Behaviors Reference

CoffeeMud 5.9

Properties/Affects

Behaviors

[ActiveTicker]{#ActiveTicker}

Behavior   : ActiveTicker
Targets    : MOBs
Parameters : 
Example    : 
Description: 
A base class for mobile type behaviors.  Do not use.

[Aggressive]{#Aggressive}

Behavior   : Aggressive
Targets    : MOBs
Parameters : aggression flags (MESSAGE=[msg]) aggression masks
Example    : +elf -fighter
Example    : message="All must die!!" -elf +fighter
Example    : MOBKILL MISBEHAVE +elf -fighter
Description: 
Makes the mob attack any player mob it can detect in the same room, from the
moment the new mob enters.  Horribly wounded mobs are not aggressive. Mobs will
also not be aggressive towards Archons and builders with the CMDMOBS security
flag. If no other parameters are given, the mob will attack anyone. Valid
aggressive masks include:  
message=[msg] something for the mob to say whenever he's fixing to attack
delay=x (makes the mob delay x ticks before looking for a victim) 
mobkill (makes this behavior attack mobs as well as players) 
misbehave (makes this mob attack even when wounded or a follower) 
+SYSOP (allow archons to bypass the rules)
-SYSOP (always spare archons)
+SUBOP (allow local-room area staff to bypass the rules)
-SUBOP (always spare local-room area staff)
-PLAYER (spare all players)
-MOB (spare all mobs/npcs)
-CLASS  (spare all classes)
-CLASS +thief +mage +ranger (create exceptions)
-BASECLASS  (spare all base classes)
-BASECLASS +thief +mage +ranger (create exceptions)
-thief -mage  -ranger (spare only listed classes)
-RACE (spare all races)
-RACE +elf +dwarf +human +half +gnome (create exceptions)
-elf -dwarf -human -half -gnome (spare only listed races)
-RACECAT (spare all racial categories)
-RACECAT +elf +insect +humanoid +canine +gnome (create exceptions)
+RACECAT (do not spare all racial categories)
+RACECAT -elf -insect -humanoid -canine -gnome (create exceptions)
-ALIGNMENT (spare all alignments)
-ALIGNMENT +evil +good +neutral (create exceptions)
-evil -good -neutral (spare only listed alignments)
-GENDER (spare all genders)
-GENDER +male +female +neuter (create exceptions)
-male -female -neuter (spare only listed genders)
-FACTION (spare all faction and values, even a lack of faction)
-FACTION +myfactionrange +faction.rangename (create exceptions)
-rangename -faction.rangename (spare only faction range named)
-TATTOOS (spare all tattoos, even a lack of a tattoo)
-TATTOOS +mytatto +thistattoo +anytattoo etc..  (create exceptions)
+TATTOOS (do not spare any or no tattoos)
+TATTOOS -mytattoo -anytatto, etc.. (create exceptions)
-EXPERTISES (spare all expertises, even a lack of a edus)
-EXPERTISES +myedu +thisedu +anyedu etc..  (create exceptions)
+EXPERTISES (do not spare any or no expertises)
+EXPERTISES -myedu -anyedu, etc.. (create exceptions)
-SECURITY (spare all security flags, even a lack of a security flag)
-SECURITY +cmdrooms +area cmditems etc..  (create exceptions)
+SECURITY (do not spare any or no security flags)
+SECURITY -cmdrooms +area cmditems, etc.. (create exceptions)
-MOOD +grumpy +normal (spare all except those with given moods)
+MOOD -grumpy -normal (spare only those with subtracted moods)
-LEVEL (spare all levels)
-LEVEL +=1 +>5 +>=7 +<13 +<=20 (create exceptions)
-=1 ->5 ->=7 -<13 -<=20 (spare only listed levels range)
-NAMES (spare everyone)
-NAMES +bob "+my name" etc.. (create name exceptions)
+NAMES (do not spare anyone who has a name)
+NAMES -bob "-my name" etc.. (create name exceptions)
-CLASSLEVEL  (spare all current class levels)
-CLASSLEVEL +=1 +>5 +>=7 +<13 +<=20 (create exceptions)
-MAXCLASSLEVEL  (spare all max class levels)
-MAXCLASSLEVEL +=1 +>5 +>=7 +<13 +<=20 (create exceptions)
-CLAN (spare everyone, even no clan)
-CLAN +Killers "+Holy Avengers" etc.. (create clan exceptions)
+CLAN (do not spare anyone, even non clan people)
+CLAN -Killers "-Holy Avengers" etc.. (create clan exceptions)
-DEITY (spare anyone, even no deity)
-DEITY +Apollo "+Grothon The Great" etc.. (create deity exceptions)
+DEITY (do not spare anyone, even non deity worshipping people)
+DEITY -Apollo "-rothon The Great" etc.. (create deity exceptions)
-ANYCLASS (spare all multi-class combinations)
-ANYCLASS +thief +mage +ranger (exceptions, allow any class)
+ANYCLASS (do not spare all multi-class combinations)
+ANYCLASS -thief -mage -ranger (exceptions, disallow any class)
-ANYCLASSLEVEL (spare all multi-class level combinations)
-ANYCLASSLEVEL +thief +>5 +mage +<10 +ranger +=5 (exceptions)
+ANYCLASSLEVEL (do not spare all multi-class combinations)
+ANYCLASSLEVEL -thief ->5 -mage -<10 -ranger -=5 (exceptions)
-STR X (spare those with strength greater than X)
+STR X (spare those with strength less than X)
-INT X (spare those with intelligence greater than X)
+INT X (spare those with intelligence less than X)
-WIS X (spare those with wisdom greater than X)
+WIS X (spare those with wisdom less than X)
-CON X (spare those with constitution greater than X)
+CON X (spare those with constitution less than X)
-CHA X (spare those with charisma greater than X)
+CHA X (spare those with charisma less than X)
-DEX X (spare those with dexterity greater than X)
+DEX X (spare those with dexterity less than X)
+-ADJSTR...ADJCON (Same as above, but uses current values)
-GROUPSIZE X (spare those in groups larger than X)
+GROUPSIZE X (spare those in groups smaller than X)
-AREA (spare in all areas)
-AREA "+my areaname" etc.. (create exceptions)
+AREA (do not spare any areas)
+AREA "-my areaname" etc.. (create exceptions)
-HOME (spare in all home/beacon areas)
-HOME "+my home/beacon areaname" etc.. (create exceptions)
+HOME (do not spare any home/beacon areas)
+HOME "-my home/beacon areaname" etc.. (create exceptions)
-ITEM "+item name" etc... (spare only those with an item name)
-WORN "+item name" etc... (spare only those wearing item name)
-EFFECTS (spare everyone, even no effects)
-EFFECTS +Sleep "+Wood Chopping" etc.. (create name exceptions)
+EFFECTS (do not spare anyone, even non effected people)
+EFFECTS -Sleep "-Wood Chopping" etc.. (create name exceptions)
-SKILLS (spare everyone, even those with no skill)
-SKILLS +Spell_Sleep(75) etc.. (create exceptions with proficiency)
+SKILLS (do not spare anyone, even non skilled people)
+SKILLS -Spell_Sleep(75) etc.. (create exceptions with proficiency)
-MATERIAL "+WOODEN" etc.. (spare only items of added materials)
+MATERIAL "-WOODEN" etc.. (Do not spare items of -materials)
-RESOURCES "+OAK" etc.. (spare only items of added resources)
+RESOURCES "-OAK" etc.. (Do not spare items of -resources)
-JAVACLASS "+GENMOB" etc.. (spare only objects of +java class)
+JAVACLASS "-GENITEM" etc.. (Do not spare objs of -classes)
-ABILITY X (spare those with magical ability less than X)
+ABILITY X (spare those with magical ability greater than X)
-IF <CONDITION> (spare, unless they meet Scriptable conditions)
+IF <CONDITION> (never spare anyone who meets Scriptable cond)
-VALUE X (spare those with value or money less than X)
+VALUE X (spare those with value or money greater than X)
-WEIGHT X (spare those weighing less than X)
+WEIGHT X (spare those weighing more than X)
-ARMOR X (spare those with armor bonus less than X)
+ARMOR X (spare those with armor bonus more than X)
-DAMAGE X (spare those with damage bonus less than X)
+DAMAGE X (spare those with damage bonus more than X)
-ATTACK X (spare those with attack bonus less than X)
+ATTACK X (spare those with attack bonus more than X)
-WORNON "+TORSO" etc.. (spare only items wearable on +locations)
+WORNON "-NECK" etc.. (Do not spare items wearable on -locations)
-DISPOSITION "+ISHIDDEN" etc.. (spare only with +dispositions)
+DISPOSITION "-ISHIDDEN" etc.. (Do not spare only with sub disp)
-SENSES "+CANSEEDARK" etc.. (spare only those with +senses)
+SENSES "-CANSEEDARK" etc.. (Do not spare those with -senses)
-HOUR +X (spare always, unless the hour is X)
+HOUR -X (spare those only when the hour is X)
-SEASON +FALL (spare those only when season is FALL)
+SEASON -SPRING (spare those whenever the season is SPRING)
-MONTH +X (spare those only when month number is X)
+MONTH -X (spare those whenever the month number is X)
-DAY +X (spare those only when day number is X)
+DAY -X (spare those whenever the day number is X)
-WEATHER +DROUGHT (spare those only when weather is DROUGHT)
+WEATHER -BLIZZARD (spare those whenever the weather is BLIZZARD)
-QUESTWIN "+MY QUEST" (spare those who have not my MY QUEST)
+QUESTWIN "-MY QUEST" (spare those who have won MY QUEST)
-SKILLFLAG (spare everyone, even those with no skills)
-SKILLFLAG +ENCHANTMENT etc.. (create exceptions to -skillflag)
+SKILLFLAG (do not spare anyone, even non skilled people)
+SKILLFLAG -ENCHANTMENT etc.. (create exceptions to +skillflag)
-ACCCHIEVES (spare all Account achievements, even a lack of a achievements)
-ACCCHIEVES +mytatto +thistattoo +anytattoo etc..  (create exceptions)
+ACCCHIEVES (do not spare any or no Account achievements)
+ACCCHIEVES -mytattoo -anytatto, etc.. (create exceptions)
-CHANCE 50 (spare the given % of the time)

[AlignHelper]{#AlignHelper}

Behavior   : AlignHelper
Targets    : MOBs
Parameters : 
Example    : 
Description: 
Joins a fight on the side of anyone who is the same alignment as the mob. 

[AntiVagrant]{#AntiVagrant}

Behavior   : AntiVagrant
Targets    : MOBs
Parameters : min, max ticks, a percent chance, anywhere and/or kickout flag
Example    : min=2 max=3 chance=99
Example    : min=2 max=3 chance=99 KICKOUT
Example    : min=2 max=3 chance=75 ANYWHERE
Example    : min=2 max=3 chance=75 ANYWHERE KICKOUT
Description: 
Wakes up any MOB that is sleeping on a CityStreet type locale.  Will also stand
up anyone sitting on a city street.  The locale type can be overridden by
including the ANYWHERE flag.  You may also get the person kicked out of the
current room by using the KICKOUT flag.  All of the parameters are optional.

[Arrest]{#Arrest}

Behavior   : Arrest
Targets    : Areas
Parameters : (/CUSTOM/[FILENAME])(;[LAW KEY]=[LAW VALUE] ...)
Example    : 
Example    : custom
Example    : laws_mycity.ini
Example    : custom;JUDGE="justice judge" OFFICERS="cityguard police"
Description: 
This powerful behavior allows you to set up the enforcement of laws inside of a
city. The only parameter is the name of an ini file in the resources directory.
 If left blank, the default laws.ini file will be used.  The ini file specifies
the judges, enforcement mobs, the laws and their punishments, and the location
of jails.  The messages seen by the criminals is also contained therein.  The
word custom may also be placed in the parameters in order to make the area laws
changable using either a StdLawBook or a GenLawBook.

[Bardness]{#Bardness}

Behavior   : Bardness
Targets    : MOBs
Parameters : (SUBCLASS NAME) (PROFICIENT) (NOSTATS) (NOCOMBATSTAT)
Parameters : (OFFENSIVE,DEFENSIVE,MIXEDOFFENSIVE,MIXEDDEFENSIVE)
Example    : 
Example    : Bard
Example    : Dancer MIXEDOFFENSIVE
Description: 
An extension of CombatAbilities, this behavior makes the mob a Bard by class,
and gives the mob bard songs appropriate to its level.  After this behavior has
triggered, it will often require a RESET for any level changes to the mob to
take over. 
Use the proficient flag to make all skills at 100% instead of level-based. Use
the offensive/.../mixeddefensive flags to influence skill choices. This
behavior should not be used WITH any of the other CombatAbilities behaviors,
such as Fighterness, Thiefness, Mageness, Clericness, Druidness, or
CombatAbilities. It should be used alone on a mob.
Also, be aware that this behavior will modify the mobs stats to better reflect
the class, so any additions or removals of this behavior should be accompanied
by a room reset after saving, and manually checking to make sure the combat
stats are as desired.

[Beggar]{#Beggar}

Behavior   : Beggar
Targets    : MOBs
Parameters : 
Example    : 
Description: 
The mob with this behavior will beg for money from players, and say thank you
when rewarded.

[BribeGateGuard]{#BribeGateGuard}

Behavior   : BribeGateGuard
Targets    : MOBs
Parameters : Price of entry, Gate System
Example    : price=5 gates=Avalon
Description: 
The mob will work akin to a gate guard, but you have to have at least the price
on your tab for the guard to open it (or let you open it from that side) Any
payment made over the price is retained, in a manner akin to a bank chain, so
if any other guards are in the same Gate System, they will all use the same
tab.  DO NOT put one on each side - unlike Gate Guards, these guys don't play
well with others. If you want players to be able to sneak by them, merely make
sure they can't see sneaking or invis - whichever.  The hiding player will have
to wait for another player to get the door open to sneak through.

[BrotherHelper]{#BrotherHelper}

Behavior   : BrotherHelper
Targets    : MOBs
Parameters : optional max fighters, nameonly flag
Example    : 
Example    : 5
Example    : 5 nameonly
Description: 
Joins a fight on the side of an identical mob, or a mob from the same starting
room.  You may optionally specify the maximum number of brothers who may
assault a single target.  You may also put the word nameonly to not utilize the
"same starting room" criteria.  

This behavior works differently on official legal enforcers specified by an
Arrest or Conquerable behavior.  Legal enforcers will only trigger this
behavior if he is coming to the aid of another legal official, or if he is sure
that he is not coming to the aid of an aggressive mob.

[ClanHelper]{#ClanHelper}

Behavior   : ClanHelper
Targets    : MOBs
Parameters : Clan to make this mob a member of
Example    : McElvy
Description: 
Joins a fight on the side of a mob of the same clan as specified in the
parameters.

[Clericness]{#Clericness}

Behavior   : Clericness
Targets    : MOBs
Parameters : (SUBCLASS NAME) (PROFICIENT) (NOSTATS) (NOCOMBATSTAT)
Parameters : (OFFENSIVE,DEFENSIVE,MIXEDOFFENSIVE,MIXEDDEFENSIVE)
Example    : 
Example    : Templar
Example    : Doomsayer OFFENSIVE
Description: 
An extension of CombatAbilities, this behavior makes the mob a Cleric by class,
and gives the mob clerical prayers appropriate to its alignment and level. 
After this behavior has triggered, it will often require a RESET for any
alignment or level changes to the mob to take over. 
Use the proficient flag to make all skills at 100% instead of level-based. Use
the offensive/.../mixeddefensive flags to influence skill choices. This
behavior should not be used WITH any of the other CombatAbilities behaviors,
such as Fighterness, Thiefness, Mageness, Clericness, Druidness, or
CombatAbilities. It should be used alone on a mob. 
Also, be aware that this behavior will modify the mobs stats to better reflect
the class, so any additions or removals of this behavior should be accompanied
by a room reset after saving, and manually checking to make sure the combat
stats are as desired.

[CombatAbilities]{#CombatAbilities}

Behavior   : CombatAbilities
Targets    : MOBs
Parameters : (as derived class) and +SKILLID -SKILLID
Example    : (as derived class) -Spell_Sleep
Description: 
Gives the mob the urge to use their skills, spells, prayers, songs, and other
abilities during combat. 
This behavior should not be used WITH any of the other CombatAbilities
behaviors, such as Fighterness, Thiefness, Mageness, Clericness, Druidness, or
CombatAbilities. It should be used alone on a mob.

The parameters are as described in one of the derived classes, but in addition,
you can also specify the IDs of certain skills that the behavior will either be
allowed to be used in combat even if it is not normally allowed, or be
disallowed to be used in combat even if the mob has the skill and it would
normally be allowed, depending on whether the ID is preceded by + or -.

[CombatAssister]{#CombatAssister}

Behavior   : CombatAssister
Targets    : MOBs
Parameters : mask of mobs to assist
Example    : -RACE +Elf
Example    : -NAME "+My Buddies"
Example    : -CLANS "+My Clan"
Description: 
The mob with this behavior will come to the defence of any other mob which is
attacked in its presence and meets the mask defined above.  
Valid masks include: 
+SYSOP (allow archons to bypass the rules)
-SYSOP (always ignore archons)
+SUBOP (allow local-room area staff to bypass the rules)
-SUBOP (always ignore local-room area staff)
-PLAYER (ignore all players)
-MOB (ignore all mobs/npcs)
-CLASS  (ignore all classes)
-CLASS +thief +mage +ranger (create exceptions)
-BASECLASS  (ignore all base classes)
-BASECLASS +thief +mage +ranger (create exceptions)
-thief -mage  -ranger (ignore only listed classes)
-RACE (ignore all races)
-RACE +elf +dwarf +human +half +gnome (create exceptions)
-elf -dwarf -human -half -gnome (ignore only listed races)
-RACECAT (ignore all racial categories)
-RACECAT +elf +insect +humanoid +canine +gnome (create exceptions)
+RACECAT (do not ignore all racial categories)
+RACECAT -elf -insect -humanoid -canine -gnome (create exceptions)
-ALIGNMENT (ignore all alignments)
-ALIGNMENT +evil +good +neutral (create exceptions)
-evil -good -neutral (ignore only listed alignments)
-GENDER (ignore all genders)
-GENDER +male +female +neuter (create exceptions)
-male -female -neuter (ignore only listed genders)
-FACTION (ignore all faction and values, even a lack of faction)
-FACTION +myfactionrange +faction.rangename (create exceptions)
-rangename -faction.rangename (ignore only faction range named)
-TATTOOS (ignore all tattoos, even a lack of a tattoo)
-TATTOOS +mytatto +thistattoo +anytattoo etc..  (create exceptions)
+TATTOOS (do not ignore any or no tattoos)
+TATTOOS -mytattoo -anytatto, etc.. (create exceptions)
-EXPERTISES (ignore all expertises, even a lack of a edus)
-EXPERTISES +myedu +thisedu +anyedu etc..  (create exceptions)
+EXPERTISES (do not ignore any or no expertises)
+EXPERTISES -myedu -anyedu, etc.. (create exceptions)
-SECURITY (ignore all security flags, even a lack of a security flag)
-SECURITY +cmdrooms +area cmditems etc..  (create exceptions)
+SECURITY (do not ignore any or no security flags)
+SECURITY -cmdrooms +area cmditems, etc.. (create exceptions)
-MOOD +grumpy +normal (ignore all except those with given moods)
+MOOD -grumpy -normal (ignore only those with subtracted moods)
-LEVEL (ignore all levels)
-LEVEL +=1 +>5 +>=7 +<13 +<=20 (create exceptions)
-=1 ->5 ->=7 -<13 -<=20 (ignore only listed levels range)
-NAMES (ignore everyone)
-NAMES +bob "+my name" etc.. (create name exceptions)
+NAMES (do not ignore anyone who has a name)
+NAMES -bob "-my name" etc.. (create name exceptions)
-CLASSLEVEL  (ignore all current class levels)
-CLASSLEVEL +=1 +>5 +>=7 +<13 +<=20 (create exceptions)
-MAXCLASSLEVEL  (ignore all max class levels)
-MAXCLASSLEVEL +=1 +>5 +>=7 +<13 +<=20 (create exceptions)
-CLAN (ignore everyone, even no clan)
-CLAN +Killers "+Holy Avengers" etc.. (create clan exceptions)
+CLAN (do not ignore anyone, even non clan people)
+CLAN -Killers "-Holy Avengers" etc.. (create clan exceptions)
-DEITY (ignore anyone, even no deity)
-DEITY +Apollo "+Grothon The Great" etc.. (create deity exceptions)
+DEITY (do not ignore anyone, even non deity worshipping people)
+DEITY -Apollo "-rothon The Great" etc.. (create deity exceptions)
-ANYCLASS (ignore all multi-class combinations)
-ANYCLASS +thief +mage +ranger (exceptions, allow any class)
+ANYCLASS (do not ignore all multi-class combinations)
+ANYCLASS -thief -mage -ranger (exceptions, disallow any class)
-ANYCLASSLEVEL (ignore all multi-class level combinations)
-ANYCLASSLEVEL +thief +>5 +mage +<10 +ranger +=5 (exceptions)
+ANYCLASSLEVEL (do not ignore all multi-class combinations)
+ANYCLASSLEVEL -thief ->5 -mage -<10 -ranger -=5 (exceptions)
-STR X (ignore those with strength greater than X)
+STR X (ignore those with strength less than X)
-INT X (ignore those with intelligence greater than X)
+INT X (ignore those with intelligence less than X)
-WIS X (ignore those with wisdom greater than X)
+WIS X (ignore those with wisdom less than X)
-CON X (ignore those with constitution greater than X)
+CON X (ignore those with constitution less than X)
-CHA X (ignore those with charisma greater than X)
+CHA X (ignore those with charisma less than X)
-DEX X (ignore those with dexterity greater than X)
+DEX X (ignore those with dexterity less than X)
+-ADJSTR...ADJCON (Same as above, but uses current values)
-GROUPSIZE X (ignore those in groups larger than X)
+GROUPSIZE X (ignore those in groups smaller than X)
-AREA (ignore in all areas)
-AREA "+my areaname" etc.. (create exceptions)
+AREA (do not ignore any areas)
+AREA "-my areaname" etc.. (create exceptions)
-HOME (ignore in all home/beacon areas)
-HOME "+my home/beacon areaname" etc.. (create exceptions)
+HOME (do not ignore any home/beacon areas)
+HOME "-my home/beacon areaname" etc.. (create exceptions)
-ITEM "+item name" etc... (ignore only those with an item name)
-WORN "+item name" etc... (ignore only those wearing item name)
-EFFECTS (ignore everyone, even no effects)
-EFFECTS +Sleep "+Wood Chopping" etc.. (create name exceptions)
+EFFECTS (do not ignore anyone, even non effected people)
+EFFECTS -Sleep "-Wood Chopping" etc.. (create name exceptions)
-SKILLS (ignore everyone, even those with no skill)
-SKILLS +Spell_Sleep(75) etc.. (create exceptions with proficiency)
+SKILLS (do not ignore anyone, even non skilled people)
+SKILLS -Spell_Sleep(75) etc.. (create exceptions with proficiency)
-MATERIAL "+WOODEN" etc.. (ignore only items of added materials)
+MATERIAL "-WOODEN" etc.. (Do not ignore items of -materials)
-RESOURCES "+OAK" etc.. (ignore only items of added resources)
+RESOURCES "-OAK" etc.. (Do not ignore items of -resources)
-JAVACLASS "+GENMOB" etc.. (ignore only objects of +java class)
+JAVACLASS "-GENITEM" etc.. (Do not ignore objs of -classes)
-ABILITY X (ignore those with magical ability less than X)
+ABILITY X (ignore those with magical ability greater than X)
-IF <CONDITION> (ignore, unless they meet Scriptable conditions)
+IF <CONDITION> (never ignore anyone who meets Scriptable cond)
-VALUE X (ignore those with value or money less than X)
+VALUE X (ignore those with value or money greater than X)
-WEIGHT X (ignore those weighing less than X)
+WEIGHT X (ignore those weighing more than X)
-ARMOR X (ignore those with armor bonus less than X)
+ARMOR X (ignore those with armor bonus more than X)
-DAMAGE X (ignore those with damage bonus less than X)
+DAMAGE X (ignore those with damage bonus more than X)
-ATTACK X (ignore those with attack bonus less than X)
+ATTACK X (ignore those with attack bonus more than X)
-WORNON "+TORSO" etc.. (ignore only items wearable on +locations)
+WORNON "-NECK" etc.. (Do not ignore items wearable on -locations)
-DISPOSITION "+ISHIDDEN" etc.. (ignore only with +dispositions)
+DISPOSITION "-ISHIDDEN" etc.. (Do not ignore only with sub disp)
-SENSES "+CANSEEDARK" etc.. (ignore only those with +senses)
+SENSES "-CANSEEDARK" etc.. (Do not ignore those with -senses)
-HOUR +X (ignore always, unless the hour is X)
+HOUR -X (ignore those only when the hour is X)
-SEASON +FALL (ignore those only when season is FALL)
+SEASON -SPRING (ignore those whenever the season is SPRING)
-MONTH +X (ignore those only when month number is X)
+MONTH -X (ignore those whenever the month number is X)
-DAY +X (ignore those only when day number is X)
+DAY -X (ignore those whenever the day number is X)
-WEATHER +DROUGHT (ignore those only when weather is DROUGHT)
+WEATHER -BLIZZARD (ignore those whenever the weather is BLIZZARD)
-QUESTWIN "+MY QUEST" (ignore those who have not my MY QUEST)
+QUESTWIN "-MY QUEST" (ignore those who have won MY QUEST)
-SKILLFLAG (ignore everyone, even those with no skills)
-SKILLFLAG +ENCHANTMENT etc.. (create exceptions to -skillflag)
+SKILLFLAG (do not ignore anyone, even non skilled people)
+SKILLFLAG -ENCHANTMENT etc.. (create exceptions to +skillflag)
-ACCCHIEVES (ignore all Account achievements, even a lack of a achievements)
-ACCCHIEVES +mytatto +thistattoo +anytattoo etc..  (create exceptions)
+ACCCHIEVES (do not ignore any or no Account achievements)
+ACCCHIEVES -mytattoo -anytatto, etc.. (create exceptions)
-CHANCE 50 (ignore the given % of the time)

[CommonSpeaker]{#CommonSpeaker}

Behavior   : CommonSpeaker
Targets    : MOBs
Parameters : 
Example    : 
Description: 
This behavior makes sure that a mob is always speaking Common, even if it
should be a race other than Human, or it should be polymorphed.

[Concierge]{#Concierge}

Behavior   : Conceirge
Targets    : MOBs, Items, Rooms, Areas
Parameters : [ALL PRICE]/[AREA/ROOM]=[PRICE]/[PARAM]=[VALUE]; ... ; 
Example    : 1.5
Example    : Midgaard#3001=1.5; Smurfville=2.0; 70 ; AREAONLY=true
Example    : Midgaard#3032; 100 ; AREAONLY=false; MAXRANGE=100
Description: 
This behavior makes the mob a deliverer of information to players, specifically
the directions to rooms or areas.  The mob will charge for his services if you
specify a price in the parameters, or he will do it for free if you don't, or
if the last price specified was 0.  The parameters can include a comma
delimited set of room IDs, area names, or even short title descriptions for
quickly entering rooms within short range of the mob. 

The parameters may also include certain other variables as part of the
parameter list.  These include AREAONLY = true or false, to specify whether the
concierge knows anything about places outside his area.  MAXRANGE=number for
the maximum number of rooms away from the concierge that is known. 
GREETING=message will give a special concierge greeting message for all players
who enter the room its in. ENTERMSG will give a message to players who mount
the concierge (rideables only).  TALKERNAME=name will change the apparent name
of the speaker. PERROOM=number will set a per-room price for the distance from
the current room to the one sought.  NOWATER=true to prevent trails over water.
NOAIR=true, to prevent trails through the air. NOLOCKS=true to prevent trails
through locked doors. NOHOMES=true to prevent trails through private homes.
NOINDOOR=true to prevent finding or trailing through indoor rooms. NOCLIMB to
prevent trails through climbable exits. NOCRAWL to prevent trails through
crawlable exits.

[Conquerable]{#Conquerable}

Behavior   : Conquerable
Targets    : AREAs
Parameters : (JOURNAL="[JOURNAL NAME]") (LAW=(TRUE/FALSE))
Example    : 
Example    : JOURNAL="The Conquest Times" LAW=FALSE
Description: 
This behavior makes the area conquerable by clans using items put together
using ClanCraft.  See the general help on CONQUEST for more information on what
this means and how it works.  The JOURNAL entry, if given, will log conquest
events to a journal of that name.  The LAW entry is required in order to allow
an area to be set up by conquering clans with a system of law.

[CorpseEater]{#CorpseEater}

Behavior   : CorpseEater
Targets    : MOBs
Parameters : min, max ticks, a percent chance, eatitems flag, corpse masks
Example    : min=10 max=20 chance=75
Example    : min=10 max=20 chance=75 -LEVEL +<17
Example    : min=10 max=20 chance=75 -RACE +Elf
Description: 
The mob will appear to eat any corpse it comes across.  It will not eat the
item contents of the corpse unless the EATITEMS flag is given. It will also
ignore player corpses unless the +PLAYER flag is included.  You may also
specify masks to give the mob a more specific diet.  The following are valid
masks: 
+SYSOP (allow archons to bypass the rules)
-SYSOP (always dont eat archons)
+SUBOP (allow local-room area staff to bypass the rules)
-SUBOP (always dont eat local-room area staff)
-PLAYER (dont eat all players)
-MOB (dont eat all mobs/npcs)
-CLASS  (dont eat all classes)
-CLASS +thief +mage +ranger (create exceptions)
-BASECLASS  (dont eat all base classes)
-BASECLASS +thief +mage +ranger (create exceptions)
-thief -mage  -ranger (dont eat only listed classes)
-RACE (dont eat all races)
-RACE +elf +dwarf +human +half +gnome (create exceptions)
-elf -dwarf -human -half -gnome (dont eat only listed races)
-RACECAT (dont eat all racial categories)
-RACECAT +elf +insect +humanoid +canine +gnome (create exceptions)
+RACECAT (do not dont eat all racial categories)
+RACECAT -elf -insect -humanoid -canine -gnome (create exceptions)
-ALIGNMENT (dont eat all alignments)
-ALIGNMENT +evil +good +neutral (create exceptions)
-evil -good -neutral (dont eat only listed alignments)
-GENDER (dont eat all genders)
-GENDER +male +female +neuter (create exceptions)
-male -female -neuter (dont eat only listed genders)
-FACTION (dont eat all faction and values, even a lack of faction)
-FACTION +myfactionrange +faction.rangename (create exceptions)
-rangename -faction.rangename (dont eat only faction range named)
-TATTOOS (dont eat all tattoos, even a lack of a tattoo)
-TATTOOS +mytatto +thistattoo +anytattoo etc..  (create exceptions)
+TATTOOS (do not dont eat any or no tattoos)
+TATTOOS -mytattoo -anytatto, etc.. (create exceptions)
-EXPERTISES (dont eat all expertises, even a lack of a edus)
-EXPERTISES +myedu +thisedu +anyedu etc..  (create exceptions)
+EXPERTISES (do not dont eat any or no expertises)
+EXPERTISES -myedu -anyedu, etc.. (create exceptions)
-SECURITY (dont eat all security flags, even a lack of a security flag)
-SECURITY +cmdrooms +area cmditems etc..  (create exceptions)
+SECURITY (do not dont eat any or no security flags)
+SECURITY -cmdrooms +area cmditems, etc.. (create exceptions)
-MOOD +grumpy +normal (dont eat all except those with given moods)
+MOOD -grumpy -normal (dont eat only those with subtracted moods)
-LEVEL (dont eat all levels)
-LEVEL +=1 +>5 +>=7 +<13 +<=20 (create exceptions)
-=1 ->5 ->=7 -<13 -<=20 (dont eat only listed levels range)
-NAMES (dont eat everyone)
-NAMES +bob "+my name" etc.. (create name exceptions)
+NAMES (do not dont eat anyone who has a name)
+NAMES -bob "-my name" etc.. (create name exceptions)
-CLASSLEVEL  (dont eat all current class levels)
-CLASSLEVEL +=1 +>5 +>=7 +<13 +<=20 (create exceptions)
-MAXCLASSLEVEL  (dont eat all max class levels)
-MAXCLASSLEVEL +=1 +>5 +>=7 +<13 +<=20 (create exceptions)
-CLAN (dont eat everyone, even no clan)
-CLAN +Killers "+Holy Avengers" etc.. (create clan exceptions)
+CLAN (do not dont eat anyone, even non clan people)
+CLAN -Killers "-Holy Avengers" etc.. (create clan exceptions)
-DEITY (dont eat anyone, even no deity)
-DEITY +Apollo "+Grothon The Great" etc.. (create deity exceptions)
+DEITY (do not dont eat anyone, even non deity worshipping people)
+DEITY -Apollo "-rothon The Great" etc.. (create deity exceptions)
-ANYCLASS (dont eat all multi-class combinations)
-ANYCLASS +thief +mage +ranger (exceptions, allow any class)
+ANYCLASS (do not dont eat all multi-class combinations)
+ANYCLASS -thief -mage -ranger (exceptions, disallow any class)
-ANYCLASSLEVEL (dont eat all multi-class level combinations)
-ANYCLASSLEVEL +thief +>5 +mage +<10 +ranger +=5 (exceptions)
+ANYCLASSLEVEL (do not dont eat all multi-class combinations)
+ANYCLASSLEVEL -thief ->5 -mage -<10 -ranger -=5 (exceptions)
-STR X (dont eat those with strength greater than X)
+STR X (dont eat those with strength less than X)
-INT X (dont eat those with intelligence greater than X)
+INT X (dont eat those with intelligence less than X)
-WIS X (dont eat those with wisdom greater than X)
+WIS X (dont eat those with wisdom less than X)
-CON X (dont eat those with constitution greater than X)
+CON X (dont eat those with constitution less than X)
-CHA X (dont eat those with charisma greater than X)
+CHA X (dont eat those with charisma less than X)
-DEX X (dont eat those with dexterity greater than X)
+DEX X (dont eat those with dexterity less than X)
+-ADJSTR...ADJCON (Same as above, but uses current values)
-GROUPSIZE X (dont eat those in groups larger than X)
+GROUPSIZE X (dont eat those in groups smaller than X)
-AREA (dont eat in all areas)
-AREA "+my areaname" etc.. (create exceptions)
+AREA (do not dont eat any areas)
+AREA "-my areaname" etc.. (create exceptions)
-HOME (dont eat in all home/beacon areas)
-HOME "+my home/beacon areaname" etc.. (create exceptions)
+HOME (do not dont eat any home/beacon areas)
+HOME "-my home/beacon areaname" etc.. (create exceptions)
-ITEM "+item name" etc... (dont eat only those with an item name)
-WORN "+item name" etc... (dont eat only those wearing item name)
-EFFECTS (dont eat everyone, even no effects)
-EFFECTS +Sleep "+Wood Chopping" etc.. (create name exceptions)
+EFFECTS (do not dont eat anyone, even non effected people)
+EFFECTS -Sleep "-Wood Chopping" etc.. (create name exceptions)
-SKILLS (dont eat everyone, even those with no skill)
-SKILLS +Spell_Sleep(75) etc.. (create exceptions with proficiency)
+SKILLS (do not dont eat anyone, even non skilled people)
+SKILLS -Spell_Sleep(75) etc.. (create exceptions with proficiency)
-MATERIAL "+WOODEN" etc.. (dont eat only items of added materials)
+MATERIAL "-WOODEN" etc.. (Do not dont eat items of -materials)
-RESOURCES "+OAK" etc.. (dont eat only items of added resources)
+RESOURCES "-OAK" etc.. (Do not dont eat items of -resources)
-JAVACLASS "+GENMOB" etc.. (dont eat only objects of +java class)
+JAVACLASS "-GENITEM" etc.. (Do not dont eat objs of -classes)
-ABILITY X (dont eat those with magical ability less than X)
+ABILITY X (dont eat those with magical ability greater than X)
-IF <CONDITION> (dont eat, unless they meet Scriptable conditions)
+IF <CONDITION> (never dont eat anyone who meets Scriptable cond)
-VALUE X (dont eat those with value or money less than X)
+VALUE X (dont eat those with value or money greater than X)
-WEIGHT X (dont eat those weighing less than X)
+WEIGHT X (dont eat those weighing more than X)
-ARMOR X (dont eat those with armor bonus less than X)
+ARMOR X (dont eat those with armor bonus more than X)
-DAMAGE X (dont eat those with damage bonus less than X)
+DAMAGE X (dont eat those with damage bonus more than X)
-ATTACK X (dont eat those with attack bonus less than X)
+ATTACK X (dont eat those with attack bonus more than X)
-WORNON "+TORSO" etc.. (dont eat only items wearable on +locations)
+WORNON "-NECK" etc.. (Do not dont eat items wearable on -locations)
-DISPOSITION "+ISHIDDEN" etc.. (dont eat only with +dispositions)
+DISPOSITION "-ISHIDDEN" etc.. (Do not dont eat only with sub disp)
-SENSES "+CANSEEDARK" etc.. (dont eat only those with +senses)
+SENSES "-CANSEEDARK" etc.. (Do not dont eat those with -senses)
-HOUR +X (dont eat always, unless the hour is X)
+HOUR -X (dont eat those only when the hour is X)
-SEASON +FALL (dont eat those only when season is FALL)
+SEASON -SPRING (dont eat those whenever the season is SPRING)
-MONTH +X (dont eat those only when month number is X)
+MONTH -X (dont eat those whenever the month number is X)
-DAY +X (dont eat those only when day number is X)
+DAY -X (dont eat those whenever the day number is X)
-WEATHER +DROUGHT (dont eat those only when weather is DROUGHT)
+WEATHER -BLIZZARD (dont eat those whenever the weather is BLIZZARD)
-QUESTWIN "+MY QUEST" (dont eat those who have not my MY QUEST)
+QUESTWIN "-MY QUEST" (dont eat those who have won MY QUEST)
-SKILLFLAG (dont eat everyone, even those with no skills)
-SKILLFLAG +ENCHANTMENT etc.. (create exceptions to -skillflag)
+SKILLFLAG (do not dont eat anyone, even non skilled people)
+SKILLFLAG -ENCHANTMENT etc.. (create exceptions to +skillflag)
-ACCCHIEVES (dont eat all Account achievements, even a lack of a achievements)
-ACCCHIEVES +mytatto +thistattoo +anytattoo etc..  (create exceptions)
+ACCCHIEVES (do not dont eat any or no Account achievements)
+ACCCHIEVES -mytattoo -anytatto, etc.. (create exceptions)
-CHANCE 50 (dont eat the given % of the time)

[CorpseLooter]{#CorpseLooter}

Behavior   : CorpseLooter
Targets    : MOBs
Parameters : 
Example    : 
Description: 
This behavior makes a mob loot the corpses killed by it of items only.  It does
this by turning on the mobs AUTOLOOT flag.

[Decay]{#Decay}

Behavior   : Decay
Targets    : MOBs, Items
Parameters : min, max ticks, a percent chance, trigger masks
Example    : min=10 max=20 chance=75 answer=" goes poof!"
Example    : min=10 max=20 chance=75 -LEVEL +<17
Example    : notrigger answer=" "
Example    : min=10 max=20 chance=75 -CLASS +Paladin
Description: 
According to the timing and percent chance described by the parameters, the mob
or item with this behavior will vanish at the expired time.  MOBs do not begin
their countdown until attacked, items when they are picked up, weapons when
they are first wielded, or armor when it is first worn.  The countdown may also
depend on whether the mob or player triggering the countdown meets any masks
specified.   You may force the object to decay immediately by placing the
NOTRIGGER mask inside your parameter string.  The message seen when the object
decays can also be modified by changing the ANSWER parameter. Value masks to
determine whether a countdown begins include: 
+SYSOP (allow archons to bypass the rules)
-SYSOP (always ignore archons)
+SUBOP (allow local-room area staff to bypass the rules)
-SUBOP (always ignore local-room area staff)
-PLAYER (ignore all players)
-MOB (ignore all mobs/npcs)
-CLASS  (ignore all classes)
-CLASS +thief +mage +ranger (create exceptions)
-BASECLASS  (ignore all base classes)
-BASECLASS +thief +mage +ranger (create exceptions)
-thief -mage  -ranger (ignore only listed classes)
-RACE (ignore all races)
-RACE +elf +dwarf +human +half +gnome (create exceptions)
-elf -dwarf -human -half -gnome (ignore only listed races)
-RACECAT (ignore all racial categories)
-RACECAT +elf +insect +humanoid +canine +gnome (create exceptions)
+RACECAT (do not ignore all racial categories)
+RACECAT -elf -insect -humanoid -canine -gnome (create exceptions)
-ALIGNMENT (ignore all alignments)
-ALIGNMENT +evil +good +neutral (create exceptions)
-evil -good -neutral (ignore only listed alignments)
-GENDER (ignore all genders)
-GENDER +male +female +neuter (create exceptions)
-male -female -neuter (ignore only listed genders)
-FACTION (ignore all faction and values, even a lack of faction)
-FACTION +myfactionrange +faction.rangename (create exceptions)
-rangename -faction.rangename (ignore only faction range named)
-TATTOOS (ignore all tattoos, even a lack of a tattoo)
-TATTOOS +mytatto +thistattoo +anytattoo etc..  (create exceptions)
+TATTOOS (do not ignore any or no tattoos)
+TATTOOS -mytattoo -anytatto, etc.. (create exceptions)
-EXPERTISES (ignore all expertises, even a lack of a edus)
-EXPERTISES +myedu +thisedu +anyedu etc..  (create exceptions)
+EXPERTISES (do not ignore any or no expertises)
+EXPERTISES -myedu -anyedu, etc.. (create exceptions)
-SECURITY (ignore all security flags, even a lack of a security flag)
-SECURITY +cmdrooms +area cmditems etc..  (create exceptions)
+SECURITY (do not ignore any or no security flags)
+SECURITY -cmdrooms +area cmditems, etc.. (create exceptions)
-MOOD +grumpy +normal (ignore all except those with given moods)
+MOOD -grumpy -normal (ignore only those with subtracted moods)
-LEVEL (ignore all levels)
-LEVEL +=1 +>5 +>=7 +<13 +<=20 (create exceptions)
-=1 ->5 ->=7 -<13 -<=20 (ignore only listed levels range)
-NAMES (ignore everyone)
-NAMES +bob "+my name" etc.. (create name exceptions)
+NAMES (do not ignore anyone who has a name)
+NAMES -bob "-my name" etc.. (create name exceptions)
-CLASSLEVEL  (ignore all current class levels)
-CLASSLEVEL +=1 +>5 +>=7 +<13 +<=20 (create exceptions)
-MAXCLASSLEVEL  (ignore all max class levels)
-MAXCLASSLEVEL +=1 +>5 +>=7 +<13 +<=20 (create exceptions)
-CLAN (ignore everyone, even no clan)
-CLAN +Killers "+Holy Avengers" etc.. (create clan exceptions)
+CLAN (do not ignore anyone, even non clan people)
+CLAN -Killers "-Holy Avengers" etc.. (create clan exceptions)
-DEITY (ignore anyone, even no deity)
-DEITY +Apollo "+Grothon The Great" etc.. (create deity exceptions)
+DEITY (do not ignore anyone, even non deity worshipping people)
+DEITY -Apollo "-rothon The Great" etc.. (create deity exceptions)
-ANYCLASS (ignore all multi-class combinations)
-ANYCLASS +thief +mage +ranger (exceptions, allow any class)
+ANYCLASS (do not ignore all multi-class combinations)
+ANYCLASS -thief -mage -ranger (exceptions, disallow any class)
-ANYCLASSLEVEL (ignore all multi-class level combinations)
-ANYCLASSLEVEL +thief +>5 +mage +<10 +ranger +=5 (exceptions)
+ANYCLASSLEVEL (do not ignore all multi-class combinations)
+ANYCLASSLEVEL -thief ->5 -mage -<10 -ranger -=5 (exceptions)
-STR X (ignore those with strength greater than X)
+STR X (ignore those with strength less than X)
-INT X (ignore those with intelligence greater than X)
+INT X (ignore those with intelligence less than X)
-WIS X (ignore those with wisdom greater than X)
+WIS X (ignore those with wisdom less than X)
-CON X (ignore those with constitution greater than X)
+CON X (ignore those with constitution less than X)
-CHA X (ignore those with charisma greater than X)
+CHA X (ignore those with charisma less than X)
-DEX X (ignore those with dexterity greater than X)
+DEX X (ignore those with dexterity less than X)
+-ADJSTR...ADJCON (Same as above, but uses current values)
-GROUPSIZE X (ignore those in groups larger than X)
+GROUPSIZE X (ignore those in groups smaller than X)
-AREA (ignore in all areas)
-AREA "+my areaname" etc.. (create exceptions)
+AREA (do not ignore any areas)
+AREA "-my areaname" etc.. (create exceptions)
-HOME (ignore in all home/beacon areas)
-HOME "+my home/beacon areaname" etc.. (create exceptions)
+HOME (do not ignore any home/beacon areas)
+HOME "-my home/beacon areaname" etc.. (create exceptions)
-ITEM "+item name" etc... (ignore only those with an item name)
-WORN "+item name" etc... (ignore only those wearing item name)
-EFFECTS (ignore everyone, even no effects)
-EFFECTS +Sleep "+Wood Chopping" etc.. (create name exceptions)
+EFFECTS (do not ignore anyone, even non effected people)
+EFFECTS -Sleep "-Wood Chopping" etc.. (create name exceptions)
-SKILLS (ignore everyone, even those with no skill)
-SKILLS +Spell_Sleep(75) etc.. (create exceptions with proficiency)
+SKILLS (do not ignore anyone, even non skilled people)
+SKILLS -Spell_Sleep(75) etc.. (create exceptions with proficiency)
-MATERIAL "+WOODEN" etc.. (ignore only items of added materials)
+MATERIAL "-WOODEN" etc.. (Do not ignore items of -materials)
-RESOURCES "+OAK" etc.. (ignore only items of added resources)
+RESOURCES "-OAK" etc.. (Do not ignore items of -resources)
-JAVACLASS "+GENMOB" etc.. (ignore only objects of +java class)
+JAVACLASS "-GENITEM" etc.. (Do not ignore objs of -classes)
-ABILITY X (ignore those with magical ability less than X)
+ABILITY X (ignore those with magical ability greater than X)
-IF <CONDITION> (ignore, unless they meet Scriptable conditions)
+IF <CONDITION> (never ignore anyone who meets Scriptable cond)
-VALUE X (ignore those with value or money less than X)
+VALUE X (ignore those with value or money greater than X)
-WEIGHT X (ignore those weighing less than X)
+WEIGHT X (ignore those weighing more than X)
-ARMOR X (ignore those with armor bonus less than X)
+ARMOR X (ignore those with armor bonus more than X)
-DAMAGE X (ignore those with damage bonus less than X)
+DAMAGE X (ignore those with damage bonus more than X)
-ATTACK X (ignore those with attack bonus less than X)
+ATTACK X (ignore those with attack bonus more than X)
-WORNON "+TORSO" etc.. (ignore only items wearable on +locations)
+WORNON "-NECK" etc.. (Do not ignore items wearable on -locations)
-DISPOSITION "+ISHIDDEN" etc.. (ignore only with +dispositions)
+DISPOSITION "-ISHIDDEN" etc.. (Do not ignore only with sub disp)
-SENSES "+CANSEEDARK" etc.. (ignore only those with +senses)
+SENSES "-CANSEEDARK" etc.. (Do not ignore those with -senses)
-HOUR +X (ignore always, unless the hour is X)
+HOUR -X (ignore those only when the hour is X)
-SEASON +FALL (ignore those only when season is FALL)
+SEASON -SPRING (ignore those whenever the season is SPRING)
-MONTH +X (ignore those only when month number is X)
+MONTH -X (ignore those whenever the month number is X)
-DAY +X (ignore those only when day number is X)
+DAY -X (ignore those whenever the day number is X)
-WEATHER +DROUGHT (ignore those only when weather is DROUGHT)
+WEATHER -BLIZZARD (ignore those whenever the weather is BLIZZARD)
-QUESTWIN "+MY QUEST" (ignore those who have not my MY QUEST)
+QUESTWIN "-MY QUEST" (ignore those who have won MY QUEST)
-SKILLFLAG (ignore everyone, even those with no skills)
-SKILLFLAG +ENCHANTMENT etc.. (create exceptions to -skillflag)
+SKILLFLAG (do not ignore anyone, even non skilled people)
+SKILLFLAG -ENCHANTMENT etc.. (create exceptions to +skillflag)
-ACCCHIEVES (ignore all Account achievements, even a lack of a achievements)
-ACCCHIEVES +mytatto +thistattoo +anytattoo etc..  (create exceptions)
+ACCCHIEVES (do not ignore any or no Account achievements)
+ACCCHIEVES -mytattoo -anytatto, etc.. (create exceptions)
-CHANCE 50 (ignore the given % of the time)

[DelayedTransporter]{#DelayedTransporter}

Behavior   : Delayed Transporter
Targets    : Rooms, Mobs, Items
Parameters : Max and min ticks, pct chance, room ids separated by ';'.
Example    : min=10 max=20 chance=25;Midgaard#3001;Sewers#6020;Midgaard#3020
Description: 
This behavior defines a serious of random rooms.  All rooms are separated by
the semicolons shown above.  The first parameter can me empty for defaults, or
may contain a setting for minimum ticks, maximum ticks, and the percept chance
of occurrence after the random number of ticks has expired.  In the above
example every 10-20 ticks, there is a 25% chance that every mob in the same
room as the behaving object will be teleported to one of the three listed rooms
(at random).

[DoorwayGuardian]{#DoorwayGuardian}

Behavior   : DoorwayGuardian
Targets    : MOBs
Parameters : NOSNEAK, ALWAYS, a doorway direction, followed by an optional list

Parameters : of masking parameters described below, followed by an optional
Parameters : semicolon and an override of the rejection message to the user.
Example  : always north
Example  : nosneak east -class +mage -race +elf -evil
Example  : east north;<S-NAME> smack(s) <T-NAME> and push(es) <T-HIM-HER> back!
Description: 
The mob will not allow any other mob or player to open or move through a doored
exit.  The mob must be killed to get by!  If a direction is not specified, the
mob will protect all exits, otherwise only the one in the direction specified.
The guard will also behave according to whether the player trying to move meets
the other parameter mask requirements.  If no masks are given, the guard will
always block the players. The guardian is subject to being sneaked by, unless
the NOSNEAK string is included in the parameters.  The guardian can also be
bypassed if in combat or badly hurt, unless the ALWAYS flag is included. 

Valid mask parameters include:  
+SYSOP (allow archons to bypass the rules)
-SYSOP (always disallow archons)
+SUBOP (allow local-room area staff to bypass the rules)
-SUBOP (always disallow local-room area staff)
-PLAYER (disallow all players)
-MOB (disallow all mobs/npcs)
-CLASS  (disallow all classes)
-CLASS +thief +mage +ranger (create exceptions)
-BASECLASS  (disallow all base classes)
-BASECLASS +thief +mage +ranger (create exceptions)
-thief -mage  -ranger (disallow only listed classes)
-RACE (disallow all races)
-RACE +elf +dwarf +human +half +gnome (create exceptions)
-elf -dwarf -human -half -gnome (disallow only listed races)
-RACECAT (disallow all racial categories)
-RACECAT +elf +insect +humanoid +canine +gnome (create exceptions)
+RACECAT (do not disallow all racial categories)
+RACECAT -elf -insect -humanoid -canine -gnome (create exceptions)
-ALIGNMENT (disallow all alignments)
-ALIGNMENT +evil +good +neutral (create exceptions)
-evil -good -neutral (disallow only listed alignments)
-GENDER (disallow all genders)
-GENDER +male +female +neuter (create exceptions)
-male -female -neuter (disallow only listed genders)
-FACTION (disallow all faction and values, even a lack of faction)
-FACTION +myfactionrange +faction.rangename (create exceptions)
-rangename -faction.rangename (disallow only faction range named)
-TATTOOS (disallow all tattoos, even a lack of a tattoo)
-TATTOOS +mytatto +thistattoo +anytattoo etc..  (create exceptions)
+TATTOOS (do not disallow any or no tattoos)
+TATTOOS -mytattoo -anytatto, etc.. (create exceptions)
-EXPERTISES (disallow all expertises, even a lack of a edus)
-EXPERTISES +myedu +thisedu +anyedu etc..  (create exceptions)
+EXPERTISES (do not disallow any or no expertises)
+EXPERTISES -myedu -anyedu, etc.. (create exceptions)
-SECURITY (disallow all security flags, even a lack of a security flag)
-SECURITY +cmdrooms +area cmditems etc..  (create exceptions)
+SECURITY (do not disallow any or no security flags)
+SECURITY -cmdrooms +area cmditems, etc.. (create exceptions)
-MOOD +grumpy +normal (disallow all except those with given moods)
+MOOD -grumpy -normal (disallow only those with subtracted moods)
-LEVEL (disallow all levels)
-LEVEL +=1 +>5 +>=7 +<13 +<=20 (create exceptions)
-=1 ->5 ->=7 -<13 -<=20 (disallow only listed levels range)
-NAMES (disallow everyone)
-NAMES +bob "+my name" etc.. (create name exceptions)
+NAMES (do not disallow anyone who has a name)
+NAMES -bob "-my name" etc.. (create name exceptions)
-CLASSLEVEL  (disallow all current class levels)
-CLASSLEVEL +=1 +>5 +>=7 +<13 +<=20 (create exceptions)
-MAXCLASSLEVEL  (disallow all max class levels)
-MAXCLASSLEVEL +=1 +>5 +>=7 +<13 +<=20 (create exceptions)
-CLAN (disallow everyone, even no clan)
-CLAN +Killers "+Holy Avengers" etc.. (create clan exceptions)
+CLAN (do not disallow anyone, even non clan people)
+CLAN -Killers "-Holy Avengers" etc.. (create clan exceptions)
-DEITY (disallow anyone, even no deity)
-DEITY +Apollo "+Grothon The Great" etc.. (create deity exceptions)
+DEITY (do not disallow anyone, even non deity worshipping people)
+DEITY -Apollo "-rothon The Great" etc.. (create deity exceptions)
-ANYCLASS (disallow all multi-class combinations)
-ANYCLASS +thief +mage +ranger (exceptions, allow any class)
+ANYCLASS (do not disallow all multi-class combinations)
+ANYCLASS -thief -mage -ranger (exceptions, disallow any class)
-ANYCLASSLEVEL (disallow all multi-class level combinations)
-ANYCLASSLEVEL +thief +>5 +mage +<10 +ranger +=5 (exceptions)
+ANYCLASSLEVEL (do not disallow all multi-class combinations)
+ANYCLASSLEVEL -thief ->5 -mage -<10 -ranger -=5 (exceptions)
-STR X (disallow those with strength greater than X)
+STR X (disallow those with strength less than X)
-INT X (disallow those with intelligence greater than X)
+INT X (disallow those with intelligence less than X)
-WIS X (disallow those with wisdom greater than X)
+WIS X (disallow those with wisdom less than X)
-CON X (disallow those with constitution greater than X)
+CON X (disallow those with constitution less than X)
-CHA X (disallow those with charisma greater than X)
+CHA X (disallow those with charisma less than X)
-DEX X (disallow those with dexterity greater than X)
+DEX X (disallow those with dexterity less than X)
+-ADJSTR...ADJCON (Same as above, but uses current values)
-GROUPSIZE X (disallow those in groups larger than X)
+GROUPSIZE X (disallow those in groups smaller than X)
-AREA (disallow in all areas)
-AREA "+my areaname" etc.. (create exceptions)
+AREA (do not disallow any areas)
+AREA "-my areaname" etc.. (create exceptions)
-HOME (disallow in all home/beacon areas)
-HOME "+my home/beacon areaname" etc.. (create exceptions)
+HOME (do not disallow any home/beacon areas)
+HOME "-my home/beacon areaname" etc.. (create exceptions)
-ITEM "+item name" etc... (disallow only those with an item name)
-WORN "+item name" etc... (disallow only those wearing item name)
-EFFECTS (disallow everyone, even no effects)
-EFFECTS +Sleep "+Wood Chopping" etc.. (create name exceptions)
+EFFECTS (do not disallow anyone, even non effected people)
+EFFECTS -Sleep "-Wood Chopping" etc.. (create name exceptions)
-SKILLS (disallow everyone, even those with no skill)
-SKILLS +Spell_Sleep(75) etc.. (create exceptions with proficiency)
+SKILLS (do not disallow anyone, even non skilled people)
+SKILLS -Spell_Sleep(75) etc.. (create exceptions with proficiency)
-MATERIAL "+WOODEN" etc.. (disallow only items of added materials)
+MATERIAL "-WOODEN" etc.. (Do not disallow items of -materials)
-RESOURCES "+OAK" etc.. (disallow only items of added resources)
+RESOURCES "-OAK" etc.. (Do not disallow items of -resources)
-JAVACLASS "+GENMOB" etc.. (disallow only objects of +java class)
+JAVACLASS "-GENITEM" etc.. (Do not disallow objs of -classes)
-ABILITY X (disallow those with magical ability less than X)
+ABILITY X (disallow those with magical ability greater than X)
-IF <CONDITION> (disallow, unless they meet Scriptable conditions)
+IF <CONDITION> (never disallow anyone who meets Scriptable cond)
-VALUE X (disallow those with value or money less than X)
+VALUE X (disallow those with value or money greater than X)
-WEIGHT X (disallow those weighing less than X)
+WEIGHT X (disallow those weighing more than X)
-ARMOR X (disallow those with armor bonus less than X)
+ARMOR X (disallow those with armor bonus more than X)
-DAMAGE X (disallow those with damage bonus less than X)
+DAMAGE X (disallow those with damage bonus more than X)
-ATTACK X (disallow those with attack bonus less than X)
+ATTACK X (disallow those with attack bonus more than X)
-WORNON "+TORSO" etc.. (disallow only items wearable on +locations)
+WORNON "-NECK" etc.. (Do not disallow items wearable on -locations)
-DISPOSITION "+ISHIDDEN" etc.. (disallow only with +dispositions)
+DISPOSITION "-ISHIDDEN" etc.. (Do not disallow only with sub disp)
-SENSES "+CANSEEDARK" etc.. (disallow only those with +senses)
+SENSES "-CANSEEDARK" etc.. (Do not disallow those with -senses)
-HOUR +X (disallow always, unless the hour is X)
+HOUR -X (disallow those only when the hour is X)
-SEASON +FALL (disallow those only when season is FALL)
+SEASON -SPRING (disallow those whenever the season is SPRING)
-MONTH +X (disallow those only when month number is X)
+MONTH -X (disallow those whenever the month number is X)
-DAY +X (disallow those only when day number is X)
+DAY -X (disallow those whenever the day number is X)
-WEATHER +DROUGHT (disallow those only when weather is DROUGHT)
+WEATHER -BLIZZARD (disallow those whenever the weather is BLIZZARD)
-QUESTWIN "+MY QUEST" (disallow those who have not my MY QUEST)
+QUESTWIN "-MY QUEST" (disallow those who have won MY QUEST)
-SKILLFLAG (disallow everyone, even those with no skills)
-SKILLFLAG +ENCHANTMENT etc.. (create exceptions to -skillflag)
+SKILLFLAG (do not disallow anyone, even non skilled people)
+SKILLFLAG -ENCHANTMENT etc.. (create exceptions to +skillflag)
-ACCCHIEVES (disallow all Account achievements, even a lack of a achievements)
-ACCCHIEVES +mytatto +thistattoo +anytattoo etc..  (create exceptions)
+ACCCHIEVES (do not disallow any or no Account achievements)
+ACCCHIEVES -mytattoo -anytatto, etc.. (create exceptions)
-CHANCE 50 (disallow the given % of the time)

[Drowness]{#Drowness}

Behavior   : Drowness
Targets    : MOBs
Parameters : 
Example    : 
Description: 
The behavior of the drow differs slightly between males and females.  This
behavior is therefore an entire kit, including weapons, armor, spells, and
combat behavior.  DO NOT (I repeat) DO NOT use this behavior with any
CombatAbilities derivitive, unless you want an unfair and utterly deadly
opponent.  Also, do NOT add any equipment to the mob with this behavior.  The
kit will supply the mob with weapons and armor.

[Druidness]{#Druidness}

Behavior   : Druidness
Targets    : MOBs
Parameters : (SUBCLASS NAME) (PROFICIENT) (NOSTATS) (NOCOMBATSTAT)
Parameters : (OFFENSIVE,DEFENSIVE,MIXEDOFFENSIVE,MIXEDDEFENSIVE)
Example    : 
Example    : Druid
Example    : SkyWatcher DEFENSIVE
Description: 
An extension of CombatAbilities, this behavior makes the mob a Druid by class,
and gives the mob druid skills appropriate to its level.  After this behavior
has triggered, it will often require a RESET for any level changes to the mob
to take over. 
Use the proficient flag to make all skills at 100% instead of level-based. Use
the offensive/.../mixeddefensive flags to influence skill choices. This
behavior should not be used WITH any of the other CombatAbilities behaviors,
such as Fighterness, Thiefness, Mageness, Clericness, Druidness, or
CombatAbilities. It should be used alone on a mob.
Also, be aware that this behavior will modify the mobs stats to better reflect
the class, so any additions or removals of this behavior should be accompanied
by a room reset after saving, and manually checking to make sure the combat
stats are as desired.

[Emoter]{#Emoter}

Behavior   : Emoter
Targets    : Room, MOBs, Items, Areas
Parameters : Flags, Max/Min ticks, pct chance, expires, emote strings, ';'
separated.
Example    : min=10 max=20 chance=25;wiggles his bottom.;smiles evilly.;burps!
Example    : smell chance=25 expires=10;smells horrible!;is really stinky!
Example    : chance=100 inroom="Here#1,Here#2";looks horrible!;is bad!
Example    : broadcast sound chance=25;grumbles!;eeeks!
Example    : min=1 max=2 chance=25;sound grumbles!;visual leers broadly.;social
smile
Description: 
This behavior defines a serious of random emotes.  All emote strings are
separated by the semicolons shown above.  The first parameter can be empty for
defaults, or may contain a setting for minimum ticks (min=10), maximum ticks
(max=20), the percent chance of occurrence after the random number of ticks has
expired (chance=25), a total number of occurrences before expiration
(expires=0), a list of rooms where the emoter MUST be for the emoter to work
(inroom=...), a tag to make the emote sound based (sound), a tag to make the
emote smell based (smell), or a tag to make the emote broadcast to adjacent
rooms (broadcast).  In the first example every 10-20 ticks, there is a 25%
chance that the object with this property will select one of the emotes
randomly and perform it for all those in the same room who can see it.  In the
second example, a smell based emote will be performed 25% of the time, but will
only emote 10 times before the behavior is removed from the object.  In the
third example, there is a 100% chance that, if the object is in room Here#1 or
Here#2, it will emote one of the two choices. In the fourth example, a sound
based emote will be performed 25% of the time in the room of the behavior, and
in any adjacent rooms.

You can also mix and match the types of emotes by putting the keywords SIGHT,
SMELL, NOISE, and SOCIAL as the first word in each emote string.  This denotes
the type of emote for the rest of the string.  The last example shows how to
enter a mixed emote.

[EvilExecutioner]{#EvilExecutioner}

Behavior   : EvilExecutioner
Targets    : MOBs
Parameters : PLAYERS
Example    : 
Description: 
The mob with this behavior will attack any good or paladin non-player mob it
detects.  With the Players parameter, it will even attack players as well.

[FaithHelper]{#FaithHelper}

Behavior   : FaithHelper
Targets    : MOBs
Parameters : Faith to make this mob a member of
Example    : Odin
Description: 
Joins a fight on the side of a mob of the same faith as specified in the
parameters.

[FasterRecovery]{#FasterRecovery}

Behavior   : FasterRecovery
Targets    : Rooms, Areas, Items, MOBs
Parameters : (HEALTH=[NUM BURST TICKS]) (BURST=[NUM]) (HITS=[NUM]) (MOVE=[NUM])
(MANA=[NUM])
Example    : burst=2
Example    : health=5
Example    : hits=2
Example    : mana=5 hits=10
Example    : burst=2 health=5
Description: 
This allows the room, possessed item, or ridden mob or item to give an extra
burst of speed to all affected mobs. The parameters are all optional.  If the
"health" parameter is given, then the mob will get a number of regen ticks
equal to the number given.  For instance, if the value is 2, then the mob will
regen twice per tick, a value of 3 means 3 times per tick, etc.  Values of 1 or
less mean no extra regen ticks.  The "burst" parameter refers to bursts of
extra speed to the benefiting mobs equal to the number given. For instance, if
the value is 2, the mob will move twice as fast per tick, a value of 3 means 3
times as fast, etc.  Values of 1 or less mean normal ticking applies.  Values
for hits, move, and mana are similar to health, but will only give a burst or
rejuvenation to that particular stat.

[FieryRoom]{#FieryRoom}

Behavior   : FieryRoom
Targets    : Rooms
Parameters : min, max ticks, a percent chance, flags and strings
Example    : min=5 max=10 chance=100;damage=77 Title="A Horribly 
Blackened Spot" Description="This place was once just like 
any part of the road.  Now it is nothing more than a sooty pit." 
NOSTOP eqchance=50
Description: 
This behavior makes a room operate like it is on fire.  This can include
dealing direct damage to players, burning flammable equipment and making
non-flammable equipment heat up (i.e. is dropped), emote that it is burning,
and eventually turn into a burnt-out room. 
The first parameter can be empty for defaults, or may contain a setting for
minimum ticks (min=10), maximum ticks (max=20), and the percept chance of
occurrence after the random number of ticks has expired (chance=25).

Additional Settings and Flags: 
DAMAGE=XXX         - The amount of damage dealt to inhabitants every behavior
tick 
TITLE=[text]       - The Room Display to change the room to when done burning 
DESCRIPTION=[text] - The Room Desc to change the room to when done burning 
EQCHANCE=XXX       - The unlikeliness of EQ bursting into flames or heating up.
BURNTICKS=XXX      - How many behavior ticks to keep burning (Moot with NOSTOP)
NOSTOP             - Prevent the room from ever burning up.  TITLE, DESCRIPTION
and 
BURNTICKS become irrelevant
NONPC              - Don't deal damage or eq burn/drop to NPC's
NOFIRETEXT         - Don't display burning emotes while the room is burning.

All of the parameters are optional. Defaults are: 
DAMAGE=10 
TITLE="A Charred Ruin" 
DESCRIPTION="Whatever was once here is now nothing more than ash." 
EQCHANCE=0  (no default Eq destruction) 
BURNTICKS=12

[Fighterness]{#Fighterness}

Behavior   : Fighterness
Targets    : MOBs
Parameters : (SUBCLASS NAME) (PROFICIENT) (NOSTATS) (NOCOMBATSTAT)
Parameters : (OFFENSIVE,DEFENSIVE,MIXEDOFFENSIVE,MIXEDDEFENSIVE)
Example    : Fighter
Example    : Paladin
Description: 
An extension of CombatAbilities, this behavior makes the mob a Fighter by
class, and gives the mob fighter skills appropriate to its level.  After this
behavior has triggered, it will often require a RESET for any level changes to
the mob to take over. 
Use the proficient flag to make all skills at 100% instead of level-based. Use
the offensive/.../mixeddefensive flags to influence skill choices. This
behavior should not be used WITH any of the other CombatAbilities behaviors,
such as Fighterness, Thiefness, Mageness, Clericness, Druidness, or
CombatAbilities. It should be used alone on a mob.
Also, be aware that this behavior will modify the mobs stats to better reflect
the class, so any additions or removals of this behavior should be accompanied
by a room reset after saving, and manually checking to make sure the combat
stats are as desired.

[FightFlee]{#FightFlee}

Behavior   : FightFlee
Targets    : MOBs
Parameters : min, max ticks, and a percent chance
Example    : min=10 max=20 chance=75
Description: 
According to the timing and percent chance described by the parameters, the mob
or item with this behavior will flee during combat.

[Follower]{#Follower}

Behavior   : Follower
Targets    : MOBs, Items
Parameters : min, max, pct (inv) (group) (nofollowers) (follow mask)
Example    : 
Example    : min=1 max=1 chance=50 -race +elf
Example    : group nofollowers -race +elf +gnome
Example    : min=4 max=20 chance=100 inv -race +elf +gnome
Description: 
The mob with this behavior will follow any other mob that leaves the room.  A
chance percentage (1-100) parameter may be given to better randomize the
opportunity.  A group flag may also be included to make the mob join the
targets group instead of merely following them out of the room.  The rate of
non-grouping following is dictated by the min and max ticks.  The nofollowers
flag will make sure that this behavior does not trigger when the mob has
someone following him/her.

An item with this behavior will also follow mobs around, depending upon whether
the inventory flag is in the parameters or not.  If it is, then the item will
reappear in the inventory of the first person to pick it up whenever it is
dispensed with.  If the inventory flag is not used, it will always appear in
the same room as the first it comes across.  The rate of reappearance is
dictated by the min and max ticks. Items with this behavior can not be sold to
shopkeepers.

A mask may also be given to define what sort of targets are elligible to be
followed by the mob or item.  Valid masks include: 
+SYSOP (allow archons to bypass the rules)
-SYSOP (always ignore archons)
+SUBOP (allow local-room area staff to bypass the rules)
-SUBOP (always ignore local-room area staff)
-PLAYER (ignore all players)
-MOB (ignore all mobs/npcs)
-CLASS  (ignore all classes)
-CLASS +thief +mage +ranger (create exceptions)
-BASECLASS  (ignore all base classes)
-BASECLASS +thief +mage +ranger (create exceptions)
-thief -mage  -ranger (ignore only listed classes)
-RACE (ignore all races)
-RACE +elf +dwarf +human +half +gnome (create exceptions)
-elf -dwarf -human -half -gnome (ignore only listed races)
-RACECAT (ignore all racial categories)
-RACECAT +elf +insect +humanoid +canine +gnome (create exceptions)
+RACECAT (do not ignore all racial categories)
+RACECAT -elf -insect -humanoid -canine -gnome (create exceptions)
-ALIGNMENT (ignore all alignments)
-ALIGNMENT +evil +good +neutral (create exceptions)
-evil -good -neutral (ignore only listed alignments)
-GENDER (ignore all genders)
-GENDER +male +female +neuter (create exceptions)
-male -female -neuter (ignore only listed genders)
-FACTION (ignore all faction and values, even a lack of faction)
-FACTION +myfactionrange +faction.rangename (create exceptions)
-rangename -faction.rangename (ignore only faction range named)
-TATTOOS (ignore all tattoos, even a lack of a tattoo)
-TATTOOS +mytatto +thistattoo +anytattoo etc..  (create exceptions)
+TATTOOS (do not ignore any or no tattoos)
+TATTOOS -mytattoo -anytatto, etc.. (create exceptions)
-EXPERTISES (ignore all expertises, even a lack of a edus)
-EXPERTISES +myedu +thisedu +anyedu etc..  (create exceptions)
+EXPERTISES (do not ignore any or no expertises)
+EXPERTISES -myedu -anyedu, etc.. (create exceptions)
-SECURITY (ignore all security flags, even a lack of a security flag)
-SECURITY +cmdrooms +area cmditems etc..  (create exceptions)
+SECURITY (do not ignore any or no security flags)
+SECURITY -cmdrooms +area cmditems, etc.. (create exceptions)
-MOOD +grumpy +normal (ignore all except those with given moods)
+MOOD -grumpy -normal (ignore only those with subtracted moods)
-LEVEL (ignore all levels)
-LEVEL +=1 +>5 +>=7 +<13 +<=20 (create exceptions)
-=1 ->5 ->=7 -<13 -<=20 (ignore only listed levels range)
-NAMES (ignore everyone)
-NAMES +bob "+my name" etc.. (create name exceptions)
+NAMES (do not ignore anyone who has a name)
+NAMES -bob "-my name" etc.. (create name exceptions)
-CLASSLEVEL  (ignore all current class levels)
-CLASSLEVEL +=1 +>5 +>=7 +<13 +<=20 (create exceptions)
-MAXCLASSLEVEL  (ignore all max class levels)
-MAXCLASSLEVEL +=1 +>5 +>=7 +<13 +<=20 (create exceptions)
-CLAN (ignore everyone, even no clan)
-CLAN +Killers "+Holy Avengers" etc.. (create clan exceptions)
+CLAN (do not ignore anyone, even non clan people)
+CLAN -Killers "-Holy Avengers" etc.. (create clan exceptions)
-DEITY (ignore anyone, even no deity)
-DEITY +Apollo "+Grothon The Great" etc.. (create deity exceptions)
+DEITY (do not ignore anyone, even non deity worshipping people)
+DEITY -Apollo "-rothon The Great" etc.. (create deity exceptions)
-ANYCLASS (ignore all multi-class combinations)
-ANYCLASS +thief +mage +ranger (exceptions, allow any class)
+ANYCLASS (do not ignore all multi-class combinations)
+ANYCLASS -thief -mage -ranger (exceptions, disallow any class)
-ANYCLASSLEVEL (ignore all multi-class level combinations)
-ANYCLASSLEVEL +thief +>5 +mage +<10 +ranger +=5 (exceptions)
+ANYCLASSLEVEL (do not ignore all multi-class combinations)
+ANYCLASSLEVEL -thief ->5 -mage -<10 -ranger -=5 (exceptions)
-STR X (ignore those with strength greater than X)
+STR X (ignore those with strength less than X)
-INT X (ignore those with intelligence greater than X)
+INT X (ignore those with intelligence less than X)
-WIS X (ignore those with wisdom greater than X)
+WIS X (ignore those with wisdom less than X)
-CON X (ignore those with constitution greater than X)
+CON X (ignore those with constitution less than X)
-CHA X (ignore those with charisma greater than X)
+CHA X (ignore those with charisma less than X)
-DEX X (ignore those with dexterity greater than X)
+DEX X (ignore those with dexterity less than X)
+-ADJSTR...ADJCON (Same as above, but uses current values)
-GROUPSIZE X (ignore those in groups larger than X)
+GROUPSIZE X (ignore those in groups smaller than X)
-AREA (ignore in all areas)
-AREA "+my areaname" etc.. (create exceptions)
+AREA (do not ignore any areas)
+AREA "-my areaname" etc.. (create exceptions)
-HOME (ignore in all home/beacon areas)
-HOME "+my home/beacon areaname" etc.. (create exceptions)
+HOME (do not ignore any home/beacon areas)
+HOME "-my home/beacon areaname" etc.. (create exceptions)
-ITEM "+item name" etc... (ignore only those with an item name)
-WORN "+item name" etc... (ignore only those wearing item name)
-EFFECTS (ignore everyone, even no effects)
-EFFECTS +Sleep "+Wood Chopping" etc.. (create name exceptions)
+EFFECTS (do not ignore anyone, even non effected people)
+EFFECTS -Sleep "-Wood Chopping" etc.. (create name exceptions)
-SKILLS (ignore everyone, even those with no skill)
-SKILLS +Spell_Sleep(75) etc.. (create exceptions with proficiency)
+SKILLS (do not ignore anyone, even non skilled people)
+SKILLS -Spell_Sleep(75) etc.. (create exceptions with proficiency)
-MATERIAL "+WOODEN" etc.. (ignore only items of added materials)
+MATERIAL "-WOODEN" etc.. (Do not ignore items of -materials)
-RESOURCES "+OAK" etc.. (ignore only items of added resources)
+RESOURCES "-OAK" etc.. (Do not ignore items of -resources)
-JAVACLASS "+GENMOB" etc.. (ignore only objects of +java class)
+JAVACLASS "-GENITEM" etc.. (Do not ignore objs of -classes)
-ABILITY X (ignore those with magical ability less than X)
+ABILITY X (ignore those with magical ability greater than X)
-IF <CONDITION> (ignore, unless they meet Scriptable conditions)
+IF <CONDITION> (never ignore anyone who meets Scriptable cond)
-VALUE X (ignore those with value or money less than X)
+VALUE X (ignore those with value or money greater than X)
-WEIGHT X (ignore those weighing less than X)
+WEIGHT X (ignore those weighing more than X)
-ARMOR X (ignore those with armor bonus less than X)
+ARMOR X (ignore those with armor bonus more than X)
-DAMAGE X (ignore those with damage bonus less than X)
+DAMAGE X (ignore those with damage bonus more than X)
-ATTACK X (ignore those with attack bonus less than X)
+ATTACK X (ignore those with attack bonus more than X)
-WORNON "+TORSO" etc.. (ignore only items wearable on +locations)
+WORNON "-NECK" etc.. (Do not ignore items wearable on -locations)
-DISPOSITION "+ISHIDDEN" etc.. (ignore only with +dispositions)
+DISPOSITION "-ISHIDDEN" etc.. (Do not ignore only with sub disp)
-SENSES "+CANSEEDARK" etc.. (ignore only those with +senses)
+SENSES "-CANSEEDARK" etc.. (Do not ignore those with -senses)
-HOUR +X (ignore always, unless the hour is X)
+HOUR -X (ignore those only when the hour is X)
-SEASON +FALL (ignore those only when season is FALL)
+SEASON -SPRING (ignore those whenever the season is SPRING)
-MONTH +X (ignore those only when month number is X)
+MONTH -X (ignore those whenever the month number is X)
-DAY +X (ignore those only when day number is X)
+DAY -X (ignore those whenever the day number is X)
-WEATHER +DROUGHT (ignore those only when weather is DROUGHT)
+WEATHER -BLIZZARD (ignore those whenever the weather is BLIZZARD)
-QUESTWIN "+MY QUEST" (ignore those who have not my MY QUEST)
+QUESTWIN "-MY QUEST" (ignore those who have won MY QUEST)
-SKILLFLAG (ignore everyone, even those with no skills)
-SKILLFLAG +ENCHANTMENT etc.. (create exceptions to -skillflag)
+SKILLFLAG (do not ignore anyone, even non skilled people)
+SKILLFLAG -ENCHANTMENT etc.. (create exceptions to +skillflag)
-ACCCHIEVES (ignore all Account achievements, even a lack of a achievements)
-ACCCHIEVES +mytatto +thistattoo +anytattoo etc..  (create exceptions)
+ACCCHIEVES (do not ignore any or no Account achievements)
+ACCCHIEVES -mytattoo -anytatto, etc.. (create exceptions)
-CHANCE 50 (ignore the given % of the time)

[GateGuard]{#GateGuard}

Behavior   : GateGuard
Targets    : MOBs
Parameters : a list of masking parameters described below
Example    : -class +mage -race +elf -evil
Description: 
When this mob is standing next to a doorway and a player enters, the mob will
open the door for the player, and close it after them.  The guard will also
lock the door at night, if the door has a lock.  The guard will behave
according to whether any players in the room meet the parameters.  If no
parameter is given, the guard will always follow the behavior. Valid parameters
include:  
keeplocked (if the door has a lock, the mob will make sure it remains so 
allnight (does not operate differently at night than the day)
+SYSOP (allow archons to bypass the rules)
-SYSOP (always disallow archons)
+SUBOP (allow local-room area staff to bypass the rules)
-SUBOP (always disallow local-room area staff)
-PLAYER (disallow all players)
-MOB (disallow all mobs/npcs)
-CLASS  (disallow all classes)
-CLASS +thief +mage +ranger (create exceptions)
-BASECLASS  (disallow all base classes)
-BASECLASS +thief +mage +ranger (create exceptions)
-thief -mage  -ranger (disallow only listed classes)
-RACE (disallow all races)
-RACE +elf +dwarf +human +half +gnome (create exceptions)
-elf -dwarf -human -half -gnome (disallow only listed races)
-RACECAT (disallow all racial categories)
-RACECAT +elf +insect +humanoid +canine +gnome (create exceptions)
+RACECAT (do not disallow all racial categories)
+RACECAT -elf -insect -humanoid -canine -gnome (create exceptions)
-ALIGNMENT (disallow all alignments)
-ALIGNMENT +evil +good +neutral (create exceptions)
-evil -good -neutral (disallow only listed alignments)
-GENDER (disallow all genders)
-GENDER +male +female +neuter (create exceptions)
-male -female -neuter (disallow only listed genders)
-FACTION (disallow all faction and values, even a lack of faction)
-FACTION +myfactionrange +faction.rangename (create exceptions)
-rangename -faction.rangename (disallow only faction range named)
-TATTOOS (disallow all tattoos, even a lack of a tattoo)
-TATTOOS +mytatto +thistattoo +anytattoo etc..  (create exceptions)
+TATTOOS (do not disallow any or no tattoos)
+TATTOOS -mytattoo -anytatto, etc.. (create exceptions)
-EXPERTISES (disallow all expertises, even a lack of a edus)
-EXPERTISES +myedu +thisedu +anyedu etc..  (create exceptions)
+EXPERTISES (do not disallow any or no expertises)
+EXPERTISES -myedu -anyedu, etc.. (create exceptions)
-SECURITY (disallow all security flags, even a lack of a security flag)
-SECURITY +cmdrooms +area cmditems etc..  (create exceptions)
+SECURITY (do not disallow any or no security flags)
+SECURITY -cmdrooms +area cmditems, etc.. (create exceptions)
-MOOD +grumpy +normal (disallow all except those with given moods)
+MOOD -grumpy -normal (disallow only those with subtracted moods)
-LEVEL (disallow all levels)
-LEVEL +=1 +>5 +>=7 +<13 +<=20 (create exceptions)
-=1 ->5 ->=7 -<13 -<=20 (disallow only listed levels range)
-NAMES (disallow everyone)
-NAMES +bob "+my name" etc.. (create name exceptions)
+NAMES (do not disallow anyone who has a name)
+NAMES -bob "-my name" etc.. (create name exceptions)
-CLASSLEVEL  (disallow all current class levels)
-CLASSLEVEL +=1 +>5 +>=7 +<13 +<=20 (create exceptions)
-MAXCLASSLEVEL  (disallow all max class levels)
-MAXCLASSLEVEL +=1 +>5 +>=7 +<13 +<=20 (create exceptions)
-CLAN (disallow everyone, even no clan)
-CLAN +Killers "+Holy Avengers" etc.. (create clan exceptions)
+CLAN (do not disallow anyone, even non clan people)
+CLAN -Killers "-Holy Avengers" etc.. (create clan exceptions)
-DEITY (disallow anyone, even no deity)
-DEITY +Apollo "+Grothon The Great" etc.. (create deity exceptions)
+DEITY (do not disallow anyone, even non deity worshipping people)
+DEITY -Apollo "-rothon The Great" etc.. (create deity exceptions)
-ANYCLASS (disallow all multi-class combinations)
-ANYCLASS +thief +mage +ranger (exceptions, allow any class)
+ANYCLASS (do not disallow all multi-class combinations)
+ANYCLASS -thief -mage -ranger (exceptions, disallow any class)
-ANYCLASSLEVEL (disallow all multi-class level combinations)
-ANYCLASSLEVEL +thief +>5 +mage +<10 +ranger +=5 (exceptions)
+ANYCLASSLEVEL (do not disallow all multi-class combinations)
+ANYCLASSLEVEL -thief ->5 -mage -<10 -ranger -=5 (exceptions)
-STR X (disallow those with strength greater than X)
+STR X (disallow those with strength less than X)
-INT X (disallow those with intelligence greater than X)
+INT X (disallow those with intelligence less than X)
-WIS X (disallow those with wisdom greater than X)
+WIS X (disallow those with wisdom less than X)
-CON X (disallow those with constitution greater than X)
+CON X (disallow those with constitution less than X)
-CHA X (disallow those with charisma greater than X)
+CHA X (disallow those with charisma less than X)
-DEX X (disallow those with dexterity greater than X)
+DEX X (disallow those with dexterity less than X)
+-ADJSTR...ADJCON (Same as above, but uses current values)
-GROUPSIZE X (disallow those in groups larger than X)
+GROUPSIZE X (disallow those in groups smaller than X)
-AREA (disallow in all areas)
-AREA "+my areaname" etc.. (create exceptions)
+AREA (do not disallow any areas)
+AREA "-my areaname" etc.. (create exceptions)
-HOME (disallow in all home/beacon areas)
-HOME "+my home/beacon areaname" etc.. (create exceptions)
+HOME (do not disallow any home/beacon areas)
+HOME "-my home/beacon areaname" etc.. (create exceptions)
-ITEM "+item name" etc... (disallow only those with an item name)
-WORN "+item name" etc... (disallow only those wearing item name)
-EFFECTS (disallow everyone, even no effects)
-EFFECTS +Sleep "+Wood Chopping" etc.. (create name exceptions)
+EFFECTS (do not disallow anyone, even non effected people)
+EFFECTS -Sleep "-Wood Chopping" etc.. (create name exceptions)
-SKILLS (disallow everyone, even those with no skill)
-SKILLS +Spell_Sleep(75) etc.. (create exceptions with proficiency)
+SKILLS (do not disallow anyone, even non skilled people)
+SKILLS -Spell_Sleep(75) etc.. (create exceptions with proficiency)
-MATERIAL "+WOODEN" etc.. (disallow only items of added materials)
+MATERIAL "-WOODEN" etc.. (Do not disallow items of -materials)
-RESOURCES "+OAK" etc.. (disallow only items of added resources)
+RESOURCES "-OAK" etc.. (Do not disallow items of -resources)
-JAVACLASS "+GENMOB" etc.. (disallow only objects of +java class)
+JAVACLASS "-GENITEM" etc.. (Do not disallow objs of -classes)
-ABILITY X (disallow those with magical ability less than X)
+ABILITY X (disallow those with magical ability greater than X)
-IF <CONDITION> (disallow, unless they meet Scriptable conditions)
+IF <CONDITION> (never disallow anyone who meets Scriptable cond)
-VALUE X (disallow those with value or money less than X)
+VALUE X (disallow those with value or money greater than X)
-WEIGHT X (disallow those weighing less than X)
+WEIGHT X (disallow those weighing more than X)
-ARMOR X (disallow those with armor bonus less than X)
+ARMOR X (disallow those with armor bonus more than X)
-DAMAGE X (disallow those with damage bonus less than X)
+DAMAGE X (disallow those with damage bonus more than X)
-ATTACK X (disallow those with attack bonus less than X)
+ATTACK X (disallow those with attack bonus more than X)
-WORNON "+TORSO" etc.. (disallow only items wearable on +locations)
+WORNON "-NECK" etc.. (Do not disallow items wearable on -locations)
-DISPOSITION "+ISHIDDEN" etc.. (disallow only with +dispositions)
+DISPOSITION "-ISHIDDEN" etc.. (Do not disallow only with sub disp)
-SENSES "+CANSEEDARK" etc.. (disallow only those with +senses)
+SENSES "-CANSEEDARK" etc.. (Do not disallow those with -senses)
-HOUR +X (disallow always, unless the hour is X)
+HOUR -X (disallow those only when the hour is X)
-SEASON +FALL (disallow those only when season is FALL)
+SEASON -SPRING (disallow those whenever the season is SPRING)
-MONTH +X (disallow those only when month number is X)
+MONTH -X (disallow those whenever the month number is X)
-DAY +X (disallow those only when day number is X)
+DAY -X (disallow those whenever the day number is X)
-WEATHER +DROUGHT (disallow those only when weather is DROUGHT)
+WEATHER -BLIZZARD (disallow those whenever the weather is BLIZZARD)
-QUESTWIN "+MY QUEST" (disallow those who have not my MY QUEST)
+QUESTWIN "-MY QUEST" (disallow those who have won MY QUEST)
-SKILLFLAG (disallow everyone, even those with no skills)
-SKILLFLAG +ENCHANTMENT etc.. (create exceptions to -skillflag)
+SKILLFLAG (do not disallow anyone, even non skilled people)
+SKILLFLAG -ENCHANTMENT etc.. (create exceptions to +skillflag)
-ACCCHIEVES (disallow all Account achievements, even a lack of a achievements)
-ACCCHIEVES +mytatto +thistattoo +anytattoo etc..  (create exceptions)
+ACCCHIEVES (do not disallow any or no Account achievements)
+ACCCHIEVES -mytattoo -anytatto, etc.. (create exceptions)
-CHANCE 50 (disallow the given % of the time)

[GetsAllEquipped]{#GetsAllEquipped}

Behavior   : GetsAllEquipped
Targets    : MOBs
Parameters : 
Example    : 
Description: 
This is a deprecated behavior, but listed here in case someone can think of a
new use for it.  This behavior causes the mob, on reset, to grab everything in
its default room, and attempt to wear it.  He also does this whenever someone
in the room dies, so its also good for making the mob autoloot.

[GoldLooter]{#GoldLooter}

Behavior   : GoldLooter
Targets    : MOBs
Parameters : 
Example    : 
Description: 
This behavior makes a mob loot the gold from corpses killed by it.  It does
this by turning on the mobs AUTOGOLD flag.

[GoodExecutioner]{#GoodExecutioner}

Behavior   : GoodExecutioner
Targets    : MOBs
Parameters : 
Example    : 
Description: 
The mob with this behavior will attack any evil or thief non-player mob it
detects.    With the Players parameter, it will even attack players as well.

[GoodGuardian]{#GoodGuardian}

Behavior   : GoodGuardian
Targets    : MOBs
Parameters : 
Example    : 
Description: 
This is a very active behavior.  If the mob detects any evil mob attacking a
good mob in the same room, or an adjacent room, it will attack the evil mob. 
If evil mobs are fighting, it will do nothing.  If two good or neutral mobs are
fighting, it will stop the fight.

[Guard]{#Guard}

Behavior   : Guard
Targets    : MOBs
Parameters : ([MOB Name])
Example    : 
Example    : Bob
Description: 
If ANY mob, player or non-player, is attacked in the same room as the mob with
this behavior, this mob will come to the victim's defence.  However, if this
behavior has a parameter, then they will only come to the aid of players/mobs
with that name.

[Healer]{#Healer}

Behavior   : Healer
Targets    : MOBs
Parameters : min, max ticks, and a percent chance
Example    : min=10 max=20 chance=75
Description: 
The mob with this behavior gains Cure Disease, Cure Light Wounds, Cure Serious
Wounds, Bless, and Sanctuary.  At random, the mob will cast these spells on any
player-mobs in the room.

[Hireling]{#Hireling}

Behavior   : Hireling
Targets    : MOBs
Parameters : price to hire;minutes of service
Example    : 10000;30
Description: 
Allows a mob to hire him or herself out for a given amount of time. The first
parameter is the price to hire the mob, followed by a semicolon and the number
of minutes that amount of money purchases.  Additional money may be given by
the player to extend the time.  When the time expires, the mob returns to his
or her start room.

[InstantDeath]{#InstantDeath}

Behavior   : InstantDeath
Targets    : MOBs, Items, Rooms, Areas
Parameters : mask, min, max ticks, and a percent chance
Example    : min=10 max=20 chance=75 mask="-RACE +ORC"
Description: 
According to the timing and percent chance described by the parameters, the
item owner with this behavior will be killed.  MOBs and Rooms with this
behavior will kill all their inhabitants.  MOBs do not kill until attacked,
food when eaten, drinks when sipped items when they are picked up, weapons when
they are first wielded, or armor when it is first worn.  Rooms merely need to
be entered. 

+SYSOP (allow archons to bypass the rules)
-SYSOP (always spare archons)
+SUBOP (allow local-room area staff to bypass the rules)
-SUBOP (always spare local-room area staff)
-PLAYER (spare all players)
-MOB (spare all mobs/npcs)
-CLASS  (spare all classes)
-CLASS +thief +mage +ranger (create exceptions)
-BASECLASS  (spare all base classes)
-BASECLASS +thief +mage +ranger (create exceptions)
-thief -mage  -ranger (spare only listed classes)
-RACE (spare all races)
-RACE +elf +dwarf +human +half +gnome (create exceptions)
-elf -dwarf -human -half -gnome (spare only listed races)
-RACECAT (spare all racial categories)
-RACECAT +elf +insect +humanoid +canine +gnome (create exceptions)
+RACECAT (do not spare all racial categories)
+RACECAT -elf -insect -humanoid -canine -gnome (create exceptions)
-ALIGNMENT (spare all alignments)
-ALIGNMENT +evil +good +neutral (create exceptions)
-evil -good -neutral (spare only listed alignments)
-GENDER (spare all genders)
-GENDER +male +female +neuter (create exceptions)
-male -female -neuter (spare only listed genders)
-FACTION (spare all faction and values, even a lack of faction)
-FACTION +myfactionrange +faction.rangename (create exceptions)
-rangename -faction.rangename (spare only faction range named)
-TATTOOS (spare all tattoos, even a lack of a tattoo)
-TATTOOS +mytatto +thistattoo +anytattoo etc..  (create exceptions)
+TATTOOS (do not spare any or no tattoos)
+TATTOOS -mytattoo -anytatto, etc.. (create exceptions)
-EXPERTISES (spare all expertises, even a lack of a edus)
-EXPERTISES +myedu +thisedu +anyedu etc..  (create exceptions)
+EXPERTISES (do not spare any or no expertises)
+EXPERTISES -myedu -anyedu, etc.. (create exceptions)
-SECURITY (spare all security flags, even a lack of a security flag)
-SECURITY +cmdrooms +area cmditems etc..  (create exceptions)
+SECURITY (do not spare any or no security flags)
+SECURITY -cmdrooms +area cmditems, etc.. (create exceptions)
-MOOD +grumpy +normal (spare all except those with given moods)
+MOOD -grumpy -normal (spare only those with subtracted moods)
-LEVEL (spare all levels)
-LEVEL +=1 +>5 +>=7 +<13 +<=20 (create exceptions)
-=1 ->5 ->=7 -<13 -<=20 (spare only listed levels range)
-NAMES (spare everyone)
-NAMES +bob "+my name" etc.. (create name exceptions)
+NAMES (do not spare anyone who has a name)
+NAMES -bob "-my name" etc.. (create name exceptions)
-CLASSLEVEL  (spare all current class levels)
-CLASSLEVEL +=1 +>5 +>=7 +<13 +<=20 (create exceptions)
-MAXCLASSLEVEL  (spare all max class levels)
-MAXCLASSLEVEL +=1 +>5 +>=7 +<13 +<=20 (create exceptions)
-CLAN (spare everyone, even no clan)
-CLAN +Killers "+Holy Avengers" etc.. (create clan exceptions)
+CLAN (do not spare anyone, even non clan people)
+CLAN -Killers "-Holy Avengers" etc.. (create clan exceptions)
-DEITY (spare anyone, even no deity)
-DEITY +Apollo "+Grothon The Great" etc.. (create deity exceptions)
+DEITY (do not spare anyone, even non deity worshipping people)
+DEITY -Apollo "-rothon The Great" etc.. (create deity exceptions)
-ANYCLASS (spare all multi-class combinations)
-ANYCLASS +thief +mage +ranger (exceptions, allow any class)
+ANYCLASS (do not spare all multi-class combinations)
+ANYCLASS -thief -mage -ranger (exceptions, disallow any class)
-ANYCLASSLEVEL (spare all multi-class level combinations)
-ANYCLASSLEVEL +thief +>5 +mage +<10 +ranger +=5 (exceptions)
+ANYCLASSLEVEL (do not spare all multi-class combinations)
+ANYCLASSLEVEL -thief ->5 -mage -<10 -ranger -=5 (exceptions)
-STR X (spare those with strength greater than X)
+STR X (spare those with strength less than X)
-INT X (spare those with intelligence greater than X)
+INT X (spare those with intelligence less than X)
-WIS X (spare those with wisdom greater than X)
+WIS X (spare those with wisdom less than X)
-CON X (spare those with constitution greater than X)
+CON X (spare those with constitution less than X)
-CHA X (spare those with charisma greater than X)
+CHA X (spare those with charisma less than X)
-DEX X (spare those with dexterity greater than X)
+DEX X (spare those with dexterity less than X)
+-ADJSTR...ADJCON (Same as above, but uses current values)
-GROUPSIZE X (spare those in groups larger than X)
+GROUPSIZE X (spare those in groups smaller than X)
-AREA (spare in all areas)
-AREA "+my areaname" etc.. (create exceptions)
+AREA (do not spare any areas)
+AREA "-my areaname" etc.. (create exceptions)
-HOME (spare in all home/beacon areas)
-HOME "+my home/beacon areaname" etc.. (create exceptions)
+HOME (do not spare any home/beacon areas)
+HOME "-my home/beacon areaname" etc.. (create exceptions)
-ITEM "+item name" etc... (spare only those with an item name)
-WORN "+item name" etc... (spare only those wearing item name)
-EFFECTS (spare everyone, even no effects)
-EFFECTS +Sleep "+Wood Chopping" etc.. (create name exceptions)
+EFFECTS (do not spare anyone, even non effected people)
+EFFECTS -Sleep "-Wood Chopping" etc.. (create name exceptions)
-SKILLS (spare everyone, even those with no skill)
-SKILLS +Spell_Sleep(75) etc.. (create exceptions with proficiency)
+SKILLS (do not spare anyone, even non skilled people)
+SKILLS -Spell_Sleep(75) etc.. (create exceptions with proficiency)
-MATERIAL "+WOODEN" etc.. (spare only items of added materials)
+MATERIAL "-WOODEN" etc.. (Do not spare items of -materials)
-RESOURCES "+OAK" etc.. (spare only items of added resources)
+RESOURCES "-OAK" etc.. (Do not spare items of -resources)
-JAVACLASS "+GENMOB" etc.. (spare only objects of +java class)
+JAVACLASS "-GENITEM" etc.. (Do not spare objs of -classes)
-ABILITY X (spare those with magical ability less than X)
+ABILITY X (spare those with magical ability greater than X)
-IF <CONDITION> (spare, unless they meet Scriptable conditions)
+IF <CONDITION> (never spare anyone who meets Scriptable cond)
-VALUE X (spare those with value or money less than X)
+VALUE X (spare those with value or money greater than X)
-WEIGHT X (spare those weighing less than X)
+WEIGHT X (spare those weighing more than X)
-ARMOR X (spare those with armor bonus less than X)
+ARMOR X (spare those with armor bonus more than X)
-DAMAGE X (spare those with damage bonus less than X)
+DAMAGE X (spare those with damage bonus more than X)
-ATTACK X (spare those with attack bonus less than X)
+ATTACK X (spare those with attack bonus more than X)
-WORNON "+TORSO" etc.. (spare only items wearable on +locations)
+WORNON "-NECK" etc.. (Do not spare items wearable on -locations)
-DISPOSITION "+ISHIDDEN" etc.. (spare only with +dispositions)
+DISPOSITION "-ISHIDDEN" etc.. (Do not spare only with sub disp)
-SENSES "+CANSEEDARK" etc.. (spare only those with +senses)
+SENSES "-CANSEEDARK" etc.. (Do not spare those with -senses)
-HOUR +X (spare always, unless the hour is X)
+HOUR -X (spare those only when the hour is X)
-SEASON +FALL (spare those only when season is FALL)
+SEASON -SPRING (spare those whenever the season is SPRING)
-MONTH +X (spare those only when month number is X)
+MONTH -X (spare those whenever the month number is X)
-DAY +X (spare those only when day number is X)
+DAY -X (spare those whenever the day number is X)
-WEATHER +DROUGHT (spare those only when weather is DROUGHT)
+WEATHER -BLIZZARD (spare those whenever the weather is BLIZZARD)
-QUESTWIN "+MY QUEST" (spare those who have not my MY QUEST)
+QUESTWIN "-MY QUEST" (spare those who have won MY QUEST)
-SKILLFLAG (spare everyone, even those with no skills)
-SKILLFLAG +ENCHANTMENT etc.. (create exceptions to -skillflag)
+SKILLFLAG (do not spare anyone, even non skilled people)
+SKILLFLAG -ENCHANTMENT etc.. (create exceptions to +skillflag)
-ACCCHIEVES (spare all Account achievements, even a lack of a achievements)
-ACCCHIEVES +mytatto +thistattoo +anytattoo etc..  (create exceptions)
+ACCCHIEVES (do not spare any or no Account achievements)
+ACCCHIEVES -mytattoo -anytatto, etc.. (create exceptions)
-CHANCE 50 (spare the given % of the time)

[ItemGenerator]{#ItemGenerator}

Behavior   : ItemGenerator
Targets    : Areas, Rooms, Containers, Mobs
Parameters : [min/max ticks] [% chance] [min/max items/dups]
[enchanted=%][mobs] [locale mask]; [mask]
Example    : min=10 max=20 chance=75 minitems=1 maxitems=10 maxdups=0;-LEVELS
+>10
Example    : minitems=10 maxitems=20 MOBS -ALL +CITY;-MATERIAL +IRON +BRONZE
Example    : minitems=10 maxitems=20 enchanted=20;-NAME "+Short Sword"
Description: 
This behavior will generate a list of items from the standard common skills. It
will also add random enchantments and curses to items a percentage of the time
dictated by the echanted parameter (default=10).  Items are selected from the
list on a pseudo-random basis, with the chance weighted in favor of the least
valuable items in favor of the most valueable.  This is to decrease the chances
of a plethora of Spidersteel swords.

The parameters before the semicolon describe the rate and amount of items
generated.  The room or area will attempt to generate an item every (min) to
(max) ticks, assuming the percent chance (chance) is made.  It will then
generate at least the minimum (minitems) number of items from the list, but
never more than the maximum (maxitems) number of monsters.  Duplicates are
allowed unless (maxdups) is set to some value.  Items taken away will be
replaced by this behavior, even if they are looted.  If the behavior is on a
room, all items will be generated in that room.  If on an area, a random room
in the area will be picked for the item. The TYPE of room in that area which
will be selected for population may also be specified. -ALL to disallow all
locales, followed by +AIR +CITY +JUNGLE (etc) to reallow certain locales. 
-CITY -UNDERWATER and others may be used to restrict certain locales.  If no
locale types are specified, then all rooms in an area will be populatable. 
Valid locates include: "STONE", "WOODEN", "CAVE", "MAGIC", "UNDERWATER", "AIR",
"WATERSURFACE",  "METAL", "CITY", "WOODS", "ROCKY", "PLAINS", "UNDERWATER",
"AIR", "WATERSURFACE", "JUNGLE", "SWAMP", "DESERT", "HILLS", "MOUNTAINS". If
the behavior is on a mob, or the MOBS flag is given in the parameters, then the
item will be placed on a mob IF POSSIBLE (if the behavior is on an area, and a
room with no mobs is randomly selected, it may not happen).  Items places on
mobs will be automatically worn if possible. 

The parameters after the semicolon are a mask to help select what kind of items
are generated for the several rooms or whatever.  The mask uses the following
flags:
+SYSOP (allow archons to bypass the rules)
-SYSOP (always disallow archons)
+SUBOP (allow local-room area staff to bypass the rules)
-SUBOP (always disallow local-room area staff)
-PLAYER (disallow all players)
-MOB (disallow all mobs/npcs)
-CLASS  (disallow all classes)
-CLASS +thief +mage +ranger (create exceptions)
-BASECLASS  (disallow all base classes)
-BASECLASS +thief +mage +ranger (create exceptions)
-thief -mage  -ranger (disallow only listed classes)
-RACE (disallow all races)
-RACE +elf +dwarf +human +half +gnome (create exceptions)
-elf -dwarf -human -half -gnome (disallow only listed races)
-RACECAT (disallow all racial categories)
-RACECAT +elf +insect +humanoid +canine +gnome (create exceptions)
+RACECAT (do not disallow all racial categories)
+RACECAT -elf -insect -humanoid -canine -gnome (create exceptions)
-ALIGNMENT (disallow all alignments)
-ALIGNMENT +evil +good +neutral (create exceptions)
-evil -good -neutral (disallow only listed alignments)
-GENDER (disallow all genders)
-GENDER +male +female +neuter (create exceptions)
-male -female -neuter (disallow only listed genders)
-FACTION (disallow all faction and values, even a lack of faction)
-FACTION +myfactionrange +faction.rangename (create exceptions)
-rangename -faction.rangename (disallow only faction range named)
-TATTOOS (disallow all tattoos, even a lack of a tattoo)
-TATTOOS +mytatto +thistattoo +anytattoo etc..  (create exceptions)
+TATTOOS (do not disallow any or no tattoos)
+TATTOOS -mytattoo -anytatto, etc.. (create exceptions)
-EXPERTISES (disallow all expertises, even a lack of a edus)
-EXPERTISES +myedu +thisedu +anyedu etc..  (create exceptions)
+EXPERTISES (do not disallow any or no expertises)
+EXPERTISES -myedu -anyedu, etc.. (create exceptions)
-SECURITY (disallow all security flags, even a lack of a security flag)
-SECURITY +cmdrooms +area cmditems etc..  (create exceptions)
+SECURITY (do not disallow any or no security flags)
+SECURITY -cmdrooms +area cmditems, etc.. (create exceptions)
-MOOD +grumpy +normal (disallow all except those with given moods)
+MOOD -grumpy -normal (disallow only those with subtracted moods)
-LEVEL (disallow all levels)
-LEVEL +=1 +>5 +>=7 +<13 +<=20 (create exceptions)
-=1 ->5 ->=7 -<13 -<=20 (disallow only listed levels range)
-NAMES (disallow everyone)
-NAMES +bob "+my name" etc.. (create name exceptions)
+NAMES (do not disallow anyone who has a name)
+NAMES -bob "-my name" etc.. (create name exceptions)
-CLASSLEVEL  (disallow all current class levels)
-CLASSLEVEL +=1 +>5 +>=7 +<13 +<=20 (create exceptions)
-MAXCLASSLEVEL  (disallow all max class levels)
-MAXCLASSLEVEL +=1 +>5 +>=7 +<13 +<=20 (create exceptions)
-CLAN (disallow everyone, even no clan)
-CLAN +Killers "+Holy Avengers" etc.. (create clan exceptions)
+CLAN (do not disallow anyone, even non clan people)
+CLAN -Killers "-Holy Avengers" etc.. (create clan exceptions)
-DEITY (disallow anyone, even no deity)
-DEITY +Apollo "+Grothon The Great" etc.. (create deity exceptions)
+DEITY (do not disallow anyone, even non deity worshipping people)
+DEITY -Apollo "-rothon The Great" etc.. (create deity exceptions)
-ANYCLASS (disallow all multi-class combinations)
-ANYCLASS +thief +mage +ranger (exceptions, allow any class)
+ANYCLASS (do not disallow all multi-class combinations)
+ANYCLASS -thief -mage -ranger (exceptions, disallow any class)
-ANYCLASSLEVEL (disallow all multi-class level combinations)
-ANYCLASSLEVEL +thief +>5 +mage +<10 +ranger +=5 (exceptions)
+ANYCLASSLEVEL (do not disallow all multi-class combinations)
+ANYCLASSLEVEL -thief ->5 -mage -<10 -ranger -=5 (exceptions)
-STR X (disallow those with strength greater than X)
+STR X (disallow those with strength less than X)
-INT X (disallow those with intelligence greater than X)
+INT X (disallow those with intelligence less than X)
-WIS X (disallow those with wisdom greater than X)
+WIS X (disallow those with wisdom less than X)
-CON X (disallow those with constitution greater than X)
+CON X (disallow those with constitution less than X)
-CHA X (disallow those with charisma greater than X)
+CHA X (disallow those with charisma less than X)
-DEX X (disallow those with dexterity greater than X)
+DEX X (disallow those with dexterity less than X)
+-ADJSTR...ADJCON (Same as above, but uses current values)
-GROUPSIZE X (disallow those in groups larger than X)
+GROUPSIZE X (disallow those in groups smaller than X)
-AREA (disallow in all areas)
-AREA "+my areaname" etc.. (create exceptions)
+AREA (do not disallow any areas)
+AREA "-my areaname" etc.. (create exceptions)
-HOME (disallow in all home/beacon areas)
-HOME "+my home/beacon areaname" etc.. (create exceptions)
+HOME (do not disallow any home/beacon areas)
+HOME "-my home/beacon areaname" etc.. (create exceptions)
-ITEM "+item name" etc... (disallow only those with an item name)
-WORN "+item name" etc... (disallow only those wearing item name)
-EFFECTS (disallow everyone, even no effects)
-EFFECTS +Sleep "+Wood Chopping" etc.. (create name exceptions)
+EFFECTS (do not disallow anyone, even non effected people)
+EFFECTS -Sleep "-Wood Chopping" etc.. (create name exceptions)
-SKILLS (disallow everyone, even those with no skill)
-SKILLS +Spell_Sleep(75) etc.. (create exceptions with proficiency)
+SKILLS (do not disallow anyone, even non skilled people)
+SKILLS -Spell_Sleep(75) etc.. (create exceptions with proficiency)
-MATERIAL "+WOODEN" etc.. (disallow only items of added materials)
+MATERIAL "-WOODEN" etc.. (Do not disallow items of -materials)
-RESOURCES "+OAK" etc.. (disallow only items of added resources)
+RESOURCES "-OAK" etc.. (Do not disallow items of -resources)
-JAVACLASS "+GENMOB" etc.. (disallow only objects of +java class)
+JAVACLASS "-GENITEM" etc.. (Do not disallow objs of -classes)
-ABILITY X (disallow those with magical ability less than X)
+ABILITY X (disallow those with magical ability greater than X)
-IF <CONDITION> (disallow, unless they meet Scriptable conditions)
+IF <CONDITION> (never disallow anyone who meets Scriptable cond)
-VALUE X (disallow those with value or money less than X)
+VALUE X (disallow those with value or money greater than X)
-WEIGHT X (disallow those weighing less than X)
+WEIGHT X (disallow those weighing more than X)
-ARMOR X (disallow those with armor bonus less than X)
+ARMOR X (disallow those with armor bonus more than X)
-DAMAGE X (disallow those with damage bonus less than X)
+DAMAGE X (disallow those with damage bonus more than X)
-ATTACK X (disallow those with attack bonus less than X)
+ATTACK X (disallow those with attack bonus more than X)
-WORNON "+TORSO" etc.. (disallow only items wearable on +locations)
+WORNON "-NECK" etc.. (Do not disallow items wearable on -locations)
-DISPOSITION "+ISHIDDEN" etc.. (disallow only with +dispositions)
+DISPOSITION "-ISHIDDEN" etc.. (Do not disallow only with sub disp)
-SENSES "+CANSEEDARK" etc.. (disallow only those with +senses)
+SENSES "-CANSEEDARK" etc.. (Do not disallow those with -senses)
-HOUR +X (disallow always, unless the hour is X)
+HOUR -X (disallow those only when the hour is X)
-SEASON +FALL (disallow those only when season is FALL)
+SEASON -SPRING (disallow those whenever the season is SPRING)
-MONTH +X (disallow those only when month number is X)
+MONTH -X (disallow those whenever the month number is X)
-DAY +X (disallow those only when day number is X)
+DAY -X (disallow those whenever the day number is X)
-WEATHER +DROUGHT (disallow those only when weather is DROUGHT)
+WEATHER -BLIZZARD (disallow those whenever the weather is BLIZZARD)
-QUESTWIN "+MY QUEST" (disallow those who have not my MY QUEST)
+QUESTWIN "-MY QUEST" (disallow those who have won MY QUEST)
-SKILLFLAG (disallow everyone, even those with no skills)
-SKILLFLAG +ENCHANTMENT etc.. (create exceptions to -skillflag)
+SKILLFLAG (do not disallow anyone, even non skilled people)
+SKILLFLAG -ENCHANTMENT etc.. (create exceptions to +skillflag)
-ACCCHIEVES (disallow all Account achievements, even a lack of a achievements)
-ACCCHIEVES +mytatto +thistattoo +anytattoo etc..  (create exceptions)
+ACCCHIEVES (do not disallow any or no Account achievements)
+ACCCHIEVES -mytattoo -anytatto, etc.. (create exceptions)
-CHANCE 50 (disallow the given % of the time)

[ItemIdentifier]{#ItemIdentifier}

Behavior   : ItemIdentifier
Targets    : MOBs
Parameters : (COST="[FORMULA]")
Example    : COST="100+@x1"
Description: 
For a price, this mob will identify items.  They will NOT work for Archons,
however.
The optional COST parameter can be used to change the pricing formula. 
Variables are: @x1=level, @x2=value, @x3=condition(0-100),
@x4=magical=1.0/non-magical=0.0. 

[ItemMender]{#ItemMender}

Behavior   : ItemMender
Targets    : MOBs
Parameters : (COST="[FORMULA]")
Example    : COST="100+@x1"
Description: 
For a price, this mob will repair damaged weapons and armor.  The mender will
NOT work for Archons, however. 
The optional COST parameter can be used to change the pricing formula. 
Variables are: @x1=level, @x2=value, @x3=condition(0-100),
@x4=magical=1.0/non-magical=0.0. 

[ItemRefitter]{#ItemRefitter}

Behavior   : ItemRefitter
Targets    : MOBs
Parameters : (COST="[FORMULA]")
Example    : COST="100+@x1"
Description: 
For a price, this mob will resize armor to fit the mob.  The mender will NOT
work for Archons, however.
The optional COST parameter can be used to change the pricing formula. 
Variables are: @x1=level, @x2=value, @x3=condition(0-100),
@x4=magical=1.0/non-magical=0.0. 

[LinkedWeather]{#LinkedWeather}

Behavior   : LinkedWeather
Targets    : Areas
Parameters : [Area Name](;ROLLING)
Example    : My Area
Example    : My Area;ROLLING
Description: 
This behavior forces the area to always mimic the weather of another area on
your map.  That area is determined by the parameters.  The normal behavior is
for the weather of the given area to always be the same as the linked area. If
the area name in the parameters is followed by a semicolon and the word
ROLLING, then the area instead will always take on the weather of the linked
area on its next weather change, meaning that the linked area's weather will
seem to "roll" into this area on every weather change.

[Mageness]{#Mageness}

Behavior   : Mageness
Targets    : MOBs
Parameters : (SUBCLASS NAME) (PROFICIENT) (NOSTATS) (NOCOMBATSTAT)
Parameters : (OFFENSIVE,DEFENSIVE,MIXEDOFFENSIVE,MIXEDDEFENSIVE)
Example    : 
Example    : Mage
Example    : Illusionist MIXEDDEFENSIVE
Description: 
An extension of CombatAbilities, this behavior makes the mob a Mage by class,
and gives the mob mage spells appropriate to its level.  After this behavior
has triggered, it will often require a RESET for any level changes to the mob
to take over.
Use the proficient flag to make all skills at 100% instead of level-based. Use
the offensive/.../mixeddefensive flags to influence skill choices. This
behavior should not be used WITH any of the other CombatAbilities behaviors,
such as Fighterness, Thiefness, Mageness, Clericness, Druidness, or
CombatAbilities. It should be used alone on a mob.
Also, be aware that this behavior will modify the mobs stats to better reflect
the class, so any additions or removals of this behavior should be accompanied
by a room reset after saving, and manually checking to make sure the combat
stats are as desired.

[Mime]{#Mime}

Behavior   : Mime
Targets    : MOBs, Items, Exits, Rooms
Parameters : min, max ticks, and a percent chance
Example    : min=10 max=20 chance=75
Description: 
This amazingly annoying Behavior makes the thing mimic any emotes or socials
done by a player in the same room, back to that player.

[MOBEater]{#MOBEater}

Behavior   : MOBEater
Targets    : MOBs
Parameters : min, max ticks, and a percent chance to occur, and pct of hp acid
dmg does
Example    : min=4 max=8 chance=5 acidpct=50
Description: 
This behavior allows a mob to eat other mobs or players, and digest them! 
Great for dragons! You can set how often this occurs, and what % of the players
hp is taken from when when being digested in the stomach.  Another player must
kill the mob with this behavior to free those being digested.  This behavior
will not work at ALL unless the mob with this behavior is twice the weight of
the target.

[MOBHelper]{#MOBHelper}

Behavior   : MOBHelper
Targets    : MOBs
Parameters : 
Example    : 
Description: 
The mob with this behavior will come to the defence of any non-player mob which
is attacked in its presence.

[MOBHunter]{#MOBHunter}

Behavior   : MOBHunter
Targets    : MOBs
Parameters : min, max ticks, room radius, a percent chance, mask of mobs to
hunt
Example    : min=600 max=1200 chance=99 radius=50 -RACE +Human
Example    : min=50 max=1200 chance=75 -NAME "+Evil Wizards"
Description: 
This behavior will cause the mob to seek out a victim within the RADIUS number
of rooms from where he is.  The mob will then hunt down and assassinate the
victim.  The mob will begin the hunt according to the frequency defined by the
parameters.  The MIN and MAX parms decide the minimum number of ticks to wait
between hunts, and the CHANCE parm determines the chance the hunt will begin at
that time.  The RADIUS is the number of rooms away from the mobs current room
in which a victim will be sought.  The rest of the parameters are a mask to
determine who would make a good victim.  Valid masks include: 
+SYSOP (allow archons to bypass the rules)
-SYSOP (always spare archons)
+SUBOP (allow local-room area staff to bypass the rules)
-SUBOP (always spare local-room area staff)
-PLAYER (spare all players)
-MOB (spare all mobs/npcs)
-CLASS  (spare all classes)
-CLASS +thief +mage +ranger (create exceptions)
-BASECLASS  (spare all base classes)
-BASECLASS +thief +mage +ranger (create exceptions)
-thief -mage  -ranger (spare only listed classes)
-RACE (spare all races)
-RACE +elf +dwarf +human +half +gnome (create exceptions)
-elf -dwarf -human -half -gnome (spare only listed races)
-RACECAT (spare all racial categories)
-RACECAT +elf +insect +humanoid +canine +gnome (create exceptions)
+RACECAT (do not spare all racial categories)
+RACECAT -elf -insect -humanoid -canine -gnome (create exceptions)
-ALIGNMENT (spare all alignments)
-ALIGNMENT +evil +good +neutral (create exceptions)
-evil -good -neutral (spare only listed alignments)
-GENDER (spare all genders)
-GENDER +male +female +neuter (create exceptions)
-male -female -neuter (spare only listed genders)
-FACTION (spare all faction and values, even a lack of faction)
-FACTION +myfactionrange +faction.rangename (create exceptions)
-rangename -faction.rangename (spare only faction range named)
-TATTOOS (spare all tattoos, even a lack of a tattoo)
-TATTOOS +mytatto +thistattoo +anytattoo etc..  (create exceptions)
+TATTOOS (do not spare any or no tattoos)
+TATTOOS -mytattoo -anytatto, etc.. (create exceptions)
-EXPERTISES (spare all expertises, even a lack of a edus)
-EXPERTISES +myedu +thisedu +anyedu etc..  (create exceptions)
+EXPERTISES (do not spare any or no expertises)
+EXPERTISES -myedu -anyedu, etc.. (create exceptions)
-SECURITY (spare all security flags, even a lack of a security flag)
-SECURITY +cmdrooms +area cmditems etc..  (create exceptions)
+SECURITY (do not spare any or no security flags)
+SECURITY -cmdrooms +area cmditems, etc.. (create exceptions)
-MOOD +grumpy +normal (spare all except those with given moods)
+MOOD -grumpy -normal (spare only those with subtracted moods)
-LEVEL (spare all levels)
-LEVEL +=1 +>5 +>=7 +<13 +<=20 (create exceptions)
-=1 ->5 ->=7 -<13 -<=20 (spare only listed levels range)
-NAMES (spare everyone)
-NAMES +bob "+my name" etc.. (create name exceptions)
+NAMES (do not spare anyone who has a name)
+NAMES -bob "-my name" etc.. (create name exceptions)
-CLASSLEVEL  (spare all current class levels)
-CLASSLEVEL +=1 +>5 +>=7 +<13 +<=20 (create exceptions)
-MAXCLASSLEVEL  (spare all max class levels)
-MAXCLASSLEVEL +=1 +>5 +>=7 +<13 +<=20 (create exceptions)
-CLAN (spare everyone, even no clan)
-CLAN +Killers "+Holy Avengers" etc.. (create clan exceptions)
+CLAN (do not spare anyone, even non clan people)
+CLAN -Killers "-Holy Avengers" etc.. (create clan exceptions)
-DEITY (spare anyone, even no deity)
-DEITY +Apollo "+Grothon The Great" etc.. (create deity exceptions)
+DEITY (do not spare anyone, even non deity worshipping people)
+DEITY -Apollo "-rothon The Great" etc.. (create deity exceptions)
-ANYCLASS (spare all multi-class combinations)
-ANYCLASS +thief +mage +ranger (exceptions, allow any class)
+ANYCLASS (do not spare all multi-class combinations)
+ANYCLASS -thief -mage -ranger (exceptions, disallow any class)
-ANYCLASSLEVEL (spare all multi-class level combinations)
-ANYCLASSLEVEL +thief +>5 +mage +<10 +ranger +=5 (exceptions)
+ANYCLASSLEVEL (do not spare all multi-class combinations)
+ANYCLASSLEVEL -thief ->5 -mage -<10 -ranger -=5 (exceptions)
-STR X (spare those with strength greater than X)
+STR X (spare those with strength less than X)
-INT X (spare those with intelligence greater than X)
+INT X (spare those with intelligence less than X)
-WIS X (spare those with wisdom greater than X)
+WIS X (spare those with wisdom less than X)
-CON X (spare those with constitution greater than X)
+CON X (spare those with constitution less than X)
-CHA X (spare those with charisma greater than X)
+CHA X (spare those with charisma less than X)
-DEX X (spare those with dexterity greater than X)
+DEX X (spare those with dexterity less than X)
+-ADJSTR...ADJCON (Same as above, but uses current values)
-GROUPSIZE X (spare those in groups larger than X)
+GROUPSIZE X (spare those in groups smaller than X)
-AREA (spare in all areas)
-AREA "+my areaname" etc.. (create exceptions)
+AREA (do not spare any areas)
+AREA "-my areaname" etc.. (create exceptions)
-HOME (spare in all home/beacon areas)
-HOME "+my home/beacon areaname" etc.. (create exceptions)
+HOME (do not spare any home/beacon areas)
+HOME "-my home/beacon areaname" etc.. (create exceptions)
-ITEM "+item name" etc... (spare only those with an item name)
-WORN "+item name" etc... (spare only those wearing item name)
-EFFECTS (spare everyone, even no effects)
-EFFECTS +Sleep "+Wood Chopping" etc.. (create name exceptions)
+EFFECTS (do not spare anyone, even non effected people)
+EFFECTS -Sleep "-Wood Chopping" etc.. (create name exceptions)
-SKILLS (spare everyone, even those with no skill)
-SKILLS +Spell_Sleep(75) etc.. (create exceptions with proficiency)
+SKILLS (do not spare anyone, even non skilled people)
+SKILLS -Spell_Sleep(75) etc.. (create exceptions with proficiency)
-MATERIAL "+WOODEN" etc.. (spare only items of added materials)
+MATERIAL "-WOODEN" etc.. (Do not spare items of -materials)
-RESOURCES "+OAK" etc.. (spare only items of added resources)
+RESOURCES "-OAK" etc.. (Do not spare items of -resources)
-JAVACLASS "+GENMOB" etc.. (spare only objects of +java class)
+JAVACLASS "-GENITEM" etc.. (Do not spare objs of -classes)
-ABILITY X (spare those with magical ability less than X)
+ABILITY X (spare those with magical ability greater than X)
-IF <CONDITION> (spare, unless they meet Scriptable conditions)
+IF <CONDITION> (never spare anyone who meets Scriptable cond)
-VALUE X (spare those with value or money less than X)
+VALUE X (spare those with value or money greater than X)
-WEIGHT X (spare those weighing less than X)
+WEIGHT X (spare those weighing more than X)
-ARMOR X (spare those with armor bonus less than X)
+ARMOR X (spare those with armor bonus more than X)
-DAMAGE X (spare those with damage bonus less than X)
+DAMAGE X (spare those with damage bonus more than X)
-ATTACK X (spare those with attack bonus less than X)
+ATTACK X (spare those with attack bonus more than X)
-WORNON "+TORSO" etc.. (spare only items wearable on +locations)
+WORNON "-NECK" etc.. (Do not spare items wearable on -locations)
-DISPOSITION "+ISHIDDEN" etc.. (spare only with +dispositions)
+DISPOSITION "-ISHIDDEN" etc.. (Do not spare only with sub disp)
-SENSES "+CANSEEDARK" etc.. (spare only those with +senses)
+SENSES "-CANSEEDARK" etc.. (Do not spare those with -senses)
-HOUR +X (spare always, unless the hour is X)
+HOUR -X (spare those only when the hour is X)
-SEASON +FALL (spare those only when season is FALL)
+SEASON -SPRING (spare those whenever the season is SPRING)
-MONTH +X (spare those only when month number is X)
+MONTH -X (spare those whenever the month number is X)
-DAY +X (spare those only when day number is X)
+DAY -X (spare those whenever the day number is X)
-WEATHER +DROUGHT (spare those only when weather is DROUGHT)
+WEATHER -BLIZZARD (spare those whenever the weather is BLIZZARD)
-QUESTWIN "+MY QUEST" (spare those who have not my MY QUEST)
+QUESTWIN "-MY QUEST" (spare those who have won MY QUEST)
-SKILLFLAG (spare everyone, even those with no skills)
-SKILLFLAG +ENCHANTMENT etc.. (create exceptions to -skillflag)
+SKILLFLAG (do not spare anyone, even non skilled people)
+SKILLFLAG -ENCHANTMENT etc.. (create exceptions to +skillflag)
-ACCCHIEVES (spare all Account achievements, even a lack of a achievements)
-ACCCHIEVES +mytatto +thistattoo +anytattoo etc..  (create exceptions)
+ACCCHIEVES (do not spare any or no Account achievements)
+ACCCHIEVES -mytattoo -anytatto, etc.. (create exceptions)
-CHANCE 50 (spare the given % of the time)

[Mobile]{#Mobile}

Behavior   : Mobile
Targets    : MOBs
Parameters : min, max ticks, a percent chance, flags, locale parms
Example    : min=10 max=20 chance=75 wander -air -underwater
Example    : min=10 max=20 chance=75 opendoors
Example    : min=10 max=20 chance=75 leash=3 opendoors
Description: 
According to the timing and percent chance described by the parameters, the mob
with this behavior will travel in a random available direction. Mobs will not
leave rooms containing visible Archons and builders with the CMDMOBS security
flag. The wander flag is required if the mob is allowed to leave his or her
area. The opendoors flag will allow the mob to open closed doors when walking
around, or to unlock locked doors if the mob has the key. The leash parameter
will prevent the mob from getting too far from home. The TYPE of room from
which the mob is restricted may also be entered. -ALL to disallow all locales,
followed by +AIR +CITY +JUNGLE (etc) to reallow certain locales.  -CITY
-UNDERWATER and others may be used to restrict certain locales.

[MobileAggressive]{#MobileAggressive}

Behavior   : MobileAggressive
Targets    : MOBs
Parameters : min, max ticks, a percent chance, flags, message=[msg], and masks
Example    : min=10 max=20 chance=75 -underwater -thief +elf
Example    : min=10 max=20 chance=75 wander -air -elf
Example    : min=10 max=20 chance=75 message="aha!" -air -elf
Example    : min=10 max=20 chance=75 mobkill misbehave
Description: 
According to the timing and percent chance described by the parameters, the mob
with this behavior will travel in a random available direction. The mob will
attack any player mob it comes across. They will be especially aggressive
towards players within 16 levels of themselves in adjacent rooms. If no other
parameters are given, the mob will attack anyone, anywhere. The wander flag is
required if the mob is allowed to leave his or her area. The TYPE of room from
which the mob is restricted may also be entered. -ALL to disallow all locales,
followed by +AIR +CITY +JUNGLE (etc) to reallow certain locales.  -CITY
-UNDERWATER and others may be used to restrict certain locales. Masks may also
be used to specify who the mob is likely to attack.  Mobs will not be mobile or
aggressive towards Archons and builders with the CMDMOBS security flag. Valid
aggressive masks include:  
message=[msg] something for the mob to say whenever he's fixing to attack
delay=x (makes the mob delay x ticks before looking for a victim) 
mobkill (makes this behavior attack mobs as well as players) 
misbehave (makes this mob attack even when wounded or a follower) 
+SYSOP (allow archons to bypass the rules)
-SYSOP (always spare archons)
+SUBOP (allow local-room area staff to bypass the rules)
-SUBOP (always spare local-room area staff)
-PLAYER (spare all players)
-MOB (spare all mobs/npcs)
-CLASS  (spare all classes)
-CLASS +thief +mage +ranger (create exceptions)
-BASECLASS  (spare all base classes)
-BASECLASS +thief +mage +ranger (create exceptions)
-thief -mage  -ranger (spare only listed classes)
-RACE (spare all races)
-RACE +elf +dwarf +human +half +gnome (create exceptions)
-elf -dwarf -human -half -gnome (spare only listed races)
-RACECAT (spare all racial categories)
-RACECAT +elf +insect +humanoid +canine +gnome (create exceptions)
+RACECAT (do not spare all racial categories)
+RACECAT -elf -insect -humanoid -canine -gnome (create exceptions)
-ALIGNMENT (spare all alignments)
-ALIGNMENT +evil +good +neutral (create exceptions)
-evil -good -neutral (spare only listed alignments)
-GENDER (spare all genders)
-GENDER +male +female +neuter (create exceptions)
-male -female -neuter (spare only listed genders)
-FACTION (spare all faction and values, even a lack of faction)
-FACTION +myfactionrange +faction.rangename (create exceptions)
-rangename -faction.rangename (spare only faction range named)
-TATTOOS (spare all tattoos, even a lack of a tattoo)
-TATTOOS +mytatto +thistattoo +anytattoo etc..  (create exceptions)
+TATTOOS (do not spare any or no tattoos)
+TATTOOS -mytattoo -anytatto, etc.. (create exceptions)
-EXPERTISES (spare all expertises, even a lack of a edus)
-EXPERTISES +myedu +thisedu +anyedu etc..  (create exceptions)
+EXPERTISES (do not spare any or no expertises)
+EXPERTISES -myedu -anyedu, etc.. (create exceptions)
-SECURITY (spare all security flags, even a lack of a security flag)
-SECURITY +cmdrooms +area cmditems etc..  (create exceptions)
+SECURITY (do not spare any or no security flags)
+SECURITY -cmdrooms +area cmditems, etc.. (create exceptions)
-MOOD +grumpy +normal (spare all except those with given moods)
+MOOD -grumpy -normal (spare only those with subtracted moods)
-LEVEL (spare all levels)
-LEVEL +=1 +>5 +>=7 +<13 +<=20 (create exceptions)
-=1 ->5 ->=7 -<13 -<=20 (spare only listed levels range)
-NAMES (spare everyone)
-NAMES +bob "+my name" etc.. (create name exceptions)
+NAMES (do not spare anyone who has a name)
+NAMES -bob "-my name" etc.. (create name exceptions)
-CLASSLEVEL  (spare all current class levels)
-CLASSLEVEL +=1 +>5 +>=7 +<13 +<=20 (create exceptions)
-MAXCLASSLEVEL  (spare all max class levels)
-MAXCLASSLEVEL +=1 +>5 +>=7 +<13 +<=20 (create exceptions)
-CLAN (spare everyone, even no clan)
-CLAN +Killers "+Holy Avengers" etc.. (create clan exceptions)
+CLAN (do not spare anyone, even non clan people)
+CLAN -Killers "-Holy Avengers" etc.. (create clan exceptions)
-DEITY (spare anyone, even no deity)
-DEITY +Apollo "+Grothon The Great" etc.. (create deity exceptions)
+DEITY (do not spare anyone, even non deity worshipping people)
+DEITY -Apollo "-rothon The Great" etc.. (create deity exceptions)
-ANYCLASS (spare all multi-class combinations)
-ANYCLASS +thief +mage +ranger (exceptions, allow any class)
+ANYCLASS (do not spare all multi-class combinations)
+ANYCLASS -thief -mage -ranger (exceptions, disallow any class)
-ANYCLASSLEVEL (spare all multi-class level combinations)
-ANYCLASSLEVEL +thief +>5 +mage +<10 +ranger +=5 (exceptions)
+ANYCLASSLEVEL (do not spare all multi-class combinations)
+ANYCLASSLEVEL -thief ->5 -mage -<10 -ranger -=5 (exceptions)
-STR X (spare those with strength greater than X)
+STR X (spare those with strength less than X)
-INT X (spare those with intelligence greater than X)
+INT X (spare those with intelligence less than X)
-WIS X (spare those with wisdom greater than X)
+WIS X (spare those with wisdom less than X)
-CON X (spare those with constitution greater than X)
+CON X (spare those with constitution less than X)
-CHA X (spare those with charisma greater than X)
+CHA X (spare those with charisma less than X)
-DEX X (spare those with dexterity greater than X)
+DEX X (spare those with dexterity less than X)
+-ADJSTR...ADJCON (Same as above, but uses current values)
-GROUPSIZE X (spare those in groups larger than X)
+GROUPSIZE X (spare those in groups smaller than X)
-AREA (spare in all areas)
-AREA "+my areaname" etc.. (create exceptions)
+AREA (do not spare any areas)
+AREA "-my areaname" etc.. (create exceptions)
-HOME (spare in all home/beacon areas)
-HOME "+my home/beacon areaname" etc.. (create exceptions)
+HOME (do not spare any home/beacon areas)
+HOME "-my home/beacon areaname" etc.. (create exceptions)
-ITEM "+item name" etc... (spare only those with an item name)
-WORN "+item name" etc... (spare only those wearing item name)
-EFFECTS (spare everyone, even no effects)
-EFFECTS +Sleep "+Wood Chopping" etc.. (create name exceptions)
+EFFECTS (do not spare anyone, even non effected people)
+EFFECTS -Sleep "-Wood Chopping" etc.. (create name exceptions)
-SKILLS (spare everyone, even those with no skill)
-SKILLS +Spell_Sleep(75) etc.. (create exceptions with proficiency)
+SKILLS (do not spare anyone, even non skilled people)
+SKILLS -Spell_Sleep(75) etc.. (create exceptions with proficiency)
-MATERIAL "+WOODEN" etc.. (spare only items of added materials)
+MATERIAL "-WOODEN" etc.. (Do not spare items of -materials)
-RESOURCES "+OAK" etc.. (spare only items of added resources)
+RESOURCES "-OAK" etc.. (Do not spare items of -resources)
-JAVACLASS "+GENMOB" etc.. (spare only objects of +java class)
+JAVACLASS "-GENITEM" etc.. (Do not spare objs of -classes)
-ABILITY X (spare those with magical ability less than X)
+ABILITY X (spare those with magical ability greater than X)
-IF <CONDITION> (spare, unless they meet Scriptable conditions)
+IF <CONDITION> (never spare anyone who meets Scriptable cond)
-VALUE X (spare those with value or money less than X)
+VALUE X (spare those with value or money greater than X)
-WEIGHT X (spare those weighing less than X)
+WEIGHT X (spare those weighing more than X)
-ARMOR X (spare those with armor bonus less than X)
+ARMOR X (spare those with armor bonus more than X)
-DAMAGE X (spare those with damage bonus less than X)
+DAMAGE X (spare those with damage bonus more than X)
-ATTACK X (spare those with attack bonus less than X)
+ATTACK X (spare those with attack bonus more than X)
-WORNON "+TORSO" etc.. (spare only items wearable on +locations)
+WORNON "-NECK" etc.. (Do not spare items wearable on -locations)
-DISPOSITION "+ISHIDDEN" etc.. (spare only with +dispositions)
+DISPOSITION "-ISHIDDEN" etc.. (Do not spare only with sub disp)
-SENSES "+CANSEEDARK" etc.. (spare only those with +senses)
+SENSES "-CANSEEDARK" etc.. (Do not spare those with -senses)
-HOUR +X (spare always, unless the hour is X)
+HOUR -X (spare those only when the hour is X)
-SEASON +FALL (spare those only when season is FALL)
+SEASON -SPRING (spare those whenever the season is SPRING)
-MONTH +X (spare those only when month number is X)
+MONTH -X (spare those whenever the month number is X)
-DAY +X (spare those only when day number is X)
+DAY -X (spare those whenever the day number is X)
-WEATHER +DROUGHT (spare those only when weather is DROUGHT)
+WEATHER -BLIZZARD (spare those whenever the weather is BLIZZARD)
-QUESTWIN "+MY QUEST" (spare those who have not my MY QUEST)
+QUESTWIN "-MY QUEST" (spare those who have won MY QUEST)
-SKILLFLAG (spare everyone, even those with no skills)
-SKILLFLAG +ENCHANTMENT etc.. (create exceptions to -skillflag)
+SKILLFLAG (do not spare anyone, even non skilled people)
+SKILLFLAG -ENCHANTMENT etc.. (create exceptions to +skillflag)
-ACCCHIEVES (spare all Account achievements, even a lack of a achievements)
-ACCCHIEVES +mytatto +thistattoo +anytattoo etc..  (create exceptions)
+ACCCHIEVES (do not spare any or no Account achievements)
+ACCCHIEVES -mytattoo -anytatto, etc.. (create exceptions)
-CHANCE 50 (spare the given % of the time)

[MobileGoodGuardian]{#MobileGoodGuardian}

Behavior   : MobileGoodGuardian
Targets    : MOBs
Parameters : min, max ticks, a percent chance, flags, locale parms
Example    : min=10 max=20 chance=75 wander -air -underwater
Description: 
This is a very active behavior.  If the mob detects any evil mob attacking a
good mob in the same room, or an adjacent room, it will attack the evil mob. 
If evil mobs are fighting, it will do nothing.  If two good or neutral mobs are
fighting, it will stop the fight. This mob is also mobile, which means the mob
will move around the area. The wander flag is required if the mob is allowed to
leave his or her area. The TYPE of room from which the mob is restricted may
also be entered. -ALL to disallow all locales, followed by +AIR +CITY +JUNGLE
(etc) to reallow certain locales.  -CITY -UNDERWATER and others may be used to
restrict certain locales. Mobs will not leave rooms containing visible Archons
and builders with the CMDMOBS security flag.

[MOBReSave]{#MOBReSave}

Behavior   : MOBReSave
Targets    : MOBs
Parameters : min, max ticks, a percent chance
Example    : min=140 max=140 chance=100
Description: 
This behavior allows the mob with it to be updated in the CoffeeMud database
according to the frequency defined by min, max ticks.  This behavior is tricky
to set up the first time. When you know you are going to want an updating mob
in a room, you should first go to the room and create a GenMob with this
behavior (no parameters needed).  Wait a few seconds, and you will see the
GenMob that you created has disappeared.  Now you are free to add this behavior
to one or more other mobs at your leisure.  Don't forget to resave the room
when you are done!

[MOBTeacher]{#MOBTeacher}

Behavior   : MOBTeacher
Targets    : MOBs
Parameters : Char class name(s), ability name(s), expertise name(s), 
Parameters : percentages, nocommon flag, noedus flag, or empty to teach all.
Example    : mage evoker illusionist transmuter
Example    : 100% mage 10% Thief_Steal NOCOMMON
Example    : Spell_Sleep 5% Spell_Wish
Example    : Spell_BurningHands
Description: 
This behavior makes the mob suitable to teach skills, spells, prayers, songs,
or expertises as specified in the parameters.  If the parameter is empty, the
mob will be able to teach all abilities.  If the parameter contains the name of
a character class, the mob will only teach abilities of that class. *Any* class
may always practice with a MOBTeacher, but the mob may only teach those
abilities for the character class the parameters describe.  The classes listed
by mob teacher are NOT base classes.  To have a teacher able to teach skills
from an entire base class, all sub-classes must be listed. 
Percentages may be included inside the parameters as well.  The percentage will
always apply only to the character classes or spells listed after the
percentage, not before.  Encountering another percentage entry will override
the previous.  A percentage will dictate the chance that a given spell will be
known by the teacher, or the chance that a particular spell in a given
character class will be known. 
Two flags can also modify your list.  The NOCOMMON flag prevents the teacher
from teaching common skills, even if they would normally be on his list.  The
NOEXPS flag prevents the teacher from teaching expertises, even if he would
normally qualify for them.
If this behavior has NO parameters whatsoever, the mob will teach all basic
skills. Expertises will only be taught if the mob otherwise qualifies for them
himself, and Character Class changes will only be taught if the mob is that
class. 

[MoneyChanger]{#MoneyChanger}

Behavior   : MoneyChanger
Targets    : MOBs
Parameters : (CUT=[NUM]) (DEFAULT=[NUM]) ([CURRENCY]=[NUM])
Parameters : (CUT=[NUM]) (SPACEMAXCUT=[NUM]) (SPACEMAXDISTANCE=[PCT])
Example    : 
Example    : cut=5
Example    : default=0 GOLD=5 INGITS=10
Example    : cut=5 spacemaxcut=90 spacemaxdistance=35
Description: 
Whenever a player gives the money changer coins, the money changer will give
back to the player a bag containing an equivalent amount of money in the money
changers native currency.  The "cut" that the money changer takes, in general,
can be defined with the CUT parameter, by making CUT equal to a percentage.  If
you wish, you can also define exchange rates for the several currencies in your
system by setting each currency name equal to a percentage.

When dealing with intersteller currencies, there are two other parameters,
which can be used to automatically calculate a scaled "cut" of the exchange
based on how far away the exchanged currencies planet is from the money
changers.  To do this, you can add spacemaxcut to denote the percentage to take
when the currency is from an unknown or maximum distance, and spacemaxdistance
to denote a percentage of the entire galactic radius to use as a maximum.

[MovingRoom]{#MovingRoom}

Behavior   : Mover
Targets    : Rooms
Parameters : min=3 max=3 chance=100;[xmlsection];[ticks at stops];[ticks
between stops] 
Example    : min=3 max=3 chance=100;SUBWAY;3;10
Description: 
The above example would set the room's parameters to the ones listed in the
SUBWAY section of the file resources/moving.xml.  There is a subway example
already there. 
NOTE!      : The follow conditions -must- be met before setting the room to
this behaviour. 
1. 
The rooms that you want this room to open out to -must- already be defined
before you make the XML section. 
2. 
The XML document -must- be writen before you set this behaviour. 
3. 
You -cannot- have the moving room override an exit, ie. if room A links south
to Room B 
you cannot have the mover link north to room A.
******************* 
XML DOCUMENT NOTES: 
******************* 
You can use the following strings in the XML document to be translated on the
fly 
$disproom  : if mover is at a stop this is the room it is opened to otherwise 
. Example  : this is the next room that this room will open too. 
$inopendir : this is the direction the door on the inside (the mover) opens. 
$outopendir: this is the direction the door on the outside (where the mover
stoped) opens. 
$traveldir : this is the current direction that the room is moving in. 

<STOPS> here you would list the ROOMID of each room the mover will stop at
example.
<STOP1>[first stop]</STOP1>n

<NORMALDIRECTION> and <REVERSEDIRECTION> 
-in these tags you define the parameters for the mover while is is going back
and forth. 
-normal is stop1 to stopwhatever and reverse is stopwhatever to stop1. 
-TRAVELDIRECTION = the direction it is traveling from point a to point b. 
-DOORSDIRECTION = the direction the doors open out of the mover. 
--<INSIDE> and <OUTSIDE> 
---in these tags you define what is echoed to the client in the mover and
outside. 
---ARRIVALINFO = what is echoed when the room gets to the stop 
---DEPARTINFO = what is echoed when the room leaves the stop 
<ROOMDESCRIPTIONS> 
-here you define what is appended to the end of the room descriptions. 
-<NORMALDIRECTION> and <REVERSEDIRECTION> 
--<INSIDE> and <OUTSIDE> 
---DOOROPENED = if the door is opened append this.
---DOORCLOSED = if the door is closed append this.

There are two examples in the XML document you can look at for further info. 

Ideas for this would be, subways, busses, wagon trains (caravans) spaceships,
stargates, everchanging paths in mazes, elevators, ect.

[MudChat]{#MudChat}

Behavior   : MudChat
Targets    : MOBs
Parameters : optional or additional chat data file name and/or chat-mob-type
Example    : smurf
Example    : chat.dat=smurf
Example    : mychat.dat=cityguard
Example    : mychat.dat=
Example    : +(here there);9neither;5well, where?;1nowhere
Description: 
Allows the mobs to speak and respond to speech.  The chat.dat file, from which
speech behavior is derived, contains many "templates" for different speech
behaviors.  MudChat will attempt to choose the correct speech behavior for the
mob based on the mobs name.  This may be overridden by specifying a speech
behavior in the parameters.  Speech patterns in the chat.dat at present
include:
default
dog fido beastly fido_dog
cat kitten lion
pig boar
doll toy
papa_smurf smurf
monster
smurfette
healer cleric doctor

If the first character in the parameters is a plus-sign, then a semi-colon
delimited list of chat data is expected, in the same format as is found in
chat.dat.

[Nanny]{#Nanny}

Behavior   : Nanny
Targets    : MOBs
Parameters : RATE=[PRICE] NAME="[PLACE NAME]" WATCHES="[CODES]" (|~| [XML])
Example    : rate=2.5 name="The Stables" watches="mounts,wagons"
Description: 
Makes the mob a protector and watcher of mobs and items of various sorts, for
money. The rate parameter describes the base gold value he charges for each
thing dropped off, per hour.  The name is a description of the type of place he
runs.  The watches parameter contains one or more comma-delimeted words (no
spaces!) describing the kinds of things he will charge people to watch and
protect, and may include one or more of the following: 
babies - baby items born from mud breeding
children - child mobs (after babies grow up)
mounts - rideable mobs of all sorts
cars - land-rideable items that aren't wagons
aircars - air-rideable items
wagons - rideable land items that are wagons
followers - mobs that aren't children, mounts, etc.
boats - rideable items of the sea

This behavior will automatically save the items and mobs in the room he is
watching over, and prevent items from decay.  Combat against himself or mobs
under protection is forbidden, as is removing any mob or item that has not been
paid for.  The first mud-hour is free, and protection will not begin until the
owner leaves.

NOTE - due to the way this behavior stores records, do not place this behavior
on a mob that is cataloged in the CATALOG system.

[NastyAbilities]{#NastyAbilities}

Behavior   : NastyAbilities
Targets    : MOBs
Parameters : min, max ticks, and a percent chance (optional fightok string)
Example    : min=10 max=20 chance=75
Example    : min=10 max=20 chance=75 fightok
Description: 
According to the timing and percent chance described by the parameters, the mob
with this behavior will use any of its malicious abilities, including spells,
prayers, songs, or others, to the detriment of random player mobs in the same
room.  These spells will not automatically cause combat unless the FIGHTOK
string is included in the parameters.

[NiceAbilities]{#NiceAbilities}

Behavior   : NiceAbilities
Targets    : MOBs
Parameters : min, max ticks, and a percent chance
Example    : min=10 max=20 chance=75
Description: 
According to the timing and percent chance described by the parameters, the mob
with this behavior will use any of its benevolent abilities, including spells,
prayers, songs, or others, for the benefit of player mobs in the same room.

[NoCombatAssist]{#NoCombatAssist}

Behavior   : NoCombatAssist
Targets    : MOBs
Parameters : 
Example    : 
Description: 
This behavior makes sure that a mob does not assist in combat when following a
player or another mob.

[ObjectGuardian]{#ObjectGuardian}

Behavior   : ObjectGuardian
Targets    : MOBs
Parameters : SENTINAL
Example    : SENTINAL
Description: 
This will cause a mob to explicitly prevent any other mob from taking or
removing any object in the same room as the mob. You have to kill him! By
adding SENTINAL to the parameters, the mob will be even more vigilant and
steadfast, not letting combat or even severe damage deter him from his duty.

[Patroller]{#Patroller}

Behavior   : Patroller
Targets    : MOBs, Items
Parameters : min, max ticks, % chance, rideok flag, diameter; room ids or
directions
Example    : min=10 max=20 chance=75
rideok=true;Midgaard#3001;#3002;#3003;RESTART
Example    : min=10 max=20 chance=99
rideok=only;Midgaard#3001;#3002;#3003;RESTART
Example    : min=10 max=20 chance=15;east;.;north;north;east
Example    : min=10 max=20 chance=15 diameter=100;Midgaard#1;New
Thalos#10;.;.;restart
Description: 
According to the timing and percent chance described by the parameters, the mob
or item with this behavior will travel the path assigned in the parameters. 
Cardinal directions and room numbers are all valid entries, though the cardinal
directions must always be valid from the objects current position to work.  The
'RESTART' parameter may be placed in the path to force the object to start the
path from the beginning.  If no 'RESTART' parameter is given, the object will
by default retrace their steps back to the beginning of the path.  The '.'
parameter (a period) in the path will direct the patroller to pause one step at
that point.  If any doors are encountered along the patrol route, they will be
unlocked and opened by a mob.  Items will ignore doors. If a route of room ids
is given, the patroller will automatically "track" from their current position
to the next room on their patrol list, even if it is not adjacent. The diameter
parameter should be enlarged when it is possible for the patroller to become
more that 20 rooms "off track".

By default, rideable mobs and items will stop patrolling when they are ridden. 
Setting rideok to true will make it so that they continue their patrol even
when ridden, though they can still be driven by passengers.  Setting rideok to
only will keep the rideable on track, and prevent driving by passengers.

See Prop_StayAboard for a helpful support property for patrollers with riders. 

[PlayerHelper]{#PlayerHelper}

Behavior   : PlayerHelper
Targets    : MOBs
Parameters : 
Example    : 
Description: 
The mob with this behavior will come to the defence of any player mob against
any non-player mob.

[PokerDealer]{#PokerDealer}

Behavior   : PokerDealer
Targets    : MOBs, Rooms
Parameters : (GAME=[gameint]) (MINPLAYERS=[numplayers]) (ANTI=[antiamount])
Example    : game=2 minplayer=4 anti=5.0
Description: 
This behavior makes the mob or room a dealer of poker games.  The behavior will
manage not only the players hands, but their betting, card draws, and other
aspects.  The variety of poker defaults to straight poker, but may be set to
one of the following: STRAIGHTPOKER=0, 5CARDSTUD=1, 7CARDSTUD, DRAWPOKER=3.
As of this version, the dealer can not play, so numplayers must be 2 or more.

[ProtectedCitizen]{#ProtectedCitizen}

Behavior   : ProtectedCitizen
Targets    : MOBs
Parameters : Max/Min ticks, pct chance, rooms radius, max#assists;guardian
mask; yell strings, ';' separated.
Example    : min=1 max=5 chance=25 radius=7 maxassists=1;-NAME +cityguard;HELP
ME!!!;Save me!
Example    : WANDER radius=20;-NAME +cityguard;HELP ME!!!;,screams for his
life!
Description: 
This behavior allows a mob to scream for help during combat, given the
conditions described by the parameters.  MIN and MAX describe the range of
ticks (3 second periods) between screams.  MAXASSISTS describes the maximum
number of mobs who will assist the citizen.  CHANCE describes the PERCENT
chance the mob has of screaming after the period.  Whenever the mob screams the
system will check RADIUS rooms deep around the mob for ANOTHER mob that matches
the mask check after the first semicolon.  In this example, mobs with the word
"citiguard" in their name.  If such a mob is found, and that mob has one of the
"Mobile" behaviors, it will be moved one room closer to the screaming mob.  An
optional WANDER flag allows mobs from adjacent areas to be drawn in. When the
guardian mob arrives to the same room as the screaming mob, it will join the
screaming mob in defence. All of the semicolon-separated strings at the end of
the parameter list will denote the random things which the screaming mob will
yell out. Once a mob has come to the screamers defence, it will stop screaming.
If a comma prefixes the scream message, it will be emoted instead.
The valid masks for the assisting mobs are as follows: 
+SYSOP (allow archons to bypass the rules)
-SYSOP (always disallow archons)
+SUBOP (allow local-room area staff to bypass the rules)
-SUBOP (always disallow local-room area staff)
-PLAYER (disallow all players)
-MOB (disallow all mobs/npcs)
-CLASS  (disallow all classes)
-CLASS +thief +mage +ranger (create exceptions)
-BASECLASS  (disallow all base classes)
-BASECLASS +thief +mage +ranger (create exceptions)
-thief -mage  -ranger (disallow only listed classes)
-RACE (disallow all races)
-RACE +elf +dwarf +human +half +gnome (create exceptions)
-elf -dwarf -human -half -gnome (disallow only listed races)
-RACECAT (disallow all racial categories)
-RACECAT +elf +insect +humanoid +canine +gnome (create exceptions)
+RACECAT (do not disallow all racial categories)
+RACECAT -elf -insect -humanoid -canine -gnome (create exceptions)
-ALIGNMENT (disallow all alignments)
-ALIGNMENT +evil +good +neutral (create exceptions)
-evil -good -neutral (disallow only listed alignments)
-GENDER (disallow all genders)
-GENDER +male +female +neuter (create exceptions)
-male -female -neuter (disallow only listed genders)
-FACTION (disallow all faction and values, even a lack of faction)
-FACTION +myfactionrange +faction.rangename (create exceptions)
-rangename -faction.rangename (disallow only faction range named)
-TATTOOS (disallow all tattoos, even a lack of a tattoo)
-TATTOOS +mytatto +thistattoo +anytattoo etc..  (create exceptions)
+TATTOOS (do not disallow any or no tattoos)
+TATTOOS -mytattoo -anytatto, etc.. (create exceptions)
-EXPERTISES (disallow all expertises, even a lack of a edus)
-EXPERTISES +myedu +thisedu +anyedu etc..  (create exceptions)
+EXPERTISES (do not disallow any or no expertises)
+EXPERTISES -myedu -anyedu, etc.. (create exceptions)
-SECURITY (disallow all security flags, even a lack of a security flag)
-SECURITY +cmdrooms +area cmditems etc..  (create exceptions)
+SECURITY (do not disallow any or no security flags)
+SECURITY -cmdrooms +area cmditems, etc.. (create exceptions)
-MOOD +grumpy +normal (disallow all except those with given moods)
+MOOD -grumpy -normal (disallow only those with subtracted moods)
-LEVEL (disallow all levels)
-LEVEL +=1 +>5 +>=7 +<13 +<=20 (create exceptions)
-=1 ->5 ->=7 -<13 -<=20 (disallow only listed levels range)
-NAMES (disallow everyone)
-NAMES +bob "+my name" etc.. (create name exceptions)
+NAMES (do not disallow anyone who has a name)
+NAMES -bob "-my name" etc.. (create name exceptions)
-CLASSLEVEL  (disallow all current class levels)
-CLASSLEVEL +=1 +>5 +>=7 +<13 +<=20 (create exceptions)
-MAXCLASSLEVEL  (disallow all max class levels)
-MAXCLASSLEVEL +=1 +>5 +>=7 +<13 +<=20 (create exceptions)
-CLAN (disallow everyone, even no clan)
-CLAN +Killers "+Holy Avengers" etc.. (create clan exceptions)
+CLAN (do not disallow anyone, even non clan people)
+CLAN -Killers "-Holy Avengers" etc.. (create clan exceptions)
-DEITY (disallow anyone, even no deity)
-DEITY +Apollo "+Grothon The Great" etc.. (create deity exceptions)
+DEITY (do not disallow anyone, even non deity worshipping people)
+DEITY -Apollo "-rothon The Great" etc.. (create deity exceptions)
-ANYCLASS (disallow all multi-class combinations)
-ANYCLASS +thief +mage +ranger (exceptions, allow any class)
+ANYCLASS (do not disallow all multi-class combinations)
+ANYCLASS -thief -mage -ranger (exceptions, disallow any class)
-ANYCLASSLEVEL (disallow all multi-class level combinations)
-ANYCLASSLEVEL +thief +>5 +mage +<10 +ranger +=5 (exceptions)
+ANYCLASSLEVEL (do not disallow all multi-class combinations)
+ANYCLASSLEVEL -thief ->5 -mage -<10 -ranger -=5 (exceptions)
-STR X (disallow those with strength greater than X)
+STR X (disallow those with strength less than X)
-INT X (disallow those with intelligence greater than X)
+INT X (disallow those with intelligence less than X)
-WIS X (disallow those with wisdom greater than X)
+WIS X (disallow those with wisdom less than X)
-CON X (disallow those with constitution greater than X)
+CON X (disallow those with constitution less than X)
-CHA X (disallow those with charisma greater than X)
+CHA X (disallow those with charisma less than X)
-DEX X (disallow those with dexterity greater than X)
+DEX X (disallow those with dexterity less than X)
+-ADJSTR...ADJCON (Same as above, but uses current values)
-GROUPSIZE X (disallow those in groups larger than X)
+GROUPSIZE X (disallow those in groups smaller than X)
-AREA (disallow in all areas)
-AREA "+my areaname" etc.. (create exceptions)
+AREA (do not disallow any areas)
+AREA "-my areaname" etc.. (create exceptions)
-HOME (disallow in all home/beacon areas)
-HOME "+my home/beacon areaname" etc.. (create exceptions)
+HOME (do not disallow any home/beacon areas)
+HOME "-my home/beacon areaname" etc.. (create exceptions)
-ITEM "+item name" etc... (disallow only those with an item name)
-WORN "+item name" etc... (disallow only those wearing item name)
-EFFECTS (disallow everyone, even no effects)
-EFFECTS +Sleep "+Wood Chopping" etc.. (create name exceptions)
+EFFECTS (do not disallow anyone, even non effected people)
+EFFECTS -Sleep "-Wood Chopping" etc.. (create name exceptions)
-SKILLS (disallow everyone, even those with no skill)
-SKILLS +Spell_Sleep(75) etc.. (create exceptions with proficiency)
+SKILLS (do not disallow anyone, even non skilled people)
+SKILLS -Spell_Sleep(75) etc.. (create exceptions with proficiency)
-MATERIAL "+WOODEN" etc.. (disallow only items of added materials)
+MATERIAL "-WOODEN" etc.. (Do not disallow items of -materials)
-RESOURCES "+OAK" etc.. (disallow only items of added resources)
+RESOURCES "-OAK" etc.. (Do not disallow items of -resources)
-JAVACLASS "+GENMOB" etc.. (disallow only objects of +java class)
+JAVACLASS "-GENITEM" etc.. (Do not disallow objs of -classes)
-ABILITY X (disallow those with magical ability less than X)
+ABILITY X (disallow those with magical ability greater than X)
-IF <CONDITION> (disallow, unless they meet Scriptable conditions)
+IF <CONDITION> (never disallow anyone who meets Scriptable cond)
-VALUE X (disallow those with value or money less than X)
+VALUE X (disallow those with value or money greater than X)
-WEIGHT X (disallow those weighing less than X)
+WEIGHT X (disallow those weighing more than X)
-ARMOR X (disallow those with armor bonus less than X)
+ARMOR X (disallow those with armor bonus more than X)
-DAMAGE X (disallow those with damage bonus less than X)
+DAMAGE X (disallow those with damage bonus more than X)
-ATTACK X (disallow those with attack bonus less than X)
+ATTACK X (disallow those with attack bonus more than X)
-WORNON "+TORSO" etc.. (disallow only items wearable on +locations)
+WORNON "-NECK" etc.. (Do not disallow items wearable on -locations)
-DISPOSITION "+ISHIDDEN" etc.. (disallow only with +dispositions)
+DISPOSITION "-ISHIDDEN" etc.. (Do not disallow only with sub disp)
-SENSES "+CANSEEDARK" etc.. (disallow only those with +senses)
+SENSES "-CANSEEDARK" etc.. (Do not disallow those with -senses)
-HOUR +X (disallow always, unless the hour is X)
+HOUR -X (disallow those only when the hour is X)
-SEASON +FALL (disallow those only when season is FALL)
+SEASON -SPRING (disallow those whenever the season is SPRING)
-MONTH +X (disallow those only when month number is X)
+MONTH -X (disallow those whenever the month number is X)
-DAY +X (disallow those only when day number is X)
+DAY -X (disallow those whenever the day number is X)
-WEATHER +DROUGHT (disallow those only when weather is DROUGHT)
+WEATHER -BLIZZARD (disallow those whenever the weather is BLIZZARD)
-QUESTWIN "+MY QUEST" (disallow those who have not my MY QUEST)
+QUESTWIN "-MY QUEST" (disallow those who have won MY QUEST)
-SKILLFLAG (disallow everyone, even those with no skills)
-SKILLFLAG +ENCHANTMENT etc.. (create exceptions to -skillflag)
+SKILLFLAG (do not disallow anyone, even non skilled people)
+SKILLFLAG -ENCHANTMENT etc.. (create exceptions to +skillflag)
-ACCCHIEVES (disallow all Account achievements, even a lack of a achievements)
-ACCCHIEVES +mytatto +thistattoo +anytattoo etc..  (create exceptions)
+ACCCHIEVES (do not disallow any or no Account achievements)
+ACCCHIEVES -mytattoo -anytatto, etc.. (create exceptions)
-CHANCE 50 (disallow the given % of the time)

[ProtectedCitizens]{#ProtectedCitizens}

Behavior   : ProtectedCitizens
Targets    : MOBs, ROOMs, and AREAs
Parameters : Max/Min ticks, pct chance, rooms radius, max#assists;
Parm (cont): protected citizen mask;guardian mask; yell strings, ';' separated.
Example    : radius=5 maxassists=7;-NAME +citizen;-NAME +cityguard;HELP
ME!!!;Save me!
Example    : radius=10 maxassists=2;-NAME +citizen;HELP ME!!!;,screams for his
life!
Description: 
This behavior allows a mob described by the citizen mask (the first string
after the first semicolon) to scream for help during combat, given the
conditions described by the parameters.  MIN and MAX describe the range of
ticks (3 second periods) between screams.  MAXASSISTS describes the maximum
number of guardians who will assist the citizen.  CHANCE describes the PERCENT
chance the mob has of screaming after the period.  Whenever the mob screams the
system will check RADIUS rooms deep around the mob for a guardian mob that
matches the mask check after the second semicolon.  In this example, mobs with
the word "cityguard" in their name.  If such a mob is found, and that mob has
one of the "Mobile" behaviors, it will be moved one room closer to the
screaming mob.  When the guardian mob arrives to the same room as the screaming
mob, it will join the screaming mob in defence. All of the semicolon-separated
strings at the end of the parameter list will denote the random things which
the screaming mob will yell out. Once a mob has come to the screamers defence,
it will stop screaming. If a comma prefixes the scream message, it will be
emoted instead.
The valid masks for the citizen and guardian mobs are as follows: 
+SYSOP (allow archons to bypass the rules)
-SYSOP (always disallow archons)
+SUBOP (allow local-room area staff to bypass the rules)
-SUBOP (always disallow local-room area staff)
-PLAYER (disallow all players)
-MOB (disallow all mobs/npcs)
-CLASS  (disallow all classes)
-CLASS +thief +mage +ranger (create exceptions)
-BASECLASS  (disallow all base classes)
-BASECLASS +thief +mage +ranger (create exceptions)
-thief -mage  -ranger (disallow only listed classes)
-RACE (disallow all races)
-RACE +elf +dwarf +human +half +gnome (create exceptions)
-elf -dwarf -human -half -gnome (disallow only listed races)
-RACECAT (disallow all racial categories)
-RACECAT +elf +insect +humanoid +canine +gnome (create exceptions)
+RACECAT (do not disallow all racial categories)
+RACECAT -elf -insect -humanoid -canine -gnome (create exceptions)
-ALIGNMENT (disallow all alignments)
-ALIGNMENT +evil +good +neutral (create exceptions)
-evil -good -neutral (disallow only listed alignments)
-GENDER (disallow all genders)
-GENDER +male +female +neuter (create exceptions)
-male -female -neuter (disallow only listed genders)
-FACTION (disallow all faction and values, even a lack of faction)
-FACTION +myfactionrange +faction.rangename (create exceptions)
-rangename -faction.rangename (disallow only faction range named)
-TATTOOS (disallow all tattoos, even a lack of a tattoo)
-TATTOOS +mytatto +thistattoo +anytattoo etc..  (create exceptions)
+TATTOOS (do not disallow any or no tattoos)
+TATTOOS -mytattoo -anytatto, etc.. (create exceptions)
-EXPERTISES (disallow all expertises, even a lack of a edus)
-EXPERTISES +myedu +thisedu +anyedu etc..  (create exceptions)
+EXPERTISES (do not disallow any or no expertises)
+EXPERTISES -myedu -anyedu, etc.. (create exceptions)
-SECURITY (disallow all security flags, even a lack of a security flag)
-SECURITY +cmdrooms +area cmditems etc..  (create exceptions)
+SECURITY (do not disallow any or no security flags)
+SECURITY -cmdrooms +area cmditems, etc.. (create exceptions)
-MOOD +grumpy +normal (disallow all except those with given moods)
+MOOD -grumpy -normal (disallow only those with subtracted moods)
-LEVEL (disallow all levels)
-LEVEL +=1 +>5 +>=7 +<13 +<=20 (create exceptions)
-=1 ->5 ->=7 -<13 -<=20 (disallow only listed levels range)
-NAMES (disallow everyone)
-NAMES +bob "+my name" etc.. (create name exceptions)
+NAMES (do not disallow anyone who has a name)
+NAMES -bob "-my name" etc.. (create name exceptions)
-CLASSLEVEL  (disallow all current class levels)
-CLASSLEVEL +=1 +>5 +>=7 +<13 +<=20 (create exceptions)
-MAXCLASSLEVEL  (disallow all max class levels)
-MAXCLASSLEVEL +=1 +>5 +>=7 +<13 +<=20 (create exceptions)
-CLAN (disallow everyone, even no clan)
-CLAN +Killers "+Holy Avengers" etc.. (create clan exceptions)
+CLAN (do not disallow anyone, even non clan people)
+CLAN -Killers "-Holy Avengers" etc.. (create clan exceptions)
-DEITY (disallow anyone, even no deity)
-DEITY +Apollo "+Grothon The Great" etc.. (create deity exceptions)
+DEITY (do not disallow anyone, even non deity worshipping people)
+DEITY -Apollo "-rothon The Great" etc.. (create deity exceptions)
-ANYCLASS (disallow all multi-class combinations)
-ANYCLASS +thief +mage +ranger (exceptions, allow any class)
+ANYCLASS (do not disallow all multi-class combinations)
+ANYCLASS -thief -mage -ranger (exceptions, disallow any class)
-ANYCLASSLEVEL (disallow all multi-class level combinations)
-ANYCLASSLEVEL +thief +>5 +mage +<10 +ranger +=5 (exceptions)
+ANYCLASSLEVEL (do not disallow all multi-class combinations)
+ANYCLASSLEVEL -thief ->5 -mage -<10 -ranger -=5 (exceptions)
-STR X (disallow those with strength greater than X)
+STR X (disallow those with strength less than X)
-INT X (disallow those with intelligence greater than X)
+INT X (disallow those with intelligence less than X)
-WIS X (disallow those with wisdom greater than X)
+WIS X (disallow those with wisdom less than X)
-CON X (disallow those with constitution greater than X)
+CON X (disallow those with constitution less than X)
-CHA X (disallow those with charisma greater than X)
+CHA X (disallow those with charisma less than X)
-DEX X (disallow those with dexterity greater than X)
+DEX X (disallow those with dexterity less than X)
+-ADJSTR...ADJCON (Same as above, but uses current values)
-GROUPSIZE X (disallow those in groups larger than X)
+GROUPSIZE X (disallow those in groups smaller than X)
-AREA (disallow in all areas)
-AREA "+my areaname" etc.. (create exceptions)
+AREA (do not disallow any areas)
+AREA "-my areaname" etc.. (create exceptions)
-HOME (disallow in all home/beacon areas)
-HOME "+my home/beacon areaname" etc.. (create exceptions)
+HOME (do not disallow any home/beacon areas)
+HOME "-my home/beacon areaname" etc.. (create exceptions)
-ITEM "+item name" etc... (disallow only those with an item name)
-WORN "+item name" etc... (disallow only those wearing item name)
-EFFECTS (disallow everyone, even no effects)
-EFFECTS +Sleep "+Wood Chopping" etc.. (create name exceptions)
+EFFECTS (do not disallow anyone, even non effected people)
+EFFECTS -Sleep "-Wood Chopping" etc.. (create name exceptions)
-SKILLS (disallow everyone, even those with no skill)
-SKILLS +Spell_Sleep(75) etc.. (create exceptions with proficiency)
+SKILLS (do not disallow anyone, even non skilled people)
+SKILLS -Spell_Sleep(75) etc.. (create exceptions with proficiency)
-MATERIAL "+WOODEN" etc.. (disallow only items of added materials)
+MATERIAL "-WOODEN" etc.. (Do not disallow items of -materials)
-RESOURCES "+OAK" etc.. (disallow only items of added resources)
+RESOURCES "-OAK" etc.. (Do not disallow items of -resources)
-JAVACLASS "+GENMOB" etc.. (disallow only objects of +java class)
+JAVACLASS "-GENITEM" etc.. (Do not disallow objs of -classes)
-ABILITY X (disallow those with magical ability less than X)
+ABILITY X (disallow those with magical ability greater than X)
-IF <CONDITION> (disallow, unless they meet Scriptable conditions)
+IF <CONDITION> (never disallow anyone who meets Scriptable cond)
-VALUE X (disallow those with value or money less than X)
+VALUE X (disallow those with value or money greater than X)
-WEIGHT X (disallow those weighing less than X)
+WEIGHT X (disallow those weighing more than X)
-ARMOR X (disallow those with armor bonus less than X)
+ARMOR X (disallow those with armor bonus more than X)
-DAMAGE X (disallow those with damage bonus less than X)
+DAMAGE X (disallow those with damage bonus more than X)
-ATTACK X (disallow those with attack bonus less than X)
+ATTACK X (disallow those with attack bonus more than X)
-WORNON "+TORSO" etc.. (disallow only items wearable on +locations)
+WORNON "-NECK" etc.. (Do not disallow items wearable on -locations)
-DISPOSITION "+ISHIDDEN" etc.. (disallow only with +dispositions)
+DISPOSITION "-ISHIDDEN" etc.. (Do not disallow only with sub disp)
-SENSES "+CANSEEDARK" etc.. (disallow only those with +senses)
+SENSES "-CANSEEDARK" etc.. (Do not disallow those with -senses)
-HOUR +X (disallow always, unless the hour is X)
+HOUR -X (disallow those only when the hour is X)
-SEASON +FALL (disallow those only when season is FALL)
+SEASON -SPRING (disallow those whenever the season is SPRING)
-MONTH +X (disallow those only when month number is X)
+MONTH -X (disallow those whenever the month number is X)
-DAY +X (disallow those only when day number is X)
+DAY -X (disallow those whenever the day number is X)
-WEATHER +DROUGHT (disallow those only when weather is DROUGHT)
+WEATHER -BLIZZARD (disallow those whenever the weather is BLIZZARD)
-QUESTWIN "+MY QUEST" (disallow those who have not my MY QUEST)
+QUESTWIN "-MY QUEST" (disallow those who have won MY QUEST)
-SKILLFLAG (disallow everyone, even those with no skills)
-SKILLFLAG +ENCHANTMENT etc.. (create exceptions to -skillflag)
+SKILLFLAG (do not disallow anyone, even non skilled people)
+SKILLFLAG -ENCHANTMENT etc.. (create exceptions to +skillflag)
-ACCCHIEVES (disallow all Account achievements, even a lack of a achievements)
-ACCCHIEVES +mytatto +thistattoo +anytattoo etc..  (create exceptions)
+ACCCHIEVES (do not disallow any or no Account achievements)
+ACCCHIEVES -mytattoo -anytatto, etc.. (create exceptions)
-CHANCE 50 (disallow the given % of the time)

[PuddleMaker]{#PuddleMaker}

Behavior   : PuddleMaker
Targets    : Rooms, Areas
Parameters : [PCT CHANCE]
Example    : 34
Description: 
The room or area with this behavior will, on the given pct chance, generate a
puddle or some snow following an appropriate rain, sleet, thunderstorm, or
similar weather event.  The generated snow or puddle will disappear (evaporate)
after a time.

[QuestChat]{#QuestChat}

Behavior   : QuestChat
Targets    : MOBs
Parameters : optional or additional chat data, or filenames ,or chat-mob-type
Example    : smurf
Example    : +(here there);9neither;5well, where?;1nowhere
Example    : chat.dat=smurf
Example    : mychat.dat=cityguard
Example    : mychat.dat=
Example    : +(speak | talk | words::DONE_SPEAKING);9only said this to YOU
once.
Description: 
An extension of the MudChat behavior, with a special feature for Quests. Allows
the mobs to speak and respond to speech.  The chat.dat file, from which speech
behavior is derived, contains many "templates" for different speech behaviors. 
MudChat will attempt to choose the correct speech behavior for the mob based on
the mobs name.  This may be overridden by specifying a speech behavior in the
parameters.  This behavior extends the basic functionality of MudChat in the
following ways:

1. If the first character in the parameters is a plus-sign, then a semi-colon
delimited list of chat data is expected, in the same format as is found in
chat.dat.

2. If format#1 is used, the trigger pattern may be followed by a double-colon,
and then immediately by a variable string.   This string will designate that
the given pattern is only responded to for a given player ONCE.  The string
will also be added to a list of strings under the players name in any Quest
object. This list will then be available through a Scriptable QVAR function.

[QuestTracker]{#QuestTracker}

[RaceHelper]{#RaceHelper}

Behavior   : RaceHelper
Targets    : MOBs
Parameters : 
Example    : 
Description: 
Joins a fight on the side of an identical mob, or one of the same race.

[RandomItems]{#RandomItems}

Behavior   : RandomItems
Targets    : Areas, Rooms, Containers, Mobs
Parameters : [min/max ticks] [% chance] [min/max items] [mobs] [locale mask];
[xml/filename]
Example    : min=10 max=20 chance=75 minitems=1 maxitems=10;myitems.cmare
Example    : minitems=10 maxitems=20 MOBS -ALL +CITY;stuff.cmare
Example    : minitems=10 maxitems=20 ;<ITEMS><ITEM>..etc..
Description: 
This behavior will read a list of items from a CMARE file of items generated
using the "EXPORT AREA ITEMS" or "EXPORT ROOM ITEMS" command.  The path to this
file should be the last parameter, following a semicolon.  The path is
considered relative to the CoffeeMud resources directory.  The xml from such a
file may also be pasted in as the last parameter instead. 

The parameters before the semicolon describe the rate and amount of items
generated.  The room or area will attempt to generate an item every (min) to
(max) ticks, assuming the percent chance (chance) is made.  It will then
generate at least the minimum (minitems) number of items from the list, but
never more than the maximum (maxitems) number of monsters.  Duplicates are
allowed.  Items taken away will be replaced by this behavior, even if they are
looted.  If the behavior is on a room, all items will be generated in that
room.  If on an area, a random room in the area will be picked for the item.
The TYPE of room in that area which will be selected for population may also be
specified. -ALL to disallow all locales, followed by +AIR +CITY +JUNGLE (etc)
to reallow certain locales.  -CITY -UNDERWATER and others may be used to
restrict certain locales.  If no locale types are specified, then all rooms in
an area will be populatable.  Valid locates include: "STONE", "WOODEN", "CAVE",
"MAGIC", "UNDERWATER", "AIR", "WATERSURFACE",  "METAL", "CITY", "WOODS",
"ROCKY", "PLAINS", "UNDERWATER", "AIR", "WATERSURFACE", "JUNGLE", "SWAMP",
"DESERT", "HILLS", "MOUNTAINS". If the behavior is on a mob, or the MOBS flag
is given in the parameters, then the item will be placed on a mob IF POSSIBLE
(if the behavior is on an area, and a room with no mobs is randomly selected,
it may not happen).  Items places on mobs will be automatically worn if
possible.   If the behavior is on a shopkeeper, it will put the items up for
sale.

[RandomMonsters]{#RandomMonsters}

Behavior   : RandomMonsters
Targets    : Areas, Rooms
Parameters : [min/max ticks] [% chance] [min/max monsters] [locale mask];
[xml/filename]
Example    : min=10 max=20 chance=75 minmonsters=1
maxmonsters=10;monsters.cmare
Example    : minmonsters=10 maxmonsters=20 -ALL +CITY;criminals.cmare
Example    : minmonsters=10 maxmonsters=20 ;<MOBS><MOB>..etc..
Description: 
This behavior will read a list of monsters from a CMARE file of mobs generated
using the "EXPORT AREA MOBS" or "EXPORT ROOM MOBS" command.  The path to this
file should be the last parameter, following a semicolon.  The path is
considered relative to the CoffeeMud resources directory.  The xml from such a
file may also be pasted in as the last parameter instead. 

The parameters before the semicolon describe the rate and amount of monsters
generated.  The room or area will attempt to generate a monster every (min) to
(max) ticks, assuming the percent chance (chance) is made.  It will then
generate at least the minimum (minmonsters) number of monsters from the list,
but never more than the maximum (maxmonsters) number of monsters.  Duplicates
are allowed.  Monsters who die will be replaced by this behavior, even if they
wander out of the room or area.  If the behavior is on a room, all monsters
will be generated in that room.  If on an area, a random room in the area will
be picked for the monster. The TYPE of room in that area which will be selected
for population may also be specified. -ALL to disallow all locales, followed by
+AIR +CITY +JUNGLE (etc) to reallow certain locales.  -CITY -UNDERWATER and
others may be used to restrict certain locales.  If no locale types are
specified, then all rooms in an area will be populatable.  By default,
non-flying mobs will never be generated in air rooms, nor will non-swimming
mobs be generated underwater. Valid locates include: "STONE", "WOODEN", "CAVE",
"MAGIC", "UNDERWATER", "AIR", "WATERSURFACE",  "METAL", "CITY", "WOODS",
"ROCKY", "PLAINS", "UNDERWATER", "AIR", "WATERSURFACE", "JUNGLE", "SWAMP",
"DESERT", "HILLS", "MOUNTAINS".

[RandomTeleporter]{#RandomTeleporter}

Behavior   : RandomTeleporter
Targets    : Mobs
Parameters : min, max ticks, a percent chance, (nowander) locale parms
Example    : min=10 max=20 chance=75 -air -underwater
Example    : min=10 max=20 chance=75 nowander
Description: 
This behavior makes a mob which will transport himself to a random room on the
map.  Locale parms may be given to restrict the types of rooms he will
transport too.  A randomtransport will, by default, transport all over the
world.  Use the nowander flag to keep him in his area.

[RandomTraps]{#RandomTraps}

Behavior   : Random Traps
Targets    : Rooms, Areas
Parameters : Max and min ticks, pct chance, min and max traps, locale and other
flags.
Example    : min=10 max=20 chance=25 mintraps=1 maxtraps=10 EXITS="YES"
ITEMS="YES" ROOMS="YES"
Example    : min=10 max=20 chance=25 ROOMS="YES" ITEMS="NO" -ALL +CityStreet
Description: 
This behavior will generate traps in a room or area.  
Frequency Parameters: 
The frequency and chance that the traps will be generated is determined by the
min, max, and chance parameters.  

Number of traps parameters: 
The number of traps generated is determined by mintraps and maxtraps. 

Types of items trapped parameters: 
You may also dictate the types of things which can be trapped. By default, only
closed, locked doors will get trapped.  To allow other things to be trapped,
other parameters must be included.
The ROOMS parameter may be made equal to YES to allow trapping of rooms, or NO
to not allow this. 
The EXITS parameter may be made equal to DOORS to allow trapping of all doors,
LOCKED to allow only trapping of locked doors, or NO to not allow exits to be
trapped at all.
The ITEMS parameter may be equal to YES to allow trapping of any items, CONT to
allow trapping only of containers, LID to trap only the containers with lids,
LOCK to trap only containers with locks, or NO to never trap items. 

The locale parameters:
The TYPE of room in that area which will be checked for trappable things may
also be specified. Use -ALL to disallow all locales, followed by +AIR +CITY
+JUNGLE (etc) to reallow certain locales.  -CITY -UNDERWATER and others may be
used to restrict certain locales.  If no locale types are specified, then all
rooms in an area will be elligible.

[ResetWhole]{#ResetWhole}

Behavior   : ResetWhole
Targets    : Rooms, Areas
Parameters : # of ticks of inactivity before reset
Example    : 4000
Description: 
This behavior provides an alterative means of resetting your rooms and areas. 
The system will total reset a room (mobs and items) which has not been visited
by a player in the given amount of ticks.  Remember that a tick is about 4
seconds. An Area with this behavior will skip over any rooms which also have
this behavior, allowing you to have different total reset times for certain
rooms.  Of course, this behavior does not override the existing REJUV system
for mobs and items, so if you would like to use the ResetWhole system
exclusively, you should set the rejuv rate on all the mobs and items in your
game to 0, which disables their internal rejuvenation.

[ResourceOverride]{#ResourceOverride}

Behavior   : ResourceOverride
Targets    : Rooms, Areas
Parameters : min, max ticks, a percent chance, resources and (for areas) room
types
Example    : MIN=5 MAX=5 CHANCE=100 CORN WHEAT RICE
Example    : CORN WHEAT RICE ROCKY MOUNTAINS PLAINS
Description: 
This class allows one to override the normal resources generated by rooms for
many common skills.  This skill will randomly select from the list enumerated
in the parameters instead of the normal list. If this behavior is added to an
area, you can add to the parameters a list of room types to apply the new
resources to.  Room types include: STONE, WOODEN, CAVE, MAGIC, UNDERWATER, AIR,
WATERSURFACE,    METAL, CITY, WOODS, ROCKY, PLAINS, UNDERWATER", AIR,
WATERSURFACE, JUNGLE, SWAMP, DESERT, HILLS, MOUNTAINS

When changing the parameters of an existing ResourceOverride on an area, be
sure to use RESET AREA to change back any rooms previously affected. 

[ROMGangMember]{#ROMGangMember}

Behavior   : ROMGangMember
Targets    : MOBs
Parameters : The name of the gang
Example    : Troll
Description: 
A silly behavior to better support ROM area files.  The mob with this behavior
will attack any other mob which also has this behavior, but is in a different
gang.  This behavior is not active when a mob with the ROMPatrolman is in the
room.

[ROMPatrolman]{#ROMPatrolman}

Behavior   : ROMPatrolman
Targets    : MOBs
Parameters : 
Example    : 
Description: 
A silly behavior to better support ROM area files.  The mob with this behavior
will complain whenever there is a fight going on in the same room.  The mob may
do nothing, join the fight, or break it up.

[Scavenger]{#Scavenger}

Behavior   : Scavenger
Targets    : MOBs
Parameters : min, max ticks, a percent chance, optional trash room id
Example    : min=10 max=20 chance=75
Example    : min=10 max=20 chance=75 trash="no"
Example    : min=10 max=20 chance=75 trash="Midgaard#3021"
Description: 
According to the timing and percent chance described by the parameters, the mob
with this behavior will attempt to pick up and take away random objects in the
same room as the mob.  Scavengers will not do their work when a PC is in the
room, however.  If they get "filled up" on items, they will destroy them,
unless the trash flag is present.  If it is set to NO, they will do nothing. 
If it is set to a roomid, the mob will track to that room and put the things in
any ungettable container therein, or on the ground if that is not an option.

[Scriptable]{#Scriptable}

Behavior   : Scriptable
Targets    : MOBs, Items, Rooms
Parameters : (see below)
Example    : LOAD=progs/mrinfo.script~
Description: 
This behavior allows the reactions and behaviors of the mob to be scripted. The
parameter may be complete scripts, and/or LOAD commands as specified below. If
you choose to use a file for your script, then each script command line must be
terminated by a linefeed or a semicolon.  If you choose to put your entire
script into the parameters, you must terminate EVERY line with a semicolon (;).

Multiple scripts with multiple triggers may be included.  Each script and
trigger must be separated by the ~ character.  See examples in the
resources/progs directory! 
Now to the script itself:
The first line must be a trigger word followed by any parameters.  Valid
triggers and parameters are as follows:
LOAD=[SCRIPT PATH] - insert a new script from another file.  Ex:
LOAD=progs/my.script~ 
GREET_PROG [PCT CHANCE] - When players enter the room, given the chance.
ARRIVE_PROG [PCT CHANCE] - When the mob enters a new room, or enters the game.
ALL_GREET_PROG [PCT CHANCE] - Same as GREET_PROG, but works with sneakers too.
LOGIN_PROG [PCT CHANCE] - When players logs into the game, given the chance.
LOGOFF_PROG [PCT CHANCE] - When players log out of the game, given the chance.
LEVEL_PROG [PCT CHANCE] - When a player anywhere gains a level, given the
chance.
SPEECH_PROG (P) [A PHRASE]/[ONE OR MORE WORDS] - When someone says the words.
BRIBE_PROG [AMOUNT OF GOLD] - When the amount or better is given to the
monster.
GIVE_PROG (P) [A PHRASE]/[ONE OR MORE WORDS] - When something is given to the
monster.
RAND_PROG [PCT CHANCE] - Triggers at random, given the chance.
ONCE_PROG - Triggers on the first occurrence, but never again (until reset).
FIGHT_PROG [PCT CHANCE] - Triggers during combat, given the chance.
ENTRY_PROG [PCT CHANCE] - Triggers whenever the monster enters a new room.
EXIT_PROG [PCT CHANCE] - Triggers whenever anyone exits the room of the
monster.
DEATH_PROG - When the monster dies.
KILL_PROG - When the monster kills.
HITPRCNT_PROG [HP PCT] - When the monster reaches the hit points % remaining.
MASK_PROG (P) [A PHRASE]/[ONE OR MORE WORDS] - When a mob performs an action
with these words.
IMASK_PROG (P) [A PHRASE]/[ONE OR MORE WORDS] - When this mob performs an
action with these words.
REGMASK_PROG (P) [EXACT PHRASE]/[REGULAR EXPRESSION] - When a mob performs an
action matching.
ACT_PROG (P) [A PHRASE]/[ONE OR MORE WORDS] - When a mob performs an action
with these words.
SOCIAL_PROG [SOCIAL NAME] - When a mob performs the given social.
CHANNEL_PROG [CHNAME] (P) [A PHRASE]/[ONE OR MORE WORDS] - When channels a
message with these words.
QUEST_TIME_PROG [QUEST NAME] [TIME LEFT] - When the running quest reaches the
number of minutes left.
TIME_PROG [LIST OF HOURS] - Mob runs program at listed hours of the day.
DAY_PROG [LIST OF DAYS] - Mob runs program at listed days of the month.
DELAY_PROG [LOW TICKS] [HIGH TICKS] - Mob runs program at the given interval
range.
LOOK_PROG (P) [A PHRASE]/[ONE OR MORE WORDS] - When matching something is
looked at.
LLOOK_PROG (P) [A PHRASE]/[ONE OR MORE WORDS] - When matching something is
llooked at.
GET_PROG (P) [A PHRASE]/[ONE OR MORE WORDS] - When matching something is
gotten.
OPEN_PROG (P) [A PHRASE]/[ONE OR MORE WORDS] - When matching something is
opened.
CLOSE_PROG (P) [A PHRASE]/[ONE OR MORE WORDS] - When matching something is
closed.
LOCK_PROG (P) [A PHRASE]/[ONE OR MORE WORDS] - When matching something is
locked.
UNLOCK_PROG (P) [A PHRASE]/[ONE OR MORE WORDS] - When matching something is
unlocked.
PUT_PROG (P) [A PHRASE]/[ONE OR MORE WORDS] - When matching something is put in
something.
DROP_PROG (P) [A PHRASE]/[ONE OR MORE WORDS] - When matching something is
dropped.
REMOVE_PROG (P) [A PHRASE]/[ONE OR MORE WORDS] - When matching something is
removed.
CONSUME_PROG (P) [A PHRASE]/[ONE OR MORE WORDS] - When matching something is
ate/drank.
WEAR_PROG (P) [A PHRASE]/[ONE OR MORE WORDS] - When matching something is
worn/wielded.
DAMAGE_PROG - When damage taken by mob or given by item. Item#2 is the weapon.
$g will have the amount.
BUY_PROG (P) [A PHRASE]/[ONE OR MORE WORDS] - When matching something is bought
(items only).
SELL_PROG (P) [A PHRASE]/[ONE OR MORE WORDS] - When matching something is sold.
EXECMSG_PROG [MSG CODE] (P) [COMMAND WORDS] - When a msg of type msg code is
executed. HELP MSG TYPES.
CNCLMSG_PROG [MSG CODE] (P) [COMMAND WORDS] - Before a msg of type msg code is
allowed. HELP MSG TYPES.
FUNCTION_PROG [FUNCTION NAME] - declares a runnable function, with parms in $g,
see MPCALLFUNC.
*** NOTE Phrases for MASK_PROG, GIVE_PROG, GET_PROG, PUT_PROG, REMOVE_PROG,
WEAR_PROG, BUY_PROG, SELL_PROG, and SPEECH_PROG must group words and phrases
together using the "'" character, for instance 'a phrase' or 'multiple words'.
The characteris unnecessary when put around single words 'word'.

*** NOTE If Scriptable is placed on an Item, triggers such as GET_PROG,
DROP_PROG, WEAR_PROG, and REMOVE_PROG will only trigger when the scripted item
is involved. 

*** NOTE MASK_PROG and ACT_PROG will check commands as they appear to the mob
with this behavior.  Consider perspective, vision, and word tense in light of
this fact when wording your masks.  For instance, the purchase of a sword in a
dark shop may be seen as 'Someone buys something from someone' instead of 'Bob
buys a sword from Joe'.

Following this line is your script itself.  The commands are as follows:
IF/ENDIF/ELSE Conditional evaluations, separated by AND/OR.  The IF statement
can group conditions with () and use the following functions as part of its
evaluation:
- RAND([% CHANCE])    Random truth
- HAS([CODE] [ITEM NAME])  if the given mob has the specified item.
- HASNUM([CODE] [ITEM NAME] == [NUM])  the amount the given mob has of the
item.
- HASTITLE([CODE] [TITLE STR])  if the given mob has the give title.
- WORN([CODE] [ITEM NAME])  if the given mob wears the specified item.
- ISNPC([CODE])  if the given mob is a non-player.
- ISPC([CODE])  if the given mob is a player.
- ISPKILL([CODE])  if the given mob has playerkill flag on.
- ISGOOD([CODE])  if the given mob is good.
- ISNAME([CODE] [WORDS])  if the given item is named with given words.
- CURRENCY([CODE] == [NAME])  if the native currency of the mob or coins is the
name. Where == may be !=.
- NUMMOBSINAREA([MOB NAME] == [NUM]) if comparison of number of mobs of that
name in area. Where == may be !=, >, <, <=, <=.
- NUMMOBS([MOB NAME] == [NUM]) if comparison of number of mobs of that name in
world. Where == may be !=, >, <, <=, <=.
- NUMRACEINAREA([MOB NAME] == [NUM]) if comparison of number of mobs of that
name in area. Where == may be !=, >, <, <=, <=.
- NUMRACES([MOB NAME] == [NUM]) if comparison of number of mobs of that name in
world. Where == may be !=, >, <, <=, <=.
- ISEVIL([CODE])  if the given mob is evil.
- ISNEUTRAL([CODE])  if the given mob is neutral.
- ISFIGHT([CODE])  if the given mob is fighting.
- ISALIVE([CODE])  if the given mob is alive and available.
- ISIMMORT([CODE])  if the given mob is an archon.
- ISCHARMED([CODE])  if the given mob is charmed.
- STRCONTAINS([STRING] [CODED WORDS])  is string contains coded words.  May use
"" & | > < ().
- STAT([CODE] [STAT] == [VALUE]) if the given mob/item has a stat of value, !=
is also valid.
- GSTAT([CODE] [STAT] == [VALUE]) like STAT, but player data accessible. See
Generic.java.
- DATETIME([TIME/DAY/ETC] == [VALUE]) like STAT, but player data accessible.
Where == may be >, <, !=, >=, or <=.
- AFFECTED([CODE] [SPELL CLASS]) if the mob is affected by spell.
- ISBEHAVE([CODE] [BEHAVIOR CLASS]) if the mob has a behavior.
- ISFOLLOW([CODE])  if the given mob is following someone in the room.
- ISSERVANT([CODE])  if the given mob is serving someone in the room.
- HITPRCNT([CODE] == [% HITS])  if the given mob has the pct chance hit points.
 Where == may be >, <, !=, >=, or <=.
- HASTATTOO([CODE] [TATTOONAME]) whether the given mob has the given tattoo.
- INLOCALE([ROOM CLASS]) if the mob is in the given room type.
- ISBIRTHDAY([CODE]) if the mobs birthday is today.
- INROOM([ROOM ID/MOB NAME] == [ROOM ID/MOB NAME]) if the mob is in the given
room.
- MOOD([MOB NAME] == [MOOD NAME]) if the mob has a mood, and it is the one
specified.
- ISRECALL([MOB NAME]== [ROOM ID/MOB NAME]) is the mob is from the given room.
- ISHERE([CODE]) if the mob/item in the same room as the scripted one.
- INAREA([NAME]) if the scripted mob/item in room named by the parameters.
- ISLIKE([CODE] [MASK]) if the mob/item meets the given zapper mask.  See
ZAPPERMASKS for mask syntax
- ISODD([AMT]) whether the given argument is an odd whole number
- VAR([CODE] [VAR NAME] == [VALUE]) if the var for the given mob has value. 
Where == may be !=, >, <, >=, <=.
- FACTION([CODE] [FACT] == [VALUE]) if the faction for the given mob has value.
 Where == may be !=, >, <, >=, <=.
- SEX([CODE] == [M/F/N]) evaluates sex.  Where == may also be !=.
- POSITION([CODE] == [SLEEPING/STANDING/SITTING] Evaluates position.
- LEVEL([CODE] == [LVL]) evaluates level.  Where == may be !=, <, >, >=, <=.
- MATH([EXPR] == [EXPR]) evaluates expression.  Where == may be !=, <, >, >=,
<=.
- QUESTPOINTS([CODE] == [VAL]) evaluates questpoints.  Where == may be !=, <,
>, >=, <=.
- QVAR([QUEST] [CODE] == [VAL]) evaluates temp quest vars.  Where == may be !=,
<, >, >=, <=.
- TRAINS([CODE] == [VAL]) evaluates trains.  Where == may be !=, <, >, >=, <=.
- PRACS([CODE] == [VAL]) evaluates pracs.  Where == may be !=, <, >, >=, <=.
- CLASS([CODE] == [CLASS NAME]) evaluates class. Where == may be !=.
- BASECLASS([CODE] == [CLASS NAME]) evaluates base class. Where == may be !=.
- RACE([CODE] == [RACE NAME]) evaluates race. Where == may be !=.
- RACECAT([CODE] == [RACE CAT NAME]) evaluates racial category. Where == may be
!=.
- GOLDAMT([CODE] == [AMT]) evaluates base gold or item value. Where == may be
!=, >, <, >=, <=.
- EXP([CODE] == [AMT]) evaluates experience points. Where == may be !=, >, <,
>=, <=.
- VALUE([CODE] [CURRENCY] == [AMT]) evaluates base value in given currency.
Where == may be !=, >, <, >=, <=.
- IPADDRESS([CODE] == [ADDRESS]) evaluates ip address of player. Where == may
be !=.
- QUESTSCRIPTED([CODE] [QUEST NAME]) returns whether the code of the given name
has a script from the given quest.
- QUESTWINNER([CODE] [QUEST NAME]) returns whether the code of the given name
has won the given quest.
- QUESTMOB([NAME] [QUEST NAME]) returns whether the mob of the given name is a
mob designated in the given quest.
- QUESTOBJ([NAME] [QUEST NAME]) returns whether the item of the given name is
an item designated in the given quest.
- QUESTROOM([ROOMID] [QUEST NAME]) returns whether the item of the given name
is an item designated in the given quest.
- ISQUESTMOBALIVE([NAME/NUM] [QUEST NAME]) returns whether the mob, designated
in the currently running quest, is alive.
- ISTIME([HOUR#/DAY/DAWN/DUSK/NIGHT]) returns the time of day, or time region.
- ISSEASON([WINTER/SPRING/SUMMER/FALL]) returns the season.
- ISWEATHER([CLEAR/RAIN/SNOW/WINDY/ETC..]) returns the weather
- ISMOON() returns whether the scriptor can see the moon
- ISMOON([NEW/WAXCRESCENT/WAXQUARTER/WAXGIBBOUS/FULL/WANEGIBBOUS/ETC..]) check
the moon type
- ISDAY([DAY#]) returns the day of the month.
- EVAL([CODE] == [VALUE/CODE])  if the code has value.  Where == may be !=, >,
<, >=, <=.
- NUMBER([VALUE/CODE]) whether the given code or value is a number.
- RANDNUM([VALUE] == [MAX VALUE]) how the 1st code compares to rand 1..max
code.
- RAND0NUM([VALUE] == [MAX VALUE]) how the 1st code compares to rand 0..max
code-1.
- ROOMMOB([NUM] [NAME]) whether the NUMth mob in the room is named NAME.
- ROOMITEM([NUM] [NAME]) whether the NUMth item in the room is named NAME.
- NUMMOBSROOM([*/NAME] == [NUMBER]) compares the # of named mobs in room.  
Where == may be !=, >, <, >=, <=.
- NUMPCSAREA(== [NUMBER]) compares the number of pcs in the area.   Where ==
may be !=, >, <, >=, <=.
- NUMPCSROOM(== [NUMBER]) compares the number of pcs in the room.   Where ==
may be !=, >, <, >=, <=.
- EXPLORED([CODE] [AREA/WORLD] == [NUMBER]) check % explored of code mob. 
Where == may be !=, >, <, >=, <=.
- NUMITEMSROOM(== [NUMBER]) compares the number of mobs in the room.   Where ==
may be !=, >, <, >=, <=.
- NUMITEMSMOB([NAME] == [NUMBER]) compares the number of items the mob has.  
Where == may be !=, >, <, >=, <=.
- MOBITEM([MOBNAME] [NUM] [NAME]) whether the NUMth item owned by mob mobname
is named NAME.
- INCONTAINER([CODE] [CONTAINER/MOUNT]) whether the item is in container or
mount.
- ISABLE([CODE] [SKILL NAME]) whether the mob has the skill/ability.
- ISOPEN([CODE/DIRECTION]) whether the container item, or direction name is
open.
- ISLOCKED([CODE/DIRECTION]) whether the container item, or direction name is
locked.
- STRIN([STRING] [STRING]) whether the second string appears as a whole word in
the first.
- CALLFUNC([FUNCTION] [PARM]..) returns whether the FUNCTION_PROG named returns
a non-null.
- DEITY([CODE] == [CLASS NAME]) evaluates a mobs deity. Where == may be !=.
- CLAN([CODE] == [CLASS NAME]) evaluates a mobs clanid. Where == may be !=.
- CLANRANK([CODE] == [NUMBER]) evaluates mobs rank.  Where == may be !=, <, >,
>=, <=.
- CLANDATA([CLAN] [VAR] == [STRING]) evaluates clan rank.  Where == may be !=,
<, >, >=, <=.
*** NOTES! The parenthesis are REQUIRED for the above!  The brackets should NOT
be included, they are there to designate a parameter.  Where CODE above is one
of the following: $n=source of the action, $i=scripted mob, $t=target,
$o=item1, $p=item2, $w=owner of item1, $W=owner of item2.

Now we get to the executed commands.  They are as follows:
FOR $X = [START] to [FINISH] - loops. X must be 0-9.  End with NEXT by itself.
SWITCH/CASE/ENDSWITCH - act as a multiple if/elseif/elseif....
MPASOUND [TEXT] - a noisy emote that goes to all adjacent rooms.
MPECHO [TEXT] - an emote
MPSLAY [MOB NAME] - utterly kill the target.
MPJUNK [ITEM] - destroy the given item from the monsters inventory.
MPMLOAD [MOB NAME] - create an instance of the given mob name.
MPOLOAD [ITEM NAME] - create an instanceof the given item, give it to the mob.
MPOLOADROOM [ITEM NAME] - create an instanceof the given item, drop it in the
room.
MPMLOAD FROMFILE [CMARE FILE] [MOB NAME] - create a given mob name from a file.
MPOLOAD FROMFILE [CMARE FILE] [ITEM NAME] - create an item from a file, give it
to the mob.
MPOLOADROOM FROMFILE [CMARE FILE]  [ITEM NAME] - create an item from a file,
drop it in the room.
MPECHOAT [MOB/ROOM/AREA/WORLD] [TEXT] - emote to the given target.
MPECHOAROUND [TEXT] - emotes to everyone in room but the source of the trigger.
MPCAST [SPELL] [MOB NAME] - casts the given spell at the given target.
MPKILL [MOB NAME] - attack the given target.
MPEXP [MOB NAME] [EXP or TNL%] - grants amount of exp to mob.
MPQUESTPOINTS [MOB NAME] [QPS] - sets mobs amount of questpoints. Prefix QPS
with ++ or -- to adjust only.
MPTRAINS [MOB NAME] [TRAINS] - sets mobs amount of trains. Prefix TRAINS with
++ or -- to adjust only.
MPPRACS [MOB NAME] [PRACS] - sets mobs amount of pracs. Prefix PRACS with ++ or
-- to adjust only.
MPPURGE [ITEM/MOB NAME] - destroy the given target item or mob.
MPUNAFFECT [MOB NAME] [ALL/SKILL NAME]- removes given affects from the mob.
MPGOTO [ROOM ID/NAME/DESC] - take the monster to the given room.
MPAT [ROOM ID/NAME/DESC] [COMMAND] - do a command at the given room.
MPSET [MOB/ITEM] [VAR NAME] [VALUE] - use with care! sets a stat for a mob or
item.
MPGSET [MOB/ITEM] [VAR NAME] [VALUE] - like MPSET but player data accessible.
See GSTAT.
MPTRANSFER [ALL/MOB NAME] [ROOM ID/NAME/DESC] - transfer mobs to the given
room.
MPBEACON [ROOM ID/NAME/DESC] [ALL/MOB NAME] - Makes given room start room for
players.
MPFORCE [MOB NAME] [COMMAND] - force the given mob to do the given command.
MPPROMPT [PC NAME] [VARIABLE NAME] [PROMPT].  Store user entered value in
variable.  See Guide.
MPCONFIRM [PC NAME] [VARIABLE NAME] [DEFAULT VALUE] [PROMPT].  Y or N.  See
Guide.
MPCHOOSE [PC NAME] [VARIABLE NAME] [CHOICES] [DEFAULT VALUE] [PROMPT].  Hotkey
choices.  See Guide.
MPSCRIPT [MOB/ITEM] ([FLAGS]) [SCRIPT] - adds a quest Scriptable to the target,
flags GLOBAL INDIVIDUAL SAVABLE EXECUTE.
MPSETVAR [MOB NAME] [VAR NAME] [VALUE] - set a variable for the given mob. 
Value may be ++, --, or preceded by +,-,*,or /.
MPENDQUEST [QUEST NAME/MOB NAME] - this command will shutdown the given quest,
or remove quest scripts from given mob.
MPSTARTQUEST [QUEST NAME] - this command will start the quest of the given
name.
MPQUESTWIN [MOB NAME] [QUEST NAME] - declares the mob a winner of the given
quest.
MPSTOP [MOB NAME] - forces mob to stop fighting, or performing common skills.
MPCALLFUNC [FUNC NAME] [PARMS...] - executes a FUNCTON_PROG already declared.
MPALARM [TICKTIME] [COMMAND] - executes COMMAND after time has elapsed.
MPNOTRIGGER [TRIGGER NAME] [MILISECS]- this command will prevent given trigger
for given miliseconds.
MPFACTION [MOB] [FACTION] [VALUE] - changes faction value for given mob. Value
is number, range, or +NUM, --NUM.
MPWHILE ([IF CONDITION]) [COMMAND] - repeatedly executes commmand.
MPDAMAGE [MOB/ITEM] [MIN] [MAX] (KILL)- does random damage to the target. Kills
only when KILL parm given.
MPREJUV AREA/ROOM/[ROOMID]/[AREAID] (ITEMS/MOBS) - rejuv dead mobs, lost items
from area or room
MPRESET AREA/ROOM/[ROOMID]/[AREAID] - reload an area or room from the database
MPLOG ERROR/INFO/DEBUG HEADER MESSAGE - add an entry to the coffeemud server
log
MPCHANNEL (!)[CHANNEL] MESSAGE - send a message to a channel
MPTRACKTO [MOB NAME] - forces the mob to track down the given mob.
MPWALKTO [MOB NAME] - forces the mob to track down the given mob, land surface
only.
MPAFFECT [SPELL] [MOB NAME] [PARMS] - automatically casts a spell on a mob.
MPBEHAVE [BEHAVIOR] [MOB NAME] [PARMS] - adds a behavior to the mob.
MPUNBEHAVE [BEHAVIOR] [MOB NAME] - removes a behavior from a  mob. 
MPTATTOO [MOB] (-)[TATTOONAME] - adds or removes the given tattoo for the mob. 
MPPLAYERCLASS [MOB] [CCLASS ID] ([LVL])... - changes current char class &
optionally level.
MPTITLE [MOB] (-) [TITLE] - adds or removes the given title string from the
mob.
MPENABLE [MOB] [ABILITY NAME] [PROF] [STR] - adds a new skill to the mob, or
mods prof. w/++,--.
MPDISABLE [MOB] [ABILITY NAME] - removes a skill from the mob.
MPSAVEVAR [MOB NAME] [VAR NAME] - saves the variable set using MPSETVAR to the
database.
MPLOADVAR [MOB NAME] [VAR NAME] - loads the variable from the database.
MPM2I2M [MOB/ITEM] - this strange command turns a mob into an item and back
into a mob
MPHIDE [MOB/ITEM/EXIT] - makes the target undetectable by any means.
MPUNHIDE [MOB/ITEM/EXIT] - reverses the affects of MPHIDE -- does not affect
Hide or other skills.
MPOPEN [ITEM/EXIT] - opens a closed container or door.
MPCLOSE [ITEM/EXIT] - closes an open container or door.
MPLOCK [ITEM/EXIT] - closes and locks a lockable container or door.
MPUNLOCK [ITEM/EXIT] - unlocks a locked container or door, but does not open.
MPSETCLANDATA [CLAN] [VAR] [VALUE] - changes a datum about the given clan.
MPARGSET [$VAR] [VALUE] - changes internal $(i,n,t,0,1,..9) object to one
specified by value.
MPLOADQUESTOBJ [QUEST] [QVARNAME] [$VAR] - loads quest obj into internal
$(i,n,t,0,1,..9) object.
MPUNLOADSCRIPT [SCRIPT FILE NAME] - unloads a file script from the resources
cache for refreshing
MPQSET [QUEST] [QVARNAME] [VALUE] - set temp quest var to given value.
BREAK -- return/break out of the current if condition or program script. 
RETURN [OPTIONAL STRING] - exits the existing script, returning the string
given.
<SCRIPT> - embed Javascript in Scriptable event.  Must be closed with
</SCRIPT>.
[COMMAND] [PARMS]- any valid coffee mud command!
** NOTES! For those commands which have multiple parameters (specifically MPAT,
MPFORCE, MPCAST, MPECHOAT, you must use "'" characters in order to group any
words in the first parameter of those commands.  Inside your command
parameters, whether it be text, or even when specifying MOB or ITEM names, you
may use any of the following freely:
$a - name of the area the monsters in
$b - name of last item/mob loaded w/mmpload/mpoload
$B - display text of last item/mob loaded w/mmpload/mpoload
$c - random npc/pc inhabitants name
$C - random npc/pc inhabitants name
$i - monsters name
$I - monsters display text
$n - source of triggers name
$N - source of triggers name
$t - target of triggers name
$T - target of triggers name
$r - random pc inhabitants name
$R - random pc inhabitants name
$j - he/she of the monster
$e - he/she of the trigger source
$d - title of monsters room location
$D - long desc of monsters room location
$f - name of the person monster follows
$E - he/she of the trigger target
$F - he/she of the person monster follows
$g - lowercase form of the message from a MPCALLFUNC, MASK_PROG or SPEECH_PROG.
$G - uppercase form of the message from a MPCALLFUNC, MASK_PROG or SPEECH_PROG.
$J - he/she of a random pc inhabitant
$k - his/her of the monster
$l - list of all mobs (excluding monster). See "." syntax below.
$L - list of all Items in room. See "." syntax below.
$m - his/her of the trigger source
$M - his/her of the trigger target
$K - his/her of a random pc inhabitant
$y - sir/madam of the trigger source
$Y - sir/madam of the trigger target
$o - item1 name
$O - item1 name
$p - item2 name
$P - item2 name
$w - owner of item1s name
$W - owner of item2s name
$x - random valid exit's direction
$X - random valid exit's name
$xN- north exit's name
$0..$9- temporary variables set by other commands.

$<[CODE] [VAR NAME]> - the variable of the given name, of the given code. 
Where code is $i, $n, $t, $o, or $p.  See MPSETVAR.

${[NUM] [QUEST NAME]} - a mob name from the given quest, if the quest is
running. The number corresponds to the order in which mobs were designated in
the quest script. Counting starts at 1.

$[[NUM] [QUEST NAME]] - an item name from the given quest, if the quest is
running. The number corresponds to the order in which items were designated in
the quest script. Counting starts at 1.

$%FUNCTION(PARM1 PARM2..)% - replace this code with a value from one of the
internal functions.  While the names are the same as the eval functions above,
their parameters will be slightly different.  The functions which may be
included in this code include the following:
- RAND() random number between 1 and 100.
- HAS([CODE])  name of a random item in given mobs inventory.
- HASNUM([CODE] [ITEM])  number of the given items in given mobs inventory.
- WORN([CODE])  name of a random worn item in given mobs inventory.
- ISNPC([CODE])  not implemented.
- ISPC([CODE])  not implemented.
- ISGOOD([CODE])  returns the alignment string of the given mob.
- ISNAME([CODE])  Returns the real/full name of the given object.
- CURRENCY([CODE])  Returns the native currency of the given object.
- MATH([EXPR]) returns evaluated mathematical expressions. +-*
- MOOD([MOB NAME]) the given mobs mood.
- NUMMOBSINAREA([MOB NAME]) number of mobs in area matching mask.
- NUMMOBS([MOB NAME]) number of mobs in world matching mask.
- NUMRACEINAREA([MOB NAME]) number of mobs in area matching race.
- NUMRACES([MOB NAME]) number of mobs in world matching race.
- ISEVIL([CODE])  alignment number of the given mob.
- ISNEUTRAL([CODE])  short alignment string of the given mob.
- ISFIGHT([CODE])  name of the mob the given mob is fighting.
- ISALIVE([CODE])  health of the given mob.
- ISIMMORT([CODE])  not implemented.
- ISBIRTHDAY([CODE]) returns birthday of the mob
- ISCHARMED([CODE])  name of the charm spell the mob is under.
- STAT([CODE] [STAT]) value of the given stat for the given object.
- DATETIME(DAY/TIME/MONTH/YEAR) displays the appropriate numberic value.
- GSTAT([CODE] [STAT]) like STAT, but player data accessible. See Generic.java.
- AFFECTED([CODE]) name of a random spell affect on the object.
- FACTION([CODE] [FACTION]) name of the range the mob has in given faction.
- ISBEHAVE([CODE]) class ids of the behaviors on the object.
- ISFOLLOW([CODE])  name of the mob the given mob is following.
- ISSERVANT([CODE])  name of the mob the given mob is serving.
- HITPRCNT([CODE])  % of hit points remaining for given mob.
- INLOCALE() name of the room type the monster is in.
- INROOM() raw id of the room the monster is in.
- ISODD([AMT]) echos AMT if AMT is an odd, whole number.
- ISRECALL([CODE]) start room of the given mob.
- INAREA() name of the area the monster is in.
- ISHERE() name of the area the monster is in.
- VAR([CODE] [VAR NAME]) Value of the given variable.
- SEX([CODE]) sex of the given mob.
- POSITION([CODE]) position name of the given mob.
- LEVEL([CODE]) level of the given mob.
- QUESTPOINTS([CODE]) questpoints of the given mob.
- PRACS([CODE]) practices of the given mob.
- TRAINS([CODE]) trains of the given mob.
- CLASS([CODE]) class of the given mob.
- BASECLASS([CODE]) base class of the given mob.
- RACE([CODE]) race of the given mob.
- RACECAT([CODE]) racial category of the given mob.
- GOLDAMT([CODE]) number of gold coins the given mob has.
- EXP([CODE]) number of experience points the given mob has.
- VALUE([CODE] [CURRENCY]) base value the given mob has in given currency.
- QUESTWINNER([CODE]) returns a list of all the quests the mob was won.
- QUESTSCRIPTED([CODE]) returns a list of all the quests the mob is scripted
for.
- QUESTMOB([QUEST NAME]) returns a list of all the mobs desigated by this
quest.
- QUESTOBJ([QUEST NAME])  returns a list of all the items desigated by this
quest.
- QUESTROOM([QUEST NAME])  returns a list of all rooms desigated by this quest.
- ISQUESTMOBALIVE([QUEST NAME]) returns a list of all live mobs desigated by
this quest.
- ISTIME() returns the approx time of day in words.
- ISSEASON() returns the season.
- ISWEATHER() returns the weather
- ISMOON() returns the moon phase
- ISDAY() returns word day or evening.
- EVAL()  not implemented.
- NUMBER([VALUE/CODE]) Returns the numberic value of the given argument.
- RANDNUM([VALUE/CODE]) returns random number from 1..value/code.
- RAND0NUM([VALUE/CODE]) returns random number from 0..value/code-1.
- ROOMMOB([NUM]) returns the NUMth mob in the room's name.
- ROOMITEM([NUM]) whether the NUMth item in the room's NAME.
- NUMMOBSROOM([*/NAME]) returns the number of named mobs in the room.
- NUMPCSAREA() returns the number of pcs in the area.
- NUMPCSROOM() returns the number of pcs in the room.
- EXPLORED([CODE] [AREA/WORLD]) displays % explored of code mob.
- NUMITEMSROOM() returns the number of items in the room.
- NUMITEMSMOB([NAME]) returns the number of items the mob has.
- MOBITEM([MOBNAME] [NUM]) returns the NUMth item owned by mob mobname.
- INCONTAINER([CODE]) returns container of an item, or the mount of a mob.
- ISABLE([CODE] [SKILL NAME]) the mobs proficiency in the given skill/ability.
- ISOPEN([CODE/DIRECTION]) "true" if the container item, or direction name is
open.
- ISLOCKED([CODE/DIRECTION]) the key name if the container, or direction has a
lock.
- STRIN([STRING] [STRING]) word number of the second string if it appears in
the first.
- CALLFUNC([FUNCTION] [PARM]..) the value returned by the FUNCTION_PROG named.
- DEITY([CODE]) returns a mobs deity.
- CLAN([CODE]) returns a mobs clan.
- CLANRANK([CODE]) returns mobs clan role/rank as a number.
- CLANDATA([CLAN] [VAR]) returns the given clans data based on var.
- IPADDRESS([CODE]) return ip address of player.
- QVAR([QUEST] [CODE]) returns temp quest vars.

Any of the $ codes may be followed by a period and a literal number to
designate a particular word inside a string of many words.  For instance if $o
evaluates to "a magic wand", $o.1 would evalulate to "magic".  If $l evaluated
to "orc bob hassan", $l.2 would give "hassan".  This syntax can also be
followed by ".." to grab substrings.  For instance, if $o evaluates to "a magic
wand", $o.1.. would evaluate to "magic wand".

[ScriptableEverymob]{#ScriptableEverymob}

Behavior   : ScriptableEverymob
Targets    : Areas, Rooms
Parameters : Same as BEHAVIOR_SCRIPTABLE
Example    : LOAD=progs/mrinfo.script~
Description: 
This behavior will cause all mobs native to the area or room to be
automatically given a particular Scriptable script to run.  Mobs that already
have scriptable behaviors will be unaffected.

[Sounder]{#Sounder}

Behavior   : Sounder
Targets    : Room, MOBs, Items, Areas
Parameters : (Max/Min ticks;) ([EMOTE CODE] [EMOTE STRING];) 
Example    : sound 80 wiggles his bottom.;sound 60 smiles evilly.;sound 20
burps!
Example    : min=20 max=20;wear $p looks good on you.;remove Now you don't look
so good.;remove_room $n doesn't look so good.

An alternative to the Emoter behavior, this allows you to create very simple
emoting triggers based on percent chances every tick, or based on event
triggers such as getting an item, or leaving a room.  Each emote trigger is
semicolon (;) separated, and the first trigger may instead be a set of ticks. 
Valid emote codes include the following:
SOUND [PCT CHANCE] - every min/max ticks, this will be emoted % chance of the
time.
GET - if an item is gotten (or THE item), this will emote to the getter.
GET_ROOM - if an item is gotten (or THE item), this will emote to the room (not
the getter).
DROP - if an item is dropped (or THE item), this will emote to the getter.
DROP_ROOM - if an item is dropped (or THE item), this will emote to the room
(not the getter).
PUSH - if an item is pushed (or THE item), this will emote to the pusher.
PUSH_ROOM - if an item is pushed (or THE item), this will emote to the room
(not the pusher).
PULL - if an item is pulled (or THE item), this will emote to the pulled.
PULL_ROOM - if an item is pulled (or THE item), this will emote to the room
(not the puller).
EAT - if an item is eaten (or THE item), this will emote to the eater.
EAT_ROOM - if an item is eaten (or THE item), this will emote to the room (not
the getter).
MOUNT - if an item is mounted (or THE item), this will emote to the mounter.
MOUNT_ROOM - if an item is mounted (or THE item), this will emote to the room
(not the getter).
DRINK - if an item is drunk (or THE item), this will emote to the drinker.
DRINK_ROOM - if an item is drunk (or THE item), this will emote to the room
(not the getter).
SIT - if an item is sat on (or THE item), this will emote to the sitter.
SIT_ROOM - if an item is sat on (or THE item), this will emote to the room (not
the getter).
SLEEP - if an item is slept on (or THE item), this will emote to the sleeper.
SLEEP_ROOM - if an item is slept on (or THE item), this will emote to the room
(not the getter).
WEAR - if an item is worn (or THE item), this will emote to the wearer.
WEAR_ROOM - if an item is worn (or THE item), this will emote to the room (not
the getter).
OPEN - if an item is opened (or THE item), this will emote to the wearer.
OPEN_ROOM - if an item is opened (or THE item), this will emote to the room
(not the getter).
CLOSE - if an item is closed (or THE item), this will emote to the wearer.
CLOSE_ROOM - if an item is closed (or THE item), this will emote to the room
(not the getter).
HOLD - if an item is held (or THE item), this will emote to the wearer.
HOLD_ROOM - if an item is held (or THE item), this will emote to the room (not
the getter).
WIELD - if an item is wielded (or THE item), this will emote to the wearer.
WIELD_ROOM - if an item is wielded (or THE item), this will emote to the room
(not the getter).
REMOVE - if an item is removed (or THE item), this will emote to the remover.
REMOVE_ROOM - if an item is removed (or THE item), this will emote to the room
(not the getter).
PORTAL_ENTER - if the room is entered, this will emote to the one entering.
PORTAL_ENTER_ROOM - if the room is entered, this will emote to the others in
the room.
PORTAL_EXIT - if the room is left, this will emote to the one leaving.
PORTAL_EXIT_ROOM - if the room is left, this will emote to the others in the
room.
DAMAGE - if the object is hurt, or used to hurt, this will emote to the one
hurting.
DAMAGE_ROOM - if the object is hurt, or used to hurt, this will emote to the
others in the room.
FIGHT - if the object is attacking, or used to attack, this will emote to the
one attacking.
FIGHT_ROOM - if the object is attacking, or used to attack, this will emote to
the others in the room.

The emote strings may be any text, and the following codes may be included:
$p - the name of the item with the behavior.
$n - the name of the source of the emote, or the source of the trigger.
$e - the he/she of $n.
$s - the his/her of $n.

[StdBehavior]{#StdBehavior}

[TargetPlayer]{#TargetPlayer}

Behavior   : TargetPlayer
Targets    : MOBs
Parameters : min, max ticks, a percent chance
Example    : min=2 max=3 chance=99
Description: 
This behavior makes the MOB, in combat, target the weakest player in their
enemies' group.

[TaxCollector]{#TaxCollector}

Behavior   : TaxCollector
Targets    : MOBs
Parameters : (WAIT=[TIME]) (GRACE=[TIME])
Example    : 
Example    : WAIT=60000 GRACE=600000
Description: 
This behavior makes the mob a very annoying and somewhat dangerous collector of
money from both players and mobs.  The TaxCollector will, by default, demand
10% of any money by a random person it comes across in the form of a "citizens
tax".  That person has [WAIT] milliseconds to give over the money before the
tax collector either charges them with tax evasion, or attacks.  If the
taxcollector is paid (mobs will always pay), then the person has [GRACE] amount
of time before money is demanded again.  The TaxCollector will never demand
money from a member of its own clan, if it has one.  Also, in areas with law,
the tax collector will charge the rate defined as the Citizens Tax instead of
the flat 10%, as well as charging for any back property taxes if applicable.

[TaxiBehavior]{#TaxiBehavior}

Behavior   : TaxiBehavior
Targets    : MOBs, Items, Rideables
Parameters : [ALL PRICE]/[AREA/ROOM]=[PRICE]/[PARAM]=[VALUE]; ... ; 
Example    : 1.5
Example    : Midgaard#3001=1.5; Smurfville=2.0; 70 ; AREAONLY=true
Example    : Midgaard#3032; 100 ; INDOOROK=false; MAXRANGE=100
Description: 
This behavior makes the mob a carrier of players to places.  The mob will
charge for his services if you specify a price in the parameters, or he will do
it for free if you don't, or if the last price specified was 0.  The parameters
can include a comma delimited set of room IDs, area names, or even short title
descriptions for quickly entering rooms within short range of the mob. 

The parameters may also include certain other variables as part of the
parameter list.  These include AREAONLY = true or false, to specify whether the
taxi knows anything about places outside his area.  MAXRANGE=number for the
maximum number of rooms away from the taxi that is known.  GREETING=message
will give a special taxi greeting message for all players who enter the room
its in. ENTERMSG will give a message to players after they mount the taxi. 
TALKERNAME=name will change the apparent name of the speaker, allowing you to
turn a mounted mob into a "driver" if you wish. PERROOM=number will set a
per-room price for the distance from the current room to the one sought.
INDOOROK=true will allow the taxi to traverse indoor rooms if convenient.
NOWATER=true to prevent trails over water. NOAIR=true, to prevent trails
through the air. NOLOCKS=true to prevent trails through locked doors.
NOHOMES=true to prevent trails through private homes. NOCLIMB to prevent trails
through climbable exits. NOCRAWL to prevent trails through crawlable exits.

[Thiefness]{#Thiefness}

Behavior   : Thiefness
Targets    : MOBs
Parameters : (SUBCLASS NAME) (PROFICIENT) (NOSTATS) (NOCOMBATSTAT)
Parameters : (OFFENSIVE,DEFENSIVE,MIXEDOFFENSIVE,MIXEDDEFENSIVE)
Example    : 
Example    : Thief
Example    : Assassin MIXEDOFFENSIVE
Description: 
An extension of CombatAbilities, this behavior makes the mob a Thief by class,
and gives the mob thief skills appropriate to its level.  After this behavior
has triggered, it will often require a RESET for any level changes to the mob
to take over. The Thiefness behavior also includes many non-combat abilities,
including sneaking and hiding, backstabbing, picking pockets, and even stealing
at high levels!
Use the proficient flag to make all skills at 100% instead of level-based. Use
the offensive/.../mixeddefensive flags to influence skill choices. This
behavior should not be used WITH any of the other CombatAbilities behaviors,
such as Fighterness, Thiefness, Mageness, Clericness, Druidness, or
CombatAbilities. It should be used alone on a mob.
Also, be aware that this behavior will modify the mobs stats to better reflect
the class, so any additions or removals of this behavior should be accompanied
by a room reset after saving, and manually checking to make sure the combat
stats are as desired.

[Vagrant]{#Vagrant}

Behavior   : Vagrant
Targets    : MOBs
Parameters : 
Example    : 
Description: 
The mob will spontaneously decide to go to sleep wherever the mob is currently
at.  After awhile the mob will wake up.

[VeryAggressive]{#VeryAggressive}

Behavior   : VeryAggressive
Targets    : MOBs
Parameters : aggression flags (message=[msg]) aggression masks
Example    : -race +elf message="die! You!"
Example    : -race +elf 
Example    : mobkill misbehave -race +elf
Description: 
Makes the mob attack any player mob it can detect in the same room, from the
moment the new mob enters.  In addition, this behavior will detect any mobs in
adjacent rooms, and move to attack those as well, but only if those players
meet all the other criteria, and are within 16 levels of the mob. Mobs will not
be aggressive towards Archons and builders with the CMDMOBS security flag.
Horribly wounded mobs are not aggressive. If no other parameters are given, the
mob will attack anyone within 15 levels. Valid aggressive masks include:  
message=[msg] something for the mob to say whenever he's fixing to attack
delay=x (makes the mob delay x ticks before looking for a victim) 
mobkill (makes this behavior attack mobs as well as players) 
misbehave (makes this mob attack even when wounded or a follower) 
+SYSOP (allow archons to bypass the rules)
-SYSOP (always spare archons)
+SUBOP (allow local-room area staff to bypass the rules)
-SUBOP (always spare local-room area staff)
-PLAYER (spare all players)
-MOB (spare all mobs/npcs)
-CLASS  (spare all classes)
-CLASS +thief +mage +ranger (create exceptions)
-BASECLASS  (spare all base classes)
-BASECLASS +thief +mage +ranger (create exceptions)
-thief -mage  -ranger (spare only listed classes)
-RACE (spare all races)
-RACE +elf +dwarf +human +half +gnome (create exceptions)
-elf -dwarf -human -half -gnome (spare only listed races)
-RACECAT (spare all racial categories)
-RACECAT +elf +insect +humanoid +canine +gnome (create exceptions)
+RACECAT (do not spare all racial categories)
+RACECAT -elf -insect -humanoid -canine -gnome (create exceptions)
-ALIGNMENT (spare all alignments)
-ALIGNMENT +evil +good +neutral (create exceptions)
-evil -good -neutral (spare only listed alignments)
-GENDER (spare all genders)
-GENDER +male +female +neuter (create exceptions)
-male -female -neuter (spare only listed genders)
-FACTION (spare all faction and values, even a lack of faction)
-FACTION +myfactionrange +faction.rangename (create exceptions)
-rangename -faction.rangename (spare only faction range named)
-TATTOOS (spare all tattoos, even a lack of a tattoo)
-TATTOOS +mytatto +thistattoo +anytattoo etc..  (create exceptions)
+TATTOOS (do not spare any or no tattoos)
+TATTOOS -mytattoo -anytatto, etc.. (create exceptions)
-EXPERTISES (spare all expertises, even a lack of a edus)
-EXPERTISES +myedu +thisedu +anyedu etc..  (create exceptions)
+EXPERTISES (do not spare any or no expertises)
+EXPERTISES -myedu -anyedu, etc.. (create exceptions)
-SECURITY (spare all security flags, even a lack of a security flag)
-SECURITY +cmdrooms +area cmditems etc..  (create exceptions)
+SECURITY (do not spare any or no security flags)
+SECURITY -cmdrooms +area cmditems, etc.. (create exceptions)
-MOOD +grumpy +normal (spare all except those with given moods)
+MOOD -grumpy -normal (spare only those with subtracted moods)
-LEVEL (spare all levels)
-LEVEL +=1 +>5 +>=7 +<13 +<=20 (create exceptions)
-=1 ->5 ->=7 -<13 -<=20 (spare only listed levels range)
-NAMES (spare everyone)
-NAMES +bob "+my name" etc.. (create name exceptions)
+NAMES (do not spare anyone who has a name)
+NAMES -bob "-my name" etc.. (create name exceptions)
-CLASSLEVEL  (spare all current class levels)
-CLASSLEVEL +=1 +>5 +>=7 +<13 +<=20 (create exceptions)
-MAXCLASSLEVEL  (spare all max class levels)
-MAXCLASSLEVEL +=1 +>5 +>=7 +<13 +<=20 (create exceptions)
-CLAN (spare everyone, even no clan)
-CLAN +Killers "+Holy Avengers" etc.. (create clan exceptions)
+CLAN (do not spare anyone, even non clan people)
+CLAN -Killers "-Holy Avengers" etc.. (create clan exceptions)
-DEITY (spare anyone, even no deity)
-DEITY +Apollo "+Grothon The Great" etc.. (create deity exceptions)
+DEITY (do not spare anyone, even non deity worshipping people)
+DEITY -Apollo "-rothon The Great" etc.. (create deity exceptions)
-ANYCLASS (spare all multi-class combinations)
-ANYCLASS +thief +mage +ranger (exceptions, allow any class)
+ANYCLASS (do not spare all multi-class combinations)
+ANYCLASS -thief -mage -ranger (exceptions, disallow any class)
-ANYCLASSLEVEL (spare all multi-class level combinations)
-ANYCLASSLEVEL +thief +>5 +mage +<10 +ranger +=5 (exceptions)
+ANYCLASSLEVEL (do not spare all multi-class combinations)
+ANYCLASSLEVEL -thief ->5 -mage -<10 -ranger -=5 (exceptions)
-STR X (spare those with strength greater than X)
+STR X (spare those with strength less than X)
-INT X (spare those with intelligence greater than X)
+INT X (spare those with intelligence less than X)
-WIS X (spare those with wisdom greater than X)
+WIS X (spare those with wisdom less than X)
-CON X (spare those with constitution greater than X)
+CON X (spare those with constitution less than X)
-CHA X (spare those with charisma greater than X)
+CHA X (spare those with charisma less than X)
-DEX X (spare those with dexterity greater than X)
+DEX X (spare those with dexterity less than X)
+-ADJSTR...ADJCON (Same as above, but uses current values)
-GROUPSIZE X (spare those in groups larger than X)
+GROUPSIZE X (spare those in groups smaller than X)
-AREA (spare in all areas)
-AREA "+my areaname" etc.. (create exceptions)
+AREA (do not spare any areas)
+AREA "-my areaname" etc.. (create exceptions)
-HOME (spare in all home/beacon areas)
-HOME "+my home/beacon areaname" etc.. (create exceptions)
+HOME (do not spare any home/beacon areas)
+HOME "-my home/beacon areaname" etc.. (create exceptions)
-ITEM "+item name" etc... (spare only those with an item name)
-WORN "+item name" etc... (spare only those wearing item name)
-EFFECTS (spare everyone, even no effects)
-EFFECTS +Sleep "+Wood Chopping" etc.. (create name exceptions)
+EFFECTS (do not spare anyone, even non effected people)
+EFFECTS -Sleep "-Wood Chopping" etc.. (create name exceptions)
-SKILLS (spare everyone, even those with no skill)
-SKILLS +Spell_Sleep(75) etc.. (create exceptions with proficiency)
+SKILLS (do not spare anyone, even non skilled people)
+SKILLS -Spell_Sleep(75) etc.. (create exceptions with proficiency)
-MATERIAL "+WOODEN" etc.. (spare only items of added materials)
+MATERIAL "-WOODEN" etc.. (Do not spare items of -materials)
-RESOURCES "+OAK" etc.. (spare only items of added resources)
+RESOURCES "-OAK" etc.. (Do not spare items of -resources)
-JAVACLASS "+GENMOB" etc.. (spare only objects of +java class)
+JAVACLASS "-GENITEM" etc.. (Do not spare objs of -classes)
-ABILITY X (spare those with magical ability less than X)
+ABILITY X (spare those with magical ability greater than X)
-IF <CONDITION> (spare, unless they meet Scriptable conditions)
+IF <CONDITION> (never spare anyone who meets Scriptable cond)
-VALUE X (spare those with value or money less than X)
+VALUE X (spare those with value or money greater than X)
-WEIGHT X (spare those weighing less than X)
+WEIGHT X (spare those weighing more than X)
-ARMOR X (spare those with armor bonus less than X)
+ARMOR X (spare those with armor bonus more than X)
-DAMAGE X (spare those with damage bonus less than X)
+DAMAGE X (spare those with damage bonus more than X)
-ATTACK X (spare those with attack bonus less than X)
+ATTACK X (spare those with attack bonus more than X)
-WORNON "+TORSO" etc.. (spare only items wearable on +locations)
+WORNON "-NECK" etc.. (Do not spare items wearable on -locations)
-DISPOSITION "+ISHIDDEN" etc.. (spare only with +dispositions)
+DISPOSITION "-ISHIDDEN" etc.. (Do not spare only with sub disp)
-SENSES "+CANSEEDARK" etc.. (spare only those with +senses)
+SENSES "-CANSEEDARK" etc.. (Do not spare those with -senses)
-HOUR +X (spare always, unless the hour is X)
+HOUR -X (spare those only when the hour is X)
-SEASON +FALL (spare those only when season is FALL)
+SEASON -SPRING (spare those whenever the season is SPRING)
-MONTH +X (spare those only when month number is X)
+MONTH -X (spare those whenever the month number is X)
-DAY +X (spare those only when day number is X)
+DAY -X (spare those whenever the day number is X)
-WEATHER +DROUGHT (spare those only when weather is DROUGHT)
+WEATHER -BLIZZARD (spare those whenever the weather is BLIZZARD)
-QUESTWIN "+MY QUEST" (spare those who have not my MY QUEST)
+QUESTWIN "-MY QUEST" (spare those who have won MY QUEST)
-SKILLFLAG (spare everyone, even those with no skills)
-SKILLFLAG +ENCHANTMENT etc.. (create exceptions to -skillflag)
+SKILLFLAG (do not spare anyone, even non skilled people)
+SKILLFLAG -ENCHANTMENT etc.. (create exceptions to +skillflag)
-ACCCHIEVES (spare all Account achievements, even a lack of a achievements)
-ACCCHIEVES +mytatto +thistattoo +anytattoo etc..  (create exceptions)
+ACCCHIEVES (do not spare any or no Account achievements)
+ACCCHIEVES -mytattoo -anytatto, etc.. (create exceptions)
-CHANCE 50 (spare the given % of the time)

[WaterCurrents]{#WaterCurrents}

Behavior   : WaterCurrents
Targets    : Areas, Rooms
Parameters : min, max ticks, % chance, [DIRECTION] [DIRECTION] [etc..]
Example    : min=1 max=3 chance=99 east south
Example    : east south
Description: 
The mob will be drawn along in the directions specified by the parameters.  If
an exit is available in the first direction, it will be chosen, otherwise the
second one, etc.  The min, max, and chance dictate how often the currents will
strike.

[WeatherAffects]{#WeatherAffects}

Behavior   : WeatherAffects
Targets    : Rooms, Areas
Parameters : (windsheer=%chance) (puddlepct=%chance) (rainslipchance=%chance)
Parameters : (snowSlipChance=%chance) (sleetSlipChance=%chance)
(freezeOverChance=%chance)
Parameters : (droughtFireChance=%chance) (botherticks=#ticks)
(diseaseticks=#ticks)
Parameters : (rustticks=#ticks) (lightningticks=#ticks) (rumbleticks=#ticks)
Parameters : (gustticks=#ticks) (tornadoticks=#ticks) (hailticks=#ticks)
Parameters : (dustticks=#ticks)
Example    : windsheer=10 puddlepct=20
Description: 
The amazingly powerful behavior handles almost all of the effects of weather
upon players and the environment.  By changing the parameters listed above, the
frequency of certain negative effects of weather can be tweeked, modified,
enhanced, or eliminated.
The parameters and their meaning are as follows:
windsheer - percent chance that a ranged attack or thrown item will be blown
off coarse.
puddlepct - percent chance, following wet weather, that puddles or snow piles
will form.
rainslipchance - percent chance, during wet weather, that someone will slip
while moving.
snowSlipChance - percent chance, during snowy weather, that someone will slip
while moving.
sleetSlipChance - percent chance, during sleety weather, that someone will slip
while moving.
freezeOverChance - percent chance, during cold weather, following cold weather,
that a given
available water surface will freeze over for a time.
droughtFireChance - percent chance, during a drought, that a random item will
be selected 
from all available rooms to be spontaneously ignited.
botherticks - how often, in ticks, players will be reminded of current weather
conditions.
diseaseticks - how often, in ticks, players will suffer a small chance,
depending on weather 
conditions, of catching a weather related disease, such as cold, flu,
frostbite, heat.
rustticks - how often, in ticks, players in wet weather or conditions will
suffer a chance
of one of their items rusting and therefore taking damage.
lightningticks - how often, in ticks, during thunderstorms, an available player
will suffer
a chance of someone in the same room being struck by lightning.
rumbleticks - how often, in ticks, players are given slightly more personal
reminders of 
current weather conditions than they get from botherticks.
gustticks - how often, in ticks, during windy conditions, an available player
will suffer
a chance of someone in the same room being buffeted by a gust of wind.
hailticks - how often, in ticks, during hail storms, an available player will
suffer
a chance of someone in the same room being buffeted by hail.
dustticks - how often, in ticks, during dust storms, an available player will
suffer
a chance of someone in the same room being hit in the eye with dirt.
tornadoticks - how often, in ticks, during thunderstorms and windy conditions,
an available
player will suffer the chance of a tornado touching down in their room.

[Wimpy]{#Wimpy}

Behavior   : Wimpy
Targets    : MOBs
Parameters : wimpy masks
Example    : -race +elf 
Description: 
Makes the mob flee any player mob it can detect in the same room. If no other
parameters are given, the mob will flee anyone. Valid masks include:  
delay=x (makes the mob delay x ticks before looking for someone to fear) 
very=1 (makes the mob flee even if not in combat) 
+SYSOP (allow archons to bypass the rules)
-SYSOP (always fear archons)
+SUBOP (allow local-room area staff to bypass the rules)
-SUBOP (always fear local-room area staff)
-PLAYER (fear all players)
-MOB (fear all mobs/npcs)
-CLASS  (fear all classes)
-CLASS +thief +mage +ranger (create exceptions)
-BASECLASS  (fear all base classes)
-BASECLASS +thief +mage +ranger (create exceptions)
-thief -mage  -ranger (fear only listed classes)
-RACE (fear all races)
-RACE +elf +dwarf +human +half +gnome (create exceptions)
-elf -dwarf -human -half -gnome (fear only listed races)
-RACECAT (fear all racial categories)
-RACECAT +elf +insect +humanoid +canine +gnome (create exceptions)
+RACECAT (do not fear all racial categories)
+RACECAT -elf -insect -humanoid -canine -gnome (create exceptions)
-ALIGNMENT (fear all alignments)
-ALIGNMENT +evil +good +neutral (create exceptions)
-evil -good -neutral (fear only listed alignments)
-GENDER (fear all genders)
-GENDER +male +female +neuter (create exceptions)
-male -female -neuter (fear only listed genders)
-FACTION (fear all faction and values, even a lack of faction)
-FACTION +myfactionrange +faction.rangename (create exceptions)
-rangename -faction.rangename (fear only faction range named)
-TATTOOS (fear all tattoos, even a lack of a tattoo)
-TATTOOS +mytatto +thistattoo +anytattoo etc..  (create exceptions)
+TATTOOS (do not fear any or no tattoos)
+TATTOOS -mytattoo -anytatto, etc.. (create exceptions)
-EXPERTISES (fear all expertises, even a lack of a edus)
-EXPERTISES +myedu +thisedu +anyedu etc..  (create exceptions)
+EXPERTISES (do not fear any or no expertises)
+EXPERTISES -myedu -anyedu, etc.. (create exceptions)
-SECURITY (fear all security flags, even a lack of a security flag)
-SECURITY +cmdrooms +area cmditems etc..  (create exceptions)
+SECURITY (do not fear any or no security flags)
+SECURITY -cmdrooms +area cmditems, etc.. (create exceptions)
-MOOD +grumpy +normal (fear all except those with given moods)
+MOOD -grumpy -normal (fear only those with subtracted moods)
-LEVEL (fear all levels)
-LEVEL +=1 +>5 +>=7 +<13 +<=20 (create exceptions)
-=1 ->5 ->=7 -<13 -<=20 (fear only listed levels range)
-NAMES (fear everyone)
-NAMES +bob "+my name" etc.. (create name exceptions)
+NAMES (do not fear anyone who has a name)
+NAMES -bob "-my name" etc.. (create name exceptions)
-CLASSLEVEL  (fear all current class levels)
-CLASSLEVEL +=1 +>5 +>=7 +<13 +<=20 (create exceptions)
-MAXCLASSLEVEL  (fear all max class levels)
-MAXCLASSLEVEL +=1 +>5 +>=7 +<13 +<=20 (create exceptions)
-CLAN (fear everyone, even no clan)
-CLAN +Killers "+Holy Avengers" etc.. (create clan exceptions)
+CLAN (do not fear anyone, even non clan people)
+CLAN -Killers "-Holy Avengers" etc.. (create clan exceptions)
-DEITY (fear anyone, even no deity)
-DEITY +Apollo "+Grothon The Great" etc.. (create deity exceptions)
+DEITY (do not fear anyone, even non deity worshipping people)
+DEITY -Apollo "-rothon The Great" etc.. (create deity exceptions)
-ANYCLASS (fear all multi-class combinations)
-ANYCLASS +thief +mage +ranger (exceptions, allow any class)
+ANYCLASS (do not fear all multi-class combinations)
+ANYCLASS -thief -mage -ranger (exceptions, disallow any class)
-ANYCLASSLEVEL (fear all multi-class level combinations)
-ANYCLASSLEVEL +thief +>5 +mage +<10 +ranger +=5 (exceptions)
+ANYCLASSLEVEL (do not fear all multi-class combinations)
+ANYCLASSLEVEL -thief ->5 -mage -<10 -ranger -=5 (exceptions)
-STR X (fear those with strength greater than X)
+STR X (fear those with strength less than X)
-INT X (fear those with intelligence greater than X)
+INT X (fear those with intelligence less than X)
-WIS X (fear those with wisdom greater than X)
+WIS X (fear those with wisdom less than X)
-CON X (fear those with constitution greater than X)
+CON X (fear those with constitution less than X)
-CHA X (fear those with charisma greater than X)
+CHA X (fear those with charisma less than X)
-DEX X (fear those with dexterity greater than X)
+DEX X (fear those with dexterity less than X)
+-ADJSTR...ADJCON (Same as above, but uses current values)
-GROUPSIZE X (fear those in groups larger than X)
+GROUPSIZE X (fear those in groups smaller than X)
-AREA (fear in all areas)
-AREA "+my areaname" etc.. (create exceptions)
+AREA (do not fear any areas)
+AREA "-my areaname" etc.. (create exceptions)
-HOME (fear in all home/beacon areas)
-HOME "+my home/beacon areaname" etc.. (create exceptions)
+HOME (do not fear any home/beacon areas)
+HOME "-my home/beacon areaname" etc.. (create exceptions)
-ITEM "+item name" etc... (fear only those with an item name)
-WORN "+item name" etc... (fear only those wearing item name)
-EFFECTS (fear everyone, even no effects)
-EFFECTS +Sleep "+Wood Chopping" etc.. (create name exceptions)
+EFFECTS (do not fear anyone, even non effected people)
+EFFECTS -Sleep "-Wood Chopping" etc.. (create name exceptions)
-SKILLS (fear everyone, even those with no skill)
-SKILLS +Spell_Sleep(75) etc.. (create exceptions with proficiency)
+SKILLS (do not fear anyone, even non skilled people)
+SKILLS -Spell_Sleep(75) etc.. (create exceptions with proficiency)
-MATERIAL "+WOODEN" etc.. (fear only items of added materials)
+MATERIAL "-WOODEN" etc.. (Do not fear items of -materials)
-RESOURCES "+OAK" etc.. (fear only items of added resources)
+RESOURCES "-OAK" etc.. (Do not fear items of -resources)
-JAVACLASS "+GENMOB" etc.. (fear only objects of +java class)
+JAVACLASS "-GENITEM" etc.. (Do not fear objs of -classes)
-ABILITY X (fear those with magical ability less than X)
+ABILITY X (fear those with magical ability greater than X)
-IF <CONDITION> (fear, unless they meet Scriptable conditions)
+IF <CONDITION> (never fear anyone who meets Scriptable cond)
-VALUE X (fear those with value or money less than X)
+VALUE X (fear those with value or money greater than X)
-WEIGHT X (fear those weighing less than X)
+WEIGHT X (fear those weighing more than X)
-ARMOR X (fear those with armor bonus less than X)
+ARMOR X (fear those with armor bonus more than X)
-DAMAGE X (fear those with damage bonus less than X)
+DAMAGE X (fear those with damage bonus more than X)
-ATTACK X (fear those with attack bonus less than X)
+ATTACK X (fear those with attack bonus more than X)
-WORNON "+TORSO" etc.. (fear only items wearable on +locations)
+WORNON "-NECK" etc.. (Do not fear items wearable on -locations)
-DISPOSITION "+ISHIDDEN" etc.. (fear only with +dispositions)
+DISPOSITION "-ISHIDDEN" etc.. (Do not fear only with sub disp)
-SENSES "+CANSEEDARK" etc.. (fear only those with +senses)
+SENSES "-CANSEEDARK" etc.. (Do not fear those with -senses)
-HOUR +X (fear always, unless the hour is X)
+HOUR -X (fear those only when the hour is X)
-SEASON +FALL (fear those only when season is FALL)
+SEASON -SPRING (fear those whenever the season is SPRING)
-MONTH +X (fear those only when month number is X)
+MONTH -X (fear those whenever the month number is X)
-DAY +X (fear those only when day number is X)
+DAY -X (fear those whenever the day number is X)
-WEATHER +DROUGHT (fear those only when weather is DROUGHT)
+WEATHER -BLIZZARD (fear those whenever the weather is BLIZZARD)
-QUESTWIN "+MY QUEST" (fear those who have not my MY QUEST)
+QUESTWIN "-MY QUEST" (fear those who have won MY QUEST)
-SKILLFLAG (fear everyone, even those with no skills)
-SKILLFLAG +ENCHANTMENT etc.. (create exceptions to -skillflag)
+SKILLFLAG (do not fear anyone, even non skilled people)
+SKILLFLAG -ENCHANTMENT etc.. (create exceptions to +skillflag)
-ACCCHIEVES (fear all Account achievements, even a lack of a achievements)
-ACCCHIEVES +mytatto +thistattoo +anytattoo etc..  (create exceptions)
+ACCCHIEVES (do not fear any or no Account achievements)
+ACCCHIEVES -mytattoo -anytatto, etc.. (create exceptions)
-CHANCE 50 (fear the given % of the time)

[WimpyAggressive]{#WimpyAggressive}

Behavior   : WimpyAggressive
Targets    : MOBs
Parameters : aggression flags (message=[msg]) aggression masks
Example    : -race +elf 
Example    : -race +elf misbehave mobkill
Description: 
Makes the mob attack any sleeping player mob it can detect in the same room.
Mobs will not be aggressive towards Archons and builders with the CMDMOBS
security flag. If no other parameters are given, the mob will attack anyone.
Valid aggressive masks include:  
message=[msg] something for the mob to say whenever he's fixing to attack
delay=x (makes the mob delay x ticks before looking for a victim) 
mobkill (makes this behavior attack mobs as well as players) 
misbehave (makes this mob attack even when wounded or a follower) 
+SYSOP (allow archons to bypass the rules)
-SYSOP (always spare archons)
+SUBOP (allow local-room area staff to bypass the rules)
-SUBOP (always spare local-room area staff)
-PLAYER (spare all players)
-MOB (spare all mobs/npcs)
-CLASS  (spare all classes)
-CLASS +thief +mage +ranger (create exceptions)
-BASECLASS  (spare all base classes)
-BASECLASS +thief +mage +ranger (create exceptions)
-thief -mage  -ranger (spare only listed classes)
-RACE (spare all races)
-RACE +elf +dwarf +human +half +gnome (create exceptions)
-elf -dwarf -human -half -gnome (spare only listed races)
-RACECAT (spare all racial categories)
-RACECAT +elf +insect +humanoid +canine +gnome (create exceptions)
+RACECAT (do not spare all racial categories)
+RACECAT -elf -insect -humanoid -canine -gnome (create exceptions)
-ALIGNMENT (spare all alignments)
-ALIGNMENT +evil +good +neutral (create exceptions)
-evil -good -neutral (spare only listed alignments)
-GENDER (spare all genders)
-GENDER +male +female +neuter (create exceptions)
-male -female -neuter (spare only listed genders)
-FACTION (spare all faction and values, even a lack of faction)
-FACTION +myfactionrange +faction.rangename (create exceptions)
-rangename -faction.rangename (spare only faction range named)
-TATTOOS (spare all tattoos, even a lack of a tattoo)
-TATTOOS +mytatto +thistattoo +anytattoo etc..  (create exceptions)
+TATTOOS (do not spare any or no tattoos)
+TATTOOS -mytattoo -anytatto, etc.. (create exceptions)
-EXPERTISES (spare all expertises, even a lack of a edus)
-EXPERTISES +myedu +thisedu +anyedu etc..  (create exceptions)
+EXPERTISES (do not spare any or no expertises)
+EXPERTISES -myedu -anyedu, etc.. (create exceptions)
-SECURITY (spare all security flags, even a lack of a security flag)
-SECURITY +cmdrooms +area cmditems etc..  (create exceptions)
+SECURITY (do not spare any or no security flags)
+SECURITY -cmdrooms +area cmditems, etc.. (create exceptions)
-MOOD +grumpy +normal (spare all except those with given moods)
+MOOD -grumpy -normal (spare only those with subtracted moods)
-LEVEL (spare all levels)
-LEVEL +=1 +>5 +>=7 +<13 +<=20 (create exceptions)
-=1 ->5 ->=7 -<13 -<=20 (spare only listed levels range)
-NAMES (spare everyone)
-NAMES +bob "+my name" etc.. (create name exceptions)
+NAMES (do not spare anyone who has a name)
+NAMES -bob "-my name" etc.. (create name exceptions)
-CLASSLEVEL  (spare all current class levels)
-CLASSLEVEL +=1 +>5 +>=7 +<13 +<=20 (create exceptions)
-MAXCLASSLEVEL  (spare all max class levels)
-MAXCLASSLEVEL +=1 +>5 +>=7 +<13 +<=20 (create exceptions)
-CLAN (spare everyone, even no clan)
-CLAN +Killers "+Holy Avengers" etc.. (create clan exceptions)
+CLAN (do not spare anyone, even non clan people)
+CLAN -Killers "-Holy Avengers" etc.. (create clan exceptions)
-DEITY (spare anyone, even no deity)
-DEITY +Apollo "+Grothon The Great" etc.. (create deity exceptions)
+DEITY (do not spare anyone, even non deity worshipping people)
+DEITY -Apollo "-rothon The Great" etc.. (create deity exceptions)
-ANYCLASS (spare all multi-class combinations)
-ANYCLASS +thief +mage +ranger (exceptions, allow any class)
+ANYCLASS (do not spare all multi-class combinations)
+ANYCLASS -thief -mage -ranger (exceptions, disallow any class)
-ANYCLASSLEVEL (spare all multi-class level combinations)
-ANYCLASSLEVEL +thief +>5 +mage +<10 +ranger +=5 (exceptions)
+ANYCLASSLEVEL (do not spare all multi-class combinations)
+ANYCLASSLEVEL -thief ->5 -mage -<10 -ranger -=5 (exceptions)
-STR X (spare those with strength greater than X)
+STR X (spare those with strength less than X)
-INT X (spare those with intelligence greater than X)
+INT X (spare those with intelligence less than X)
-WIS X (spare those with wisdom greater than X)
+WIS X (spare those with wisdom less than X)
-CON X (spare those with constitution greater than X)
+CON X (spare those with constitution less than X)
-CHA X (spare those with charisma greater than X)
+CHA X (spare those with charisma less than X)
-DEX X (spare those with dexterity greater than X)
+DEX X (spare those with dexterity less than X)
+-ADJSTR...ADJCON (Same as above, but uses current values)
-GROUPSIZE X (spare those in groups larger than X)
+GROUPSIZE X (spare those in groups smaller than X)
-AREA (spare in all areas)
-AREA "+my areaname" etc.. (create exceptions)
+AREA (do not spare any areas)
+AREA "-my areaname" etc.. (create exceptions)
-HOME (spare in all home/beacon areas)
-HOME "+my home/beacon areaname" etc.. (create exceptions)
+HOME (do not spare any home/beacon areas)
+HOME "-my home/beacon areaname" etc.. (create exceptions)
-ITEM "+item name" etc... (spare only those with an item name)
-WORN "+item name" etc... (spare only those wearing item name)
-EFFECTS (spare everyone, even no effects)
-EFFECTS +Sleep "+Wood Chopping" etc.. (create name exceptions)
+EFFECTS (do not spare anyone, even non effected people)
+EFFECTS -Sleep "-Wood Chopping" etc.. (create name exceptions)
-SKILLS (spare everyone, even those with no skill)
-SKILLS +Spell_Sleep(75) etc.. (create exceptions with proficiency)
+SKILLS (do not spare anyone, even non skilled people)
+SKILLS -Spell_Sleep(75) etc.. (create exceptions with proficiency)
-MATERIAL "+WOODEN" etc.. (spare only items of added materials)
+MATERIAL "-WOODEN" etc.. (Do not spare items of -materials)
-RESOURCES "+OAK" etc.. (spare only items of added resources)
+RESOURCES "-OAK" etc.. (Do not spare items of -resources)
-JAVACLASS "+GENMOB" etc.. (spare only objects of +java class)
+JAVACLASS "-GENITEM" etc.. (Do not spare objs of -classes)
-ABILITY X (spare those with magical ability less than X)
+ABILITY X (spare those with magical ability greater than X)
-IF <CONDITION> (spare, unless they meet Scriptable conditions)
+IF <CONDITION> (never spare anyone who meets Scriptable cond)
-VALUE X (spare those with value or money less than X)
+VALUE X (spare those with value or money greater than X)
-WEIGHT X (spare those weighing less than X)
+WEIGHT X (spare those weighing more than X)
-ARMOR X (spare those with armor bonus less than X)
+ARMOR X (spare those with armor bonus more than X)
-DAMAGE X (spare those with damage bonus less than X)
+DAMAGE X (spare those with damage bonus more than X)
-ATTACK X (spare those with attack bonus less than X)
+ATTACK X (spare those with attack bonus more than X)
-WORNON "+TORSO" etc.. (spare only items wearable on +locations)
+WORNON "-NECK" etc.. (Do not spare items wearable on -locations)
-DISPOSITION "+ISHIDDEN" etc.. (spare only with +dispositions)
+DISPOSITION "-ISHIDDEN" etc.. (Do not spare only with sub disp)
-SENSES "+CANSEEDARK" etc.. (spare only those with +senses)
+SENSES "-CANSEEDARK" etc.. (Do not spare those with -senses)
-HOUR +X (spare always, unless the hour is X)
+HOUR -X (spare those only when the hour is X)
-SEASON +FALL (spare those only when season is FALL)
+SEASON -SPRING (spare those whenever the season is SPRING)
-MONTH +X (spare those only when month number is X)
+MONTH -X (spare those whenever the month number is X)
-DAY +X (spare those only when day number is X)
+DAY -X (spare those whenever the day number is X)
-WEATHER +DROUGHT (spare those only when weather is DROUGHT)
+WEATHER -BLIZZARD (spare those whenever the weather is BLIZZARD)
-QUESTWIN "+MY QUEST" (spare those who have not my MY QUEST)
+QUESTWIN "-MY QUEST" (spare those who have won MY QUEST)
-SKILLFLAG (spare everyone, even those with no skills)
-SKILLFLAG +ENCHANTMENT etc.. (create exceptions to -skillflag)
+SKILLFLAG (do not spare anyone, even non skilled people)
+SKILLFLAG -ENCHANTMENT etc.. (create exceptions to +skillflag)
-ACCCHIEVES (spare all Account achievements, even a lack of a achievements)
-ACCCHIEVES +mytatto +thistattoo +anytattoo etc..  (create exceptions)
+ACCCHIEVES (do not spare any or no Account achievements)
+ACCCHIEVES -mytattoo -anytatto, etc.. (create exceptions)
-CHANCE 50 (spare the given % of the time)