The MPCommand Help Files
Many of these help files have been rewritten by Tiki
from Realms of Despair.
Every attempt has been made to ensure the syntax is correct and
the commands function as intended, however if a command fails to
function or gives you an 'unknown command' error on your MUD, chances
are the MPCommand is specific to Realms of Despair.
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Table of Contents:
Shortcuts
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MPECHOAROUND = MER |
MPTRANSFER = MPTRANS |
MPECHOAT = MEA |
MPECHO = MPE |
MPECHOZONE = MEZ |
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Note: MPCommands are not case sensitive.
MPECHO
Syntax: MPECHO <colour>
{phrase}
Displays a phrase to the entire room.
(See also ECHO_COLOURS)
MPECHOAT
Syntax: MPECHOAT (name)
<colour> {phrase}
Displays a phrase to only the victim.
The abbreviation "mea" may be used for mpechoat.
(See also ECHO_COLOURS)
MPECHOAROUND
Syntax: MPECHOAROUND (name)
<colour> {phrase}
Displays a phrase to all in the room except victim.
The abbreviation "mer" may be used for mpechoaround.
(See also ECHO_COLOURS)
MPASOUND
Syntax: MPASOUND <colour>
{phrase}
Displays a phrase to all surrounding rooms that connected to the room
in which the program triggers, but not the triggering room itself.
(See also ECHO_COLOURS)
MPECHOZONE
Syntax: MPECHOZONE <color>
{phrase}
The MPECHOZONE mpcommand works much like the ECHO and RECHO comands do
except the specified string is only displayed within the area.
(See also ECHO_COLOURS)
MPMLOAD MPOLOAD
Syntax : MPMLOAD (vnum)
{level}
Example: |
mpmload 1000 20 |
[Invoke mob 1000 at level 20] |
Syntax : MPOLOAD (vnum)
{level} {timer}
Example: |
mpoload 1000 20 |
[Invoke obj 1000 at level 20] |
|
mpoload 1000 20 30 |
[As above, but with a 30 tick timer] |
Loads a mob or object. In the case of objects, the
level must be set, or supermob will end up setting the level. Timer is
optional, and is the decay timer for objects.
MPOSET
Syntax: MPOSET (vnum) {field}
[value]
Functions much the same as OSET
does.
MPMSET
Syntax: MPMSET (vnum) {field}
[value]
Functions much the same as MSET
does.
MPJUNK
Syntax: MPJUNK
(item) |
Destroy a single item |
Syntax: MPJUNK
all.(item) |
Destroy all of one item (Note
the period) |
Syntax: MPJUNK
all |
Destroy everything in inventory |
Destroys an object in inventory/being worn. Displays no message to room.
MPPURGE
Syntax : MPPURGE (object/mobile)
Example: |
mppurge |
[Purges the contents of the entire
room.] |
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mppurge key |
[Purges the first key found in the
room.] |
|
mppurge dog |
[Purges the first mob named "dog"
in the room.] |
Purges the room, or a specified object/mobile.
MPTRANSFER
Syntax : MPTRANSFER (name/all) {location}
Example: |
mptransfer $n 1000 |
[Transfer triggerer to room 1000] |
|
mptransfer $n joe |
[Transfer triggerer to mob named "joe"] |
|
mptransfer all 1000 |
[Transfer all in trigger room to room
1000] |
Transfers one or all in the room to a specified location.
MPSCATTER
Syntax: MPSCATTER <victim>
(vnum) (vnum)
Functions much like teleport does, except that a vnumber
range can be specified.
MPFORCE
Syntax: MPFORCE (name/all)
{command/action}
Forces a player/mob to do a command or action (non-functional on immortals,
all will only force all in room).
MPSLAY
Syntax: MPSLAY (victim)
Slays the victim in cold blood (instant death); the victim gets no saving
throw.
MPDAMAGE
Syntax : MPDAMAGE {victim}
(amount) {damtype}
Example: |
mpdamage 0.$n 100 |
[Do 100 hps damage to player $n] |
This command inflicts a specified amount of damage
on the victim. This damage will be affected by sanctuary, but is not affected
by protect, saving throws or resists. Resistance/susceptibility will only
be factored in if a damtype is specified.
Note: A mob should
_never_ mpdamage itself, at risk of crashing.
Damtypes include: None, fire, cold, electricity, energy,
acid, poison, and drain.
MPDREAM
Syntax: MPDREAM (target)
{phrase}
Sends a message to a sleeping character, same as "dream" spell.
MPFLAG MPRMFLAG
Syntax: MPFLAG <victim>
<flag> <value>
Syntax: MPRMFLAG <victim> <flag>
<value>
Using these commands you can assign variables based on 128 "bits".
These bits work like "On/Off" switches and may be assigned by
any mob. A typical mpflag will look like :
testing:3=[1]
"testing" is the name of the flag, "3" is the vnum
of the mob that assigned the flag, and the "[1]" is the bit
that is enabled. When more than one bit is enabled, it will look more
like:
testing:3=[1 0 0 0 0 0 0 0 0 0 1]
In this case, bits 1 and 11 are enabled, 2-10 are disabled. To make use
of these flags, use the "isflagged" ifchecks. Mpflags will be
assigned to a player for a mobs "level X intelligence". The
flag will save when the character saves and will continue to exist for
this amount of time "mudtime". You can also set the timer for
a tag using the commands "noexpire" or "timer".
Example: mpflag noexpire $n <flag> [value]
Example: mpflag timer <#> $n <flag> [value]
If no timer is designated, the timer is set based on the mobs intelligence
multiplied by the mobs level.
MPTAG MPRMTAG
Syntax: MPTAG <victim>
<tag> [value]
Syntax: MPRMTAG <victim> <tag>
Using these commands, you can assign a "tag", or "variable"
to a character, either just the tag, or the tag and a value associated
with it.
The "tag" can be both a "string variable" (a group
of characters, or words) or an "integer" variable, a number.
If using a number you can use the ifcheck "istagged" to compare
how big or little the number is using <>= operators.
The tag assigned to a character will last on the character based on the
mob's intelligence and level that assigned it. (eg: INT x LEVEL ) So a
level 10 mob with an intelligence of 13 will tag for a length of 130 ticks.
These tags will save to a characters pfile and will last over logging
out and logging in. You can also set the timer for a tag using the commands
"noexpire" or "timer".
Example: |
mptag noexpire $n <tag> [value] |
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mptag timer <#> $n <tag> [value] |
You can additionally specify a vnum to be associated
with a particular tag. Tagging a mob with the 0 vnum allows all mobs to
see/modify that tag.
Example: |
mptag $n <tag>:<vnum> [value] |
|
mptag $n <tag>:0 [value] |
Mprmtag can also be used to clear all bits of a particular
mpflag. See MPFLAG for more information.
MPRESTORE
Syntax : MPRESTORE (victim)
[amount]
Example: |
mprestore self 200 |
[Triggerer restores self with 200
Hps] |
This command restores a specified number of hitpoints
to the victim.
MPOPENPASSAGE MPCLOSEPASSAGE
Syntax : MPOPENPASSAGE
(origin) (destination) {direction}
Example: |
mpopenpassage 1000 1002 n |
|
[Open a passage north from room 1000 to room 1002] |
Opens a passage to a room (does not affect pre-existing
doors)
Syntax : MPCLOSEPASSAGE
(room) {direction}
Example: |
mpclosepassage 1000 n |
|
[Close the north passage in room 1000] |
Closes a passage to a room (does not affect pre-existing
doors that were not created with mpopenpassage)
MPFILLIN
Syntax: MPFILLIN <exit>
New mpfillin, this simply sets a closed door bit, so
can be used for several things, quietly closing a door, closing an exit
that was dug, etc...
MPFAVOR
Syntax: MPFAVOR <target>
-(amount)
Syntax: MPFAVOR <target> +(amount)
Syntax: MPFAVOR <target> (amount)
The MPFAVOR mpcommand is used to take, give, or set a PCs favor by/to
the specified amount.
Example: |
mpfavor 0.$n -10 |
[Decrease $n's favor by 10] |
|
mpfavor 0.$n +10 |
[Increase $n's favor by 10] |
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mpfavor 0.$n 10 |
[Set $n's favor to 10] |
Note: The current high/low settings
for favor can not be exceeded: 2500 and -2500
MPPRACTICE
Syntax: MPPRACTICE (victim)
[skill/spell/language] {amount}
This command will set the victim's percentage of proficiency
in the specified skill/spell/language to the specified amount
It cannot train a character in a skill/spell/language
the character does not have as a part of its class and that it does not
already have as a result of its level. In other words, it canot train
a warrior in fireball, or a level 1 thief in gouge.
MPADVANCE
Syntax: MPADVANCE (name)
[level]
Advances the level of a player. (Not functional in
prototype programs.)
Note: This should
only be used in very special circumstances.
MPINVIS
Syntax: MPINVIS
Syntax: MPINVIS (level)
This command controls a mob's ability to use a modified
form of wizinvis. Use 'mpinvis' alone to toggle the invisibility. Use
"mpinvis (level)" to set the level at which the mob will be
invis.
Mortals under the mobinvis level of the mob will
be unable to see the mob when it goes mobinvis; they cannot see it with
any spell, it will be completely invisible to them.
Be warned, however, that its programs will still function
as normal, the mortal will simply see a "Someone" if it performs
an action or an echo that they see, just as if a wizinvis immortal performed
the action.
Also be warned that at the present time, area attacks
_will_ hit a mobinvis creature even if it is invisible.
MPSLEEP
Syntax: MPSLEEP <delay>
This command can be used to set a delay on a program's
operation. The delay is measured in "beats". I believe there
are currently 9 beats per second on RoD.
Note: This command
may be RoD specific.
MPKILL
Syntax: MPKILL {name/variable}
Attacks a player without using murder.
MPGOTO
Syntax: MPGOTO (vnum)
Goes to any room which is not private.
MPREGOTO
Syntax: MPREGOTO
This command will place a mob at the last location
they were at before their last MPGOTO.
MPAT
Syntax : MPAT (vnum) {command}
Lets the mob
Example: |
mpat 1000 drop all |
[Mob drops its inventory at room
1000] |
ile perform a command at another location.
MPDEPOSIT MPWITHDRAW
Syntax: MPDEPOSIT <amount>
Syntax: MPWITHDRAW <amount>
This command orders the mobile to deposit or withdraw a specified number
of gold coins from an area. These can be used in conjunction with mpat
to tell the mob which area to withdraw/deposit money in.
Example: |
mpat 21000 mpwithdraw 5000000 |
This would cause the mob to withdraw 5 million coins
from the new Darkhaven area, as that is the area vnum 21000 is in.
If mpat is note used, the mob will withdraw or deposit the gold from the
area in which it is located at the time.
MPPLACE
Syntax: MPPLACE <object
name>
Syntax: MPPLACE <object name> [area
name]
Syntax: MPPLACE <object name> [vnum
range]
This command allows the mob to drop an item in a random location either
in the entire mud, inside a certain area, or inside a vnum range. It will
not drop items in a room there is a player in, and it will not drop items
in death traps.
Note: Be sure the
mob executing the command can see in the rooms he is dropping in.
MPRETRANS
Syntax: MPRETRANS <victim>
This command will retransfer whoever or whatever the
mob transferred to the last location it was at before it was MPTRANS'ed.
MPHUNT MPHATE
Syntax: MPHUNT <victim>
Syntax: MPHATE <victim>
MPHUNT sets the mobiles hunting flag and begins the tracking process.
MPHATE sets the mobile aggressive to the player upon entry but does not
track the character.
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