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  <-Green Colored Fields WORK, non-colored are not implemented yet.
[MP] [victim | target] [MOBCommand] [arg1] [arg2]
NPC
MPSET NPC <victim> RACE <name | number>
MPSET NPC <victim> ATTACKS <# value> <+ / ->
MPSET NPC <victim> ATTBASIS <# %> <+ / ->
MPSET NPC <victim> ATTLESS <# %> <+ / ->
MPSET NPC <victim> SPECTYPE <#>
MPSET NPC <victim> SPECSTR <# value> <+ / ->
MPSET NPC <victim> SPECMSG1 <act string>
MPSET NPC <victim> SPECMSG2 <act string>
MPSET NPC <victim> SPECMSG3 <act string>
MPSET NPC <victim> SPECCHANCE <# %> <+ / ->
MPSET NPC <victim> SWITCHING <on | off>
MPSET NPC <victim> SWITCHMAX <# value> <+ / ->
MPSET NPC <victim> SWITCHMSG <string>
MPSET NPC <victim> GOLDSCAV <on | off>
MPSET NPC <victim> HOARDE <on | off>
MPSET NPC <victim> HOARDEROOM <room vnum>
MPSET NPC <victim> HOARDEMSG <string>
MPSET NPC <victim> AGGRESSIVE <on | off>
MPSET NPC <victim> STAYZONE <on | off>
MPSET NPC <victim> WIMPY <on | off>
MPSET NPC <victim> AGGREVIL <on | off>
MPSET NPC <victim> AGGRGOOD <on | off>
MPSET NPC <victim> AGGRNEUTRAL <on | off>
MPSET NPC <victim> HELPER <on | off>
MPSET NPC <victim> MIME <on | off>
MPSET NPC <victim> NOSLEEP <on | off>
MPSET NPC <victim> UNSEEN <on | off>
MPSET NPC <victim> AWARE <on | off>
MPSET NPC <victim> SEABOUND <on | off>
MPSET NPC <victim> MOUNTABLE <on | off>
MPSET NPC <victim> NOSUMMON <on | off>
MPSET NPC <victim> SENTINEL <on | off>
MPSET NPC <victim> NOTRACK <on | off>
MPSET NPC <victim> MAGIC <on | off>
MPSET NPC <victim> NOCHARM <on | off>
MPSET NPC <victim> SCAVENGER <on | off>
MPSET NPC <victim> NICETHIEF <on | off>
MPSET NPC <victim> HUNTER <on | off>
MPSET NPC <victim> EVILSCAV <on | off>
MPSET NPC <victim> EVILSCAVMSG <string>
MPSET NPC <victim> VENGEFUL <on | off>
MPSET NPC <victim> MEMORY <on | off>
MPSET NPC <victim> MEMORYNAME <name>
MPSET NPC <victim> SHORTDESC <string>
MPSET NPC <victim> ALIAS <string(s)>
MPSET NPC <victim> AC <# value>
MPSET NPC <victim> HITROLL <# value>
MPSET NPC <victim> DAMROLL <# value> <+ / ->
MPSET NPC <victim> PARALYSIS <# value> <+ / ->
MPSET NPC <victim> ROD <# value> <+ / ->
MPSET NPC <victim> PETRI <# value> <+ / ->
MPSET NPC <victim> BREATH <# value> <+ / ->
MPSET NPC <victim> SPELL <# value> <+ / ->
MPSET NPC <victim> BAREHANDNO <# value> <+ / ->
MPSET NPC <victim> BAREHANDSIZE <# value> <+ / ->
MPSET NPC <victim> LEVEL <# value> <+ / ->
PC
MPSET PC <victim> TITLE <string>
MPSET PC <victim> CLASS <# | name>
MPSET PC <victim> CLAN <# | name>
MPSET PC <victim> THIEF <on | off>
MPSET PC <victim> QUEST <quest #> <0/1/2/3/4>[1]
MPSET PC <victim> GOALSTATUS <goal #>[2] <on | off>
MPSET PC <victim> BANK <# value> <+ / ->
MPSET PC <victim> PKILLER <on | off>
MPSET PC <victim> SUMMON <on | off>
PC / NPC
MPSET PC | NPC <victim> NAME <string> <+ / ->
MPSET PC | NPC <victim> AGE <# value> <+ / ->
MPSET PC | NPC <victim> ALIGN <# value> <+ / ->
MPSET PC | NPC <victim> GOLD <# value> <+ / ->
MPSET PC | NPC <victim> EXPERIENCE <# value>
MPSET PC | NPC <victim> MAXHIT <# value>
MPSET PC | NPC <victim> MAXMANA <# value>
MPSET PC | NPC <victim> MAXMOVE <# value> <+ / ->
MPSET PC | NPC <victim> HIT <# value> <+ / ->
MPSET PC | NPC <victim> MANA <# value> <+ / ->
MPSET PC | NPC <victim> MOVE <# value>
MPSET PC | NPC <victim> POSITION <# value | state>
MPSET PC | NPC <victim> MASTER <name | off>
MPSET PC | NPC <victim> FOLLOWER <name | off> <+ / ->
MPSET PC | NPC <victim> STRENGTH <# value> <+ / ->
MPSET PC | NPC <victim> STRADD <# value> <+ / ->
MPSET PC | NPC <victim> INT <# value> <+ / ->
MPSET PC | NPC <victim> WIS <# value> <+ / ->
MPSET PC | NPC <victim> DEX <# value> <+ / ->
MPSET PC | NPC <victim> CON <# value>
MPSET PC | NPC <victim> SEX <# value | sex type> <+ / ->
MPSET PC | NPC <victim> DRUNK <# value> <+ / ->
MPSET PC | NPC <victim> HUNGER <# value> <+ / ->
MPSET PC | NPC <victim> THIRST <# value>
ROOM
MPSET ROOM <room vnum | here> DARK <on | off>
MPSET ROOM <room vnum | here> DEATH <on | off>
MPSET ROOM <room vnum | here> NOMOB <on | off>
MPSET ROOM <room vnum | here> INDOORS <on | off>
MPSET ROOM <room vnum | here> HOSTILE <on | off>
MPSET ROOM <room vnum | here> NORECALL <on | off>
MPSET ROOM <room vnum | here> NOSUMMON <on | off>
MPSET ROOM <room vnum | here> NOMAGIC <on | off>
MPSET ROOM <room vnum | here> TUNNEL <on | off>
MPSET ROOM <room vnum | here> PRIVATE <on | off>
MPSET ROOM <room vnum | here> GODROOM <on | off>
MPSET ROOM <room vnum | here> NOCAMP <on | off>
MPSET ROOM <room vnum | here> HOT <on | off>
MPSET ROOM <room vnum | here> COLD <on | off>
MPSET ROOM <room vnum | here> TRAVELPOINT <on | off>
MPSET ROOM <room vnum | here> NOKILL <on | off>
MPSET ROOM <room vnum | here> NOTRACK <on | off>
MPSET ROOM <room vnum | here> NOEXIT <on | off>
MPSET ROOM <room vnum | here> NOENTER <on | off>
MPSET ROOM <room vnum | here> CRASHPROOF <on | off>
MPSET ROOM <room vnum | here> WEATHER <# value | weather type>[3]
ROOM SECTOR
MPSET ROOM <room vnum | here> INSIDE <on>
MPSET ROOM <room vnum | here> CITY <on>
MPSET ROOM <room vnum | here> FIELD <on>
MPSET ROOM <room vnum | here> FOREST <on>
MPSET ROOM <room vnum | here> HILLS <on>
MPSET ROOM <room vnum | here> MOUNTAIN <on>
MPSET ROOM <room vnum | here> WATERSWIM <on>
MPSET ROOM <room vnum | here> WATERNOSWIM <on>
MPSET ROOM <room vnum | here> UNDERWATER <on>
MPSET ROOM <room vnum | here> UNDERWATERDEEP <on>
MPSET ROOM <room vnum | here> BOTTOMLESS <on>
MPSET ROOM <room vnum | here> VERTICAL <on>
MPSET ROOM <room vnum | here> ICE <on>
MPSET ROOM <room vnum | here> JUNGLE <on>
MPSET ROOM <room vnum | here> DENSEJUNGLE <on>
MPSET ROOM <room vnum | here> LIGHTJUNGLE <on>
MPSET ROOM <room vnum | here> DENSEFOREST <on>
MPSET ROOM <room vnum | here> LIGHTFOREST <on>
EXIT OPTIONS
MPSET DIR <room vnum | here> nodoor <exit direction>
MPSET DIR <room vnum | here> isdoor <exit direction>
MPSET DIR <room vnum | here> pickproof <exit direction>
MPSET DIR <room vnum | here> mediumpick <exit direction>
MPSET DIR <room vnum | here> hardpick <exit direction>
MPSET DIR <room vnum | here> closed <exit direction>
MPSET DIR <room vnum | here> locked <exit direction>
MPSET DIR <room vnum | here> noflee <exit direction>
MPSET DIR <room vnum | here> nopeek <exit direction>
MPSET DIR <room vnum | here> nopass <exit direction>
MPSET DIR <room vnum | here> nodrag <exit direction>
MPSET DIR <room vnum | here> secret <exit direction>
MPSET DIR <room vnum | here> rotate <exit direction>
MPSET DIR <room vnum | here> doorkeyword[4] <exit direction> <keyword(s)>
MPSET DIR <room vnum | here> exitvnum[5] <exit direction> <room vnum>
MPSET DIR <room vnum | here> doorkeyvnum[6] <exit direction> <key vnum>

[1]
0 – Unoffered
1 - Offered
2 – Current
3 – Completed
4 – Revoked
[2]
-1 < goal < 33
[3]
0 – Cloudless
1 – Cloudy
2 – Rainy
3 – Lightning
[4]
EXAMPLE:
mpset dir here doorkeyword north door trap board plank
-- You will be able to open the door to the north with one of the following keywords 'door trap board plank'
[5]
EXAMPLE:
mpset dir here exitvnum north 1204
--  this creates an exit to room 1204 from the room the mob is in.
[6]
EXAMPLE:
mpset dir here doorkeyvnum north 1200
-- The door to the north will now. Use the key vnum 1200.