want to know if a string is the abbreviation of another string &lt;br /&gt;
    you can check by doing:&lt;br /&gt;
       if (%somestring.isabbrev(north)%)&lt;br /&gt;
         ...&lt;br /&gt;
       end&lt;br /&gt;
&lt;br /&gt;
5.  If you need just the first word in a sentence, you can retrieve it by &lt;br /&gt;
    doing:&lt;br /&gt;
       set oneword %somestring.car%&lt;br /&gt;
&lt;br /&gt;
6.  And finally, to get a string, without the first word, you would do:&lt;br /&gt;
       set setstring %somestring.cdr%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[CATEGORY:Scripts]]&lt;/div&gt;</summary>
		<author><name>Kahlan</name></author>
	</entry>
	<entry>
		<id>https://ohelp.addictmud.org/index.php?title=SPECIAL_VARIABLES&amp;diff=255</id>
		<title>SPECIAL VARIABLES</title>
		<link rel="alternate" type="text/html" href="https://ohelp.addictmud.org/index.php?title=SPECIAL_VARIABLES&amp;diff=255"/>
		<updated>2008-11-20T10:56:08Z</updated>

		<summary type="html">&lt;p&gt;Kahlan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For details on how to use variables, please see the schelp for VARIABLES.&lt;br /&gt;
&lt;br /&gt;
Special variables are as follows:&lt;br /&gt;
=================================&lt;br /&gt;
 self - the mob, item, or room running the script.  Normal fields may also&lt;br /&gt;
        be used.&lt;br /&gt;
 random - This variable returns a number between 1 and the field value.&lt;br /&gt;
        For example, %random.10% would be a value between 1 and 10.&lt;br /&gt;
        Also, for random, there is an option for %random.char% that will&lt;br /&gt;
        return a random character in the room the script is being run in.&lt;br /&gt;
 people - this variable returns a random person in a room vnum that you&lt;br /&gt;
        specify.  i.e. %people.3001% will return a random person sitting&lt;br /&gt;
        in room 3001.&lt;br /&gt;
&lt;br /&gt;
Special Notes on any variable that is a string (not a number).  They have 6&lt;br /&gt;
special abilities to allow you to efficiently handle strings. &lt;br /&gt;
&lt;br /&gt;
1.  First, you can retrieve the length of a string by using:&lt;br /&gt;
       %somestring.strlen%&lt;br /&gt;
&lt;br /&gt;
2.  You can see if a string contains another string by doing:&lt;br /&gt;
       %somestring.contains(searchstring)%&lt;br /&gt;
&lt;br /&gt;
3.  If you want to make sure there are no blank spaces at the front or end &lt;br /&gt;
    of the string, you can remove them by doing:&lt;br /&gt;
       set newstring %somestring.trim%&lt;br /&gt;
&lt;br /&gt;
4.  If you want to know if a string is the abbreviation of another string &lt;br /&gt;
    you can check by doing:&lt;br /&gt;
       if (%somestring.isabbrev(north)%)&lt;br /&gt;
         ...&lt;br /&gt;
       end&lt;br /&gt;
&lt;br /&gt;
5.  If you need just the first word in a sentence, you can retrieve it by &lt;br /&gt;
    doing:&lt;br /&gt;
       set oneword %somestring.car%&lt;br /&gt;
&lt;br /&gt;
6.  And finally, to get a string, without the first word, you would do:&lt;br /&gt;
       set setstring %somestring.cdr%&lt;/div&gt;</summary>
		<author><name>Kahlan</name></author>
	</entry>
	<entry>
		<id>https://ohelp.addictmud.org/index.php?title=SPECIAL_VARIABLES&amp;diff=254</id>
		<title>SPECIAL VARIABLES</title>
		<link rel="alternate" type="text/html" href="https://ohelp.addictmud.org/index.php?title=SPECIAL_VARIABLES&amp;diff=254"/>
		<updated>2008-11-20T10:55:42Z</updated>

		<summary type="html">&lt;p&gt;Kahlan: New page: For details on how to use variables, please see the schelp for VARIABLES.  Special variables are as follows: ================================= self - the mob, item, or room running the scr...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For details on how to use variables, please see the schelp for VARIABLES.&lt;br /&gt;
&lt;br /&gt;
Special variables are as follows:&lt;br /&gt;
=================================&lt;br /&gt;
self - the mob, item, or room running the script.  Normal fields may also&lt;br /&gt;
       be used.&lt;br /&gt;
random - This variable returns a number between 1 and the field value.&lt;br /&gt;
       For example, %random.10% would be a value between 1 and 10.&lt;br /&gt;
       Also, for random, there is an option for %random.char% that will&lt;br /&gt;
       return a random character in the room the script is being run in.&lt;br /&gt;
people - this variable returns a random person in a room vnum that you&lt;br /&gt;
       specify.  i.e. %people.3001% will return a random person sitting&lt;br /&gt;
       in room 3001.&lt;br /&gt;
&lt;br /&gt;
Special Notes on any variable that is a string (not a number).  They have 6&lt;br /&gt;
special abilities to allow you to efficiently handle strings. &lt;br /&gt;
&lt;br /&gt;
1.  First, you can retrieve the length of a string by using:&lt;br /&gt;
       %somestring.strlen%&lt;br /&gt;
&lt;br /&gt;
2.  You can see if a string contains another string by doing:&lt;br /&gt;
       %somestring.contains(searchstring)%&lt;br /&gt;
&lt;br /&gt;
3.  If you want to make sure there are no blank spaces at the front or end &lt;br /&gt;
    of the string, you can remove them by doing:&lt;br /&gt;
       set newstring %somestring.trim%&lt;br /&gt;
&lt;br /&gt;
4.  If you want to know if a string is the abbreviation of another string &lt;br /&gt;
    you can check by doing:&lt;br /&gt;
       if (%somestring.isabbrev(north)%)&lt;br /&gt;
         ...&lt;br /&gt;
       end&lt;br /&gt;
&lt;br /&gt;
5.  If you need just the first word in a sentence, you can retrieve it by &lt;br /&gt;
    doing:&lt;br /&gt;
       set oneword %somestring.car%&lt;br /&gt;
&lt;br /&gt;
6.  And finally, to get a string, without the first word, you would do:&lt;br /&gt;
       set setstring %somestring.cdr%&lt;/div&gt;</summary>
		<author><name>Kahlan</name></author>
	</entry>
	<entry>
		<id>https://ohelp.addictmud.org/index.php?title=SETTING&amp;diff=253</id>
		<title>SETTING</title>
		<link rel="alternate" type="text/html" href="https://ohelp.addictmud.org/index.php?title=SETTING&amp;diff=253"/>
		<updated>2008-11-20T10:54:46Z</updated>

		<summary type="html">&lt;p&gt;Kahlan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;To set a script on a mob/obj/room, you must edit that mob/obj or script with&lt;br /&gt;
the appropriate olc command (medit, redit, oedit), then use the &amp;quot;?set&amp;quot;&lt;br /&gt;
command to assign the script (mset, rset, oset).  &lt;br /&gt;
&lt;br /&gt;
 i.e.  &amp;quot;oset script 1200&amp;quot;&lt;br /&gt;
&lt;br /&gt;
will assign script vnum 1200 to the object currently being edited if it has&lt;br /&gt;
not already been assigned.  If the script specified has been assigned, this&lt;br /&gt;
will remove it, and you will get a message indicating what it&#039;s doing.&lt;br /&gt;
&lt;br /&gt;
You can assign more then one script to a mob/obj/room, and using &#039;global&#039;&lt;br /&gt;
variables, they can effectivly interact.&lt;br /&gt;
&lt;br /&gt;
[[CATEGORY:Scripts]]&lt;/div&gt;</summary>
		<author><name>Kahlan</name></author>
	</entry>
	<entry>
		<id>https://ohelp.addictmud.org/index.php?title=SETTING&amp;diff=252</id>
		<title>SETTING</title>
		<link rel="alternate" type="text/html" href="https://ohelp.addictmud.org/index.php?title=SETTING&amp;diff=252"/>
		<updated>2008-11-20T10:54:29Z</updated>

		<summary type="html">&lt;p&gt;Kahlan: New page: To set a script on a mob/obj/room, you must edit that mob/obj or script with the appropriate olc command (medit, redit, oedit), then use the &amp;quot;?set&amp;quot; command to assign the script (mset, rset...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;To set a script on a mob/obj/room, you must edit that mob/obj or script with&lt;br /&gt;
the appropriate olc command (medit, redit, oedit), then use the &amp;quot;?set&amp;quot;&lt;br /&gt;
command to assign the script (mset, rset, oset).  &lt;br /&gt;
&lt;br /&gt;
i.e.  &amp;quot;oset script 1200&amp;quot;&lt;br /&gt;
&lt;br /&gt;
will assign script vnum 1200 to the object currently being edited if it has&lt;br /&gt;
not already been assigned.  If the script specified has been assigned, this&lt;br /&gt;
will remove it, and you will get a message indicating what it&#039;s doing.&lt;br /&gt;
&lt;br /&gt;
You can assign more then one script to a mob/obj/room, and using &#039;global&#039;&lt;br /&gt;
variables, they can effectivly interact.&lt;/div&gt;</summary>
		<author><name>Kahlan</name></author>
	</entry>
	<entry>
		<id>https://ohelp.addictmud.org/index.php?title=SCSTAT&amp;diff=251</id>
		<title>SCSTAT</title>
		<link rel="alternate" type="text/html" href="https://ohelp.addictmud.org/index.php?title=SCSTAT&amp;diff=251"/>
		<updated>2008-11-20T10:53:49Z</updated>

		<summary type="html">&lt;p&gt;Kahlan: New page: SCSTAT basically &amp;#039;stats&amp;#039; the script you are in the process of editing.  It shows you the type, the flags, narg, arglist, and the actual &amp;#039;code&amp;#039;.  SEE ALSO: SCSET, SCEDIT   [[CATEGOR...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;SCSTAT basically &#039;stats&#039; the script you are in the process of editing.  It&lt;br /&gt;
shows you the type, the flags, narg, arglist, and the actual &#039;code&#039;.&lt;br /&gt;
&lt;br /&gt;
SEE ALSO: [[SCSET]], [[SCEDIT]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[CATEGORY:Scripts]]&lt;/div&gt;</summary>
		<author><name>Kahlan</name></author>
	</entry>
	<entry>
		<id>https://ohelp.addictmud.org/index.php?title=SCSET&amp;diff=250</id>
		<title>SCSET</title>
		<link rel="alternate" type="text/html" href="https://ohelp.addictmud.org/index.php?title=SCSET&amp;diff=250"/>
		<updated>2008-11-20T10:52:49Z</updated>

		<summary type="html">&lt;p&gt;Kahlan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;SCSET is the command that actually manipulates all the details of a script.&lt;br /&gt;
You must first start editing a script with SCEDIT before SCSET will do you&lt;br /&gt;
any good.  The things you can/need to change are partly dependant on the&lt;br /&gt;
SCRIPT_TYPE, as well as the flags.&lt;br /&gt;
&lt;br /&gt;
SCSET without any arguments will show you a list of usage.&lt;br /&gt;
&lt;br /&gt;
 scset name &amp;lt;name of script&amp;gt;    (sets the name of the script.  This may&lt;br /&gt;
                                 eventually be used if a &amp;quot;vnum script&amp;quot; is&lt;br /&gt;
   				 coded)&lt;br /&gt;
 scset arglist &amp;lt;arglist&amp;gt;        (dependant on the script type/flags)&lt;br /&gt;
 scset narg &amp;lt;value&amp;gt;             (dependant on the script type/flags)&lt;br /&gt;
 scset type &amp;lt;mob|obj|room&amp;gt;      (what will this script be assigned to)&lt;br /&gt;
 scset flags &amp;lt;flags&amp;gt;            (toggles flags on/off)&lt;br /&gt;
 scset code                     (edit the actual script)&lt;br /&gt;
&lt;br /&gt;
SEE ALSO: [[SCSTAT]], [[SCEDIT]], [[MOBFLAGS]], [[OBJFLAGS]], [[ROOMFLAGS]], [[ROOMCMDS]], [[MOBCMDS]],&lt;br /&gt;
          [[OBJCMDS]], [[SCRIPT COMMANDS]], [[EXPRESSIONS]], [[VARIABLES]], [[SCRIPT TYPES]]&lt;br /&gt;
&lt;br /&gt;
[[CATEGORY:Scripts]]&lt;/div&gt;</summary>
		<author><name>Kahlan</name></author>
	</entry>
	<entry>
		<id>https://ohelp.addictmud.org/index.php?title=SCSET&amp;diff=249</id>
		<title>SCSET</title>
		<link rel="alternate" type="text/html" href="https://ohelp.addictmud.org/index.php?title=SCSET&amp;diff=249"/>
		<updated>2008-11-20T10:51:57Z</updated>

		<summary type="html">&lt;p&gt;Kahlan: New page: SCSET is the command that actually manipulates all the details of a script. You must first start editing a script with SCEDIT before SCSET will do you any good.  The things you can/need to...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;SCSET is the command that actually manipulates all the details of a script.&lt;br /&gt;
You must first start editing a script with SCEDIT before SCSET will do you&lt;br /&gt;
any good.  The things you can/need to change are partly dependant on the&lt;br /&gt;
SCRIPT_TYPE, as well as the flags.&lt;br /&gt;
&lt;br /&gt;
SCSET without any arguments will show you a list of usage.&lt;br /&gt;
&lt;br /&gt;
 scset name &amp;lt;name of script&amp;gt;    (sets the name of the script.  This may&lt;br /&gt;
                                 eventually be used if a &amp;quot;vnum script&amp;quot; is&lt;br /&gt;
   				 coded)&lt;br /&gt;
 scset arglist &amp;lt;arglist&amp;gt;        (dependant on the script type/flags)&lt;br /&gt;
 scset narg &amp;lt;value&amp;gt;             (dependant on the script type/flags)&lt;br /&gt;
 scset type &amp;lt;mob|obj|room&amp;gt;      (what will this script be assigned to)&lt;br /&gt;
 scset flags &amp;lt;flags&amp;gt;            (toggles flags on/off)&lt;br /&gt;
 scset code                     (edit the actual script)&lt;br /&gt;
&lt;br /&gt;
SEE ALSO: SCSTAT, SCEDIT, MOBFLAGS, OBJFLAGS, ROOMFLAGS, ROOMCMDS, MOBCMDS,&lt;br /&gt;
          OBJCMDS, SCRIPT COMMANDS, EXPRESSIONS, VARIABLES, SCRIPT TYPES&lt;/div&gt;</summary>
		<author><name>Kahlan</name></author>
	</entry>
	<entry>
		<id>https://ohelp.addictmud.org/index.php?title=SCRIPT_TYPES&amp;diff=248</id>
		<title>SCRIPT TYPES</title>
		<link rel="alternate" type="text/html" href="https://ohelp.addictmud.org/index.php?title=SCRIPT_TYPES&amp;diff=248"/>
		<updated>2008-11-20T10:51:13Z</updated>

		<summary type="html">&lt;p&gt;Kahlan: New page: script types are basically what type of script it is.  It referres to wether the script is a mob, room, or object script.    Use the command    &amp;quot;scset type &amp;lt;type&amp;gt;&amp;quot; to set what type of scri...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;script types are basically what type of script it is.  It referres to&lt;br /&gt;
wether the script is a mob, room, or object script.  &lt;br /&gt;
&lt;br /&gt;
Use the command &lt;br /&gt;
&lt;br /&gt;
 &amp;quot;scset type &amp;lt;type&amp;gt;&amp;quot; to set what type of script it is.  &lt;br /&gt;
&lt;br /&gt;
When this is set, the flags are all removed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[CATEGORY:Scripts]]&lt;/div&gt;</summary>
		<author><name>Kahlan</name></author>
	</entry>
	<entry>
		<id>https://ohelp.addictmud.org/index.php?title=SCRIPT_FLAGS&amp;diff=247</id>
		<title>SCRIPT FLAGS</title>
		<link rel="alternate" type="text/html" href="https://ohelp.addictmud.org/index.php?title=SCRIPT_FLAGS&amp;diff=247"/>
		<updated>2008-11-20T10:50:23Z</updated>

		<summary type="html">&lt;p&gt;Kahlan: New page: SEE: MOBFLAGS, ROOMFLAGS, OBJFLAGS   CATEGORY:Scripts&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;SEE: [[MOBFLAGS]], [[ROOMFLAGS]], [[OBJFLAGS]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[CATEGORY:Scripts]]&lt;/div&gt;</summary>
		<author><name>Kahlan</name></author>
	</entry>
	<entry>
		<id>https://ohelp.addictmud.org/index.php?title=SCRIPT_COMMANDS&amp;diff=246</id>
		<title>SCRIPT COMMANDS</title>
		<link rel="alternate" type="text/html" href="https://ohelp.addictmud.org/index.php?title=SCRIPT_COMMANDS&amp;diff=246"/>
		<updated>2008-11-20T10:49:23Z</updated>

		<summary type="html">&lt;p&gt;Kahlan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Built-in script commands are commands that are not called the way normal&lt;br /&gt;
player commds are called.  The commands below are valid in all types of&lt;br /&gt;
scripts:&lt;br /&gt;
&lt;br /&gt;
A. Comment&lt;br /&gt;
----------&lt;br /&gt;
 * &amp;lt;text&amp;gt;&lt;br /&gt;
 An &#039;*&#039; at the begining of a line is a comment.  The rest of the line is&lt;br /&gt;
 ignored.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
B. Global&lt;br /&gt;
---------&lt;br /&gt;
 global &amp;lt;variable&amp;gt;&lt;br /&gt;
 Global changes a local variable into a global variable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
C. Eval&lt;br /&gt;
-------&lt;br /&gt;
 eval &amp;lt;variable&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
 Eval evaluates the value and sets variable to result.  See section 7 for&lt;br /&gt;
 details on how expression evaluation works.&lt;br /&gt;
 Example:  eval foobar 15 - 5&lt;br /&gt;
   sets the varable foobar to the value 10&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
D. If/elseif/else/end&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;
 An &#039;if&#039; must occur before the other three.  If the expression evaluates to&lt;br /&gt;
 true (see section 7 for expression evaluation), the statments between the&lt;br /&gt;
 if statement and the next elseif, else, or end are executed.  If it &lt;br /&gt;
 stopped at a elseif or else, it scans for the next end, and continues &lt;br /&gt;
 execution at that point.  If the expression evaluated to false, it &lt;br /&gt;
 searches for the next elseif, else, or end.  If it finds an elseif, it &lt;br /&gt;
 checks that expression.  If it is true, it executes the statements between &lt;br /&gt;
 the elseif and the next elseif, else, or end, and then finds the end of &lt;br /&gt;
 the block.  If it is false, it continues searching in the same pattern, &lt;br /&gt;
 until a true elseif is found, an else is found, or an end is found.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
E. Halt&lt;br /&gt;
-------&lt;br /&gt;
 halt&lt;br /&gt;
 Halt ends the script execution.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
F. Return&lt;br /&gt;
---------&lt;br /&gt;
 return &amp;lt;value&amp;gt;&lt;br /&gt;
 Return sets the return value of the script.  Normally, a script will return&lt;br /&gt;
 1, unless another return value is specified with the return command.  &lt;br /&gt;
 Unlike most computer langauges, the return command does not end the &lt;br /&gt;
 script&#039;s execution.  The value is returned after all the commands have &lt;br /&gt;
 been executed, or a wait or halt command is called.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
G. Set&lt;br /&gt;
------&lt;br /&gt;
 set &amp;lt;variable&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
 Set sets the variable to value, without evaluating it.&lt;br /&gt;
 Example:  set foobar 15 - 5&lt;br /&gt;
   sets the varable foobar to the string &amp;quot;15 - 5&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
H. Unset&lt;br /&gt;
--------&lt;br /&gt;
 unset &amp;lt;variable&amp;gt;&lt;br /&gt;
 Unset elimiates the specified variable if it exists.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I. Wait&lt;br /&gt;
-------&lt;br /&gt;
 wait &amp;lt;number of seconds&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 A &#039;wait&#039; command causes the script to pause for a certain length of time.&lt;br /&gt;
 A numerical argument causes the script to pause the given number of &lt;br /&gt;
 seconds.&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.&lt;br /&gt;
 (This does not cause it to trigger exactly when a tick happens.  This is a&lt;br /&gt;
 throwback to before ticks were eactly counted with the event system).&lt;br /&gt;
&lt;br /&gt;
H. log&lt;br /&gt;
--------&lt;br /&gt;
&lt;br /&gt;
 log &amp;lt;somestring&amp;gt;&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;
 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;
&lt;br /&gt;
I. switch&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;
 A switch/case block is a fairly well known method of programming.&lt;br /&gt;
 TODO: more detailed explaination to be added.&lt;br /&gt;
&lt;br /&gt;
J. while&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;
 A while loop cannot exist in another while loop.  It will just cause&lt;br /&gt;
 problems, and generally break the script.&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>Kahlan</name></author>
	</entry>
	<entry>
		<id>https://ohelp.addictmud.org/index.php?title=SCRIPT_COMMANDS&amp;diff=245</id>
		<title>SCRIPT COMMANDS</title>
		<link rel="alternate" type="text/html" href="https://ohelp.addictmud.org/index.php?title=SCRIPT_COMMANDS&amp;diff=245"/>
		<updated>2008-11-20T10:48:43Z</updated>

		<summary type="html">&lt;p&gt;Kahlan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Built-in script commands are commands that are not called the way normal&lt;br /&gt;
player commds are called.  The commands below are valid in all types of&lt;br /&gt;
scripts:&lt;br /&gt;
&lt;br /&gt;
A. Comment&lt;br /&gt;
----------&lt;br /&gt;
 * &amp;lt;text&amp;gt;&lt;br /&gt;
 An &#039;*&#039; at the begining of a line is a comment.  The rest of the line is&lt;br /&gt;
 ignored.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
B. Global&lt;br /&gt;
---------&lt;br /&gt;
 global &amp;lt;variable&amp;gt;&lt;br /&gt;
 Global changes a local variable into a global variable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
C. Eval&lt;br /&gt;
-------&lt;br /&gt;
 eval &amp;lt;variable&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
 Eval evaluates the value and sets variable to result.  See section 7 for&lt;br /&gt;
 details on how expression evaluation works.&lt;br /&gt;
 Example:  eval foobar 15 - 5&lt;br /&gt;
   sets the varable foobar to the value 10&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
D. If/elseif/else/end&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;
 An &#039;if&#039; must occur before the other three.  If the expression evaluates to&lt;br /&gt;
 true (see section 7 for expression evaluation), the statments between the&lt;br /&gt;
 if statement and the next elseif, else, or end are executed.  If it &lt;br /&gt;
 stopped at a elseif or else, it scans for the next end, and continues &lt;br /&gt;
 execution at that point.  If the expression evaluated to false, it &lt;br /&gt;
 searches for the next elseif, else, or end.  If it finds an elseif, it &lt;br /&gt;
 checks that expression.  If it is true, it executes the statements between &lt;br /&gt;
 the elseif and the next elseif, else, or end, and then finds the end of &lt;br /&gt;
 the block.  If it is false, it continues searching in the same pattern, &lt;br /&gt;
 until a true elseif is found, an else is found, or an end is found.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
E. Halt&lt;br /&gt;
-------&lt;br /&gt;
 halt&lt;br /&gt;
 Halt ends the script execution.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
F. Return&lt;br /&gt;
---------&lt;br /&gt;
 return &amp;lt;value&amp;gt;&lt;br /&gt;
 Return sets the return value of the script.  Normally, a script will return&lt;br /&gt;
 1, unless another return value is specified with the return command.  &lt;br /&gt;
 Unlike most computer langauges, the return command does not end the &lt;br /&gt;
 script&#039;s execution.  The value is returned after all the commands have &lt;br /&gt;
 been executed, or a wait or halt command is called.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
G. Set&lt;br /&gt;
------&lt;br /&gt;
 set &amp;lt;variable&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
 Set sets the variable to value, without evaluating it.&lt;br /&gt;
 Example:  set foobar 15 - 5&lt;br /&gt;
   sets the varable foobar to the string &amp;quot;15 - 5&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
H. Unset&lt;br /&gt;
--------&lt;br /&gt;
 unset &amp;lt;variable&amp;gt;&lt;br /&gt;
 Unset elimiates the specified variable if it exists.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I. Wait&lt;br /&gt;
-------&lt;br /&gt;
 wait &amp;lt;number of seconds&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 A &#039;wait&#039; command causes the script to pause for a certain length of time.&lt;br /&gt;
 A numerical argument causes the script to pause the given number of &lt;br /&gt;
 seconds.&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.&lt;br /&gt;
 (This does not cause it to trigger exactly when a tick happens.  This is a&lt;br /&gt;
 throwback to before ticks were eactly counted with the event system).&lt;br /&gt;
&lt;br /&gt;
H. log&lt;br /&gt;
--------&lt;br /&gt;
&lt;br /&gt;
 log &amp;lt;somestring&amp;gt;&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;
 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;
&lt;br /&gt;
I. switch&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;
 A switch/case block is a fairly well known method of programming.&lt;br /&gt;
 TODO: more detailed explaination to be added.&lt;br /&gt;
&lt;br /&gt;
J. while&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;
 A while loop cannot exist in another while loop.  It will just cause&lt;br /&gt;
 problems, and generally break the script.&lt;br /&gt;
&lt;br /&gt;
SEE ALSO:  MOBCMDS, OBJCMDS, ROOMCMDS, VARIABLES&lt;/div&gt;</summary>
		<author><name>Kahlan</name></author>
	</entry>
	<entry>
		<id>https://ohelp.addictmud.org/index.php?title=SCRIPT_COMMANDS&amp;diff=244</id>
		<title>SCRIPT COMMANDS</title>
		<link rel="alternate" type="text/html" href="https://ohelp.addictmud.org/index.php?title=SCRIPT_COMMANDS&amp;diff=244"/>
		<updated>2008-11-20T10:47:57Z</updated>

		<summary type="html">&lt;p&gt;Kahlan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Built-in script commands are commands that are not called the way normal&lt;br /&gt;
player commds are called.  The commands below are valid in all types of&lt;br /&gt;
scripts:&lt;br /&gt;
&lt;br /&gt;
A. Comment&lt;br /&gt;
----------&lt;br /&gt;
 * &amp;lt;text&amp;gt;&lt;br /&gt;
 An &#039;*&#039; at the begining of a line is a comment.  The rest of the line is&lt;br /&gt;
 ignored.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
B. Global&lt;br /&gt;
---------&lt;br /&gt;
 global &amp;lt;variable&amp;gt;&lt;br /&gt;
 Global changes a local variable into a global variable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
C. Eval&lt;br /&gt;
-------&lt;br /&gt;
 eval &amp;lt;variable&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
 Eval evaluates the value and sets variable to result.  See section 7 for&lt;br /&gt;
 details on how expression evaluation works.&lt;br /&gt;
 Example:  eval foobar 15 - 5&lt;br /&gt;
   sets the varable foobar to the value 10&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
D. If/elseif/else/end&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;
An &#039;if&#039; must occur before the other three.  If the expression evaluates to&lt;br /&gt;
true (see section 7 for expression evaluation), the statments between the&lt;br /&gt;
if statement and the next elseif, else, or end are executed.  If it &lt;br /&gt;
stopped at a elseif or else, it scans for the next end, and continues &lt;br /&gt;
execution at that point.  If the expression evaluated to false, it &lt;br /&gt;
searches for the next elseif, else, or end.  If it finds an elseif, it &lt;br /&gt;
checks that expression.  If it is true, it executes the statements between &lt;br /&gt;
the elseif and the next elseif, else, or end, and then finds the end of &lt;br /&gt;
the block.  If it is false, it continues searching in the same pattern, &lt;br /&gt;
until a true elseif is found, an else is found, or an end is found.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
E. Halt&lt;br /&gt;
-------&lt;br /&gt;
 halt&lt;br /&gt;
 Halt ends the script execution.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
F. Return&lt;br /&gt;
---------&lt;br /&gt;
 return &amp;lt;value&amp;gt;&lt;br /&gt;
 Return sets the return value of the script.  Normally, a script will return&lt;br /&gt;
1, unless another return value is specified with the return command.  &lt;br /&gt;
Unlike most computer langauges, the return command does not end the &lt;br /&gt;
script&#039;s execution.  The value is returned after all the commands have &lt;br /&gt;
been executed, or a wait or halt command is called.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
G. Set&lt;br /&gt;
------&lt;br /&gt;
 set &amp;lt;variable&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
 Set sets the variable to value, without evaluating it.&lt;br /&gt;
 Example:  set foobar 15 - 5&lt;br /&gt;
   sets the varable foobar to the string &amp;quot;15 - 5&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
H. Unset&lt;br /&gt;
--------&lt;br /&gt;
 unset &amp;lt;variable&amp;gt;&lt;br /&gt;
 Unset elimiates the specified variable if it exists.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I. Wait&lt;br /&gt;
-------&lt;br /&gt;
 wait &amp;lt;number of seconds&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 A &#039;wait&#039; command causes the script to pause for a certain length of time.&lt;br /&gt;
 A numerical argument causes the script to pause the given number of &lt;br /&gt;
 seconds.&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.&lt;br /&gt;
(This does not cause it to trigger exactly when a tick happens.  This is a&lt;br /&gt;
throwback to before ticks were eactly counted with the event system).&lt;br /&gt;
&lt;br /&gt;
H. log&lt;br /&gt;
--------&lt;br /&gt;
&lt;br /&gt;
 log &amp;lt;somestring&amp;gt;&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;
 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;
&lt;br /&gt;
I. switch&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;
 A switch/case block is a fairly well known method of programming.&lt;br /&gt;
 TODO: more detailed explaination to be added.&lt;br /&gt;
&lt;br /&gt;
J. while&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;
 A while loop cannot exist in another while loop.  It will just cause&lt;br /&gt;
 problems, and generally break the script.&lt;br /&gt;
&lt;br /&gt;
SEE ALSO:  MOBCMDS, OBJCMDS, ROOMCMDS, VARIABLES&lt;/div&gt;</summary>
		<author><name>Kahlan</name></author>
	</entry>
	<entry>
		<id>https://ohelp.addictmud.org/index.php?title=SCRIPT_COMMANDS&amp;diff=243</id>
		<title>SCRIPT COMMANDS</title>
		<link rel="alternate" type="text/html" href="https://ohelp.addictmud.org/index.php?title=SCRIPT_COMMANDS&amp;diff=243"/>
		<updated>2008-11-20T10:47:30Z</updated>

		<summary type="html">&lt;p&gt;Kahlan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Built-in script commands are commands that are not called the way normal&lt;br /&gt;
player commds are called.  The commands below are valid in all types of&lt;br /&gt;
scripts:&lt;br /&gt;
&lt;br /&gt;
A. Comment&lt;br /&gt;
----------&lt;br /&gt;
 * &amp;lt;text&amp;gt;&lt;br /&gt;
 An &#039;*&#039; at the begining of a line is a comment.  The rest of the line is&lt;br /&gt;
 ignored.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
B. Global&lt;br /&gt;
---------&lt;br /&gt;
 global &amp;lt;variable&amp;gt;&lt;br /&gt;
 Global changes a local variable into a global variable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
C. Eval&lt;br /&gt;
-------&lt;br /&gt;
 eval &amp;lt;variable&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
 Eval evaluates the value and sets variable to result.  See section 7 for&lt;br /&gt;
 details on how expression evaluation works.&lt;br /&gt;
 Example:  eval foobar 15 - 5&lt;br /&gt;
   sets the varable foobar to the value 10&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
D. If/elseif/else/end&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;
 An &#039;if&#039; must occur before the other three.  If the expression evaluates to&lt;br /&gt;
true (see section 7 for expression evaluation), the statments between the&lt;br /&gt;
if statement and the next elseif, else, or end are executed.  If it &lt;br /&gt;
stopped at a elseif or else, it scans for the next end, and continues &lt;br /&gt;
execution at that point.  If the expression evaluated to false, it &lt;br /&gt;
searches for the next elseif, else, or end.  If it finds an elseif, it &lt;br /&gt;
checks that expression.  If it is true, it executes the statements between &lt;br /&gt;
the elseif and the next elseif, else, or end, and then finds the end of &lt;br /&gt;
the block.  If it is false, it continues searching in the same pattern, &lt;br /&gt;
until a true elseif is found, an else is found, or an end is found.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
E. Halt&lt;br /&gt;
-------&lt;br /&gt;
 halt&lt;br /&gt;
 Halt ends the script execution.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
F. Return&lt;br /&gt;
---------&lt;br /&gt;
 return &amp;lt;value&amp;gt;&lt;br /&gt;
 Return sets the return value of the script.  Normally, a script will return&lt;br /&gt;
1, unless another return value is specified with the return command.  &lt;br /&gt;
Unlike most computer langauges, the return command does not end the &lt;br /&gt;
script&#039;s execution.  The value is returned after all the commands have &lt;br /&gt;
been executed, or a wait or halt command is called.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
G. Set&lt;br /&gt;
------&lt;br /&gt;
 set &amp;lt;variable&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
 Set sets the variable to value, without evaluating it.&lt;br /&gt;
 Example:  set foobar 15 - 5&lt;br /&gt;
   sets the varable foobar to the string &amp;quot;15 - 5&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
H. Unset&lt;br /&gt;
--------&lt;br /&gt;
 unset &amp;lt;variable&amp;gt;&lt;br /&gt;
 Unset elimiates the specified variable if it exists.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I. Wait&lt;br /&gt;
-------&lt;br /&gt;
 wait &amp;lt;number of seconds&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 A &#039;wait&#039; command causes the script to pause for a certain length of time.&lt;br /&gt;
 A numerical argument causes the script to pause the given number of &lt;br /&gt;
 seconds.&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.&lt;br /&gt;
(This does not cause it to trigger exactly when a tick happens.  This is a&lt;br /&gt;
throwback to before ticks were eactly counted with the event system).&lt;br /&gt;
&lt;br /&gt;
H. log&lt;br /&gt;
--------&lt;br /&gt;
&lt;br /&gt;
 log &amp;lt;somestring&amp;gt;&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;
 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;
&lt;br /&gt;
I. switch&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;
 A switch/case block is a fairly well known method of programming.&lt;br /&gt;
 TODO: more detailed explaination to be added.&lt;br /&gt;
&lt;br /&gt;
J. while&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;
 A while loop cannot exist in another while loop.  It will just cause&lt;br /&gt;
 problems, and generally break the script.&lt;br /&gt;
&lt;br /&gt;
SEE ALSO:  MOBCMDS, OBJCMDS, ROOMCMDS, VARIABLES&lt;/div&gt;</summary>
		<author><name>Kahlan</name></author>
	</entry>
	<entry>
		<id>https://ohelp.addictmud.org/index.php?title=SCRIPT_COMMANDS&amp;diff=242</id>
		<title>SCRIPT COMMANDS</title>
		<link rel="alternate" type="text/html" href="https://ohelp.addictmud.org/index.php?title=SCRIPT_COMMANDS&amp;diff=242"/>
		<updated>2008-11-20T10:43:57Z</updated>

		<summary type="html">&lt;p&gt;Kahlan: New page: 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:  A. Comment ---------- * &amp;lt;text&amp;gt;  A...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Built-in script commands are commands that are not called the way normal&lt;br /&gt;
player commds are called.  The commands below are valid in all types of&lt;br /&gt;
scripts:&lt;br /&gt;
&lt;br /&gt;
A. Comment&lt;br /&gt;
----------&lt;br /&gt;
* &amp;lt;text&amp;gt;&lt;br /&gt;
&lt;br /&gt;
An &#039;*&#039; at the begining of a line is a comment.  The rest of the line is&lt;br /&gt;
ignored.&lt;br /&gt;
&lt;br /&gt;
B. Global&lt;br /&gt;
---------&lt;br /&gt;
global &amp;lt;variable&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Global changes a local variable into a global variable.&lt;br /&gt;
&lt;br /&gt;
C. Eval&lt;br /&gt;
-------&lt;br /&gt;
eval &amp;lt;variable&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Eval evaluates the value and sets variable to result.  See section 7 for&lt;br /&gt;
details on how expression evaluation works.&lt;br /&gt;
Example:  eval foobar 15 - 5&lt;br /&gt;
  sets the varable foobar to the value 10&lt;br /&gt;
&lt;br /&gt;
D. If/elseif/else/end&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;
An &#039;if&#039; must occur before the other three.  If the expression evaluates to&lt;br /&gt;
true (see section 7 for expression evaluation), the statments between the&lt;br /&gt;
if statement and the next elseif, else, or end are executed.  If it &lt;br /&gt;
stopped at a elseif or else, it scans for the next end, and continues &lt;br /&gt;
execution at that point.  If the expression evaluated to false, it &lt;br /&gt;
searches for the next elseif, else, or end.  If it finds an elseif, it &lt;br /&gt;
checks that expression.  If it is true, it executes the statements between &lt;br /&gt;
the elseif and the next elseif, else, or end, and then finds the end of &lt;br /&gt;
the block.  If it is false, it continues searching in the same pattern, &lt;br /&gt;
until a true elseif is found, an else is found, or an end is found.&lt;br /&gt;
&lt;br /&gt;
E. Halt&lt;br /&gt;
-------&lt;br /&gt;
halt&lt;br /&gt;
&lt;br /&gt;
Halt ends the script execution.&lt;br /&gt;
&lt;br /&gt;
F. Return&lt;br /&gt;
---------&lt;br /&gt;
return &amp;lt;value&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Return sets the return value of the script.  Normally, a script will return&lt;br /&gt;
1, unless another return value is specified with the return command.  &lt;br /&gt;
Unlike most computer langauges, the return command does not end the &lt;br /&gt;
script&#039;s execution.  The value is returned after all the commands have &lt;br /&gt;
been executed, or a wait or halt command is called.&lt;br /&gt;
&lt;br /&gt;
G. Set&lt;br /&gt;
------&lt;br /&gt;
set &amp;lt;variable&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Set sets the variable to value, without evaluating it.&lt;br /&gt;
Example:  set foobar 15 - 5&lt;br /&gt;
  sets the varable foobar to the string &amp;quot;15 - 5&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
H. Unset&lt;br /&gt;
--------&lt;br /&gt;
unset &amp;lt;variable&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Unset elimiates the specified variable if it exists.&lt;br /&gt;
&lt;br /&gt;
I. Wait&lt;br /&gt;
-------&lt;br /&gt;
wait &amp;lt;number of seconds&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A &#039;wait&#039; command causes the script to pause for a certain length of time.&lt;br /&gt;
A numerical argument causes the script to pause the given number of &lt;br /&gt;
seconds.&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.&lt;br /&gt;
(This does not cause it to trigger exactly when a tick happens.  This is a&lt;br /&gt;
throwback to before ticks were eactly counted with the event system).&lt;br /&gt;
&lt;br /&gt;
H. log&lt;br /&gt;
--------&lt;br /&gt;
log &amp;lt;somestring&amp;gt;&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;
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;
&lt;br /&gt;
I. switch&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;
A switch/case block is a fairly well known method of programming.&lt;br /&gt;
TODO: more detailed explaination to be added.&lt;br /&gt;
&lt;br /&gt;
J. while&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;
A while loop cannot exist in another while loop.  It will just cause&lt;br /&gt;
problems, and generally break the script.&lt;br /&gt;
&lt;br /&gt;
SEE ALSO:  MOBCMDS, OBJCMDS, ROOMCMDS, VARIABLES&lt;/div&gt;</summary>
		<author><name>Kahlan</name></author>
	</entry>
	<entry>
		<id>https://ohelp.addictmud.org/index.php?title=SCEDIT&amp;diff=241</id>
		<title>SCEDIT</title>
		<link rel="alternate" type="text/html" href="https://ohelp.addictmud.org/index.php?title=SCEDIT&amp;diff=241"/>
		<updated>2008-11-20T10:43:11Z</updated>

		<summary type="html">&lt;p&gt;Kahlan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
SCEDIT is the basic &#039;begining&#039; command to start editing a script.  You can&lt;br /&gt;
create new scripts, as well as edit existing scripts (providing you have&lt;br /&gt;
access to the zone the script is in).  &lt;br /&gt;
&lt;br /&gt;
The arguments are:&lt;br /&gt;
&lt;br /&gt;
 scedit save           (saves the script you are currently working on)&lt;br /&gt;
 scedit &amp;lt;vnum&amp;gt;         (edit script number &amp;lt;vnum&amp;gt;)&lt;br /&gt;
 scedit create         (create a new script that belongs to the zone you are&lt;br /&gt;
                        standing in)&lt;br /&gt;
 scedit done           (stop editing the script you are working on)&lt;br /&gt;
&lt;br /&gt;
SEE ALSO: [[SCSET]], [[SCSTAT]]&lt;br /&gt;
&lt;br /&gt;
[[CATEGORY:Scripts]]&lt;/div&gt;</summary>
		<author><name>Kahlan</name></author>
	</entry>
	<entry>
		<id>https://ohelp.addictmud.org/index.php?title=SCEDIT&amp;diff=240</id>
		<title>SCEDIT</title>
		<link rel="alternate" type="text/html" href="https://ohelp.addictmud.org/index.php?title=SCEDIT&amp;diff=240"/>
		<updated>2008-11-20T10:42:40Z</updated>

		<summary type="html">&lt;p&gt;Kahlan: New page: SCEDIT is the basic &amp;#039;begining&amp;#039; command to start editing a script.  You can create new scripts, as well as edit existing scripts (providing you have access to the zone the script is in).  T...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;SCEDIT is the basic &#039;begining&#039; command to start editing a script.  You can&lt;br /&gt;
create new scripts, as well as edit existing scripts (providing you have&lt;br /&gt;
access to the zone the script is in).  The arguments are:&lt;br /&gt;
&lt;br /&gt;
scedit save           (saves the script you are currently working on)&lt;br /&gt;
scedit &amp;lt;vnum&amp;gt;         (edit script number &amp;lt;vnum&amp;gt;)&lt;br /&gt;
scedit create         (create a new script that belongs to the zone you are&lt;br /&gt;
                       standing in)&lt;br /&gt;
scedit done           (stop editing the script you are working on)&lt;br /&gt;
&lt;br /&gt;
SEE ALSO: SCSET, SCSTAT&lt;/div&gt;</summary>
		<author><name>Kahlan</name></author>
	</entry>
	<entry>
		<id>https://ohelp.addictmud.org/index.php?title=ROOMFLAGS&amp;diff=239</id>
		<title>ROOMFLAGS</title>
		<link rel="alternate" type="text/html" href="https://ohelp.addictmud.org/index.php?title=ROOMFLAGS&amp;diff=239"/>
		<updated>2008-11-20T10:41:34Z</updated>

		<summary type="html">&lt;p&gt;Kahlan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Flags determine how/when the script is called/triggered.&lt;br /&gt;
NOTE: All scripts have a %self% variable, that represent that ROOM that the&lt;br /&gt;
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 &lt;br /&gt;
      no PCs in the zone.&lt;br /&gt;
&lt;br /&gt;
  Random&lt;br /&gt;
    Description:  This script is checked periodically (currrently every 13&lt;br /&gt;
      seconds, but may be changed).  The script is not checked if there is &lt;br /&gt;
      no PC in the same zone as the room, unless the Global flag is set &lt;br /&gt;
      (see above).&lt;br /&gt;
    NArg:  The chance this script will 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 which usually results in a &#039;Sorry, but &lt;br /&gt;
      you cannot do that here!&#039; message, in the room with this script.  If &lt;br /&gt;
      the command typed is a substring of the argument, the script is &lt;br /&gt;
      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;
      %cmd% is the command that the actor typed.&lt;br /&gt;
&lt;br /&gt;
  Speech&lt;br /&gt;
    Description:  This script is checked whenever someone says something in&lt;br /&gt;
      the room.  If NArg is 0, the script checks to see if Argument is a&lt;br /&gt;
      substring of what was said.  If NArg is 1, the script checks to see &lt;br /&gt;
      if any word in Argument matches a word of what was said to see if the&lt;br /&gt;
      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 &lt;br /&gt;
      word list.&lt;br /&gt;
    &lt;br /&gt;
 Variables:&lt;br /&gt;
      %actor% is set to the character speaking.&lt;br /&gt;
&lt;br /&gt;
  Enter&lt;br /&gt;
    Description:  This script is checked whenever someone enters the room.&lt;br /&gt;
      This script is checked just before the character enters the room, so &lt;br /&gt;
      if you want the action to occur in the room the character is &lt;br /&gt;
      entering, you must use a wait, or teleport the character. (See &lt;br /&gt;
      Script Commands for more information on wait and teleport.)&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 character will not enter &lt;br /&gt;
      the the room.  For any other return value, the character will enter &lt;br /&gt;
      the room normally.&lt;br /&gt;
    Variables:&lt;br /&gt;
      %actor% is set to the character that entered the room.&lt;br /&gt;
&lt;br /&gt;
  Drop&lt;br /&gt;
    Description:  This script is checked with a character attempts to drop&lt;br /&gt;
      something in the room.  This script is checked just before the &lt;br /&gt;
      character actually drops the item.&lt;br /&gt;
    NArg:  This is the percent chance that the script will be run when it &lt;br /&gt;
      is checked.&lt;br /&gt;
    Return value:  If 0 is returned, the item will not be dropped.  &lt;br /&gt;
      Otherwise, the item is dropped as normal.&lt;br /&gt;
    Variables:&lt;br /&gt;
      %actor% is set to the character dropping the item.&lt;br /&gt;
      %object% is set to the item being dropped.&lt;br /&gt;
&lt;br /&gt;
SEE ALSO: [[VARIABLES]]&lt;br /&gt;
&lt;br /&gt;
[[CATEGORY:Scripts]]&lt;/div&gt;</summary>
		<author><name>Kahlan</name></author>
	</entry>
	<entry>
		<id>https://ohelp.addictmud.org/index.php?title=ROOMFLAGS&amp;diff=238</id>
		<title>ROOMFLAGS</title>
		<link rel="alternate" type="text/html" href="https://ohelp.addictmud.org/index.php?title=ROOMFLAGS&amp;diff=238"/>
		<updated>2008-11-20T10:40:59Z</updated>

		<summary type="html">&lt;p&gt;Kahlan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Flags determine how/when the script is called/triggered.&lt;br /&gt;
NOTE: All scripts have a %self% variable, that represent that ROOM that the&lt;br /&gt;
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 &lt;br /&gt;
      no PCs in the zone.&lt;br /&gt;
&lt;br /&gt;
  Random&lt;br /&gt;
    Description:  This script is checked periodically (currrently every 13&lt;br /&gt;
      seconds, but may be changed).  The script is not checked if there is &lt;br /&gt;
      no PC in the same zone as the room, unless the Global flag is set &lt;br /&gt;
      (see above).&lt;br /&gt;
    NArg:  The chance this script will 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 which usually results in a &#039;Sorry, but &lt;br /&gt;
      you cannot do that here!&#039; message, in the room with this script.  If &lt;br /&gt;
      the command typed is a substring of the argument, the script is &lt;br /&gt;
      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;
      %cmd% is the command that the actor typed.&lt;br /&gt;
&lt;br /&gt;
  Speech&lt;br /&gt;
    Description:  This script is checked whenever someone says something in&lt;br /&gt;
      the room.  If NArg is 0, the script checks to see if Argument is a&lt;br /&gt;
      substring of what was said.  If NArg is 1, the script checks to see &lt;br /&gt;
      if any word in Argument matches a word of what was said to see if the&lt;br /&gt;
      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 &lt;br /&gt;
 word list.&lt;br /&gt;
    &lt;br /&gt;
 Variables:&lt;br /&gt;
      %actor% is set to the character speaking.&lt;br /&gt;
&lt;br /&gt;
  Enter&lt;br /&gt;
    Description:  This script is checked whenever someone enters the room.&lt;br /&gt;
      This script is checked just before the character enters the room, so &lt;br /&gt;
      if you want the action to occur in the room the character is &lt;br /&gt;
      entering, you must use a wait, or teleport the character. (See &lt;br /&gt;
      Script Commands for more information on wait and teleport.)&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 character will not enter &lt;br /&gt;
      the the room.  For any other return value, the character will enter &lt;br /&gt;
      the room normally.&lt;br /&gt;
    Variables:&lt;br /&gt;
      %actor% is set to the character that entered the room.&lt;br /&gt;
&lt;br /&gt;
  Drop&lt;br /&gt;
    Description:  This script is checked with a character attempts to drop&lt;br /&gt;
      something in the room.  This script is checked just before the &lt;br /&gt;
      character actually drops the item.&lt;br /&gt;
    NArg:  This is the percent chance that the script will be run when it &lt;br /&gt;
      is checked.&lt;br /&gt;
    Return value:  If 0 is returned, the item will not be dropped.  &lt;br /&gt;
      Otherwise, the item is dropped as normal.&lt;br /&gt;
    Variables:&lt;br /&gt;
      %actor% is set to the character dropping the item.&lt;br /&gt;
      %object% is set to the item being dropped.&lt;br /&gt;
&lt;br /&gt;
SEE ALSO: [[VARIABLES]]&lt;br /&gt;
&lt;br /&gt;
[[CATEGORY:Scripts]]&lt;/div&gt;</summary>
		<author><name>Kahlan</name></author>
	</entry>
	<entry>
		<id>https://ohelp.addictmud.org/index.php?title=ROOMFLAGS&amp;diff=237</id>
		<title>ROOMFLAGS</title>
		<link rel="alternate" type="text/html" href="https://ohelp.addictmud.org/index.php?title=ROOMFLAGS&amp;diff=237"/>
		<updated>2008-11-20T10:40:28Z</updated>

		<summary type="html">&lt;p&gt;Kahlan: New page: Flags determine how/when the script is called/triggered. NOTE: All scripts have a %self% variable, that represent that ROOM that the script is assigned to.    Global     Description:  This...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Flags determine how/when the script is called/triggered.&lt;br /&gt;
NOTE: All scripts have a %self% variable, that represent that ROOM that the&lt;br /&gt;
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 &lt;br /&gt;
      no PCs in the zone.&lt;br /&gt;
&lt;br /&gt;
  Random&lt;br /&gt;
    Description:  This script is checked periodically (currrently every 13&lt;br /&gt;
      seconds, but may be changed).  The script is not checked if there is &lt;br /&gt;
      no PC in the same zone as the room, unless the Global flag is set &lt;br /&gt;
      (see above).&lt;br /&gt;
    NArg:  The chance this script will 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 which usually results in a &#039;Sorry, but &lt;br /&gt;
      you cannot do that here!&#039; message, in the room with this script.  If &lt;br /&gt;
      the command typed is a substring of the argument, the script is &lt;br /&gt;
      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;
      %cmd% is the command that the actor typed.&lt;br /&gt;
&lt;br /&gt;
  Speech&lt;br /&gt;
    Description:  This script is checked whenever someone says something in&lt;br /&gt;
      the room.  If NArg is 0, the script checks to see if Argument is a&lt;br /&gt;
      substring of what was said.  If NArg is 1, the script checks to see &lt;br /&gt;
      if any word in Argument matches a word of what was said to see if the&lt;br /&gt;
      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 &lt;br /&gt;
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;
  Enter&lt;br /&gt;
    Description:  This script is checked whenever someone enters the room.&lt;br /&gt;
      This script is checked just before the character enters the room, so &lt;br /&gt;
      if you want the action to occur in the room the character is &lt;br /&gt;
      entering, you must use a wait, or teleport the character. (See &lt;br /&gt;
      Script Commands for more information on wait and teleport.)&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 character will not enter &lt;br /&gt;
      the the room.  For any other return value, the character will enter &lt;br /&gt;
      the room normally.&lt;br /&gt;
    Variables:&lt;br /&gt;
      %actor% is set to the character that entered the room.&lt;br /&gt;
&lt;br /&gt;
  Drop&lt;br /&gt;
    Description:  This script is checked with a character attempts to drop&lt;br /&gt;
      something in the room.  This script is checked just before the &lt;br /&gt;
      character actually drops the item.&lt;br /&gt;
    NArg:  This is the percent chance that the script will be run when it &lt;br /&gt;
      is checked.&lt;br /&gt;
    Return value:  If 0 is returned, the item will not be dropped.  &lt;br /&gt;
      Otherwise, the item is dropped as normal.&lt;br /&gt;
    Variables:&lt;br /&gt;
      %actor% is set to the character dropping the item.&lt;br /&gt;
      %object% is set to the item being dropped.&lt;br /&gt;
&lt;br /&gt;
SEE ALSO: [[VARIABLES]]&lt;br /&gt;
&lt;br /&gt;
[[CATEGORY:Scripts]]&lt;/div&gt;</summary>
		<author><name>Kahlan</name></author>
	</entry>
	<entry>
		<id>https://ohelp.addictmud.org/index.php?title=ROOMCMDS&amp;diff=236</id>
		<title>ROOMCMDS</title>
		<link rel="alternate" type="text/html" href="https://ohelp.addictmud.org/index.php?title=ROOMCMDS&amp;diff=236"/>
		<updated>2008-11-20T10:38:30Z</updated>

		<summary type="html">&lt;p&gt;Kahlan: &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>Kahlan</name></author>
	</entry>
	<entry>
		<id>https://ohelp.addictmud.org/index.php?title=ROOMCMDS&amp;diff=235</id>
		<title>ROOMCMDS</title>
		<link rel="alternate" type="text/html" href="https://ohelp.addictmud.org/index.php?title=ROOMCMDS&amp;diff=235"/>
		<updated>2008-11-20T10:37:09Z</updated>

		<summary type="html">&lt;p&gt;Kahlan: &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>Kahlan</name></author>
	</entry>
	<entry>
		<id>https://ohelp.addictmud.org/index.php?title=ROOMCMDS&amp;diff=234</id>
		<title>ROOMCMDS</title>
		<link rel="alternate" type="text/html" href="https://ohelp.addictmud.org/index.php?title=ROOMCMDS&amp;diff=234"/>
		<updated>2008-11-20T10:35:31Z</updated>

		<summary type="html">&lt;p&gt;Kahlan: &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;
      &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>Kahlan</name></author>
	</entry>
	<entry>
		<id>https://ohelp.addictmud.org/index.php?title=ROOMCMDS&amp;diff=233</id>
		<title>ROOMCMDS</title>
		<link rel="alternate" type="text/html" href="https://ohelp.addictmud.org/index.php?title=ROOMCMDS&amp;diff=233"/>
		<updated>2008-11-20T10:34:46Z</updated>

		<summary type="html">&lt;p&gt;Kahlan: New page: Room scripts alone can use the following commands.      wasound &amp;lt;message&amp;gt;       Wasound echos the message to all the rooms adjacent to the room       wasounding.      wecho &amp;lt;message&amp;gt;      ...&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;
      &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>Kahlan</name></author>
	</entry>
	<entry>
		<id>https://ohelp.addictmud.org/index.php?title=ROOM_VARIABLES&amp;diff=232</id>
		<title>ROOM VARIABLES</title>
		<link rel="alternate" type="text/html" href="https://ohelp.addictmud.org/index.php?title=ROOM_VARIABLES&amp;diff=232"/>
		<updated>2008-11-20T10:33:57Z</updated>

		<summary type="html">&lt;p&gt;Kahlan: New page: For details on how to use variables, please see the schelp for VARIABLES.  Room variables are as follows: ==============================      name       The rooms name     vnum       The v...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For details on how to use variables, please see the schelp for VARIABLES.&lt;br /&gt;
&lt;br /&gt;
Room variables are as follows:&lt;br /&gt;
==============================&lt;br /&gt;
&lt;br /&gt;
    name       The rooms name&lt;br /&gt;
    vnum       The vnum of the room&lt;br /&gt;
    godrooom   The room has a godroom flag (1/0)&lt;br /&gt;
    dark       The room has a dark flag (1/0)&lt;br /&gt;
    death      The room has a death flag (1/0)&lt;br /&gt;
    nomob      The room has a nomob flag (1/0)&lt;br /&gt;
    indoors    The room has a indoors flag (1/0)&lt;br /&gt;
    peaceful   The room has a peaceful flag (1/0)&lt;br /&gt;
    soundproof The room has a soundproof flag (1/0)&lt;br /&gt;
    notrack    The room has a notrack flag (1/0)&lt;br /&gt;
    nomagic    The room has a nomagic flag (1/0)&lt;br /&gt;
    house      The room has a house flag (1/0)&lt;br /&gt;
    norecall   The room has a recall flag (1/0)&lt;br /&gt;
    nosummon   The room has a nosummon flag (1/0)&lt;br /&gt;
    crimeok    The room has a crimeok flag (1/0)&lt;br /&gt;
    store      The room has a store flag (1/0)&lt;br /&gt;
&lt;br /&gt;
See also:  [[VARIABLES]], [[CHARACTER VARIABLES]], [[OBJECT VARIABLES]], &lt;br /&gt;
           [[SPECIAL VARIABLES]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[CATEGORY:Scripts]]&lt;/div&gt;</summary>
		<author><name>Kahlan</name></author>
	</entry>
	<entry>
		<id>https://ohelp.addictmud.org/index.php?title=OBJFLAGS&amp;diff=231</id>
		<title>OBJFLAGS</title>
		<link rel="alternate" type="text/html" href="https://ohelp.addictmud.org/index.php?title=OBJFLAGS&amp;diff=231"/>
		<updated>2008-11-20T10:33:09Z</updated>

		<summary type="html">&lt;p&gt;Kahlan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Flags determine how/when the script is called/triggered.&lt;br /&gt;
NOTE: All scripts have a %self% variable, that represent that OBJECT that the&lt;br /&gt;
script is assigned to.&lt;br /&gt;
&lt;br /&gt;
  Global&lt;br /&gt;
    Description:  This is not a script by itself, but is to be used with &lt;br /&gt;
      the random script.  A script which is global is checked even if there&lt;br /&gt;
      are no PCs in the same zone as the object.&lt;br /&gt;
&lt;br /&gt;
  Random&lt;br /&gt;
    Description:  This script is checked periodically (currently every 13&lt;br /&gt;
      seconds)&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 which usually results in a &#039;Sorry, but &lt;br /&gt;
      you cannot do that here!&#039; message, around the object with this &lt;br /&gt;
      script.  If the command typed is a substring of the argument, the &lt;br /&gt;
      script is called.&lt;br /&gt;
    Argument:  The command name.&lt;br /&gt;
    NArg:  This determines where the item must be for the script to be run.&lt;br /&gt;
      A 1 means the item must be in the character&#039;s equipment for it to be&lt;br /&gt;
      used.  A 2 means the item must be in the character&#039;s inventory.  A 4&lt;br /&gt;
      means the item must be in the same room as the character.  These can &lt;br /&gt;
      be added together so the item can be in more than one place.  For &lt;br /&gt;
      example, if NArg was 3, the script would work if the item was in the &lt;br /&gt;
      character&#039;s inventory or equipment.  A 7 would mean the script would &lt;br /&gt;
      work in the character&#039;s inventory, equipment, or in the room.&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;
  Get&lt;br /&gt;
    Description:  This script is checked whenever the item is picked up.&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 is not picked up.  For any&lt;br /&gt;
      other value, the object will go to the character&#039;s inventory as normal.&lt;br /&gt;
    Variables:&lt;br /&gt;
      %actor% is set to the mob that picks up the object.&lt;br /&gt;
&lt;br /&gt;
  Drop&lt;br /&gt;
    Description:  This script is checked when a character attemps to drop &lt;br /&gt;
      an object with a Drop script.&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 is not dropped.  For any&lt;br /&gt;
      other value, the object will go to the room as normal.&lt;br /&gt;
    Variables:&lt;br /&gt;
      %actor% is set to the character attempting to drop the item.&lt;br /&gt;
&lt;br /&gt;
  Give&lt;br /&gt;
    Description:  This script is checked whenever someone attemps to give&lt;br /&gt;
      away the object.&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 object will not be given &lt;br /&gt;
      to the victim.  For any other return value, the give will occur &lt;br /&gt;
      normally.&lt;br /&gt;
    Variables:&lt;br /&gt;
      %actor% is the character giving the object.&lt;br /&gt;
      %victim% is the character receiving the object.&lt;br /&gt;
&lt;br /&gt;
  Wear&lt;br /&gt;
    Description:  This script is checked whenever a mob attemps to wear the&lt;br /&gt;
      item.&lt;br /&gt;
    Return value:  If 0 is returned, the item is not worn.&lt;br /&gt;
    Variables:&lt;br /&gt;
      %actor% is set to the mob that is attempting to wear the object.&lt;br /&gt;
&lt;br /&gt;
SEE ALSO: [[VARIABLES]]&lt;br /&gt;
&lt;br /&gt;
[[CATEGORY:Scripts]]&lt;/div&gt;</summary>
		<author><name>Kahlan</name></author>
	</entry>
	<entry>
		<id>https://ohelp.addictmud.org/index.php?title=OBJFLAGS&amp;diff=230</id>
		<title>OBJFLAGS</title>
		<link rel="alternate" type="text/html" href="https://ohelp.addictmud.org/index.php?title=OBJFLAGS&amp;diff=230"/>
		<updated>2008-11-20T10:32:43Z</updated>

		<summary type="html">&lt;p&gt;Kahlan: New page: Flags determine how/when the script is called/triggered. NOTE: All scripts have a %self% variable, that represent that OBJECT that the script is assigned to.    Global     Description:  Th...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Flags determine how/when the script is called/triggered.&lt;br /&gt;
NOTE: All scripts have a %self% variable, that represent that OBJECT that the&lt;br /&gt;
script is assigned to.&lt;br /&gt;
&lt;br /&gt;
  Global&lt;br /&gt;
    Description:  This is not a script by itself, but is to be used with &lt;br /&gt;
      the random script.  A script which is global is checked even if there&lt;br /&gt;
      are no PCs in the same zone as the object.&lt;br /&gt;
&lt;br /&gt;
  Random&lt;br /&gt;
    Description:  This script is checked periodically (currently every 13&lt;br /&gt;
      seconds)&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 which usually results in a &#039;Sorry, but &lt;br /&gt;
      you cannot do that here!&#039; message, around the object with this &lt;br /&gt;
      script.  If the command typed is a substring of the argument, the &lt;br /&gt;
      script is called.&lt;br /&gt;
    Argument:  The command name.&lt;br /&gt;
    NArg:  This determines where the item must be for the script to be run.&lt;br /&gt;
      A 1 means the item must be in the character&#039;s equipment for it to be&lt;br /&gt;
      used.  A 2 means the item must be in the character&#039;s inventory.  A 4&lt;br /&gt;
      means the item must be in the same room as the character.  These can &lt;br /&gt;
      be added together so the item can be in more than one place.  For &lt;br /&gt;
      example, if NArg was 3, the script would work if the item was in the &lt;br /&gt;
      character&#039;s inventory or equipment.  A 7 would mean the script would &lt;br /&gt;
      work in the character&#039;s inventory, equipment, or in the room.&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;
  Get&lt;br /&gt;
    Description:  This script is checked whenever the item is picked up.&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 is not picked up.  For any&lt;br /&gt;
      other value, the object will go to the character&#039;s inventory as normal.&lt;br /&gt;
    Variables:&lt;br /&gt;
      %actor% is set to the mob that picks up the object.&lt;br /&gt;
&lt;br /&gt;
  Drop&lt;br /&gt;
    Description:  This script is checked when a character attemps to drop &lt;br /&gt;
      an object with a Drop script.&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 is not dropped.  For any&lt;br /&gt;
      other value, the object will go to the room as normal.&lt;br /&gt;
    Variables:&lt;br /&gt;
      %actor% is set to the character attempting to drop the item.&lt;br /&gt;
&lt;br /&gt;
  Give&lt;br /&gt;
    Description:  This script is checked whenever someone attemps to give&lt;br /&gt;
      away the object.&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 object will not be given &lt;br /&gt;
      to the victim.  For any other return value, the give will occur &lt;br /&gt;
      normally.&lt;br /&gt;
    Variables:&lt;br /&gt;
      %actor% is the character giving the object.&lt;br /&gt;
      %victim% is the character receiving the object.&lt;br /&gt;
&lt;br /&gt;
  Wear&lt;br /&gt;
    Description:  This script is checked whenever a mob attemps to wear the&lt;br /&gt;
      item.&lt;br /&gt;
    Return value:  If 0 is returned, the item is not worn.&lt;br /&gt;
    Variables:&lt;br /&gt;
      %actor% is set to the mob that is attempting to wear the object.&lt;br /&gt;
&lt;br /&gt;
SEE ALSO: VARIABLES&lt;/div&gt;</summary>
		<author><name>Kahlan</name></author>
	</entry>
	<entry>
		<id>https://ohelp.addictmud.org/index.php?title=OBJECT_VARIABLES&amp;diff=229</id>
		<title>OBJECT VARIABLES</title>
		<link rel="alternate" type="text/html" href="https://ohelp.addictmud.org/index.php?title=OBJECT_VARIABLES&amp;diff=229"/>
		<updated>2008-11-20T10:31:32Z</updated>

		<summary type="html">&lt;p&gt;Kahlan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For details on how to use variables, please see the schelp for VARIABLES.&lt;br /&gt;
&lt;br /&gt;
Object variables are as follows:&lt;br /&gt;
================================&lt;br /&gt;
&lt;br /&gt;
    name      The object&#039;s keyword list&lt;br /&gt;
    shortdesc The object&#039;s short description&lt;br /&gt;
    vnum      The object&#039;s vnum (-1 if it doesn&#039;t have one)&lt;br /&gt;
    type      The object&#039;s type (see ohelp item_types)&lt;br /&gt;
    val0      The object&#039;s values (see ohelp item_types)&lt;br /&gt;
    val1       &amp;quot;&amp;quot;    &amp;quot;&amp;quot;      &amp;quot;&amp;quot;                &amp;quot;&amp;quot;&lt;br /&gt;
    val2       &amp;quot;&amp;quot;    &amp;quot;&amp;quot;      &amp;quot;&amp;quot;                &amp;quot;&amp;quot;&lt;br /&gt;
    val3       &amp;quot;&amp;quot;    &amp;quot;&amp;quot;      &amp;quot;&amp;quot;                &amp;quot;&amp;quot;&lt;br /&gt;
    min_level The object&#039;s min level&lt;br /&gt;
    timer     If the obj has a timer, it will return the number of&lt;br /&gt;
              seconds until the timer expires, otherwise it returns    0&lt;br /&gt;
&lt;br /&gt;
See also:  [[VARIABLES]], [[ROOM VARIABLES]], [[CHARACTER VARIABLES]], &lt;br /&gt;
           [[SPECIAL VARIABLES]]&lt;br /&gt;
&lt;br /&gt;
[[CATEGORY:Scripts]]&lt;/div&gt;</summary>
		<author><name>Kahlan</name></author>
	</entry>
	<entry>
		<id>https://ohelp.addictmud.org/index.php?title=OBJECT_VARIABLES&amp;diff=228</id>
		<title>OBJECT VARIABLES</title>
		<link rel="alternate" type="text/html" href="https://ohelp.addictmud.org/index.php?title=OBJECT_VARIABLES&amp;diff=228"/>
		<updated>2008-11-20T10:31:05Z</updated>

		<summary type="html">&lt;p&gt;Kahlan: New page: For details on how to use variables, please see the schelp for VARIABLES.  Object variables are as follows: ================================      name      The object&amp;#039;s keyword list     sh...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For details on how to use variables, please see the schelp for VARIABLES.&lt;br /&gt;
&lt;br /&gt;
Object variables are as follows:&lt;br /&gt;
================================&lt;br /&gt;
&lt;br /&gt;
    name      The object&#039;s keyword list&lt;br /&gt;
    shortdesc The object&#039;s short description&lt;br /&gt;
    vnum      The object&#039;s vnum (-1 if it doesn&#039;t have one)&lt;br /&gt;
    type      The object&#039;s type (see ohelp item_types)&lt;br /&gt;
    val0      The object&#039;s values (see ohelp item_types)&lt;br /&gt;
    val1       &amp;quot;&amp;quot;    &amp;quot;&amp;quot;      &amp;quot;&amp;quot;                &amp;quot;&amp;quot;&lt;br /&gt;
    val2       &amp;quot;&amp;quot;    &amp;quot;&amp;quot;      &amp;quot;&amp;quot;                &amp;quot;&amp;quot;&lt;br /&gt;
    val3       &amp;quot;&amp;quot;    &amp;quot;&amp;quot;      &amp;quot;&amp;quot;                &amp;quot;&amp;quot;&lt;br /&gt;
    min_level The object&#039;s min level&lt;br /&gt;
    timer     If the obj has a timer, it will return the number of&lt;br /&gt;
              seconds until the timer expires, otherwise it returns    0&lt;br /&gt;
&lt;br /&gt;
See also:  VARIABLES, ROOM VARIABLES, CHARACTER VARIABLES, &lt;br /&gt;
           SPECIAL VARIABLES&lt;/div&gt;</summary>
		<author><name>Kahlan</name></author>
	</entry>
	<entry>
		<id>https://ohelp.addictmud.org/index.php?title=OBJCMDS&amp;diff=227</id>
		<title>OBJCMDS</title>
		<link rel="alternate" type="text/html" href="https://ohelp.addictmud.org/index.php?title=OBJCMDS&amp;diff=227"/>
		<updated>2008-11-20T10:30:27Z</updated>

		<summary type="html">&lt;p&gt;Kahlan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Object Commands&lt;br /&gt;
  ------------------&lt;br /&gt;
  Items alone can use the following commands.&lt;br /&gt;
&lt;br /&gt;
    oecho &amp;lt;message&amp;gt;&lt;br /&gt;
      Oecho sends the message to everyone awake in the same room as the &lt;br /&gt;
      object.  If the object is equiped or carried by someone or in &lt;br /&gt;
      something, the message is sent to the room the person or object is &lt;br /&gt;
      in.&lt;br /&gt;
&lt;br /&gt;
    oechoaround &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;
      and the mob.&lt;br /&gt;
&lt;br /&gt;
    oexp &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;
    oforce &amp;lt;victim&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
      The object forces the victim to perform the command.  If the victim &lt;br /&gt;
      is &#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;
      set to the character, except what is caused by the command performed.&lt;br /&gt;
&lt;br /&gt;
    opurge [&amp;lt;target&amp;gt;]&lt;br /&gt;
      Opurge removes objects or mobs from the game.  If no argument is &lt;br /&gt;
      given, then 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 purged.  PCs &lt;br /&gt;
      can not be purged with this command.  There is no message when this &lt;br /&gt;
      command is used.&lt;br /&gt;
&lt;br /&gt;
    osend &amp;lt;victim&amp;gt; &amp;lt;message&amp;gt;&lt;br /&gt;
      The victim of osend gets the message.&lt;br /&gt;
&lt;br /&gt;
    oload &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.  They are both &lt;br /&gt;
      loaded in the same room as the object using the command.  The object &lt;br /&gt;
      or mobs vnum must be specified, the name will not work.  No message &lt;br /&gt;
      is given.  If timer is specified, (this works for objects only), the &lt;br /&gt;
      loaded object will disappear with a message when the timer expires &lt;br /&gt;
      (like a key would after it&#039;s been used).  [timer] is specified as&lt;br /&gt;
      number of seconds.&lt;br /&gt;
&lt;br /&gt;
    oteleport &amp;lt;victim&amp;gt; &amp;lt;target&amp;gt;&lt;br /&gt;
      Oteleport moves the victim to the target.  The victim does not need &lt;br /&gt;
      to be in the same room as the object.  If the victim is &#039;all&#039;, all &lt;br /&gt;
      the characters in the room will be teleported to the target room.&lt;br /&gt;
      No messages are generated by this command.&lt;br /&gt;
&lt;br /&gt;
    odamage &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;
    ozecho &amp;lt;message&amp;gt;&lt;br /&gt;
      Ozecho causes the object to echo something to the entire zone.&lt;br /&gt;
&lt;br /&gt;
    oportal &amp;lt;target room&amp;gt; &amp;lt;timer&amp;gt;&lt;br /&gt;
      Creates a portal from the current room the object is in to the &lt;br /&gt;
      target room that last the number of seconds specificed as the timer.&lt;br /&gt;
&lt;br /&gt;
    otimer &amp;lt;timer&amp;gt; [1|0]&lt;br /&gt;
      Put&#039;s a timer on the object in terms of seconds.  The optional last&lt;br /&gt;
      argument will cause the item to disappear without any messages if it&lt;br /&gt;
      is 1.  No value or any other value will cause it to display the&lt;br /&gt;
      disappear messages as normal.&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>Kahlan</name></author>
	</entry>
	<entry>
		<id>https://ohelp.addictmud.org/index.php?title=OBJCMDS&amp;diff=226</id>
		<title>OBJCMDS</title>
		<link rel="alternate" type="text/html" href="https://ohelp.addictmud.org/index.php?title=OBJCMDS&amp;diff=226"/>
		<updated>2008-11-20T10:29:59Z</updated>

		<summary type="html">&lt;p&gt;Kahlan: New page: Object Commands   ------------------   Items alone can use the following commands.      oecho &amp;lt;message&amp;gt;       Oecho sends the message to everyone awake in the same room as the        objec...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Object Commands&lt;br /&gt;
  ------------------&lt;br /&gt;
  Items alone can use the following commands.&lt;br /&gt;
&lt;br /&gt;
    oecho &amp;lt;message&amp;gt;&lt;br /&gt;
      Oecho sends the message to everyone awake in the same room as the &lt;br /&gt;
      object.  If the object is equiped or carried by someone or in &lt;br /&gt;
      something, the message is sent to the room the person or object is &lt;br /&gt;
      in.&lt;br /&gt;
&lt;br /&gt;
    oechoaround &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;
      and the mob.&lt;br /&gt;
&lt;br /&gt;
    oexp &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;
    oforce &amp;lt;victim&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
      The object forces the victim to perform the command.  If the victim &lt;br /&gt;
      is &#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;
      set to the character, except what is caused by the command performed.&lt;br /&gt;
&lt;br /&gt;
    opurge [&amp;lt;target&amp;gt;]&lt;br /&gt;
      Opurge removes objects or mobs from the game.  If no argument is &lt;br /&gt;
      given, then 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 purged.  PCs &lt;br /&gt;
      can not be purged with this command.  There is no message when this &lt;br /&gt;
      command is used.&lt;br /&gt;
&lt;br /&gt;
    osend &amp;lt;victim&amp;gt; &amp;lt;message&amp;gt;&lt;br /&gt;
      The victim of osend gets the message.&lt;br /&gt;
&lt;br /&gt;
    oload &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.  They are both &lt;br /&gt;
      loaded in the same room as the object using the command.  The object &lt;br /&gt;
      or mobs vnum must be specified, the name will not work.  No message &lt;br /&gt;
      is given.  If timer is specified, (this works for objects only), the &lt;br /&gt;
      loaded object will disappear with a message when the timer expires &lt;br /&gt;
      (like a key would after it&#039;s been used).  [timer] is specified as&lt;br /&gt;
      number of seconds.&lt;br /&gt;
&lt;br /&gt;
    oteleport &amp;lt;victim&amp;gt; &amp;lt;target&amp;gt;&lt;br /&gt;
      Oteleport moves the victim to the target.  The victim does not need &lt;br /&gt;
      to be in the same room as the object.  If the victim is &#039;all&#039;, all &lt;br /&gt;
      the characters in the room will be teleported to the target room.&lt;br /&gt;
      No messages are generated by this command.&lt;br /&gt;
&lt;br /&gt;
    odamage &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;
    ozecho &amp;lt;message&amp;gt;&lt;br /&gt;
      Ozecho causes the object to echo something to the entire zone.&lt;br /&gt;
&lt;br /&gt;
    oportal &amp;lt;target room&amp;gt; &amp;lt;timer&amp;gt;&lt;br /&gt;
      Creates a portal from the current room the object is in to the &lt;br /&gt;
      target room that last the number of seconds specificed as the timer.&lt;br /&gt;
&lt;br /&gt;
    otimer &amp;lt;timer&amp;gt; [1|0]&lt;br /&gt;
      Put&#039;s a timer on the object in terms of seconds.  The optional last&lt;br /&gt;
      argument will cause the item to disappear without any messages if it&lt;br /&gt;
      is 1.  No value or any other value will cause it to display the&lt;br /&gt;
      disappear messages as normal.&lt;br /&gt;
&lt;br /&gt;
SEE ALSO: SCRIPT COMMANDS, VARIABLES&lt;/div&gt;</summary>
		<author><name>Kahlan</name></author>
	</entry>
	<entry>
		<id>https://ohelp.addictmud.org/index.php?title=MOBFLAGS&amp;diff=225</id>
		<title>MOBFLAGS</title>
		<link rel="alternate" type="text/html" href="https://ohelp.addictmud.org/index.php?title=MOBFLAGS&amp;diff=225"/>
		<updated>2008-11-20T10:28:50Z</updated>

		<summary type="html">&lt;p&gt;Kahlan: &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;
  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>Kahlan</name></author>
	</entry>
	<entry>
		<id>https://ohelp.addictmud.org/index.php?title=MOBFLAGS&amp;diff=224</id>
		<title>MOBFLAGS</title>
		<link rel="alternate" type="text/html" href="https://ohelp.addictmud.org/index.php?title=MOBFLAGS&amp;diff=224"/>
		<updated>2008-11-20T10:28:34Z</updated>

		<summary type="html">&lt;p&gt;Kahlan: &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&lt;br /&gt;
      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;
  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>Kahlan</name></author>
	</entry>
	<entry>
		<id>https://ohelp.addictmud.org/index.php?title=MOBFLAGS&amp;diff=223</id>
		<title>MOBFLAGS</title>
		<link rel="alternate" type="text/html" href="https://ohelp.addictmud.org/index.php?title=MOBFLAGS&amp;diff=223"/>
		<updated>2008-11-20T10:28:25Z</updated>

		<summary type="html">&lt;p&gt;Kahlan: &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&lt;br /&gt;
  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;
  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>Kahlan</name></author>
	</entry>
	<entry>
		<id>https://ohelp.addictmud.org/index.php?title=MOBFLAGS&amp;diff=222</id>
		<title>MOBFLAGS</title>
		<link rel="alternate" type="text/html" href="https://ohelp.addictmud.org/index.php?title=MOBFLAGS&amp;diff=222"/>
		<updated>2008-11-20T10:28:17Z</updated>

		<summary type="html">&lt;p&gt;Kahlan: &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&lt;br /&gt;
 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;
  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>Kahlan</name></author>
	</entry>
	<entry>
		<id>https://ohelp.addictmud.org/index.php?title=MOBFLAGS&amp;diff=221</id>
		<title>MOBFLAGS</title>
		<link rel="alternate" type="text/html" href="https://ohelp.addictmud.org/index.php?title=MOBFLAGS&amp;diff=221"/>
		<updated>2008-11-20T10:27:34Z</updated>

		<summary type="html">&lt;p&gt;Kahlan: New page: Flags determine how/when the script is called/triggered. NOTE: All scripts have a %self% variable, that represent that MOBILE that the script is assigned to.    Global     Description:  Th...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Flags determine how/when the script is called/triggered.&lt;br /&gt;
NOTE: All scripts have a %self% variable, that represent that MOBILE that the&lt;br /&gt;
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;
  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;/div&gt;</summary>
		<author><name>Kahlan</name></author>
	</entry>
	<entry>
		<id>https://ohelp.addictmud.org/index.php?title=MOBCMDS&amp;diff=220</id>
		<title>MOBCMDS</title>
		<link rel="alternate" type="text/html" href="https://ohelp.addictmud.org/index.php?title=MOBCMDS&amp;diff=220"/>
		<updated>2008-11-20T10:26:42Z</updated>

		<summary type="html">&lt;p&gt;Kahlan: &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 &amp;lt;target&amp;gt;&lt;br /&gt;
      Huntmove will move one room in the direction of the victim.&lt;br /&gt;
&lt;br /&gt;
     masound &amp;lt;message&amp;gt;&lt;br /&gt;
      Masound echos the message to the all the rooms the exits of the mob&#039;s&lt;br /&gt;
      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;
SEE ALSO: [[SCRIPT_COMMANDS]], [[VARIABLES]]&lt;br /&gt;
&lt;br /&gt;
[[CATEGORY:Scripts]]&lt;/div&gt;</summary>
		<author><name>Kahlan</name></author>
	</entry>
	<entry>
		<id>https://ohelp.addictmud.org/index.php?title=MOBCMDS&amp;diff=219</id>
		<title>MOBCMDS</title>
		<link rel="alternate" type="text/html" href="https://ohelp.addictmud.org/index.php?title=MOBCMDS&amp;diff=219"/>
		<updated>2008-11-20T10:26:29Z</updated>

		<summary type="html">&lt;p&gt;Kahlan: &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 &amp;lt;target&amp;gt;&lt;br /&gt;
      Huntmove will move one room in the direction of the victim.&lt;br /&gt;
&lt;br /&gt;
     masound &amp;lt;message&amp;gt;&lt;br /&gt;
      Masound echos the message to the all the rooms the exits of the mob&#039;s&lt;br /&gt;
      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;
SEE ALSO: [[SCRIPT_COMMANDS]], [[VARIABLES]]&lt;br /&gt;
&lt;br /&gt;
[[CATEGORY:Scripts]]&lt;/div&gt;</summary>
		<author><name>Kahlan</name></author>
	</entry>
	<entry>
		<id>https://ohelp.addictmud.org/index.php?title=MOBCMDS&amp;diff=218</id>
		<title>MOBCMDS</title>
		<link rel="alternate" type="text/html" href="https://ohelp.addictmud.org/index.php?title=MOBCMDS&amp;diff=218"/>
		<updated>2008-11-20T10:26:10Z</updated>

		<summary type="html">&lt;p&gt;Kahlan: New page: Mobs can use any game command available to a mortal player character of the    same class and level as the mob.  In addition, they can use the following   special commands.       huntmove ...&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 &amp;lt;target&amp;gt;&lt;br /&gt;
      Huntmove will move one room in the direction of the victim.&lt;br /&gt;
&lt;br /&gt;
     masound &amp;lt;message&amp;gt;&lt;br /&gt;
      Masound echos the message to the all the rooms the exits of the mob&#039;s&lt;br /&gt;
      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;
SEE ALSO: [[SCRIPT_COMMANDS]], [[VARIABLES]]&lt;br /&gt;
&lt;br /&gt;
[[CATEGORY:Scripts]]&lt;/div&gt;</summary>
		<author><name>Kahlan</name></author>
	</entry>
	<entry>
		<id>https://ohelp.addictmud.org/index.php?title=CHARACTER_VARIABLES&amp;diff=217</id>
		<title>CHARACTER VARIABLES</title>
		<link rel="alternate" type="text/html" href="https://ohelp.addictmud.org/index.php?title=CHARACTER_VARIABLES&amp;diff=217"/>
		<updated>2008-11-20T10:24:48Z</updated>

		<summary type="html">&lt;p&gt;Kahlan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For details on how to use variables, please see the schelp for VARIABLES.&lt;br /&gt;
&lt;br /&gt;
Character variables are as follows:&lt;br /&gt;
===================================&lt;br /&gt;
&lt;br /&gt;
     name      The character&#039;s name.&lt;br /&gt;
     inventory The first object in the characters inventory&lt;br /&gt;
     alias     A mob&#039;s alias list, returns nothing if PC&lt;br /&gt;
     casting   1/0 (true/false if the character is casting a spell)&lt;br /&gt;
     idnum     Database idnum of character&lt;br /&gt;
     level     The character&#039;s current level.&lt;br /&gt;
     gold      The amount of gold on hand.&lt;br /&gt;
     align     The characters alignmen.&lt;br /&gt;
     clan      The characters clan, returns as &amp;quot;no_clan&amp;quot; if not a clan &lt;br /&gt;
               member.&lt;br /&gt;
     clanrank  Numeric value of the characters clan rank.&lt;br /&gt;
     clanrankname  Name of the characters clan rank.&lt;br /&gt;
     remorts   Number of times character has remorted.&lt;br /&gt;
     next_in_room  Detailed in OHELP RECALL DEVICES&lt;br /&gt;
     sex       The character&#039;s sex, as a string (MALE, FEMALE, or NEUTRAL).&lt;br /&gt;
     himher    returns &amp;quot;him&amp;quot; if actor is male, or &amp;quot;her&amp;quot; if actor is female.&lt;br /&gt;
     hisher    returns &amp;quot;his&amp;quot; if actor is male, or &amp;quot;her&amp;quot; if actor is female.&lt;br /&gt;
     heshe     returns &amp;quot;he&amp;quot; if actor is male, or &amp;quot;she&amp;quot; if actor is female.&lt;br /&gt;
     canbeseen In mob scripts only, returns 1 if the mob can see the actor,&lt;br /&gt;
               returns 0 if it cannot.&lt;br /&gt;
     class     The character&#039;s class, as a string.&lt;br /&gt;
     race      The character&#039;s race, as a string.&lt;br /&gt;
     vnum      The character&#039;s virtual number.  -1 for PCs.&lt;br /&gt;
     sound     The character has MSP sound turned on.&lt;br /&gt;
     str       The character&#039;s strength&lt;br /&gt;
     stradd    The character&#039;s &amp;quot;stradd&amp;quot;.&lt;br /&gt;
     dex       The character&#039;s dexterity.&lt;br /&gt;
     con       The character&#039;s constitution.&lt;br /&gt;
     int       The character&#039;s intelligence.&lt;br /&gt;
     wis       The character&#039;s wisdom.&lt;br /&gt;
     cha       The character&#039;s charisma.&lt;br /&gt;
     hp        The character&#039;s current hit points&lt;br /&gt;
     maxhp     The character&#039;s max hit points&lt;br /&gt;
     move      The character&#039;s current moves&lt;br /&gt;
     maxmove   The character&#039;s max moves&lt;br /&gt;
     mana      The character&#039;s current mana&lt;br /&gt;
     maxmana   The character&#039;s max mana&lt;br /&gt;
     psp       The character&#039;s current PSP&#039;s&lt;br /&gt;
     maxpsp    The character&#039;s max PSP&#039;s&lt;br /&gt;
     room      The vnum of the room the character is in.&lt;br /&gt;
     master    The person the character is following, or 0.&lt;br /&gt;
     hometown  Name of the character&#039;s hometown.&lt;br /&gt;
     pos       The position the character is in:&lt;br /&gt;
                     Dead&lt;br /&gt;
                     Mortally wounded&lt;br /&gt;
                     Incapacitated&lt;br /&gt;
                     Stunned&lt;br /&gt;
                     Sleeping&lt;br /&gt;
                     Resting&lt;br /&gt;
                     Sitting&lt;br /&gt;
                     Fighting&lt;br /&gt;
                     Standing&lt;br /&gt;
     inroom          This returns a pointer to the room the character is in.&lt;br /&gt;
                     The intended use for this variable is to assign it to&lt;br /&gt;
                     another variable and reference the new variable.&lt;br /&gt;
                     &lt;br /&gt;
For example:&lt;br /&gt;
&lt;br /&gt;
                         set myroom %actor.inroom%&lt;br /&gt;
                         if (%myroom.dark%)&lt;br /&gt;
                           ...&lt;br /&gt;
                         end&lt;br /&gt;
&lt;br /&gt;
     eq(position)    This is a new concept as well as inroom.  If you want&lt;br /&gt;
                     to see if someone is wearing armor, you would do &lt;br /&gt;
                     something like this:&lt;br /&gt;
                         set armor %actor.eq(body)%&lt;br /&gt;
                        if (%armor%)&lt;br /&gt;
                          echo %actor.name% is wearing %body.shortdesc%.&lt;br /&gt;
                        else&lt;br /&gt;
                          echo %actor.name% is nekked.&lt;br /&gt;
                        end&lt;br /&gt;
                    Valid positions are:  finger, neck, body, head, face,&lt;br /&gt;
                        ear, legs, feet, hands, arms, shield, about, waist,&lt;br /&gt;
                        wrist.&lt;br /&gt;
                    To access the second finger position or wield and hold &lt;br /&gt;
                    you must use the number that represents that wear &lt;br /&gt;
                    position.  The chart is as follows:&lt;br /&gt;
&lt;br /&gt;
                     Position     Number&lt;br /&gt;
                     ====================&lt;br /&gt;
                        LIGHT      0&lt;br /&gt;
                        FINGER_R   1&lt;br /&gt;
                        FINGER_L   2&lt;br /&gt;
                        NECK_1     3&lt;br /&gt;
                        NECK_2     4&lt;br /&gt;
                        BODY       5&lt;br /&gt;
                        HEAD       6&lt;br /&gt;
                        FACE       7&lt;br /&gt;
                        EAR_R      8&lt;br /&gt;
                        EAR_L      9&lt;br /&gt;
                        LEGS      10&lt;br /&gt;
                        FEET      11&lt;br /&gt;
                        HANDS     12&lt;br /&gt;
                        ARMS      13&lt;br /&gt;
                        SHIELD    14&lt;br /&gt;
                        ABOUT     15&lt;br /&gt;
                        WAIST     16&lt;br /&gt;
                        WRIST_R   17&lt;br /&gt;
                        WRIST_L   18&lt;br /&gt;
                        WIELD     19&lt;br /&gt;
                        HOLD      20&lt;br /&gt;
&lt;br /&gt;
     fighting        Returns a pointer to who the character is fighting, so&lt;br /&gt;
                     you can then treat it as another character.&lt;br /&gt;
                   &lt;br /&gt;
  Example:&lt;br /&gt;
                      set victim %actor.fighting%&lt;br /&gt;
                      if (%victim%)&lt;br /&gt;
                        pthb %victim%&lt;br /&gt;
                      end&lt;br /&gt;
&lt;br /&gt;
    Some variables are used to CHANGE the value of a character, for example&lt;br /&gt;
    a line in a script that simply has:&lt;br /&gt;
                %actor.set.mana(10)%&lt;br /&gt;
    will modify that characters mana to be 10.  Valid variables are:&lt;br /&gt;
    set.hp&lt;br /&gt;
    set.mana&lt;br /&gt;
    set.psp&lt;br /&gt;
    set.move&lt;br /&gt;
    set.align&lt;br /&gt;
    set.pos&lt;br /&gt;
    set.align    &lt;br /&gt;
 (negative numbers can be used for these to subtract)&lt;br /&gt;
    add.mana&lt;br /&gt;
    add.psp&lt;br /&gt;
    add.move&lt;br /&gt;
    add.align&lt;br /&gt;
    add.drunk&lt;br /&gt;
    add.thirsty&lt;br /&gt;
    add.full&lt;br /&gt;
    add.quest_points&lt;br /&gt;
    &lt;br /&gt;
    These are going to be phased out.&lt;br /&gt;
    room.name       The name of the room the character is in.&lt;br /&gt;
    room.godrooom   The room has a godroom flag&lt;br /&gt;
    room.dark       The room has a dark flag&lt;br /&gt;
    room.death      The room has a death flag&lt;br /&gt;
    room.nomob      The room has a nomob flag&lt;br /&gt;
    room.indoors    The room has a indoors flag&lt;br /&gt;
    room.peaceful   The room has a peaceful flag&lt;br /&gt;
    room.soundproof The room has a soundproof flag&lt;br /&gt;
    room.notrack    The room has a notrack flag&lt;br /&gt;
    room.nomagic    The room has a nomagic flag&lt;br /&gt;
    room.house      The room has a house flag&lt;br /&gt;
    room.norecall   The room has a recall flag&lt;br /&gt;
    room.nosummon   The room has a nosummon flag&lt;br /&gt;
    room.crimeok    The room has a crimeok flag&lt;br /&gt;
    room.store      The room has a store flag&lt;br /&gt;
&lt;br /&gt;
See also:  [[VARIABLES]], [[ROOM VARIABLES]], [[OBJECT VARIABLES]], [[SPECIAL VARIABLES]]&lt;br /&gt;
&lt;br /&gt;
[[CATEGORY:Scripts]]&lt;/div&gt;</summary>
		<author><name>Kahlan</name></author>
	</entry>
	<entry>
		<id>https://ohelp.addictmud.org/index.php?title=EXPRESSIONS&amp;diff=216</id>
		<title>EXPRESSIONS</title>
		<link rel="alternate" type="text/html" href="https://ohelp.addictmud.org/index.php?title=EXPRESSIONS&amp;diff=216"/>
		<updated>2008-11-20T10:24:19Z</updated>

		<summary type="html">&lt;p&gt;Kahlan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A false expression is any expression that evaluates to 0, or an empty string.&lt;br /&gt;
A true expression is any expression that evaluates to anything other than a&lt;br /&gt;
false expression.  The following list are the recognized operators.  The&lt;br /&gt;
higher the operator is on the list, the higher the precidence.  The expression&lt;br /&gt;
is evaluated from left to right.  Parenthesises can be used to group.&lt;br /&gt;
&lt;br /&gt;
   Operators    Name           Examples&lt;br /&gt;
   ---------    ----           --------&lt;br /&gt;
     &amp;amp;&amp;amp;         logical and    1 &amp;amp;&amp;amp; 0  = 0;  5 &amp;amp;&amp;amp; 3 = 1&lt;br /&gt;
     ||         logical or     0 || ( ) = 0; 5 || 0 = 1&lt;br /&gt;
     ==         eqivalence     5 == 3 = 0;  dog == DoG = 1&lt;br /&gt;
     !=         inequality     0 != Z = 0;  dog != d = 1&lt;br /&gt;
     -          subtraction    15 - 10 = 5&lt;br /&gt;
     +          addition       10 + 15 = 25&lt;br /&gt;
     *          multiplication&lt;br /&gt;
     /          division&lt;br /&gt;
     !          negation       !() = 1;  !0 = 1; !dog = 0;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[CATEGORY:Scripts]]&lt;/div&gt;</summary>
		<author><name>Kahlan</name></author>
	</entry>
	<entry>
		<id>https://ohelp.addictmud.org/index.php?title=EXPRESSIONS&amp;diff=215</id>
		<title>EXPRESSIONS</title>
		<link rel="alternate" type="text/html" href="https://ohelp.addictmud.org/index.php?title=EXPRESSIONS&amp;diff=215"/>
		<updated>2008-11-20T10:23:46Z</updated>

		<summary type="html">&lt;p&gt;Kahlan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A false expression is any expression that evaluates to 0, or an empty string.&lt;br /&gt;
A true expression is any expression that evaluates to anything other than a&lt;br /&gt;
false expression.  The following list are the recognized operators.  The&lt;br /&gt;
higher the operator is on the list, the higher the precidence.  The expression&lt;br /&gt;
is evaluated from left to right.  Parenthesises can be used to group.&lt;br /&gt;
&lt;br /&gt;
   Operators    Name           Examples&lt;br /&gt;
   ---------    ----           --------&lt;br /&gt;
     &amp;amp;&amp;amp;         logical and    1 &amp;amp;&amp;amp; 0  = 0;  5 &amp;amp;&amp;amp; 3 = 1&lt;br /&gt;
     ||         logical or     0 || ( ) = 0; 5 || 0 = 1&lt;br /&gt;
     ==         eqivalence     5 == 3 = 0;  dog == DoG = 1&lt;br /&gt;
     !=         inequality     0 != Z = 0;  dog != d = 1&lt;br /&gt;
     -          subtraction    15 - 10 = 5&lt;br /&gt;
     +          addition       10 + 15 = 25&lt;br /&gt;
     *          multiplication&lt;br /&gt;
     /          division&lt;br /&gt;
     !          negation       !() = 1;  !0 = 1; !dog = 0;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[CATEGORY:SCRIPTS]]&lt;/div&gt;</summary>
		<author><name>Kahlan</name></author>
	</entry>
</feed>