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[MP] TRIGGER   [MP] if  isaffected($*, letter) [MP] IFCheck     [MOBCommand]           [MP] WEATHER TYPES [MP] TIMES OF DAY [MP] VARIABLES [MP] SEX TYPES
> act_prog <wordlist | p phrase> a   Blind if rand(#)     MPSTAT           0 Cloudless 0 Midnight VARIABLE MOBile Actor Victim Random Object Object (2nd) 0 Neutral
> all_greet_prog <# %> b   Invisible if isnpc($*)   MPJUNK <object name>   1 Cloudy 5 Sunrise name $i $n $t $r $o $p 1 Male
> bribe_prog <integer> c   Detect Evil if ispc($*)   MPMLOAD <mobile vnum>   2 Rainy 6 Day Break short description / title $I $N $T $R $O $P 2 Female
> death_prog <# %> d   Detect Invisibility if isgood($*)   MPMLOADPASS[1] <mobile vnum>   3 Lightning 12 Noon he / she / it   $e $E $J   3 Both
> entry_prog <# %> e   Detect Magic if isevil($*)   MPOLOAD <object vnum>   21 Sundown his / hers / its $l $s $S $L   4 Unknown
> fight_prog <# %> f   Sense Life if isneutral($*)   MPKILL <victim>   22 Nightfall him / her / it $k $m $M $K   5 Other
> give_prog <full object name | all> g   Underwater Breathing if isfight($*)   MPGOTO <victim | room>   a / an         $a $A
> greet_prog <# %> h   Sanctuary if isimmort($*)   MPTRANSFER <victim>  
> hitprcnt_prog <# %> I   Group if ischarmed($*)   MPDROP <object name>  
> kill_prog <# %> j   Curse if isfollow($*)   MPASOUND <text string>  
> rand_prog <# %> k   Infrared if isaffected($*, x) "x = bit flag" MPECHO <text string>  
> speech_prog <wordlist | p phrase> l   Poison if hitprcnt($*) ?= <integer> MPECHOAT <victim> <text string>  
> take_prog <full object alias(es)> m   Protection from Evil if inroom($*) ?= <room vnum> MPECHOAROUND <victim> <text string>  
n   Paralysis if sex($*) ?= <gender #> MPPURGE[2] <victim | object>  
o   Has Boat if position($*) ?= <position #> MPAT <victim | room> <command>  
p   Fly if level($*) ?= <level of victim> MPDEATHBLOW <victim>  
q   Sleep if class($*) ?= <class of victim> MPSET* [3] < NPC | PC | ROOM | DIR> <victim | room vnum | here> <field> <name | # | on | off | string | exit dir> <+ / ->
r   Detect Good if goldamt($*) ?=   MPAFFECT* [4] <victim> <affect # | name> <on | off> < duration (optional) >   (wip)
s   Sneak if objtype($*) ?= <obj type number> MPAWARD <victim> <# points>  
t   Hide if objval#($*) ?= # = 0 - 7 MPTAKE  <victim> <object name | vnum>>  
u   Abel Protection if number($*) ?= <mob vnum | obj vnum>  MSP  <audio .wav file>         (!imp)
v   Charm if name($*) ?=  
w   Follow if mexists(vnum) ?=  
x   Has Scuba if oexists(vnum) ?=  
y   Resist Cold if weather($*) ?=  
z   Resist Heat if time(#)  
A   Polymorph if userid($*)[5] ?= <number>
B   Fear if isformed($*)[6]  
C   Protection from Good if spectral($*)  
D   Shadowwalk if race($*) ?= <race # | name>
E   Empowered if clan($*) ?= <clan # | name>
F   Ranged if ismist($*)  
J   Aid if age($*) ?= <number>
K   Air Shield
L   Aqualung
M   Armor
N   Barkskin
O   Battle Rage
     
P   Berserk
Q   Bless
R   Blur
S   Enlighten
T   Faerie Fire
U   Feeblemind
V   Fortify
W   Haste
X   Improved Invisiblity
Y   Intimidate
Z   Magical Vestment
0   Mirror Image
1   Night Vision
2   Peace
3   Fast Gain / Regenerate
4   Silence
5   Slow
6   Strength
7   Walk On Water
8   Weaken
9   Web

[1]
Same as MPMLOAD except the affects of the mob will pass to the mob loaded
[2]
Lets the mobile purge all objects and other mobs in the room or if a <target> is defined purge a specified object or mob in the room.

NOTE:  It can purge itself, but this had best be the last command in the MOBprogram otherwise ugly stuff will happen
[3]
See MOBProg MPSET tab for details
[4]
See MOBProg MPAFFECT tab for details
[5]
checks for a specified player UserID
[6]
checks to see if a character is polymorphed