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		<center><table width=90% cellpadding=10 cellspacing=0 border=1 bordercolor=gray><tr><td width=100% colspan=2 bgcolor=#DFDFDF align=left> 
		<h1>Behaviors Reference</h1>
		<h2> CoffeeMud 5.9 </h2>
		</td></tr><tr><td width=20% valign=top align=left>
		<a href="affbehav.html"><B>Properties/Affects</B></a><BR>
		<B>Behaviors</B><BR>
		<ul>
			
			
				<li><a href="#ActiveTicker">ActiveTicker</a>
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				<li><a href="#Aggressive">Aggressive</a>
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				<li><a href="#AlignHelper">AlignHelper</a>
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				<li><a href="#AntiVagrant">AntiVagrant</a>
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				<li><a href="#Arrest">Arrest</a>
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				<li><a href="#Bardness">Bardness</a>
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				<li><a href="#Beggar">Beggar</a>
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				<li><a href="#BribeGateGuard">BribeGateGuard</a>
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				<li><a href="#BrotherHelper">BrotherHelper</a>
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				<li><a href="#ClanHelper">ClanHelper</a>
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				<li><a href="#Clericness">Clericness</a>
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				<li><a href="#CombatAbilities">CombatAbilities</a>
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				<li><a href="#CombatAssister">CombatAssister</a>
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				<li><a href="#CommonSpeaker">CommonSpeaker</a>
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				<li><a href="#Concierge">Concierge</a>
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				<li><a href="#Conquerable">Conquerable</a>
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				<li><a href="#CorpseEater">CorpseEater</a>
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				<li><a href="#CorpseLooter">CorpseLooter</a>
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				<li><a href="#Decay">Decay</a>
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				<li><a href="#DelayedTransporter">DelayedTransporter</a>
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				<li><a href="#DoorwayGuardian">DoorwayGuardian</a>
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				<li><a href="#Drowness">Drowness</a>
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				<li><a href="#Druidness">Druidness</a>
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				<li><a href="#Emoter">Emoter</a>
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				<li><a href="#EvilExecutioner">EvilExecutioner</a>
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				<li><a href="#FaithHelper">FaithHelper</a>
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				<li><a href="#FasterRecovery">FasterRecovery</a>
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				<li><a href="#FieryRoom">FieryRoom</a>
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				<li><a href="#Fighterness">Fighterness</a>
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				<li><a href="#FightFlee">FightFlee</a>
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				<li><a href="#Follower">Follower</a>
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				<li><a href="#GateGuard">GateGuard</a>
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				<li><a href="#GetsAllEquipped">GetsAllEquipped</a>
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				<li><a href="#GoldLooter">GoldLooter</a>
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				<li><a href="#GoodExecutioner">GoodExecutioner</a>
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				<li><a href="#GoodGuardian">GoodGuardian</a>
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				<li><a href="#Guard">Guard</a>
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				<li><a href="#Healer">Healer</a>
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				<li><a href="#Hireling">Hireling</a>
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				<li><a href="#InstantDeath">InstantDeath</a>
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				<li><a href="#ItemGenerator">ItemGenerator</a>
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				<li><a href="#ItemIdentifier">ItemIdentifier</a>
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				<li><a href="#ItemMender">ItemMender</a>
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				<li><a href="#ItemRefitter">ItemRefitter</a>
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				<li><a href="#LinkedWeather">LinkedWeather</a>
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				<li><a href="#Mageness">Mageness</a>
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				<li><a href="#Mime">Mime</a>
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				<li><a href="#MOBEater">MOBEater</a>
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				<li><a href="#MOBHelper">MOBHelper</a>
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				<li><a href="#MOBHunter">MOBHunter</a>
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				<li><a href="#Mobile">Mobile</a>
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				<li><a href="#MobileAggressive">MobileAggressive</a>
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				<li><a href="#MobileGoodGuardian">MobileGoodGuardian</a>
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				<li><a href="#MOBReSave">MOBReSave</a>
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				<li><a href="#MOBTeacher">MOBTeacher</a>
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				<li><a href="#MoneyChanger">MoneyChanger</a>
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				<li><a href="#MovingRoom">MovingRoom</a>
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				<li><a href="#MudChat">MudChat</a>
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				<li><a href="#Nanny">Nanny</a>
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				<li><a href="#NastyAbilities">NastyAbilities</a>
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				<li><a href="#NiceAbilities">NiceAbilities</a>
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				<li><a href="#NoCombatAssist">NoCombatAssist</a>
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				<li><a href="#ObjectGuardian">ObjectGuardian</a>
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				<li><a href="#Patroller">Patroller</a>
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				<li><a href="#PlayerHelper">PlayerHelper</a>
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				<li><a href="#PokerDealer">PokerDealer</a>
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				<li><a href="#ProtectedCitizen">ProtectedCitizen</a>
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				<li><a href="#ProtectedCitizens">ProtectedCitizens</a>
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				<li><a href="#PuddleMaker">PuddleMaker</a>
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				<li><a href="#QuestChat">QuestChat</a>
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				<li><a href="#QuestTracker">QuestTracker</a>
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				<li><a href="#RaceHelper">RaceHelper</a>
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				<li><a href="#RandomItems">RandomItems</a>
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				<li><a href="#RandomMonsters">RandomMonsters</a>
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				<li><a href="#RandomTeleporter">RandomTeleporter</a>
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				<li><a href="#RandomTraps">RandomTraps</a>
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				<li><a href="#ResetWhole">ResetWhole</a>
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				<li><a href="#ResourceOverride">ResourceOverride</a>
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				<li><a href="#ROMGangMember">ROMGangMember</a>
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				<li><a href="#ROMPatrolman">ROMPatrolman</a>
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				<li><a href="#Scavenger">Scavenger</a>
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				<li><a href="#Scriptable">Scriptable</a>
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				<li><a href="#ScriptableEverymob">ScriptableEverymob</a>
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				<li><a href="#Sounder">Sounder</a>
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				<li><a href="#StdBehavior">StdBehavior</a>
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				<li><a href="#TargetPlayer">TargetPlayer</a>
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				<li><a href="#TaxCollector">TaxCollector</a>
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				<li><a href="#TaxiBehavior">TaxiBehavior</a>
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				<li><a href="#Thiefness">Thiefness</a>
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				<li><a href="#Vagrant">Vagrant</a>
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				<li><a href="#VeryAggressive">VeryAggressive</a>
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				<li><a href="#WaterCurrents">WaterCurrents</a>
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				<li><a href="#WeatherAffects">WeatherAffects</a>
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				<li><a href="#Wimpy">Wimpy</a>
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				<li><a href="#WimpyAggressive">WimpyAggressive</a>
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		</ul>
		</td><td valign=top align=left>
			
			
			<p>
			<a name="ActiveTicker"><B>ActiveTicker</B></a>
			<pre>Behavior   : ActiveTicker<BR>Targets    : MOBs<BR>Parameters : <BR>Example    : <BR>Description: <BR>A base class for mobile type behaviors.  Do not use.</pre>
			</P>
			
			<p>
			<a name="Aggressive"><B>Aggressive</B></a>
			<pre>Behavior   : Aggressive<BR>Targets    : MOBs<BR>Parameters : aggression flags (MESSAGE=[msg]) aggression masks<BR>Example    : +elf -fighter<BR>Example    : message="All must die!!" -elf +fighter<BR>Example    : MOBKILL MISBEHAVE +elf -fighter<BR>Description: <BR>Makes the mob attack any player mob it can detect in the same room, from the<BR>moment the new mob enters.  Horribly wounded mobs are not aggressive. Mobs will<BR>also not be aggressive towards Archons and builders with the CMDMOBS security<BR>flag. If no other parameters are given, the mob will attack anyone. Valid<BR>aggressive masks include:  <BR>message=[msg] something for the mob to say whenever he's fixing to attack<BR>delay=x (makes the mob delay x ticks before looking for a victim) <BR>mobkill (makes this behavior attack mobs as well as players) <BR>misbehave (makes this mob attack even when wounded or a follower) <BR>+SYSOP (allow archons to bypass the rules)<BR>-SYSOP (always spare archons)<BR>+SUBOP (allow local-room area staff to bypass the rules)<BR>-SUBOP (always spare local-room area staff)<BR>-PLAYER (spare all players)<BR>-MOB (spare all mobs/npcs)<BR>-CLASS  (spare all classes)<BR>-CLASS +thief +mage +ranger (create exceptions)<BR>-BASECLASS  (spare all base classes)<BR>-BASECLASS +thief +mage +ranger (create exceptions)<BR>-thief -mage  -ranger (spare only listed classes)<BR>-RACE (spare all races)<BR>-RACE +elf +dwarf +human +half +gnome (create exceptions)<BR>-elf -dwarf -human -half -gnome (spare only listed races)<BR>-RACECAT (spare all racial categories)<BR>-RACECAT +elf +insect +humanoid +canine +gnome (create exceptions)<BR>+RACECAT (do not spare all racial categories)<BR>+RACECAT -elf -insect -humanoid -canine -gnome (create exceptions)<BR>-ALIGNMENT (spare all alignments)<BR>-ALIGNMENT +evil +good +neutral (create exceptions)<BR>-evil -good -neutral (spare only listed alignments)<BR>-GENDER (spare all genders)<BR>-GENDER +male +female +neuter (create exceptions)<BR>-male -female -neuter (spare only listed genders)<BR>-FACTION (spare all faction and values, even a lack of faction)<BR>-FACTION +myfactionrange +faction.rangename (create exceptions)<BR>-rangename -faction.rangename (spare only faction range named)<BR>-TATTOOS (spare all tattoos, even a lack of a tattoo)<BR>-TATTOOS +mytatto +thistattoo +anytattoo etc..  (create exceptions)<BR>+TATTOOS (do not spare any or no tattoos)<BR>+TATTOOS -mytattoo -anytatto, etc.. (create exceptions)<BR>-EXPERTISES (spare all expertises, even a lack of a edus)<BR>-EXPERTISES +myedu +thisedu +anyedu etc..  (create exceptions)<BR>+EXPERTISES (do not spare any or no expertises)<BR>+EXPERTISES -myedu -anyedu, etc.. (create exceptions)<BR>-SECURITY (spare all security flags, even a lack of a security flag)<BR>-SECURITY +cmdrooms +area cmditems etc..  (create exceptions)<BR>+SECURITY (do not spare any or no security flags)<BR>+SECURITY -cmdrooms +area cmditems, etc.. (create exceptions)<BR>-MOOD +grumpy +normal (spare all except those with given moods)<BR>+MOOD -grumpy -normal (spare only those with subtracted moods)<BR>-LEVEL (spare all levels)<BR>-LEVEL +=1 +>5 +>=7 +&lt;13 +&lt;=20 (create exceptions)<BR>-=1 ->5 ->=7 -&lt;13 -&lt;=20 (spare only listed levels range)<BR>-NAMES (spare everyone)<BR>-NAMES +bob "+my name" etc.. (create name exceptions)<BR>+NAMES (do not spare anyone who has a name)<BR>+NAMES -bob "-my name" etc.. (create name exceptions)<BR>-CLASSLEVEL  (spare all current class levels)<BR>-CLASSLEVEL +=1 +>5 +>=7 +&lt;13 +&lt;=20 (create exceptions)<BR>-MAXCLASSLEVEL  (spare all max class levels)<BR>-MAXCLASSLEVEL +=1 +>5 +>=7 +&lt;13 +&lt;=20 (create exceptions)<BR>-CLAN (spare everyone, even no clan)<BR>-CLAN +Killers "+Holy Avengers" etc.. (create clan exceptions)<BR>+CLAN (do not spare anyone, even non clan people)<BR>+CLAN -Killers "-Holy Avengers" etc.. (create clan exceptions)<BR>-DEITY (spare anyone, even no deity)<BR>-DEITY +Apollo "+Grothon The Great" etc.. (create deity exceptions)<BR>+DEITY (do not spare anyone, even non deity worshipping people)<BR>+DEITY -Apollo "-rothon The Great" etc.. (create deity exceptions)<BR>-ANYCLASS (spare all multi-class combinations)<BR>-ANYCLASS +thief +mage +ranger (exceptions, allow any class)<BR>+ANYCLASS (do not spare all multi-class combinations)<BR>+ANYCLASS -thief -mage -ranger (exceptions, disallow any class)<BR>-ANYCLASSLEVEL (spare all multi-class level combinations)<BR>-ANYCLASSLEVEL +thief +>5 +mage +&lt;10 +ranger +=5 (exceptions)<BR>+ANYCLASSLEVEL (do not spare all multi-class combinations)<BR>+ANYCLASSLEVEL -thief ->5 -mage -&lt;10 -ranger -=5 (exceptions)<BR>-STR X (spare those with strength greater than X)<BR>+STR X (spare those with strength less than X)<BR>-INT X (spare those with intelligence greater than X)<BR>+INT X (spare those with intelligence less than X)<BR>-WIS X (spare those with wisdom greater than X)<BR>+WIS X (spare those with wisdom less than X)<BR>-CON X (spare those with constitution greater than X)<BR>+CON X (spare those with constitution less than X)<BR>-CHA X (spare those with charisma greater than X)<BR>+CHA X (spare those with charisma less than X)<BR>-DEX X (spare those with dexterity greater than X)<BR>+DEX X (spare those with dexterity less than X)<BR>+-ADJSTR...ADJCON (Same as above, but uses current values)<BR>-GROUPSIZE X (spare those in groups larger than X)<BR>+GROUPSIZE X (spare those in groups smaller than X)<BR>-AREA (spare in all areas)<BR>-AREA "+my areaname" etc.. (create exceptions)<BR>+AREA (do not spare any areas)<BR>+AREA "-my areaname" etc.. (create exceptions)<BR>-HOME (spare in all home/beacon areas)<BR>-HOME "+my home/beacon areaname" etc.. (create exceptions)<BR>+HOME (do not spare any home/beacon areas)<BR>+HOME "-my home/beacon areaname" etc.. (create exceptions)<BR>-ITEM "+item name" etc... (spare only those with an item name)<BR>-WORN "+item name" etc... (spare only those wearing item name)<BR>-EFFECTS (spare everyone, even no effects)<BR>-EFFECTS +Sleep "+Wood Chopping" etc.. (create name exceptions)<BR>+EFFECTS (do not spare anyone, even non effected people)<BR>+EFFECTS -Sleep "-Wood Chopping" etc.. (create name exceptions)<BR>-SKILLS (spare everyone, even those with no skill)<BR>-SKILLS +Spell_Sleep(75) etc.. (create exceptions with proficiency)<BR>+SKILLS (do not spare anyone, even non skilled people)<BR>+SKILLS -Spell_Sleep(75) etc.. (create exceptions with proficiency)<BR>-MATERIAL "+WOODEN" etc.. (spare only items of added materials)<BR>+MATERIAL "-WOODEN" etc.. (Do not spare items of -materials)<BR>-RESOURCES "+OAK" etc.. (spare only items of added resources)<BR>+RESOURCES "-OAK" etc.. (Do not spare items of -resources)<BR>-JAVACLASS "+GENMOB" etc.. (spare only objects of +java class)<BR>+JAVACLASS "-GENITEM" etc.. (Do not spare objs of -classes)<BR>-ABILITY X (spare those with magical ability less than X)<BR>+ABILITY X (spare those with magical ability greater than X)<BR>-IF &lt;CONDITION> (spare, unless they meet Scriptable conditions)<BR>+IF &lt;CONDITION> (never spare anyone who meets Scriptable cond)<BR>-VALUE X (spare those with value or money less than X)<BR>+VALUE X (spare those with value or money greater than X)<BR>-WEIGHT X (spare those weighing less than X)<BR>+WEIGHT X (spare those weighing more than X)<BR>-ARMOR X (spare those with armor bonus less than X)<BR>+ARMOR X (spare those with armor bonus more than X)<BR>-DAMAGE X (spare those with damage bonus less than X)<BR>+DAMAGE X (spare those with damage bonus more than X)<BR>-ATTACK X (spare those with attack bonus less than X)<BR>+ATTACK X (spare those with attack bonus more than X)<BR>-WORNON "+TORSO" etc.. (spare only items wearable on +locations)<BR>+WORNON "-NECK" etc.. (Do not spare items wearable on -locations)<BR>-DISPOSITION "+ISHIDDEN" etc.. (spare only with +dispositions)<BR>+DISPOSITION "-ISHIDDEN" etc.. (Do not spare only with sub disp)<BR>-SENSES "+CANSEEDARK" etc.. (spare only those with +senses)<BR>+SENSES "-CANSEEDARK" etc.. (Do not spare those with -senses)<BR>-HOUR +X (spare always, unless the hour is X)<BR>+HOUR -X (spare those only when the hour is X)<BR>-SEASON +FALL (spare those only when season is FALL)<BR>+SEASON -SPRING (spare those whenever the season is SPRING)<BR>-MONTH +X (spare those only when month number is X)<BR>+MONTH -X (spare those whenever the month number is X)<BR>-DAY +X (spare those only when day number is X)<BR>+DAY -X (spare those whenever the day number is X)<BR>-WEATHER +DROUGHT (spare those only when weather is DROUGHT)<BR>+WEATHER -BLIZZARD (spare those whenever the weather is BLIZZARD)<BR>-QUESTWIN "+MY QUEST" (spare those who have not my MY QUEST)<BR>+QUESTWIN "-MY QUEST" (spare those who have won MY QUEST)<BR>-SKILLFLAG (spare everyone, even those with no skills)<BR>-SKILLFLAG +ENCHANTMENT etc.. (create exceptions to -skillflag)<BR>+SKILLFLAG (do not spare anyone, even non skilled people)<BR>+SKILLFLAG -ENCHANTMENT etc.. (create exceptions to +skillflag)<BR>-ACCCHIEVES (spare all Account achievements, even a lack of a achievements)<BR>-ACCCHIEVES +mytatto +thistattoo +anytattoo etc..  (create exceptions)<BR>+ACCCHIEVES (do not spare any or no Account achievements)<BR>+ACCCHIEVES -mytattoo -anytatto, etc.. (create exceptions)<BR>-CHANCE 50 (spare the given % of the time)<BR> </pre>
			</P>
			
			<p>
			<a name="AlignHelper"><B>AlignHelper</B></a>
			<pre>Behavior   : AlignHelper<BR>Targets    : MOBs<BR>Parameters : <BR>Example    : <BR>Description: <BR>Joins a fight on the side of anyone who is the same alignment as the mob. </pre>
			</P>
			
			<p>
			<a name="AntiVagrant"><B>AntiVagrant</B></a>
			<pre>Behavior   : AntiVagrant<BR>Targets    : MOBs<BR>Parameters : min, max ticks, a percent chance, anywhere and/or kickout flag<BR>Example    : min=2 max=3 chance=99<BR>Example    : min=2 max=3 chance=99 KICKOUT<BR>Example    : min=2 max=3 chance=75 ANYWHERE<BR>Example    : min=2 max=3 chance=75 ANYWHERE KICKOUT<BR>Description: <BR>Wakes up any MOB that is sleeping on a CityStreet type locale.  Will also stand<BR>up anyone sitting on a city street.  The locale type can be overridden by<BR>including the ANYWHERE flag.  You may also get the person kicked out of the<BR>current room by using the KICKOUT flag.  All of the parameters are optional.</pre>
			</P>
			
			<p>
			<a name="Arrest"><B>Arrest</B></a>
			<pre>Behavior   : Arrest<BR>Targets    : Areas<BR>Parameters : (/CUSTOM/[FILENAME])(;[LAW KEY]=[LAW VALUE] ...)<BR>Example    : <BR>Example    : custom<BR>Example    : laws_mycity.ini<BR>Example    : custom;JUDGE="justice judge" OFFICERS="cityguard police"<BR>Description: <BR>This powerful behavior allows you to set up the enforcement of laws inside of a<BR>city. The only parameter is the name of an ini file in the resources directory.<BR> If left blank, the default laws.ini file will be used.  The ini file specifies<BR>the judges, enforcement mobs, the laws and their punishments, and the location<BR>of jails.  The messages seen by the criminals is also contained therein.  The<BR>word custom may also be placed in the parameters in order to make the area laws<BR>changable using either a StdLawBook or a GenLawBook.</pre>
			</P>
			
			<p>
			<a name="Bardness"><B>Bardness</B></a>
			<pre>Behavior   : Bardness<BR>Targets    : MOBs<BR>Parameters : (SUBCLASS NAME) (PROFICIENT) (NOSTATS) (NOCOMBATSTAT)<BR>Parameters : (OFFENSIVE,DEFENSIVE,MIXEDOFFENSIVE,MIXEDDEFENSIVE)<BR>Example    : <BR>Example    : Bard<BR>Example    : Dancer MIXEDOFFENSIVE<BR>Description: <BR>An extension of CombatAbilities, this behavior makes the mob a Bard by class,<BR>and gives the mob bard songs appropriate to its level.  After this behavior has<BR>triggered, it will often require a RESET for any level changes to the mob to<BR>take over. <BR>Use the proficient flag to make all skills at 100% instead of level-based. Use<BR>the offensive/.../mixeddefensive flags to influence skill choices. This<BR>behavior should not be used WITH any of the other CombatAbilities behaviors,<BR>such as Fighterness, Thiefness, Mageness, Clericness, Druidness, or<BR>CombatAbilities. It should be used alone on a mob.<BR>Also, be aware that this behavior will modify the mobs stats to better reflect<BR>the class, so any additions or removals of this behavior should be accompanied<BR>by a room reset after saving, and manually checking to make sure the combat<BR>stats are as desired.</pre>
			</P>
			
			<p>
			<a name="Beggar"><B>Beggar</B></a>
			<pre>Behavior   : Beggar<BR>Targets    : MOBs<BR>Parameters : <BR>Example    : <BR>Description: <BR>The mob with this behavior will beg for money from players, and say thank you<BR>when rewarded.</pre>
			</P>
			
			<p>
			<a name="BribeGateGuard"><B>BribeGateGuard</B></a>
			<pre>Behavior   : BribeGateGuard<BR>Targets    : MOBs<BR>Parameters : Price of entry, Gate System<BR>Example    : price=5 gates=Avalon<BR>Description: <BR>The mob will work akin to a gate guard, but you have to have at least the price<BR>on your tab for the guard to open it (or let you open it from that side) Any<BR>payment made over the price is retained, in a manner akin to a bank chain, so<BR>if any other guards are in the same Gate System, they will all use the same<BR>tab.  DO NOT put one on each side - unlike Gate Guards, these guys don't play<BR>well with others. If you want players to be able to sneak by them, merely make<BR>sure they can't see sneaking or invis - whichever.  The hiding player will have<BR>to wait for another player to get the door open to sneak through.</pre>
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			<p>
			<a name="BrotherHelper"><B>BrotherHelper</B></a>
			<pre>Behavior   : BrotherHelper<BR>Targets    : MOBs<BR>Parameters : optional max fighters, nameonly flag<BR>Example    : <BR>Example    : 5<BR>Example    : 5 nameonly<BR>Description: <BR>Joins a fight on the side of an identical mob, or a mob from the same starting<BR>room.  You may optionally specify the maximum number of brothers who may<BR>assault a single target.  You may also put the word nameonly to not utilize the<BR>"same starting room" criteria.  <BR><BR>This behavior works differently on official legal enforcers specified by an<BR>Arrest or Conquerable behavior.  Legal enforcers will only trigger this<BR>behavior if he is coming to the aid of another legal official, or if he is sure<BR>that he is not coming to the aid of an aggressive mob.</pre>
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			<p>
			<a name="ClanHelper"><B>ClanHelper</B></a>
			<pre>Behavior   : ClanHelper<BR>Targets    : MOBs<BR>Parameters : Clan to make this mob a member of<BR>Example    : McElvy<BR>Description: <BR>Joins a fight on the side of a mob of the same clan as specified in the<BR>parameters.</pre>
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			<p>
			<a name="Clericness"><B>Clericness</B></a>
			<pre>Behavior   : Clericness<BR>Targets    : MOBs<BR>Parameters : (SUBCLASS NAME) (PROFICIENT) (NOSTATS) (NOCOMBATSTAT)<BR>Parameters : (OFFENSIVE,DEFENSIVE,MIXEDOFFENSIVE,MIXEDDEFENSIVE)<BR>Example    : <BR>Example    : Templar<BR>Example    : Doomsayer OFFENSIVE<BR>Description: <BR>An extension of CombatAbilities, this behavior makes the mob a Cleric by class,<BR>and gives the mob clerical prayers appropriate to its alignment and level. <BR>After this behavior has triggered, it will often require a RESET for any<BR>alignment or level changes to the mob to take over. <BR>Use the proficient flag to make all skills at 100% instead of level-based. Use<BR>the offensive/.../mixeddefensive flags to influence skill choices. This<BR>behavior should not be used WITH any of the other CombatAbilities behaviors,<BR>such as Fighterness, Thiefness, Mageness, Clericness, Druidness, or<BR>CombatAbilities. It should be used alone on a mob. <BR>Also, be aware that this behavior will modify the mobs stats to better reflect<BR>the class, so any additions or removals of this behavior should be accompanied<BR>by a room reset after saving, and manually checking to make sure the combat<BR>stats are as desired.</pre>
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			<p>
			<a name="CombatAbilities"><B>CombatAbilities</B></a>
			<pre>Behavior   : CombatAbilities<BR>Targets    : MOBs<BR>Parameters : (as derived class) and +SKILLID -SKILLID<BR>Example    : (as derived class) -Spell_Sleep<BR>Description: <BR>Gives the mob the urge to use their skills, spells, prayers, songs, and other<BR>abilities during combat. <BR>This behavior should not be used WITH any of the other CombatAbilities<BR>behaviors, such as Fighterness, Thiefness, Mageness, Clericness, Druidness, or<BR>CombatAbilities. It should be used alone on a mob.<BR><BR>The parameters are as described in one of the derived classes, but in addition,<BR>you can also specify the IDs of certain skills that the behavior will either be<BR>allowed to be used in combat even if it is not normally allowed, or be<BR>disallowed to be used in combat even if the mob has the skill and it would<BR>normally be allowed, depending on whether the ID is preceded by + or -.</pre>
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			<p>
			<a name="CombatAssister"><B>CombatAssister</B></a>
			<pre>Behavior   : CombatAssister<BR>Targets    : MOBs<BR>Parameters : mask of mobs to assist<BR>Example    : -RACE +Elf<BR>Example    : -NAME "+My Buddies"<BR>Example    : -CLANS "+My Clan"<BR>Description: <BR>The mob with this behavior will come to the defence of any other mob which is<BR>attacked in its presence and meets the mask defined above.  <BR>Valid masks include: <BR>+SYSOP (allow archons to bypass the rules)<BR>-SYSOP (always ignore archons)<BR>+SUBOP (allow local-room area staff to bypass the rules)<BR>-SUBOP (always ignore local-room area staff)<BR>-PLAYER (ignore all players)<BR>-MOB (ignore all mobs/npcs)<BR>-CLASS  (ignore all classes)<BR>-CLASS +thief +mage +ranger (create exceptions)<BR>-BASECLASS  (ignore all base classes)<BR>-BASECLASS +thief +mage +ranger (create exceptions)<BR>-thief -mage  -ranger (ignore only listed classes)<BR>-RACE (ignore all races)<BR>-RACE +elf +dwarf +human +half +gnome (create exceptions)<BR>-elf -dwarf -human -half -gnome (ignore only listed races)<BR>-RACECAT (ignore all racial categories)<BR>-RACECAT +elf +insect +humanoid +canine +gnome (create exceptions)<BR>+RACECAT (do not ignore all racial categories)<BR>+RACECAT -elf -insect -humanoid -canine -gnome (create exceptions)<BR>-ALIGNMENT (ignore all alignments)<BR>-ALIGNMENT +evil +good +neutral (create exceptions)<BR>-evil -good -neutral (ignore only listed alignments)<BR>-GENDER (ignore all genders)<BR>-GENDER +male +female +neuter (create exceptions)<BR>-male -female -neuter (ignore only listed genders)<BR>-FACTION (ignore all faction and values, even a lack of faction)<BR>-FACTION +myfactionrange +faction.rangename (create exceptions)<BR>-rangename -faction.rangename (ignore only faction range named)<BR>-TATTOOS (ignore all tattoos, even a lack of a tattoo)<BR>-TATTOOS +mytatto +thistattoo +anytattoo etc..  (create exceptions)<BR>+TATTOOS (do not ignore any or no tattoos)<BR>+TATTOOS -mytattoo -anytatto, etc.. (create exceptions)<BR>-EXPERTISES (ignore all expertises, even a lack of a edus)<BR>-EXPERTISES +myedu +thisedu +anyedu etc..  (create exceptions)<BR>+EXPERTISES (do not ignore any or no expertises)<BR>+EXPERTISES -myedu -anyedu, etc.. (create exceptions)<BR>-SECURITY (ignore all security flags, even a lack of a security flag)<BR>-SECURITY +cmdrooms +area cmditems etc..  (create exceptions)<BR>+SECURITY (do not ignore any or no security flags)<BR>+SECURITY -cmdrooms +area cmditems, etc.. (create exceptions)<BR>-MOOD +grumpy +normal (ignore all except those with given moods)<BR>+MOOD -grumpy -normal (ignore only those with subtracted moods)<BR>-LEVEL (ignore all levels)<BR>-LEVEL +=1 +>5 +>=7 +&lt;13 +&lt;=20 (create exceptions)<BR>-=1 ->5 ->=7 -&lt;13 -&lt;=20 (ignore only listed levels range)<BR>-NAMES (ignore everyone)<BR>-NAMES +bob "+my name" etc.. (create name exceptions)<BR>+NAMES (do not ignore anyone who has a name)<BR>+NAMES -bob "-my name" etc.. (create name exceptions)<BR>-CLASSLEVEL  (ignore all current class levels)<BR>-CLASSLEVEL +=1 +>5 +>=7 +&lt;13 +&lt;=20 (create exceptions)<BR>-MAXCLASSLEVEL  (ignore all max class levels)<BR>-MAXCLASSLEVEL +=1 +>5 +>=7 +&lt;13 +&lt;=20 (create exceptions)<BR>-CLAN (ignore everyone, even no clan)<BR>-CLAN +Killers "+Holy Avengers" etc.. (create clan exceptions)<BR>+CLAN (do not ignore anyone, even non clan people)<BR>+CLAN -Killers "-Holy Avengers" etc.. (create clan exceptions)<BR>-DEITY (ignore anyone, even no deity)<BR>-DEITY +Apollo "+Grothon The Great" etc.. (create deity exceptions)<BR>+DEITY (do not ignore anyone, even non deity worshipping people)<BR>+DEITY -Apollo "-rothon The Great" etc.. (create deity exceptions)<BR>-ANYCLASS (ignore all multi-class combinations)<BR>-ANYCLASS +thief +mage +ranger (exceptions, allow any class)<BR>+ANYCLASS (do not ignore all multi-class combinations)<BR>+ANYCLASS -thief -mage -ranger (exceptions, disallow any class)<BR>-ANYCLASSLEVEL (ignore all multi-class level combinations)<BR>-ANYCLASSLEVEL +thief +>5 +mage +&lt;10 +ranger +=5 (exceptions)<BR>+ANYCLASSLEVEL (do not ignore all multi-class combinations)<BR>+ANYCLASSLEVEL -thief ->5 -mage -&lt;10 -ranger -=5 (exceptions)<BR>-STR X (ignore those with strength greater than X)<BR>+STR X (ignore those with strength less than X)<BR>-INT X (ignore those with intelligence greater than X)<BR>+INT X (ignore those with intelligence less than X)<BR>-WIS X (ignore those with wisdom greater than X)<BR>+WIS X (ignore those with wisdom less than X)<BR>-CON X (ignore those with constitution greater than X)<BR>+CON X (ignore those with constitution less than X)<BR>-CHA X (ignore those with charisma greater than X)<BR>+CHA X (ignore those with charisma less than X)<BR>-DEX X (ignore those with dexterity greater than X)<BR>+DEX X (ignore those with dexterity less than X)<BR>+-ADJSTR...ADJCON (Same as above, but uses current values)<BR>-GROUPSIZE X (ignore those in groups larger than X)<BR>+GROUPSIZE X (ignore those in groups smaller than X)<BR>-AREA (ignore in all areas)<BR>-AREA "+my areaname" etc.. (create exceptions)<BR>+AREA (do not ignore any areas)<BR>+AREA "-my areaname" etc.. (create exceptions)<BR>-HOME (ignore in all home/beacon areas)<BR>-HOME "+my home/beacon areaname" etc.. (create exceptions)<BR>+HOME (do not ignore any home/beacon areas)<BR>+HOME "-my home/beacon areaname" etc.. (create exceptions)<BR>-ITEM "+item name" etc... (ignore only those with an item name)<BR>-WORN "+item name" etc... (ignore only those wearing item name)<BR>-EFFECTS (ignore everyone, even no effects)<BR>-EFFECTS +Sleep "+Wood Chopping" etc.. (create name exceptions)<BR>+EFFECTS (do not ignore anyone, even non effected people)<BR>+EFFECTS -Sleep "-Wood Chopping" etc.. (create name exceptions)<BR>-SKILLS (ignore everyone, even those with no skill)<BR>-SKILLS +Spell_Sleep(75) etc.. (create exceptions with proficiency)<BR>+SKILLS (do not ignore anyone, even non skilled people)<BR>+SKILLS -Spell_Sleep(75) etc.. (create exceptions with proficiency)<BR>-MATERIAL "+WOODEN" etc.. (ignore only items of added materials)<BR>+MATERIAL "-WOODEN" etc.. (Do not ignore items of -materials)<BR>-RESOURCES "+OAK" etc.. (ignore only items of added resources)<BR>+RESOURCES "-OAK" etc.. (Do not ignore items of -resources)<BR>-JAVACLASS "+GENMOB" etc.. (ignore only objects of +java class)<BR>+JAVACLASS "-GENITEM" etc.. (Do not ignore objs of -classes)<BR>-ABILITY X (ignore those with magical ability less than X)<BR>+ABILITY X (ignore those with magical ability greater than X)<BR>-IF &lt;CONDITION> (ignore, unless they meet Scriptable conditions)<BR>+IF &lt;CONDITION> (never ignore anyone who meets Scriptable cond)<BR>-VALUE X (ignore those with value or money less than X)<BR>+VALUE X (ignore those with value or money greater than X)<BR>-WEIGHT X (ignore those weighing less than X)<BR>+WEIGHT X (ignore those weighing more than X)<BR>-ARMOR X (ignore those with armor bonus less than X)<BR>+ARMOR X (ignore those with armor bonus more than X)<BR>-DAMAGE X (ignore those with damage bonus less than X)<BR>+DAMAGE X (ignore those with damage bonus more than X)<BR>-ATTACK X (ignore those with attack bonus less than X)<BR>+ATTACK X (ignore those with attack bonus more than X)<BR>-WORNON "+TORSO" etc.. (ignore only items wearable on +locations)<BR>+WORNON "-NECK" etc.. (Do not ignore items wearable on -locations)<BR>-DISPOSITION "+ISHIDDEN" etc.. (ignore only with +dispositions)<BR>+DISPOSITION "-ISHIDDEN" etc.. (Do not ignore only with sub disp)<BR>-SENSES "+CANSEEDARK" etc.. (ignore only those with +senses)<BR>+SENSES "-CANSEEDARK" etc.. (Do not ignore those with -senses)<BR>-HOUR +X (ignore always, unless the hour is X)<BR>+HOUR -X (ignore those only when the hour is X)<BR>-SEASON +FALL (ignore those only when season is FALL)<BR>+SEASON -SPRING (ignore those whenever the season is SPRING)<BR>-MONTH +X (ignore those only when month number is X)<BR>+MONTH -X (ignore those whenever the month number is X)<BR>-DAY +X (ignore those only when day number is X)<BR>+DAY -X (ignore those whenever the day number is X)<BR>-WEATHER +DROUGHT (ignore those only when weather is DROUGHT)<BR>+WEATHER -BLIZZARD (ignore those whenever the weather is BLIZZARD)<BR>-QUESTWIN "+MY QUEST" (ignore those who have not my MY QUEST)<BR>+QUESTWIN "-MY QUEST" (ignore those who have won MY QUEST)<BR>-SKILLFLAG (ignore everyone, even those with no skills)<BR>-SKILLFLAG +ENCHANTMENT etc.. (create exceptions to -skillflag)<BR>+SKILLFLAG (do not ignore anyone, even non skilled people)<BR>+SKILLFLAG -ENCHANTMENT etc.. (create exceptions to +skillflag)<BR>-ACCCHIEVES (ignore all Account achievements, even a lack of a achievements)<BR>-ACCCHIEVES +mytatto +thistattoo +anytattoo etc..  (create exceptions)<BR>+ACCCHIEVES (do not ignore any or no Account achievements)<BR>+ACCCHIEVES -mytattoo -anytatto, etc.. (create exceptions)<BR>-CHANCE 50 (ignore the given % of the time)<BR></pre>
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			<p>
			<a name="CommonSpeaker"><B>CommonSpeaker</B></a>
			<pre>Behavior   : CommonSpeaker<BR>Targets    : MOBs<BR>Parameters : <BR>Example    : <BR>Description: <BR>This behavior makes sure that a mob is always speaking Common, even if it<BR>should be a race other than Human, or it should be polymorphed.</pre>
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			<p>
			<a name="Concierge"><B>Concierge</B></a>
			<pre>Behavior   : Conceirge<BR>Targets    : MOBs, Items, Rooms, Areas<BR>Parameters : [ALL PRICE]/[AREA/ROOM]=[PRICE]/[PARAM]=[VALUE]; ... ; <BR>Example    : 1.5<BR>Example    : Midgaard#3001=1.5; Smurfville=2.0; 70 ; AREAONLY=true<BR>Example    : Midgaard#3032; 100 ; AREAONLY=false; MAXRANGE=100<BR>Description: <BR>This behavior makes the mob a deliverer of information to players, specifically<BR>the directions to rooms or areas.  The mob will charge for his services if you<BR>specify a price in the parameters, or he will do it for free if you don't, or<BR>if the last price specified was 0.  The parameters can include a comma<BR>delimited set of room IDs, area names, or even short title descriptions for<BR>quickly entering rooms within short range of the mob. <BR><BR>The parameters may also include certain other variables as part of the<BR>parameter list.  These include AREAONLY = true or false, to specify whether the<BR>concierge knows anything about places outside his area.  MAXRANGE=number for<BR>the maximum number of rooms away from the concierge that is known. <BR>GREETING=message will give a special concierge greeting message for all players<BR>who enter the room its in. ENTERMSG will give a message to players who mount<BR>the concierge (rideables only).  TALKERNAME=name will change the apparent name<BR>of the speaker. PERROOM=number will set a per-room price for the distance from<BR>the current room to the one sought.  NOWATER=true to prevent trails over water.<BR>NOAIR=true, to prevent trails through the air. NOLOCKS=true to prevent trails<BR>through locked doors. NOHOMES=true to prevent trails through private homes.<BR>NOINDOOR=true to prevent finding or trailing through indoor rooms. NOCLIMB to<BR>prevent trails through climbable exits. NOCRAWL to prevent trails through<BR>crawlable exits.</pre>
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			<p>
			<a name="Conquerable"><B>Conquerable</B></a>
			<pre>Behavior   : Conquerable<BR>Targets    : AREAs<BR>Parameters : (JOURNAL="[JOURNAL NAME]") (LAW=(TRUE/FALSE))<BR>Example    : <BR>Example    : JOURNAL="The Conquest Times" LAW=FALSE<BR>Description: <BR>This behavior makes the area conquerable by clans using items put together<BR>using ClanCraft.  See the general help on CONQUEST for more information on what<BR>this means and how it works.  The JOURNAL entry, if given, will log conquest<BR>events to a journal of that name.  The LAW entry is required in order to allow<BR>an area to be set up by conquering clans with a system of law.</pre>
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			<p>
			<a name="CorpseEater"><B>CorpseEater</B></a>
			<pre>Behavior   : CorpseEater<BR>Targets    : MOBs<BR>Parameters : min, max ticks, a percent chance, eatitems flag, corpse masks<BR>Example    : min=10 max=20 chance=75<BR>Example    : min=10 max=20 chance=75 -LEVEL +&lt;17<BR>Example    : min=10 max=20 chance=75 -RACE +Elf<BR>Description: <BR>The mob will appear to eat any corpse it comes across.  It will not eat the<BR>item contents of the corpse unless the EATITEMS flag is given. It will also<BR>ignore player corpses unless the +PLAYER flag is included.  You may also<BR>specify masks to give the mob a more specific diet.  The following are valid<BR>masks: <BR>+SYSOP (allow archons to bypass the rules)<BR>-SYSOP (always dont eat archons)<BR>+SUBOP (allow local-room area staff to bypass the rules)<BR>-SUBOP (always dont eat local-room area staff)<BR>-PLAYER (dont eat all players)<BR>-MOB (dont eat all mobs/npcs)<BR>-CLASS  (dont eat all classes)<BR>-CLASS +thief +mage +ranger (create exceptions)<BR>-BASECLASS  (dont eat all base classes)<BR>-BASECLASS +thief +mage +ranger (create exceptions)<BR>-thief -mage  -ranger (dont eat only listed classes)<BR>-RACE (dont eat all races)<BR>-RACE +elf +dwarf +human +half +gnome (create exceptions)<BR>-elf -dwarf -human -half -gnome (dont eat only listed races)<BR>-RACECAT (dont eat all racial categories)<BR>-RACECAT +elf +insect +humanoid +canine +gnome (create exceptions)<BR>+RACECAT (do not dont eat all racial categories)<BR>+RACECAT -elf -insect -humanoid -canine -gnome (create exceptions)<BR>-ALIGNMENT (dont eat all alignments)<BR>-ALIGNMENT +evil +good +neutral (create exceptions)<BR>-evil -good -neutral (dont eat only listed alignments)<BR>-GENDER (dont eat all genders)<BR>-GENDER +male +female +neuter (create exceptions)<BR>-male -female -neuter (dont eat only listed genders)<BR>-FACTION (dont eat all faction and values, even a lack of faction)<BR>-FACTION +myfactionrange +faction.rangename (create exceptions)<BR>-rangename -faction.rangename (dont eat only faction range named)<BR>-TATTOOS (dont eat all tattoos, even a lack of a tattoo)<BR>-TATTOOS +mytatto +thistattoo +anytattoo etc..  (create exceptions)<BR>+TATTOOS (do not dont eat any or no tattoos)<BR>+TATTOOS -mytattoo -anytatto, etc.. (create exceptions)<BR>-EXPERTISES (dont eat all expertises, even a lack of a edus)<BR>-EXPERTISES +myedu +thisedu +anyedu etc..  (create exceptions)<BR>+EXPERTISES (do not dont eat any or no expertises)<BR>+EXPERTISES -myedu -anyedu, etc.. (create exceptions)<BR>-SECURITY (dont eat all security flags, even a lack of a security flag)<BR>-SECURITY +cmdrooms +area cmditems etc..  (create exceptions)<BR>+SECURITY (do not dont eat any or no security flags)<BR>+SECURITY -cmdrooms +area cmditems, etc.. (create exceptions)<BR>-MOOD +grumpy +normal (dont eat all except those with given moods)<BR>+MOOD -grumpy -normal (dont eat only those with subtracted moods)<BR>-LEVEL (dont eat all levels)<BR>-LEVEL +=1 +>5 +>=7 +&lt;13 +&lt;=20 (create exceptions)<BR>-=1 ->5 ->=7 -&lt;13 -&lt;=20 (dont eat only listed levels range)<BR>-NAMES (dont eat everyone)<BR>-NAMES +bob "+my name" etc.. (create name exceptions)<BR>+NAMES (do not dont eat anyone who has a name)<BR>+NAMES -bob "-my name" etc.. (create name exceptions)<BR>-CLASSLEVEL  (dont eat all current class levels)<BR>-CLASSLEVEL +=1 +>5 +>=7 +&lt;13 +&lt;=20 (create exceptions)<BR>-MAXCLASSLEVEL  (dont eat all max class levels)<BR>-MAXCLASSLEVEL +=1 +>5 +>=7 +&lt;13 +&lt;=20 (create exceptions)<BR>-CLAN (dont eat everyone, even no clan)<BR>-CLAN +Killers "+Holy Avengers" etc.. (create clan exceptions)<BR>+CLAN (do not dont eat anyone, even non clan people)<BR>+CLAN -Killers "-Holy Avengers" etc.. (create clan exceptions)<BR>-DEITY (dont eat anyone, even no deity)<BR>-DEITY +Apollo "+Grothon The Great" etc.. (create deity exceptions)<BR>+DEITY (do not dont eat anyone, even non deity worshipping people)<BR>+DEITY -Apollo "-rothon The Great" etc.. (create deity exceptions)<BR>-ANYCLASS (dont eat all multi-class combinations)<BR>-ANYCLASS +thief +mage +ranger (exceptions, allow any class)<BR>+ANYCLASS (do not dont eat all multi-class combinations)<BR>+ANYCLASS -thief -mage -ranger (exceptions, disallow any class)<BR>-ANYCLASSLEVEL (dont eat all multi-class level combinations)<BR>-ANYCLASSLEVEL +thief +>5 +mage +&lt;10 +ranger +=5 (exceptions)<BR>+ANYCLASSLEVEL (do not dont eat all multi-class combinations)<BR>+ANYCLASSLEVEL -thief ->5 -mage -&lt;10 -ranger -=5 (exceptions)<BR>-STR X (dont eat those with strength greater than X)<BR>+STR X (dont eat those with strength less than X)<BR>-INT X (dont eat those with intelligence greater than X)<BR>+INT X (dont eat those with intelligence less than X)<BR>-WIS X (dont eat those with wisdom greater than X)<BR>+WIS X (dont eat those with wisdom less than X)<BR>-CON X (dont eat those with constitution greater than X)<BR>+CON X (dont eat those with constitution less than X)<BR>-CHA X (dont eat those with charisma greater than X)<BR>+CHA X (dont eat those with charisma less than X)<BR>-DEX X (dont eat those with dexterity greater than X)<BR>+DEX X (dont eat those with dexterity less than X)<BR>+-ADJSTR...ADJCON (Same as above, but uses current values)<BR>-GROUPSIZE X (dont eat those in groups larger than X)<BR>+GROUPSIZE X (dont eat those in groups smaller than X)<BR>-AREA (dont eat in all areas)<BR>-AREA "+my areaname" etc.. (create exceptions)<BR>+AREA (do not dont eat any areas)<BR>+AREA "-my areaname" etc.. (create exceptions)<BR>-HOME (dont eat in all home/beacon areas)<BR>-HOME "+my home/beacon areaname" etc.. (create exceptions)<BR>+HOME (do not dont eat any home/beacon areas)<BR>+HOME "-my home/beacon areaname" etc.. (create exceptions)<BR>-ITEM "+item name" etc... (dont eat only those with an item name)<BR>-WORN "+item name" etc... (dont eat only those wearing item name)<BR>-EFFECTS (dont eat everyone, even no effects)<BR>-EFFECTS +Sleep "+Wood Chopping" etc.. (create name exceptions)<BR>+EFFECTS (do not dont eat anyone, even non effected people)<BR>+EFFECTS -Sleep "-Wood Chopping" etc.. (create name exceptions)<BR>-SKILLS (dont eat everyone, even those with no skill)<BR>-SKILLS +Spell_Sleep(75) etc.. (create exceptions with proficiency)<BR>+SKILLS (do not dont eat anyone, even non skilled people)<BR>+SKILLS -Spell_Sleep(75) etc.. (create exceptions with proficiency)<BR>-MATERIAL "+WOODEN" etc.. (dont eat only items of added materials)<BR>+MATERIAL "-WOODEN" etc.. (Do not dont eat items of -materials)<BR>-RESOURCES "+OAK" etc.. (dont eat only items of added resources)<BR>+RESOURCES "-OAK" etc.. (Do not dont eat items of -resources)<BR>-JAVACLASS "+GENMOB" etc.. (dont eat only objects of +java class)<BR>+JAVACLASS "-GENITEM" etc.. (Do not dont eat objs of -classes)<BR>-ABILITY X (dont eat those with magical ability less than X)<BR>+ABILITY X (dont eat those with magical ability greater than X)<BR>-IF &lt;CONDITION> (dont eat, unless they meet Scriptable conditions)<BR>+IF &lt;CONDITION> (never dont eat anyone who meets Scriptable cond)<BR>-VALUE X (dont eat those with value or money less than X)<BR>+VALUE X (dont eat those with value or money greater than X)<BR>-WEIGHT X (dont eat those weighing less than X)<BR>+WEIGHT X (dont eat those weighing more than X)<BR>-ARMOR X (dont eat those with armor bonus less than X)<BR>+ARMOR X (dont eat those with armor bonus more than X)<BR>-DAMAGE X (dont eat those with damage bonus less than X)<BR>+DAMAGE X (dont eat those with damage bonus more than X)<BR>-ATTACK X (dont eat those with attack bonus less than X)<BR>+ATTACK X (dont eat those with attack bonus more than X)<BR>-WORNON "+TORSO" etc.. (dont eat only items wearable on +locations)<BR>+WORNON "-NECK" etc.. (Do not dont eat items wearable on -locations)<BR>-DISPOSITION "+ISHIDDEN" etc.. (dont eat only with +dispositions)<BR>+DISPOSITION "-ISHIDDEN" etc.. (Do not dont eat only with sub disp)<BR>-SENSES "+CANSEEDARK" etc.. (dont eat only those with +senses)<BR>+SENSES "-CANSEEDARK" etc.. (Do not dont eat those with -senses)<BR>-HOUR +X (dont eat always, unless the hour is X)<BR>+HOUR -X (dont eat those only when the hour is X)<BR>-SEASON +FALL (dont eat those only when season is FALL)<BR>+SEASON -SPRING (dont eat those whenever the season is SPRING)<BR>-MONTH +X (dont eat those only when month number is X)<BR>+MONTH -X (dont eat those whenever the month number is X)<BR>-DAY +X (dont eat those only when day number is X)<BR>+DAY -X (dont eat those whenever the day number is X)<BR>-WEATHER +DROUGHT (dont eat those only when weather is DROUGHT)<BR>+WEATHER -BLIZZARD (dont eat those whenever the weather is BLIZZARD)<BR>-QUESTWIN "+MY QUEST" (dont eat those who have not my MY QUEST)<BR>+QUESTWIN "-MY QUEST" (dont eat those who have won MY QUEST)<BR>-SKILLFLAG (dont eat everyone, even those with no skills)<BR>-SKILLFLAG +ENCHANTMENT etc.. (create exceptions to -skillflag)<BR>+SKILLFLAG (do not dont eat anyone, even non skilled people)<BR>+SKILLFLAG -ENCHANTMENT etc.. (create exceptions to +skillflag)<BR>-ACCCHIEVES (dont eat all Account achievements, even a lack of a achievements)<BR>-ACCCHIEVES +mytatto +thistattoo +anytattoo etc..  (create exceptions)<BR>+ACCCHIEVES (do not dont eat any or no Account achievements)<BR>+ACCCHIEVES -mytattoo -anytatto, etc.. (create exceptions)<BR>-CHANCE 50 (dont eat the given % of the time)<BR> </pre>
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			<p>
			<a name="CorpseLooter"><B>CorpseLooter</B></a>
			<pre>Behavior   : CorpseLooter<BR>Targets    : MOBs<BR>Parameters : <BR>Example    : <BR>Description: <BR>This behavior makes a mob loot the corpses killed by it of items only.  It does<BR>this by turning on the mobs AUTOLOOT flag.</pre>
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			<p>
			<a name="Decay"><B>Decay</B></a>
			<pre>Behavior   : Decay<BR>Targets    : MOBs, Items<BR>Parameters : min, max ticks, a percent chance, trigger masks<BR>Example    : min=10 max=20 chance=75 answer=" goes poof!"<BR>Example    : min=10 max=20 chance=75 -LEVEL +&lt;17<BR>Example    : notrigger answer=" "<BR>Example    : min=10 max=20 chance=75 -CLASS +Paladin<BR>Description: <BR>According to the timing and percent chance described by the parameters, the mob<BR>or item with this behavior will vanish at the expired time.  MOBs do not begin<BR>their countdown until attacked, items when they are picked up, weapons when<BR>they are first wielded, or armor when it is first worn.  The countdown may also<BR>depend on whether the mob or player triggering the countdown meets any masks<BR>specified.   You may force the object to decay immediately by placing the<BR>NOTRIGGER mask inside your parameter string.  The message seen when the object<BR>decays can also be modified by changing the ANSWER parameter. Value masks to<BR>determine whether a countdown begins include: <BR>+SYSOP (allow archons to bypass the rules)<BR>-SYSOP (always ignore archons)<BR>+SUBOP (allow local-room area staff to bypass the rules)<BR>-SUBOP (always ignore local-room area staff)<BR>-PLAYER (ignore all players)<BR>-MOB (ignore all mobs/npcs)<BR>-CLASS  (ignore all classes)<BR>-CLASS +thief +mage +ranger (create exceptions)<BR>-BASECLASS  (ignore all base classes)<BR>-BASECLASS +thief +mage +ranger (create exceptions)<BR>-thief -mage  -ranger (ignore only listed classes)<BR>-RACE (ignore all races)<BR>-RACE +elf +dwarf +human +half +gnome (create exceptions)<BR>-elf -dwarf -human -half -gnome (ignore only listed races)<BR>-RACECAT (ignore all racial categories)<BR>-RACECAT +elf +insect +humanoid +canine +gnome (create exceptions)<BR>+RACECAT (do not ignore all racial categories)<BR>+RACECAT -elf -insect -humanoid -canine -gnome (create exceptions)<BR>-ALIGNMENT (ignore all alignments)<BR>-ALIGNMENT +evil +good +neutral (create exceptions)<BR>-evil -good -neutral (ignore only listed alignments)<BR>-GENDER (ignore all genders)<BR>-GENDER +male +female +neuter (create exceptions)<BR>-male -female -neuter (ignore only listed genders)<BR>-FACTION (ignore all faction and values, even a lack of faction)<BR>-FACTION +myfactionrange +faction.rangename (create exceptions)<BR>-rangename -faction.rangename (ignore only faction range named)<BR>-TATTOOS (ignore all tattoos, even a lack of a tattoo)<BR>-TATTOOS +mytatto +thistattoo +anytattoo etc..  (create exceptions)<BR>+TATTOOS (do not ignore any or no tattoos)<BR>+TATTOOS -mytattoo -anytatto, etc.. (create exceptions)<BR>-EXPERTISES (ignore all expertises, even a lack of a edus)<BR>-EXPERTISES +myedu +thisedu +anyedu etc..  (create exceptions)<BR>+EXPERTISES (do not ignore any or no expertises)<BR>+EXPERTISES -myedu -anyedu, etc.. (create exceptions)<BR>-SECURITY (ignore all security flags, even a lack of a security flag)<BR>-SECURITY +cmdrooms +area cmditems etc..  (create exceptions)<BR>+SECURITY (do not ignore any or no security flags)<BR>+SECURITY -cmdrooms +area cmditems, etc.. (create exceptions)<BR>-MOOD +grumpy +normal (ignore all except those with given moods)<BR>+MOOD -grumpy -normal (ignore only those with subtracted moods)<BR>-LEVEL (ignore all levels)<BR>-LEVEL +=1 +>5 +>=7 +&lt;13 +&lt;=20 (create exceptions)<BR>-=1 ->5 ->=7 -&lt;13 -&lt;=20 (ignore only listed levels range)<BR>-NAMES (ignore everyone)<BR>-NAMES +bob "+my name" etc.. (create name exceptions)<BR>+NAMES (do not ignore anyone who has a name)<BR>+NAMES -bob "-my name" etc.. (create name exceptions)<BR>-CLASSLEVEL  (ignore all current class levels)<BR>-CLASSLEVEL +=1 +>5 +>=7 +&lt;13 +&lt;=20 (create exceptions)<BR>-MAXCLASSLEVEL  (ignore all max class levels)<BR>-MAXCLASSLEVEL +=1 +>5 +>=7 +&lt;13 +&lt;=20 (create exceptions)<BR>-CLAN (ignore everyone, even no clan)<BR>-CLAN +Killers "+Holy Avengers" etc.. (create clan exceptions)<BR>+CLAN (do not ignore anyone, even non clan people)<BR>+CLAN -Killers "-Holy Avengers" etc.. (create clan exceptions)<BR>-DEITY (ignore anyone, even no deity)<BR>-DEITY +Apollo "+Grothon The Great" etc.. (create deity exceptions)<BR>+DEITY (do not ignore anyone, even non deity worshipping people)<BR>+DEITY -Apollo "-rothon The Great" etc.. (create deity exceptions)<BR>-ANYCLASS (ignore all multi-class combinations)<BR>-ANYCLASS +thief +mage +ranger (exceptions, allow any class)<BR>+ANYCLASS (do not ignore all multi-class combinations)<BR>+ANYCLASS -thief -mage -ranger (exceptions, disallow any class)<BR>-ANYCLASSLEVEL (ignore all multi-class level combinations)<BR>-ANYCLASSLEVEL +thief +>5 +mage +&lt;10 +ranger +=5 (exceptions)<BR>+ANYCLASSLEVEL (do not ignore all multi-class combinations)<BR>+ANYCLASSLEVEL -thief ->5 -mage -&lt;10 -ranger -=5 (exceptions)<BR>-STR X (ignore those with strength greater than X)<BR>+STR X (ignore those with strength less than X)<BR>-INT X (ignore those with intelligence greater than X)<BR>+INT X (ignore those with intelligence less than X)<BR>-WIS X (ignore those with wisdom greater than X)<BR>+WIS X (ignore those with wisdom less than X)<BR>-CON X (ignore those with constitution greater than X)<BR>+CON X (ignore those with constitution less than X)<BR>-CHA X (ignore those with charisma greater than X)<BR>+CHA X (ignore those with charisma less than X)<BR>-DEX X (ignore those with dexterity greater than X)<BR>+DEX X (ignore those with dexterity less than X)<BR>+-ADJSTR...ADJCON (Same as above, but uses current values)<BR>-GROUPSIZE X (ignore those in groups larger than X)<BR>+GROUPSIZE X (ignore those in groups smaller than X)<BR>-AREA (ignore in all areas)<BR>-AREA "+my areaname" etc.. (create exceptions)<BR>+AREA (do not ignore any areas)<BR>+AREA "-my areaname" etc.. (create exceptions)<BR>-HOME (ignore in all home/beacon areas)<BR>-HOME "+my home/beacon areaname" etc.. (create exceptions)<BR>+HOME (do not ignore any home/beacon areas)<BR>+HOME "-my home/beacon areaname" etc.. (create exceptions)<BR>-ITEM "+item name" etc... (ignore only those with an item name)<BR>-WORN "+item name" etc... (ignore only those wearing item name)<BR>-EFFECTS (ignore everyone, even no effects)<BR>-EFFECTS +Sleep "+Wood Chopping" etc.. (create name exceptions)<BR>+EFFECTS (do not ignore anyone, even non effected people)<BR>+EFFECTS -Sleep "-Wood Chopping" etc.. (create name exceptions)<BR>-SKILLS (ignore everyone, even those with no skill)<BR>-SKILLS +Spell_Sleep(75) etc.. (create exceptions with proficiency)<BR>+SKILLS (do not ignore anyone, even non skilled people)<BR>+SKILLS -Spell_Sleep(75) etc.. (create exceptions with proficiency)<BR>-MATERIAL "+WOODEN" etc.. (ignore only items of added materials)<BR>+MATERIAL "-WOODEN" etc.. (Do not ignore items of -materials)<BR>-RESOURCES "+OAK" etc.. (ignore only items of added resources)<BR>+RESOURCES "-OAK" etc.. (Do not ignore items of -resources)<BR>-JAVACLASS "+GENMOB" etc.. (ignore only objects of +java class)<BR>+JAVACLASS "-GENITEM" etc.. (Do not ignore objs of -classes)<BR>-ABILITY X (ignore those with magical ability less than X)<BR>+ABILITY X (ignore those with magical ability greater than X)<BR>-IF &lt;CONDITION> (ignore, unless they meet Scriptable conditions)<BR>+IF &lt;CONDITION> (never ignore anyone who meets Scriptable cond)<BR>-VALUE X (ignore those with value or money less than X)<BR>+VALUE X (ignore those with value or money greater than X)<BR>-WEIGHT X (ignore those weighing less than X)<BR>+WEIGHT X (ignore those weighing more than X)<BR>-ARMOR X (ignore those with armor bonus less than X)<BR>+ARMOR X (ignore those with armor bonus more than X)<BR>-DAMAGE X (ignore those with damage bonus less than X)<BR>+DAMAGE X (ignore those with damage bonus more than X)<BR>-ATTACK X (ignore those with attack bonus less than X)<BR>+ATTACK X (ignore those with attack bonus more than X)<BR>-WORNON "+TORSO" etc.. (ignore only items wearable on +locations)<BR>+WORNON "-NECK" etc.. (Do not ignore items wearable on -locations)<BR>-DISPOSITION "+ISHIDDEN" etc.. (ignore only with +dispositions)<BR>+DISPOSITION "-ISHIDDEN" etc.. (Do not ignore only with sub disp)<BR>-SENSES "+CANSEEDARK" etc.. (ignore only those with +senses)<BR>+SENSES "-CANSEEDARK" etc.. (Do not ignore those with -senses)<BR>-HOUR +X (ignore always, unless the hour is X)<BR>+HOUR -X (ignore those only when the hour is X)<BR>-SEASON +FALL (ignore those only when season is FALL)<BR>+SEASON -SPRING (ignore those whenever the season is SPRING)<BR>-MONTH +X (ignore those only when month number is X)<BR>+MONTH -X (ignore those whenever the month number is X)<BR>-DAY +X (ignore those only when day number is X)<BR>+DAY -X (ignore those whenever the day number is X)<BR>-WEATHER +DROUGHT (ignore those only when weather is DROUGHT)<BR>+WEATHER -BLIZZARD (ignore those whenever the weather is BLIZZARD)<BR>-QUESTWIN "+MY QUEST" (ignore those who have not my MY QUEST)<BR>+QUESTWIN "-MY QUEST" (ignore those who have won MY QUEST)<BR>-SKILLFLAG (ignore everyone, even those with no skills)<BR>-SKILLFLAG +ENCHANTMENT etc.. (create exceptions to -skillflag)<BR>+SKILLFLAG (do not ignore anyone, even non skilled people)<BR>+SKILLFLAG -ENCHANTMENT etc.. (create exceptions to +skillflag)<BR>-ACCCHIEVES (ignore all Account achievements, even a lack of a achievements)<BR>-ACCCHIEVES +mytatto +thistattoo +anytattoo etc..  (create exceptions)<BR>+ACCCHIEVES (do not ignore any or no Account achievements)<BR>+ACCCHIEVES -mytattoo -anytatto, etc.. (create exceptions)<BR>-CHANCE 50 (ignore the given % of the time)<BR> </pre>
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			<a name="DelayedTransporter"><B>DelayedTransporter</B></a>
			<pre>Behavior   : Delayed Transporter<BR>Targets    : Rooms, Mobs, Items<BR>Parameters : Max and min ticks, pct chance, room ids separated by ';'.<BR>Example    : min=10 max=20 chance=25;Midgaard#3001;Sewers#6020;Midgaard#3020<BR>Description: <BR>This behavior defines a serious of random rooms.  All rooms are separated by<BR>the semicolons shown above.  The first parameter can me empty for defaults, or<BR>may contain a setting for minimum ticks, maximum ticks, and the percept chance<BR>of occurrence after the random number of ticks has expired.  In the above<BR>example every 10-20 ticks, there is a 25% chance that every mob in the same<BR>room as the behaving object will be teleported to one of the three listed rooms<BR>(at random).</pre>
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			<a name="DoorwayGuardian"><B>DoorwayGuardian</B></a>
			<pre>Behavior   : DoorwayGuardian<BR>Targets    : MOBs<BR>Parameters : NOSNEAK, ALWAYS, a doorway direction, followed by an optional list<BR><BR>Parameters : of masking parameters described below, followed by an optional<BR>Parameters : semicolon and an override of the rejection message to the user.<BR>Example  : always north<BR>Example  : nosneak east -class +mage -race +elf -evil<BR>Example  : east north;&lt;S-NAME> smack(s) &lt;T-NAME> and push(es) &lt;T-HIM-HER> back!<BR>Description: <BR>The mob will not allow any other mob or player to open or move through a doored<BR>exit.  The mob must be killed to get by!  If a direction is not specified, the<BR>mob will protect all exits, otherwise only the one in the direction specified.<BR>The guard will also behave according to whether the player trying to move meets<BR>the other parameter mask requirements.  If no masks are given, the guard will<BR>always block the players. The guardian is subject to being sneaked by, unless<BR>the NOSNEAK string is included in the parameters.  The guardian can also be<BR>bypassed if in combat or badly hurt, unless the ALWAYS flag is included. <BR><BR>Valid mask parameters include:  <BR>+SYSOP (allow archons to bypass the rules)<BR>-SYSOP (always disallow archons)<BR>+SUBOP (allow local-room area staff to bypass the rules)<BR>-SUBOP (always disallow local-room area staff)<BR>-PLAYER (disallow all players)<BR>-MOB (disallow all mobs/npcs)<BR>-CLASS  (disallow all classes)<BR>-CLASS +thief +mage +ranger (create exceptions)<BR>-BASECLASS  (disallow all base classes)<BR>-BASECLASS +thief +mage +ranger (create exceptions)<BR>-thief -mage  -ranger (disallow only listed classes)<BR>-RACE (disallow all races)<BR>-RACE +elf +dwarf +human +half +gnome (create exceptions)<BR>-elf -dwarf -human -half -gnome (disallow only listed races)<BR>-RACECAT (disallow all racial categories)<BR>-RACECAT +elf +insect +humanoid +canine +gnome (create exceptions)<BR>+RACECAT (do not disallow all racial categories)<BR>+RACECAT -elf -insect -humanoid -canine -gnome (create exceptions)<BR>-ALIGNMENT (disallow all alignments)<BR>-ALIGNMENT +evil +good +neutral (create exceptions)<BR>-evil -good -neutral (disallow only listed alignments)<BR>-GENDER (disallow all genders)<BR>-GENDER +male +female +neuter (create exceptions)<BR>-male -female -neuter (disallow only listed genders)<BR>-FACTION (disallow all faction and values, even a lack of faction)<BR>-FACTION +myfactionrange +faction.rangename (create exceptions)<BR>-rangename -faction.rangename (disallow only faction range named)<BR>-TATTOOS (disallow all tattoos, even a lack of a tattoo)<BR>-TATTOOS +mytatto +thistattoo +anytattoo etc..  (create exceptions)<BR>+TATTOOS (do not disallow any or no tattoos)<BR>+TATTOOS -mytattoo -anytatto, etc.. (create exceptions)<BR>-EXPERTISES (disallow all expertises, even a lack of a edus)<BR>-EXPERTISES +myedu +thisedu +anyedu etc..  (create exceptions)<BR>+EXPERTISES (do not disallow any or no expertises)<BR>+EXPERTISES -myedu -anyedu, etc.. (create exceptions)<BR>-SECURITY (disallow all security flags, even a lack of a security flag)<BR>-SECURITY +cmdrooms +area cmditems etc..  (create exceptions)<BR>+SECURITY (do not disallow any or no security flags)<BR>+SECURITY -cmdrooms +area cmditems, etc.. (create exceptions)<BR>-MOOD +grumpy +normal (disallow all except those with given moods)<BR>+MOOD -grumpy -normal (disallow only those with subtracted moods)<BR>-LEVEL (disallow all levels)<BR>-LEVEL +=1 +>5 +>=7 +&lt;13 +&lt;=20 (create exceptions)<BR>-=1 ->5 ->=7 -&lt;13 -&lt;=20 (disallow only listed levels range)<BR>-NAMES (disallow everyone)<BR>-NAMES +bob "+my name" etc.. (create name exceptions)<BR>+NAMES (do not disallow anyone who has a name)<BR>+NAMES -bob "-my name" etc.. (create name exceptions)<BR>-CLASSLEVEL  (disallow all current class levels)<BR>-CLASSLEVEL +=1 +>5 +>=7 +&lt;13 +&lt;=20 (create exceptions)<BR>-MAXCLASSLEVEL  (disallow all max class levels)<BR>-MAXCLASSLEVEL +=1 +>5 +>=7 +&lt;13 +&lt;=20 (create exceptions)<BR>-CLAN (disallow everyone, even no clan)<BR>-CLAN +Killers "+Holy Avengers" etc.. (create clan exceptions)<BR>+CLAN (do not disallow anyone, even non clan people)<BR>+CLAN -Killers "-Holy Avengers" etc.. (create clan exceptions)<BR>-DEITY (disallow anyone, even no deity)<BR>-DEITY +Apollo "+Grothon The Great" etc.. (create deity exceptions)<BR>+DEITY (do not disallow anyone, even non deity worshipping people)<BR>+DEITY -Apollo "-rothon The Great" etc.. (create deity exceptions)<BR>-ANYCLASS (disallow all multi-class combinations)<BR>-ANYCLASS +thief +mage +ranger (exceptions, allow any class)<BR>+ANYCLASS (do not disallow all multi-class combinations)<BR>+ANYCLASS -thief -mage -ranger (exceptions, disallow any class)<BR>-ANYCLASSLEVEL (disallow all multi-class level combinations)<BR>-ANYCLASSLEVEL +thief +>5 +mage +&lt;10 +ranger +=5 (exceptions)<BR>+ANYCLASSLEVEL (do not disallow all multi-class combinations)<BR>+ANYCLASSLEVEL -thief ->5 -mage -&lt;10 -ranger -=5 (exceptions)<BR>-STR X (disallow those with strength greater than X)<BR>+STR X (disallow those with strength less than X)<BR>-INT X (disallow those with intelligence greater than X)<BR>+INT X (disallow those with intelligence less than X)<BR>-WIS X (disallow those with wisdom greater than X)<BR>+WIS X (disallow those with wisdom less than X)<BR>-CON X (disallow those with constitution greater than X)<BR>+CON X (disallow those with constitution less than X)<BR>-CHA X (disallow those with charisma greater than X)<BR>+CHA X (disallow those with charisma less than X)<BR>-DEX X (disallow those with dexterity greater than X)<BR>+DEX X (disallow those with dexterity less than X)<BR>+-ADJSTR...ADJCON (Same as above, but uses current values)<BR>-GROUPSIZE X (disallow those in groups larger than X)<BR>+GROUPSIZE X (disallow those in groups smaller than X)<BR>-AREA (disallow in all areas)<BR>-AREA "+my areaname" etc.. (create exceptions)<BR>+AREA (do not disallow any areas)<BR>+AREA "-my areaname" etc.. (create exceptions)<BR>-HOME (disallow in all home/beacon areas)<BR>-HOME "+my home/beacon areaname" etc.. (create exceptions)<BR>+HOME (do not disallow any home/beacon areas)<BR>+HOME "-my home/beacon areaname" etc.. (create exceptions)<BR>-ITEM "+item name" etc... (disallow only those with an item name)<BR>-WORN "+item name" etc... (disallow only those wearing item name)<BR>-EFFECTS (disallow everyone, even no effects)<BR>-EFFECTS +Sleep "+Wood Chopping" etc.. (create name exceptions)<BR>+EFFECTS (do not disallow anyone, even non effected people)<BR>+EFFECTS -Sleep "-Wood Chopping" etc.. (create name exceptions)<BR>-SKILLS (disallow everyone, even those with no skill)<BR>-SKILLS +Spell_Sleep(75) etc.. (create exceptions with proficiency)<BR>+SKILLS (do not disallow anyone, even non skilled people)<BR>+SKILLS -Spell_Sleep(75) etc.. (create exceptions with proficiency)<BR>-MATERIAL "+WOODEN" etc.. (disallow only items of added materials)<BR>+MATERIAL "-WOODEN" etc.. (Do not disallow items of -materials)<BR>-RESOURCES "+OAK" etc.. (disallow only items of added resources)<BR>+RESOURCES "-OAK" etc.. (Do not disallow items of -resources)<BR>-JAVACLASS "+GENMOB" etc.. (disallow only objects of +java class)<BR>+JAVACLASS "-GENITEM" etc.. (Do not disallow objs of -classes)<BR>-ABILITY X (disallow those with magical ability less than X)<BR>+ABILITY X (disallow those with magical ability greater than X)<BR>-IF &lt;CONDITION> (disallow, unless they meet Scriptable conditions)<BR>+IF &lt;CONDITION> (never disallow anyone who meets Scriptable cond)<BR>-VALUE X (disallow those with value or money less than X)<BR>+VALUE X (disallow those with value or money greater than X)<BR>-WEIGHT X (disallow those weighing less than X)<BR>+WEIGHT X (disallow those weighing more than X)<BR>-ARMOR X (disallow those with armor bonus less than X)<BR>+ARMOR X (disallow those with armor bonus more than X)<BR>-DAMAGE X (disallow those with damage bonus less than X)<BR>+DAMAGE X (disallow those with damage bonus more than X)<BR>-ATTACK X (disallow those with attack bonus less than X)<BR>+ATTACK X (disallow those with attack bonus more than X)<BR>-WORNON "+TORSO" etc.. (disallow only items wearable on +locations)<BR>+WORNON "-NECK" etc.. (Do not disallow items wearable on -locations)<BR>-DISPOSITION "+ISHIDDEN" etc.. (disallow only with +dispositions)<BR>+DISPOSITION "-ISHIDDEN" etc.. (Do not disallow only with sub disp)<BR>-SENSES "+CANSEEDARK" etc.. (disallow only those with +senses)<BR>+SENSES "-CANSEEDARK" etc.. (Do not disallow those with -senses)<BR>-HOUR +X (disallow always, unless the hour is X)<BR>+HOUR -X (disallow those only when the hour is X)<BR>-SEASON +FALL (disallow those only when season is FALL)<BR>+SEASON -SPRING (disallow those whenever the season is SPRING)<BR>-MONTH +X (disallow those only when month number is X)<BR>+MONTH -X (disallow those whenever the month number is X)<BR>-DAY +X (disallow those only when day number is X)<BR>+DAY -X (disallow those whenever the day number is X)<BR>-WEATHER +DROUGHT (disallow those only when weather is DROUGHT)<BR>+WEATHER -BLIZZARD (disallow those whenever the weather is BLIZZARD)<BR>-QUESTWIN "+MY QUEST" (disallow those who have not my MY QUEST)<BR>+QUESTWIN "-MY QUEST" (disallow those who have won MY QUEST)<BR>-SKILLFLAG (disallow everyone, even those with no skills)<BR>-SKILLFLAG +ENCHANTMENT etc.. (create exceptions to -skillflag)<BR>+SKILLFLAG (do not disallow anyone, even non skilled people)<BR>+SKILLFLAG -ENCHANTMENT etc.. (create exceptions to +skillflag)<BR>-ACCCHIEVES (disallow all Account achievements, even a lack of a achievements)<BR>-ACCCHIEVES +mytatto +thistattoo +anytattoo etc..  (create exceptions)<BR>+ACCCHIEVES (do not disallow any or no Account achievements)<BR>+ACCCHIEVES -mytattoo -anytatto, etc.. (create exceptions)<BR>-CHANCE 50 (disallow the given % of the time)<BR></pre>
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			<a name="Drowness"><B>Drowness</B></a>
			<pre>Behavior   : Drowness<BR>Targets    : MOBs<BR>Parameters : <BR>Example    : <BR>Description: <BR>The behavior of the drow differs slightly between males and females.  This<BR>behavior is therefore an entire kit, including weapons, armor, spells, and<BR>combat behavior.  DO NOT (I repeat) DO NOT use this behavior with any<BR>CombatAbilities derivitive, unless you want an unfair and utterly deadly<BR>opponent.  Also, do NOT add any equipment to the mob with this behavior.  The<BR>kit will supply the mob with weapons and armor.</pre>
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			<a name="Druidness"><B>Druidness</B></a>
			<pre>Behavior   : Druidness<BR>Targets    : MOBs<BR>Parameters : (SUBCLASS NAME) (PROFICIENT) (NOSTATS) (NOCOMBATSTAT)<BR>Parameters : (OFFENSIVE,DEFENSIVE,MIXEDOFFENSIVE,MIXEDDEFENSIVE)<BR>Example    : <BR>Example    : Druid<BR>Example    : SkyWatcher DEFENSIVE<BR>Description: <BR>An extension of CombatAbilities, this behavior makes the mob a Druid by class,<BR>and gives the mob druid skills appropriate to its level.  After this behavior<BR>has triggered, it will often require a RESET for any level changes to the mob<BR>to take over. <BR>Use the proficient flag to make all skills at 100% instead of level-based. Use<BR>the offensive/.../mixeddefensive flags to influence skill choices. This<BR>behavior should not be used WITH any of the other CombatAbilities behaviors,<BR>such as Fighterness, Thiefness, Mageness, Clericness, Druidness, or<BR>CombatAbilities. It should be used alone on a mob.<BR>Also, be aware that this behavior will modify the mobs stats to better reflect<BR>the class, so any additions or removals of this behavior should be accompanied<BR>by a room reset after saving, and manually checking to make sure the combat<BR>stats are as desired.</pre>
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			<a name="Emoter"><B>Emoter</B></a>
			<pre>Behavior   : Emoter<BR>Targets    : Room, MOBs, Items, Areas<BR>Parameters : Flags, Max/Min ticks, pct chance, expires, emote strings, ';'<BR>separated.<BR>Example    : min=10 max=20 chance=25;wiggles his bottom.;smiles evilly.;burps!<BR>Example    : smell chance=25 expires=10;smells horrible!;is really stinky!<BR>Example    : chance=100 inroom="Here#1,Here#2";looks horrible!;is bad!<BR>Example    : broadcast sound chance=25;grumbles!;eeeks!<BR>Example    : min=1 max=2 chance=25;sound grumbles!;visual leers broadly.;social<BR>smile<BR>Description: <BR>This behavior defines a serious of random emotes.  All emote strings are<BR>separated by the semicolons shown above.  The first parameter can be empty for<BR>defaults, or may contain a setting for minimum ticks (min=10), maximum ticks<BR>(max=20), the percent chance of occurrence after the random number of ticks has<BR>expired (chance=25), a total number of occurrences before expiration<BR>(expires=0), a list of rooms where the emoter MUST be for the emoter to work<BR>(inroom=...), a tag to make the emote sound based (sound), a tag to make the<BR>emote smell based (smell), or a tag to make the emote broadcast to adjacent<BR>rooms (broadcast).  In the first example every 10-20 ticks, there is a 25%<BR>chance that the object with this property will select one of the emotes<BR>randomly and perform it for all those in the same room who can see it.  In the<BR>second example, a smell based emote will be performed 25% of the time, but will<BR>only emote 10 times before the behavior is removed from the object.  In the<BR>third example, there is a 100% chance that, if the object is in room Here#1 or<BR>Here#2, it will emote one of the two choices. In the fourth example, a sound<BR>based emote will be performed 25% of the time in the room of the behavior, and<BR>in any adjacent rooms.<BR><BR>You can also mix and match the types of emotes by putting the keywords SIGHT,<BR>SMELL, NOISE, and SOCIAL as the first word in each emote string.  This denotes<BR>the type of emote for the rest of the string.  The last example shows how to<BR>enter a mixed emote.</pre>
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			<a name="EvilExecutioner"><B>EvilExecutioner</B></a>
			<pre>Behavior   : EvilExecutioner<BR>Targets    : MOBs<BR>Parameters : PLAYERS<BR>Example    : <BR>Description: <BR>The mob with this behavior will attack any good or paladin non-player mob it<BR>detects.  With the Players parameter, it will even attack players as well.</pre>
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			<a name="FaithHelper"><B>FaithHelper</B></a>
			<pre>Behavior   : FaithHelper<BR>Targets    : MOBs<BR>Parameters : Faith to make this mob a member of<BR>Example    : Odin<BR>Description: <BR>Joins a fight on the side of a mob of the same faith as specified in the<BR>parameters.</pre>
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			<a name="FasterRecovery"><B>FasterRecovery</B></a>
			<pre>Behavior   : FasterRecovery<BR>Targets    : Rooms, Areas, Items, MOBs<BR>Parameters : (HEALTH=[NUM BURST TICKS]) (BURST=[NUM]) (HITS=[NUM]) (MOVE=[NUM])<BR>(MANA=[NUM])<BR>Example    : burst=2<BR>Example    : health=5<BR>Example    : hits=2<BR>Example    : mana=5 hits=10<BR>Example    : burst=2 health=5<BR>Description: <BR>This allows the room, possessed item, or ridden mob or item to give an extra<BR>burst of speed to all affected mobs. The parameters are all optional.  If the<BR>"health" parameter is given, then the mob will get a number of regen ticks<BR>equal to the number given.  For instance, if the value is 2, then the mob will<BR>regen twice per tick, a value of 3 means 3 times per tick, etc.  Values of 1 or<BR>less mean no extra regen ticks.  The "burst" parameter refers to bursts of<BR>extra speed to the benefiting mobs equal to the number given. For instance, if<BR>the value is 2, the mob will move twice as fast per tick, a value of 3 means 3<BR>times as fast, etc.  Values of 1 or less mean normal ticking applies.  Values<BR>for hits, move, and mana are similar to health, but will only give a burst or<BR>rejuvenation to that particular stat.</pre>
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			<p>
			<a name="FieryRoom"><B>FieryRoom</B></a>
			<pre>Behavior   : FieryRoom<BR>Targets    : Rooms<BR>Parameters : min, max ticks, a percent chance, flags and strings<BR>Example    : min=5 max=10 chance=100;damage=77 Title="A Horribly <BR>Blackened Spot" Description="This place was once just like <BR>any part of the road.  Now it is nothing more than a sooty pit." <BR>NOSTOP eqchance=50<BR>Description: <BR>This behavior makes a room operate like it is on fire.  This can include<BR>dealing direct damage to players, burning flammable equipment and making<BR>non-flammable equipment heat up (i.e. is dropped), emote that it is burning,<BR>and eventually turn into a burnt-out room. <BR>The first parameter can be empty for defaults, or may contain a setting for<BR>minimum ticks (min=10), maximum ticks (max=20), and the percept chance of<BR>occurrence after the random number of ticks has expired (chance=25).<BR><BR>Additional Settings and Flags: <BR>DAMAGE=XXX         - The amount of damage dealt to inhabitants every behavior<BR>tick <BR>TITLE=[text]       - The Room Display to change the room to when done burning <BR>DESCRIPTION=[text] - The Room Desc to change the room to when done burning <BR>EQCHANCE=XXX       - The unlikeliness of EQ bursting into flames or heating up.<BR>BURNTICKS=XXX      - How many behavior ticks to keep burning (Moot with NOSTOP)<BR>NOSTOP             - Prevent the room from ever burning up.  TITLE, DESCRIPTION<BR>and <BR>BURNTICKS become irrelevant<BR>NONPC              - Don't deal damage or eq burn/drop to NPC's<BR>NOFIRETEXT         - Don't display burning emotes while the room is burning.<BR><BR>All of the parameters are optional. Defaults are: <BR>DAMAGE=10 <BR>TITLE="A Charred Ruin" <BR>DESCRIPTION="Whatever was once here is now nothing more than ash." <BR>EQCHANCE=0  (no default Eq destruction) <BR>BURNTICKS=12</pre>
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			<p>
			<a name="Fighterness"><B>Fighterness</B></a>
			<pre>Behavior   : Fighterness<BR>Targets    : MOBs<BR>Parameters : (SUBCLASS NAME) (PROFICIENT) (NOSTATS) (NOCOMBATSTAT)<BR>Parameters : (OFFENSIVE,DEFENSIVE,MIXEDOFFENSIVE,MIXEDDEFENSIVE)<BR>Example    : Fighter<BR>Example    : Paladin<BR>Description: <BR>An extension of CombatAbilities, this behavior makes the mob a Fighter by<BR>class, and gives the mob fighter skills appropriate to its level.  After this<BR>behavior has triggered, it will often require a RESET for any level changes to<BR>the mob to take over. <BR>Use the proficient flag to make all skills at 100% instead of level-based. Use<BR>the offensive/.../mixeddefensive flags to influence skill choices. This<BR>behavior should not be used WITH any of the other CombatAbilities behaviors,<BR>such as Fighterness, Thiefness, Mageness, Clericness, Druidness, or<BR>CombatAbilities. It should be used alone on a mob.<BR>Also, be aware that this behavior will modify the mobs stats to better reflect<BR>the class, so any additions or removals of this behavior should be accompanied<BR>by a room reset after saving, and manually checking to make sure the combat<BR>stats are as desired.</pre>
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			<p>
			<a name="FightFlee"><B>FightFlee</B></a>
			<pre>Behavior   : FightFlee<BR>Targets    : MOBs<BR>Parameters : min, max ticks, and a percent chance<BR>Example    : min=10 max=20 chance=75<BR>Description: <BR>According to the timing and percent chance described by the parameters, the mob<BR>or item with this behavior will flee during combat.</pre>
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			<p>
			<a name="Follower"><B>Follower</B></a>
			<pre>Behavior   : Follower<BR>Targets    : MOBs, Items<BR>Parameters : min, max, pct (inv) (group) (nofollowers) (follow mask)<BR>Example    : <BR>Example    : min=1 max=1 chance=50 -race +elf<BR>Example    : group nofollowers -race +elf +gnome<BR>Example    : min=4 max=20 chance=100 inv -race +elf +gnome<BR>Description: <BR>The mob with this behavior will follow any other mob that leaves the room.  A<BR>chance percentage (1-100) parameter may be given to better randomize the<BR>opportunity.  A group flag may also be included to make the mob join the<BR>targets group instead of merely following them out of the room.  The rate of<BR>non-grouping following is dictated by the min and max ticks.  The nofollowers<BR>flag will make sure that this behavior does not trigger when the mob has<BR>someone following him/her.<BR><BR>An item with this behavior will also follow mobs around, depending upon whether<BR>the inventory flag is in the parameters or not.  If it is, then the item will<BR>reappear in the inventory of the first person to pick it up whenever it is<BR>dispensed with.  If the inventory flag is not used, it will always appear in<BR>the same room as the first it comes across.  The rate of reappearance is<BR>dictated by the min and max ticks. Items with this behavior can not be sold to<BR>shopkeepers.<BR><BR>A mask may also be given to define what sort of targets are elligible to be<BR>followed by the mob or item.  Valid masks include: <BR>+SYSOP (allow archons to bypass the rules)<BR>-SYSOP (always ignore archons)<BR>+SUBOP (allow local-room area staff to bypass the rules)<BR>-SUBOP (always ignore local-room area staff)<BR>-PLAYER (ignore all players)<BR>-MOB (ignore all mobs/npcs)<BR>-CLASS  (ignore all classes)<BR>-CLASS +thief +mage +ranger (create exceptions)<BR>-BASECLASS  (ignore all base classes)<BR>-BASECLASS +thief +mage +ranger (create exceptions)<BR>-thief -mage  -ranger (ignore only listed classes)<BR>-RACE (ignore all races)<BR>-RACE +elf +dwarf +human +half +gnome (create exceptions)<BR>-elf -dwarf -human -half -gnome (ignore only listed races)<BR>-RACECAT (ignore all racial categories)<BR>-RACECAT +elf +insect +humanoid +canine +gnome (create exceptions)<BR>+RACECAT (do not ignore all racial categories)<BR>+RACECAT -elf -insect -humanoid -canine -gnome (create exceptions)<BR>-ALIGNMENT (ignore all alignments)<BR>-ALIGNMENT +evil +good +neutral (create exceptions)<BR>-evil -good -neutral (ignore only listed alignments)<BR>-GENDER (ignore all genders)<BR>-GENDER +male +female +neuter (create exceptions)<BR>-male -female -neuter (ignore only listed genders)<BR>-FACTION (ignore all faction and values, even a lack of faction)<BR>-FACTION +myfactionrange +faction.rangename (create exceptions)<BR>-rangename -faction.rangename (ignore only faction range named)<BR>-TATTOOS (ignore all tattoos, even a lack of a tattoo)<BR>-TATTOOS +mytatto +thistattoo +anytattoo etc..  (create exceptions)<BR>+TATTOOS (do not ignore any or no tattoos)<BR>+TATTOOS -mytattoo -anytatto, etc.. (create exceptions)<BR>-EXPERTISES (ignore all expertises, even a lack of a edus)<BR>-EXPERTISES +myedu +thisedu +anyedu etc..  (create exceptions)<BR>+EXPERTISES (do not ignore any or no expertises)<BR>+EXPERTISES -myedu -anyedu, etc.. (create exceptions)<BR>-SECURITY (ignore all security flags, even a lack of a security flag)<BR>-SECURITY +cmdrooms +area cmditems etc..  (create exceptions)<BR>+SECURITY (do not ignore any or no security flags)<BR>+SECURITY -cmdrooms +area cmditems, etc.. (create exceptions)<BR>-MOOD +grumpy +normal (ignore all except those with given moods)<BR>+MOOD -grumpy -normal (ignore only those with subtracted moods)<BR>-LEVEL (ignore all levels)<BR>-LEVEL +=1 +>5 +>=7 +&lt;13 +&lt;=20 (create exceptions)<BR>-=1 ->5 ->=7 -&lt;13 -&lt;=20 (ignore only listed levels range)<BR>-NAMES (ignore everyone)<BR>-NAMES +bob "+my name" etc.. (create name exceptions)<BR>+NAMES (do not ignore anyone who has a name)<BR>+NAMES -bob "-my name" etc.. (create name exceptions)<BR>-CLASSLEVEL  (ignore all current class levels)<BR>-CLASSLEVEL +=1 +>5 +>=7 +&lt;13 +&lt;=20 (create exceptions)<BR>-MAXCLASSLEVEL  (ignore all max class levels)<BR>-MAXCLASSLEVEL +=1 +>5 +>=7 +&lt;13 +&lt;=20 (create exceptions)<BR>-CLAN (ignore everyone, even no clan)<BR>-CLAN +Killers "+Holy Avengers" etc.. (create clan exceptions)<BR>+CLAN (do not ignore anyone, even non clan people)<BR>+CLAN -Killers "-Holy Avengers" etc.. (create clan exceptions)<BR>-DEITY (ignore anyone, even no deity)<BR>-DEITY +Apollo "+Grothon The Great" etc.. (create deity exceptions)<BR>+DEITY (do not ignore anyone, even non deity worshipping people)<BR>+DEITY -Apollo "-rothon The Great" etc.. (create deity exceptions)<BR>-ANYCLASS (ignore all multi-class combinations)<BR>-ANYCLASS +thief +mage +ranger (exceptions, allow any class)<BR>+ANYCLASS (do not ignore all multi-class combinations)<BR>+ANYCLASS -thief -mage -ranger (exceptions, disallow any class)<BR>-ANYCLASSLEVEL (ignore all multi-class level combinations)<BR>-ANYCLASSLEVEL +thief +>5 +mage +&lt;10 +ranger +=5 (exceptions)<BR>+ANYCLASSLEVEL (do not ignore all multi-class combinations)<BR>+ANYCLASSLEVEL -thief ->5 -mage -&lt;10 -ranger -=5 (exceptions)<BR>-STR X (ignore those with strength greater than X)<BR>+STR X (ignore those with strength less than X)<BR>-INT X (ignore those with intelligence greater than X)<BR>+INT X (ignore those with intelligence less than X)<BR>-WIS X (ignore those with wisdom greater than X)<BR>+WIS X (ignore those with wisdom less than X)<BR>-CON X (ignore those with constitution greater than X)<BR>+CON X (ignore those with constitution less than X)<BR>-CHA X (ignore those with charisma greater than X)<BR>+CHA X (ignore those with charisma less than X)<BR>-DEX X (ignore those with dexterity greater than X)<BR>+DEX X (ignore those with dexterity less than X)<BR>+-ADJSTR...ADJCON (Same as above, but uses current values)<BR>-GROUPSIZE X (ignore those in groups larger than X)<BR>+GROUPSIZE X (ignore those in groups smaller than X)<BR>-AREA (ignore in all areas)<BR>-AREA "+my areaname" etc.. (create exceptions)<BR>+AREA (do not ignore any areas)<BR>+AREA "-my areaname" etc.. (create exceptions)<BR>-HOME (ignore in all home/beacon areas)<BR>-HOME "+my home/beacon areaname" etc.. (create exceptions)<BR>+HOME (do not ignore any home/beacon areas)<BR>+HOME "-my home/beacon areaname" etc.. (create exceptions)<BR>-ITEM "+item name" etc... (ignore only those with an item name)<BR>-WORN "+item name" etc... (ignore only those wearing item name)<BR>-EFFECTS (ignore everyone, even no effects)<BR>-EFFECTS +Sleep "+Wood Chopping" etc.. (create name exceptions)<BR>+EFFECTS (do not ignore anyone, even non effected people)<BR>+EFFECTS -Sleep "-Wood Chopping" etc.. (create name exceptions)<BR>-SKILLS (ignore everyone, even those with no skill)<BR>-SKILLS +Spell_Sleep(75) etc.. (create exceptions with proficiency)<BR>+SKILLS (do not ignore anyone, even non skilled people)<BR>+SKILLS -Spell_Sleep(75) etc.. (create exceptions with proficiency)<BR>-MATERIAL "+WOODEN" etc.. (ignore only items of added materials)<BR>+MATERIAL "-WOODEN" etc.. (Do not ignore items of -materials)<BR>-RESOURCES "+OAK" etc.. (ignore only items of added resources)<BR>+RESOURCES "-OAK" etc.. (Do not ignore items of -resources)<BR>-JAVACLASS "+GENMOB" etc.. (ignore only objects of +java class)<BR>+JAVACLASS "-GENITEM" etc.. (Do not ignore objs of -classes)<BR>-ABILITY X (ignore those with magical ability less than X)<BR>+ABILITY X (ignore those with magical ability greater than X)<BR>-IF &lt;CONDITION> (ignore, unless they meet Scriptable conditions)<BR>+IF &lt;CONDITION> (never ignore anyone who meets Scriptable cond)<BR>-VALUE X (ignore those with value or money less than X)<BR>+VALUE X (ignore those with value or money greater than X)<BR>-WEIGHT X (ignore those weighing less than X)<BR>+WEIGHT X (ignore those weighing more than X)<BR>-ARMOR X (ignore those with armor bonus less than X)<BR>+ARMOR X (ignore those with armor bonus more than X)<BR>-DAMAGE X (ignore those with damage bonus less than X)<BR>+DAMAGE X (ignore those with damage bonus more than X)<BR>-ATTACK X (ignore those with attack bonus less than X)<BR>+ATTACK X (ignore those with attack bonus more than X)<BR>-WORNON "+TORSO" etc.. (ignore only items wearable on +locations)<BR>+WORNON "-NECK" etc.. (Do not ignore items wearable on -locations)<BR>-DISPOSITION "+ISHIDDEN" etc.. (ignore only with +dispositions)<BR>+DISPOSITION "-ISHIDDEN" etc.. (Do not ignore only with sub disp)<BR>-SENSES "+CANSEEDARK" etc.. (ignore only those with +senses)<BR>+SENSES "-CANSEEDARK" etc.. (Do not ignore those with -senses)<BR>-HOUR +X (ignore always, unless the hour is X)<BR>+HOUR -X (ignore those only when the hour is X)<BR>-SEASON +FALL (ignore those only when season is FALL)<BR>+SEASON -SPRING (ignore those whenever the season is SPRING)<BR>-MONTH +X (ignore those only when month number is X)<BR>+MONTH -X (ignore those whenever the month number is X)<BR>-DAY +X (ignore those only when day number is X)<BR>+DAY -X (ignore those whenever the day number is X)<BR>-WEATHER +DROUGHT (ignore those only when weather is DROUGHT)<BR>+WEATHER -BLIZZARD (ignore those whenever the weather is BLIZZARD)<BR>-QUESTWIN "+MY QUEST" (ignore those who have not my MY QUEST)<BR>+QUESTWIN "-MY QUEST" (ignore those who have won MY QUEST)<BR>-SKILLFLAG (ignore everyone, even those with no skills)<BR>-SKILLFLAG +ENCHANTMENT etc.. (create exceptions to -skillflag)<BR>+SKILLFLAG (do not ignore anyone, even non skilled people)<BR>+SKILLFLAG -ENCHANTMENT etc.. (create exceptions to +skillflag)<BR>-ACCCHIEVES (ignore all Account achievements, even a lack of a achievements)<BR>-ACCCHIEVES +mytatto +thistattoo +anytattoo etc..  (create exceptions)<BR>+ACCCHIEVES (do not ignore any or no Account achievements)<BR>+ACCCHIEVES -mytattoo -anytatto, etc.. (create exceptions)<BR>-CHANCE 50 (ignore the given % of the time)<BR> </pre>
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			<p>
			<a name="GateGuard"><B>GateGuard</B></a>
			<pre>Behavior   : GateGuard<BR>Targets    : MOBs<BR>Parameters : a list of masking parameters described below<BR>Example    : -class +mage -race +elf -evil<BR>Description: <BR>When this mob is standing next to a doorway and a player enters, the mob will<BR>open the door for the player, and close it after them.  The guard will also<BR>lock the door at night, if the door has a lock.  The guard will behave<BR>according to whether any players in the room meet the parameters.  If no<BR>parameter is given, the guard will always follow the behavior. Valid parameters<BR>include:  <BR>keeplocked (if the door has a lock, the mob will make sure it remains so <BR>allnight (does not operate differently at night than the day)<BR>+SYSOP (allow archons to bypass the rules)<BR>-SYSOP (always disallow archons)<BR>+SUBOP (allow local-room area staff to bypass the rules)<BR>-SUBOP (always disallow local-room area staff)<BR>-PLAYER (disallow all players)<BR>-MOB (disallow all mobs/npcs)<BR>-CLASS  (disallow all classes)<BR>-CLASS +thief +mage +ranger (create exceptions)<BR>-BASECLASS  (disallow all base classes)<BR>-BASECLASS +thief +mage +ranger (create exceptions)<BR>-thief -mage  -ranger (disallow only listed classes)<BR>-RACE (disallow all races)<BR>-RACE +elf +dwarf +human +half +gnome (create exceptions)<BR>-elf -dwarf -human -half -gnome (disallow only listed races)<BR>-RACECAT (disallow all racial categories)<BR>-RACECAT +elf +insect +humanoid +canine +gnome (create exceptions)<BR>+RACECAT (do not disallow all racial categories)<BR>+RACECAT -elf -insect -humanoid -canine -gnome (create exceptions)<BR>-ALIGNMENT (disallow all alignments)<BR>-ALIGNMENT +evil +good +neutral (create exceptions)<BR>-evil -good -neutral (disallow only listed alignments)<BR>-GENDER (disallow all genders)<BR>-GENDER +male +female +neuter (create exceptions)<BR>-male -female -neuter (disallow only listed genders)<BR>-FACTION (disallow all faction and values, even a lack of faction)<BR>-FACTION +myfactionrange +faction.rangename (create exceptions)<BR>-rangename -faction.rangename (disallow only faction range named)<BR>-TATTOOS (disallow all tattoos, even a lack of a tattoo)<BR>-TATTOOS +mytatto +thistattoo +anytattoo etc..  (create exceptions)<BR>+TATTOOS (do not disallow any or no tattoos)<BR>+TATTOOS -mytattoo -anytatto, etc.. (create exceptions)<BR>-EXPERTISES (disallow all expertises, even a lack of a edus)<BR>-EXPERTISES +myedu +thisedu +anyedu etc..  (create exceptions)<BR>+EXPERTISES (do not disallow any or no expertises)<BR>+EXPERTISES -myedu -anyedu, etc.. (create exceptions)<BR>-SECURITY (disallow all security flags, even a lack of a security flag)<BR>-SECURITY +cmdrooms +area cmditems etc..  (create exceptions)<BR>+SECURITY (do not disallow any or no security flags)<BR>+SECURITY -cmdrooms +area cmditems, etc.. (create exceptions)<BR>-MOOD +grumpy +normal (disallow all except those with given moods)<BR>+MOOD -grumpy -normal (disallow only those with subtracted moods)<BR>-LEVEL (disallow all levels)<BR>-LEVEL +=1 +>5 +>=7 +&lt;13 +&lt;=20 (create exceptions)<BR>-=1 ->5 ->=7 -&lt;13 -&lt;=20 (disallow only listed levels range)<BR>-NAMES (disallow everyone)<BR>-NAMES +bob "+my name" etc.. (create name exceptions)<BR>+NAMES (do not disallow anyone who has a name)<BR>+NAMES -bob "-my name" etc.. (create name exceptions)<BR>-CLASSLEVEL  (disallow all current class levels)<BR>-CLASSLEVEL +=1 +>5 +>=7 +&lt;13 +&lt;=20 (create exceptions)<BR>-MAXCLASSLEVEL  (disallow all max class levels)<BR>-MAXCLASSLEVEL +=1 +>5 +>=7 +&lt;13 +&lt;=20 (create exceptions)<BR>-CLAN (disallow everyone, even no clan)<BR>-CLAN +Killers "+Holy Avengers" etc.. (create clan exceptions)<BR>+CLAN (do not disallow anyone, even non clan people)<BR>+CLAN -Killers "-Holy Avengers" etc.. (create clan exceptions)<BR>-DEITY (disallow anyone, even no deity)<BR>-DEITY +Apollo "+Grothon The Great" etc.. (create deity exceptions)<BR>+DEITY (do not disallow anyone, even non deity worshipping people)<BR>+DEITY -Apollo "-rothon The Great" etc.. (create deity exceptions)<BR>-ANYCLASS (disallow all multi-class combinations)<BR>-ANYCLASS +thief +mage +ranger (exceptions, allow any class)<BR>+ANYCLASS (do not disallow all multi-class combinations)<BR>+ANYCLASS -thief -mage -ranger (exceptions, disallow any class)<BR>-ANYCLASSLEVEL (disallow all multi-class level combinations)<BR>-ANYCLASSLEVEL +thief +>5 +mage +&lt;10 +ranger +=5 (exceptions)<BR>+ANYCLASSLEVEL (do not disallow all multi-class combinations)<BR>+ANYCLASSLEVEL -thief ->5 -mage -&lt;10 -ranger -=5 (exceptions)<BR>-STR X (disallow those with strength greater than X)<BR>+STR X (disallow those with strength less than X)<BR>-INT X (disallow those with intelligence greater than X)<BR>+INT X (disallow those with intelligence less than X)<BR>-WIS X (disallow those with wisdom greater than X)<BR>+WIS X (disallow those with wisdom less than X)<BR>-CON X (disallow those with constitution greater than X)<BR>+CON X (disallow those with constitution less than X)<BR>-CHA X (disallow those with charisma greater than X)<BR>+CHA X (disallow those with charisma less than X)<BR>-DEX X (disallow those with dexterity greater than X)<BR>+DEX X (disallow those with dexterity less than X)<BR>+-ADJSTR...ADJCON (Same as above, but uses current values)<BR>-GROUPSIZE X (disallow those in groups larger than X)<BR>+GROUPSIZE X (disallow those in groups smaller than X)<BR>-AREA (disallow in all areas)<BR>-AREA "+my areaname" etc.. (create exceptions)<BR>+AREA (do not disallow any areas)<BR>+AREA "-my areaname" etc.. (create exceptions)<BR>-HOME (disallow in all home/beacon areas)<BR>-HOME "+my home/beacon areaname" etc.. (create exceptions)<BR>+HOME (do not disallow any home/beacon areas)<BR>+HOME "-my home/beacon areaname" etc.. (create exceptions)<BR>-ITEM "+item name" etc... (disallow only those with an item name)<BR>-WORN "+item name" etc... (disallow only those wearing item name)<BR>-EFFECTS (disallow everyone, even no effects)<BR>-EFFECTS +Sleep "+Wood Chopping" etc.. (create name exceptions)<BR>+EFFECTS (do not disallow anyone, even non effected people)<BR>+EFFECTS -Sleep "-Wood Chopping" etc.. (create name exceptions)<BR>-SKILLS (disallow everyone, even those with no skill)<BR>-SKILLS +Spell_Sleep(75) etc.. (create exceptions with proficiency)<BR>+SKILLS (do not disallow anyone, even non skilled people)<BR>+SKILLS -Spell_Sleep(75) etc.. (create exceptions with proficiency)<BR>-MATERIAL "+WOODEN" etc.. (disallow only items of added materials)<BR>+MATERIAL "-WOODEN" etc.. (Do not disallow items of -materials)<BR>-RESOURCES "+OAK" etc.. (disallow only items of added resources)<BR>+RESOURCES "-OAK" etc.. (Do not disallow items of -resources)<BR>-JAVACLASS "+GENMOB" etc.. (disallow only objects of +java class)<BR>+JAVACLASS "-GENITEM" etc.. (Do not disallow objs of -classes)<BR>-ABILITY X (disallow those with magical ability less than X)<BR>+ABILITY X (disallow those with magical ability greater than X)<BR>-IF &lt;CONDITION> (disallow, unless they meet Scriptable conditions)<BR>+IF &lt;CONDITION> (never disallow anyone who meets Scriptable cond)<BR>-VALUE X (disallow those with value or money less than X)<BR>+VALUE X (disallow those with value or money greater than X)<BR>-WEIGHT X (disallow those weighing less than X)<BR>+WEIGHT X (disallow those weighing more than X)<BR>-ARMOR X (disallow those with armor bonus less than X)<BR>+ARMOR X (disallow those with armor bonus more than X)<BR>-DAMAGE X (disallow those with damage bonus less than X)<BR>+DAMAGE X (disallow those with damage bonus more than X)<BR>-ATTACK X (disallow those with attack bonus less than X)<BR>+ATTACK X (disallow those with attack bonus more than X)<BR>-WORNON "+TORSO" etc.. (disallow only items wearable on +locations)<BR>+WORNON "-NECK" etc.. (Do not disallow items wearable on -locations)<BR>-DISPOSITION "+ISHIDDEN" etc.. (disallow only with +dispositions)<BR>+DISPOSITION "-ISHIDDEN" etc.. (Do not disallow only with sub disp)<BR>-SENSES "+CANSEEDARK" etc.. (disallow only those with +senses)<BR>+SENSES "-CANSEEDARK" etc.. (Do not disallow those with -senses)<BR>-HOUR +X (disallow always, unless the hour is X)<BR>+HOUR -X (disallow those only when the hour is X)<BR>-SEASON +FALL (disallow those only when season is FALL)<BR>+SEASON -SPRING (disallow those whenever the season is SPRING)<BR>-MONTH +X (disallow those only when month number is X)<BR>+MONTH -X (disallow those whenever the month number is X)<BR>-DAY +X (disallow those only when day number is X)<BR>+DAY -X (disallow those whenever the day number is X)<BR>-WEATHER +DROUGHT (disallow those only when weather is DROUGHT)<BR>+WEATHER -BLIZZARD (disallow those whenever the weather is BLIZZARD)<BR>-QUESTWIN "+MY QUEST" (disallow those who have not my MY QUEST)<BR>+QUESTWIN "-MY QUEST" (disallow those who have won MY QUEST)<BR>-SKILLFLAG (disallow everyone, even those with no skills)<BR>-SKILLFLAG +ENCHANTMENT etc.. (create exceptions to -skillflag)<BR>+SKILLFLAG (do not disallow anyone, even non skilled people)<BR>+SKILLFLAG -ENCHANTMENT etc.. (create exceptions to +skillflag)<BR>-ACCCHIEVES (disallow all Account achievements, even a lack of a achievements)<BR>-ACCCHIEVES +mytatto +thistattoo +anytattoo etc..  (create exceptions)<BR>+ACCCHIEVES (do not disallow any or no Account achievements)<BR>+ACCCHIEVES -mytattoo -anytatto, etc.. (create exceptions)<BR>-CHANCE 50 (disallow the given % of the time)<BR> </pre>
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			<p>
			<a name="GetsAllEquipped"><B>GetsAllEquipped</B></a>
			<pre>Behavior   : GetsAllEquipped<BR>Targets    : MOBs<BR>Parameters : <BR>Example    : <BR>Description: <BR>This is a deprecated behavior, but listed here in case someone can think of a<BR>new use for it.  This behavior causes the mob, on reset, to grab everything in<BR>its default room, and attempt to wear it.  He also does this whenever someone<BR>in the room dies, so its also good for making the mob autoloot.</pre>
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			<p>
			<a name="GoldLooter"><B>GoldLooter</B></a>
			<pre>Behavior   : GoldLooter<BR>Targets    : MOBs<BR>Parameters : <BR>Example    : <BR>Description: <BR>This behavior makes a mob loot the gold from corpses killed by it.  It does<BR>this by turning on the mobs AUTOGOLD flag.</pre>
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			<p>
			<a name="GoodExecutioner"><B>GoodExecutioner</B></a>
			<pre>Behavior   : GoodExecutioner<BR>Targets    : MOBs<BR>Parameters : <BR>Example    : <BR>Description: <BR>The mob with this behavior will attack any evil or thief non-player mob it<BR>detects.    With the Players parameter, it will even attack players as well.</pre>
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			<p>
			<a name="GoodGuardian"><B>GoodGuardian</B></a>
			<pre>Behavior   : GoodGuardian<BR>Targets    : MOBs<BR>Parameters : <BR>Example    : <BR>Description: <BR>This is a very active behavior.  If the mob detects any evil mob attacking a<BR>good mob in the same room, or an adjacent room, it will attack the evil mob. <BR>If evil mobs are fighting, it will do nothing.  If two good or neutral mobs are<BR>fighting, it will stop the fight.</pre>
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			<p>
			<a name="Guard"><B>Guard</B></a>
			<pre>Behavior   : Guard<BR>Targets    : MOBs<BR>Parameters : ([MOB Name])<BR>Example    : <BR>Example    : Bob<BR>Description: <BR>If ANY mob, player or non-player, is attacked in the same room as the mob with<BR>this behavior, this mob will come to the victim's defence.  However, if this<BR>behavior has a parameter, then they will only come to the aid of players/mobs<BR>with that name.</pre>
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			<p>
			<a name="Healer"><B>Healer</B></a>
			<pre>Behavior   : Healer<BR>Targets    : MOBs<BR>Parameters : min, max ticks, and a percent chance<BR>Example    : min=10 max=20 chance=75<BR>Description: <BR>The mob with this behavior gains Cure Disease, Cure Light Wounds, Cure Serious<BR>Wounds, Bless, and Sanctuary.  At random, the mob will cast these spells on any<BR>player-mobs in the room.</pre>
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			<p>
			<a name="Hireling"><B>Hireling</B></a>
			<pre>Behavior   : Hireling<BR>Targets    : MOBs<BR>Parameters : price to hire;minutes of service<BR>Example    : 10000;30<BR>Description: <BR>Allows a mob to hire him or herself out for a given amount of time. The first<BR>parameter is the price to hire the mob, followed by a semicolon and the number<BR>of minutes that amount of money purchases.  Additional money may be given by<BR>the player to extend the time.  When the time expires, the mob returns to his<BR>or her start room.</pre>
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			<p>
			<a name="InstantDeath"><B>InstantDeath</B></a>
			<pre>Behavior   : InstantDeath<BR>Targets    : MOBs, Items, Rooms, Areas<BR>Parameters : mask, min, max ticks, and a percent chance<BR>Example    : min=10 max=20 chance=75 mask="-RACE +ORC"<BR>Description: <BR>According to the timing and percent chance described by the parameters, the<BR>item owner with this behavior will be killed.  MOBs and Rooms with this<BR>behavior will kill all their inhabitants.  MOBs do not kill until attacked,<BR>food when eaten, drinks when sipped items when they are picked up, weapons when<BR>they are first wielded, or armor when it is first worn.  Rooms merely need to<BR>be entered. <BR><BR>+SYSOP (allow archons to bypass the rules)<BR>-SYSOP (always spare archons)<BR>+SUBOP (allow local-room area staff to bypass the rules)<BR>-SUBOP (always spare local-room area staff)<BR>-PLAYER (spare all players)<BR>-MOB (spare all mobs/npcs)<BR>-CLASS  (spare all classes)<BR>-CLASS +thief +mage +ranger (create exceptions)<BR>-BASECLASS  (spare all base classes)<BR>-BASECLASS +thief +mage +ranger (create exceptions)<BR>-thief -mage  -ranger (spare only listed classes)<BR>-RACE (spare all races)<BR>-RACE +elf +dwarf +human +half +gnome (create exceptions)<BR>-elf -dwarf -human -half -gnome (spare only listed races)<BR>-RACECAT (spare all racial categories)<BR>-RACECAT +elf +insect +humanoid +canine +gnome (create exceptions)<BR>+RACECAT (do not spare all racial categories)<BR>+RACECAT -elf -insect -humanoid -canine -gnome (create exceptions)<BR>-ALIGNMENT (spare all alignments)<BR>-ALIGNMENT +evil +good +neutral (create exceptions)<BR>-evil -good -neutral (spare only listed alignments)<BR>-GENDER (spare all genders)<BR>-GENDER +male +female +neuter (create exceptions)<BR>-male -female -neuter (spare only listed genders)<BR>-FACTION (spare all faction and values, even a lack of faction)<BR>-FACTION +myfactionrange +faction.rangename (create exceptions)<BR>-rangename -faction.rangename (spare only faction range named)<BR>-TATTOOS (spare all tattoos, even a lack of a tattoo)<BR>-TATTOOS +mytatto +thistattoo +anytattoo etc..  (create exceptions)<BR>+TATTOOS (do not spare any or no tattoos)<BR>+TATTOOS -mytattoo -anytatto, etc.. (create exceptions)<BR>-EXPERTISES (spare all expertises, even a lack of a edus)<BR>-EXPERTISES +myedu +thisedu +anyedu etc..  (create exceptions)<BR>+EXPERTISES (do not spare any or no expertises)<BR>+EXPERTISES -myedu -anyedu, etc.. (create exceptions)<BR>-SECURITY (spare all security flags, even a lack of a security flag)<BR>-SECURITY +cmdrooms +area cmditems etc..  (create exceptions)<BR>+SECURITY (do not spare any or no security flags)<BR>+SECURITY -cmdrooms +area cmditems, etc.. (create exceptions)<BR>-MOOD +grumpy +normal (spare all except those with given moods)<BR>+MOOD -grumpy -normal (spare only those with subtracted moods)<BR>-LEVEL (spare all levels)<BR>-LEVEL +=1 +>5 +>=7 +&lt;13 +&lt;=20 (create exceptions)<BR>-=1 ->5 ->=7 -&lt;13 -&lt;=20 (spare only listed levels range)<BR>-NAMES (spare everyone)<BR>-NAMES +bob "+my name" etc.. (create name exceptions)<BR>+NAMES (do not spare anyone who has a name)<BR>+NAMES -bob "-my name" etc.. (create name exceptions)<BR>-CLASSLEVEL  (spare all current class levels)<BR>-CLASSLEVEL +=1 +>5 +>=7 +&lt;13 +&lt;=20 (create exceptions)<BR>-MAXCLASSLEVEL  (spare all max class levels)<BR>-MAXCLASSLEVEL +=1 +>5 +>=7 +&lt;13 +&lt;=20 (create exceptions)<BR>-CLAN (spare everyone, even no clan)<BR>-CLAN +Killers "+Holy Avengers" etc.. (create clan exceptions)<BR>+CLAN (do not spare anyone, even non clan people)<BR>+CLAN -Killers "-Holy Avengers" etc.. (create clan exceptions)<BR>-DEITY (spare anyone, even no deity)<BR>-DEITY +Apollo "+Grothon The Great" etc.. (create deity exceptions)<BR>+DEITY (do not spare anyone, even non deity worshipping people)<BR>+DEITY -Apollo "-rothon The Great" etc.. (create deity exceptions)<BR>-ANYCLASS (spare all multi-class combinations)<BR>-ANYCLASS +thief +mage +ranger (exceptions, allow any class)<BR>+ANYCLASS (do not spare all multi-class combinations)<BR>+ANYCLASS -thief -mage -ranger (exceptions, disallow any class)<BR>-ANYCLASSLEVEL (spare all multi-class level combinations)<BR>-ANYCLASSLEVEL +thief +>5 +mage +&lt;10 +ranger +=5 (exceptions)<BR>+ANYCLASSLEVEL (do not spare all multi-class combinations)<BR>+ANYCLASSLEVEL -thief ->5 -mage -&lt;10 -ranger -=5 (exceptions)<BR>-STR X (spare those with strength greater than X)<BR>+STR X (spare those with strength less than X)<BR>-INT X (spare those with intelligence greater than X)<BR>+INT X (spare those with intelligence less than X)<BR>-WIS X (spare those with wisdom greater than X)<BR>+WIS X (spare those with wisdom less than X)<BR>-CON X (spare those with constitution greater than X)<BR>+CON X (spare those with constitution less than X)<BR>-CHA X (spare those with charisma greater than X)<BR>+CHA X (spare those with charisma less than X)<BR>-DEX X (spare those with dexterity greater than X)<BR>+DEX X (spare those with dexterity less than X)<BR>+-ADJSTR...ADJCON (Same as above, but uses current values)<BR>-GROUPSIZE X (spare those in groups larger than X)<BR>+GROUPSIZE X (spare those in groups smaller than X)<BR>-AREA (spare in all areas)<BR>-AREA "+my areaname" etc.. (create exceptions)<BR>+AREA (do not spare any areas)<BR>+AREA "-my areaname" etc.. (create exceptions)<BR>-HOME (spare in all home/beacon areas)<BR>-HOME "+my home/beacon areaname" etc.. (create exceptions)<BR>+HOME (do not spare any home/beacon areas)<BR>+HOME "-my home/beacon areaname" etc.. (create exceptions)<BR>-ITEM "+item name" etc... (spare only those with an item name)<BR>-WORN "+item name" etc... (spare only those wearing item name)<BR>-EFFECTS (spare everyone, even no effects)<BR>-EFFECTS +Sleep "+Wood Chopping" etc.. (create name exceptions)<BR>+EFFECTS (do not spare anyone, even non effected people)<BR>+EFFECTS -Sleep "-Wood Chopping" etc.. (create name exceptions)<BR>-SKILLS (spare everyone, even those with no skill)<BR>-SKILLS +Spell_Sleep(75) etc.. (create exceptions with proficiency)<BR>+SKILLS (do not spare anyone, even non skilled people)<BR>+SKILLS -Spell_Sleep(75) etc.. (create exceptions with proficiency)<BR>-MATERIAL "+WOODEN" etc.. (spare only items of added materials)<BR>+MATERIAL "-WOODEN" etc.. (Do not spare items of -materials)<BR>-RESOURCES "+OAK" etc.. (spare only items of added resources)<BR>+RESOURCES "-OAK" etc.. (Do not spare items of -resources)<BR>-JAVACLASS "+GENMOB" etc.. (spare only objects of +java class)<BR>+JAVACLASS "-GENITEM" etc.. (Do not spare objs of -classes)<BR>-ABILITY X (spare those with magical ability less than X)<BR>+ABILITY X (spare those with magical ability greater than X)<BR>-IF &lt;CONDITION> (spare, unless they meet Scriptable conditions)<BR>+IF &lt;CONDITION> (never spare anyone who meets Scriptable cond)<BR>-VALUE X (spare those with value or money less than X)<BR>+VALUE X (spare those with value or money greater than X)<BR>-WEIGHT X (spare those weighing less than X)<BR>+WEIGHT X (spare those weighing more than X)<BR>-ARMOR X (spare those with armor bonus less than X)<BR>+ARMOR X (spare those with armor bonus more than X)<BR>-DAMAGE X (spare those with damage bonus less than X)<BR>+DAMAGE X (spare those with damage bonus more than X)<BR>-ATTACK X (spare those with attack bonus less than X)<BR>+ATTACK X (spare those with attack bonus more than X)<BR>-WORNON "+TORSO" etc.. (spare only items wearable on +locations)<BR>+WORNON "-NECK" etc.. (Do not spare items wearable on -locations)<BR>-DISPOSITION "+ISHIDDEN" etc.. (spare only with +dispositions)<BR>+DISPOSITION "-ISHIDDEN" etc.. (Do not spare only with sub disp)<BR>-SENSES "+CANSEEDARK" etc.. (spare only those with +senses)<BR>+SENSES "-CANSEEDARK" etc.. (Do not spare those with -senses)<BR>-HOUR +X (spare always, unless the hour is X)<BR>+HOUR -X (spare those only when the hour is X)<BR>-SEASON +FALL (spare those only when season is FALL)<BR>+SEASON -SPRING (spare those whenever the season is SPRING)<BR>-MONTH +X (spare those only when month number is X)<BR>+MONTH -X (spare those whenever the month number is X)<BR>-DAY +X (spare those only when day number is X)<BR>+DAY -X (spare those whenever the day number is X)<BR>-WEATHER +DROUGHT (spare those only when weather is DROUGHT)<BR>+WEATHER -BLIZZARD (spare those whenever the weather is BLIZZARD)<BR>-QUESTWIN "+MY QUEST" (spare those who have not my MY QUEST)<BR>+QUESTWIN "-MY QUEST" (spare those who have won MY QUEST)<BR>-SKILLFLAG (spare everyone, even those with no skills)<BR>-SKILLFLAG +ENCHANTMENT etc.. (create exceptions to -skillflag)<BR>+SKILLFLAG (do not spare anyone, even non skilled people)<BR>+SKILLFLAG -ENCHANTMENT etc.. (create exceptions to +skillflag)<BR>-ACCCHIEVES (spare all Account achievements, even a lack of a achievements)<BR>-ACCCHIEVES +mytatto +thistattoo +anytattoo etc..  (create exceptions)<BR>+ACCCHIEVES (do not spare any or no Account achievements)<BR>+ACCCHIEVES -mytattoo -anytatto, etc.. (create exceptions)<BR>-CHANCE 50 (spare the given % of the time)<BR></pre>
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			<p>
			<a name="ItemGenerator"><B>ItemGenerator</B></a>
			<pre>Behavior   : ItemGenerator<BR>Targets    : Areas, Rooms, Containers, Mobs<BR>Parameters : [min/max ticks] [% chance] [min/max items/dups]<BR>[enchanted=%][mobs] [locale mask]; [mask]<BR>Example    : min=10 max=20 chance=75 minitems=1 maxitems=10 maxdups=0;-LEVELS<BR>+>10<BR>Example    : minitems=10 maxitems=20 MOBS -ALL +CITY;-MATERIAL +IRON +BRONZE<BR>Example    : minitems=10 maxitems=20 enchanted=20;-NAME "+Short Sword"<BR>Description: <BR>This behavior will generate a list of items from the standard common skills. It<BR>will also add random enchantments and curses to items a percentage of the time<BR>dictated by the echanted parameter (default=10).  Items are selected from the<BR>list on a pseudo-random basis, with the chance weighted in favor of the least<BR>valuable items in favor of the most valueable.  This is to decrease the chances<BR>of a plethora of Spidersteel swords.<BR><BR>The parameters before the semicolon describe the rate and amount of items<BR>generated.  The room or area will attempt to generate an item every (min) to<BR>(max) ticks, assuming the percent chance (chance) is made.  It will then<BR>generate at least the minimum (minitems) number of items from the list, but<BR>never more than the maximum (maxitems) number of monsters.  Duplicates are<BR>allowed unless (maxdups) is set to some value.  Items taken away will be<BR>replaced by this behavior, even if they are looted.  If the behavior is on a<BR>room, all items will be generated in that room.  If on an area, a random room<BR>in the area will be picked for the item. The TYPE of room in that area which<BR>will be selected for population may also be specified. -ALL to disallow all<BR>locales, followed by +AIR +CITY +JUNGLE (etc) to reallow certain locales. <BR>-CITY -UNDERWATER and others may be used to restrict certain locales.  If no<BR>locale types are specified, then all rooms in an area will be populatable. <BR>Valid locates include: "STONE",	"WOODEN", "CAVE", "MAGIC", "UNDERWATER", "AIR",<BR>"WATERSURFACE",	"METAL", "CITY", "WOODS", "ROCKY", "PLAINS", "UNDERWATER",<BR>"AIR", "WATERSURFACE", "JUNGLE", "SWAMP", "DESERT", "HILLS", "MOUNTAINS". If<BR>the behavior is on a mob, or the MOBS flag is given in the parameters, then the<BR>item will be placed on a mob IF POSSIBLE (if the behavior is on an area, and a<BR>room with no mobs is randomly selected, it may not happen).  Items places on<BR>mobs will be automatically worn if possible. <BR><BR>The parameters after the semicolon are a mask to help select what kind of items<BR>are generated for the several rooms or whatever.  The mask uses the following<BR>flags:<BR>+SYSOP (allow archons to bypass the rules)<BR>-SYSOP (always disallow archons)<BR>+SUBOP (allow local-room area staff to bypass the rules)<BR>-SUBOP (always disallow local-room area staff)<BR>-PLAYER (disallow all players)<BR>-MOB (disallow all mobs/npcs)<BR>-CLASS  (disallow all classes)<BR>-CLASS +thief +mage +ranger (create exceptions)<BR>-BASECLASS  (disallow all base classes)<BR>-BASECLASS +thief +mage +ranger (create exceptions)<BR>-thief -mage  -ranger (disallow only listed classes)<BR>-RACE (disallow all races)<BR>-RACE +elf +dwarf +human +half +gnome (create exceptions)<BR>-elf -dwarf -human -half -gnome (disallow only listed races)<BR>-RACECAT (disallow all racial categories)<BR>-RACECAT +elf +insect +humanoid +canine +gnome (create exceptions)<BR>+RACECAT (do not disallow all racial categories)<BR>+RACECAT -elf -insect -humanoid -canine -gnome (create exceptions)<BR>-ALIGNMENT (disallow all alignments)<BR>-ALIGNMENT +evil +good +neutral (create exceptions)<BR>-evil -good -neutral (disallow only listed alignments)<BR>-GENDER (disallow all genders)<BR>-GENDER +male +female +neuter (create exceptions)<BR>-male -female -neuter (disallow only listed genders)<BR>-FACTION (disallow all faction and values, even a lack of faction)<BR>-FACTION +myfactionrange +faction.rangename (create exceptions)<BR>-rangename -faction.rangename (disallow only faction range named)<BR>-TATTOOS (disallow all tattoos, even a lack of a tattoo)<BR>-TATTOOS +mytatto +thistattoo +anytattoo etc..  (create exceptions)<BR>+TATTOOS (do not disallow any or no tattoos)<BR>+TATTOOS -mytattoo -anytatto, etc.. (create exceptions)<BR>-EXPERTISES (disallow all expertises, even a lack of a edus)<BR>-EXPERTISES +myedu +thisedu +anyedu etc..  (create exceptions)<BR>+EXPERTISES (do not disallow any or no expertises)<BR>+EXPERTISES -myedu -anyedu, etc.. (create exceptions)<BR>-SECURITY (disallow all security flags, even a lack of a security flag)<BR>-SECURITY +cmdrooms +area cmditems etc..  (create exceptions)<BR>+SECURITY (do not disallow any or no security flags)<BR>+SECURITY -cmdrooms +area cmditems, etc.. (create exceptions)<BR>-MOOD +grumpy +normal (disallow all except those with given moods)<BR>+MOOD -grumpy -normal (disallow only those with subtracted moods)<BR>-LEVEL (disallow all levels)<BR>-LEVEL +=1 +>5 +>=7 +&lt;13 +&lt;=20 (create exceptions)<BR>-=1 ->5 ->=7 -&lt;13 -&lt;=20 (disallow only listed levels range)<BR>-NAMES (disallow everyone)<BR>-NAMES +bob "+my name" etc.. (create name exceptions)<BR>+NAMES (do not disallow anyone who has a name)<BR>+NAMES -bob "-my name" etc.. (create name exceptions)<BR>-CLASSLEVEL  (disallow all current class levels)<BR>-CLASSLEVEL +=1 +>5 +>=7 +&lt;13 +&lt;=20 (create exceptions)<BR>-MAXCLASSLEVEL  (disallow all max class levels)<BR>-MAXCLASSLEVEL +=1 +>5 +>=7 +&lt;13 +&lt;=20 (create exceptions)<BR>-CLAN (disallow everyone, even no clan)<BR>-CLAN +Killers "+Holy Avengers" etc.. (create clan exceptions)<BR>+CLAN (do not disallow anyone, even non clan people)<BR>+CLAN -Killers "-Holy Avengers" etc.. (create clan exceptions)<BR>-DEITY (disallow anyone, even no deity)<BR>-DEITY +Apollo "+Grothon The Great" etc.. (create deity exceptions)<BR>+DEITY (do not disallow anyone, even non deity worshipping people)<BR>+DEITY -Apollo "-rothon The Great" etc.. (create deity exceptions)<BR>-ANYCLASS (disallow all multi-class combinations)<BR>-ANYCLASS +thief +mage +ranger (exceptions, allow any class)<BR>+ANYCLASS (do not disallow all multi-class combinations)<BR>+ANYCLASS -thief -mage -ranger (exceptions, disallow any class)<BR>-ANYCLASSLEVEL (disallow all multi-class level combinations)<BR>-ANYCLASSLEVEL +thief +>5 +mage +&lt;10 +ranger +=5 (exceptions)<BR>+ANYCLASSLEVEL (do not disallow all multi-class combinations)<BR>+ANYCLASSLEVEL -thief ->5 -mage -&lt;10 -ranger -=5 (exceptions)<BR>-STR X (disallow those with strength greater than X)<BR>+STR X (disallow those with strength less than X)<BR>-INT X (disallow those with intelligence greater than X)<BR>+INT X (disallow those with intelligence less than X)<BR>-WIS X (disallow those with wisdom greater than X)<BR>+WIS X (disallow those with wisdom less than X)<BR>-CON X (disallow those with constitution greater than X)<BR>+CON X (disallow those with constitution less than X)<BR>-CHA X (disallow those with charisma greater than X)<BR>+CHA X (disallow those with charisma less than X)<BR>-DEX X (disallow those with dexterity greater than X)<BR>+DEX X (disallow those with dexterity less than X)<BR>+-ADJSTR...ADJCON (Same as above, but uses current values)<BR>-GROUPSIZE X (disallow those in groups larger than X)<BR>+GROUPSIZE X (disallow those in groups smaller than X)<BR>-AREA (disallow in all areas)<BR>-AREA "+my areaname" etc.. (create exceptions)<BR>+AREA (do not disallow any areas)<BR>+AREA "-my areaname" etc.. (create exceptions)<BR>-HOME (disallow in all home/beacon areas)<BR>-HOME "+my home/beacon areaname" etc.. (create exceptions)<BR>+HOME (do not disallow any home/beacon areas)<BR>+HOME "-my home/beacon areaname" etc.. (create exceptions)<BR>-ITEM "+item name" etc... (disallow only those with an item name)<BR>-WORN "+item name" etc... (disallow only those wearing item name)<BR>-EFFECTS (disallow everyone, even no effects)<BR>-EFFECTS +Sleep "+Wood Chopping" etc.. (create name exceptions)<BR>+EFFECTS (do not disallow anyone, even non effected people)<BR>+EFFECTS -Sleep "-Wood Chopping" etc.. (create name exceptions)<BR>-SKILLS (disallow everyone, even those with no skill)<BR>-SKILLS +Spell_Sleep(75) etc.. (create exceptions with proficiency)<BR>+SKILLS (do not disallow anyone, even non skilled people)<BR>+SKILLS -Spell_Sleep(75) etc.. (create exceptions with proficiency)<BR>-MATERIAL "+WOODEN" etc.. (disallow only items of added materials)<BR>+MATERIAL "-WOODEN" etc.. (Do not disallow items of -materials)<BR>-RESOURCES "+OAK" etc.. (disallow only items of added resources)<BR>+RESOURCES "-OAK" etc.. (Do not disallow items of -resources)<BR>-JAVACLASS "+GENMOB" etc.. (disallow only objects of +java class)<BR>+JAVACLASS "-GENITEM" etc.. (Do not disallow objs of -classes)<BR>-ABILITY X (disallow those with magical ability less than X)<BR>+ABILITY X (disallow those with magical ability greater than X)<BR>-IF &lt;CONDITION> (disallow, unless they meet Scriptable conditions)<BR>+IF &lt;CONDITION> (never disallow anyone who meets Scriptable cond)<BR>-VALUE X (disallow those with value or money less than X)<BR>+VALUE X (disallow those with value or money greater than X)<BR>-WEIGHT X (disallow those weighing less than X)<BR>+WEIGHT X (disallow those weighing more than X)<BR>-ARMOR X (disallow those with armor bonus less than X)<BR>+ARMOR X (disallow those with armor bonus more than X)<BR>-DAMAGE X (disallow those with damage bonus less than X)<BR>+DAMAGE X (disallow those with damage bonus more than X)<BR>-ATTACK X (disallow those with attack bonus less than X)<BR>+ATTACK X (disallow those with attack bonus more than X)<BR>-WORNON "+TORSO" etc.. (disallow only items wearable on +locations)<BR>+WORNON "-NECK" etc.. (Do not disallow items wearable on -locations)<BR>-DISPOSITION "+ISHIDDEN" etc.. (disallow only with +dispositions)<BR>+DISPOSITION "-ISHIDDEN" etc.. (Do not disallow only with sub disp)<BR>-SENSES "+CANSEEDARK" etc.. (disallow only those with +senses)<BR>+SENSES "-CANSEEDARK" etc.. (Do not disallow those with -senses)<BR>-HOUR +X (disallow always, unless the hour is X)<BR>+HOUR -X (disallow those only when the hour is X)<BR>-SEASON +FALL (disallow those only when season is FALL)<BR>+SEASON -SPRING (disallow those whenever the season is SPRING)<BR>-MONTH +X (disallow those only when month number is X)<BR>+MONTH -X (disallow those whenever the month number is X)<BR>-DAY +X (disallow those only when day number is X)<BR>+DAY -X (disallow those whenever the day number is X)<BR>-WEATHER +DROUGHT (disallow those only when weather is DROUGHT)<BR>+WEATHER -BLIZZARD (disallow those whenever the weather is BLIZZARD)<BR>-QUESTWIN "+MY QUEST" (disallow those who have not my MY QUEST)<BR>+QUESTWIN "-MY QUEST" (disallow those who have won MY QUEST)<BR>-SKILLFLAG (disallow everyone, even those with no skills)<BR>-SKILLFLAG +ENCHANTMENT etc.. (create exceptions to -skillflag)<BR>+SKILLFLAG (do not disallow anyone, even non skilled people)<BR>+SKILLFLAG -ENCHANTMENT etc.. (create exceptions to +skillflag)<BR>-ACCCHIEVES (disallow all Account achievements, even a lack of a achievements)<BR>-ACCCHIEVES +mytatto +thistattoo +anytattoo etc..  (create exceptions)<BR>+ACCCHIEVES (do not disallow any or no Account achievements)<BR>+ACCCHIEVES -mytattoo -anytatto, etc.. (create exceptions)<BR>-CHANCE 50 (disallow the given % of the time)<BR> </pre>
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			<p>
			<a name="ItemIdentifier"><B>ItemIdentifier</B></a>
			<pre>Behavior   : ItemIdentifier<BR>Targets    : MOBs<BR>Parameters : (COST="[FORMULA]")<BR>Example    : COST="100+@x1"<BR>Description: <BR>For a price, this mob will identify items.  They will NOT work for Archons,<BR>however.<BR>The optional COST parameter can be used to change the pricing formula. <BR>Variables are: @x1=level, @x2=value, @x3=condition(0-100),<BR>@x4=magical=1.0/non-magical=0.0. </pre>
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			<a name="ItemMender"><B>ItemMender</B></a>
			<pre>Behavior   : ItemMender<BR>Targets    : MOBs<BR>Parameters : (COST="[FORMULA]")<BR>Example    : COST="100+@x1"<BR>Description: <BR>For a price, this mob will repair damaged weapons and armor.  The mender will<BR>NOT work for Archons, however. <BR>The optional COST parameter can be used to change the pricing formula. <BR>Variables are: @x1=level, @x2=value, @x3=condition(0-100),<BR>@x4=magical=1.0/non-magical=0.0. </pre>
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			<p>
			<a name="ItemRefitter"><B>ItemRefitter</B></a>
			<pre>Behavior   : ItemRefitter<BR>Targets    : MOBs<BR>Parameters : (COST="[FORMULA]")<BR>Example    : COST="100+@x1"<BR>Description: <BR>For a price, this mob will resize armor to fit the mob.  The mender will NOT<BR>work for Archons, however.<BR>The optional COST parameter can be used to change the pricing formula. <BR>Variables are: @x1=level, @x2=value, @x3=condition(0-100),<BR>@x4=magical=1.0/non-magical=0.0. </pre>
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			<a name="LinkedWeather"><B>LinkedWeather</B></a>
			<pre>Behavior   : LinkedWeather<BR>Targets    : Areas<BR>Parameters : [Area Name](;ROLLING)<BR>Example    : My Area<BR>Example    : My Area;ROLLING<BR>Description: <BR>This behavior forces the area to always mimic the weather of another area on<BR>your map.  That area is determined by the parameters.  The normal behavior is<BR>for the weather of the given area to always be the same as the linked area. If<BR>the area name in the parameters is followed by a semicolon and the word<BR>ROLLING, then the area instead will always take on the weather of the linked<BR>area on its next weather change, meaning that the linked area's weather will<BR>seem to "roll" into this area on every weather change.</pre>
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			<a name="Mageness"><B>Mageness</B></a>
			<pre>Behavior   : Mageness<BR>Targets    : MOBs<BR>Parameters : (SUBCLASS NAME) (PROFICIENT) (NOSTATS) (NOCOMBATSTAT)<BR>Parameters : (OFFENSIVE,DEFENSIVE,MIXEDOFFENSIVE,MIXEDDEFENSIVE)<BR>Example    : <BR>Example    : Mage<BR>Example    : Illusionist MIXEDDEFENSIVE<BR>Description: <BR>An extension of CombatAbilities, this behavior makes the mob a Mage by class,<BR>and gives the mob mage spells appropriate to its level.  After this behavior<BR>has triggered, it will often require a RESET for any level changes to the mob<BR>to take over.<BR>Use the proficient flag to make all skills at 100% instead of level-based. Use<BR>the offensive/.../mixeddefensive flags to influence skill choices. This<BR>behavior should not be used WITH any of the other CombatAbilities behaviors,<BR>such as Fighterness, Thiefness, Mageness, Clericness, Druidness, or<BR>CombatAbilities. It should be used alone on a mob.<BR>Also, be aware that this behavior will modify the mobs stats to better reflect<BR>the class, so any additions or removals of this behavior should be accompanied<BR>by a room reset after saving, and manually checking to make sure the combat<BR>stats are as desired.</pre>
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			<a name="Mime"><B>Mime</B></a>
			<pre>Behavior   : Mime<BR>Targets    : MOBs, Items, Exits, Rooms<BR>Parameters : min, max ticks, and a percent chance<BR>Example    : min=10 max=20 chance=75<BR>Description: <BR>This amazingly annoying Behavior makes the thing mimic any emotes or socials<BR>done by a player in the same room, back to that player.</pre>
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			<a name="MOBEater"><B>MOBEater</B></a>
			<pre>Behavior   : MOBEater<BR>Targets    : MOBs<BR>Parameters : min, max ticks, and a percent chance to occur, and pct of hp acid<BR>dmg does<BR>Example    : min=4 max=8 chance=5 acidpct=50<BR>Description: <BR>This behavior allows a mob to eat other mobs or players, and digest them! <BR>Great for dragons! You can set how often this occurs, and what % of the players<BR>hp is taken from when when being digested in the stomach.  Another player must<BR>kill the mob with this behavior to free those being digested.  This behavior<BR>will not work at ALL unless the mob with this behavior is twice the weight of<BR>the target.</pre>
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			<a name="MOBHelper"><B>MOBHelper</B></a>
			<pre>Behavior   : MOBHelper<BR>Targets    : MOBs<BR>Parameters : <BR>Example    : <BR>Description: <BR>The mob with this behavior will come to the defence of any non-player mob which<BR>is attacked in its presence.</pre>
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			<a name="MOBHunter"><B>MOBHunter</B></a>
			<pre>Behavior   : MOBHunter<BR>Targets    : MOBs<BR>Parameters : min, max ticks, room radius, a percent chance, mask of mobs to<BR>hunt<BR>Example    : min=600 max=1200 chance=99 radius=50 -RACE +Human<BR>Example    : min=50 max=1200 chance=75 -NAME "+Evil Wizards"<BR>Description: <BR>This behavior will cause the mob to seek out a victim within the RADIUS number<BR>of rooms from where he is.  The mob will then hunt down and assassinate the<BR>victim.  The mob will begin the hunt according to the frequency defined by the<BR>parameters.  The MIN and MAX parms decide the minimum number of ticks to wait<BR>between hunts, and the CHANCE parm determines the chance the hunt will begin at<BR>that time.  The RADIUS is the number of rooms away from the mobs current room<BR>in which a victim will be sought.  The rest of the parameters are a mask to<BR>determine who would make a good victim.  Valid masks include: <BR>+SYSOP (allow archons to bypass the rules)<BR>-SYSOP (always spare archons)<BR>+SUBOP (allow local-room area staff to bypass the rules)<BR>-SUBOP (always spare local-room area staff)<BR>-PLAYER (spare all players)<BR>-MOB (spare all mobs/npcs)<BR>-CLASS  (spare all classes)<BR>-CLASS +thief +mage +ranger (create exceptions)<BR>-BASECLASS  (spare all base classes)<BR>-BASECLASS +thief +mage +ranger (create exceptions)<BR>-thief -mage  -ranger (spare only listed classes)<BR>-RACE (spare all races)<BR>-RACE +elf +dwarf +human +half +gnome (create exceptions)<BR>-elf -dwarf -human -half -gnome (spare only listed races)<BR>-RACECAT (spare all racial categories)<BR>-RACECAT +elf +insect +humanoid +canine +gnome (create exceptions)<BR>+RACECAT (do not spare all racial categories)<BR>+RACECAT -elf -insect -humanoid -canine -gnome (create exceptions)<BR>-ALIGNMENT (spare all alignments)<BR>-ALIGNMENT +evil +good +neutral (create exceptions)<BR>-evil -good -neutral (spare only listed alignments)<BR>-GENDER (spare all genders)<BR>-GENDER +male +female +neuter (create exceptions)<BR>-male -female -neuter (spare only listed genders)<BR>-FACTION (spare all faction and values, even a lack of faction)<BR>-FACTION +myfactionrange +faction.rangename (create exceptions)<BR>-rangename -faction.rangename (spare only faction range named)<BR>-TATTOOS (spare all tattoos, even a lack of a tattoo)<BR>-TATTOOS +mytatto +thistattoo +anytattoo etc..  (create exceptions)<BR>+TATTOOS (do not spare any or no tattoos)<BR>+TATTOOS -mytattoo -anytatto, etc.. (create exceptions)<BR>-EXPERTISES (spare all expertises, even a lack of a edus)<BR>-EXPERTISES +myedu +thisedu +anyedu etc..  (create exceptions)<BR>+EXPERTISES (do not spare any or no expertises)<BR>+EXPERTISES -myedu -anyedu, etc.. (create exceptions)<BR>-SECURITY (spare all security flags, even a lack of a security flag)<BR>-SECURITY +cmdrooms +area cmditems etc..  (create exceptions)<BR>+SECURITY (do not spare any or no security flags)<BR>+SECURITY -cmdrooms +area cmditems, etc.. (create exceptions)<BR>-MOOD +grumpy +normal (spare all except those with given moods)<BR>+MOOD -grumpy -normal (spare only those with subtracted moods)<BR>-LEVEL (spare all levels)<BR>-LEVEL +=1 +>5 +>=7 +&lt;13 +&lt;=20 (create exceptions)<BR>-=1 ->5 ->=7 -&lt;13 -&lt;=20 (spare only listed levels range)<BR>-NAMES (spare everyone)<BR>-NAMES +bob "+my name" etc.. (create name exceptions)<BR>+NAMES (do not spare anyone who has a name)<BR>+NAMES -bob "-my name" etc.. (create name exceptions)<BR>-CLASSLEVEL  (spare all current class levels)<BR>-CLASSLEVEL +=1 +>5 +>=7 +&lt;13 +&lt;=20 (create exceptions)<BR>-MAXCLASSLEVEL  (spare all max class levels)<BR>-MAXCLASSLEVEL +=1 +>5 +>=7 +&lt;13 +&lt;=20 (create exceptions)<BR>-CLAN (spare everyone, even no clan)<BR>-CLAN +Killers "+Holy Avengers" etc.. (create clan exceptions)<BR>+CLAN (do not spare anyone, even non clan people)<BR>+CLAN -Killers "-Holy Avengers" etc.. (create clan exceptions)<BR>-DEITY (spare anyone, even no deity)<BR>-DEITY +Apollo "+Grothon The Great" etc.. (create deity exceptions)<BR>+DEITY (do not spare anyone, even non deity worshipping people)<BR>+DEITY -Apollo "-rothon The Great" etc.. (create deity exceptions)<BR>-ANYCLASS (spare all multi-class combinations)<BR>-ANYCLASS +thief +mage +ranger (exceptions, allow any class)<BR>+ANYCLASS (do not spare all multi-class combinations)<BR>+ANYCLASS -thief -mage -ranger (exceptions, disallow any class)<BR>-ANYCLASSLEVEL (spare all multi-class level combinations)<BR>-ANYCLASSLEVEL +thief +>5 +mage +&lt;10 +ranger +=5 (exceptions)<BR>+ANYCLASSLEVEL (do not spare all multi-class combinations)<BR>+ANYCLASSLEVEL -thief ->5 -mage -&lt;10 -ranger -=5 (exceptions)<BR>-STR X (spare those with strength greater than X)<BR>+STR X (spare those with strength less than X)<BR>-INT X (spare those with intelligence greater than X)<BR>+INT X (spare those with intelligence less than X)<BR>-WIS X (spare those with wisdom greater than X)<BR>+WIS X (spare those with wisdom less than X)<BR>-CON X (spare those with constitution greater than X)<BR>+CON X (spare those with constitution less than X)<BR>-CHA X (spare those with charisma greater than X)<BR>+CHA X (spare those with charisma less than X)<BR>-DEX X (spare those with dexterity greater than X)<BR>+DEX X (spare those with dexterity less than X)<BR>+-ADJSTR...ADJCON (Same as above, but uses current values)<BR>-GROUPSIZE X (spare those in groups larger than X)<BR>+GROUPSIZE X (spare those in groups smaller than X)<BR>-AREA (spare in all areas)<BR>-AREA "+my areaname" etc.. (create exceptions)<BR>+AREA (do not spare any areas)<BR>+AREA "-my areaname" etc.. (create exceptions)<BR>-HOME (spare in all home/beacon areas)<BR>-HOME "+my home/beacon areaname" etc.. (create exceptions)<BR>+HOME (do not spare any home/beacon areas)<BR>+HOME "-my home/beacon areaname" etc.. (create exceptions)<BR>-ITEM "+item name" etc... (spare only those with an item name)<BR>-WORN "+item name" etc... (spare only those wearing item name)<BR>-EFFECTS (spare everyone, even no effects)<BR>-EFFECTS +Sleep "+Wood Chopping" etc.. (create name exceptions)<BR>+EFFECTS (do not spare anyone, even non effected people)<BR>+EFFECTS -Sleep "-Wood Chopping" etc.. (create name exceptions)<BR>-SKILLS (spare everyone, even those with no skill)<BR>-SKILLS +Spell_Sleep(75) etc.. (create exceptions with proficiency)<BR>+SKILLS (do not spare anyone, even non skilled people)<BR>+SKILLS -Spell_Sleep(75) etc.. (create exceptions with proficiency)<BR>-MATERIAL "+WOODEN" etc.. (spare only items of added materials)<BR>+MATERIAL "-WOODEN" etc.. (Do not spare items of -materials)<BR>-RESOURCES "+OAK" etc.. (spare only items of added resources)<BR>+RESOURCES "-OAK" etc.. (Do not spare items of -resources)<BR>-JAVACLASS "+GENMOB" etc.. (spare only objects of +java class)<BR>+JAVACLASS "-GENITEM" etc.. (Do not spare objs of -classes)<BR>-ABILITY X (spare those with magical ability less than X)<BR>+ABILITY X (spare those with magical ability greater than X)<BR>-IF &lt;CONDITION> (spare, unless they meet Scriptable conditions)<BR>+IF &lt;CONDITION> (never spare anyone who meets Scriptable cond)<BR>-VALUE X (spare those with value or money less than X)<BR>+VALUE X (spare those with value or money greater than X)<BR>-WEIGHT X (spare those weighing less than X)<BR>+WEIGHT X (spare those weighing more than X)<BR>-ARMOR X (spare those with armor bonus less than X)<BR>+ARMOR X (spare those with armor bonus more than X)<BR>-DAMAGE X (spare those with damage bonus less than X)<BR>+DAMAGE X (spare those with damage bonus more than X)<BR>-ATTACK X (spare those with attack bonus less than X)<BR>+ATTACK X (spare those with attack bonus more than X)<BR>-WORNON "+TORSO" etc.. (spare only items wearable on +locations)<BR>+WORNON "-NECK" etc.. (Do not spare items wearable on -locations)<BR>-DISPOSITION "+ISHIDDEN" etc.. (spare only with +dispositions)<BR>+DISPOSITION "-ISHIDDEN" etc.. (Do not spare only with sub disp)<BR>-SENSES "+CANSEEDARK" etc.. (spare only those with +senses)<BR>+SENSES "-CANSEEDARK" etc.. (Do not spare those with -senses)<BR>-HOUR +X (spare always, unless the hour is X)<BR>+HOUR -X (spare those only when the hour is X)<BR>-SEASON +FALL (spare those only when season is FALL)<BR>+SEASON -SPRING (spare those whenever the season is SPRING)<BR>-MONTH +X (spare those only when month number is X)<BR>+MONTH -X (spare those whenever the month number is X)<BR>-DAY +X (spare those only when day number is X)<BR>+DAY -X (spare those whenever the day number is X)<BR>-WEATHER +DROUGHT (spare those only when weather is DROUGHT)<BR>+WEATHER -BLIZZARD (spare those whenever the weather is BLIZZARD)<BR>-QUESTWIN "+MY QUEST" (spare those who have not my MY QUEST)<BR>+QUESTWIN "-MY QUEST" (spare those who have won MY QUEST)<BR>-SKILLFLAG (spare everyone, even those with no skills)<BR>-SKILLFLAG +ENCHANTMENT etc.. (create exceptions to -skillflag)<BR>+SKILLFLAG (do not spare anyone, even non skilled people)<BR>+SKILLFLAG -ENCHANTMENT etc.. (create exceptions to +skillflag)<BR>-ACCCHIEVES (spare all Account achievements, even a lack of a achievements)<BR>-ACCCHIEVES +mytatto +thistattoo +anytattoo etc..  (create exceptions)<BR>+ACCCHIEVES (do not spare any or no Account achievements)<BR>+ACCCHIEVES -mytattoo -anytatto, etc.. (create exceptions)<BR>-CHANCE 50 (spare the given % of the time)<BR></pre>
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			<a name="Mobile"><B>Mobile</B></a>
			<pre>Behavior   : Mobile<BR>Targets    : MOBs<BR>Parameters : min, max ticks, a percent chance, flags, locale parms<BR>Example    : min=10 max=20 chance=75 wander -air -underwater<BR>Example    : min=10 max=20 chance=75 opendoors<BR>Example    : min=10 max=20 chance=75 leash=3 opendoors<BR>Description: <BR>According to the timing and percent chance described by the parameters, the mob<BR>with this behavior will travel in a random available direction. Mobs will not<BR>leave rooms containing visible Archons and builders with the CMDMOBS security<BR>flag. The wander flag is required if the mob is allowed to leave his or her<BR>area. The opendoors flag will allow the mob to open closed doors when walking<BR>around, or to unlock locked doors if the mob has the key. The leash parameter<BR>will prevent the mob from getting too far from home. The TYPE of room from<BR>which the mob is restricted may also be entered. -ALL to disallow all locales,<BR>followed by +AIR +CITY +JUNGLE (etc) to reallow certain locales.  -CITY<BR>-UNDERWATER and others may be used to restrict certain locales.</pre>
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			<a name="MobileAggressive"><B>MobileAggressive</B></a>
			<pre>Behavior   : MobileAggressive<BR>Targets    : MOBs<BR>Parameters : min, max ticks, a percent chance, flags, message=[msg], and masks<BR>Example    : min=10 max=20 chance=75 -underwater -thief +elf<BR>Example    : min=10 max=20 chance=75 wander -air -elf<BR>Example    : min=10 max=20 chance=75 message="aha!" -air -elf<BR>Example    : min=10 max=20 chance=75 mobkill misbehave<BR>Description: <BR>According to the timing and percent chance described by the parameters, the mob<BR>with this behavior will travel in a random available direction. The mob will<BR>attack any player mob it comes across. They will be especially aggressive<BR>towards players within 16 levels of themselves in adjacent rooms. If no other<BR>parameters are given, the mob will attack anyone, anywhere. The wander flag is<BR>required if the mob is allowed to leave his or her area. The TYPE of room from<BR>which the mob is restricted may also be entered. -ALL to disallow all locales,<BR>followed by +AIR +CITY +JUNGLE (etc) to reallow certain locales.  -CITY<BR>-UNDERWATER and others may be used to restrict certain locales. Masks may also<BR>be used to specify who the mob is likely to attack.  Mobs will not be mobile or<BR>aggressive towards Archons and builders with the CMDMOBS security flag. Valid<BR>aggressive masks include:  <BR>message=[msg] something for the mob to say whenever he's fixing to attack<BR>delay=x (makes the mob delay x ticks before looking for a victim) <BR>mobkill (makes this behavior attack mobs as well as players) <BR>misbehave (makes this mob attack even when wounded or a follower) <BR>+SYSOP (allow archons to bypass the rules)<BR>-SYSOP (always spare archons)<BR>+SUBOP (allow local-room area staff to bypass the rules)<BR>-SUBOP (always spare local-room area staff)<BR>-PLAYER (spare all players)<BR>-MOB (spare all mobs/npcs)<BR>-CLASS  (spare all classes)<BR>-CLASS +thief +mage +ranger (create exceptions)<BR>-BASECLASS  (spare all base classes)<BR>-BASECLASS +thief +mage +ranger (create exceptions)<BR>-thief -mage  -ranger (spare only listed classes)<BR>-RACE (spare all races)<BR>-RACE +elf +dwarf +human +half +gnome (create exceptions)<BR>-elf -dwarf -human -half -gnome (spare only listed races)<BR>-RACECAT (spare all racial categories)<BR>-RACECAT +elf +insect +humanoid +canine +gnome (create exceptions)<BR>+RACECAT (do not spare all racial categories)<BR>+RACECAT -elf -insect -humanoid -canine -gnome (create exceptions)<BR>-ALIGNMENT (spare all alignments)<BR>-ALIGNMENT +evil +good +neutral (create exceptions)<BR>-evil -good -neutral (spare only listed alignments)<BR>-GENDER (spare all genders)<BR>-GENDER +male +female +neuter (create exceptions)<BR>-male -female -neuter (spare only listed genders)<BR>-FACTION (spare all faction and values, even a lack of faction)<BR>-FACTION +myfactionrange +faction.rangename (create exceptions)<BR>-rangename -faction.rangename (spare only faction range named)<BR>-TATTOOS (spare all tattoos, even a lack of a tattoo)<BR>-TATTOOS +mytatto +thistattoo +anytattoo etc..  (create exceptions)<BR>+TATTOOS (do not spare any or no tattoos)<BR>+TATTOOS -mytattoo -anytatto, etc.. (create exceptions)<BR>-EXPERTISES (spare all expertises, even a lack of a edus)<BR>-EXPERTISES +myedu +thisedu +anyedu etc..  (create exceptions)<BR>+EXPERTISES (do not spare any or no expertises)<BR>+EXPERTISES -myedu -anyedu, etc.. (create exceptions)<BR>-SECURITY (spare all security flags, even a lack of a security flag)<BR>-SECURITY +cmdrooms +area cmditems etc..  (create exceptions)<BR>+SECURITY (do not spare any or no security flags)<BR>+SECURITY -cmdrooms +area cmditems, etc.. (create exceptions)<BR>-MOOD +grumpy +normal (spare all except those with given moods)<BR>+MOOD -grumpy -normal (spare only those with subtracted moods)<BR>-LEVEL (spare all levels)<BR>-LEVEL +=1 +>5 +>=7 +&lt;13 +&lt;=20 (create exceptions)<BR>-=1 ->5 ->=7 -&lt;13 -&lt;=20 (spare only listed levels range)<BR>-NAMES (spare everyone)<BR>-NAMES +bob "+my name" etc.. (create name exceptions)<BR>+NAMES (do not spare anyone who has a name)<BR>+NAMES -bob "-my name" etc.. (create name exceptions)<BR>-CLASSLEVEL  (spare all current class levels)<BR>-CLASSLEVEL +=1 +>5 +>=7 +&lt;13 +&lt;=20 (create exceptions)<BR>-MAXCLASSLEVEL  (spare all max class levels)<BR>-MAXCLASSLEVEL +=1 +>5 +>=7 +&lt;13 +&lt;=20 (create exceptions)<BR>-CLAN (spare everyone, even no clan)<BR>-CLAN +Killers "+Holy Avengers" etc.. (create clan exceptions)<BR>+CLAN (do not spare anyone, even non clan people)<BR>+CLAN -Killers "-Holy Avengers" etc.. (create clan exceptions)<BR>-DEITY (spare anyone, even no deity)<BR>-DEITY +Apollo "+Grothon The Great" etc.. (create deity exceptions)<BR>+DEITY (do not spare anyone, even non deity worshipping people)<BR>+DEITY -Apollo "-rothon The Great" etc.. (create deity exceptions)<BR>-ANYCLASS (spare all multi-class combinations)<BR>-ANYCLASS +thief +mage +ranger (exceptions, allow any class)<BR>+ANYCLASS (do not spare all multi-class combinations)<BR>+ANYCLASS -thief -mage -ranger (exceptions, disallow any class)<BR>-ANYCLASSLEVEL (spare all multi-class level combinations)<BR>-ANYCLASSLEVEL +thief +>5 +mage +&lt;10 +ranger +=5 (exceptions)<BR>+ANYCLASSLEVEL (do not spare all multi-class combinations)<BR>+ANYCLASSLEVEL -thief ->5 -mage -&lt;10 -ranger -=5 (exceptions)<BR>-STR X (spare those with strength greater than X)<BR>+STR X (spare those with strength less than X)<BR>-INT X (spare those with intelligence greater than X)<BR>+INT X (spare those with intelligence less than X)<BR>-WIS X (spare those with wisdom greater than X)<BR>+WIS X (spare those with wisdom less than X)<BR>-CON X (spare those with constitution greater than X)<BR>+CON X (spare those with constitution less than X)<BR>-CHA X (spare those with charisma greater than X)<BR>+CHA X (spare those with charisma less than X)<BR>-DEX X (spare those with dexterity greater than X)<BR>+DEX X (spare those with dexterity less than X)<BR>+-ADJSTR...ADJCON (Same as above, but uses current values)<BR>-GROUPSIZE X (spare those in groups larger than X)<BR>+GROUPSIZE X (spare those in groups smaller than X)<BR>-AREA (spare in all areas)<BR>-AREA "+my areaname" etc.. (create exceptions)<BR>+AREA (do not spare any areas)<BR>+AREA "-my areaname" etc.. (create exceptions)<BR>-HOME (spare in all home/beacon areas)<BR>-HOME "+my home/beacon areaname" etc.. (create exceptions)<BR>+HOME (do not spare any home/beacon areas)<BR>+HOME "-my home/beacon areaname" etc.. (create exceptions)<BR>-ITEM "+item name" etc... (spare only those with an item name)<BR>-WORN "+item name" etc... (spare only those wearing item name)<BR>-EFFECTS (spare everyone, even no effects)<BR>-EFFECTS +Sleep "+Wood Chopping" etc.. (create name exceptions)<BR>+EFFECTS (do not spare anyone, even non effected people)<BR>+EFFECTS -Sleep "-Wood Chopping" etc.. (create name exceptions)<BR>-SKILLS (spare everyone, even those with no skill)<BR>-SKILLS +Spell_Sleep(75) etc.. (create exceptions with proficiency)<BR>+SKILLS (do not spare anyone, even non skilled people)<BR>+SKILLS -Spell_Sleep(75) etc.. (create exceptions with proficiency)<BR>-MATERIAL "+WOODEN" etc.. (spare only items of added materials)<BR>+MATERIAL "-WOODEN" etc.. (Do not spare items of -materials)<BR>-RESOURCES "+OAK" etc.. (spare only items of added resources)<BR>+RESOURCES "-OAK" etc.. (Do not spare items of -resources)<BR>-JAVACLASS "+GENMOB" etc.. (spare only objects of +java class)<BR>+JAVACLASS "-GENITEM" etc.. (Do not spare objs of -classes)<BR>-ABILITY X (spare those with magical ability less than X)<BR>+ABILITY X (spare those with magical ability greater than X)<BR>-IF &lt;CONDITION> (spare, unless they meet Scriptable conditions)<BR>+IF &lt;CONDITION> (never spare anyone who meets Scriptable cond)<BR>-VALUE X (spare those with value or money less than X)<BR>+VALUE X (spare those with value or money greater than X)<BR>-WEIGHT X (spare those weighing less than X)<BR>+WEIGHT X (spare those weighing more than X)<BR>-ARMOR X (spare those with armor bonus less than X)<BR>+ARMOR X (spare those with armor bonus more than X)<BR>-DAMAGE X (spare those with damage bonus less than X)<BR>+DAMAGE X (spare those with damage bonus more than X)<BR>-ATTACK X (spare those with attack bonus less than X)<BR>+ATTACK X (spare those with attack bonus more than X)<BR>-WORNON "+TORSO" etc.. (spare only items wearable on +locations)<BR>+WORNON "-NECK" etc.. (Do not spare items wearable on -locations)<BR>-DISPOSITION "+ISHIDDEN" etc.. (spare only with +dispositions)<BR>+DISPOSITION "-ISHIDDEN" etc.. (Do not spare only with sub disp)<BR>-SENSES "+CANSEEDARK" etc.. (spare only those with +senses)<BR>+SENSES "-CANSEEDARK" etc.. (Do not spare those with -senses)<BR>-HOUR +X (spare always, unless the hour is X)<BR>+HOUR -X (spare those only when the hour is X)<BR>-SEASON +FALL (spare those only when season is FALL)<BR>+SEASON -SPRING (spare those whenever the season is SPRING)<BR>-MONTH +X (spare those only when month number is X)<BR>+MONTH -X (spare those whenever the month number is X)<BR>-DAY +X (spare those only when day number is X)<BR>+DAY -X (spare those whenever the day number is X)<BR>-WEATHER +DROUGHT (spare those only when weather is DROUGHT)<BR>+WEATHER -BLIZZARD (spare those whenever the weather is BLIZZARD)<BR>-QUESTWIN "+MY QUEST" (spare those who have not my MY QUEST)<BR>+QUESTWIN "-MY QUEST" (spare those who have won MY QUEST)<BR>-SKILLFLAG (spare everyone, even those with no skills)<BR>-SKILLFLAG +ENCHANTMENT etc.. (create exceptions to -skillflag)<BR>+SKILLFLAG (do not spare anyone, even non skilled people)<BR>+SKILLFLAG -ENCHANTMENT etc.. (create exceptions to +skillflag)<BR>-ACCCHIEVES (spare all Account achievements, even a lack of a achievements)<BR>-ACCCHIEVES +mytatto +thistattoo +anytattoo etc..  (create exceptions)<BR>+ACCCHIEVES (do not spare any or no Account achievements)<BR>+ACCCHIEVES -mytattoo -anytatto, etc.. (create exceptions)<BR>-CHANCE 50 (spare the given % of the time)<BR> </pre>
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			<a name="MobileGoodGuardian"><B>MobileGoodGuardian</B></a>
			<pre>Behavior   : MobileGoodGuardian<BR>Targets    : MOBs<BR>Parameters : min, max ticks, a percent chance, flags, locale parms<BR>Example    : min=10 max=20 chance=75 wander -air -underwater<BR>Description: <BR>This is a very active behavior.  If the mob detects any evil mob attacking a<BR>good mob in the same room, or an adjacent room, it will attack the evil mob. <BR>If evil mobs are fighting, it will do nothing.  If two good or neutral mobs are<BR>fighting, it will stop the fight. This mob is also mobile, which means the mob<BR>will move around the area. The wander flag is required if the mob is allowed to<BR>leave his or her area. The TYPE of room from which the mob is restricted may<BR>also be entered. -ALL to disallow all locales, followed by +AIR +CITY +JUNGLE<BR>(etc) to reallow certain locales.  -CITY -UNDERWATER and others may be used to<BR>restrict certain locales. Mobs will not leave rooms containing visible Archons<BR>and builders with the CMDMOBS security flag.</pre>
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			<a name="MOBReSave"><B>MOBReSave</B></a>
			<pre>Behavior   : MOBReSave<BR>Targets    : MOBs<BR>Parameters : min, max ticks, a percent chance<BR>Example    : min=140 max=140 chance=100<BR>Description: <BR>This behavior allows the mob with it to be updated in the CoffeeMud database<BR>according to the frequency defined by min, max ticks.  This behavior is tricky<BR>to set up the first time. When you know you are going to want an updating mob<BR>in a room, you should first go to the room and create a GenMob with this<BR>behavior (no parameters needed).  Wait a few seconds, and you will see the<BR>GenMob that you created has disappeared.  Now you are free to add this behavior<BR>to one or more other mobs at your leisure.  Don't forget to resave the room<BR>when you are done!</pre>
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			<a name="MOBTeacher"><B>MOBTeacher</B></a>
			<pre>Behavior   : MOBTeacher<BR>Targets    : MOBs<BR>Parameters : Char class name(s), ability name(s), expertise name(s), <BR>Parameters : percentages, nocommon flag, noedus flag, or empty to teach all.<BR>Example    : mage evoker illusionist transmuter<BR>Example    : 100% mage 10% Thief_Steal NOCOMMON<BR>Example    : Spell_Sleep 5% Spell_Wish<BR>Example    : Spell_BurningHands<BR>Description: <BR>This behavior makes the mob suitable to teach skills, spells, prayers, songs,<BR>or expertises as specified in the parameters.  If the parameter is empty, the<BR>mob will be able to teach all abilities.  If the parameter contains the name of<BR>a character class, the mob will only teach abilities of that class. *Any* class<BR>may always practice with a MOBTeacher, but the mob may only teach those<BR>abilities for the character class the parameters describe.  The classes listed<BR>by mob teacher are NOT base classes.  To have a teacher able to teach skills<BR>from an entire base class, all sub-classes must be listed. <BR>Percentages may be included inside the parameters as well.  The percentage will<BR>always apply only to the character classes or spells listed after the<BR>percentage, not before.  Encountering another percentage entry will override<BR>the previous.  A percentage will dictate the chance that a given spell will be<BR>known by the teacher, or the chance that a particular spell in a given<BR>character class will be known. <BR>Two flags can also modify your list.  The NOCOMMON flag prevents the teacher<BR>from teaching common skills, even if they would normally be on his list.  The<BR>NOEXPS flag prevents the teacher from teaching expertises, even if he would<BR>normally qualify for them.<BR>If this behavior has NO parameters whatsoever, the mob will teach all basic<BR>skills. Expertises will only be taught if the mob otherwise qualifies for them<BR>himself, and Character Class changes will only be taught if the mob is that<BR>class. </pre>
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			<a name="MoneyChanger"><B>MoneyChanger</B></a>
			<pre>Behavior   : MoneyChanger<BR>Targets    : MOBs<BR>Parameters : (CUT=[NUM]) (DEFAULT=[NUM]) ([CURRENCY]=[NUM])<BR>Parameters : (CUT=[NUM]) (SPACEMAXCUT=[NUM]) (SPACEMAXDISTANCE=[PCT])<BR>Example    : <BR>Example    : cut=5<BR>Example    : default=0 GOLD=5 INGITS=10<BR>Example    : cut=5 spacemaxcut=90 spacemaxdistance=35<BR>Description: <BR>Whenever a player gives the money changer coins, the money changer will give<BR>back to the player a bag containing an equivalent amount of money in the money<BR>changers native currency.  The "cut" that the money changer takes, in general,<BR>can be defined with the CUT parameter, by making CUT equal to a percentage.  If<BR>you wish, you can also define exchange rates for the several currencies in your<BR>system by setting each currency name equal to a percentage.<BR><BR>When dealing with intersteller currencies, there are two other parameters,<BR>which can be used to automatically calculate a scaled "cut" of the exchange<BR>based on how far away the exchanged currencies planet is from the money<BR>changers.  To do this, you can add spacemaxcut to denote the percentage to take<BR>when the currency is from an unknown or maximum distance, and spacemaxdistance<BR>to denote a percentage of the entire galactic radius to use as a maximum.</pre>
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			<a name="MovingRoom"><B>MovingRoom</B></a>
			<pre>Behavior   : Mover<BR>Targets    : Rooms<BR>Parameters : min=3 max=3 chance=100;[xmlsection];[ticks at stops];[ticks<BR>between stops] <BR>Example    : min=3 max=3 chance=100;SUBWAY;3;10<BR>Description: <BR>The above example would set the room's parameters to the ones listed in the<BR>SUBWAY section of the file resources/moving.xml.  There is a subway example<BR>already there. <BR>NOTE!      : The follow conditions -must- be met before setting the room to<BR>this behaviour. <BR>1. <BR>The rooms that you want this room to open out to -must- already be defined<BR>before you make the XML section. <BR>2. <BR>The XML document -must- be writen before you set this behaviour. <BR>3. <BR>You -cannot- have the moving room override an exit, ie. if room A links south<BR>to Room B <BR>you cannot have the mover link north to room A.<BR>******************* <BR>XML DOCUMENT NOTES: <BR>******************* <BR>You can use the following strings in the XML document to be translated on the<BR>fly <BR>$disproom  : if mover is at a stop this is the room it is opened to otherwise <BR>. Example  : this is the next room that this room will open too. <BR>$inopendir : this is the direction the door on the inside (the mover) opens. <BR>$outopendir: this is the direction the door on the outside (where the mover<BR>stoped) opens. <BR>$traveldir : this is the current direction that the room is moving in. <BR><BR>&lt;STOPS> here you would list the ROOMID of each room the mover will stop at<BR>example.<BR>&lt;STOP1>[first stop]&lt;/STOP1>n
<BR>&lt;NORMALDIRECTION> and &lt;REVERSEDIRECTION> <BR>-in these tags you define the parameters for the mover while is is going back<BR>and forth. <BR>-normal is stop1 to stopwhatever and reverse is stopwhatever to stop1. <BR>-TRAVELDIRECTION = the direction it is traveling from point a to point b. <BR>-DOORSDIRECTION = the direction the doors open out of the mover. <BR>--&lt;INSIDE> and &lt;OUTSIDE> <BR>---in these tags you define what is echoed to the client in the mover and<BR>outside. <BR>---ARRIVALINFO = what is echoed when the room gets to the stop <BR>---DEPARTINFO = what is echoed when the room leaves the stop <BR>&lt;ROOMDESCRIPTIONS> <BR>-here you define what is appended to the end of the room descriptions. <BR>-&lt;NORMALDIRECTION> and &lt;REVERSEDIRECTION> <BR>--&lt;INSIDE> and &lt;OUTSIDE> <BR>---DOOROPENED = if the door is opened append this.<BR>---DOORCLOSED = if the door is closed append this.<BR><BR>There are two examples in the XML document you can look at for further info. <BR><BR>Ideas for this would be, subways, busses, wagon trains (caravans) spaceships,<BR>stargates, everchanging paths in mazes, elevators, ect.</pre>
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			<a name="MudChat"><B>MudChat</B></a>
			<pre>Behavior   : MudChat<BR>Targets    : MOBs<BR>Parameters : optional or additional chat data file name and/or chat-mob-type<BR>Example    : smurf<BR>Example    : chat.dat=smurf<BR>Example    : mychat.dat=cityguard<BR>Example    : mychat.dat=<BR>Example    : +(here there);9neither;5well, where?;1nowhere<BR>Description: <BR>Allows the mobs to speak and respond to speech.  The chat.dat file, from which<BR>speech behavior is derived, contains many "templates" for different speech<BR>behaviors.  MudChat will attempt to choose the correct speech behavior for the<BR>mob based on the mobs name.  This may be overridden by specifying a speech<BR>behavior in the parameters.  Speech patterns in the chat.dat at present<BR>include:<BR>default<BR>dog fido beastly fido_dog<BR>cat kitten lion<BR>pig boar<BR>doll toy<BR>papa_smurf smurf<BR>monster<BR>smurfette<BR>healer cleric doctor<BR><BR>If the first character in the parameters is a plus-sign, then a semi-colon<BR>delimited list of chat data is expected, in the same format as is found in<BR>chat.dat.<BR></pre>
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			<a name="Nanny"><B>Nanny</B></a>
			<pre>Behavior   : Nanny<BR>Targets    : MOBs<BR>Parameters : RATE=[PRICE] NAME="[PLACE NAME]" WATCHES="[CODES]" (|~| [XML])<BR>Example    : rate=2.5 name="The Stables" watches="mounts,wagons"<BR>Description: <BR>Makes the mob a protector and watcher of mobs and items of various sorts, for<BR>money. The rate parameter describes the base gold value he charges for each<BR>thing dropped off, per hour.  The name is a description of the type of place he<BR>runs.  The watches parameter contains one or more comma-delimeted words (no<BR>spaces!) describing the kinds of things he will charge people to watch and<BR>protect, and may include one or more of the following: <BR>babies - baby items born from mud breeding<BR>children - child mobs (after babies grow up)<BR>mounts - rideable mobs of all sorts<BR>cars - land-rideable items that aren't wagons<BR>aircars - air-rideable items<BR>wagons - rideable land items that are wagons<BR>followers - mobs that aren't children, mounts, etc.<BR>boats - rideable items of the sea<BR><BR>This behavior will automatically save the items and mobs in the room he is<BR>watching over, and prevent items from decay.  Combat against himself or mobs<BR>under protection is forbidden, as is removing any mob or item that has not been<BR>paid for.  The first mud-hour is free, and protection will not begin until the<BR>owner leaves.<BR><BR>NOTE - due to the way this behavior stores records, do not place this behavior<BR>on a mob that is cataloged in the CATALOG system.</pre>
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			<a name="NastyAbilities"><B>NastyAbilities</B></a>
			<pre>Behavior   : NastyAbilities<BR>Targets    : MOBs<BR>Parameters : min, max ticks, and a percent chance (optional fightok string)<BR>Example    : min=10 max=20 chance=75<BR>Example    : min=10 max=20 chance=75 fightok<BR>Description: <BR>According to the timing and percent chance described by the parameters, the mob<BR>with this behavior will use any of its malicious abilities, including spells,<BR>prayers, songs, or others, to the detriment of random player mobs in the same<BR>room.  These spells will not automatically cause combat unless the FIGHTOK<BR>string is included in the parameters.</pre>
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			<p>
			<a name="NiceAbilities"><B>NiceAbilities</B></a>
			<pre>Behavior   : NiceAbilities<BR>Targets    : MOBs<BR>Parameters : min, max ticks, and a percent chance<BR>Example    : min=10 max=20 chance=75<BR>Description: <BR>According to the timing and percent chance described by the parameters, the mob<BR>with this behavior will use any of its benevolent abilities, including spells,<BR>prayers, songs, or others, for the benefit of player mobs in the same room.</pre>
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			<a name="NoCombatAssist"><B>NoCombatAssist</B></a>
			<pre>Behavior   : NoCombatAssist<BR>Targets    : MOBs<BR>Parameters : <BR>Example    : <BR>Description: <BR>This behavior makes sure that a mob does not assist in combat when following a<BR>player or another mob.</pre>
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			<p>
			<a name="ObjectGuardian"><B>ObjectGuardian</B></a>
			<pre>Behavior   : ObjectGuardian<BR>Targets    : MOBs<BR>Parameters : SENTINAL<BR>Example    : SENTINAL<BR>Description: <BR>This will cause a mob to explicitly prevent any other mob from taking or<BR>removing any object in the same room as the mob. You have to kill him! By<BR>adding SENTINAL to the parameters, the mob will be even more vigilant and<BR>steadfast, not letting combat or even severe damage deter him from his duty.</pre>
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			<a name="Patroller"><B>Patroller</B></a>
			<pre>Behavior   : Patroller<BR>Targets    : MOBs, Items<BR>Parameters : min, max ticks, % chance, rideok flag, diameter; room ids or<BR>directions<BR>Example    : min=10 max=20 chance=75<BR>rideok=true;Midgaard#3001;#3002;#3003;RESTART<BR>Example    : min=10 max=20 chance=99<BR>rideok=only;Midgaard#3001;#3002;#3003;RESTART<BR>Example    : min=10 max=20 chance=15;east;.;north;north;east<BR>Example    : min=10 max=20 chance=15 diameter=100;Midgaard#1;New<BR>Thalos#10;.;.;restart<BR>Description: <BR>According to the timing and percent chance described by the parameters, the mob<BR>or item with this behavior will travel the path assigned in the parameters. <BR>Cardinal directions and room numbers are all valid entries, though the cardinal<BR>directions must always be valid from the objects current position to work.  The<BR>'RESTART' parameter may be placed in the path to force the object to start the<BR>path from the beginning.  If no 'RESTART' parameter is given, the object will<BR>by default retrace their steps back to the beginning of the path.  The '.'<BR>parameter (a period) in the path will direct the patroller to pause one step at<BR>that point.  If any doors are encountered along the patrol route, they will be<BR>unlocked and opened by a mob.  Items will ignore doors. If a route of room ids<BR>is given, the patroller will automatically "track" from their current position<BR>to the next room on their patrol list, even if it is not adjacent. The diameter<BR>parameter should be enlarged when it is possible for the patroller to become<BR>more that 20 rooms "off track".<BR><BR>By default, rideable mobs and items will stop patrolling when they are ridden. <BR>Setting rideok to true will make it so that they continue their patrol even<BR>when ridden, though they can still be driven by passengers.  Setting rideok to<BR>only will keep the rideable on track, and prevent driving by passengers.<BR><BR>See Prop_StayAboard for a helpful support property for patrollers with riders. </pre>
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			<p>
			<a name="PlayerHelper"><B>PlayerHelper</B></a>
			<pre>Behavior   : PlayerHelper<BR>Targets    : MOBs<BR>Parameters : <BR>Example    : <BR>Description: <BR>The mob with this behavior will come to the defence of any player mob against<BR>any non-player mob.</pre>
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			<a name="PokerDealer"><B>PokerDealer</B></a>
			<pre>Behavior   : PokerDealer<BR>Targets    : MOBs, Rooms<BR>Parameters : (GAME=[gameint]) (MINPLAYERS=[numplayers]) (ANTI=[antiamount])<BR>Example    : game=2 minplayer=4 anti=5.0<BR>Description: <BR>This behavior makes the mob or room a dealer of poker games.  The behavior will<BR>manage not only the players hands, but their betting, card draws, and other<BR>aspects.  The variety of poker defaults to straight poker, but may be set to<BR>one of the following: STRAIGHTPOKER=0, 5CARDSTUD=1, 7CARDSTUD, DRAWPOKER=3.<BR>As of this version, the dealer can not play, so numplayers must be 2 or more.</pre>
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			<a name="ProtectedCitizen"><B>ProtectedCitizen</B></a>
			<pre>Behavior   : ProtectedCitizen<BR>Targets    : MOBs<BR>Parameters : Max/Min ticks, pct chance, rooms radius, max#assists;guardian<BR>mask; yell strings, ';' separated.<BR>Example    : min=1 max=5 chance=25 radius=7 maxassists=1;-NAME +cityguard;HELP<BR>ME!!!;Save me!<BR>Example    : WANDER radius=20;-NAME +cityguard;HELP ME!!!;,screams for his<BR>life!<BR>Description: <BR>This behavior allows a mob to scream for help during combat, given the<BR>conditions described by the parameters.  MIN and MAX describe the range of<BR>ticks (3 second periods) between screams.  MAXASSISTS describes the maximum<BR>number of mobs who will assist the citizen.  CHANCE describes the PERCENT<BR>chance the mob has of screaming after the period.  Whenever the mob screams the<BR>system will check RADIUS rooms deep around the mob for ANOTHER mob that matches<BR>the mask check after the first semicolon.  In this example, mobs with the word<BR>"citiguard" in their name.  If such a mob is found, and that mob has one of the<BR>"Mobile" behaviors, it will be moved one room closer to the screaming mob.  An<BR>optional WANDER flag allows mobs from adjacent areas to be drawn in. When the<BR>guardian mob arrives to the same room as the screaming mob, it will join the<BR>screaming mob in defence. All of the semicolon-separated strings at the end of<BR>the parameter list will denote the random things which the screaming mob will<BR>yell out. Once a mob has come to the screamers defence, it will stop screaming.<BR>If a comma prefixes the scream message, it will be emoted instead.<BR>The valid masks for the assisting mobs are as follows: <BR>+SYSOP (allow archons to bypass the rules)<BR>-SYSOP (always disallow archons)<BR>+SUBOP (allow local-room area staff to bypass the rules)<BR>-SUBOP (always disallow local-room area staff)<BR>-PLAYER (disallow all players)<BR>-MOB (disallow all mobs/npcs)<BR>-CLASS  (disallow all classes)<BR>-CLASS +thief +mage +ranger (create exceptions)<BR>-BASECLASS  (disallow all base classes)<BR>-BASECLASS +thief +mage +ranger (create exceptions)<BR>-thief -mage  -ranger (disallow only listed classes)<BR>-RACE (disallow all races)<BR>-RACE +elf +dwarf +human +half +gnome (create exceptions)<BR>-elf -dwarf -human -half -gnome (disallow only listed races)<BR>-RACECAT (disallow all racial categories)<BR>-RACECAT +elf +insect +humanoid +canine +gnome (create exceptions)<BR>+RACECAT (do not disallow all racial categories)<BR>+RACECAT -elf -insect -humanoid -canine -gnome (create exceptions)<BR>-ALIGNMENT (disallow all alignments)<BR>-ALIGNMENT +evil +good +neutral (create exceptions)<BR>-evil -good -neutral (disallow only listed alignments)<BR>-GENDER (disallow all genders)<BR>-GENDER +male +female +neuter (create exceptions)<BR>-male -female -neuter (disallow only listed genders)<BR>-FACTION (disallow all faction and values, even a lack of faction)<BR>-FACTION +myfactionrange +faction.rangename (create exceptions)<BR>-rangename -faction.rangename (disallow only faction range named)<BR>-TATTOOS (disallow all tattoos, even a lack of a tattoo)<BR>-TATTOOS +mytatto +thistattoo +anytattoo etc..  (create exceptions)<BR>+TATTOOS (do not disallow any or no tattoos)<BR>+TATTOOS -mytattoo -anytatto, etc.. (create exceptions)<BR>-EXPERTISES (disallow all expertises, even a lack of a edus)<BR>-EXPERTISES +myedu +thisedu +anyedu etc..  (create exceptions)<BR>+EXPERTISES (do not disallow any or no expertises)<BR>+EXPERTISES -myedu -anyedu, etc.. (create exceptions)<BR>-SECURITY (disallow all security flags, even a lack of a security flag)<BR>-SECURITY +cmdrooms +area cmditems etc..  (create exceptions)<BR>+SECURITY (do not disallow any or no security flags)<BR>+SECURITY -cmdrooms +area cmditems, etc.. (create exceptions)<BR>-MOOD +grumpy +normal (disallow all except those with given moods)<BR>+MOOD -grumpy -normal (disallow only those with subtracted moods)<BR>-LEVEL (disallow all levels)<BR>-LEVEL +=1 +>5 +>=7 +&lt;13 +&lt;=20 (create exceptions)<BR>-=1 ->5 ->=7 -&lt;13 -&lt;=20 (disallow only listed levels range)<BR>-NAMES (disallow everyone)<BR>-NAMES +bob "+my name" etc.. (create name exceptions)<BR>+NAMES (do not disallow anyone who has a name)<BR>+NAMES -bob "-my name" etc.. (create name exceptions)<BR>-CLASSLEVEL  (disallow all current class levels)<BR>-CLASSLEVEL +=1 +>5 +>=7 +&lt;13 +&lt;=20 (create exceptions)<BR>-MAXCLASSLEVEL  (disallow all max class levels)<BR>-MAXCLASSLEVEL +=1 +>5 +>=7 +&lt;13 +&lt;=20 (create exceptions)<BR>-CLAN (disallow everyone, even no clan)<BR>-CLAN +Killers "+Holy Avengers" etc.. (create clan exceptions)<BR>+CLAN (do not disallow anyone, even non clan people)<BR>+CLAN -Killers "-Holy Avengers" etc.. (create clan exceptions)<BR>-DEITY (disallow anyone, even no deity)<BR>-DEITY +Apollo "+Grothon The Great" etc.. (create deity exceptions)<BR>+DEITY (do not disallow anyone, even non deity worshipping people)<BR>+DEITY -Apollo "-rothon The Great" etc.. (create deity exceptions)<BR>-ANYCLASS (disallow all multi-class combinations)<BR>-ANYCLASS +thief +mage +ranger (exceptions, allow any class)<BR>+ANYCLASS (do not disallow all multi-class combinations)<BR>+ANYCLASS -thief -mage -ranger (exceptions, disallow any class)<BR>-ANYCLASSLEVEL (disallow all multi-class level combinations)<BR>-ANYCLASSLEVEL +thief +>5 +mage +&lt;10 +ranger +=5 (exceptions)<BR>+ANYCLASSLEVEL (do not disallow all multi-class combinations)<BR>+ANYCLASSLEVEL -thief ->5 -mage -&lt;10 -ranger -=5 (exceptions)<BR>-STR X (disallow those with strength greater than X)<BR>+STR X (disallow those with strength less than X)<BR>-INT X (disallow those with intelligence greater than X)<BR>+INT X (disallow those with intelligence less than X)<BR>-WIS X (disallow those with wisdom greater than X)<BR>+WIS X (disallow those with wisdom less than X)<BR>-CON X (disallow those with constitution greater than X)<BR>+CON X (disallow those with constitution less than X)<BR>-CHA X (disallow those with charisma greater than X)<BR>+CHA X (disallow those with charisma less than X)<BR>-DEX X (disallow those with dexterity greater than X)<BR>+DEX X (disallow those with dexterity less than X)<BR>+-ADJSTR...ADJCON (Same as above, but uses current values)<BR>-GROUPSIZE X (disallow those in groups larger than X)<BR>+GROUPSIZE X (disallow those in groups smaller than X)<BR>-AREA (disallow in all areas)<BR>-AREA "+my areaname" etc.. (create exceptions)<BR>+AREA (do not disallow any areas)<BR>+AREA "-my areaname" etc.. (create exceptions)<BR>-HOME (disallow in all home/beacon areas)<BR>-HOME "+my home/beacon areaname" etc.. (create exceptions)<BR>+HOME (do not disallow any home/beacon areas)<BR>+HOME "-my home/beacon areaname" etc.. (create exceptions)<BR>-ITEM "+item name" etc... (disallow only those with an item name)<BR>-WORN "+item name" etc... (disallow only those wearing item name)<BR>-EFFECTS (disallow everyone, even no effects)<BR>-EFFECTS +Sleep "+Wood Chopping" etc.. (create name exceptions)<BR>+EFFECTS (do not disallow anyone, even non effected people)<BR>+EFFECTS -Sleep "-Wood Chopping" etc.. (create name exceptions)<BR>-SKILLS (disallow everyone, even those with no skill)<BR>-SKILLS +Spell_Sleep(75) etc.. (create exceptions with proficiency)<BR>+SKILLS (do not disallow anyone, even non skilled people)<BR>+SKILLS -Spell_Sleep(75) etc.. (create exceptions with proficiency)<BR>-MATERIAL "+WOODEN" etc.. (disallow only items of added materials)<BR>+MATERIAL "-WOODEN" etc.. (Do not disallow items of -materials)<BR>-RESOURCES "+OAK" etc.. (disallow only items of added resources)<BR>+RESOURCES "-OAK" etc.. (Do not disallow items of -resources)<BR>-JAVACLASS "+GENMOB" etc.. (disallow only objects of +java class)<BR>+JAVACLASS "-GENITEM" etc.. (Do not disallow objs of -classes)<BR>-ABILITY X (disallow those with magical ability less than X)<BR>+ABILITY X (disallow those with magical ability greater than X)<BR>-IF &lt;CONDITION> (disallow, unless they meet Scriptable conditions)<BR>+IF &lt;CONDITION> (never disallow anyone who meets Scriptable cond)<BR>-VALUE X (disallow those with value or money less than X)<BR>+VALUE X (disallow those with value or money greater than X)<BR>-WEIGHT X (disallow those weighing less than X)<BR>+WEIGHT X (disallow those weighing more than X)<BR>-ARMOR X (disallow those with armor bonus less than X)<BR>+ARMOR X (disallow those with armor bonus more than X)<BR>-DAMAGE X (disallow those with damage bonus less than X)<BR>+DAMAGE X (disallow those with damage bonus more than X)<BR>-ATTACK X (disallow those with attack bonus less than X)<BR>+ATTACK X (disallow those with attack bonus more than X)<BR>-WORNON "+TORSO" etc.. (disallow only items wearable on +locations)<BR>+WORNON "-NECK" etc.. (Do not disallow items wearable on -locations)<BR>-DISPOSITION "+ISHIDDEN" etc.. (disallow only with +dispositions)<BR>+DISPOSITION "-ISHIDDEN" etc.. (Do not disallow only with sub disp)<BR>-SENSES "+CANSEEDARK" etc.. (disallow only those with +senses)<BR>+SENSES "-CANSEEDARK" etc.. (Do not disallow those with -senses)<BR>-HOUR +X (disallow always, unless the hour is X)<BR>+HOUR -X (disallow those only when the hour is X)<BR>-SEASON +FALL (disallow those only when season is FALL)<BR>+SEASON -SPRING (disallow those whenever the season is SPRING)<BR>-MONTH +X (disallow those only when month number is X)<BR>+MONTH -X (disallow those whenever the month number is X)<BR>-DAY +X (disallow those only when day number is X)<BR>+DAY -X (disallow those whenever the day number is X)<BR>-WEATHER +DROUGHT (disallow those only when weather is DROUGHT)<BR>+WEATHER -BLIZZARD (disallow those whenever the weather is BLIZZARD)<BR>-QUESTWIN "+MY QUEST" (disallow those who have not my MY QUEST)<BR>+QUESTWIN "-MY QUEST" (disallow those who have won MY QUEST)<BR>-SKILLFLAG (disallow everyone, even those with no skills)<BR>-SKILLFLAG +ENCHANTMENT etc.. (create exceptions to -skillflag)<BR>+SKILLFLAG (do not disallow anyone, even non skilled people)<BR>+SKILLFLAG -ENCHANTMENT etc.. (create exceptions to +skillflag)<BR>-ACCCHIEVES (disallow all Account achievements, even a lack of a achievements)<BR>-ACCCHIEVES +mytatto +thistattoo +anytattoo etc..  (create exceptions)<BR>+ACCCHIEVES (do not disallow any or no Account achievements)<BR>+ACCCHIEVES -mytattoo -anytatto, etc.. (create exceptions)<BR>-CHANCE 50 (disallow the given % of the time)<BR></pre>
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			<p>
			<a name="ProtectedCitizens"><B>ProtectedCitizens</B></a>
			<pre>Behavior   : ProtectedCitizens<BR>Targets    : MOBs, ROOMs, and AREAs<BR>Parameters : Max/Min ticks, pct chance, rooms radius, max#assists;<BR>Parm (cont): protected citizen mask;guardian mask; yell strings, ';' separated.<BR>Example    : radius=5 maxassists=7;-NAME +citizen;-NAME +cityguard;HELP<BR>ME!!!;Save me!<BR>Example    : radius=10 maxassists=2;-NAME +citizen;HELP ME!!!;,screams for his<BR>life!<BR>Description: <BR>This behavior allows a mob described by the citizen mask (the first string<BR>after the first semicolon) to scream for help during combat, given the<BR>conditions described by the parameters.  MIN and MAX describe the range of<BR>ticks (3 second periods) between screams.  MAXASSISTS describes the maximum<BR>number of guardians who will assist the citizen.  CHANCE describes the PERCENT<BR>chance the mob has of screaming after the period.  Whenever the mob screams the<BR>system will check RADIUS rooms deep around the mob for a guardian mob that<BR>matches the mask check after the second semicolon.  In this example, mobs with<BR>the word "cityguard" in their name.  If such a mob is found, and that mob has<BR>one of the "Mobile" behaviors, it will be moved one room closer to the<BR>screaming mob.  When the guardian mob arrives to the same room as the screaming<BR>mob, it will join the screaming mob in defence. All of the semicolon-separated<BR>strings at the end of the parameter list will denote the random things which<BR>the screaming mob will yell out. Once a mob has come to the screamers defence,<BR>it will stop screaming. If a comma prefixes the scream message, it will be<BR>emoted instead.<BR>The valid masks for the citizen and guardian mobs are as follows: <BR>+SYSOP (allow archons to bypass the rules)<BR>-SYSOP (always disallow archons)<BR>+SUBOP (allow local-room area staff to bypass the rules)<BR>-SUBOP (always disallow local-room area staff)<BR>-PLAYER (disallow all players)<BR>-MOB (disallow all mobs/npcs)<BR>-CLASS  (disallow all classes)<BR>-CLASS +thief +mage +ranger (create exceptions)<BR>-BASECLASS  (disallow all base classes)<BR>-BASECLASS +thief +mage +ranger (create exceptions)<BR>-thief -mage  -ranger (disallow only listed classes)<BR>-RACE (disallow all races)<BR>-RACE +elf +dwarf +human +half +gnome (create exceptions)<BR>-elf -dwarf -human -half -gnome (disallow only listed races)<BR>-RACECAT (disallow all racial categories)<BR>-RACECAT +elf +insect +humanoid +canine +gnome (create exceptions)<BR>+RACECAT (do not disallow all racial categories)<BR>+RACECAT -elf -insect -humanoid -canine -gnome (create exceptions)<BR>-ALIGNMENT (disallow all alignments)<BR>-ALIGNMENT +evil +good +neutral (create exceptions)<BR>-evil -good -neutral (disallow only listed alignments)<BR>-GENDER (disallow all genders)<BR>-GENDER +male +female +neuter (create exceptions)<BR>-male -female -neuter (disallow only listed genders)<BR>-FACTION (disallow all faction and values, even a lack of faction)<BR>-FACTION +myfactionrange +faction.rangename (create exceptions)<BR>-rangename -faction.rangename (disallow only faction range named)<BR>-TATTOOS (disallow all tattoos, even a lack of a tattoo)<BR>-TATTOOS +mytatto +thistattoo +anytattoo etc..  (create exceptions)<BR>+TATTOOS (do not disallow any or no tattoos)<BR>+TATTOOS -mytattoo -anytatto, etc.. (create exceptions)<BR>-EXPERTISES (disallow all expertises, even a lack of a edus)<BR>-EXPERTISES +myedu +thisedu +anyedu etc..  (create exceptions)<BR>+EXPERTISES (do not disallow any or no expertises)<BR>+EXPERTISES -myedu -anyedu, etc.. (create exceptions)<BR>-SECURITY (disallow all security flags, even a lack of a security flag)<BR>-SECURITY +cmdrooms +area cmditems etc..  (create exceptions)<BR>+SECURITY (do not disallow any or no security flags)<BR>+SECURITY -cmdrooms +area cmditems, etc.. (create exceptions)<BR>-MOOD +grumpy +normal (disallow all except those with given moods)<BR>+MOOD -grumpy -normal (disallow only those with subtracted moods)<BR>-LEVEL (disallow all levels)<BR>-LEVEL +=1 +>5 +>=7 +&lt;13 +&lt;=20 (create exceptions)<BR>-=1 ->5 ->=7 -&lt;13 -&lt;=20 (disallow only listed levels range)<BR>-NAMES (disallow everyone)<BR>-NAMES +bob "+my name" etc.. (create name exceptions)<BR>+NAMES (do not disallow anyone who has a name)<BR>+NAMES -bob "-my name" etc.. (create name exceptions)<BR>-CLASSLEVEL  (disallow all current class levels)<BR>-CLASSLEVEL +=1 +>5 +>=7 +&lt;13 +&lt;=20 (create exceptions)<BR>-MAXCLASSLEVEL  (disallow all max class levels)<BR>-MAXCLASSLEVEL +=1 +>5 +>=7 +&lt;13 +&lt;=20 (create exceptions)<BR>-CLAN (disallow everyone, even no clan)<BR>-CLAN +Killers "+Holy Avengers" etc.. (create clan exceptions)<BR>+CLAN (do not disallow anyone, even non clan people)<BR>+CLAN -Killers "-Holy Avengers" etc.. (create clan exceptions)<BR>-DEITY (disallow anyone, even no deity)<BR>-DEITY +Apollo "+Grothon The Great" etc.. (create deity exceptions)<BR>+DEITY (do not disallow anyone, even non deity worshipping people)<BR>+DEITY -Apollo "-rothon The Great" etc.. (create deity exceptions)<BR>-ANYCLASS (disallow all multi-class combinations)<BR>-ANYCLASS +thief +mage +ranger (exceptions, allow any class)<BR>+ANYCLASS (do not disallow all multi-class combinations)<BR>+ANYCLASS -thief -mage -ranger (exceptions, disallow any class)<BR>-ANYCLASSLEVEL (disallow all multi-class level combinations)<BR>-ANYCLASSLEVEL +thief +>5 +mage +&lt;10 +ranger +=5 (exceptions)<BR>+ANYCLASSLEVEL (do not disallow all multi-class combinations)<BR>+ANYCLASSLEVEL -thief ->5 -mage -&lt;10 -ranger -=5 (exceptions)<BR>-STR X (disallow those with strength greater than X)<BR>+STR X (disallow those with strength less than X)<BR>-INT X (disallow those with intelligence greater than X)<BR>+INT X (disallow those with intelligence less than X)<BR>-WIS X (disallow those with wisdom greater than X)<BR>+WIS X (disallow those with wisdom less than X)<BR>-CON X (disallow those with constitution greater than X)<BR>+CON X (disallow those with constitution less than X)<BR>-CHA X (disallow those with charisma greater than X)<BR>+CHA X (disallow those with charisma less than X)<BR>-DEX X (disallow those with dexterity greater than X)<BR>+DEX X (disallow those with dexterity less than X)<BR>+-ADJSTR...ADJCON (Same as above, but uses current values)<BR>-GROUPSIZE X (disallow those in groups larger than X)<BR>+GROUPSIZE X (disallow those in groups smaller than X)<BR>-AREA (disallow in all areas)<BR>-AREA "+my areaname" etc.. (create exceptions)<BR>+AREA (do not disallow any areas)<BR>+AREA "-my areaname" etc.. (create exceptions)<BR>-HOME (disallow in all home/beacon areas)<BR>-HOME "+my home/beacon areaname" etc.. (create exceptions)<BR>+HOME (do not disallow any home/beacon areas)<BR>+HOME "-my home/beacon areaname" etc.. (create exceptions)<BR>-ITEM "+item name" etc... (disallow only those with an item name)<BR>-WORN "+item name" etc... (disallow only those wearing item name)<BR>-EFFECTS (disallow everyone, even no effects)<BR>-EFFECTS +Sleep "+Wood Chopping" etc.. (create name exceptions)<BR>+EFFECTS (do not disallow anyone, even non effected people)<BR>+EFFECTS -Sleep "-Wood Chopping" etc.. (create name exceptions)<BR>-SKILLS (disallow everyone, even those with no skill)<BR>-SKILLS +Spell_Sleep(75) etc.. (create exceptions with proficiency)<BR>+SKILLS (do not disallow anyone, even non skilled people)<BR>+SKILLS -Spell_Sleep(75) etc.. (create exceptions with proficiency)<BR>-MATERIAL "+WOODEN" etc.. (disallow only items of added materials)<BR>+MATERIAL "-WOODEN" etc.. (Do not disallow items of -materials)<BR>-RESOURCES "+OAK" etc.. (disallow only items of added resources)<BR>+RESOURCES "-OAK" etc.. (Do not disallow items of -resources)<BR>-JAVACLASS "+GENMOB" etc.. (disallow only objects of +java class)<BR>+JAVACLASS "-GENITEM" etc.. (Do not disallow objs of -classes)<BR>-ABILITY X (disallow those with magical ability less than X)<BR>+ABILITY X (disallow those with magical ability greater than X)<BR>-IF &lt;CONDITION> (disallow, unless they meet Scriptable conditions)<BR>+IF &lt;CONDITION> (never disallow anyone who meets Scriptable cond)<BR>-VALUE X (disallow those with value or money less than X)<BR>+VALUE X (disallow those with value or money greater than X)<BR>-WEIGHT X (disallow those weighing less than X)<BR>+WEIGHT X (disallow those weighing more than X)<BR>-ARMOR X (disallow those with armor bonus less than X)<BR>+ARMOR X (disallow those with armor bonus more than X)<BR>-DAMAGE X (disallow those with damage bonus less than X)<BR>+DAMAGE X (disallow those with damage bonus more than X)<BR>-ATTACK X (disallow those with attack bonus less than X)<BR>+ATTACK X (disallow those with attack bonus more than X)<BR>-WORNON "+TORSO" etc.. (disallow only items wearable on +locations)<BR>+WORNON "-NECK" etc.. (Do not disallow items wearable on -locations)<BR>-DISPOSITION "+ISHIDDEN" etc.. (disallow only with +dispositions)<BR>+DISPOSITION "-ISHIDDEN" etc.. (Do not disallow only with sub disp)<BR>-SENSES "+CANSEEDARK" etc.. (disallow only those with +senses)<BR>+SENSES "-CANSEEDARK" etc.. (Do not disallow those with -senses)<BR>-HOUR +X (disallow always, unless the hour is X)<BR>+HOUR -X (disallow those only when the hour is X)<BR>-SEASON +FALL (disallow those only when season is FALL)<BR>+SEASON -SPRING (disallow those whenever the season is SPRING)<BR>-MONTH +X (disallow those only when month number is X)<BR>+MONTH -X (disallow those whenever the month number is X)<BR>-DAY +X (disallow those only when day number is X)<BR>+DAY -X (disallow those whenever the day number is X)<BR>-WEATHER +DROUGHT (disallow those only when weather is DROUGHT)<BR>+WEATHER -BLIZZARD (disallow those whenever the weather is BLIZZARD)<BR>-QUESTWIN "+MY QUEST" (disallow those who have not my MY QUEST)<BR>+QUESTWIN "-MY QUEST" (disallow those who have won MY QUEST)<BR>-SKILLFLAG (disallow everyone, even those with no skills)<BR>-SKILLFLAG +ENCHANTMENT etc.. (create exceptions to -skillflag)<BR>+SKILLFLAG (do not disallow anyone, even non skilled people)<BR>+SKILLFLAG -ENCHANTMENT etc.. (create exceptions to +skillflag)<BR>-ACCCHIEVES (disallow all Account achievements, even a lack of a achievements)<BR>-ACCCHIEVES +mytatto +thistattoo +anytattoo etc..  (create exceptions)<BR>+ACCCHIEVES (do not disallow any or no Account achievements)<BR>+ACCCHIEVES -mytattoo -anytatto, etc.. (create exceptions)<BR>-CHANCE 50 (disallow the given % of the time)<BR></pre>
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			<p>
			<a name="PuddleMaker"><B>PuddleMaker</B></a>
			<pre>Behavior   : PuddleMaker<BR>Targets    : Rooms, Areas<BR>Parameters : [PCT CHANCE]<BR>Example    : 34<BR>Description: <BR>The room or area with this behavior will, on the given pct chance, generate a<BR>puddle or some snow following an appropriate rain, sleet, thunderstorm, or<BR>similar weather event.  The generated snow or puddle will disappear (evaporate)<BR>after a time.</pre>
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			<p>
			<a name="QuestChat"><B>QuestChat</B></a>
			<pre>Behavior   : QuestChat<BR>Targets    : MOBs<BR>Parameters : optional or additional chat data, or filenames ,or chat-mob-type<BR>Example    : smurf<BR>Example    : +(here there);9neither;5well, where?;1nowhere<BR>Example    : chat.dat=smurf<BR>Example    : mychat.dat=cityguard<BR>Example    : mychat.dat=<BR>Example    : +(speak | talk | words::DONE_SPEAKING);9only said this to YOU<BR>once.<BR>Description: <BR>An extension of the MudChat behavior, with a special feature for Quests. Allows<BR>the mobs to speak and respond to speech.  The chat.dat file, from which speech<BR>behavior is derived, contains many "templates" for different speech behaviors. <BR>MudChat will attempt to choose the correct speech behavior for the mob based on<BR>the mobs name.  This may be overridden by specifying a speech behavior in the<BR>parameters.  This behavior extends the basic functionality of MudChat in the<BR>following ways:<BR><BR>1. If the first character in the parameters is a plus-sign, then a semi-colon<BR>delimited list of chat data is expected, in the same format as is found in<BR>chat.dat.<BR><BR>2. If format#1 is used, the trigger pattern may be followed by a double-colon,<BR>and then immediately by a variable string.   This string will designate that<BR>the given pattern is only responded to for a given player ONCE.  The string<BR>will also be added to a list of strings under the players name in any Quest<BR>object. This list will then be available through a Scriptable QVAR function.</pre>
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			<p>
			<a name="QuestTracker"><B>QuestTracker</B></a>
			<pre></pre>
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			<p>
			<a name="RaceHelper"><B>RaceHelper</B></a>
			<pre>Behavior   : RaceHelper<BR>Targets    : MOBs<BR>Parameters : <BR>Example    : <BR>Description: <BR>Joins a fight on the side of an identical mob, or one of the same race.</pre>
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			<p>
			<a name="RandomItems"><B>RandomItems</B></a>
			<pre>Behavior   : RandomItems<BR>Targets    : Areas, Rooms, Containers, Mobs<BR>Parameters : [min/max ticks] [% chance] [min/max items] [mobs] [locale mask];<BR>[xml/filename]<BR>Example    : min=10 max=20 chance=75 minitems=1 maxitems=10;myitems.cmare<BR>Example    : minitems=10 maxitems=20 MOBS -ALL +CITY;stuff.cmare<BR>Example    : minitems=10 maxitems=20 ;&lt;ITEMS>&lt;ITEM>..etc..<BR>Description: <BR>This behavior will read a list of items from a CMARE file of items generated<BR>using the "EXPORT AREA ITEMS" or "EXPORT ROOM ITEMS" command.  The path to this<BR>file should be the last parameter, following a semicolon.  The path is<BR>considered relative to the CoffeeMud resources directory.  The xml from such a<BR>file may also be pasted in as the last parameter instead. <BR><BR>The parameters before the semicolon describe the rate and amount of items<BR>generated.  The room or area will attempt to generate an item every (min) to<BR>(max) ticks, assuming the percent chance (chance) is made.  It will then<BR>generate at least the minimum (minitems) number of items from the list, but<BR>never more than the maximum (maxitems) number of monsters.  Duplicates are<BR>allowed.  Items taken away will be replaced by this behavior, even if they are<BR>looted.  If the behavior is on a room, all items will be generated in that<BR>room.  If on an area, a random room in the area will be picked for the item.<BR>The TYPE of room in that area which will be selected for population may also be<BR>specified. -ALL to disallow all locales, followed by +AIR +CITY +JUNGLE (etc)<BR>to reallow certain locales.  -CITY -UNDERWATER and others may be used to<BR>restrict certain locales.  If no locale types are specified, then all rooms in<BR>an area will be populatable.  Valid locates include: "STONE",	"WOODEN", "CAVE",<BR>"MAGIC", "UNDERWATER", "AIR", "WATERSURFACE",	"METAL", "CITY", "WOODS",<BR>"ROCKY", "PLAINS", "UNDERWATER", "AIR", "WATERSURFACE", "JUNGLE", "SWAMP",<BR>"DESERT", "HILLS", "MOUNTAINS". If the behavior is on a mob, or the MOBS flag<BR>is given in the parameters, then the item will be placed on a mob IF POSSIBLE<BR>(if the behavior is on an area, and a room with no mobs is randomly selected,<BR>it may not happen).  Items places on mobs will be automatically worn if<BR>possible.   If the behavior is on a shopkeeper, it will put the items up for<BR>sale.</pre>
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			<p>
			<a name="RandomMonsters"><B>RandomMonsters</B></a>
			<pre>Behavior   : RandomMonsters<BR>Targets    : Areas, Rooms<BR>Parameters : [min/max ticks] [% chance] [min/max monsters] [locale mask];<BR>[xml/filename]<BR>Example    : min=10 max=20 chance=75 minmonsters=1<BR>maxmonsters=10;monsters.cmare<BR>Example    : minmonsters=10 maxmonsters=20 -ALL +CITY;criminals.cmare<BR>Example    : minmonsters=10 maxmonsters=20 ;&lt;MOBS>&lt;MOB>..etc..<BR>Description: <BR>This behavior will read a list of monsters from a CMARE file of mobs generated<BR>using the "EXPORT AREA MOBS" or "EXPORT ROOM MOBS" command.  The path to this<BR>file should be the last parameter, following a semicolon.  The path is<BR>considered relative to the CoffeeMud resources directory.  The xml from such a<BR>file may also be pasted in as the last parameter instead. <BR><BR>The parameters before the semicolon describe the rate and amount of monsters<BR>generated.  The room or area will attempt to generate a monster every (min) to<BR>(max) ticks, assuming the percent chance (chance) is made.  It will then<BR>generate at least the minimum (minmonsters) number of monsters from the list,<BR>but never more than the maximum (maxmonsters) number of monsters.  Duplicates<BR>are allowed.  Monsters who die will be replaced by this behavior, even if they<BR>wander out of the room or area.  If the behavior is on a room, all monsters<BR>will be generated in that room.  If on an area, a random room in the area will<BR>be picked for the monster. The TYPE of room in that area which will be selected<BR>for population may also be specified. -ALL to disallow all locales, followed by<BR>+AIR +CITY +JUNGLE (etc) to reallow certain locales.  -CITY -UNDERWATER and<BR>others may be used to restrict certain locales.  If no locale types are<BR>specified, then all rooms in an area will be populatable.  By default,<BR>non-flying mobs will never be generated in air rooms, nor will non-swimming<BR>mobs be generated underwater. Valid locates include: "STONE",	"WOODEN", "CAVE",<BR>"MAGIC", "UNDERWATER", "AIR", "WATERSURFACE",	"METAL", "CITY", "WOODS",<BR>"ROCKY", "PLAINS", "UNDERWATER", "AIR", "WATERSURFACE", "JUNGLE", "SWAMP",<BR>"DESERT", "HILLS", "MOUNTAINS".</pre>
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			<p>
			<a name="RandomTeleporter"><B>RandomTeleporter</B></a>
			<pre>Behavior   : RandomTeleporter<BR>Targets    : Mobs<BR>Parameters : min, max ticks, a percent chance, (nowander) locale parms<BR>Example    : min=10 max=20 chance=75 -air -underwater<BR>Example    : min=10 max=20 chance=75 nowander<BR>Description: <BR>This behavior makes a mob which will transport himself to a random room on the<BR>map.  Locale parms may be given to restrict the types of rooms he will<BR>transport too.  A randomtransport will, by default, transport all over the<BR>world.  Use the nowander flag to keep him in his area.</pre>
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			<p>
			<a name="RandomTraps"><B>RandomTraps</B></a>
			<pre>Behavior   : Random Traps<BR>Targets    : Rooms, Areas<BR>Parameters : Max and min ticks, pct chance, min and max traps, locale and other<BR>flags.<BR>Example    : min=10 max=20 chance=25 mintraps=1 maxtraps=10 EXITS="YES"<BR>ITEMS="YES" ROOMS="YES"<BR>Example    : min=10 max=20 chance=25 ROOMS="YES" ITEMS="NO" -ALL +CityStreet<BR>Description: <BR>This behavior will generate traps in a room or area.  <BR>Frequency Parameters: <BR>The frequency and chance that the traps will be generated is determined by the<BR>min, max, and chance parameters.  <BR><BR>Number of traps parameters: <BR>The number of traps generated is determined by mintraps and maxtraps. <BR><BR>Types of items trapped parameters: <BR>You may also dictate the types of things which can be trapped. By default, only<BR>closed, locked doors will get trapped.  To allow other things to be trapped,<BR>other parameters must be included.<BR>The ROOMS parameter may be made equal to YES to allow trapping of rooms, or NO<BR>to not allow this. <BR>The EXITS parameter may be made equal to DOORS to allow trapping of all doors,<BR>LOCKED to allow only trapping of locked doors, or NO to not allow exits to be<BR>trapped at all.<BR>The ITEMS parameter may be equal to YES to allow trapping of any items, CONT to<BR>allow trapping only of containers, LID to trap only the containers with lids,<BR>LOCK to trap only containers with locks, or NO to never trap items. <BR><BR>The locale parameters:<BR>The TYPE of room in that area which will be checked for trappable things may<BR>also be specified. Use -ALL to disallow all locales, followed by +AIR +CITY<BR>+JUNGLE (etc) to reallow certain locales.  -CITY -UNDERWATER and others may be<BR>used to restrict certain locales.  If no locale types are specified, then all<BR>rooms in an area will be elligible.</pre>
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			<p>
			<a name="ResetWhole"><B>ResetWhole</B></a>
			<pre>Behavior   : ResetWhole<BR>Targets    : Rooms, Areas<BR>Parameters : # of ticks of inactivity before reset<BR>Example    : 4000<BR>Description: <BR>This behavior provides an alterative means of resetting your rooms and areas. <BR>The system will total reset a room (mobs and items) which has not been visited<BR>by a player in the given amount of ticks.  Remember that a tick is about 4<BR>seconds. An Area with this behavior will skip over any rooms which also have<BR>this behavior, allowing you to have different total reset times for certain<BR>rooms.  Of course, this behavior does not override the existing REJUV system<BR>for mobs and items, so if you would like to use the ResetWhole system<BR>exclusively, you should set the rejuv rate on all the mobs and items in your<BR>game to 0, which disables their internal rejuvenation.</pre>
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			<p>
			<a name="ResourceOverride"><B>ResourceOverride</B></a>
			<pre>Behavior   : ResourceOverride<BR>Targets    : Rooms, Areas<BR>Parameters : min, max ticks, a percent chance, resources and (for areas) room<BR>types<BR>Example    : MIN=5 MAX=5 CHANCE=100 CORN WHEAT RICE<BR>Example    : CORN WHEAT RICE ROCKY MOUNTAINS PLAINS<BR>Description: <BR>This class allows one to override the normal resources generated by rooms for<BR>many common skills.  This skill will randomly select from the list enumerated<BR>in the parameters instead of the normal list. If this behavior is added to an<BR>area, you can add to the parameters a list of room types to apply the new<BR>resources to.  Room types include: STONE, WOODEN, CAVE, MAGIC, UNDERWATER, AIR,<BR>WATERSURFACE,	METAL, CITY, WOODS, ROCKY, PLAINS, UNDERWATER", AIR,<BR>WATERSURFACE, JUNGLE, SWAMP, DESERT, HILLS, MOUNTAINS<BR><BR>When changing the parameters of an existing ResourceOverride on an area, be<BR>sure to use RESET AREA to change back any rooms previously affected. </pre>
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			<p>
			<a name="ROMGangMember"><B>ROMGangMember</B></a>
			<pre>Behavior   : ROMGangMember<BR>Targets    : MOBs<BR>Parameters : The name of the gang<BR>Example    : Troll<BR>Description: <BR>A silly behavior to better support ROM area files.  The mob with this behavior<BR>will attack any other mob which also has this behavior, but is in a different<BR>gang.  This behavior is not active when a mob with the ROMPatrolman is in the<BR>room.</pre>
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			<p>
			<a name="ROMPatrolman"><B>ROMPatrolman</B></a>
			<pre>Behavior   : ROMPatrolman<BR>Targets    : MOBs<BR>Parameters : <BR>Example    : <BR>Description: <BR>A silly behavior to better support ROM area files.  The mob with this behavior<BR>will complain whenever there is a fight going on in the same room.  The mob may<BR>do nothing, join the fight, or break it up.</pre>
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			<p>
			<a name="Scavenger"><B>Scavenger</B></a>
			<pre>Behavior   : Scavenger<BR>Targets    : MOBs<BR>Parameters : min, max ticks, a percent chance, optional trash room id<BR>Example    : min=10 max=20 chance=75<BR>Example    : min=10 max=20 chance=75 trash="no"<BR>Example    : min=10 max=20 chance=75 trash="Midgaard#3021"<BR>Description: <BR>According to the timing and percent chance described by the parameters, the mob<BR>with this behavior will attempt to pick up and take away random objects in the<BR>same room as the mob.  Scavengers will not do their work when a PC is in the<BR>room, however.  If they get "filled up" on items, they will destroy them,<BR>unless the trash flag is present.  If it is set to NO, they will do nothing. <BR>If it is set to a roomid, the mob will track to that room and put the things in<BR>any ungettable container therein, or on the ground if that is not an option.</pre>
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			<p>
			<a name="Scriptable"><B>Scriptable</B></a>
			<pre>Behavior   : Scriptable<BR>Targets    : MOBs, Items, Rooms<BR>Parameters : (see below)<BR>Example    : LOAD=progs/mrinfo.script~<BR>Description: <BR>This behavior allows the reactions and behaviors of the mob to be scripted. The<BR>parameter may be complete scripts, and/or LOAD commands as specified below. If<BR>you choose to use a file for your script, then each script command line must be<BR>terminated by a linefeed or a semicolon.  If you choose to put your entire<BR>script into the parameters, you must terminate EVERY line with a semicolon (;).<BR><BR>Multiple scripts with multiple triggers may be included.  Each script and<BR>trigger must be separated by the ~ character.  See examples in the<BR>resources/progs directory! <BR>Now to the script itself:<BR>The first line must be a trigger word followed by any parameters.  Valid<BR>triggers and parameters are as follows:<BR>LOAD=[SCRIPT PATH] - insert a new script from another file.  Ex:<BR>LOAD=progs/my.script~ <BR>GREET_PROG [PCT CHANCE] - When players enter the room, given the chance.<BR>ARRIVE_PROG [PCT CHANCE] - When the mob enters a new room, or enters the game.<BR>ALL_GREET_PROG [PCT CHANCE] - Same as GREET_PROG, but works with sneakers too.<BR>LOGIN_PROG [PCT CHANCE] - When players logs into the game, given the chance.<BR>LOGOFF_PROG [PCT CHANCE] - When players log out of the game, given the chance.<BR>LEVEL_PROG [PCT CHANCE] - When a player anywhere gains a level, given the<BR>chance.<BR>SPEECH_PROG (P) [A PHRASE]/[ONE OR MORE WORDS] - When someone says the words.<BR>BRIBE_PROG [AMOUNT OF GOLD] - When the amount or better is given to the<BR>monster.<BR>GIVE_PROG (P) [A PHRASE]/[ONE OR MORE WORDS] - When something is given to the<BR>monster.<BR>RAND_PROG [PCT CHANCE] - Triggers at random, given the chance.<BR>ONCE_PROG - Triggers on the first occurrence, but never again (until reset).<BR>FIGHT_PROG [PCT CHANCE] - Triggers during combat, given the chance.<BR>ENTRY_PROG [PCT CHANCE] - Triggers whenever the monster enters a new room.<BR>EXIT_PROG [PCT CHANCE] - Triggers whenever anyone exits the room of the<BR>monster.<BR>DEATH_PROG - When the monster dies.<BR>KILL_PROG - When the monster kills.<BR>HITPRCNT_PROG [HP PCT] - When the monster reaches the hit points % remaining.<BR>MASK_PROG (P) [A PHRASE]/[ONE OR MORE WORDS] - When a mob performs an action<BR>with these words.<BR>IMASK_PROG (P) [A PHRASE]/[ONE OR MORE WORDS] - When this mob performs an<BR>action with these words.<BR>REGMASK_PROG (P) [EXACT PHRASE]/[REGULAR EXPRESSION] - When a mob performs an<BR>action matching.<BR>ACT_PROG (P) [A PHRASE]/[ONE OR MORE WORDS] - When a mob performs an action<BR>with these words.<BR>SOCIAL_PROG [SOCIAL NAME] - When a mob performs the given social.<BR>CHANNEL_PROG [CHNAME] (P) [A PHRASE]/[ONE OR MORE WORDS] - When channels a<BR>message with these words.<BR>QUEST_TIME_PROG [QUEST NAME] [TIME LEFT] - When the running quest reaches the<BR>number of minutes left.<BR>TIME_PROG [LIST OF HOURS] - Mob runs program at listed hours of the day.<BR>DAY_PROG [LIST OF DAYS] - Mob runs program at listed days of the month.<BR>DELAY_PROG [LOW TICKS] [HIGH TICKS] - Mob runs program at the given interval<BR>range.<BR>LOOK_PROG (P) [A PHRASE]/[ONE OR MORE WORDS] - When matching something is<BR>looked at.<BR>LLOOK_PROG (P) [A PHRASE]/[ONE OR MORE WORDS] - When matching something is<BR>llooked at.<BR>GET_PROG (P) [A PHRASE]/[ONE OR MORE WORDS] - When matching something is<BR>gotten.<BR>OPEN_PROG (P) [A PHRASE]/[ONE OR MORE WORDS] - When matching something is<BR>opened.<BR>CLOSE_PROG (P) [A PHRASE]/[ONE OR MORE WORDS] - When matching something is<BR>closed.<BR>LOCK_PROG (P) [A PHRASE]/[ONE OR MORE WORDS] - When matching something is<BR>locked.<BR>UNLOCK_PROG (P) [A PHRASE]/[ONE OR MORE WORDS] - When matching something is<BR>unlocked.<BR>PUT_PROG (P) [A PHRASE]/[ONE OR MORE WORDS] - When matching something is put in<BR>something.<BR>DROP_PROG (P) [A PHRASE]/[ONE OR MORE WORDS] - When matching something is<BR>dropped.<BR>REMOVE_PROG (P) [A PHRASE]/[ONE OR MORE WORDS] - When matching something is<BR>removed.<BR>CONSUME_PROG (P) [A PHRASE]/[ONE OR MORE WORDS] - When matching something is<BR>ate/drank.<BR>WEAR_PROG (P) [A PHRASE]/[ONE OR MORE WORDS] - When matching something is<BR>worn/wielded.<BR>DAMAGE_PROG - When damage taken by mob or given by item. Item#2 is the weapon.<BR>$g will have the amount.<BR>BUY_PROG (P) [A PHRASE]/[ONE OR MORE WORDS] - When matching something is bought<BR>(items only).<BR>SELL_PROG (P) [A PHRASE]/[ONE OR MORE WORDS] - When matching something is sold.<BR>EXECMSG_PROG [MSG CODE] (P) [COMMAND WORDS] - When a msg of type msg code is<BR>executed. HELP MSG TYPES.<BR>CNCLMSG_PROG [MSG CODE] (P) [COMMAND WORDS] - Before a msg of type msg code is<BR>allowed. HELP MSG TYPES.<BR>FUNCTION_PROG [FUNCTION NAME] - declares a runnable function, with parms in $g,<BR>see MPCALLFUNC.<BR>*** NOTE Phrases for MASK_PROG, GIVE_PROG, GET_PROG, PUT_PROG, REMOVE_PROG,<BR>WEAR_PROG, BUY_PROG, SELL_PROG, and SPEECH_PROG must group words and phrases<BR>together using the "'" character, for instance 'a phrase' or 'multiple words'.<BR>The characteris unnecessary when put around single words 'word'.<BR><BR>*** NOTE If Scriptable is placed on an Item, triggers such as GET_PROG,<BR>DROP_PROG, WEAR_PROG, and REMOVE_PROG will only trigger when the scripted item<BR>is involved. <BR><BR>*** NOTE MASK_PROG and ACT_PROG will check commands as they appear to the mob<BR>with this behavior.  Consider perspective, vision, and word tense in light of<BR>this fact when wording your masks.  For instance, the purchase of a sword in a<BR>dark shop may be seen as 'Someone buys something from someone' instead of 'Bob<BR>buys a sword from Joe'.<BR><BR>Following this line is your script itself.  The commands are as follows:<BR>IF/ENDIF/ELSE Conditional evaluations, separated by AND/OR.  The IF statement<BR>can group conditions with () and use the following functions as part of its<BR>evaluation:<BR>- RAND([% CHANCE])    Random truth<BR>- HAS([CODE] [ITEM NAME])  if the given mob has the specified item.<BR>- HASNUM([CODE] [ITEM NAME] == [NUM])  the amount the given mob has of the<BR>item.<BR>- HASTITLE([CODE] [TITLE STR])  if the given mob has the give title.<BR>- WORN([CODE] [ITEM NAME])  if the given mob wears the specified item.<BR>- ISNPC([CODE])  if the given mob is a non-player.<BR>- ISPC([CODE])  if the given mob is a player.<BR>- ISPKILL([CODE])  if the given mob has playerkill flag on.<BR>- ISGOOD([CODE])  if the given mob is good.<BR>- ISNAME([CODE] [WORDS])  if the given item is named with given words.<BR>- CURRENCY([CODE] == [NAME])  if the native currency of the mob or coins is the<BR>name. Where == may be !=.<BR>- NUMMOBSINAREA([MOB NAME] == [NUM]) if comparison of number of mobs of that<BR>name in area. Where == may be !=, >, &lt;, &lt;=, &lt;=.<BR>- NUMMOBS([MOB NAME] == [NUM]) if comparison of number of mobs of that name in<BR>world. Where == may be !=, >, &lt;, &lt;=, &lt;=.<BR>- NUMRACEINAREA([MOB NAME] == [NUM]) if comparison of number of mobs of that<BR>name in area. Where == may be !=, >, &lt;, &lt;=, &lt;=.<BR>- NUMRACES([MOB NAME] == [NUM]) if comparison of number of mobs of that name in<BR>world. Where == may be !=, >, &lt;, &lt;=, &lt;=.<BR>- ISEVIL([CODE])  if the given mob is evil.<BR>- ISNEUTRAL([CODE])  if the given mob is neutral.<BR>- ISFIGHT([CODE])  if the given mob is fighting.<BR>- ISALIVE([CODE])  if the given mob is alive and available.<BR>- ISIMMORT([CODE])  if the given mob is an archon.<BR>- ISCHARMED([CODE])  if the given mob is charmed.<BR>- STRCONTAINS([STRING] [CODED WORDS])  is string contains coded words.  May use<BR>"" & | > &lt; ().<BR>- STAT([CODE] [STAT] == [VALUE]) if the given mob/item has a stat of value, !=<BR>is also valid.<BR>- GSTAT([CODE] [STAT] == [VALUE]) like STAT, but player data accessible. See<BR>Generic.java.<BR>- DATETIME([TIME/DAY/ETC] == [VALUE]) like STAT, but player data accessible.<BR>Where == may be >, &lt;, !=, >=, or &lt;=.<BR>- AFFECTED([CODE] [SPELL CLASS]) if the mob is affected by spell.<BR>- ISBEHAVE([CODE] [BEHAVIOR CLASS]) if the mob has a behavior.<BR>- ISFOLLOW([CODE])  if the given mob is following someone in the room.<BR>- ISSERVANT([CODE])  if the given mob is serving someone in the room.<BR>- HITPRCNT([CODE] == [% HITS])  if the given mob has the pct chance hit points.<BR> Where == may be >, &lt;, !=, >=, or &lt;=.<BR>- HASTATTOO([CODE] [TATTOONAME]) whether the given mob has the given tattoo.<BR>- INLOCALE([ROOM CLASS]) if the mob is in the given room type.<BR>- ISBIRTHDAY([CODE]) if the mobs birthday is today.<BR>- INROOM([ROOM ID/MOB NAME] == [ROOM ID/MOB NAME]) if the mob is in the given<BR>room.<BR>- MOOD([MOB NAME] == [MOOD NAME]) if the mob has a mood, and it is the one<BR>specified.<BR>- ISRECALL([MOB NAME]== [ROOM ID/MOB NAME]) is the mob is from the given room.<BR>- ISHERE([CODE]) if the mob/item in the same room as the scripted one.<BR>- INAREA([NAME]) if the scripted mob/item in room named by the parameters.<BR>- ISLIKE([CODE] [MASK]) if the mob/item meets the given zapper mask.  See<BR>ZAPPERMASKS for mask syntax<BR>- ISODD([AMT]) whether the given argument is an odd whole number<BR>- VAR([CODE] [VAR NAME] == [VALUE]) if the var for the given mob has value. <BR>Where == may be !=, >, &lt;, >=, &lt;=.<BR>- FACTION([CODE] [FACT] == [VALUE]) if the faction for the given mob has value.<BR> Where == may be !=, >, &lt;, >=, &lt;=.<BR>- SEX([CODE] == [M/F/N]) evaluates sex.  Where == may also be !=.<BR>- POSITION([CODE] == [SLEEPING/STANDING/SITTING] Evaluates position.<BR>- LEVEL([CODE] == [LVL]) evaluates level.  Where == may be !=, &lt;, >, >=, &lt;=.<BR>- MATH([EXPR] == [EXPR]) evaluates expression.  Where == may be !=, &lt;, >, >=,<BR>&lt;=.<BR>- QUESTPOINTS([CODE] == [VAL]) evaluates questpoints.  Where == may be !=, &lt;,<BR>>, >=, &lt;=.<BR>- QVAR([QUEST] [CODE] == [VAL]) evaluates temp quest vars.  Where == may be !=,<BR>&lt;, >, >=, &lt;=.<BR>- TRAINS([CODE] == [VAL]) evaluates trains.  Where == may be !=, &lt;, >, >=, &lt;=.<BR>- PRACS([CODE] == [VAL]) evaluates pracs.  Where == may be !=, &lt;, >, >=, &lt;=.<BR>- CLASS([CODE] == [CLASS NAME]) evaluates class. Where == may be !=.<BR>- BASECLASS([CODE] == [CLASS NAME]) evaluates base class. Where == may be !=.<BR>- RACE([CODE] == [RACE NAME]) evaluates race. Where == may be !=.<BR>- RACECAT([CODE] == [RACE CAT NAME]) evaluates racial category. Where == may be<BR>!=.<BR>- GOLDAMT([CODE] == [AMT]) evaluates base gold or item value. Where == may be<BR>!=, >, &lt;, >=, &lt;=.<BR>- EXP([CODE] == [AMT]) evaluates experience points. Where == may be !=, >, &lt;,<BR>>=, &lt;=.<BR>- VALUE([CODE] [CURRENCY] == [AMT]) evaluates base value in given currency.<BR>Where == may be !=, >, &lt;, >=, &lt;=.<BR>- IPADDRESS([CODE] == [ADDRESS]) evaluates ip address of player. Where == may<BR>be !=.<BR>- QUESTSCRIPTED([CODE] [QUEST NAME]) returns whether the code of the given name<BR>has a script from the given quest.<BR>- QUESTWINNER([CODE] [QUEST NAME]) returns whether the code of the given name<BR>has won the given quest.<BR>- QUESTMOB([NAME] [QUEST NAME]) returns whether the mob of the given name is a<BR>mob designated in the given quest.<BR>- QUESTOBJ([NAME] [QUEST NAME]) returns whether the item of the given name is<BR>an item designated in the given quest.<BR>- QUESTROOM([ROOMID] [QUEST NAME]) returns whether the item of the given name<BR>is an item designated in the given quest.<BR>- ISQUESTMOBALIVE([NAME/NUM] [QUEST NAME]) returns whether the mob, designated<BR>in the currently running quest, is alive.<BR>- ISTIME([HOUR#/DAY/DAWN/DUSK/NIGHT]) returns the time of day, or time region.<BR>- ISSEASON([WINTER/SPRING/SUMMER/FALL]) returns the season.<BR>- ISWEATHER([CLEAR/RAIN/SNOW/WINDY/ETC..]) returns the weather<BR>- ISMOON() returns whether the scriptor can see the moon<BR>- ISMOON([NEW/WAXCRESCENT/WAXQUARTER/WAXGIBBOUS/FULL/WANEGIBBOUS/ETC..]) check<BR>the moon type<BR>- ISDAY([DAY#]) returns the day of the month.<BR>- EVAL([CODE] == [VALUE/CODE])  if the code has value.  Where == may be !=, >,<BR>&lt;, >=, &lt;=.<BR>- NUMBER([VALUE/CODE]) whether the given code or value is a number.<BR>- RANDNUM([VALUE] == [MAX VALUE]) how the 1st code compares to rand 1..max<BR>code.<BR>- RAND0NUM([VALUE] == [MAX VALUE]) how the 1st code compares to rand 0..max<BR>code-1.<BR>- ROOMMOB([NUM] [NAME]) whether the NUMth mob in the room is named NAME.<BR>- ROOMITEM([NUM] [NAME]) whether the NUMth item in the room is named NAME.<BR>- NUMMOBSROOM([*/NAME] == [NUMBER]) compares the # of named mobs in room.  <BR>Where == may be !=, >, &lt;, >=, &lt;=.<BR>- NUMPCSAREA(== [NUMBER]) compares the number of pcs in the area.   Where ==<BR>may be !=, >, &lt;, >=, &lt;=.<BR>- NUMPCSROOM(== [NUMBER]) compares the number of pcs in the room.   Where ==<BR>may be !=, >, &lt;, >=, &lt;=.<BR>- EXPLORED([CODE] [AREA/WORLD] == [NUMBER]) check % explored of code mob. <BR>Where == may be !=, >, &lt;, >=, &lt;=.<BR>- NUMITEMSROOM(== [NUMBER]) compares the number of mobs in the room.   Where ==<BR>may be !=, >, &lt;, >=, &lt;=.<BR>- NUMITEMSMOB([NAME] == [NUMBER]) compares the number of items the mob has.  <BR>Where == may be !=, >, &lt;, >=, &lt;=.<BR>- MOBITEM([MOBNAME] [NUM] [NAME]) whether the NUMth item owned by mob mobname<BR>is named NAME.<BR>- INCONTAINER([CODE] [CONTAINER/MOUNT]) whether the item is in container or<BR>mount.<BR>- ISABLE([CODE] [SKILL NAME]) whether the mob has the skill/ability.<BR>- ISOPEN([CODE/DIRECTION]) whether the container item, or direction name is<BR>open.<BR>- ISLOCKED([CODE/DIRECTION]) whether the container item, or direction name is<BR>locked.<BR>- STRIN([STRING] [STRING]) whether the second string appears as a whole word in<BR>the first.<BR>- CALLFUNC([FUNCTION] [PARM]..) returns whether the FUNCTION_PROG named returns<BR>a non-null.<BR>- DEITY([CODE] == [CLASS NAME]) evaluates a mobs deity. Where == may be !=.<BR>- CLAN([CODE] == [CLASS NAME]) evaluates a mobs clanid. Where == may be !=.<BR>- CLANRANK([CODE] == [NUMBER]) evaluates mobs rank.  Where == may be !=, &lt;, >,<BR>>=, &lt;=.<BR>- CLANDATA([CLAN] [VAR] == [STRING]) evaluates clan rank.  Where == may be !=,<BR>&lt;, >, >=, &lt;=.<BR>*** NOTES! The parenthesis are REQUIRED for the above!  The brackets should NOT<BR>be included, they are there to designate a parameter.  Where CODE above is one<BR>of the following: $n=source of the action, $i=scripted mob, $t=target,<BR>$o=item1, $p=item2, $w=owner of item1, $W=owner of item2.<BR><BR>Now we get to the executed commands.  They are as follows:<BR>FOR $X = [START] to [FINISH] - loops. X must be 0-9.  End with NEXT by itself.<BR>SWITCH/CASE/ENDSWITCH - act as a multiple if/elseif/elseif....<BR>MPASOUND [TEXT] - a noisy emote that goes to all adjacent rooms.<BR>MPECHO [TEXT] - an emote<BR>MPSLAY [MOB NAME] - utterly kill the target.<BR>MPJUNK [ITEM] - destroy the given item from the monsters inventory.<BR>MPMLOAD [MOB NAME] - create an instance of the given mob name.<BR>MPOLOAD [ITEM NAME] - create an instanceof the given item, give it to the mob.<BR>MPOLOADROOM [ITEM NAME] - create an instanceof the given item, drop it in the<BR>room.<BR>MPMLOAD FROMFILE [CMARE FILE] [MOB NAME] - create a given mob name from a file.<BR>MPOLOAD FROMFILE [CMARE FILE] [ITEM NAME] - create an item from a file, give it<BR>to the mob.<BR>MPOLOADROOM FROMFILE [CMARE FILE]  [ITEM NAME] - create an item from a file,<BR>drop it in the room.<BR>MPECHOAT [MOB/ROOM/AREA/WORLD] [TEXT] - emote to the given target.<BR>MPECHOAROUND [TEXT] - emotes to everyone in room but the source of the trigger.<BR>MPCAST [SPELL] [MOB NAME] - casts the given spell at the given target.<BR>MPKILL [MOB NAME] - attack the given target.<BR>MPEXP [MOB NAME] [EXP or TNL%] - grants amount of exp to mob.<BR>MPQUESTPOINTS [MOB NAME] [QPS] - sets mobs amount of questpoints. Prefix QPS<BR>with ++ or -- to adjust only.<BR>MPTRAINS [MOB NAME] [TRAINS] - sets mobs amount of trains. Prefix TRAINS with<BR>++ or -- to adjust only.<BR>MPPRACS [MOB NAME] [PRACS] - sets mobs amount of pracs. Prefix PRACS with ++ or<BR>-- to adjust only.<BR>MPPURGE [ITEM/MOB NAME] - destroy the given target item or mob.<BR>MPUNAFFECT [MOB NAME] [ALL/SKILL NAME]- removes given affects from the mob.<BR>MPGOTO [ROOM ID/NAME/DESC] - take the monster to the given room.<BR>MPAT [ROOM ID/NAME/DESC] [COMMAND] - do a command at the given room.<BR>MPSET [MOB/ITEM] [VAR NAME] [VALUE] - use with care! sets a stat for a mob or<BR>item.<BR>MPGSET [MOB/ITEM] [VAR NAME] [VALUE] - like MPSET but player data accessible.<BR>See GSTAT.<BR>MPTRANSFER [ALL/MOB NAME] [ROOM ID/NAME/DESC] - transfer mobs to the given<BR>room.<BR>MPBEACON [ROOM ID/NAME/DESC] [ALL/MOB NAME] - Makes given room start room for<BR>players.<BR>MPFORCE [MOB NAME] [COMMAND] - force the given mob to do the given command.<BR>MPPROMPT [PC NAME] [VARIABLE NAME] [PROMPT].  Store user entered value in<BR>variable.  See Guide.<BR>MPCONFIRM [PC NAME] [VARIABLE NAME] [DEFAULT VALUE] [PROMPT].  Y or N.  See<BR>Guide.<BR>MPCHOOSE [PC NAME] [VARIABLE NAME] [CHOICES] [DEFAULT VALUE] [PROMPT].  Hotkey<BR>choices.  See Guide.<BR>MPSCRIPT [MOB/ITEM] ([FLAGS]) [SCRIPT] - adds a quest Scriptable to the target,<BR>flags GLOBAL INDIVIDUAL SAVABLE EXECUTE.<BR>MPSETVAR [MOB NAME] [VAR NAME] [VALUE] - set a variable for the given mob. <BR>Value may be ++, --, or preceded by +,-,*,or /.<BR>MPENDQUEST [QUEST NAME/MOB NAME] - this command will shutdown the given quest,<BR>or remove quest scripts from given mob.<BR>MPSTARTQUEST [QUEST NAME] - this command will start the quest of the given<BR>name.<BR>MPQUESTWIN [MOB NAME] [QUEST NAME] - declares the mob a winner of the given<BR>quest.<BR>MPSTOP [MOB NAME] - forces mob to stop fighting, or performing common skills.<BR>MPCALLFUNC [FUNC NAME] [PARMS...] - executes a FUNCTON_PROG already declared.<BR>MPALARM [TICKTIME] [COMMAND] - executes COMMAND after time has elapsed.<BR>MPNOTRIGGER [TRIGGER NAME] [MILISECS]- this command will prevent given trigger<BR>for given miliseconds.<BR>MPFACTION [MOB] [FACTION] [VALUE] - changes faction value for given mob. Value<BR>is number, range, or +NUM, --NUM.<BR>MPWHILE ([IF CONDITION]) [COMMAND] - repeatedly executes commmand.<BR>MPDAMAGE [MOB/ITEM] [MIN] [MAX] (KILL)- does random damage to the target. Kills<BR>only when KILL parm given.<BR>MPREJUV AREA/ROOM/[ROOMID]/[AREAID] (ITEMS/MOBS) - rejuv dead mobs, lost items<BR>from area or room<BR>MPRESET AREA/ROOM/[ROOMID]/[AREAID] - reload an area or room from the database<BR>MPLOG ERROR/INFO/DEBUG HEADER MESSAGE - add an entry to the coffeemud server<BR>log<BR>MPCHANNEL (!)[CHANNEL] MESSAGE - send a message to a channel<BR>MPTRACKTO [MOB NAME] - forces the mob to track down the given mob.<BR>MPWALKTO [MOB NAME] - forces the mob to track down the given mob, land surface<BR>only.<BR>MPAFFECT [SPELL] [MOB NAME] [PARMS] - automatically casts a spell on a mob.<BR>MPBEHAVE [BEHAVIOR] [MOB NAME] [PARMS] - adds a behavior to the mob.<BR>MPUNBEHAVE [BEHAVIOR] [MOB NAME] - removes a behavior from a  mob. <BR>MPTATTOO [MOB] (-)[TATTOONAME] - adds or removes the given tattoo for the mob. <BR>MPPLAYERCLASS [MOB] [CCLASS ID] ([LVL])... - changes current char class &<BR>optionally level.<BR>MPTITLE [MOB] (-) [TITLE] - adds or removes the given title string from the<BR>mob.<BR>MPENABLE [MOB] [ABILITY NAME] [PROF] [STR] - adds a new skill to the mob, or<BR>mods prof. w/++,--.<BR>MPDISABLE [MOB] [ABILITY NAME] - removes a skill from the mob.<BR>MPSAVEVAR [MOB NAME] [VAR NAME] - saves the variable set using MPSETVAR to the<BR>database.<BR>MPLOADVAR [MOB NAME] [VAR NAME] - loads the variable from the database.<BR>MPM2I2M [MOB/ITEM] - this strange command turns a mob into an item and back<BR>into a mob<BR>MPHIDE [MOB/ITEM/EXIT] - makes the target undetectable by any means.<BR>MPUNHIDE [MOB/ITEM/EXIT] - reverses the affects of MPHIDE -- does not affect<BR>Hide or other skills.<BR>MPOPEN [ITEM/EXIT] - opens a closed container or door.<BR>MPCLOSE [ITEM/EXIT] - closes an open container or door.<BR>MPLOCK [ITEM/EXIT] - closes and locks a lockable container or door.<BR>MPUNLOCK [ITEM/EXIT] - unlocks a locked container or door, but does not open.<BR>MPSETCLANDATA [CLAN] [VAR] [VALUE] - changes a datum about the given clan.<BR>MPARGSET [$VAR] [VALUE] - changes internal $(i,n,t,0,1,..9) object to one<BR>specified by value.<BR>MPLOADQUESTOBJ [QUEST] [QVARNAME] [$VAR] - loads quest obj into internal<BR>$(i,n,t,0,1,..9) object.<BR>MPUNLOADSCRIPT [SCRIPT FILE NAME] - unloads a file script from the resources<BR>cache for refreshing<BR>MPQSET [QUEST] [QVARNAME] [VALUE] - set temp quest var to given value.<BR>BREAK -- return/break out of the current if condition or program script. <BR>RETURN [OPTIONAL STRING] - exits the existing script, returning the string<BR>given.<BR>&lt;SCRIPT> - embed Javascript in Scriptable event.  Must be closed with<BR>&lt;/SCRIPT>.<BR>[COMMAND] [PARMS]- any valid coffee mud command!<BR>** NOTES! For those commands which have multiple parameters (specifically MPAT,<BR>MPFORCE, MPCAST, MPECHOAT, you must use "'" characters in order to group any<BR>words in the first parameter of those commands.  Inside your command<BR>parameters, whether it be text, or even when specifying MOB or ITEM names, you<BR>may use any of the following freely:<BR>$a - name of the area the monsters in<BR>$b - name of last item/mob loaded w/mmpload/mpoload<BR>$B - display text of last item/mob loaded w/mmpload/mpoload<BR>$c - random npc/pc inhabitants name<BR>$C - random npc/pc inhabitants name<BR>$i - monsters name<BR>$I - monsters display text<BR>$n - source of triggers name<BR>$N - source of triggers name<BR>$t - target of triggers name<BR>$T - target of triggers name<BR>$r - random pc inhabitants name<BR>$R - random pc inhabitants name<BR>$j - he/she of the monster<BR>$e - he/she of the trigger source<BR>$d - title of monsters room location<BR>$D - long desc of monsters room location<BR>$f - name of the person monster follows<BR>$E - he/she of the trigger target<BR>$F - he/she of the person monster follows<BR>$g - lowercase form of the message from a MPCALLFUNC, MASK_PROG or SPEECH_PROG.<BR>$G - uppercase form of the message from a MPCALLFUNC, MASK_PROG or SPEECH_PROG.<BR>$J - he/she of a random pc inhabitant<BR>$k - his/her of the monster<BR>$l - list of all mobs (excluding monster). See "." syntax below.<BR>$L - list of all Items in room. See "." syntax below.<BR>$m - his/her of the trigger source<BR>$M - his/her of the trigger target<BR>$K - his/her of a random pc inhabitant<BR>$y - sir/madam of the trigger source<BR>$Y - sir/madam of the trigger target<BR>$o - item1 name<BR>$O - item1 name<BR>$p - item2 name<BR>$P - item2 name<BR>$w - owner of item1s name<BR>$W - owner of item2s name<BR>$x - random valid exit's direction<BR>$X - random valid exit's name<BR>$xN- north exit's name<BR>$0..$9- temporary variables set by other commands.<BR><BR>$&lt;[CODE] [VAR NAME]> - the variable of the given name, of the given code. <BR>Where code is $i, $n, $t, $o, or $p.  See MPSETVAR.<BR><BR>${[NUM] [QUEST NAME]} - a mob name from the given quest, if the quest is<BR>running. The number corresponds to the order in which mobs were designated in<BR>the quest script. Counting starts at 1.<BR><BR>$[[NUM] [QUEST NAME]] - an item name from the given quest, if the quest is<BR>running. The number corresponds to the order in which items were designated in<BR>the quest script. Counting starts at 1.<BR><BR>$%FUNCTION(PARM1 PARM2..)% - replace this code with a value from one of the<BR>internal functions.  While the names are the same as the eval functions above,<BR>their parameters will be slightly different.  The functions which may be<BR>included in this code include the following:<BR>- RAND() random number between 1 and 100.<BR>- HAS([CODE])  name of a random item in given mobs inventory.<BR>- HASNUM([CODE] [ITEM])  number of the given items in given mobs inventory.<BR>- WORN([CODE])  name of a random worn item in given mobs inventory.<BR>- ISNPC([CODE])  not implemented.<BR>- ISPC([CODE])  not implemented.<BR>- ISGOOD([CODE])  returns the alignment string of the given mob.<BR>- ISNAME([CODE])  Returns the real/full name of the given object.<BR>- CURRENCY([CODE])  Returns the native currency of the given object.<BR>- MATH([EXPR]) returns evaluated mathematical expressions. +-*\<BR>- MOOD([MOB NAME]) the given mobs mood.<BR>- NUMMOBSINAREA([MOB NAME]) number of mobs in area matching mask.<BR>- NUMMOBS([MOB NAME]) number of mobs in world matching mask.<BR>- NUMRACEINAREA([MOB NAME]) number of mobs in area matching race.<BR>- NUMRACES([MOB NAME]) number of mobs in world matching race.<BR>- ISEVIL([CODE])  alignment number of the given mob.<BR>- ISNEUTRAL([CODE])  short alignment string of the given mob.<BR>- ISFIGHT([CODE])  name of the mob the given mob is fighting.<BR>- ISALIVE([CODE])  health of the given mob.<BR>- ISIMMORT([CODE])  not implemented.<BR>- ISBIRTHDAY([CODE]) returns birthday of the mob<BR>- ISCHARMED([CODE])  name of the charm spell the mob is under.<BR>- STAT([CODE] [STAT]) value of the given stat for the given object.<BR>- DATETIME(DAY/TIME/MONTH/YEAR) displays the appropriate numberic value.<BR>- GSTAT([CODE] [STAT]) like STAT, but player data accessible. See Generic.java.<BR>- AFFECTED([CODE]) name of a random spell affect on the object.<BR>- FACTION([CODE] [FACTION]) name of the range the mob has in given faction.<BR>- ISBEHAVE([CODE]) class ids of the behaviors on the object.<BR>- ISFOLLOW([CODE])  name of the mob the given mob is following.<BR>- ISSERVANT([CODE])  name of the mob the given mob is serving.<BR>- HITPRCNT([CODE])  % of hit points remaining for given mob.<BR>- INLOCALE() name of the room type the monster is in.<BR>- INROOM() raw id of the room the monster is in.<BR>- ISODD([AMT]) echos AMT if AMT is an odd, whole number.<BR>- ISRECALL([CODE]) start room of the given mob.<BR>- INAREA() name of the area the monster is in.<BR>- ISHERE() name of the area the monster is in.<BR>- VAR([CODE] [VAR NAME]) Value of the given variable.<BR>- SEX([CODE]) sex of the given mob.<BR>- POSITION([CODE]) position name of the given mob.<BR>- LEVEL([CODE]) level of the given mob.<BR>- QUESTPOINTS([CODE]) questpoints of the given mob.<BR>- PRACS([CODE]) practices of the given mob.<BR>- TRAINS([CODE]) trains of the given mob.<BR>- CLASS([CODE]) class of the given mob.<BR>- BASECLASS([CODE]) base class of the given mob.<BR>- RACE([CODE]) race of the given mob.<BR>- RACECAT([CODE]) racial category of the given mob.<BR>- GOLDAMT([CODE]) number of gold coins the given mob has.<BR>- EXP([CODE]) number of experience points the given mob has.<BR>- VALUE([CODE] [CURRENCY]) base value the given mob has in given currency.<BR>- QUESTWINNER([CODE]) returns a list of all the quests the mob was won.<BR>- QUESTSCRIPTED([CODE]) returns a list of all the quests the mob is scripted<BR>for.<BR>- QUESTMOB([QUEST NAME]) returns a list of all the mobs desigated by this<BR>quest.<BR>- QUESTOBJ([QUEST NAME])  returns a list of all the items desigated by this<BR>quest.<BR>- QUESTROOM([QUEST NAME])  returns a list of all rooms desigated by this quest.<BR>- ISQUESTMOBALIVE([QUEST NAME]) returns a list of all live mobs desigated by<BR>this quest.<BR>- ISTIME() returns the approx time of day in words.<BR>- ISSEASON() returns the season.<BR>- ISWEATHER() returns the weather<BR>- ISMOON() returns the moon phase<BR>- ISDAY() returns word day or evening.<BR>- EVAL()  not implemented.<BR>- NUMBER([VALUE/CODE]) Returns the numberic value of the given argument.<BR>- RANDNUM([VALUE/CODE]) returns random number from 1..value/code.<BR>- RAND0NUM([VALUE/CODE]) returns random number from 0..value/code-1.<BR>- ROOMMOB([NUM]) returns the NUMth mob in the room's name.<BR>- ROOMITEM([NUM]) whether the NUMth item in the room's NAME.<BR>- NUMMOBSROOM([*/NAME]) returns the number of named mobs in the room.<BR>- NUMPCSAREA() returns the number of pcs in the area.<BR>- NUMPCSROOM() returns the number of pcs in the room.<BR>- EXPLORED([CODE] [AREA/WORLD]) displays % explored of code mob.<BR>- NUMITEMSROOM() returns the number of items in the room.<BR>- NUMITEMSMOB([NAME]) returns the number of items the mob has.<BR>- MOBITEM([MOBNAME] [NUM]) returns the NUMth item owned by mob mobname.<BR>- INCONTAINER([CODE]) returns container of an item, or the mount of a mob.<BR>- ISABLE([CODE] [SKILL NAME]) the mobs proficiency in the given skill/ability.<BR>- ISOPEN([CODE/DIRECTION]) "true" if the container item, or direction name is<BR>open.<BR>- ISLOCKED([CODE/DIRECTION]) the key name if the container, or direction has a<BR>lock.<BR>- STRIN([STRING] [STRING]) word number of the second string if it appears in<BR>the first.<BR>- CALLFUNC([FUNCTION] [PARM]..) the value returned by the FUNCTION_PROG named.<BR>- DEITY([CODE]) returns a mobs deity.<BR>- CLAN([CODE]) returns a mobs clan.<BR>- CLANRANK([CODE]) returns mobs clan role/rank as a number.<BR>- CLANDATA([CLAN] [VAR]) returns the given clans data based on var.<BR>- IPADDRESS([CODE]) return ip address of player.<BR>- QVAR([QUEST] [CODE]) returns temp quest vars.<BR><BR>Any of the $ codes may be followed by a period and a literal number to<BR>designate a particular word inside a string of many words.  For instance if $o<BR>evaluates to "a magic wand", $o.1 would evalulate to "magic".  If $l evaluated<BR>to "orc bob hassan", $l.2 would give "hassan".  This syntax can also be<BR>followed by ".." to grab substrings.  For instance, if $o evaluates to "a magic<BR>wand", $o.1.. would evaluate to "magic wand".<BR></pre>
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			<p>
			<a name="ScriptableEverymob"><B>ScriptableEverymob</B></a>
			<pre>Behavior   : ScriptableEverymob<BR>Targets    : Areas, Rooms<BR>Parameters : Same as BEHAVIOR_SCRIPTABLE<BR>Example    : LOAD=progs/mrinfo.script~<BR>Description: <BR>This behavior will cause all mobs native to the area or room to be<BR>automatically given a particular Scriptable script to run.  Mobs that already<BR>have scriptable behaviors will be unaffected.</pre>
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			<p>
			<a name="Sounder"><B>Sounder</B></a>
			<pre>Behavior   : Sounder<BR>Targets    : Room, MOBs, Items, Areas<BR>Parameters : (Max/Min ticks;) ([EMOTE CODE] [EMOTE STRING];) <BR>Example    : sound 80 wiggles his bottom.;sound 60 smiles evilly.;sound 20<BR>burps!<BR>Example    : min=20 max=20;wear $p looks good on you.;remove Now you don't look<BR>so good.;remove_room $n doesn't look so good.<BR><BR>An alternative to the Emoter behavior, this allows you to create very simple<BR>emoting triggers based on percent chances every tick, or based on event<BR>triggers such as getting an item, or leaving a room.  Each emote trigger is<BR>semicolon (;) separated, and the first trigger may instead be a set of ticks. <BR>Valid emote codes include the following:<BR>SOUND [PCT CHANCE] - every min/max ticks, this will be emoted % chance of the<BR>time.<BR>GET - if an item is gotten (or THE item), this will emote to the getter.<BR>GET_ROOM - if an item is gotten (or THE item), this will emote to the room (not<BR>the getter).<BR>DROP - if an item is dropped (or THE item), this will emote to the getter.<BR>DROP_ROOM - if an item is dropped (or THE item), this will emote to the room<BR>(not the getter).<BR>PUSH - if an item is pushed (or THE item), this will emote to the pusher.<BR>PUSH_ROOM - if an item is pushed (or THE item), this will emote to the room<BR>(not the pusher).<BR>PULL - if an item is pulled (or THE item), this will emote to the pulled.<BR>PULL_ROOM - if an item is pulled (or THE item), this will emote to the room<BR>(not the puller).<BR>EAT - if an item is eaten (or THE item), this will emote to the eater.<BR>EAT_ROOM - if an item is eaten (or THE item), this will emote to the room (not<BR>the getter).<BR>MOUNT - if an item is mounted (or THE item), this will emote to the mounter.<BR>MOUNT_ROOM - if an item is mounted (or THE item), this will emote to the room<BR>(not the getter).<BR>DRINK - if an item is drunk (or THE item), this will emote to the drinker.<BR>DRINK_ROOM - if an item is drunk (or THE item), this will emote to the room<BR>(not the getter).<BR>SIT - if an item is sat on (or THE item), this will emote to the sitter.<BR>SIT_ROOM - if an item is sat on (or THE item), this will emote to the room (not<BR>the getter).<BR>SLEEP - if an item is slept on (or THE item), this will emote to the sleeper.<BR>SLEEP_ROOM - if an item is slept on (or THE item), this will emote to the room<BR>(not the getter).<BR>WEAR - if an item is worn (or THE item), this will emote to the wearer.<BR>WEAR_ROOM - if an item is worn (or THE item), this will emote to the room (not<BR>the getter).<BR>OPEN - if an item is opened (or THE item), this will emote to the wearer.<BR>OPEN_ROOM - if an item is opened (or THE item), this will emote to the room<BR>(not the getter).<BR>CLOSE - if an item is closed (or THE item), this will emote to the wearer.<BR>CLOSE_ROOM - if an item is closed (or THE item), this will emote to the room<BR>(not the getter).<BR>HOLD - if an item is held (or THE item), this will emote to the wearer.<BR>HOLD_ROOM - if an item is held (or THE item), this will emote to the room (not<BR>the getter).<BR>WIELD - if an item is wielded (or THE item), this will emote to the wearer.<BR>WIELD_ROOM - if an item is wielded (or THE item), this will emote to the room<BR>(not the getter).<BR>REMOVE - if an item is removed (or THE item), this will emote to the remover.<BR>REMOVE_ROOM - if an item is removed (or THE item), this will emote to the room<BR>(not the getter).<BR>PORTAL_ENTER - if the room is entered, this will emote to the one entering.<BR>PORTAL_ENTER_ROOM - if the room is entered, this will emote to the others in<BR>the room.<BR>PORTAL_EXIT - if the room is left, this will emote to the one leaving.<BR>PORTAL_EXIT_ROOM - if the room is left, this will emote to the others in the<BR>room.<BR>DAMAGE - if the object is hurt, or used to hurt, this will emote to the one<BR>hurting.<BR>DAMAGE_ROOM - if the object is hurt, or used to hurt, this will emote to the<BR>others in the room.<BR>FIGHT - if the object is attacking, or used to attack, this will emote to the<BR>one attacking.<BR>FIGHT_ROOM - if the object is attacking, or used to attack, this will emote to<BR>the others in the room.<BR><BR>The emote strings may be any text, and the following codes may be included:<BR>$p - the name of the item with the behavior.<BR>$n - the name of the source of the emote, or the source of the trigger.<BR>$e - the he/she of $n.<BR>$s - the his/her of $n.</pre>
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			<p>
			<a name="StdBehavior"><B>StdBehavior</B></a>
			<pre></pre>
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			<p>
			<a name="TargetPlayer"><B>TargetPlayer</B></a>
			<pre>Behavior   : TargetPlayer<BR>Targets    : MOBs<BR>Parameters : min, max ticks, a percent chance<BR>Example    : min=2 max=3 chance=99<BR>Description: <BR>This behavior makes the MOB, in combat, target the weakest player in their<BR>enemies' group.</pre>
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			<a name="TaxCollector"><B>TaxCollector</B></a>
			<pre>Behavior   : TaxCollector<BR>Targets    : MOBs<BR>Parameters : (WAIT=[TIME]) (GRACE=[TIME])<BR>Example    : <BR>Example    : WAIT=60000 GRACE=600000<BR>Description: <BR>This behavior makes the mob a very annoying and somewhat dangerous collector of<BR>money from both players and mobs.  The TaxCollector will, by default, demand<BR>10% of any money by a random person it comes across in the form of a "citizens<BR>tax".  That person has [WAIT] milliseconds to give over the money before the<BR>tax collector either charges them with tax evasion, or attacks.  If the<BR>taxcollector is paid (mobs will always pay), then the person has [GRACE] amount<BR>of time before money is demanded again.  The TaxCollector will never demand<BR>money from a member of its own clan, if it has one.  Also, in areas with law,<BR>the tax collector will charge the rate defined as the Citizens Tax instead of<BR>the flat 10%, as well as charging for any back property taxes if applicable.</pre>
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			<a name="TaxiBehavior"><B>TaxiBehavior</B></a>
			<pre>Behavior   : TaxiBehavior<BR>Targets    : MOBs, Items, Rideables<BR>Parameters : [ALL PRICE]/[AREA/ROOM]=[PRICE]/[PARAM]=[VALUE]; ... ; <BR>Example    : 1.5<BR>Example    : Midgaard#3001=1.5; Smurfville=2.0; 70 ; AREAONLY=true<BR>Example    : Midgaard#3032; 100 ; INDOOROK=false; MAXRANGE=100<BR>Description: <BR>This behavior makes the mob a carrier of players to places.  The mob will<BR>charge for his services if you specify a price in the parameters, or he will do<BR>it for free if you don't, or if the last price specified was 0.  The parameters<BR>can include a comma delimited set of room IDs, area names, or even short title<BR>descriptions for quickly entering rooms within short range of the mob. <BR><BR>The parameters may also include certain other variables as part of the<BR>parameter list.  These include AREAONLY = true or false, to specify whether the<BR>taxi knows anything about places outside his area.  MAXRANGE=number for the<BR>maximum number of rooms away from the taxi that is known.  GREETING=message<BR>will give a special taxi greeting message for all players who enter the room<BR>its in. ENTERMSG will give a message to players after they mount the taxi. <BR>TALKERNAME=name will change the apparent name of the speaker, allowing you to<BR>turn a mounted mob into a "driver" if you wish. PERROOM=number will set a<BR>per-room price for the distance from the current room to the one sought.<BR>INDOOROK=true will allow the taxi to traverse indoor rooms if convenient.<BR>NOWATER=true to prevent trails over water. NOAIR=true, to prevent trails<BR>through the air. NOLOCKS=true to prevent trails through locked doors.<BR>NOHOMES=true to prevent trails through private homes. NOCLIMB to prevent trails<BR>through climbable exits. NOCRAWL to prevent trails through crawlable exits.</pre>
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			<p>
			<a name="Thiefness"><B>Thiefness</B></a>
			<pre>Behavior   : Thiefness<BR>Targets    : MOBs<BR>Parameters : (SUBCLASS NAME) (PROFICIENT) (NOSTATS) (NOCOMBATSTAT)<BR>Parameters : (OFFENSIVE,DEFENSIVE,MIXEDOFFENSIVE,MIXEDDEFENSIVE)<BR>Example    : <BR>Example    : Thief<BR>Example    : Assassin MIXEDOFFENSIVE<BR>Description: <BR>An extension of CombatAbilities, this behavior makes the mob a Thief by class,<BR>and gives the mob thief skills appropriate to its level.  After this behavior<BR>has triggered, it will often require a RESET for any level changes to the mob<BR>to take over. The Thiefness behavior also includes many non-combat abilities,<BR>including sneaking and hiding, backstabbing, picking pockets, and even stealing<BR>at high levels!<BR>Use the proficient flag to make all skills at 100% instead of level-based. Use<BR>the offensive/.../mixeddefensive flags to influence skill choices. This<BR>behavior should not be used WITH any of the other CombatAbilities behaviors,<BR>such as Fighterness, Thiefness, Mageness, Clericness, Druidness, or<BR>CombatAbilities. It should be used alone on a mob.<BR>Also, be aware that this behavior will modify the mobs stats to better reflect<BR>the class, so any additions or removals of this behavior should be accompanied<BR>by a room reset after saving, and manually checking to make sure the combat<BR>stats are as desired.</pre>
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			<p>
			<a name="Vagrant"><B>Vagrant</B></a>
			<pre>Behavior   : Vagrant<BR>Targets    : MOBs<BR>Parameters : <BR>Example    : <BR>Description: <BR>The mob will spontaneously decide to go to sleep wherever the mob is currently<BR>at.  After awhile the mob will wake up.</pre>
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			<p>
			<a name="VeryAggressive"><B>VeryAggressive</B></a>
			<pre>Behavior   : VeryAggressive<BR>Targets    : MOBs<BR>Parameters : aggression flags (message=[msg]) aggression masks<BR>Example    : -race +elf message="die! You!"<BR>Example    : -race +elf <BR>Example    : mobkill misbehave -race +elf<BR>Description: <BR>Makes the mob attack any player mob it can detect in the same room, from the<BR>moment the new mob enters.  In addition, this behavior will detect any mobs in<BR>adjacent rooms, and move to attack those as well, but only if those players<BR>meet all the other criteria, and are within 16 levels of the mob. Mobs will not<BR>be aggressive towards Archons and builders with the CMDMOBS security flag.<BR>Horribly wounded mobs are not aggressive. If no other parameters are given, the<BR>mob will attack anyone within 15 levels. Valid aggressive masks include:  <BR>message=[msg] something for the mob to say whenever he's fixing to attack<BR>delay=x (makes the mob delay x ticks before looking for a victim) <BR>mobkill (makes this behavior attack mobs as well as players) <BR>misbehave (makes this mob attack even when wounded or a follower) <BR>+SYSOP (allow archons to bypass the rules)<BR>-SYSOP (always spare archons)<BR>+SUBOP (allow local-room area staff to bypass the rules)<BR>-SUBOP (always spare local-room area staff)<BR>-PLAYER (spare all players)<BR>-MOB (spare all mobs/npcs)<BR>-CLASS  (spare all classes)<BR>-CLASS +thief +mage +ranger (create exceptions)<BR>-BASECLASS  (spare all base classes)<BR>-BASECLASS +thief +mage +ranger (create exceptions)<BR>-thief -mage  -ranger (spare only listed classes)<BR>-RACE (spare all races)<BR>-RACE +elf +dwarf +human +half +gnome (create exceptions)<BR>-elf -dwarf -human -half -gnome (spare only listed races)<BR>-RACECAT (spare all racial categories)<BR>-RACECAT +elf +insect +humanoid +canine +gnome (create exceptions)<BR>+RACECAT (do not spare all racial categories)<BR>+RACECAT -elf -insect -humanoid -canine -gnome (create exceptions)<BR>-ALIGNMENT (spare all alignments)<BR>-ALIGNMENT +evil +good +neutral (create exceptions)<BR>-evil -good -neutral (spare only listed alignments)<BR>-GENDER (spare all genders)<BR>-GENDER +male +female +neuter (create exceptions)<BR>-male -female -neuter (spare only listed genders)<BR>-FACTION (spare all faction and values, even a lack of faction)<BR>-FACTION +myfactionrange +faction.rangename (create exceptions)<BR>-rangename -faction.rangename (spare only faction range named)<BR>-TATTOOS (spare all tattoos, even a lack of a tattoo)<BR>-TATTOOS +mytatto +thistattoo +anytattoo etc..  (create exceptions)<BR>+TATTOOS (do not spare any or no tattoos)<BR>+TATTOOS -mytattoo -anytatto, etc.. (create exceptions)<BR>-EXPERTISES (spare all expertises, even a lack of a edus)<BR>-EXPERTISES +myedu +thisedu +anyedu etc..  (create exceptions)<BR>+EXPERTISES (do not spare any or no expertises)<BR>+EXPERTISES -myedu -anyedu, etc.. (create exceptions)<BR>-SECURITY (spare all security flags, even a lack of a security flag)<BR>-SECURITY +cmdrooms +area cmditems etc..  (create exceptions)<BR>+SECURITY (do not spare any or no security flags)<BR>+SECURITY -cmdrooms +area cmditems, etc.. (create exceptions)<BR>-MOOD +grumpy +normal (spare all except those with given moods)<BR>+MOOD -grumpy -normal (spare only those with subtracted moods)<BR>-LEVEL (spare all levels)<BR>-LEVEL +=1 +>5 +>=7 +&lt;13 +&lt;=20 (create exceptions)<BR>-=1 ->5 ->=7 -&lt;13 -&lt;=20 (spare only listed levels range)<BR>-NAMES (spare everyone)<BR>-NAMES +bob "+my name" etc.. (create name exceptions)<BR>+NAMES (do not spare anyone who has a name)<BR>+NAMES -bob "-my name" etc.. (create name exceptions)<BR>-CLASSLEVEL  (spare all current class levels)<BR>-CLASSLEVEL +=1 +>5 +>=7 +&lt;13 +&lt;=20 (create exceptions)<BR>-MAXCLASSLEVEL  (spare all max class levels)<BR>-MAXCLASSLEVEL +=1 +>5 +>=7 +&lt;13 +&lt;=20 (create exceptions)<BR>-CLAN (spare everyone, even no clan)<BR>-CLAN +Killers "+Holy Avengers" etc.. (create clan exceptions)<BR>+CLAN (do not spare anyone, even non clan people)<BR>+CLAN -Killers "-Holy Avengers" etc.. (create clan exceptions)<BR>-DEITY (spare anyone, even no deity)<BR>-DEITY +Apollo "+Grothon The Great" etc.. (create deity exceptions)<BR>+DEITY (do not spare anyone, even non deity worshipping people)<BR>+DEITY -Apollo "-rothon The Great" etc.. (create deity exceptions)<BR>-ANYCLASS (spare all multi-class combinations)<BR>-ANYCLASS +thief +mage +ranger (exceptions, allow any class)<BR>+ANYCLASS (do not spare all multi-class combinations)<BR>+ANYCLASS -thief -mage -ranger (exceptions, disallow any class)<BR>-ANYCLASSLEVEL (spare all multi-class level combinations)<BR>-ANYCLASSLEVEL +thief +>5 +mage +&lt;10 +ranger +=5 (exceptions)<BR>+ANYCLASSLEVEL (do not spare all multi-class combinations)<BR>+ANYCLASSLEVEL -thief ->5 -mage -&lt;10 -ranger -=5 (exceptions)<BR>-STR X (spare those with strength greater than X)<BR>+STR X (spare those with strength less than X)<BR>-INT X (spare those with intelligence greater than X)<BR>+INT X (spare those with intelligence less than X)<BR>-WIS X (spare those with wisdom greater than X)<BR>+WIS X (spare those with wisdom less than X)<BR>-CON X (spare those with constitution greater than X)<BR>+CON X (spare those with constitution less than X)<BR>-CHA X (spare those with charisma greater than X)<BR>+CHA X (spare those with charisma less than X)<BR>-DEX X (spare those with dexterity greater than X)<BR>+DEX X (spare those with dexterity less than X)<BR>+-ADJSTR...ADJCON (Same as above, but uses current values)<BR>-GROUPSIZE X (spare those in groups larger than X)<BR>+GROUPSIZE X (spare those in groups smaller than X)<BR>-AREA (spare in all areas)<BR>-AREA "+my areaname" etc.. (create exceptions)<BR>+AREA (do not spare any areas)<BR>+AREA "-my areaname" etc.. (create exceptions)<BR>-HOME (spare in all home/beacon areas)<BR>-HOME "+my home/beacon areaname" etc.. (create exceptions)<BR>+HOME (do not spare any home/beacon areas)<BR>+HOME "-my home/beacon areaname" etc.. (create exceptions)<BR>-ITEM "+item name" etc... (spare only those with an item name)<BR>-WORN "+item name" etc... (spare only those wearing item name)<BR>-EFFECTS (spare everyone, even no effects)<BR>-EFFECTS +Sleep "+Wood Chopping" etc.. (create name exceptions)<BR>+EFFECTS (do not spare anyone, even non effected people)<BR>+EFFECTS -Sleep "-Wood Chopping" etc.. (create name exceptions)<BR>-SKILLS (spare everyone, even those with no skill)<BR>-SKILLS +Spell_Sleep(75) etc.. (create exceptions with proficiency)<BR>+SKILLS (do not spare anyone, even non skilled people)<BR>+SKILLS -Spell_Sleep(75) etc.. (create exceptions with proficiency)<BR>-MATERIAL "+WOODEN" etc.. (spare only items of added materials)<BR>+MATERIAL "-WOODEN" etc.. (Do not spare items of -materials)<BR>-RESOURCES "+OAK" etc.. (spare only items of added resources)<BR>+RESOURCES "-OAK" etc.. (Do not spare items of -resources)<BR>-JAVACLASS "+GENMOB" etc.. (spare only objects of +java class)<BR>+JAVACLASS "-GENITEM" etc.. (Do not spare objs of -classes)<BR>-ABILITY X (spare those with magical ability less than X)<BR>+ABILITY X (spare those with magical ability greater than X)<BR>-IF &lt;CONDITION> (spare, unless they meet Scriptable conditions)<BR>+IF &lt;CONDITION> (never spare anyone who meets Scriptable cond)<BR>-VALUE X (spare those with value or money less than X)<BR>+VALUE X (spare those with value or money greater than X)<BR>-WEIGHT X (spare those weighing less than X)<BR>+WEIGHT X (spare those weighing more than X)<BR>-ARMOR X (spare those with armor bonus less than X)<BR>+ARMOR X (spare those with armor bonus more than X)<BR>-DAMAGE X (spare those with damage bonus less than X)<BR>+DAMAGE X (spare those with damage bonus more than X)<BR>-ATTACK X (spare those with attack bonus less than X)<BR>+ATTACK X (spare those with attack bonus more than X)<BR>-WORNON "+TORSO" etc.. (spare only items wearable on +locations)<BR>+WORNON "-NECK" etc.. (Do not spare items wearable on -locations)<BR>-DISPOSITION "+ISHIDDEN" etc.. (spare only with +dispositions)<BR>+DISPOSITION "-ISHIDDEN" etc.. (Do not spare only with sub disp)<BR>-SENSES "+CANSEEDARK" etc.. (spare only those with +senses)<BR>+SENSES "-CANSEEDARK" etc.. (Do not spare those with -senses)<BR>-HOUR +X (spare always, unless the hour is X)<BR>+HOUR -X (spare those only when the hour is X)<BR>-SEASON +FALL (spare those only when season is FALL)<BR>+SEASON -SPRING (spare those whenever the season is SPRING)<BR>-MONTH +X (spare those only when month number is X)<BR>+MONTH -X (spare those whenever the month number is X)<BR>-DAY +X (spare those only when day number is X)<BR>+DAY -X (spare those whenever the day number is X)<BR>-WEATHER +DROUGHT (spare those only when weather is DROUGHT)<BR>+WEATHER -BLIZZARD (spare those whenever the weather is BLIZZARD)<BR>-QUESTWIN "+MY QUEST" (spare those who have not my MY QUEST)<BR>+QUESTWIN "-MY QUEST" (spare those who have won MY QUEST)<BR>-SKILLFLAG (spare everyone, even those with no skills)<BR>-SKILLFLAG +ENCHANTMENT etc.. (create exceptions to -skillflag)<BR>+SKILLFLAG (do not spare anyone, even non skilled people)<BR>+SKILLFLAG -ENCHANTMENT etc.. (create exceptions to +skillflag)<BR>-ACCCHIEVES (spare all Account achievements, even a lack of a achievements)<BR>-ACCCHIEVES +mytatto +thistattoo +anytattoo etc..  (create exceptions)<BR>+ACCCHIEVES (do not spare any or no Account achievements)<BR>+ACCCHIEVES -mytattoo -anytatto, etc.. (create exceptions)<BR>-CHANCE 50 (spare the given % of the time)<BR> </pre>
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			<p>
			<a name="WaterCurrents"><B>WaterCurrents</B></a>
			<pre>Behavior   : WaterCurrents<BR>Targets    : Areas, Rooms<BR>Parameters : min, max ticks, % chance, [DIRECTION] [DIRECTION] [etc..]<BR>Example    : min=1 max=3 chance=99 east south<BR>Example    : east south<BR>Description: <BR>The mob will be drawn along in the directions specified by the parameters.  If<BR>an exit is available in the first direction, it will be chosen, otherwise the<BR>second one, etc.  The min, max, and chance dictate how often the currents will<BR>strike.</pre>
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			<p>
			<a name="WeatherAffects"><B>WeatherAffects</B></a>
			<pre>Behavior   : WeatherAffects<BR>Targets    : Rooms, Areas<BR>Parameters : (windsheer=%chance) (puddlepct=%chance) (rainslipchance=%chance)<BR>Parameters : (snowSlipChance=%chance) (sleetSlipChance=%chance)<BR>(freezeOverChance=%chance)<BR>Parameters : (droughtFireChance=%chance) (botherticks=#ticks)<BR>(diseaseticks=#ticks)<BR>Parameters : (rustticks=#ticks) (lightningticks=#ticks) (rumbleticks=#ticks)<BR>Parameters : (gustticks=#ticks) (tornadoticks=#ticks) (hailticks=#ticks)<BR>Parameters : (dustticks=#ticks)<BR>Example    : windsheer=10 puddlepct=20<BR>Description: <BR>The amazingly powerful behavior handles almost all of the effects of weather<BR>upon players and the environment.  By changing the parameters listed above, the<BR>frequency of certain negative effects of weather can be tweeked, modified,<BR>enhanced, or eliminated.<BR>The parameters and their meaning are as follows:<BR>windsheer - percent chance that a ranged attack or thrown item will be blown<BR>off coarse.<BR>puddlepct - percent chance, following wet weather, that puddles or snow piles<BR>will form.<BR>rainslipchance - percent chance, during wet weather, that someone will slip<BR>while moving.<BR>snowSlipChance - percent chance, during snowy weather, that someone will slip<BR>while moving.<BR>sleetSlipChance - percent chance, during sleety weather, that someone will slip<BR>while moving.<BR>freezeOverChance - percent chance, during cold weather, following cold weather,<BR>that a given<BR>available water surface will freeze over for a time.<BR>droughtFireChance - percent chance, during a drought, that a random item will<BR>be selected <BR>from all available rooms to be spontaneously ignited.<BR>botherticks - how often, in ticks, players will be reminded of current weather<BR>conditions.<BR>diseaseticks - how often, in ticks, players will suffer a small chance,<BR>depending on weather <BR>conditions, of catching a weather related disease, such as cold, flu,<BR>frostbite, heat.<BR>rustticks - how often, in ticks, players in wet weather or conditions will<BR>suffer a chance<BR>of one of their items rusting and therefore taking damage.<BR>lightningticks - how often, in ticks, during thunderstorms, an available player<BR>will suffer<BR>a chance of someone in the same room being struck by lightning.<BR>rumbleticks - how often, in ticks, players are given slightly more personal<BR>reminders of <BR>current weather conditions than they get from botherticks.<BR>gustticks - how often, in ticks, during windy conditions, an available player<BR>will suffer<BR>a chance of someone in the same room being buffeted by a gust of wind.<BR>hailticks - how often, in ticks, during hail storms, an available player will<BR>suffer<BR>a chance of someone in the same room being buffeted by hail.<BR>dustticks - how often, in ticks, during dust storms, an available player will<BR>suffer<BR>a chance of someone in the same room being hit in the eye with dirt.<BR>tornadoticks - how often, in ticks, during thunderstorms and windy conditions,<BR>an available<BR>player will suffer the chance of a tornado touching down in their room.</pre>
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			<p>
			<a name="Wimpy"><B>Wimpy</B></a>
			<pre>Behavior   : Wimpy<BR>Targets    : MOBs<BR>Parameters : wimpy masks<BR>Example    : -race +elf <BR>Description: <BR>Makes the mob flee any player mob it can detect in the same room. If no other<BR>parameters are given, the mob will flee anyone. Valid masks include:  <BR>delay=x (makes the mob delay x ticks before looking for someone to fear) <BR>very=1 (makes the mob flee even if not in combat) <BR>+SYSOP (allow archons to bypass the rules)<BR>-SYSOP (always fear archons)<BR>+SUBOP (allow local-room area staff to bypass the rules)<BR>-SUBOP (always fear local-room area staff)<BR>-PLAYER (fear all players)<BR>-MOB (fear all mobs/npcs)<BR>-CLASS  (fear all classes)<BR>-CLASS +thief +mage +ranger (create exceptions)<BR>-BASECLASS  (fear all base classes)<BR>-BASECLASS +thief +mage +ranger (create exceptions)<BR>-thief -mage  -ranger (fear only listed classes)<BR>-RACE (fear all races)<BR>-RACE +elf +dwarf +human +half +gnome (create exceptions)<BR>-elf -dwarf -human -half -gnome (fear only listed races)<BR>-RACECAT (fear all racial categories)<BR>-RACECAT +elf +insect +humanoid +canine +gnome (create exceptions)<BR>+RACECAT (do not fear all racial categories)<BR>+RACECAT -elf -insect -humanoid -canine -gnome (create exceptions)<BR>-ALIGNMENT (fear all alignments)<BR>-ALIGNMENT +evil +good +neutral (create exceptions)<BR>-evil -good -neutral (fear only listed alignments)<BR>-GENDER (fear all genders)<BR>-GENDER +male +female +neuter (create exceptions)<BR>-male -female -neuter (fear only listed genders)<BR>-FACTION (fear all faction and values, even a lack of faction)<BR>-FACTION +myfactionrange +faction.rangename (create exceptions)<BR>-rangename -faction.rangename (fear only faction range named)<BR>-TATTOOS (fear all tattoos, even a lack of a tattoo)<BR>-TATTOOS +mytatto +thistattoo +anytattoo etc..  (create exceptions)<BR>+TATTOOS (do not fear any or no tattoos)<BR>+TATTOOS -mytattoo -anytatto, etc.. (create exceptions)<BR>-EXPERTISES (fear all expertises, even a lack of a edus)<BR>-EXPERTISES +myedu +thisedu +anyedu etc..  (create exceptions)<BR>+EXPERTISES (do not fear any or no expertises)<BR>+EXPERTISES -myedu -anyedu, etc.. (create exceptions)<BR>-SECURITY (fear all security flags, even a lack of a security flag)<BR>-SECURITY +cmdrooms +area cmditems etc..  (create exceptions)<BR>+SECURITY (do not fear any or no security flags)<BR>+SECURITY -cmdrooms +area cmditems, etc.. (create exceptions)<BR>-MOOD +grumpy +normal (fear all except those with given moods)<BR>+MOOD -grumpy -normal (fear only those with subtracted moods)<BR>-LEVEL (fear all levels)<BR>-LEVEL +=1 +>5 +>=7 +&lt;13 +&lt;=20 (create exceptions)<BR>-=1 ->5 ->=7 -&lt;13 -&lt;=20 (fear only listed levels range)<BR>-NAMES (fear everyone)<BR>-NAMES +bob "+my name" etc.. (create name exceptions)<BR>+NAMES (do not fear anyone who has a name)<BR>+NAMES -bob "-my name" etc.. (create name exceptions)<BR>-CLASSLEVEL  (fear all current class levels)<BR>-CLASSLEVEL +=1 +>5 +>=7 +&lt;13 +&lt;=20 (create exceptions)<BR>-MAXCLASSLEVEL  (fear all max class levels)<BR>-MAXCLASSLEVEL +=1 +>5 +>=7 +&lt;13 +&lt;=20 (create exceptions)<BR>-CLAN (fear everyone, even no clan)<BR>-CLAN +Killers "+Holy Avengers" etc.. (create clan exceptions)<BR>+CLAN (do not fear anyone, even non clan people)<BR>+CLAN -Killers "-Holy Avengers" etc.. (create clan exceptions)<BR>-DEITY (fear anyone, even no deity)<BR>-DEITY +Apollo "+Grothon The Great" etc.. (create deity exceptions)<BR>+DEITY (do not fear anyone, even non deity worshipping people)<BR>+DEITY -Apollo "-rothon The Great" etc.. (create deity exceptions)<BR>-ANYCLASS (fear all multi-class combinations)<BR>-ANYCLASS +thief +mage +ranger (exceptions, allow any class)<BR>+ANYCLASS (do not fear all multi-class combinations)<BR>+ANYCLASS -thief -mage -ranger (exceptions, disallow any class)<BR>-ANYCLASSLEVEL (fear all multi-class level combinations)<BR>-ANYCLASSLEVEL +thief +>5 +mage +&lt;10 +ranger +=5 (exceptions)<BR>+ANYCLASSLEVEL (do not fear all multi-class combinations)<BR>+ANYCLASSLEVEL -thief ->5 -mage -&lt;10 -ranger -=5 (exceptions)<BR>-STR X (fear those with strength greater than X)<BR>+STR X (fear those with strength less than X)<BR>-INT X (fear those with intelligence greater than X)<BR>+INT X (fear those with intelligence less than X)<BR>-WIS X (fear those with wisdom greater than X)<BR>+WIS X (fear those with wisdom less than X)<BR>-CON X (fear those with constitution greater than X)<BR>+CON X (fear those with constitution less than X)<BR>-CHA X (fear those with charisma greater than X)<BR>+CHA X (fear those with charisma less than X)<BR>-DEX X (fear those with dexterity greater than X)<BR>+DEX X (fear those with dexterity less than X)<BR>+-ADJSTR...ADJCON (Same as above, but uses current values)<BR>-GROUPSIZE X (fear those in groups larger than X)<BR>+GROUPSIZE X (fear those in groups smaller than X)<BR>-AREA (fear in all areas)<BR>-AREA "+my areaname" etc.. (create exceptions)<BR>+AREA (do not fear any areas)<BR>+AREA "-my areaname" etc.. (create exceptions)<BR>-HOME (fear in all home/beacon areas)<BR>-HOME "+my home/beacon areaname" etc.. (create exceptions)<BR>+HOME (do not fear any home/beacon areas)<BR>+HOME "-my home/beacon areaname" etc.. (create exceptions)<BR>-ITEM "+item name" etc... (fear only those with an item name)<BR>-WORN "+item name" etc... (fear only those wearing item name)<BR>-EFFECTS (fear everyone, even no effects)<BR>-EFFECTS +Sleep "+Wood Chopping" etc.. (create name exceptions)<BR>+EFFECTS (do not fear anyone, even non effected people)<BR>+EFFECTS -Sleep "-Wood Chopping" etc.. (create name exceptions)<BR>-SKILLS (fear everyone, even those with no skill)<BR>-SKILLS +Spell_Sleep(75) etc.. (create exceptions with proficiency)<BR>+SKILLS (do not fear anyone, even non skilled people)<BR>+SKILLS -Spell_Sleep(75) etc.. (create exceptions with proficiency)<BR>-MATERIAL "+WOODEN" etc.. (fear only items of added materials)<BR>+MATERIAL "-WOODEN" etc.. (Do not fear items of -materials)<BR>-RESOURCES "+OAK" etc.. (fear only items of added resources)<BR>+RESOURCES "-OAK" etc.. (Do not fear items of -resources)<BR>-JAVACLASS "+GENMOB" etc.. (fear only objects of +java class)<BR>+JAVACLASS "-GENITEM" etc.. (Do not fear objs of -classes)<BR>-ABILITY X (fear those with magical ability less than X)<BR>+ABILITY X (fear those with magical ability greater than X)<BR>-IF &lt;CONDITION> (fear, unless they meet Scriptable conditions)<BR>+IF &lt;CONDITION> (never fear anyone who meets Scriptable cond)<BR>-VALUE X (fear those with value or money less than X)<BR>+VALUE X (fear those with value or money greater than X)<BR>-WEIGHT X (fear those weighing less than X)<BR>+WEIGHT X (fear those weighing more than X)<BR>-ARMOR X (fear those with armor bonus less than X)<BR>+ARMOR X (fear those with armor bonus more than X)<BR>-DAMAGE X (fear those with damage bonus less than X)<BR>+DAMAGE X (fear those with damage bonus more than X)<BR>-ATTACK X (fear those with attack bonus less than X)<BR>+ATTACK X (fear those with attack bonus more than X)<BR>-WORNON "+TORSO" etc.. (fear only items wearable on +locations)<BR>+WORNON "-NECK" etc.. (Do not fear items wearable on -locations)<BR>-DISPOSITION "+ISHIDDEN" etc.. (fear only with +dispositions)<BR>+DISPOSITION "-ISHIDDEN" etc.. (Do not fear only with sub disp)<BR>-SENSES "+CANSEEDARK" etc.. (fear only those with +senses)<BR>+SENSES "-CANSEEDARK" etc.. (Do not fear those with -senses)<BR>-HOUR +X (fear always, unless the hour is X)<BR>+HOUR -X (fear those only when the hour is X)<BR>-SEASON +FALL (fear those only when season is FALL)<BR>+SEASON -SPRING (fear those whenever the season is SPRING)<BR>-MONTH +X (fear those only when month number is X)<BR>+MONTH -X (fear those whenever the month number is X)<BR>-DAY +X (fear those only when day number is X)<BR>+DAY -X (fear those whenever the day number is X)<BR>-WEATHER +DROUGHT (fear those only when weather is DROUGHT)<BR>+WEATHER -BLIZZARD (fear those whenever the weather is BLIZZARD)<BR>-QUESTWIN "+MY QUEST" (fear those who have not my MY QUEST)<BR>+QUESTWIN "-MY QUEST" (fear those who have won MY QUEST)<BR>-SKILLFLAG (fear everyone, even those with no skills)<BR>-SKILLFLAG +ENCHANTMENT etc.. (create exceptions to -skillflag)<BR>+SKILLFLAG (do not fear anyone, even non skilled people)<BR>+SKILLFLAG -ENCHANTMENT etc.. (create exceptions to +skillflag)<BR>-ACCCHIEVES (fear all Account achievements, even a lack of a achievements)<BR>-ACCCHIEVES +mytatto +thistattoo +anytattoo etc..  (create exceptions)<BR>+ACCCHIEVES (do not fear any or no Account achievements)<BR>+ACCCHIEVES -mytattoo -anytatto, etc.. (create exceptions)<BR>-CHANCE 50 (fear the given % of the time)<BR> </pre>
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			<p>
			<a name="WimpyAggressive"><B>WimpyAggressive</B></a>
			<pre>Behavior   : WimpyAggressive<BR>Targets    : MOBs<BR>Parameters : aggression flags (message=[msg]) aggression masks<BR>Example    : -race +elf <BR>Example    : -race +elf misbehave mobkill<BR>Description: <BR>Makes the mob attack any sleeping player mob it can detect in the same room.<BR>Mobs will not be aggressive towards Archons and builders with the CMDMOBS<BR>security flag. If no other parameters are given, the mob will attack anyone.<BR>Valid aggressive masks include:  <BR>message=[msg] something for the mob to say whenever he's fixing to attack<BR>delay=x (makes the mob delay x ticks before looking for a victim) <BR>mobkill (makes this behavior attack mobs as well as players) <BR>misbehave (makes this mob attack even when wounded or a follower) <BR>+SYSOP (allow archons to bypass the rules)<BR>-SYSOP (always spare archons)<BR>+SUBOP (allow local-room area staff to bypass the rules)<BR>-SUBOP (always spare local-room area staff)<BR>-PLAYER (spare all players)<BR>-MOB (spare all mobs/npcs)<BR>-CLASS  (spare all classes)<BR>-CLASS +thief +mage +ranger (create exceptions)<BR>-BASECLASS  (spare all base classes)<BR>-BASECLASS +thief +mage +ranger (create exceptions)<BR>-thief -mage  -ranger (spare only listed classes)<BR>-RACE (spare all races)<BR>-RACE +elf +dwarf +human +half +gnome (create exceptions)<BR>-elf -dwarf -human -half -gnome (spare only listed races)<BR>-RACECAT (spare all racial categories)<BR>-RACECAT +elf +insect +humanoid +canine +gnome (create exceptions)<BR>+RACECAT (do not spare all racial categories)<BR>+RACECAT -elf -insect -humanoid -canine -gnome (create exceptions)<BR>-ALIGNMENT (spare all alignments)<BR>-ALIGNMENT +evil +good +neutral (create exceptions)<BR>-evil -good -neutral (spare only listed alignments)<BR>-GENDER (spare all genders)<BR>-GENDER +male +female +neuter (create exceptions)<BR>-male -female -neuter (spare only listed genders)<BR>-FACTION (spare all faction and values, even a lack of faction)<BR>-FACTION +myfactionrange +faction.rangename (create exceptions)<BR>-rangename -faction.rangename (spare only faction range named)<BR>-TATTOOS (spare all tattoos, even a lack of a tattoo)<BR>-TATTOOS +mytatto +thistattoo +anytattoo etc..  (create exceptions)<BR>+TATTOOS (do not spare any or no tattoos)<BR>+TATTOOS -mytattoo -anytatto, etc.. (create exceptions)<BR>-EXPERTISES (spare all expertises, even a lack of a edus)<BR>-EXPERTISES +myedu +thisedu +anyedu etc..  (create exceptions)<BR>+EXPERTISES (do not spare any or no expertises)<BR>+EXPERTISES -myedu -anyedu, etc.. (create exceptions)<BR>-SECURITY (spare all security flags, even a lack of a security flag)<BR>-SECURITY +cmdrooms +area cmditems etc..  (create exceptions)<BR>+SECURITY (do not spare any or no security flags)<BR>+SECURITY -cmdrooms +area cmditems, etc.. (create exceptions)<BR>-MOOD +grumpy +normal (spare all except those with given moods)<BR>+MOOD -grumpy -normal (spare only those with subtracted moods)<BR>-LEVEL (spare all levels)<BR>-LEVEL +=1 +>5 +>=7 +&lt;13 +&lt;=20 (create exceptions)<BR>-=1 ->5 ->=7 -&lt;13 -&lt;=20 (spare only listed levels range)<BR>-NAMES (spare everyone)<BR>-NAMES +bob "+my name" etc.. (create name exceptions)<BR>+NAMES (do not spare anyone who has a name)<BR>+NAMES -bob "-my name" etc.. (create name exceptions)<BR>-CLASSLEVEL  (spare all current class levels)<BR>-CLASSLEVEL +=1 +>5 +>=7 +&lt;13 +&lt;=20 (create exceptions)<BR>-MAXCLASSLEVEL  (spare all max class levels)<BR>-MAXCLASSLEVEL +=1 +>5 +>=7 +&lt;13 +&lt;=20 (create exceptions)<BR>-CLAN (spare everyone, even no clan)<BR>-CLAN +Killers "+Holy Avengers" etc.. (create clan exceptions)<BR>+CLAN (do not spare anyone, even non clan people)<BR>+CLAN -Killers "-Holy Avengers" etc.. (create clan exceptions)<BR>-DEITY (spare anyone, even no deity)<BR>-DEITY +Apollo "+Grothon The Great" etc.. (create deity exceptions)<BR>+DEITY (do not spare anyone, even non deity worshipping people)<BR>+DEITY -Apollo "-rothon The Great" etc.. (create deity exceptions)<BR>-ANYCLASS (spare all multi-class combinations)<BR>-ANYCLASS +thief +mage +ranger (exceptions, allow any class)<BR>+ANYCLASS (do not spare all multi-class combinations)<BR>+ANYCLASS -thief -mage -ranger (exceptions, disallow any class)<BR>-ANYCLASSLEVEL (spare all multi-class level combinations)<BR>-ANYCLASSLEVEL +thief +>5 +mage +&lt;10 +ranger +=5 (exceptions)<BR>+ANYCLASSLEVEL (do not spare all multi-class combinations)<BR>+ANYCLASSLEVEL -thief ->5 -mage -&lt;10 -ranger -=5 (exceptions)<BR>-STR X (spare those with strength greater than X)<BR>+STR X (spare those with strength less than X)<BR>-INT X (spare those with intelligence greater than X)<BR>+INT X (spare those with intelligence less than X)<BR>-WIS X (spare those with wisdom greater than X)<BR>+WIS X (spare those with wisdom less than X)<BR>-CON X (spare those with constitution greater than X)<BR>+CON X (spare those with constitution less than X)<BR>-CHA X (spare those with charisma greater than X)<BR>+CHA X (spare those with charisma less than X)<BR>-DEX X (spare those with dexterity greater than X)<BR>+DEX X (spare those with dexterity less than X)<BR>+-ADJSTR...ADJCON (Same as above, but uses current values)<BR>-GROUPSIZE X (spare those in groups larger than X)<BR>+GROUPSIZE X (spare those in groups smaller than X)<BR>-AREA (spare in all areas)<BR>-AREA "+my areaname" etc.. (create exceptions)<BR>+AREA (do not spare any areas)<BR>+AREA "-my areaname" etc.. (create exceptions)<BR>-HOME (spare in all home/beacon areas)<BR>-HOME "+my home/beacon areaname" etc.. (create exceptions)<BR>+HOME (do not spare any home/beacon areas)<BR>+HOME "-my home/beacon areaname" etc.. (create exceptions)<BR>-ITEM "+item name" etc... (spare only those with an item name)<BR>-WORN "+item name" etc... (spare only those wearing item name)<BR>-EFFECTS (spare everyone, even no effects)<BR>-EFFECTS +Sleep "+Wood Chopping" etc.. (create name exceptions)<BR>+EFFECTS (do not spare anyone, even non effected people)<BR>+EFFECTS -Sleep "-Wood Chopping" etc.. (create name exceptions)<BR>-SKILLS (spare everyone, even those with no skill)<BR>-SKILLS +Spell_Sleep(75) etc.. (create exceptions with proficiency)<BR>+SKILLS (do not spare anyone, even non skilled people)<BR>+SKILLS -Spell_Sleep(75) etc.. (create exceptions with proficiency)<BR>-MATERIAL "+WOODEN" etc.. (spare only items of added materials)<BR>+MATERIAL "-WOODEN" etc.. (Do not spare items of -materials)<BR>-RESOURCES "+OAK" etc.. (spare only items of added resources)<BR>+RESOURCES "-OAK" etc.. (Do not spare items of -resources)<BR>-JAVACLASS "+GENMOB" etc.. (spare only objects of +java class)<BR>+JAVACLASS "-GENITEM" etc.. (Do not spare objs of -classes)<BR>-ABILITY X (spare those with magical ability less than X)<BR>+ABILITY X (spare those with magical ability greater than X)<BR>-IF &lt;CONDITION> (spare, unless they meet Scriptable conditions)<BR>+IF &lt;CONDITION> (never spare anyone who meets Scriptable cond)<BR>-VALUE X (spare those with value or money less than X)<BR>+VALUE X (spare those with value or money greater than X)<BR>-WEIGHT X (spare those weighing less than X)<BR>+WEIGHT X (spare those weighing more than X)<BR>-ARMOR X (spare those with armor bonus less than X)<BR>+ARMOR X (spare those with armor bonus more than X)<BR>-DAMAGE X (spare those with damage bonus less than X)<BR>+DAMAGE X (spare those with damage bonus more than X)<BR>-ATTACK X (spare those with attack bonus less than X)<BR>+ATTACK X (spare those with attack bonus more than X)<BR>-WORNON "+TORSO" etc.. (spare only items wearable on +locations)<BR>+WORNON "-NECK" etc.. (Do not spare items wearable on -locations)<BR>-DISPOSITION "+ISHIDDEN" etc.. (spare only with +dispositions)<BR>+DISPOSITION "-ISHIDDEN" etc.. (Do not spare only with sub disp)<BR>-SENSES "+CANSEEDARK" etc.. (spare only those with +senses)<BR>+SENSES "-CANSEEDARK" etc.. (Do not spare those with -senses)<BR>-HOUR +X (spare always, unless the hour is X)<BR>+HOUR -X (spare those only when the hour is X)<BR>-SEASON +FALL (spare those only when season is FALL)<BR>+SEASON -SPRING (spare those whenever the season is SPRING)<BR>-MONTH +X (spare those only when month number is X)<BR>+MONTH -X (spare those whenever the month number is X)<BR>-DAY +X (spare those only when day number is X)<BR>+DAY -X (spare those whenever the day number is X)<BR>-WEATHER +DROUGHT (spare those only when weather is DROUGHT)<BR>+WEATHER -BLIZZARD (spare those whenever the weather is BLIZZARD)<BR>-QUESTWIN "+MY QUEST" (spare those who have not my MY QUEST)<BR>+QUESTWIN "-MY QUEST" (spare those who have won MY QUEST)<BR>-SKILLFLAG (spare everyone, even those with no skills)<BR>-SKILLFLAG +ENCHANTMENT etc.. (create exceptions to -skillflag)<BR>+SKILLFLAG (do not spare anyone, even non skilled people)<BR>+SKILLFLAG -ENCHANTMENT etc.. (create exceptions to +skillflag)<BR>-ACCCHIEVES (spare all Account achievements, even a lack of a achievements)<BR>-ACCCHIEVES +mytatto +thistattoo +anytattoo etc..  (create exceptions)<BR>+ACCCHIEVES (do not spare any or no Account achievements)<BR>+ACCCHIEVES -mytattoo -anytatto, etc.. (create exceptions)<BR>-CHANCE 50 (spare the given % of the time)<BR> </pre>
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