MOBcommand argument_list MOBcommand argument_list
ASOUND [text_string] ECHO [text_string]
GECHO [text_string] ZECHO [text_string]
ECHOAT [victim] [text_string] ECHOAROUND [victim] [text_string]
MLOAD [vnum] OLOAD [vnum] [level] {wear|room}
KILL [victim] FLEE
REMOVE [victim] [vnum] MOB JUNK [object]
PURGE [argument] AT [dest] [command]
GOTO [dest] TRANSFER [victim] [dest]
GTRANSFER [victim] [dest] OTRANSFER [object] [dest]
FORCE [victim] [command] GFORCE [victim] [command]
VFORCE [vnum] [command] CAST [spell] [victim]
DAMAGE [victim] [min] [max] {lethal}
DELAY CANCEL
REMEMBER [victim] FORGET
CALL [vnum] [victim] [target1] [target2]
ifcheck argument(s) meaning
rand num Is random percentage less than or equal to num
mobhere vnum Is a NPC with this vnum in the room
mobhere name Is a NPC with this name in the room
objhere vnum Is an object with this vnum in the room
objhere name Is an object with this name in the room
mobexists name Does NPC 'name' exist somewhere in the world
objexists name Does object 'name' exist somewhere in the world
people == integer Is the number of people in the room equal to integer
players == integer Is the number of PCs in the room equal to integer
mobs == integer Is the number of NPCs in the room equal to integer
clones == integer Is the number of NPCs in the room with the same
isnpc $* Is $* an NPC
ispc $* Is $* a PC
isgood $* Does $* have a good alignment
isneutral $* Does $* have a neutral alignment
isevil $* Does $* have an evil alignment
isimmort $* Is $* an immortal (level of $* > LEVEL_HERO)
ischarm $* Is $* affected by charm
isfollow $* Is $* a follower with their master in the room
isactive $* Is $*'s position > POS_SLEEPING
isdelay $* Does $* have a delayed MOBprogram pending
isvisible $* Is $* visible to NPC who activated the program
hastarget $* Does $* have a MOBprogram target in the room
istarget $* Is $* the target of NPC who activated the program
affected $* 'affect' Is $* affected by 'affect'
act $* 'act' Is $*'s ACT bit 'act' set
off $* 'off' Is $*'s OFF bit 'off' set
imm $* 'imm' Is $*'s IMM bit 'imm' set
carries $* 'name' Is $* carrying object 'name'
wears $* 'name' Is $* wearing object 'name'
has $* 'type' Does $* have object of item_type 'type'
uses $* 'type' Is $* wearing object of item_type 'type'
name $* 'name' Is $*'s name 'name'
pos $* 'position' Is $*'s position 'position' (sleeping etc.)
clan $* 'name' Does $* belong to clan 'name'
race $* 'name' Is $* of race 'name'
class $* 'name' Is $*'s class 'name'
objtype $* 'type' Is $*'s item_type 'type'
vnum $* == integer Is $*'s virtual number equal to integer
hpcnt $* == integer Is $*'s hitpoint percentage equal to integer
room $* == integer Is vnum of the room $* is in equal to integer
sex $* == integer Is $*'s sex equal to integer
level $* == integer Is $*'s level equal to integer
align $* == integer Is $*'s alignment equal to integer
money $* == integer Does $* have money (in silver) equal to integer
objval# $* == integer Is $*->value[#] equal to integer (# from 0-4)
rank $* == integer Is $* equal to rank 1 - 10 (10 = mayor)
temple $* == integer Is $*'s temple recall = Temple recall (vnum)
trigger argument and what must happen to activate trigger
act STRING to match from act() to mobile
speech STRING to match in dialogue (say, tell) to mobile
rand PERCENT chance to check whenever a PC is in the mobiles zone
bribe INTEGER miminum amount of silver coins given to mobile
give OBJECT NAME OBJECT VNUM or ALL to match when obj given to mobile
greet PERCENT chance to check if visible char enters mobile's room
grall PERCENT chance to check when any char enters mobile's room
entry PERCENT chance to check when mobile moves to a new room
exit EXIT NUMBER a visible char tries to exit mobile's room
exall EXIT NUMBER any char tries to exit mobile's room
kill PERCENT chance to check when the mobile begins fighting
fight PERCENT chance to check at fight_pulse if mobile is fighting
hpcnt PERCENT lower than mobile's hit/max_hit if mobile is fighting
death PERCENT chance to check after mobile has been slain
surr PERCENT chance to activate when a char surrenders to mobile
name $i $n $t $r $q $o $p
shrt_desc/title $I $N $T $R $Q $O $P
he/she/it $j $e $E $J $X -- --
him/her/it $l $m $M $L $Y -- --
his/hers/its $k $s $S $K $Z -- --