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		<title>4Dimensions - User contributions [en]</title>
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		<updated>2026-04-30T16:52:28Z</updated>
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	<entry>
		<id>http://4dimensions.org/wiki/index.php?title=Scripting&amp;diff=1148</id>
		<title>Scripting</title>
		<link rel="alternate" type="text/html" href="http://4dimensions.org/wiki/index.php?title=Scripting&amp;diff=1148"/>
				<updated>2017-06-04T16:30:55Z</updated>
		
		<summary type="html">&lt;p&gt;Rynald: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
There's a good scripting reference at [http://http://old.tbamud.com/Oasis_DG_pages/ TBA], but there are differences with 4D's scripting commands. These pages aim to give an overview of these commands.&lt;br /&gt;
One notable difference is [[Scripting:Crafting|crafting]], for which several new commands and fields have been added.&lt;br /&gt;
&lt;br /&gt;
To give an example of the terms used in these pages, consider this line:&lt;br /&gt;
    &lt;br /&gt;
    nop %actor.exp(1000)%&lt;br /&gt;
&lt;br /&gt;
Here ''nop'' is the '''command''', ''actor'' is the '''variable''', ''exp'' is the '''field''' and ''1000'' is the '''subfield'''.&lt;br /&gt;
&lt;br /&gt;
A character is a mob or player. The examples usually use ''actor'' when it concerns a character.&lt;br /&gt;
&lt;br /&gt;
In scripts, a uid is the character '}' followed by a number. The number is the id of a character, object or room. A uid is used to manipulate what it points to, from any script.&lt;br /&gt;
&lt;br /&gt;
To make it easier to debug scripts, a [[Scripting:Debugger|scripting debugger]] is available. It can set breakpoints, view or change variables, step through a trigger, and show the result of any scripting expression.&lt;br /&gt;
&lt;br /&gt;
The commands, fields and variables are grouped alphabetically:&lt;br /&gt;
&lt;br /&gt;
[[#A|A]] [[#B|B]] [[#C|C]] [[#D|D]] [[#E|E]] [[#F|F]] [[#G|G]] [[#H|H]] [[#I|I]] [[#J|J]] [[#K|K]] [[#L|L]] [[#M|M]] [[#N|N]] [[#O|O]] [[#P|P]] [[#Q|Q]] [[#R|R]] [[#S|S]] [[#T|T]] [[#U|U]] [[#V|V]] [[#W|W]] [[#X|X]] [[#Y|Y]] [[#Z|Z]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==A==&lt;br /&gt;
*[[#aff_ac|aff_ac]]&lt;br /&gt;
*[[#aff_age|aff_age]]&lt;br /&gt;
*[[#aff_breath_def|aff_breath_def]]&lt;br /&gt;
*[[#aff_cha|aff_cha]]&lt;br /&gt;
*[[#aff_con|aff_con]]&lt;br /&gt;
*[[#aff_coolness|aff_coolness]]&lt;br /&gt;
*[[#aff_damroll|aff_damroll]]&lt;br /&gt;
*[[#aff_dex|aff_dex]]&lt;br /&gt;
*[[#aff_hitroll|aff_hitroll]]&lt;br /&gt;
*[[#aff_int|aff_int]]&lt;br /&gt;
*[[#aff_maxhit|aff_maxhit]]&lt;br /&gt;
*[[#aff_maxmana|aff_maxmana]]&lt;br /&gt;
*[[#aff_maxmove|aff_maxmove]]&lt;br /&gt;
*[[#aff_mine_bonus|aff_mine_bonus]]&lt;br /&gt;
*[[#aff_mine_protection|aff_mine_protection]]&lt;br /&gt;
*[[#aff_mine_speed|aff_mine_speed]]&lt;br /&gt;
*[[#aff_mine_stealth|aff_mine_stealth]]&lt;br /&gt;
*[[#aff_paralyze_def|aff_paralyze_def]]&lt;br /&gt;
*[[#aff_petrify_def|aff_petrify_def]]&lt;br /&gt;
*[[#aff_rod_def|aff_rod_def]]&lt;br /&gt;
*[[#aff_regen_hit|aff_regen_hit]]&lt;br /&gt;
*[[#aff_regen_mana|aff_regen_mana]]&lt;br /&gt;
*[[#aff_regen_move|aff_regen_move]]&lt;br /&gt;
*[[#aff_speed|aff_speed]]&lt;br /&gt;
*[[#aff_spell_def|aff_spell_def]]&lt;br /&gt;
*[[#aff_str|aff_str]]&lt;br /&gt;
*[[#aff_wis|aff_wis]]&lt;br /&gt;
*[[#assemble|assemble]]&lt;br /&gt;
*[[#assembly|assembly]]&lt;br /&gt;
*[[#assemblycheck|assemblycheck]]&lt;br /&gt;
*[[#attach|attach]]&lt;br /&gt;
==B==&lt;br /&gt;
*[[#body|body]]&lt;br /&gt;
*[[#bodycheck|bodycheck]]&lt;br /&gt;
==C==&lt;br /&gt;
*[[#carriedamount|carriedamount]]&lt;br /&gt;
*[[#carriedweight|carriedweight]]&lt;br /&gt;
*[[#charat|charat]]&lt;br /&gt;
*[[#clan|clan]]&lt;br /&gt;
*[[#clanname|clanname]]&lt;br /&gt;
*[[#clanrank|clanrank]]&lt;br /&gt;
*[[#class_tier|class_tier]]&lt;br /&gt;
*[[#colour|colour]]&lt;br /&gt;
*[[#contained_by|contained_by]]&lt;br /&gt;
*[[#contains|contains]]&lt;br /&gt;
*[[#cool|cool]]&lt;br /&gt;
==D==&lt;br /&gt;
*[[#damroll|damroll]]&lt;br /&gt;
*[[#dest|dest]]&lt;br /&gt;
*[[#dg_affect|dg_affect]]&lt;br /&gt;
*[[#dg_dest|dg_dest]]&lt;br /&gt;
*[[#dg_letter|dg_letter]]&lt;br /&gt;
*[[#dg_peek|dg_peek]]&lt;br /&gt;
*[[#dimension|dimension]]&lt;br /&gt;
*[[#dyecount|dyecount]]&lt;br /&gt;
==E==&lt;br /&gt;
*[[#exp_needed|exp_needed]]&lt;br /&gt;
==F==&lt;br /&gt;
*[[#flag|flag]]&lt;br /&gt;
*[[#follower_in_room|follower_in_room]]&lt;br /&gt;
*[[#forget_subskills|forget_subskills]]&lt;br /&gt;
*[[#function|function]]&lt;br /&gt;
==G==&lt;br /&gt;
==H==&lt;br /&gt;
*[[#has_pos|has_pos]]&lt;br /&gt;
*[[#has_script|has_script]]&lt;br /&gt;
*[[#hitroll|hitroll]]&lt;br /&gt;
*[[#hunger|hunger]]&lt;br /&gt;
*[[#hunt|hunt]]&lt;br /&gt;
*[[#hunting|hunting]]&lt;br /&gt;
==I==&lt;br /&gt;
*[[#in_material_group|in_material_group]]&lt;br /&gt;
*[[#innate|innate]]&lt;br /&gt;
*[[#insert_word|insert_word]]&lt;br /&gt;
*[[#is_cheater|is_cheater]]&lt;br /&gt;
*[[#is_flying|is_flying]]&lt;br /&gt;
*[[#is_helper|is_helper]]&lt;br /&gt;
*[[#is_herd_cattle|is_herd_cattle]]&lt;br /&gt;
*[[#is_herd_horse|is_herd_horse]]&lt;br /&gt;
*[[#is_herd_sheep|is_herd_sheep]]&lt;br /&gt;
*[[#is_hero|is_hero]]&lt;br /&gt;
*[[#is_npc|is_npc]]&lt;br /&gt;
*[[#is_pk|is_pk]]&lt;br /&gt;
*[[#is_pregnant|is_pregnant]]&lt;br /&gt;
*[[#is_roleplay|is_roleplay]]&lt;br /&gt;
*[[#is_rpl|is_rpl]]&lt;br /&gt;
*[[#is_wizinvis|is_wizinvis]]&lt;br /&gt;
==J==&lt;br /&gt;
==K==&lt;br /&gt;
==L==&lt;br /&gt;
*[[#lag|lag]]&lt;br /&gt;
*[[#log|log]]&lt;br /&gt;
*[[#longdesc|longdesc]]&lt;br /&gt;
==M==&lt;br /&gt;
*[[#material|material]]&lt;br /&gt;
*[[#maxcarriedamount|maxcarriedamount]]&lt;br /&gt;
*[[#maxcarriedweight|maxcarriedweight]]&lt;br /&gt;
*[[#max_quality_value|max_quality_value]]&lt;br /&gt;
*[[#maxstamina|maxstamina]]&lt;br /&gt;
*[[#mid|mid]]&lt;br /&gt;
*[[#mod|mod]]&lt;br /&gt;
*[[#mzreset|mzreset]]&lt;br /&gt;
==N==&lt;br /&gt;
*[[#next_follower|next_follower]]&lt;br /&gt;
*[[#next_in_list|next_in_list]]&lt;br /&gt;
*[[#nographics|nographics]]&lt;br /&gt;
*[[#now|now]]&lt;br /&gt;
*[[#num_of_repairs|num_of_repairs]]&lt;br /&gt;
==O==&lt;br /&gt;
*[[#omr|omr]]&lt;br /&gt;
*[[#origin|origin]]&lt;br /&gt;
*[[#owned_by|owned_by]]&lt;br /&gt;
==P==&lt;br /&gt;
*[[#people|people]]&lt;br /&gt;
*[[#perc|perc]]&lt;br /&gt;
*[[#pkdeaths|pkdeaths]]&lt;br /&gt;
*[[#pkkills|pkkills]]&lt;br /&gt;
*[[#pkpoints|pkpoints]]&lt;br /&gt;
*[[#playeruid|playeruid]]&lt;br /&gt;
*[[#purgemob|purgemob]]&lt;br /&gt;
==Q==&lt;br /&gt;
*[[#quality_value|quality_value]]&lt;br /&gt;
==R==&lt;br /&gt;
*[[#random|random]]&lt;br /&gt;
*[[#realday|realday]]&lt;br /&gt;
*[[#realhour|realhour]]&lt;br /&gt;
*[[#remorts|remorts]]&lt;br /&gt;
*[[#repair|repair]]&lt;br /&gt;
*[[#replace_letter|replace_letter]]&lt;br /&gt;
*[[#replace_word|replace_word]]&lt;br /&gt;
*[[#restring|restring]]&lt;br /&gt;
*[[#ridden_by|ridden_by]]&lt;br /&gt;
*[[#riding|riding]]&lt;br /&gt;
*[[#rpgroup|rpgroup]]&lt;br /&gt;
==S==&lt;br /&gt;
*[[#save_affects|save_affects]]&lt;br /&gt;
*[[#sector|sector]]&lt;br /&gt;
*[[#set_colour_name|set_colour_name]]&lt;br /&gt;
*[[#set_material_name|set_material_name]]&lt;br /&gt;
*[[#set_quality_name|set_quality_name]]&lt;br /&gt;
*[[#speed|speed]]&lt;br /&gt;
*[[#stage_value|stage_value]]&lt;br /&gt;
*[[#stamina|stamina]]&lt;br /&gt;
*[[#subdecrease|subdecrease]]&lt;br /&gt;
*[[#subincrease|subincrease]]&lt;br /&gt;
*[[#subskill|subskill]]&lt;br /&gt;
==T==&lt;br /&gt;
*[[#target|target]]&lt;br /&gt;
*[[#thirst|thirst]]&lt;br /&gt;
*[[#time|time]]&lt;br /&gt;
*[[#trade|trade]]&lt;br /&gt;
==U==&lt;br /&gt;
==V==&lt;br /&gt;
*[[#val|val]]&lt;br /&gt;
==W==&lt;br /&gt;
*[[#word_count|word_count]]&lt;br /&gt;
*[[#wordat|wordat]]&lt;br /&gt;
==X==&lt;br /&gt;
==Y==&lt;br /&gt;
==Z==&lt;br /&gt;
*[[#zecho|zecho]]&lt;br /&gt;
*[[#zonename|zonename]]&lt;br /&gt;
*[[#zrecho|zrecho]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The ''aff_'' fields are used to get or change the stats of an object.&lt;br /&gt;
&lt;br /&gt;
==aff_ac==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_ac%&lt;br /&gt;
&lt;br /&gt;
Returns the AC an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_ac(-5)%&lt;br /&gt;
&lt;br /&gt;
Sets the AC of an object to -5.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_age==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_age%&lt;br /&gt;
&lt;br /&gt;
Returns the age an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_age(125)%&lt;br /&gt;
&lt;br /&gt;
Sets the age of an object to 125.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_breath_def==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_breath_def%&lt;br /&gt;
&lt;br /&gt;
Returns the breath defense an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_breath_def(50)%&lt;br /&gt;
&lt;br /&gt;
Sets the breath defense of an object to 50.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_cha==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_cha%&lt;br /&gt;
&lt;br /&gt;
Returns the charisma an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_cha(2)%&lt;br /&gt;
&lt;br /&gt;
Sets the charisma of an object to 2.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_con==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_con%&lt;br /&gt;
&lt;br /&gt;
Returns the constitution an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_con(-3)%&lt;br /&gt;
&lt;br /&gt;
Sets the constitution of an object to -3.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_coolness==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_coolness%&lt;br /&gt;
&lt;br /&gt;
Returns the coolness an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_coolness(5)%&lt;br /&gt;
&lt;br /&gt;
Sets the coolness of an object to 5.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_damroll==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_damroll%&lt;br /&gt;
&lt;br /&gt;
Returns the damroll an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_damroll(3)%&lt;br /&gt;
&lt;br /&gt;
Sets the damroll of an object to 3.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_dex==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_dex%&lt;br /&gt;
&lt;br /&gt;
Returns the dexterity an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_dex(1)%&lt;br /&gt;
&lt;br /&gt;
Sets the dexterity of an object to 1.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_hitroll==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_hitroll%&lt;br /&gt;
&lt;br /&gt;
Returns the hitroll an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_hitroll(2)%&lt;br /&gt;
&lt;br /&gt;
Sets the hitroll of an object to 2.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_int==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_int%&lt;br /&gt;
&lt;br /&gt;
Returns the intelligence an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_int(3)%&lt;br /&gt;
&lt;br /&gt;
Sets the intelligence of an object to 3.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_maxhit==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_maxhit%&lt;br /&gt;
&lt;br /&gt;
Returns the maximum hitpoints an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_maxhit(700)%&lt;br /&gt;
&lt;br /&gt;
Sets the maximum hitpoints of an object to 700.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_maxmana==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_mana%&lt;br /&gt;
&lt;br /&gt;
Returns the maximum mana an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_maxmana(2000)%&lt;br /&gt;
&lt;br /&gt;
Sets the maximum mana of an object to 2000.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_maxmove==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_maxmove%&lt;br /&gt;
&lt;br /&gt;
Returns the maximum moves an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_maxmove(500)%&lt;br /&gt;
&lt;br /&gt;
Sets the maximum moves of an object to 500.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_mine_bonus==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_mine_bonus%&lt;br /&gt;
&lt;br /&gt;
Returns the mine bonus an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_mine_bonus(10)%&lt;br /&gt;
&lt;br /&gt;
Sets the mine bonus of an object to 10.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_mine_protection==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_mine_protection%&lt;br /&gt;
&lt;br /&gt;
Returns the mine protection an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_mine_protection(25)%&lt;br /&gt;
&lt;br /&gt;
Sets the mine protection of an object to 25.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_mine_speed==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_mine_speed%&lt;br /&gt;
&lt;br /&gt;
Returns the mine speed an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_mine_speed(30)%&lt;br /&gt;
&lt;br /&gt;
Sets the mine speed of an object to 30.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_mine_stealth==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_mine_stealth%&lt;br /&gt;
&lt;br /&gt;
Returns the mine stealth an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_mine_stealth(10)%&lt;br /&gt;
&lt;br /&gt;
Sets the mine stealth of an object to 10.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_paralyze_def==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_paralyze_def%&lt;br /&gt;
&lt;br /&gt;
Returns the paralyze defense an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_paralyze_def(5)%&lt;br /&gt;
&lt;br /&gt;
Sets the paralyze defense of an object to 5.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_petrify_def==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_petrify_def%&lt;br /&gt;
&lt;br /&gt;
Returns the petrify defense an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_petrify_def(3)%&lt;br /&gt;
&lt;br /&gt;
Sets the petrify defense of an object to 3.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_rod_def==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_rod_def%&lt;br /&gt;
&lt;br /&gt;
Returns the rod defense an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_rod_def(-2)%&lt;br /&gt;
&lt;br /&gt;
Sets the rod defense of an object to -2.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_regen_hit==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_regen_hit%&lt;br /&gt;
&lt;br /&gt;
Returns the hitpoint regeneration an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_regen_hit(10)%&lt;br /&gt;
&lt;br /&gt;
Sets the hitpoint regeneration of an object to 10.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_regen_mana==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_regen_mana%&lt;br /&gt;
&lt;br /&gt;
Returns the mana regeneration an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_regen_mana(5)%&lt;br /&gt;
&lt;br /&gt;
Sets the mana regeneration of an object to 5.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_regen_move==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_regen_move%&lt;br /&gt;
&lt;br /&gt;
Returns the move regeneration an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_regen_move(10)%&lt;br /&gt;
&lt;br /&gt;
Sets the move regeneration of an object to 10.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_speed==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_speed%&lt;br /&gt;
&lt;br /&gt;
Returns the speed an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_speed(50)%&lt;br /&gt;
&lt;br /&gt;
Sets the speed of an object to 50.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_spell_def==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_spell_def%&lt;br /&gt;
&lt;br /&gt;
Returns the spell defense an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_spell_def(10)%&lt;br /&gt;
&lt;br /&gt;
Sets the spell defense of an object to 10.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_str==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_str%&lt;br /&gt;
&lt;br /&gt;
Returns the strength an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_str(2)%&lt;br /&gt;
&lt;br /&gt;
Sets the strength of an object to 2.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_wis==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_wis%&lt;br /&gt;
&lt;br /&gt;
Returns the wisdom an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_wis(-1)%&lt;br /&gt;
&lt;br /&gt;
Sets the wisdom of an object to -1.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==assemble==&lt;br /&gt;
&lt;br /&gt;
    nop %actor.assemble(123)%&lt;br /&gt;
&lt;br /&gt;
If the inventory of ''actor'' holds the ingredients of the assembly, then they are replaced by object 123.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==assembly==&lt;br /&gt;
&lt;br /&gt;
    %assembly.exists(103)%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if an assembly exists which creates an object with vnum 103.&lt;br /&gt;
&lt;br /&gt;
    %assembly.craft(5770)%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if an assembly exists that creates object 5770 by using the command ''craft''.&lt;br /&gt;
&lt;br /&gt;
    %assembly.brew(beer bottle)%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if an assembly exists that creates an object named ''beer bottle'' with the command ''brew''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==assemblycheck==&lt;br /&gt;
&lt;br /&gt;
    %actor.assemblycheck(123)%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if ''actor'' has the ingredients to assemble object 123.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==attach==&lt;br /&gt;
&lt;br /&gt;
    attach %mob% 123&lt;br /&gt;
&lt;br /&gt;
Attaches trigger 123 to ''mob'' which is a uid here. You can also attach to an id:&lt;br /&gt;
&lt;br /&gt;
    attach %obj.id% 234&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==body==&lt;br /&gt;
&lt;br /&gt;
    %actor.body%&lt;br /&gt;
&lt;br /&gt;
Returns all body positions.&lt;br /&gt;
&lt;br /&gt;
    nop %player.body(crest)%&lt;br /&gt;
&lt;br /&gt;
Toggles the extra body position ''crest''. Only extra body positions can be toggled.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==bodycheck==&lt;br /&gt;
&lt;br /&gt;
    %player.bodycheck(rknee)&lt;br /&gt;
&lt;br /&gt;
Returns 1 if ''player'' has the body position ''rknee'' (mobs have all body positions).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==carriedamount==&lt;br /&gt;
&lt;br /&gt;
    %actor.carriedamount%&lt;br /&gt;
&lt;br /&gt;
Returns the number of items ''actor'' has in inventory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==carriedweight==&lt;br /&gt;
&lt;br /&gt;
    %actor.carriedweight%&lt;br /&gt;
&lt;br /&gt;
Returns the total weight ''actor'' is carrying in inventory and equipment combined.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==charat==&lt;br /&gt;
&lt;br /&gt;
Returns a letter in a string:&lt;br /&gt;
&lt;br /&gt;
    eval word test&lt;br /&gt;
    %echo% %word.charat(3)%&lt;br /&gt;
&lt;br /&gt;
Result: S&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==clan==&lt;br /&gt;
&lt;br /&gt;
    %player.clan%&lt;br /&gt;
&lt;br /&gt;
Returns the clan number ''player'' is in.&lt;br /&gt;
&lt;br /&gt;
    %player.clan(2)%&lt;br /&gt;
&lt;br /&gt;
Puts ''player'' in clan 2.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==clanname==&lt;br /&gt;
&lt;br /&gt;
    %player.clanname%&lt;br /&gt;
&lt;br /&gt;
Returns the name of the clan ''player'' is in.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==clanrank==&lt;br /&gt;
&lt;br /&gt;
    %player.clanrank%&lt;br /&gt;
&lt;br /&gt;
Returns the clan rank of ''player''.&lt;br /&gt;
&lt;br /&gt;
    %player.clanrank(3)%&lt;br /&gt;
&lt;br /&gt;
Sets the clan rank of ''player'' to 3.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==class_tier==&lt;br /&gt;
&lt;br /&gt;
    %actor.class_tier%&lt;br /&gt;
&lt;br /&gt;
Returns the tier of ''actor''.&lt;br /&gt;
&lt;br /&gt;
    %mob.class_tier(3)%&lt;br /&gt;
&lt;br /&gt;
Sets the tier of ''mob'' to 3.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==colour==&lt;br /&gt;
&lt;br /&gt;
See the [[Scripting:Crafting#colour|crafting]] section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==contained_by==&lt;br /&gt;
&lt;br /&gt;
    %object.contained_by%&lt;br /&gt;
&lt;br /&gt;
Returns the uid of the container which holds the object.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==cool==&lt;br /&gt;
&lt;br /&gt;
    %player.cool%&lt;br /&gt;
&lt;br /&gt;
Returns the coolness of ''player''.&lt;br /&gt;
&lt;br /&gt;
    %player.cool(7)%&lt;br /&gt;
&lt;br /&gt;
Adds 7 to the coolness of ''player''. The resulting value will lie between 3 and 22.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==damroll==&lt;br /&gt;
&lt;br /&gt;
    %player.damroll%&lt;br /&gt;
&lt;br /&gt;
Returns the damroll of ''player''.&lt;br /&gt;
&lt;br /&gt;
    %player.damroll(50)%&lt;br /&gt;
&lt;br /&gt;
Adds 50 to the damroll of ''player''. The resulting value will lie between 3 and 150.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==dest==&lt;br /&gt;
&lt;br /&gt;
    %mob.dest%&lt;br /&gt;
&lt;br /&gt;
Returns the room vnum of the destination of the mob.&lt;br /&gt;
&lt;br /&gt;
    %mob.dest(123)%&lt;br /&gt;
&lt;br /&gt;
Sets the room vnum of the destination of ''mob'' to 123.&lt;br /&gt;
&lt;br /&gt;
    %object.dest%&lt;br /&gt;
&lt;br /&gt;
Returns the room vnum of the destination of the object.&lt;br /&gt;
&lt;br /&gt;
    %object.dest(234)%&lt;br /&gt;
&lt;br /&gt;
Sets the room vnum of the destination of ''object'' to 234.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==dg_affect==&lt;br /&gt;
&lt;br /&gt;
Sets or removes an affect or apply on a character. See help dg_affect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==dg_dest==&lt;br /&gt;
&lt;br /&gt;
    dg_dest add 567 self&lt;br /&gt;
&lt;br /&gt;
Add room 567 to the destination list of the mob or object the trigger is on.&lt;br /&gt;
&lt;br /&gt;
    dg_dest remove 123 %object%&lt;br /&gt;
&lt;br /&gt;
Remove destination room 123 from ''object''.&lt;br /&gt;
&lt;br /&gt;
    dg_dest remove all %mob%&lt;br /&gt;
&lt;br /&gt;
Remove the entire travel list from ''mob''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==dg_letter==&lt;br /&gt;
&lt;br /&gt;
Returns a letter in a string:&lt;br /&gt;
&lt;br /&gt;
    eval word test&lt;br /&gt;
    dg_letter letter 3 %word%&lt;br /&gt;
    %echo% %letter%&lt;br /&gt;
&lt;br /&gt;
Result: S&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==dg_peek==&lt;br /&gt;
&lt;br /&gt;
    dg_peek %actor% 3001&lt;br /&gt;
&lt;br /&gt;
Shows room 3001 to ''actor''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==dimension==&lt;br /&gt;
&lt;br /&gt;
    %room.dimension%&lt;br /&gt;
&lt;br /&gt;
Returns the dimension a room is in.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==dyecount==&lt;br /&gt;
&lt;br /&gt;
See the section on [[Scripting:Crafting#dyecount|crafting]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==exp_needed==&lt;br /&gt;
&lt;br /&gt;
    %player.exp_needed%&lt;br /&gt;
&lt;br /&gt;
Returns the exp ''player'' needs to make the next level.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==flag==&lt;br /&gt;
&lt;br /&gt;
    %room.flag(peaceful)%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if the room is peaceful.&lt;br /&gt;
The flag names are the same ones as in the room flags section of redit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==follower_in_room==&lt;br /&gt;
&lt;br /&gt;
    %player.follower_in_room(123)%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if the follower with vnum 123 of ''player'' is in the same room as ''player''.&lt;br /&gt;
&lt;br /&gt;
    %player.follower_in_room(the black dog)%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if a follower of ''player'' is called ''the black dog'' and is in the same room as ''player''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==forget_subskills==&lt;br /&gt;
&lt;br /&gt;
    %player.forget_subskills(combatant)%&lt;br /&gt;
&lt;br /&gt;
Makes ''player'' lose all subkills belonging to the profession ''combatant''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==function==&lt;br /&gt;
&lt;br /&gt;
    function 123 book 1 shield&lt;br /&gt;
&lt;br /&gt;
Calls function trigger 123 with the argument ''book 1 shield'', which is available to the trigger through the variable %args%.&lt;br /&gt;
A function trigger runs inside the script of the calling trigger, so it has access to all global variables. A return value can be set in another global variable, which the calling trigger can use once the function trigger finishes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==has_pos==&lt;br /&gt;
&lt;br /&gt;
    %object.has_pos(wield)%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if ''object'' can be wielded.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==has_script==&lt;br /&gt;
&lt;br /&gt;
    %room.has_script%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if there's a script attached to ''room''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==hitroll==&lt;br /&gt;
&lt;br /&gt;
    %player.hitroll%&lt;br /&gt;
&lt;br /&gt;
Returns the hitroll of ''player''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==hunger==&lt;br /&gt;
&lt;br /&gt;
    %player.hunger%&lt;br /&gt;
&lt;br /&gt;
Returns the hunger value of ''player''. It's a measure of how full a player is.&lt;br /&gt;
&lt;br /&gt;
    nop %player.hunger(50)%&lt;br /&gt;
&lt;br /&gt;
Sets the hunger value of ''player'' to 50.&lt;br /&gt;
If the value is -1 then ''player'' will never be hungry.&lt;br /&gt;
If the value is 0 then ''player'' is extremely hungry.&lt;br /&gt;
If the value is larger than 47 then ''player'' is full.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==hunt==&lt;br /&gt;
&lt;br /&gt;
    %mob.hunt%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if ''mob'' is hunting and makes ''mob'' move towards the target.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==hunting==&lt;br /&gt;
&lt;br /&gt;
    %mob.hunting%&lt;br /&gt;
&lt;br /&gt;
Returns the uid of the character ''mob'' is hunting.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==in_material_group==&lt;br /&gt;
&lt;br /&gt;
See the [[Scripting:Crafting#in_material_group|crafting]] section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==innate==&lt;br /&gt;
&lt;br /&gt;
    %object.innate%&lt;br /&gt;
&lt;br /&gt;
Returns the spell number of the innate on ''object''.&lt;br /&gt;
&lt;br /&gt;
    nop %object.innate(1)%&lt;br /&gt;
&lt;br /&gt;
Sets the innate of ''object'' to armor.&lt;br /&gt;
&lt;br /&gt;
    nop %object.innate(shield)%&lt;br /&gt;
&lt;br /&gt;
Sets the innate of ''object'' to shield.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==insert_word==&lt;br /&gt;
&lt;br /&gt;
Syntax: insert_word &amp;lt;word&amp;gt; &amp;lt;pos&amp;gt; &amp;lt;v&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Inserts word &amp;lt;word&amp;gt; at position &amp;lt;pos&amp;gt; in variable &amp;lt;v&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
The first position is 1. If the position is larger than the number of words, the word is appended.&lt;br /&gt;
&lt;br /&gt;
    eval sentence Hello how are you?&lt;br /&gt;
    insert_word there, 2 sentence&lt;br /&gt;
    %echo% %sentence%&lt;br /&gt;
&lt;br /&gt;
Result: Hello there, how are you?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==is_cheater==&lt;br /&gt;
&lt;br /&gt;
    %player.is_cheater%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if ''player'' has the cheater flag.&lt;br /&gt;
&lt;br /&gt;
    nop %player.is_cheater(on)%&lt;br /&gt;
&lt;br /&gt;
Sets ''player'''s cheater flag.&lt;br /&gt;
&lt;br /&gt;
    nop %player.is_cheater(off)%&lt;br /&gt;
&lt;br /&gt;
Removes ''player'''s cheater flag.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==is_flying==&lt;br /&gt;
&lt;br /&gt;
    %actor.is_flying%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if ''actor'' is flying.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==is_helper==&lt;br /&gt;
&lt;br /&gt;
    %player.is_helper%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if ''player'' is a newbie helper.&lt;br /&gt;
&lt;br /&gt;
    nop %player.is_helper(on)%&lt;br /&gt;
&lt;br /&gt;
Makes ''player'' a newbie helper.&lt;br /&gt;
&lt;br /&gt;
    nop %player.is_helper(off)%&lt;br /&gt;
&lt;br /&gt;
Stops ''player'' from being a newbie helper.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==is_herd_cattle==&lt;br /&gt;
&lt;br /&gt;
    %mob.is_herd_cattle%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if ''mob'' is flagged as a cattle herd mob.&lt;br /&gt;
These mobs follow other mobs from the same herd.&lt;br /&gt;
&lt;br /&gt;
==is_herd_horse==&lt;br /&gt;
&lt;br /&gt;
    %mob.is_herd_horse%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if ''mob'' is flagged as a horse herd mob.&lt;br /&gt;
These mobs follow other mobs from the same herd.&lt;br /&gt;
&lt;br /&gt;
==is_herd_sheep==&lt;br /&gt;
&lt;br /&gt;
    %mob.is_herd_sheep%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if ''mob'' is flagged as a sheep herd mob.&lt;br /&gt;
These mobs follow other mobs from the same herd.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==is_hero==&lt;br /&gt;
&lt;br /&gt;
    %player.is_hero%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if ''player'' is a hero.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==is_npc==&lt;br /&gt;
&lt;br /&gt;
    %actor.is_npc%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if ''actor'' is a mob.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==is_pk==&lt;br /&gt;
&lt;br /&gt;
    %player.is_pk%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if ''player'' is a PK-er.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==is_pregnant==&lt;br /&gt;
&lt;br /&gt;
    %player.is_pregnant%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if ''player'' is expecting.&lt;br /&gt;
&lt;br /&gt;
    nop %player.is_pregnant(on)%&lt;br /&gt;
&lt;br /&gt;
Makes ''player'' pregnant.&lt;br /&gt;
&lt;br /&gt;
    nop %player.is_pregnant(off)%&lt;br /&gt;
&lt;br /&gt;
Stops ''player'''s pregnancy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==is_roleplay==&lt;br /&gt;
&lt;br /&gt;
    %player.is_roleplay%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if ''player'' has an RP flag.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==is_rpl==&lt;br /&gt;
&lt;br /&gt;
    %player.is_rpl%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if ''player'' is an RP leader.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==is_wizinvis==&lt;br /&gt;
&lt;br /&gt;
    %mob.is_wizinvis%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if ''mob'' is wizinvis.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==lag==&lt;br /&gt;
&lt;br /&gt;
    %lag% %actor% 100&lt;br /&gt;
&lt;br /&gt;
Lags ''actor'' for 10 seconds (the maximum is 300 = 30 seconds).&lt;br /&gt;
&lt;br /&gt;
%lag% translates to ''mlag'' for mob triggers, ''olag'' for object triggers and ''wlag'' for room triggers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==log==&lt;br /&gt;
&lt;br /&gt;
    log %actor.name% did %cmd%&lt;br /&gt;
&lt;br /&gt;
This can be used to send a message to syslog for troubleshooting purposes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==longdesc==&lt;br /&gt;
&lt;br /&gt;
    %mob.longdesc%&lt;br /&gt;
&lt;br /&gt;
Returns the look desc of ''mob''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==material==&lt;br /&gt;
&lt;br /&gt;
See the [[Scripting:Crafting#material|crafting]] section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==maxcarriedamount==&lt;br /&gt;
&lt;br /&gt;
    %actor.maxcarriedamount%&lt;br /&gt;
&lt;br /&gt;
Returns the maximum number of items ''actor'' can carry.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==maxcarriedweight==&lt;br /&gt;
&lt;br /&gt;
    %actor.maxcarriedweight%&lt;br /&gt;
&lt;br /&gt;
Returns the maximum weight ''actor'' can carry.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==max_quality_value==&lt;br /&gt;
&lt;br /&gt;
See the [[Scripting:Crafting#max_quality_value|crafting]] section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==maxstamina==&lt;br /&gt;
&lt;br /&gt;
    %actor.maxstamina%&lt;br /&gt;
&lt;br /&gt;
Returns the maximum stamina of ''actor''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==mid==&lt;br /&gt;
&lt;br /&gt;
    %mob.mid%&lt;br /&gt;
&lt;br /&gt;
Returns the id of the master of ''mob''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==mod==&lt;br /&gt;
&lt;br /&gt;
    %mod.5(2)%&lt;br /&gt;
&lt;br /&gt;
Returns 5 % 2 (the modulo operation).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==mzreset==&lt;br /&gt;
&lt;br /&gt;
    mzreset&lt;br /&gt;
&lt;br /&gt;
If it's a mob trigger, the mob resets the zone it's in.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==next_follower==&lt;br /&gt;
&lt;br /&gt;
    %actor.next_follower%&lt;br /&gt;
&lt;br /&gt;
Returns the id of the next follower if ''actor'' is a follower.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==next_in_list==&lt;br /&gt;
&lt;br /&gt;
    %object.next_in_list%&lt;br /&gt;
&lt;br /&gt;
If ''object'' is inside a container, it returns the uid of the next object.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==nographics==&lt;br /&gt;
&lt;br /&gt;
    %player.nographics%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if ''player'' has nographics toggled on.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==now==&lt;br /&gt;
&lt;br /&gt;
    %now%&lt;br /&gt;
&lt;br /&gt;
Returns the current unix time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==num_of_repairs==&lt;br /&gt;
&lt;br /&gt;
See the [[Scripting:Crafting#num_of_repairs|crafting]] section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==omr==&lt;br /&gt;
&lt;br /&gt;
    %omr%&lt;br /&gt;
&lt;br /&gt;
Returns ''mobile'' for a mob trigger, ''object'' for an obj trigger and ''room'' for a room trigger.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==origin==&lt;br /&gt;
&lt;br /&gt;
See the [[Scripting:Crafting#origin|crafting]] section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==people==&lt;br /&gt;
&lt;br /&gt;
    %object.people%&lt;br /&gt;
&lt;br /&gt;
Returns the uid of the first character in the room of ''object''. &lt;br /&gt;
&lt;br /&gt;
The object may be in a room, worn, carried or inside a container.&lt;br /&gt;
&lt;br /&gt;
    %object.people(123)%&lt;br /&gt;
&lt;br /&gt;
Returns the uid of the first character with vnum ''123'' in the room.&lt;br /&gt;
&lt;br /&gt;
The same goes for&lt;br /&gt;
&lt;br /&gt;
    %room.people%&lt;br /&gt;
    %room.people(123)%&lt;br /&gt;
    %actor.people%&lt;br /&gt;
    %actor.people(123)%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==perc==&lt;br /&gt;
&lt;br /&gt;
    %player.perc%&lt;br /&gt;
&lt;br /&gt;
Returns the involvement of ''player''. For example: 33.3333&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==pkdeaths==&lt;br /&gt;
&lt;br /&gt;
    %player.pkdeaths%&lt;br /&gt;
&lt;br /&gt;
Returns the number of deaths of ''player'' in a PK fight.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==pkkills==&lt;br /&gt;
&lt;br /&gt;
    %player.pkkills%&lt;br /&gt;
&lt;br /&gt;
Returns the number of PK victories of ''player''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==pkpoints==&lt;br /&gt;
&lt;br /&gt;
    %player.pkpoints%&lt;br /&gt;
&lt;br /&gt;
Returns the number of PK points ''player'' has.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==playeruid==&lt;br /&gt;
&lt;br /&gt;
    playeruid p Bob&lt;br /&gt;
&lt;br /&gt;
Sets p to the uid of Bob, if Bob is online.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==purgemob==&lt;br /&gt;
&lt;br /&gt;
    purgemob %mob%&lt;br /&gt;
&lt;br /&gt;
Completely purges ''mob'', including equipment and inventory.&lt;br /&gt;
&lt;br /&gt;
    purgemob self&lt;br /&gt;
&lt;br /&gt;
This works if it's a mob trigger.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==quality_value==&lt;br /&gt;
&lt;br /&gt;
See the [[Scripting:Crafting#quality_value|crafting]] section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==random==&lt;br /&gt;
&lt;br /&gt;
    %random.char%&lt;br /&gt;
&lt;br /&gt;
Returns the uid of a random character in the room. It won't be an imm unless it has nohassle off.&lt;br /&gt;
&lt;br /&gt;
If it's a mob trigger then the character is seen by the mob.&lt;br /&gt;
&lt;br /&gt;
    %random.dir%&lt;br /&gt;
&lt;br /&gt;
Returns a random direction you can move in.&lt;br /&gt;
&lt;br /&gt;
    %random.7%&lt;br /&gt;
&lt;br /&gt;
Returns a number from 1 to 7.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==realday==&lt;br /&gt;
&lt;br /&gt;
    %realday%&lt;br /&gt;
&lt;br /&gt;
Returns 86400, the number of seconds in a day.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==realhour==&lt;br /&gt;
&lt;br /&gt;
    %realhour%&lt;br /&gt;
&lt;br /&gt;
Returns 3600, the number of seconds in an hour.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==remorts==&lt;br /&gt;
&lt;br /&gt;
    %player.remorts%&lt;br /&gt;
&lt;br /&gt;
Returns the number of remorts of ''player''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==repair==&lt;br /&gt;
&lt;br /&gt;
See the [[Scripting:Crafting#repair|crafting]] section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==replace_letter==&lt;br /&gt;
&lt;br /&gt;
Usage: replace_letter &amp;lt;letter&amp;gt; &amp;lt;position&amp;gt; &amp;lt;variable&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Replaces a letter at a certain position in a variable.&lt;br /&gt;
&lt;br /&gt;
    eval x test&lt;br /&gt;
    replace_letter n 3 x&lt;br /&gt;
    %echo% %x%&lt;br /&gt;
&lt;br /&gt;
Result: Tent&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==replace_word==&lt;br /&gt;
&lt;br /&gt;
Usage: replace_word &amp;lt;word&amp;gt; &amp;lt;position&amp;gt; &amp;lt;variable&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Replaces a word at a certain position in a variable.&lt;br /&gt;
&lt;br /&gt;
    eval x hi there&lt;br /&gt;
    replace_word hello 1 x&lt;br /&gt;
    %echo% %x%&lt;br /&gt;
&lt;br /&gt;
Result: Hello there&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==restring==&lt;br /&gt;
&lt;br /&gt;
Usage: restring &amp;lt;id|uid&amp;gt; &amp;lt;field&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Changes an object desc.&lt;br /&gt;
&lt;br /&gt;
    restring 123 name heavy object&lt;br /&gt;
&lt;br /&gt;
Renames the object with id 123.&lt;br /&gt;
&lt;br /&gt;
    restring %object% short a heavy object&lt;br /&gt;
&lt;br /&gt;
Changes the shortdesc of ''object''.&lt;br /&gt;
&lt;br /&gt;
    restring %object.id% long A heavy object is lying here.&lt;br /&gt;
&lt;br /&gt;
Changes the long desc of ''object''.&lt;br /&gt;
&lt;br /&gt;
    restring %object% extra 'side right' The right side is very interesting.&lt;br /&gt;
&lt;br /&gt;
Adds an extra desc for ''side right''.&lt;br /&gt;
&lt;br /&gt;
    restring %self% extra 'side right' The right side is not very interesting anymore.&lt;br /&gt;
&lt;br /&gt;
Changes the extra desc for ''side right''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==ridden_by==&lt;br /&gt;
&lt;br /&gt;
    %actor.ridden_by%&lt;br /&gt;
&lt;br /&gt;
Returns the uid of the character riding ''actor''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==riding==&lt;br /&gt;
&lt;br /&gt;
    %actor.riding%&lt;br /&gt;
&lt;br /&gt;
Returns the uid of the character ''actor'' is riding.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==rpgroup==&lt;br /&gt;
&lt;br /&gt;
    %player.rpgroup%&lt;br /&gt;
&lt;br /&gt;
Returns the name of the RP group ''player'' is in.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==save_affects==&lt;br /&gt;
&lt;br /&gt;
See the [[Scripting:Crafting#save_affects|crafting]] section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==sector==&lt;br /&gt;
&lt;br /&gt;
    %room.sector%&lt;br /&gt;
&lt;br /&gt;
Returns the sector name of ''room''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==set_colour_name==&lt;br /&gt;
&lt;br /&gt;
See the [[Scripting:Crafting#set_colour_name|crafting]] section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==set_material_name==&lt;br /&gt;
&lt;br /&gt;
See the [[Scripting:Crafting#set_material_name|crafting]] section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==set_quality_name==&lt;br /&gt;
&lt;br /&gt;
See the [[Scripting:Crafting#set_quality_name|crafting]] section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==speed==&lt;br /&gt;
&lt;br /&gt;
    %actor.speed%&lt;br /&gt;
&lt;br /&gt;
Returns the speed of ''actor''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==stage_value==&lt;br /&gt;
&lt;br /&gt;
See the [[Scripting:Crafting#stage_value|crafting]] section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==stamina==&lt;br /&gt;
&lt;br /&gt;
    %actor.stamina%&lt;br /&gt;
&lt;br /&gt;
Returns the stamina of ''actor''.&lt;br /&gt;
&lt;br /&gt;
    nop %actor.stamina(75)%&lt;br /&gt;
&lt;br /&gt;
Sets the stamina of ''actor'' to 75. The value will lie between 0 and the maximum of ''actor''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==subdecrease==&lt;br /&gt;
&lt;br /&gt;
    %player.subdecrease(pillage)%&lt;br /&gt;
&lt;br /&gt;
Decreases the skill ''player'' has in ''pillage'' by 2%.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==subincrease==&lt;br /&gt;
&lt;br /&gt;
    %player.subincrease(garotte)%&lt;br /&gt;
&lt;br /&gt;
Increases the skill ''player'' has in ''garotte'' by 2%. The subskill is added if ''player'' doesn't know it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==subskill==&lt;br /&gt;
&lt;br /&gt;
    %player.subskill(weaver)%&lt;br /&gt;
&lt;br /&gt;
Returns the ''weaver'' skill of ''player''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==target==&lt;br /&gt;
&lt;br /&gt;
Syntax: target &amp;lt;uid of actor&amp;gt; &amp;lt;var&amp;gt; inv|eq|room|char &amp;lt;argument&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Creates a local variable that holds the target of what an argument refers to, seen through the eyes of ''actor''.&lt;br /&gt;
&lt;br /&gt;
    target %actor% obj inv %arg%&lt;br /&gt;
    target %actor% obj eq %arg%&lt;br /&gt;
    target %actor% obj room %arg%&lt;br /&gt;
    &lt;br /&gt;
Matches ''arg'' with an object in inventory, equipment and room, respectively. If there's no match, %obj% will be empty.&lt;br /&gt;
&lt;br /&gt;
    target %actor% ch char %arg%&lt;br /&gt;
&lt;br /&gt;
Matches ''arg'' with a character in the room.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==thirst==&lt;br /&gt;
&lt;br /&gt;
    %player.thirst%&lt;br /&gt;
&lt;br /&gt;
Returns the thirst value of ''player''. It's a measure of how full a player is.&lt;br /&gt;
&lt;br /&gt;
    nop %player.thirst(30)%&lt;br /&gt;
&lt;br /&gt;
Sets the thirst value of ''player'' to 30.&lt;br /&gt;
If the value is -1 then ''player'' will never be thirsty.&lt;br /&gt;
If the value is 0 then ''player'' is parched.&lt;br /&gt;
If the value is larger than 47 then ''player'' is full.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==time==&lt;br /&gt;
&lt;br /&gt;
    %time.hour%&lt;br /&gt;
    %time.day%&lt;br /&gt;
    %time.month%&lt;br /&gt;
    %time.year%&lt;br /&gt;
    %time.season%&lt;br /&gt;
    %time.moon%&lt;br /&gt;
&lt;br /&gt;
Returns the respective mud time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==trade==&lt;br /&gt;
&lt;br /&gt;
    %player.trade%&lt;br /&gt;
&lt;br /&gt;
Returns the number of tradepoints ''player'' has.&lt;br /&gt;
&lt;br /&gt;
    nop %player.trade(10)%&lt;br /&gt;
&lt;br /&gt;
Adds 10 tradepoints to ''player'''s balance.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==val==&lt;br /&gt;
&lt;br /&gt;
    %object.val1%&lt;br /&gt;
&lt;br /&gt;
Returns object value 1 of ''object''.&lt;br /&gt;
&lt;br /&gt;
    nop %object.val2(7)%&lt;br /&gt;
&lt;br /&gt;
Sets object value 2 of ''object'' to 7.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==word_count==&lt;br /&gt;
&lt;br /&gt;
    %text.word_count%&lt;br /&gt;
&lt;br /&gt;
Returns the number of words in ''text''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==wordat==&lt;br /&gt;
&lt;br /&gt;
Returns a word from a sentence.&lt;br /&gt;
&lt;br /&gt;
    eval text Once upon a time&lt;br /&gt;
    %echo% %text.wordat(2)%&lt;br /&gt;
&lt;br /&gt;
Result: Upon&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==zecho==&lt;br /&gt;
&lt;br /&gt;
    %zecho% 30 Boo!&lt;br /&gt;
&lt;br /&gt;
Sends a message to all players in zone 30.&lt;br /&gt;
It translates to mzecho for mob triggers, to ozecho for obj triggers and to wzecho for room triggers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==zonename==&lt;br /&gt;
&lt;br /&gt;
    %room.zonename%&lt;br /&gt;
&lt;br /&gt;
Returns the name of the zone ''room'' is in.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==zrecho==&lt;br /&gt;
&lt;br /&gt;
    %zrecho% 30 3001 3010 Boo!&lt;br /&gt;
&lt;br /&gt;
Sends a message to every player in zone 30 in rooms 3001-3010.&lt;br /&gt;
It translates to mzrecho for mob triggers, to ozrecho for obj triggers and to wzrecho for room triggers.&lt;/div&gt;</summary>
		<author><name>Rynald</name></author>	</entry>

	<entry>
		<id>http://4dimensions.org/wiki/index.php?title=Scripting&amp;diff=1146</id>
		<title>Scripting</title>
		<link rel="alternate" type="text/html" href="http://4dimensions.org/wiki/index.php?title=Scripting&amp;diff=1146"/>
				<updated>2017-05-20T09:59:17Z</updated>
		
		<summary type="html">&lt;p&gt;Rynald: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
There's a good scripting reference at [http://http://old.tbamud.com/Oasis_DG_pages/ TBA], but there are differences with 4D's scripting commands. These pages aim to give an overview of these commands.&lt;br /&gt;
One notable difference is [[Scripting:Crafting|crafting]], for which several new commands and fields have been added.&lt;br /&gt;
&lt;br /&gt;
To give an example of the terms used in these pages, consider this line:&lt;br /&gt;
    &lt;br /&gt;
    nop %actor.exp(1000)%&lt;br /&gt;
&lt;br /&gt;
Here ''nop'' is the '''command''', ''actor'' is the '''variable''', ''exp'' is the '''field''' and ''1000'' is the '''subfield'''.&lt;br /&gt;
&lt;br /&gt;
A character is a mob or player. The examples usually use ''actor'' when it concerns a character.&lt;br /&gt;
&lt;br /&gt;
In scripts, a uid is the character '}' followed by a number. The number is the id of a character, object or room. A uid is used to manipulate what it points to, from any script.&lt;br /&gt;
&lt;br /&gt;
To make it easier to debug scripts, a [[Scripting:Debugger|scripting debugger]] is available. It can set breakpoints, view or change variables, step through a trigger, and show the result of any scripting expression.&lt;br /&gt;
&lt;br /&gt;
The commands, fields and variables are grouped alphabetically:&lt;br /&gt;
&lt;br /&gt;
[[#A|A]] [[#B|B]] [[#C|C]] [[#D|D]] [[#E|E]] [[#F|F]] [[#G|G]] [[#H|H]] [[#I|I]] [[#J|J]] [[#K|K]] [[#L|L]] [[#M|M]] [[#N|N]] [[#O|O]] [[#P|P]] [[#Q|Q]] [[#R|R]] [[#S|S]] [[#T|T]] [[#U|U]] [[#V|V]] [[#W|W]] [[#X|X]] [[#Y|Y]] [[#Z|Z]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==A==&lt;br /&gt;
*[[#aff_ac|aff_ac]]&lt;br /&gt;
*[[#aff_age|aff_age]]&lt;br /&gt;
*[[#aff_breath_def|aff_breath_def]]&lt;br /&gt;
*[[#aff_cha|aff_cha]]&lt;br /&gt;
*[[#aff_con|aff_con]]&lt;br /&gt;
*[[#aff_coolness|aff_coolness]]&lt;br /&gt;
*[[#aff_damroll|aff_damroll]]&lt;br /&gt;
*[[#aff_dex|aff_dex]]&lt;br /&gt;
*[[#aff_hitroll|aff_hitroll]]&lt;br /&gt;
*[[#aff_int|aff_int]]&lt;br /&gt;
*[[#aff_maxhit|aff_maxhit]]&lt;br /&gt;
*[[#aff_maxmana|aff_maxmana]]&lt;br /&gt;
*[[#aff_maxmove|aff_maxmove]]&lt;br /&gt;
*[[#aff_mine_bonus|aff_mine_bonus]]&lt;br /&gt;
*[[#aff_mine_protection|aff_mine_protection]]&lt;br /&gt;
*[[#aff_mine_speed|aff_mine_speed]]&lt;br /&gt;
*[[#aff_mine_stealth|aff_mine_stealth]]&lt;br /&gt;
*[[#aff_paralyze_def|aff_paralyze_def]]&lt;br /&gt;
*[[#aff_petrify_def|aff_petrify_def]]&lt;br /&gt;
*[[#aff_rod_def|aff_rod_def]]&lt;br /&gt;
*[[#aff_regen_hit|aff_regen_hit]]&lt;br /&gt;
*[[#aff_regen_mana|aff_regen_mana]]&lt;br /&gt;
*[[#aff_regen_move|aff_regen_move]]&lt;br /&gt;
*[[#aff_speed|aff_speed]]&lt;br /&gt;
*[[#aff_spell_def|aff_spell_def]]&lt;br /&gt;
*[[#aff_str|aff_str]]&lt;br /&gt;
*[[#aff_wis|aff_wis]]&lt;br /&gt;
*[[#assemble|assemble]]&lt;br /&gt;
*[[#assembly|assembly]]&lt;br /&gt;
*[[#assemblycheck|assemblycheck]]&lt;br /&gt;
*[[#attach|attach]]&lt;br /&gt;
==B==&lt;br /&gt;
*[[#body|body]]&lt;br /&gt;
*[[#bodycheck|bodycheck]]&lt;br /&gt;
==C==&lt;br /&gt;
*[[#carriedamount|carriedamount]]&lt;br /&gt;
*[[#carriedweight|carriedweight]]&lt;br /&gt;
*[[#charat|charat]]&lt;br /&gt;
*[[#clan|clan]]&lt;br /&gt;
*[[#clanname|clanname]]&lt;br /&gt;
*[[#clanrank|clanrank]]&lt;br /&gt;
*[[#class_tier|class_tier]]&lt;br /&gt;
*[[#colour|colour]]&lt;br /&gt;
*[[#contained_by|contained_by]]&lt;br /&gt;
*[[#contains|contains]]&lt;br /&gt;
*[[#cool|cool]]&lt;br /&gt;
==D==&lt;br /&gt;
*[[#damroll|damroll]]&lt;br /&gt;
*[[#dest|dest]]&lt;br /&gt;
*[[#dg_affect|dg_affect]]&lt;br /&gt;
*[[#dg_dest|dg_dest]]&lt;br /&gt;
*[[#dg_letter|dg_letter]]&lt;br /&gt;
*[[#dg_peek|dg_peek]]&lt;br /&gt;
*[[#dimension|dimension]]&lt;br /&gt;
*[[#dyecount|dyecount]]&lt;br /&gt;
==E==&lt;br /&gt;
*[[#exp_needed|exp_needed]]&lt;br /&gt;
==F==&lt;br /&gt;
*[[#flag|flag]]&lt;br /&gt;
*[[#follower_in_room|follower_in_room]]&lt;br /&gt;
*[[#forget_subskills|forget_subskills]]&lt;br /&gt;
*[[#function|function]]&lt;br /&gt;
==G==&lt;br /&gt;
==H==&lt;br /&gt;
*[[#has_pos|has_pos]]&lt;br /&gt;
*[[#has_script|has_script]]&lt;br /&gt;
*[[#hitroll|hitroll]]&lt;br /&gt;
*[[#hunger|hunger]]&lt;br /&gt;
*[[#hunt|hunt]]&lt;br /&gt;
*[[#hunting|hunting]]&lt;br /&gt;
==I==&lt;br /&gt;
*[[#in_material_group|in_material_group]]&lt;br /&gt;
*[[#innate|innate]]&lt;br /&gt;
*[[#insert_word|insert_word]]&lt;br /&gt;
*[[#is_cheater|is_cheater]]&lt;br /&gt;
*[[#is_flying|is_flying]]&lt;br /&gt;
*[[#is_helper|is_helper]]&lt;br /&gt;
*[[#is_herd_cattle|is_herd_cattle]]&lt;br /&gt;
*[[#is_herd_horse|is_herd_horse]]&lt;br /&gt;
*[[#is_herd_sheep|is_herd_sheep]]&lt;br /&gt;
*[[#is_hero|is_hero]]&lt;br /&gt;
*[[#is_npc|is_npc]]&lt;br /&gt;
*[[#is_pk|is_pk]]&lt;br /&gt;
*[[#is_pregnant|is_pregnant]]&lt;br /&gt;
*[[#is_roleplay|is_roleplay]]&lt;br /&gt;
*[[#is_rpl|is_rpl]]&lt;br /&gt;
*[[#is_wizinvis|is_wizinvis]]&lt;br /&gt;
==J==&lt;br /&gt;
==K==&lt;br /&gt;
==L==&lt;br /&gt;
*[[#lag|lag]]&lt;br /&gt;
*[[#longdesc|longdesc]]&lt;br /&gt;
==M==&lt;br /&gt;
*[[#material|material]]&lt;br /&gt;
*[[#maxcarriedamount|maxcarriedamount]]&lt;br /&gt;
*[[#maxcarriedweight|maxcarriedweight]]&lt;br /&gt;
*[[#max_quality_value|max_quality_value]]&lt;br /&gt;
*[[#maxstamina|maxstamina]]&lt;br /&gt;
*[[#mid|mid]]&lt;br /&gt;
*[[#mod|mod]]&lt;br /&gt;
*[[#mzreset|mzreset]]&lt;br /&gt;
==N==&lt;br /&gt;
*[[#next_follower|next_follower]]&lt;br /&gt;
*[[#next_in_list|next_in_list]]&lt;br /&gt;
*[[#nographics|nographics]]&lt;br /&gt;
*[[#now|now]]&lt;br /&gt;
*[[#num_of_repairs|num_of_repairs]]&lt;br /&gt;
==O==&lt;br /&gt;
*[[#omr|omr]]&lt;br /&gt;
*[[#origin|origin]]&lt;br /&gt;
*[[#owned_by|owned_by]]&lt;br /&gt;
==P==&lt;br /&gt;
*[[#people|people]]&lt;br /&gt;
*[[#perc|perc]]&lt;br /&gt;
*[[#pkdeaths|pkdeaths]]&lt;br /&gt;
*[[#pkkills|pkkills]]&lt;br /&gt;
*[[#pkpoints|pkpoints]]&lt;br /&gt;
*[[#playeruid|playeruid]]&lt;br /&gt;
*[[#purgemob|purgemob]]&lt;br /&gt;
==Q==&lt;br /&gt;
*[[#quality_value|quality_value]]&lt;br /&gt;
==R==&lt;br /&gt;
*[[#random|random]]&lt;br /&gt;
*[[#realday|realday]]&lt;br /&gt;
*[[#realhour|realhour]]&lt;br /&gt;
*[[#remorts|remorts]]&lt;br /&gt;
*[[#repair|repair]]&lt;br /&gt;
*[[#replace_letter|replace_letter]]&lt;br /&gt;
*[[#replace_word|replace_word]]&lt;br /&gt;
*[[#restring|restring]]&lt;br /&gt;
*[[#ridden_by|ridden_by]]&lt;br /&gt;
*[[#riding|riding]]&lt;br /&gt;
*[[#rpgroup|rpgroup]]&lt;br /&gt;
==S==&lt;br /&gt;
*[[#save_affects|save_affects]]&lt;br /&gt;
*[[#sector|sector]]&lt;br /&gt;
*[[#set_colour_name|set_colour_name]]&lt;br /&gt;
*[[#set_material_name|set_material_name]]&lt;br /&gt;
*[[#set_quality_name|set_quality_name]]&lt;br /&gt;
*[[#speed|speed]]&lt;br /&gt;
*[[#stage_value|stage_value]]&lt;br /&gt;
*[[#stamina|stamina]]&lt;br /&gt;
*[[#subdecrease|subdecrease]]&lt;br /&gt;
*[[#subincrease|subincrease]]&lt;br /&gt;
*[[#subskill|subskill]]&lt;br /&gt;
==T==&lt;br /&gt;
*[[#target|target]]&lt;br /&gt;
*[[#thirst|thirst]]&lt;br /&gt;
*[[#time|time]]&lt;br /&gt;
*[[#trade|trade]]&lt;br /&gt;
==U==&lt;br /&gt;
==V==&lt;br /&gt;
*[[#val|val]]&lt;br /&gt;
==W==&lt;br /&gt;
*[[#word_count|word_count]]&lt;br /&gt;
*[[#wordat|wordat]]&lt;br /&gt;
==X==&lt;br /&gt;
==Y==&lt;br /&gt;
==Z==&lt;br /&gt;
*[[#zecho|zecho]]&lt;br /&gt;
*[[#zonename|zonename]]&lt;br /&gt;
*[[#zrecho|zrecho]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The ''aff_'' fields are used to get or change the stats of an object.&lt;br /&gt;
&lt;br /&gt;
==aff_ac==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_ac%&lt;br /&gt;
&lt;br /&gt;
Returns the AC an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_ac(-5)%&lt;br /&gt;
&lt;br /&gt;
Sets the AC of an object to -5.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_age==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_age%&lt;br /&gt;
&lt;br /&gt;
Returns the age an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_age(125)%&lt;br /&gt;
&lt;br /&gt;
Sets the age of an object to 125.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_breath_def==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_breath_def%&lt;br /&gt;
&lt;br /&gt;
Returns the breath defense an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_breath_def(50)%&lt;br /&gt;
&lt;br /&gt;
Sets the breath defense of an object to 50.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_cha==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_cha%&lt;br /&gt;
&lt;br /&gt;
Returns the charisma an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_cha(2)%&lt;br /&gt;
&lt;br /&gt;
Sets the charisma of an object to 2.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_con==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_con%&lt;br /&gt;
&lt;br /&gt;
Returns the constitution an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_con(-3)%&lt;br /&gt;
&lt;br /&gt;
Sets the constitution of an object to -3.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_coolness==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_coolness%&lt;br /&gt;
&lt;br /&gt;
Returns the coolness an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_coolness(5)%&lt;br /&gt;
&lt;br /&gt;
Sets the coolness of an object to 5.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_damroll==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_damroll%&lt;br /&gt;
&lt;br /&gt;
Returns the damroll an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_damroll(3)%&lt;br /&gt;
&lt;br /&gt;
Sets the damroll of an object to 3.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_dex==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_dex%&lt;br /&gt;
&lt;br /&gt;
Returns the dexterity an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_dex(1)%&lt;br /&gt;
&lt;br /&gt;
Sets the dexterity of an object to 1.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_hitroll==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_hitroll%&lt;br /&gt;
&lt;br /&gt;
Returns the hitroll an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_hitroll(2)%&lt;br /&gt;
&lt;br /&gt;
Sets the hitroll of an object to 2.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_int==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_int%&lt;br /&gt;
&lt;br /&gt;
Returns the intelligence an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_int(3)%&lt;br /&gt;
&lt;br /&gt;
Sets the intelligence of an object to 3.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_maxhit==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_maxhit%&lt;br /&gt;
&lt;br /&gt;
Returns the maximum hitpoints an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_maxhit(700)%&lt;br /&gt;
&lt;br /&gt;
Sets the maximum hitpoints of an object to 700.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_maxmana==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_mana%&lt;br /&gt;
&lt;br /&gt;
Returns the maximum mana an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_maxmana(2000)%&lt;br /&gt;
&lt;br /&gt;
Sets the maximum mana of an object to 2000.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_maxmove==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_maxmove%&lt;br /&gt;
&lt;br /&gt;
Returns the maximum moves an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_maxmove(500)%&lt;br /&gt;
&lt;br /&gt;
Sets the maximum moves of an object to 500.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_mine_bonus==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_mine_bonus%&lt;br /&gt;
&lt;br /&gt;
Returns the mine bonus an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_mine_bonus(10)%&lt;br /&gt;
&lt;br /&gt;
Sets the mine bonus of an object to 10.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_mine_protection==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_mine_protection%&lt;br /&gt;
&lt;br /&gt;
Returns the mine protection an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_mine_protection(25)%&lt;br /&gt;
&lt;br /&gt;
Sets the mine protection of an object to 25.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_mine_speed==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_mine_speed%&lt;br /&gt;
&lt;br /&gt;
Returns the mine speed an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_mine_speed(30)%&lt;br /&gt;
&lt;br /&gt;
Sets the mine speed of an object to 30.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_mine_stealth==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_mine_stealth%&lt;br /&gt;
&lt;br /&gt;
Returns the mine stealth an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_mine_stealth(10)%&lt;br /&gt;
&lt;br /&gt;
Sets the mine stealth of an object to 10.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_paralyze_def==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_paralyze_def%&lt;br /&gt;
&lt;br /&gt;
Returns the paralyze defense an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_paralyze_def(5)%&lt;br /&gt;
&lt;br /&gt;
Sets the paralyze defense of an object to 5.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_petrify_def==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_petrify_def%&lt;br /&gt;
&lt;br /&gt;
Returns the petrify defense an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_petrify_def(3)%&lt;br /&gt;
&lt;br /&gt;
Sets the petrify defense of an object to 3.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_rod_def==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_rod_def%&lt;br /&gt;
&lt;br /&gt;
Returns the rod defense an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_rod_def(-2)%&lt;br /&gt;
&lt;br /&gt;
Sets the rod defense of an object to -2.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_regen_hit==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_regen_hit%&lt;br /&gt;
&lt;br /&gt;
Returns the hitpoint regeneration an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_regen_hit(10)%&lt;br /&gt;
&lt;br /&gt;
Sets the hitpoint regeneration of an object to 10.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_regen_mana==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_regen_mana%&lt;br /&gt;
&lt;br /&gt;
Returns the mana regeneration an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_regen_mana(5)%&lt;br /&gt;
&lt;br /&gt;
Sets the mana regeneration of an object to 5.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_regen_move==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_regen_move%&lt;br /&gt;
&lt;br /&gt;
Returns the move regeneration an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_regen_move(10)%&lt;br /&gt;
&lt;br /&gt;
Sets the move regeneration of an object to 10.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_speed==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_speed%&lt;br /&gt;
&lt;br /&gt;
Returns the speed an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_speed(50)%&lt;br /&gt;
&lt;br /&gt;
Sets the speed of an object to 50.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_spell_def==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_spell_def%&lt;br /&gt;
&lt;br /&gt;
Returns the spell defense an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_spell_def(10)%&lt;br /&gt;
&lt;br /&gt;
Sets the spell defense of an object to 10.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_str==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_str%&lt;br /&gt;
&lt;br /&gt;
Returns the strength an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_str(2)%&lt;br /&gt;
&lt;br /&gt;
Sets the strength of an object to 2.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_wis==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_wis%&lt;br /&gt;
&lt;br /&gt;
Returns the wisdom an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_wis(-1)%&lt;br /&gt;
&lt;br /&gt;
Sets the wisdom of an object to -1.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==assemble==&lt;br /&gt;
&lt;br /&gt;
    nop %actor.assemble(123)%&lt;br /&gt;
&lt;br /&gt;
If the inventory of ''actor'' holds the ingredients of the assembly, then they are replaced by object 123.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==assembly==&lt;br /&gt;
&lt;br /&gt;
    %assembly.exists(103)%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if an assembly exists which creates an object with vnum 103.&lt;br /&gt;
&lt;br /&gt;
    %assembly.craft(5770)%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if an assembly exists that creates object 5770 by using the command ''craft''.&lt;br /&gt;
&lt;br /&gt;
    %assembly.brew(beer bottle)%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if an assembly exists that creates an object named ''beer bottle'' with the command ''brew''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==assemblycheck==&lt;br /&gt;
&lt;br /&gt;
    %actor.assemblycheck(123)%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if ''actor'' has the ingredients to assemble object 123.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==attach==&lt;br /&gt;
&lt;br /&gt;
    attach %mob% 123&lt;br /&gt;
&lt;br /&gt;
Attaches trigger 123 to ''mob'' which is a uid here. You can also attach to an id:&lt;br /&gt;
&lt;br /&gt;
    attach %obj.id% 234&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==body==&lt;br /&gt;
&lt;br /&gt;
    %actor.body%&lt;br /&gt;
&lt;br /&gt;
Returns all body positions.&lt;br /&gt;
&lt;br /&gt;
    nop %player.body(crest)%&lt;br /&gt;
&lt;br /&gt;
Toggles the extra body position ''crest''. Only extra body positions can be toggled.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==bodycheck==&lt;br /&gt;
&lt;br /&gt;
    %player.bodycheck(rknee)&lt;br /&gt;
&lt;br /&gt;
Returns 1 if ''player'' has the body position ''rknee'' (mobs have all body positions).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==carriedamount==&lt;br /&gt;
&lt;br /&gt;
    %actor.carriedamount%&lt;br /&gt;
&lt;br /&gt;
Returns the number of items ''actor'' has in inventory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==carriedweight==&lt;br /&gt;
&lt;br /&gt;
    %actor.carriedweight%&lt;br /&gt;
&lt;br /&gt;
Returns the total weight ''actor'' is carrying in inventory and equipment combined.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==charat==&lt;br /&gt;
&lt;br /&gt;
Returns a letter in a string:&lt;br /&gt;
&lt;br /&gt;
    eval word test&lt;br /&gt;
    %echo% %word.charat(3)%&lt;br /&gt;
&lt;br /&gt;
Result: S&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==clan==&lt;br /&gt;
&lt;br /&gt;
    %player.clan%&lt;br /&gt;
&lt;br /&gt;
Returns the clan number ''player'' is in.&lt;br /&gt;
&lt;br /&gt;
    %player.clan(2)%&lt;br /&gt;
&lt;br /&gt;
Puts ''player'' in clan 2.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==clanname==&lt;br /&gt;
&lt;br /&gt;
    %player.clanname%&lt;br /&gt;
&lt;br /&gt;
Returns the name of the clan ''player'' is in.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==clanrank==&lt;br /&gt;
&lt;br /&gt;
    %player.clanrank%&lt;br /&gt;
&lt;br /&gt;
Returns the clan rank of ''player''.&lt;br /&gt;
&lt;br /&gt;
    %player.clanrank(3)%&lt;br /&gt;
&lt;br /&gt;
Sets the clan rank of ''player'' to 3.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==class_tier==&lt;br /&gt;
&lt;br /&gt;
    %actor.class_tier%&lt;br /&gt;
&lt;br /&gt;
Returns the tier of ''actor''.&lt;br /&gt;
&lt;br /&gt;
    %mob.class_tier(3)%&lt;br /&gt;
&lt;br /&gt;
Sets the tier of ''mob'' to 3.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==colour==&lt;br /&gt;
&lt;br /&gt;
See the [[Scripting:Crafting#colour|crafting]] section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==contained_by==&lt;br /&gt;
&lt;br /&gt;
    %object.contained_by%&lt;br /&gt;
&lt;br /&gt;
Returns the uid of the container which holds the object.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==cool==&lt;br /&gt;
&lt;br /&gt;
    %player.cool%&lt;br /&gt;
&lt;br /&gt;
Returns the coolness of ''player''.&lt;br /&gt;
&lt;br /&gt;
    %player.cool(7)%&lt;br /&gt;
&lt;br /&gt;
Adds 7 to the coolness of ''player''. The resulting value will lie between 3 and 22.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==damroll==&lt;br /&gt;
&lt;br /&gt;
    %player.damroll%&lt;br /&gt;
&lt;br /&gt;
Returns the damroll of ''player''.&lt;br /&gt;
&lt;br /&gt;
    %player.damroll(50)%&lt;br /&gt;
&lt;br /&gt;
Adds 50 to the damroll of ''player''. The resulting value will lie between 3 and 150.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==dest==&lt;br /&gt;
&lt;br /&gt;
    %mob.dest%&lt;br /&gt;
&lt;br /&gt;
Returns the room vnum of the destination of the mob.&lt;br /&gt;
&lt;br /&gt;
    %mob.dest(123)%&lt;br /&gt;
&lt;br /&gt;
Sets the room vnum of the destination of ''mob'' to 123.&lt;br /&gt;
&lt;br /&gt;
    %object.dest%&lt;br /&gt;
&lt;br /&gt;
Returns the room vnum of the destination of the object.&lt;br /&gt;
&lt;br /&gt;
    %object.dest(234)%&lt;br /&gt;
&lt;br /&gt;
Sets the room vnum of the destination of ''object'' to 234.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==dg_affect==&lt;br /&gt;
&lt;br /&gt;
Sets or removes an affect or apply on a character. See help dg_affect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==dg_dest==&lt;br /&gt;
&lt;br /&gt;
    dg_dest add 567 self&lt;br /&gt;
&lt;br /&gt;
Add room 567 to the destination list of the mob or object the trigger is on.&lt;br /&gt;
&lt;br /&gt;
    dg_dest remove 123 %object%&lt;br /&gt;
&lt;br /&gt;
Remove destination room 123 from ''object''.&lt;br /&gt;
&lt;br /&gt;
    dg_dest remove all %mob%&lt;br /&gt;
&lt;br /&gt;
Remove the entire travel list from ''mob''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==dg_letter==&lt;br /&gt;
&lt;br /&gt;
Returns a letter in a string:&lt;br /&gt;
&lt;br /&gt;
    eval word test&lt;br /&gt;
    dg_letter letter 3 %word%&lt;br /&gt;
    %echo% %letter%&lt;br /&gt;
&lt;br /&gt;
Result: S&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==dg_peek==&lt;br /&gt;
&lt;br /&gt;
    dg_peek %actor% 3001&lt;br /&gt;
&lt;br /&gt;
Shows room 3001 to ''actor''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==dimension==&lt;br /&gt;
&lt;br /&gt;
    %room.dimension%&lt;br /&gt;
&lt;br /&gt;
Returns the dimension a room is in.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==dyecount==&lt;br /&gt;
&lt;br /&gt;
See the section on [[Scripting:Crafting#dyecount|crafting]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==exp_needed==&lt;br /&gt;
&lt;br /&gt;
    %player.exp_needed%&lt;br /&gt;
&lt;br /&gt;
Returns the exp ''player'' needs to make the next level.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==flag==&lt;br /&gt;
&lt;br /&gt;
    %room.flag(peaceful)%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if the room is peaceful.&lt;br /&gt;
The flag names are the same ones as in the room flags section of redit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==follower_in_room==&lt;br /&gt;
&lt;br /&gt;
    %player.follower_in_room(123)%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if the follower with vnum 123 of ''player'' is in the same room as ''player''.&lt;br /&gt;
&lt;br /&gt;
    %player.follower_in_room(the black dog)%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if a follower of ''player'' is called ''the black dog'' and is in the same room as ''player''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==forget_subskills==&lt;br /&gt;
&lt;br /&gt;
    %player.forget_subskills(combatant)%&lt;br /&gt;
&lt;br /&gt;
Makes ''player'' lose all subkills belonging to the profession ''combatant''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==function==&lt;br /&gt;
&lt;br /&gt;
    function 123 book 1 shield&lt;br /&gt;
&lt;br /&gt;
Calls function trigger 123 with the argument ''book 1 shield'', which is available to the trigger through the variable %args%.&lt;br /&gt;
A function trigger runs inside the script of the calling trigger, so it has access to all global variables. A return value can be set in another global variable, which the calling trigger can use once the function trigger finishes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==has_pos==&lt;br /&gt;
&lt;br /&gt;
    %object.has_pos(wield)%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if ''object'' can be wielded.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==has_script==&lt;br /&gt;
&lt;br /&gt;
    %room.has_script%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if there's a script attached to ''room''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==hitroll==&lt;br /&gt;
&lt;br /&gt;
    %player.hitroll%&lt;br /&gt;
&lt;br /&gt;
Returns the hitroll of ''player''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==hunger==&lt;br /&gt;
&lt;br /&gt;
    %player.hunger%&lt;br /&gt;
&lt;br /&gt;
Returns the hunger value of ''player''. It's a measure of how full a player is.&lt;br /&gt;
&lt;br /&gt;
    nop %player.hunger(50)%&lt;br /&gt;
&lt;br /&gt;
Sets the hunger value of ''player'' to 50.&lt;br /&gt;
If the value is -1 then ''player'' will never be hungry.&lt;br /&gt;
If the value is 0 then ''player'' is extremely hungry.&lt;br /&gt;
If the value is larger than 47 then ''player'' is full.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==hunt==&lt;br /&gt;
&lt;br /&gt;
    %mob.hunt%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if ''mob'' is hunting and makes ''mob'' move towards the target.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==hunting==&lt;br /&gt;
&lt;br /&gt;
    %mob.hunting%&lt;br /&gt;
&lt;br /&gt;
Returns the uid of the character ''mob'' is hunting.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==in_material_group==&lt;br /&gt;
&lt;br /&gt;
See the [[Scripting:Crafting#in_material_group|crafting]] section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==innate==&lt;br /&gt;
&lt;br /&gt;
    %object.innate%&lt;br /&gt;
&lt;br /&gt;
Returns the spell number of the innate on ''object''.&lt;br /&gt;
&lt;br /&gt;
    nop %object.innate(1)%&lt;br /&gt;
&lt;br /&gt;
Sets the innate of ''object'' to armor.&lt;br /&gt;
&lt;br /&gt;
    nop %object.innate(shield)%&lt;br /&gt;
&lt;br /&gt;
Sets the innate of ''object'' to shield.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==insert_word==&lt;br /&gt;
&lt;br /&gt;
Syntax: insert_word &amp;lt;word&amp;gt; &amp;lt;pos&amp;gt; &amp;lt;v&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Inserts word &amp;lt;word&amp;gt; at position &amp;lt;pos&amp;gt; in variable &amp;lt;v&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
The first position is 1. If the position is larger than the number of words, the word is appended.&lt;br /&gt;
&lt;br /&gt;
    eval sentence Hello how are you?&lt;br /&gt;
    insert_word there, 2 sentence&lt;br /&gt;
    %echo% %sentence%&lt;br /&gt;
&lt;br /&gt;
Result: Hello there, how are you?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==is_cheater==&lt;br /&gt;
&lt;br /&gt;
    %player.is_cheater%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if ''player'' has the cheater flag.&lt;br /&gt;
&lt;br /&gt;
    nop %player.is_cheater(on)%&lt;br /&gt;
&lt;br /&gt;
Sets ''player'''s cheater flag.&lt;br /&gt;
&lt;br /&gt;
    nop %player.is_cheater(off)%&lt;br /&gt;
&lt;br /&gt;
Removes ''player'''s cheater flag.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==is_flying==&lt;br /&gt;
&lt;br /&gt;
    %actor.is_flying%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if ''actor'' is flying.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==is_helper==&lt;br /&gt;
&lt;br /&gt;
    %player.is_helper%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if ''player'' is a newbie helper.&lt;br /&gt;
&lt;br /&gt;
    nop %player.is_helper(on)%&lt;br /&gt;
&lt;br /&gt;
Makes ''player'' a newbie helper.&lt;br /&gt;
&lt;br /&gt;
    nop %player.is_helper(off)%&lt;br /&gt;
&lt;br /&gt;
Stops ''player'' from being a newbie helper.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==is_herd_cattle==&lt;br /&gt;
&lt;br /&gt;
    %mob.is_herd_cattle%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if ''mob'' is flagged as a cattle herd mob.&lt;br /&gt;
These mobs follow other mobs from the same herd.&lt;br /&gt;
&lt;br /&gt;
==is_herd_horse==&lt;br /&gt;
&lt;br /&gt;
    %mob.is_herd_horse%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if ''mob'' is flagged as a horse herd mob.&lt;br /&gt;
These mobs follow other mobs from the same herd.&lt;br /&gt;
&lt;br /&gt;
==is_herd_sheep==&lt;br /&gt;
&lt;br /&gt;
    %mob.is_herd_sheep%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if ''mob'' is flagged as a sheep herd mob.&lt;br /&gt;
These mobs follow other mobs from the same herd.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==is_hero==&lt;br /&gt;
&lt;br /&gt;
    %player.is_hero%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if ''player'' is a hero.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==is_npc==&lt;br /&gt;
&lt;br /&gt;
    %actor.is_npc%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if ''actor'' is a mob.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==is_pk==&lt;br /&gt;
&lt;br /&gt;
    %player.is_pk%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if ''player'' is a PK-er.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==is_pregnant==&lt;br /&gt;
&lt;br /&gt;
    %player.is_pregnant%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if ''player'' is expecting.&lt;br /&gt;
&lt;br /&gt;
    nop %player.is_pregnant(on)%&lt;br /&gt;
&lt;br /&gt;
Makes ''player'' pregnant.&lt;br /&gt;
&lt;br /&gt;
    nop %player.is_pregnant(off)%&lt;br /&gt;
&lt;br /&gt;
Stops ''player'''s pregnancy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==is_roleplay==&lt;br /&gt;
&lt;br /&gt;
    %player.is_roleplay%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if ''player'' has an RP flag.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==is_rpl==&lt;br /&gt;
&lt;br /&gt;
    %player.is_rpl%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if ''player'' is an RP leader.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==is_wizinvis==&lt;br /&gt;
&lt;br /&gt;
    %mob.is_wizinvis%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if ''mob'' is wizinvis.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==lag==&lt;br /&gt;
&lt;br /&gt;
    %lag% %actor% 100&lt;br /&gt;
&lt;br /&gt;
Lags ''actor'' for 10 seconds (the maximum is 300 = 30 seconds).&lt;br /&gt;
&lt;br /&gt;
%lag% translates to ''mlag'' for mob triggers, ''olag'' for object triggers and ''wlag'' for room triggers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==longdesc==&lt;br /&gt;
&lt;br /&gt;
    %mob.longdesc%&lt;br /&gt;
&lt;br /&gt;
Returns the look desc of ''mob''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==material==&lt;br /&gt;
&lt;br /&gt;
See the [[Scripting:Crafting#material|crafting]] section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==maxcarriedamount==&lt;br /&gt;
&lt;br /&gt;
    %actor.maxcarriedamount%&lt;br /&gt;
&lt;br /&gt;
Returns the maximum number of items ''actor'' can carry.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==maxcarriedweight==&lt;br /&gt;
&lt;br /&gt;
    %actor.maxcarriedweight%&lt;br /&gt;
&lt;br /&gt;
Returns the maximum weight ''actor'' can carry.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==max_quality_value==&lt;br /&gt;
&lt;br /&gt;
See the [[Scripting:Crafting#max_quality_value|crafting]] section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==maxstamina==&lt;br /&gt;
&lt;br /&gt;
    %actor.maxstamina%&lt;br /&gt;
&lt;br /&gt;
Returns the maximum stamina of ''actor''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==mid==&lt;br /&gt;
&lt;br /&gt;
    %mob.mid%&lt;br /&gt;
&lt;br /&gt;
Returns the id of the master of ''mob''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==mod==&lt;br /&gt;
&lt;br /&gt;
    %mod.5(2)%&lt;br /&gt;
&lt;br /&gt;
Returns 5 % 2 (the modulo operation).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==mzreset==&lt;br /&gt;
&lt;br /&gt;
    mzreset&lt;br /&gt;
&lt;br /&gt;
If it's a mob trigger, the mob resets the zone it's in.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==next_follower==&lt;br /&gt;
&lt;br /&gt;
    %actor.next_follower%&lt;br /&gt;
&lt;br /&gt;
Returns the id of the next follower if ''actor'' is a follower.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==next_in_list==&lt;br /&gt;
&lt;br /&gt;
    %object.next_in_list%&lt;br /&gt;
&lt;br /&gt;
If ''object'' is inside a container, it returns the uid of the next object.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==nographics==&lt;br /&gt;
&lt;br /&gt;
    %player.nographics%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if ''player'' has nographics toggled on.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==now==&lt;br /&gt;
&lt;br /&gt;
    %now%&lt;br /&gt;
&lt;br /&gt;
Returns the current unix time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==num_of_repairs==&lt;br /&gt;
&lt;br /&gt;
See the [[Scripting:Crafting#num_of_repairs|crafting]] section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==omr==&lt;br /&gt;
&lt;br /&gt;
    %omr%&lt;br /&gt;
&lt;br /&gt;
Returns ''mobile'' for a mob trigger, ''object'' for an obj trigger and ''room'' for a room trigger.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==origin==&lt;br /&gt;
&lt;br /&gt;
See the [[Scripting:Crafting#origin|crafting]] section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==people==&lt;br /&gt;
&lt;br /&gt;
    %object.people%&lt;br /&gt;
&lt;br /&gt;
Returns the uid of the first character in the room of ''object''. &lt;br /&gt;
&lt;br /&gt;
The object may be in a room, worn, carried or inside a container.&lt;br /&gt;
&lt;br /&gt;
    %object.people(123)%&lt;br /&gt;
&lt;br /&gt;
Returns the uid of the first character with vnum ''123'' in the room.&lt;br /&gt;
&lt;br /&gt;
The same goes for&lt;br /&gt;
&lt;br /&gt;
    %room.people%&lt;br /&gt;
    %room.people(123)%&lt;br /&gt;
    %actor.people%&lt;br /&gt;
    %actor.people(123)%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==perc==&lt;br /&gt;
&lt;br /&gt;
    %player.perc%&lt;br /&gt;
&lt;br /&gt;
Returns the involvement of ''player''. For example: 33.3333&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==pkdeaths==&lt;br /&gt;
&lt;br /&gt;
    %player.pkdeaths%&lt;br /&gt;
&lt;br /&gt;
Returns the number of deaths of ''player'' in a PK fight.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==pkkills==&lt;br /&gt;
&lt;br /&gt;
    %player.pkkills%&lt;br /&gt;
&lt;br /&gt;
Returns the number of PK victories of ''player''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==pkpoints==&lt;br /&gt;
&lt;br /&gt;
    %player.pkpoints%&lt;br /&gt;
&lt;br /&gt;
Returns the number of PK points ''player'' has.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==playeruid==&lt;br /&gt;
&lt;br /&gt;
    playeruid p Bob&lt;br /&gt;
&lt;br /&gt;
Sets p to the uid of Bob, if Bob is online.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==purgemob==&lt;br /&gt;
&lt;br /&gt;
    purgemob %mob%&lt;br /&gt;
&lt;br /&gt;
Completely purges ''mob'', including equipment and inventory.&lt;br /&gt;
&lt;br /&gt;
    purgemob self&lt;br /&gt;
&lt;br /&gt;
This works if it's a mob trigger.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==quality_value==&lt;br /&gt;
&lt;br /&gt;
See the [[Scripting:Crafting#quality_value|crafting]] section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==random==&lt;br /&gt;
&lt;br /&gt;
    %random.char%&lt;br /&gt;
&lt;br /&gt;
Returns the uid of a random character in the room. It won't be an imm unless it has nohassle off.&lt;br /&gt;
&lt;br /&gt;
If it's a mob trigger then the character is seen by the mob.&lt;br /&gt;
&lt;br /&gt;
    %random.dir%&lt;br /&gt;
&lt;br /&gt;
Returns a random direction you can move in.&lt;br /&gt;
&lt;br /&gt;
    %random.7%&lt;br /&gt;
&lt;br /&gt;
Returns a number from 1 to 7.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==realday==&lt;br /&gt;
&lt;br /&gt;
    %realday%&lt;br /&gt;
&lt;br /&gt;
Returns 86400, the number of seconds in a day.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==realhour==&lt;br /&gt;
&lt;br /&gt;
    %realhour%&lt;br /&gt;
&lt;br /&gt;
Returns 3600, the number of seconds in an hour.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==remorts==&lt;br /&gt;
&lt;br /&gt;
    %player.remorts%&lt;br /&gt;
&lt;br /&gt;
Returns the number of remorts of ''player''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==repair==&lt;br /&gt;
&lt;br /&gt;
See the [[Scripting:Crafting#repair|crafting]] section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==replace_letter==&lt;br /&gt;
&lt;br /&gt;
Usage: replace_letter &amp;lt;letter&amp;gt; &amp;lt;position&amp;gt; &amp;lt;variable&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Replaces a letter at a certain position in a variable.&lt;br /&gt;
&lt;br /&gt;
    eval x test&lt;br /&gt;
    replace_letter n 3 x&lt;br /&gt;
    %echo% %x%&lt;br /&gt;
&lt;br /&gt;
Result: Tent&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==replace_word==&lt;br /&gt;
&lt;br /&gt;
Usage: replace_word &amp;lt;word&amp;gt; &amp;lt;position&amp;gt; &amp;lt;variable&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Replaces a word at a certain position in a variable.&lt;br /&gt;
&lt;br /&gt;
    eval x hi there&lt;br /&gt;
    replace_word hello 1 x&lt;br /&gt;
    %echo% %x%&lt;br /&gt;
&lt;br /&gt;
Result: Hello there&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==restring==&lt;br /&gt;
&lt;br /&gt;
Usage: restring &amp;lt;id|uid&amp;gt; &amp;lt;field&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Changes an object desc.&lt;br /&gt;
&lt;br /&gt;
    restring 123 name heavy object&lt;br /&gt;
&lt;br /&gt;
Renames the object with id 123.&lt;br /&gt;
&lt;br /&gt;
    restring %object% short a heavy object&lt;br /&gt;
&lt;br /&gt;
Changes the shortdesc of ''object''.&lt;br /&gt;
&lt;br /&gt;
    restring %object.id% long A heavy object is lying here.&lt;br /&gt;
&lt;br /&gt;
Changes the long desc of ''object''.&lt;br /&gt;
&lt;br /&gt;
    restring %object% extra 'side right' The right side is very interesting.&lt;br /&gt;
&lt;br /&gt;
Adds an extra desc for ''side right''.&lt;br /&gt;
&lt;br /&gt;
    restring %self% extra 'side right' The right side is not very interesting anymore.&lt;br /&gt;
&lt;br /&gt;
Changes the extra desc for ''side right''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==ridden_by==&lt;br /&gt;
&lt;br /&gt;
    %actor.ridden_by%&lt;br /&gt;
&lt;br /&gt;
Returns the uid of the character riding ''actor''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==riding==&lt;br /&gt;
&lt;br /&gt;
    %actor.riding%&lt;br /&gt;
&lt;br /&gt;
Returns the uid of the character ''actor'' is riding.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==rpgroup==&lt;br /&gt;
&lt;br /&gt;
    %player.rpgroup%&lt;br /&gt;
&lt;br /&gt;
Returns the name of the RP group ''player'' is in.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==save_affects==&lt;br /&gt;
&lt;br /&gt;
See the [[Scripting:Crafting#save_affects|crafting]] section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==sector==&lt;br /&gt;
&lt;br /&gt;
    %room.sector%&lt;br /&gt;
&lt;br /&gt;
Returns the sector name of ''room''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==set_colour_name==&lt;br /&gt;
&lt;br /&gt;
See the [[Scripting:Crafting#set_colour_name|crafting]] section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==set_material_name==&lt;br /&gt;
&lt;br /&gt;
See the [[Scripting:Crafting#set_material_name|crafting]] section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==set_quality_name==&lt;br /&gt;
&lt;br /&gt;
See the [[Scripting:Crafting#set_quality_name|crafting]] section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==speed==&lt;br /&gt;
&lt;br /&gt;
    %actor.speed%&lt;br /&gt;
&lt;br /&gt;
Returns the speed of ''actor''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==stage_value==&lt;br /&gt;
&lt;br /&gt;
See the [[Scripting:Crafting#stage_value|crafting]] section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==stamina==&lt;br /&gt;
&lt;br /&gt;
    %actor.stamina%&lt;br /&gt;
&lt;br /&gt;
Returns the stamina of ''actor''.&lt;br /&gt;
&lt;br /&gt;
    nop %actor.stamina(75)%&lt;br /&gt;
&lt;br /&gt;
Sets the stamina of ''actor'' to 75. The value will lie between 0 and the maximum of ''actor''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==subdecrease==&lt;br /&gt;
&lt;br /&gt;
    %player.subdecrease(pillage)%&lt;br /&gt;
&lt;br /&gt;
Decreases the skill ''player'' has in ''pillage'' by 2%.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==subincrease==&lt;br /&gt;
&lt;br /&gt;
    %player.subincrease(garotte)%&lt;br /&gt;
&lt;br /&gt;
Increases the skill ''player'' has in ''garotte'' by 2%. The subskill is added if ''player'' doesn't know it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==subskill==&lt;br /&gt;
&lt;br /&gt;
    %player.subskill(weaver)%&lt;br /&gt;
&lt;br /&gt;
Returns the ''weaver'' skill of ''player''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==target==&lt;br /&gt;
&lt;br /&gt;
Syntax: target &amp;lt;uid of actor&amp;gt; &amp;lt;var&amp;gt; inv|eq|room|char &amp;lt;argument&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Creates a local variable that holds the target of what an argument refers to, seen through the eyes of ''actor''.&lt;br /&gt;
&lt;br /&gt;
    target %actor% obj inv %arg%&lt;br /&gt;
    target %actor% obj eq %arg%&lt;br /&gt;
    target %actor% obj room %arg%&lt;br /&gt;
    &lt;br /&gt;
Matches ''arg'' with an object in inventory, equipment and room, respectively. If there's no match, %obj% will be empty.&lt;br /&gt;
&lt;br /&gt;
    target %actor% ch char %arg%&lt;br /&gt;
&lt;br /&gt;
Matches ''arg'' with a character in the room.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==thirst==&lt;br /&gt;
&lt;br /&gt;
    %player.thirst%&lt;br /&gt;
&lt;br /&gt;
Returns the thirst value of ''player''. It's a measure of how full a player is.&lt;br /&gt;
&lt;br /&gt;
    nop %player.thirst(30)%&lt;br /&gt;
&lt;br /&gt;
Sets the thirst value of ''player'' to 30.&lt;br /&gt;
If the value is -1 then ''player'' will never be thirsty.&lt;br /&gt;
If the value is 0 then ''player'' is parched.&lt;br /&gt;
If the value is larger than 47 then ''player'' is full.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==time==&lt;br /&gt;
&lt;br /&gt;
    %time.hour%&lt;br /&gt;
    %time.day%&lt;br /&gt;
    %time.month%&lt;br /&gt;
    %time.year%&lt;br /&gt;
    %time.season%&lt;br /&gt;
    %time.moon%&lt;br /&gt;
&lt;br /&gt;
Returns the respective mud time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==trade==&lt;br /&gt;
&lt;br /&gt;
    %player.trade%&lt;br /&gt;
&lt;br /&gt;
Returns the number of tradepoints ''player'' has.&lt;br /&gt;
&lt;br /&gt;
    nop %player.trade(10)%&lt;br /&gt;
&lt;br /&gt;
Adds 10 tradepoints to ''player'''s balance.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==val==&lt;br /&gt;
&lt;br /&gt;
    %object.val1%&lt;br /&gt;
&lt;br /&gt;
Returns object value 1 of ''object''.&lt;br /&gt;
&lt;br /&gt;
    nop %object.val2(7)%&lt;br /&gt;
&lt;br /&gt;
Sets object value 2 of ''object'' to 7.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==word_count==&lt;br /&gt;
&lt;br /&gt;
    %text.word_count%&lt;br /&gt;
&lt;br /&gt;
Returns the number of words in ''text''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==wordat==&lt;br /&gt;
&lt;br /&gt;
Returns a word from a sentence.&lt;br /&gt;
&lt;br /&gt;
    eval text Once upon a time&lt;br /&gt;
    %echo% %text.wordat(2)%&lt;br /&gt;
&lt;br /&gt;
Result: Upon&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==zecho==&lt;br /&gt;
&lt;br /&gt;
    %zecho% 30 Boo!&lt;br /&gt;
&lt;br /&gt;
Sends a message to all players in zone 30.&lt;br /&gt;
It translates to mzecho for mob triggers, to ozecho for obj triggers and to wzecho for room triggers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==zonename==&lt;br /&gt;
&lt;br /&gt;
    %room.zonename%&lt;br /&gt;
&lt;br /&gt;
Returns the name of the zone ''room'' is in.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==zrecho==&lt;br /&gt;
&lt;br /&gt;
    %zrecho% 30 3001 3010 Boo!&lt;br /&gt;
&lt;br /&gt;
Sends a message to every player in zone 30 in rooms 3001-3010.&lt;br /&gt;
It translates to mzrecho for mob triggers, to ozrecho for obj triggers and to wzrecho for room triggers.&lt;/div&gt;</summary>
		<author><name>Rynald</name></author>	</entry>

	<entry>
		<id>http://4dimensions.org/wiki/index.php?title=Scripting&amp;diff=1144</id>
		<title>Scripting</title>
		<link rel="alternate" type="text/html" href="http://4dimensions.org/wiki/index.php?title=Scripting&amp;diff=1144"/>
				<updated>2017-05-13T17:35:47Z</updated>
		
		<summary type="html">&lt;p&gt;Rynald: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
There's a good scripting reference at [http://http://old.tbamud.com/Oasis_DG_pages/ TBA], but there are differences with 4D's scripting commands. These pages aim to give an overview of these commands.&lt;br /&gt;
One notable difference is [[Scripting:Crafting|crafting]], for which several new commands and fields have been added.&lt;br /&gt;
&lt;br /&gt;
To give an example of the terms used in these pages, consider this line:&lt;br /&gt;
    &lt;br /&gt;
    nop %actor.exp(1000)%&lt;br /&gt;
&lt;br /&gt;
Here ''nop'' is the '''command''', ''actor'' is the '''variable''', ''exp'' is the '''field''' and ''1000'' is the '''subfield'''.&lt;br /&gt;
&lt;br /&gt;
A character is a mob or player. The examples usually use ''actor'' when it concerns a character.&lt;br /&gt;
&lt;br /&gt;
In scripts, a uid is the character '}' followed by a number. The number is the id of a character, object or room. A uid is used to manipulate what it points to, from any script.&lt;br /&gt;
&lt;br /&gt;
To make it easier to debug scripts, a [[Scripting:Debugger|scripting debugger]] is available. It can set breakpoints, view or change variables, step through a trigger, and show the result of any scripting expression.&lt;br /&gt;
&lt;br /&gt;
The commands, fields and variables are grouped alphabetically:&lt;br /&gt;
&lt;br /&gt;
[[#A|A]] [[#B|B]] [[#C|C]] [[#D|D]] [[#E|E]] [[#F|F]] [[#G|G]] [[#H|H]] [[#I|I]] [[#J|J]] [[#K|K]] [[#L|L]] [[#M|M]] [[#N|N]] [[#O|O]] [[#P|P]] [[#Q|Q]] [[#R|R]] [[#S|S]] [[#T|T]] [[#U|U]] [[#V|V]] [[#W|W]] [[#X|X]] [[#Y|Y]] [[#Z|Z]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==A==&lt;br /&gt;
*[[#aff_ac|aff_ac]]&lt;br /&gt;
*[[#aff_age|aff_age]]&lt;br /&gt;
*[[#aff_breath_def|aff_breath_def]]&lt;br /&gt;
*[[#aff_cha|aff_cha]]&lt;br /&gt;
*[[#aff_con|aff_con]]&lt;br /&gt;
*[[#aff_coolness|aff_coolness]]&lt;br /&gt;
*[[#aff_damroll|aff_damroll]]&lt;br /&gt;
*[[#aff_dex|aff_dex]]&lt;br /&gt;
*[[#aff_hitroll|aff_hitroll]]&lt;br /&gt;
*[[#aff_int|aff_int]]&lt;br /&gt;
*[[#aff_maxhit|aff_maxhit]]&lt;br /&gt;
*[[#aff_maxmana|aff_maxmana]]&lt;br /&gt;
*[[#aff_maxmove|aff_maxmove]]&lt;br /&gt;
*[[#aff_mine_bonus|aff_mine_bonus]]&lt;br /&gt;
*[[#aff_mine_protection|aff_mine_protection]]&lt;br /&gt;
*[[#aff_mine_speed|aff_mine_speed]]&lt;br /&gt;
*[[#aff_mine_stealth|aff_mine_stealth]]&lt;br /&gt;
*[[#aff_paralyze_def|aff_paralyze_def]]&lt;br /&gt;
*[[#aff_petrify_def|aff_petrify_def]]&lt;br /&gt;
*[[#aff_rod_def|aff_rod_def]]&lt;br /&gt;
*[[#aff_regen_hit|aff_regen_hit]]&lt;br /&gt;
*[[#aff_regen_mana|aff_regen_mana]]&lt;br /&gt;
*[[#aff_regen_move|aff_regen_move]]&lt;br /&gt;
*[[#aff_speed|aff_speed]]&lt;br /&gt;
*[[#aff_spell_def|aff_spell_def]]&lt;br /&gt;
*[[#aff_str|aff_str]]&lt;br /&gt;
*[[#aff_wis|aff_wis]]&lt;br /&gt;
*[[#assemble|assemble]]&lt;br /&gt;
*[[#assembly|assembly]]&lt;br /&gt;
*[[#assemblycheck|assemblycheck]]&lt;br /&gt;
*[[#attach|attach]]&lt;br /&gt;
==B==&lt;br /&gt;
*[[#body|body]]&lt;br /&gt;
*[[#bodycheck|bodycheck]]&lt;br /&gt;
==C==&lt;br /&gt;
*[[#carriedamount|carriedamount]]&lt;br /&gt;
*[[#carriedweight|carriedweight]]&lt;br /&gt;
*[[#charat|charat]]&lt;br /&gt;
*[[#clan|clan]]&lt;br /&gt;
*[[#clanname|clanname]]&lt;br /&gt;
*[[#clanrank|clanrank]]&lt;br /&gt;
*[[#class_tier|class_tier]]&lt;br /&gt;
*[[#colour|colour]]&lt;br /&gt;
*[[#contained_by|contained_by]]&lt;br /&gt;
*[[#contains|contains]]&lt;br /&gt;
*[[#cool|cool]]&lt;br /&gt;
==D==&lt;br /&gt;
*[[#damroll|damroll]]&lt;br /&gt;
*[[#dest|dest]]&lt;br /&gt;
*[[#dg_affect|dg_affect]]&lt;br /&gt;
*[[#dg_dest|dg_dest]]&lt;br /&gt;
*[[#dg_letter|dg_letter]]&lt;br /&gt;
*[[#dg_peek|dg_peek]]&lt;br /&gt;
*[[#dimension|dimension]]&lt;br /&gt;
*[[#dyecount|dyecount]]&lt;br /&gt;
==E==&lt;br /&gt;
*[[#exp_needed|exp_needed]]&lt;br /&gt;
==F==&lt;br /&gt;
*[[#flag|flag]]&lt;br /&gt;
*[[#follower_in_room|follower_in_room]]&lt;br /&gt;
*[[#forget_subskills|forget_subskills]]&lt;br /&gt;
*[[#function|function]]&lt;br /&gt;
==G==&lt;br /&gt;
==H==&lt;br /&gt;
*[[#has_pos|has_pos]]&lt;br /&gt;
*[[#has_script|has_script]]&lt;br /&gt;
*[[#hitroll|hitroll]]&lt;br /&gt;
*[[#hunger|hunger]]&lt;br /&gt;
*[[#hunt|hunt]]&lt;br /&gt;
*[[#hunting|hunting]]&lt;br /&gt;
==I==&lt;br /&gt;
*[[#in_material_group|in_material_group]]&lt;br /&gt;
*[[#innate|innate]]&lt;br /&gt;
*[[#insert_word|insert_word]]&lt;br /&gt;
*[[#is_cheater|is_cheater]]&lt;br /&gt;
*[[#is_flying|is_flying]]&lt;br /&gt;
*[[#is_helper|is_helper]]&lt;br /&gt;
*[[#is_herd_cattle|is_herd_cattle]]&lt;br /&gt;
*[[#is_herd_horse|is_herd_horse]]&lt;br /&gt;
*[[#is_herd_sheep|is_herd_sheep]]&lt;br /&gt;
*[[#is_hero|is_hero]]&lt;br /&gt;
*[[#is_npc|is_npc]]&lt;br /&gt;
*[[#is_pk|is_pk]]&lt;br /&gt;
*[[#is_pregnant|is_pregnant]]&lt;br /&gt;
*[[#is_roleplay|is_roleplay]]&lt;br /&gt;
*[[#is_rpl|is_rpl]]&lt;br /&gt;
*[[#is_wizinvis|is_wizinvis]]&lt;br /&gt;
==J==&lt;br /&gt;
==K==&lt;br /&gt;
==L==&lt;br /&gt;
*[[#lag|lag]]&lt;br /&gt;
*[[#longdesc|longdesc]]&lt;br /&gt;
==M==&lt;br /&gt;
*[[#material|material]]&lt;br /&gt;
*[[#maxcarriedamount|maxcarriedamount]]&lt;br /&gt;
*[[#maxcarriedweight|maxcarriedweight]]&lt;br /&gt;
*[[#max_quality_value|max_quality_value]]&lt;br /&gt;
*[[#maxstamina|maxstamina]]&lt;br /&gt;
*[[#mid|mid]]&lt;br /&gt;
*[[#mod|mod]]&lt;br /&gt;
*[[#mzreset|mzreset]]&lt;br /&gt;
==N==&lt;br /&gt;
*[[#next_follower|next_follower]]&lt;br /&gt;
*[[#next_in_list|next_in_list]]&lt;br /&gt;
*[[#nographics|nographics]]&lt;br /&gt;
*[[#now|now]]&lt;br /&gt;
*[[#num_of_repairs|num_of_repairs]]&lt;br /&gt;
==O==&lt;br /&gt;
*[[#omr|omr]]&lt;br /&gt;
*[[#origin|origin]]&lt;br /&gt;
*[[#owned_by|owned_by]]&lt;br /&gt;
==P==&lt;br /&gt;
*[[#people|people]]&lt;br /&gt;
*[[#perc|perc]]&lt;br /&gt;
*[[#pkdeaths|pkdeaths]]&lt;br /&gt;
*[[#pkkills|pkkills]]&lt;br /&gt;
*[[#pkpoints|pkpoints]]&lt;br /&gt;
*[[#playeruid|playeruid]]&lt;br /&gt;
*[[#purgemob|purgemob]]&lt;br /&gt;
==Q==&lt;br /&gt;
*[[#quality_value|quality_value]]&lt;br /&gt;
==R==&lt;br /&gt;
*[[#random|random]]&lt;br /&gt;
*[[#realday|realday]]&lt;br /&gt;
*[[#realhour|realhour]]&lt;br /&gt;
*[[#remorts|remorts]]&lt;br /&gt;
*[[#repair|repair]]&lt;br /&gt;
*[[#replace_letter|replace_letter]]&lt;br /&gt;
*[[#replace_word|replace_word]]&lt;br /&gt;
*[[#restring|restring]]&lt;br /&gt;
*[[#ridden_by|ridden_by]]&lt;br /&gt;
*[[#riding|riding]]&lt;br /&gt;
*[[#rpgroup|rpgroup]]&lt;br /&gt;
==S==&lt;br /&gt;
*[[#save_affects|save_affects]]&lt;br /&gt;
*[[#sector|sector]]&lt;br /&gt;
*[[#set_colour_name|set_colour_name]]&lt;br /&gt;
*[[#set_material_name|set_material_name]]&lt;br /&gt;
*[[#set_quality_name|set_quality_name]]&lt;br /&gt;
*[[#speed|speed]]&lt;br /&gt;
*[[#stage_value|stage_value]]&lt;br /&gt;
*[[#stamina|stamina]]&lt;br /&gt;
*[[#subdecrease|subdecrease]]&lt;br /&gt;
*[[#subincrease|subincrease]]&lt;br /&gt;
*[[#subskill|subskill]]&lt;br /&gt;
==T==&lt;br /&gt;
*[[#target|target]]&lt;br /&gt;
*[[#thirst|thirst]]&lt;br /&gt;
*[[#time|time]]&lt;br /&gt;
*[[#trade|trade]]&lt;br /&gt;
==U==&lt;br /&gt;
==V==&lt;br /&gt;
*[[#val|val]]&lt;br /&gt;
==W==&lt;br /&gt;
*[[#word_count|word_count]]&lt;br /&gt;
*[[#wordat|wordat]]&lt;br /&gt;
==X==&lt;br /&gt;
==Y==&lt;br /&gt;
==Z==&lt;br /&gt;
*[[#zecho|zecho]]&lt;br /&gt;
*[[#zonename|zonename]]&lt;br /&gt;
*[[#zrecho|zrecho]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The ''aff_'' fields are used to get or change the stats of an object.&lt;br /&gt;
&lt;br /&gt;
==aff_ac==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_ac%&lt;br /&gt;
&lt;br /&gt;
Returns the AC an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_ac(-5)%&lt;br /&gt;
&lt;br /&gt;
Sets the AC of an object to -5.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_age==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_age%&lt;br /&gt;
&lt;br /&gt;
Returns the age an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_age(125)%&lt;br /&gt;
&lt;br /&gt;
Sets the age of an object to 125.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_breath_def==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_breath_def%&lt;br /&gt;
&lt;br /&gt;
Returns the breath defense an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_breath_def(50)%&lt;br /&gt;
&lt;br /&gt;
Sets the breath defense of an object to 50.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_cha==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_cha%&lt;br /&gt;
&lt;br /&gt;
Returns the charisma an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_cha(2)%&lt;br /&gt;
&lt;br /&gt;
Sets the charisma of an object to 2.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_con==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_con%&lt;br /&gt;
&lt;br /&gt;
Returns the constitution an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_con(-3)%&lt;br /&gt;
&lt;br /&gt;
Sets the constitution of an object to -3.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_coolness==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_coolness%&lt;br /&gt;
&lt;br /&gt;
Returns the coolness an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_coolness(5)%&lt;br /&gt;
&lt;br /&gt;
Sets the coolness of an object to 5.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_damroll==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_damroll%&lt;br /&gt;
&lt;br /&gt;
Returns the damroll an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_damroll(3)%&lt;br /&gt;
&lt;br /&gt;
Sets the damroll of an object to 3.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_dex==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_dex%&lt;br /&gt;
&lt;br /&gt;
Returns the dexterity an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_dex(1)%&lt;br /&gt;
&lt;br /&gt;
Sets the dexterity of an object to 1.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_hitroll==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_hitroll%&lt;br /&gt;
&lt;br /&gt;
Returns the hitroll an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_hitroll(2)%&lt;br /&gt;
&lt;br /&gt;
Sets the hitroll of an object to 2.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_int==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_int%&lt;br /&gt;
&lt;br /&gt;
Returns the intelligence an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_int(3)%&lt;br /&gt;
&lt;br /&gt;
Sets the intelligence of an object to 3.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_maxhit==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_maxhit%&lt;br /&gt;
&lt;br /&gt;
Returns the maximum hitpoints an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_maxhit(700)%&lt;br /&gt;
&lt;br /&gt;
Sets the maximum hitpoints of an object to 700.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_maxmana==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_mana%&lt;br /&gt;
&lt;br /&gt;
Returns the maximum mana an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_maxmana(2000)%&lt;br /&gt;
&lt;br /&gt;
Sets the maximum mana of an object to 2000.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_maxmove==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_maxmove%&lt;br /&gt;
&lt;br /&gt;
Returns the maximum moves an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_maxmove(500)%&lt;br /&gt;
&lt;br /&gt;
Sets the maximum moves of an object to 500.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_mine_bonus==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_mine_bonus%&lt;br /&gt;
&lt;br /&gt;
Returns the mine bonus an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_mine_bonus(10)%&lt;br /&gt;
&lt;br /&gt;
Sets the mine bonus of an object to 10.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_mine_protection==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_mine_protection%&lt;br /&gt;
&lt;br /&gt;
Returns the mine protection an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_mine_protection(25)%&lt;br /&gt;
&lt;br /&gt;
Sets the mine protection of an object to 25.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_mine_speed==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_mine_speed%&lt;br /&gt;
&lt;br /&gt;
Returns the mine speed an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_mine_speed(30)%&lt;br /&gt;
&lt;br /&gt;
Sets the mine speed of an object to 30.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_mine_stealth==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_mine_stealth%&lt;br /&gt;
&lt;br /&gt;
Returns the mine stealth an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_mine_stealth(10)%&lt;br /&gt;
&lt;br /&gt;
Sets the mine stealth of an object to 10.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_paralyze_def==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_paralyze_def%&lt;br /&gt;
&lt;br /&gt;
Returns the paralyze defense an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_paralyze_def(5)%&lt;br /&gt;
&lt;br /&gt;
Sets the paralyze defense of an object to 5.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_petrify_def==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_petrify_def%&lt;br /&gt;
&lt;br /&gt;
Returns the petrify defense an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_petrify_def(3)%&lt;br /&gt;
&lt;br /&gt;
Sets the petrify defense of an object to 3.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_rod_def==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_rod_def%&lt;br /&gt;
&lt;br /&gt;
Returns the rod defense an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_rod_def(-2)%&lt;br /&gt;
&lt;br /&gt;
Sets the rod defense of an object to -2.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_regen_hit==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_regen_hit%&lt;br /&gt;
&lt;br /&gt;
Returns the hitpoint regeneration an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_regen_hit(10)%&lt;br /&gt;
&lt;br /&gt;
Sets the hitpoint regeneration of an object to 10.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_regen_mana==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_regen_mana%&lt;br /&gt;
&lt;br /&gt;
Returns the mana regeneration an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_regen_mana(5)%&lt;br /&gt;
&lt;br /&gt;
Sets the mana regeneration of an object to 5.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_regen_move==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_regen_move%&lt;br /&gt;
&lt;br /&gt;
Returns the move regeneration an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_regen_move(10)%&lt;br /&gt;
&lt;br /&gt;
Sets the move regeneration of an object to 10.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_speed==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_speed%&lt;br /&gt;
&lt;br /&gt;
Returns the speed an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_speed(50)%&lt;br /&gt;
&lt;br /&gt;
Sets the speed of an object to 50.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_spell_def==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_spell_def%&lt;br /&gt;
&lt;br /&gt;
Returns the spell defense an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_spell_def(10)%&lt;br /&gt;
&lt;br /&gt;
Sets the spell defense of an object to 10.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_str==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_str%&lt;br /&gt;
&lt;br /&gt;
Returns the strength an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_str(2)%&lt;br /&gt;
&lt;br /&gt;
Sets the strength of an object to 2.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_wis==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_wis%&lt;br /&gt;
&lt;br /&gt;
Returns the wisdom an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_wis(-1)%&lt;br /&gt;
&lt;br /&gt;
Sets the wisdom of an object to -1.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==assemble==&lt;br /&gt;
&lt;br /&gt;
    nop %actor.assemble(123)%&lt;br /&gt;
&lt;br /&gt;
If the inventory of ''actor'' holds the ingredients of the assembly, then they are replaced by object 123.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==assembly==&lt;br /&gt;
&lt;br /&gt;
    %assembly.exists(103)%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if an assembly exists which creates an object with vnum 103.&lt;br /&gt;
&lt;br /&gt;
    %assembly.craft(5770)%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if an assembly exists that creates object 5770 by using the command ''craft''.&lt;br /&gt;
&lt;br /&gt;
    %assembly.brew(beer bottle)%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if an assembly exists that creates an object named ''beer bottle'' with the command ''brew''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==assemblycheck==&lt;br /&gt;
&lt;br /&gt;
    %actor.assemblycheck(123)%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if ''actor'' has the ingredients to assemble object 123.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==attach==&lt;br /&gt;
&lt;br /&gt;
    attach %mob% 123&lt;br /&gt;
&lt;br /&gt;
Attaches trigger 123 to ''mob'' which is a uid here. You can also attach to an id:&lt;br /&gt;
&lt;br /&gt;
    attach %obj.id% 234&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==body==&lt;br /&gt;
&lt;br /&gt;
    %actor.body%&lt;br /&gt;
&lt;br /&gt;
Returns all body positions.&lt;br /&gt;
&lt;br /&gt;
    nop %player.body(crest)%&lt;br /&gt;
&lt;br /&gt;
Toggles the extra body position ''crest''. Only extra body positions can be toggled.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==bodycheck==&lt;br /&gt;
&lt;br /&gt;
    %player.bodycheck(rknee)&lt;br /&gt;
&lt;br /&gt;
Returns 1 if ''player'' has the body position ''rknee'' (mobs have all body positions).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==carriedamount==&lt;br /&gt;
&lt;br /&gt;
    %actor.carriedamount%&lt;br /&gt;
&lt;br /&gt;
Returns the number of items ''actor'' has in inventory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==carriedweight==&lt;br /&gt;
&lt;br /&gt;
    %actor.carriedweight%&lt;br /&gt;
&lt;br /&gt;
Returns the total weight ''actor'' is carrying in inventory and equipment combined.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==charat==&lt;br /&gt;
&lt;br /&gt;
Returns a letter in a string:&lt;br /&gt;
&lt;br /&gt;
    eval word test&lt;br /&gt;
    %echo% %word.charat(3)%&lt;br /&gt;
&lt;br /&gt;
Result: S&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==clan==&lt;br /&gt;
&lt;br /&gt;
    %player.clan%&lt;br /&gt;
&lt;br /&gt;
Returns the clan number ''player'' is in.&lt;br /&gt;
&lt;br /&gt;
    %player.clan(2)%&lt;br /&gt;
&lt;br /&gt;
Puts ''player'' in clan 2.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==clanname==&lt;br /&gt;
&lt;br /&gt;
    %player.clanname%&lt;br /&gt;
&lt;br /&gt;
Returns the name of the clan ''player'' is in.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==clanrank==&lt;br /&gt;
&lt;br /&gt;
    %player.clanrank%&lt;br /&gt;
&lt;br /&gt;
Returns the clan rank of ''player''.&lt;br /&gt;
&lt;br /&gt;
    %player.clanrank(3)%&lt;br /&gt;
&lt;br /&gt;
Sets the clan rank of ''player'' to 3.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==class_tier==&lt;br /&gt;
&lt;br /&gt;
    %actor.class_tier%&lt;br /&gt;
&lt;br /&gt;
Returns the tier of ''actor''.&lt;br /&gt;
&lt;br /&gt;
    %mob.class_tier(3)%&lt;br /&gt;
&lt;br /&gt;
Sets the tier of ''mob'' to 3.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==colour==&lt;br /&gt;
&lt;br /&gt;
See the [[#Scripting:Crafting#colour|crafting]] section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==contained_by==&lt;br /&gt;
&lt;br /&gt;
    %object.contained_by%&lt;br /&gt;
&lt;br /&gt;
Returns the uid of the container which holds the object.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==cool==&lt;br /&gt;
&lt;br /&gt;
    %player.cool%&lt;br /&gt;
&lt;br /&gt;
Returns the coolness of ''player''.&lt;br /&gt;
&lt;br /&gt;
    %player.cool(7)%&lt;br /&gt;
&lt;br /&gt;
Adds 7 to the coolness of ''player''. The resulting value will lie between 3 and 22.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==damroll==&lt;br /&gt;
&lt;br /&gt;
    %player.damroll%&lt;br /&gt;
&lt;br /&gt;
Returns the damroll of ''player''.&lt;br /&gt;
&lt;br /&gt;
    %player.damroll(50)%&lt;br /&gt;
&lt;br /&gt;
Adds 50 to the damroll of ''player''. The resulting value will lie between 3 and 150.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==dest==&lt;br /&gt;
&lt;br /&gt;
    %mob.dest%&lt;br /&gt;
&lt;br /&gt;
Returns the room vnum of the destination of the mob.&lt;br /&gt;
&lt;br /&gt;
    %mob.dest(123)%&lt;br /&gt;
&lt;br /&gt;
Sets the room vnum of the destination of ''mob'' to 123.&lt;br /&gt;
&lt;br /&gt;
    %object.dest%&lt;br /&gt;
&lt;br /&gt;
Returns the room vnum of the destination of the object.&lt;br /&gt;
&lt;br /&gt;
    %object.dest(234)%&lt;br /&gt;
&lt;br /&gt;
Sets the room vnum of the destination of ''object'' to 234.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==dg_affect==&lt;br /&gt;
&lt;br /&gt;
Sets or removes an affect or apply on a character. See help dg_affect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==dg_dest==&lt;br /&gt;
&lt;br /&gt;
    dg_dest add 567 self&lt;br /&gt;
&lt;br /&gt;
Add room 567 to the destination list of the mob or object the trigger is on.&lt;br /&gt;
&lt;br /&gt;
    dg_dest remove 123 %object%&lt;br /&gt;
&lt;br /&gt;
Remove destination room 123 from ''object''.&lt;br /&gt;
&lt;br /&gt;
    dg_dest remove all %mob%&lt;br /&gt;
&lt;br /&gt;
Remove the entire travel list from ''mob''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==dg_letter==&lt;br /&gt;
&lt;br /&gt;
Returns a letter in a string:&lt;br /&gt;
&lt;br /&gt;
    eval word test&lt;br /&gt;
    dg_letter letter 3 %word%&lt;br /&gt;
    %echo% %letter%&lt;br /&gt;
&lt;br /&gt;
Result: S&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==dg_peek==&lt;br /&gt;
&lt;br /&gt;
    dg_peek %actor% 3001&lt;br /&gt;
&lt;br /&gt;
Shows room 3001 to ''actor''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==dimension==&lt;br /&gt;
&lt;br /&gt;
    %room.dimension%&lt;br /&gt;
&lt;br /&gt;
Returns the dimension a room is in.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==dyecount==&lt;br /&gt;
&lt;br /&gt;
See the section on [[#Scripting:Crafting#dyecount|crafting]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==exp_needed==&lt;br /&gt;
&lt;br /&gt;
    %player.exp_needed%&lt;br /&gt;
&lt;br /&gt;
Returns the exp ''player'' needs to make the next level.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==flag==&lt;br /&gt;
&lt;br /&gt;
    %room.flag(peaceful)%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if the room is peaceful.&lt;br /&gt;
The flag names are the same ones as in the room flags section of redit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==follower_in_room==&lt;br /&gt;
&lt;br /&gt;
    %player.follower_in_room(123)%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if the follower with vnum 123 of ''player'' is in the same room as ''player''.&lt;br /&gt;
&lt;br /&gt;
    %player.follower_in_room(the black dog)%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if a follower of ''player'' is called ''the black dog'' and is in the same room as ''player''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==forget_subskills==&lt;br /&gt;
&lt;br /&gt;
    %player.forget_subskills(combatant)%&lt;br /&gt;
&lt;br /&gt;
Makes ''player'' lose all subkills belonging to the profession ''combatant''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==function==&lt;br /&gt;
&lt;br /&gt;
    function 123 book 1 shield&lt;br /&gt;
&lt;br /&gt;
Calls function trigger 123 with the argument ''book 1 shield'', which is available to the trigger through the variable %args%.&lt;br /&gt;
A function trigger runs inside the script of the calling trigger, so it has access to all global variables. A return value can be set in another global variable, which the calling trigger can use once the function trigger finishes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==has_pos==&lt;br /&gt;
&lt;br /&gt;
    %object.has_pos(wield)%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if ''object'' can be wielded.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==has_script==&lt;br /&gt;
&lt;br /&gt;
    %room.has_script%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if there's a script attached to ''room''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==hitroll==&lt;br /&gt;
&lt;br /&gt;
    %player.hitroll%&lt;br /&gt;
&lt;br /&gt;
Returns the hitroll of ''player''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==hunger==&lt;br /&gt;
&lt;br /&gt;
    %player.hunger%&lt;br /&gt;
&lt;br /&gt;
Returns the hunger value of ''player''. It's a measure of how full a player is.&lt;br /&gt;
&lt;br /&gt;
    nop %player.hunger(50)%&lt;br /&gt;
&lt;br /&gt;
Sets the hunger value of ''player'' to 50.&lt;br /&gt;
If the value is -1 then ''player'' will never be hungry.&lt;br /&gt;
If the value is 0 then ''player'' is extremely hungry.&lt;br /&gt;
If the value is larger than 47 then ''player'' is full.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==hunt==&lt;br /&gt;
&lt;br /&gt;
    %mob.hunt%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if ''mob'' is hunting and makes ''mob'' move towards the target.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==hunting==&lt;br /&gt;
&lt;br /&gt;
    %mob.hunting%&lt;br /&gt;
&lt;br /&gt;
Returns the uid of the character ''mob'' is hunting.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==in_material_group==&lt;br /&gt;
&lt;br /&gt;
See the [[#Scripting:Crafting#in_material_group|crafting]] section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==innate==&lt;br /&gt;
&lt;br /&gt;
    %object.innate%&lt;br /&gt;
&lt;br /&gt;
Returns the spell number of the innate on ''object''.&lt;br /&gt;
&lt;br /&gt;
    nop %object.innate(1)%&lt;br /&gt;
&lt;br /&gt;
Sets the innate of ''object'' to armor.&lt;br /&gt;
&lt;br /&gt;
    nop %object.innate(shield)%&lt;br /&gt;
&lt;br /&gt;
Sets the innate of ''object'' to shield.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==insert_word==&lt;br /&gt;
&lt;br /&gt;
Syntax: insert_word &amp;lt;word&amp;gt; &amp;lt;pos&amp;gt; &amp;lt;v&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Inserts word &amp;lt;word&amp;gt; at position &amp;lt;pos&amp;gt; in variable &amp;lt;v&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
The first position is 1. If the position is larger than the number of words, the word is appended.&lt;br /&gt;
&lt;br /&gt;
    eval sentence Hello how are you?&lt;br /&gt;
    insert_word there, 2 sentence&lt;br /&gt;
    %echo% %sentence%&lt;br /&gt;
&lt;br /&gt;
Result: Hello there, how are you?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==is_cheater==&lt;br /&gt;
&lt;br /&gt;
    %player.is_cheater%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if ''player'' has the cheater flag.&lt;br /&gt;
&lt;br /&gt;
    nop %player.is_cheater(on)%&lt;br /&gt;
&lt;br /&gt;
Sets ''player'''s cheater flag.&lt;br /&gt;
&lt;br /&gt;
    nop %player.is_cheater(off)%&lt;br /&gt;
&lt;br /&gt;
Removes ''player'''s cheater flag.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==is_flying==&lt;br /&gt;
&lt;br /&gt;
    %actor.is_flying%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if ''actor'' is flying.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==is_helper==&lt;br /&gt;
&lt;br /&gt;
    %player.is_helper%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if ''player'' is a newbie helper.&lt;br /&gt;
&lt;br /&gt;
    nop %player.is_helper(on)%&lt;br /&gt;
&lt;br /&gt;
Makes ''player'' a newbie helper.&lt;br /&gt;
&lt;br /&gt;
    nop %player.is_helper(off)%&lt;br /&gt;
&lt;br /&gt;
Stops ''player'' from being a newbie helper.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==is_herd_cattle==&lt;br /&gt;
&lt;br /&gt;
    %mob.is_herd_cattle%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if ''mob'' is flagged as a cattle herd mob.&lt;br /&gt;
These mobs follow other mobs from the same herd.&lt;br /&gt;
&lt;br /&gt;
==is_herd_horse==&lt;br /&gt;
&lt;br /&gt;
    %mob.is_herd_horse%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if ''mob'' is flagged as a horse herd mob.&lt;br /&gt;
These mobs follow other mobs from the same herd.&lt;br /&gt;
&lt;br /&gt;
==is_herd_sheep==&lt;br /&gt;
&lt;br /&gt;
    %mob.is_herd_sheep%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if ''mob'' is flagged as a sheep herd mob.&lt;br /&gt;
These mobs follow other mobs from the same herd.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==is_hero==&lt;br /&gt;
&lt;br /&gt;
    %player.is_hero%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if ''player'' is a hero.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==is_npc==&lt;br /&gt;
&lt;br /&gt;
    %actor.is_npc%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if ''actor'' is a mob.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==is_pk==&lt;br /&gt;
&lt;br /&gt;
    %player.is_pk%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if ''player'' is a PK-er.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==is_pregnant==&lt;br /&gt;
&lt;br /&gt;
    %player.is_pregnant%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if ''player'' is expecting.&lt;br /&gt;
&lt;br /&gt;
    nop %player.is_pregnant(on)%&lt;br /&gt;
&lt;br /&gt;
Makes ''player'' pregnant.&lt;br /&gt;
&lt;br /&gt;
    nop %player.is_pregnant(off)%&lt;br /&gt;
&lt;br /&gt;
Stops ''player'''s pregnancy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==is_roleplay==&lt;br /&gt;
&lt;br /&gt;
    %player.is_roleplay%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if ''player'' has an RP flag.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==is_rpl==&lt;br /&gt;
&lt;br /&gt;
    %player.is_rpl%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if ''player'' is an RP leader.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==is_wizinvis==&lt;br /&gt;
&lt;br /&gt;
    %mob.is_wizinvis%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if ''mob'' is wizinvis.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==lag==&lt;br /&gt;
&lt;br /&gt;
    %lag% %actor% 100&lt;br /&gt;
&lt;br /&gt;
Lags ''actor'' for 10 seconds (the maximum is 300 = 30 seconds).&lt;br /&gt;
&lt;br /&gt;
%lag% translates to ''mlag'' for mob triggers, ''olag'' for object triggers and ''wlag'' for room triggers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==longdesc==&lt;br /&gt;
&lt;br /&gt;
    %mob.longdesc%&lt;br /&gt;
&lt;br /&gt;
Returns the look desc of ''mob''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==material==&lt;br /&gt;
&lt;br /&gt;
See the [[#Scripting:Crafting#material|crafting]] section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==maxcarriedamount==&lt;br /&gt;
&lt;br /&gt;
    %actor.maxcarriedamount%&lt;br /&gt;
&lt;br /&gt;
Returns the maximum number of items ''actor'' can carry.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==maxcarriedweight==&lt;br /&gt;
&lt;br /&gt;
    %actor.maxcarriedweight%&lt;br /&gt;
&lt;br /&gt;
Returns the maximum weight ''actor'' can carry.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==max_quality_value==&lt;br /&gt;
&lt;br /&gt;
See the [[#Scripting:Crafting#max_quality_value|crafting]] section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==maxstamina==&lt;br /&gt;
&lt;br /&gt;
    %actor.maxstamina%&lt;br /&gt;
&lt;br /&gt;
Returns the maximum stamina of ''actor''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==mid==&lt;br /&gt;
&lt;br /&gt;
    %mob.mid%&lt;br /&gt;
&lt;br /&gt;
Returns the id of the master of ''mob''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==mod==&lt;br /&gt;
&lt;br /&gt;
    %mod.5(2)%&lt;br /&gt;
&lt;br /&gt;
Returns 5 % 2 (the modulo operation).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==mzreset==&lt;br /&gt;
&lt;br /&gt;
    mzreset&lt;br /&gt;
&lt;br /&gt;
If it's a mob trigger, the mob resets the zone it's in.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==next_follower==&lt;br /&gt;
&lt;br /&gt;
    %actor.next_follower%&lt;br /&gt;
&lt;br /&gt;
Returns the id of the next follower if ''actor'' is a follower.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==next_in_list==&lt;br /&gt;
&lt;br /&gt;
    %object.next_in_list%&lt;br /&gt;
&lt;br /&gt;
If ''object'' is inside a container, it returns the uid of the next object.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==nographics==&lt;br /&gt;
&lt;br /&gt;
    %player.nographics%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if ''player'' has nographics toggled on.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==now==&lt;br /&gt;
&lt;br /&gt;
    %now%&lt;br /&gt;
&lt;br /&gt;
Returns the current unix time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==num_of_repairs==&lt;br /&gt;
&lt;br /&gt;
See the [[#Scripting:Crafting#num_of_repairs|crafting]] section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==omr==&lt;br /&gt;
&lt;br /&gt;
    %omr%&lt;br /&gt;
&lt;br /&gt;
Returns ''mobile'' for a mob trigger, ''object'' for an obj trigger and ''room'' for a room trigger.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==origin==&lt;br /&gt;
&lt;br /&gt;
See the [[#Scripting:Crafting#origin|crafting]] section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==people==&lt;br /&gt;
&lt;br /&gt;
    %object.people%&lt;br /&gt;
&lt;br /&gt;
Returns the uid of the first character in the room of ''object''. &lt;br /&gt;
&lt;br /&gt;
The object may be in a room, worn, carried or inside a container.&lt;br /&gt;
&lt;br /&gt;
    %object.people(123)%&lt;br /&gt;
&lt;br /&gt;
Returns the uid of the first character with vnum ''123'' in the room.&lt;br /&gt;
&lt;br /&gt;
The same goes for&lt;br /&gt;
&lt;br /&gt;
    %room.people%&lt;br /&gt;
    %room.people(123)%&lt;br /&gt;
    %actor.people%&lt;br /&gt;
    %actor.people(123)%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==perc==&lt;br /&gt;
&lt;br /&gt;
    %player.perc%&lt;br /&gt;
&lt;br /&gt;
Returns the involvement of ''player''. For example: 33.3333&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==pkdeaths==&lt;br /&gt;
&lt;br /&gt;
    %player.pkdeaths%&lt;br /&gt;
&lt;br /&gt;
Returns the number of deaths of ''player'' in a PK fight.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==pkkills==&lt;br /&gt;
&lt;br /&gt;
    %player.pkkills%&lt;br /&gt;
&lt;br /&gt;
Returns the number of PK victories of ''player''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==pkpoints==&lt;br /&gt;
&lt;br /&gt;
    %player.pkpoints%&lt;br /&gt;
&lt;br /&gt;
Returns the number of PK points ''player'' has.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==playeruid==&lt;br /&gt;
&lt;br /&gt;
    playeruid p Bob&lt;br /&gt;
&lt;br /&gt;
Sets p to the uid of Bob, if Bob is online.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==purgemob==&lt;br /&gt;
&lt;br /&gt;
    purgemob %mob%&lt;br /&gt;
&lt;br /&gt;
Completely purges ''mob'', including equipment and inventory.&lt;br /&gt;
&lt;br /&gt;
    purgemob self&lt;br /&gt;
&lt;br /&gt;
This works if it's a mob trigger.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==quality_value==&lt;br /&gt;
&lt;br /&gt;
See the [[#Scripting:Crafting#quality_value|crafting]] section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==random==&lt;br /&gt;
&lt;br /&gt;
    %random.char%&lt;br /&gt;
&lt;br /&gt;
Returns the uid of a random character in the room. It won't be an imm unless it has nohassle off.&lt;br /&gt;
&lt;br /&gt;
If it's a mob trigger then the character is seen by the mob.&lt;br /&gt;
&lt;br /&gt;
    %random.dir%&lt;br /&gt;
&lt;br /&gt;
Returns a random direction you can move in.&lt;br /&gt;
&lt;br /&gt;
    %random.7%&lt;br /&gt;
&lt;br /&gt;
Returns a number from 1 to 7.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==realday==&lt;br /&gt;
&lt;br /&gt;
    %realday%&lt;br /&gt;
&lt;br /&gt;
Returns 86400, the number of seconds in a day.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==realhour==&lt;br /&gt;
&lt;br /&gt;
    %realhour%&lt;br /&gt;
&lt;br /&gt;
Returns 3600, the number of seconds in an hour.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==remorts==&lt;br /&gt;
&lt;br /&gt;
    %player.remorts%&lt;br /&gt;
&lt;br /&gt;
Returns the number of remorts of ''player''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==repair==&lt;br /&gt;
&lt;br /&gt;
See the [[#Scripting:Crafting#repair|crafting]] section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==replace_letter==&lt;br /&gt;
&lt;br /&gt;
Usage: replace_letter &amp;lt;letter&amp;gt; &amp;lt;position&amp;gt; &amp;lt;variable&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Replaces a letter at a certain position in a variable.&lt;br /&gt;
&lt;br /&gt;
    eval x test&lt;br /&gt;
    replace_letter n 3 x&lt;br /&gt;
    %echo% %x%&lt;br /&gt;
&lt;br /&gt;
Result: Tent&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==replace_word==&lt;br /&gt;
&lt;br /&gt;
Usage: replace_word &amp;lt;word&amp;gt; &amp;lt;position&amp;gt; &amp;lt;variable&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Replaces a word at a certain position in a variable.&lt;br /&gt;
&lt;br /&gt;
    eval x hi there&lt;br /&gt;
    replace_word hello 1 x&lt;br /&gt;
    %echo% %x%&lt;br /&gt;
&lt;br /&gt;
Result: Hello there&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==restring==&lt;br /&gt;
&lt;br /&gt;
Usage: restring &amp;lt;id|uid&amp;gt; &amp;lt;field&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Changes an object desc.&lt;br /&gt;
&lt;br /&gt;
    restring 123 name heavy object&lt;br /&gt;
&lt;br /&gt;
Renames the object with id 123.&lt;br /&gt;
&lt;br /&gt;
    restring %object% short a heavy object&lt;br /&gt;
&lt;br /&gt;
Changes the shortdesc of ''object''.&lt;br /&gt;
&lt;br /&gt;
    restring %object.id% long A heavy object is lying here.&lt;br /&gt;
&lt;br /&gt;
Changes the long desc of ''object''.&lt;br /&gt;
&lt;br /&gt;
    restring %object% extra 'side right' The right side is very interesting.&lt;br /&gt;
&lt;br /&gt;
Adds an extra desc for ''side right''.&lt;br /&gt;
&lt;br /&gt;
    restring %self% extra 'side right' The right side is not very interesting anymore.&lt;br /&gt;
&lt;br /&gt;
Changes the extra desc for ''side right''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==ridden_by==&lt;br /&gt;
&lt;br /&gt;
    %actor.ridden_by%&lt;br /&gt;
&lt;br /&gt;
Returns the uid of the character riding ''actor''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==riding==&lt;br /&gt;
&lt;br /&gt;
    %actor.riding%&lt;br /&gt;
&lt;br /&gt;
Returns the uid of the character ''actor'' is riding.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==rpgroup==&lt;br /&gt;
&lt;br /&gt;
    %player.rpgroup%&lt;br /&gt;
&lt;br /&gt;
Returns the name of the RP group ''player'' is in.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==save_affects==&lt;br /&gt;
&lt;br /&gt;
See the [[#Scripting:Crafting#save_affects|crafting]] section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==sector==&lt;br /&gt;
&lt;br /&gt;
    %room.sector%&lt;br /&gt;
&lt;br /&gt;
Returns the sector name of ''room''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==set_colour_name==&lt;br /&gt;
&lt;br /&gt;
See the [[#Scripting:Crafting#set_colour_name|crafting]] section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==set_material_name==&lt;br /&gt;
&lt;br /&gt;
See the [[#Scripting:Crafting#set_material_name|crafting]] section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==set_quality_name==&lt;br /&gt;
&lt;br /&gt;
See the [[#Scripting:Crafting#set_quality_name|crafting]] section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==speed==&lt;br /&gt;
&lt;br /&gt;
    %actor.speed%&lt;br /&gt;
&lt;br /&gt;
Returns the speed of ''actor''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==stage_value==&lt;br /&gt;
&lt;br /&gt;
See the [[#Scripting:Crafting#stage_value|crafting]] section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==stamina==&lt;br /&gt;
&lt;br /&gt;
    %actor.stamina%&lt;br /&gt;
&lt;br /&gt;
Returns the stamina of ''actor''.&lt;br /&gt;
&lt;br /&gt;
    nop %actor.stamina(75)%&lt;br /&gt;
&lt;br /&gt;
Sets the stamina of ''actor'' to 75. The value will lie between 0 and the maximum of ''actor''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==subdecrease==&lt;br /&gt;
&lt;br /&gt;
    %player.subdecrease(pillage)%&lt;br /&gt;
&lt;br /&gt;
Decreases the skill ''player'' has in ''pillage'' by 2%.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==subincrease==&lt;br /&gt;
&lt;br /&gt;
    %player.subincrease(garotte)%&lt;br /&gt;
&lt;br /&gt;
Increases the skill ''player'' has in ''garotte'' by 2%. The subskill is added if ''player'' doesn't know it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==subskill==&lt;br /&gt;
&lt;br /&gt;
    %player.subskill(weaver)%&lt;br /&gt;
&lt;br /&gt;
Returns the ''weaver'' skill of ''player''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==target==&lt;br /&gt;
&lt;br /&gt;
Syntax: target &amp;lt;uid of actor&amp;gt; &amp;lt;var&amp;gt; inv|eq|room|char &amp;lt;argument&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Creates a local variable that holds the target of what an argument refers to, seen through the eyes of ''actor''.&lt;br /&gt;
&lt;br /&gt;
    target %actor% obj inv %arg%&lt;br /&gt;
    target %actor% obj eq %arg%&lt;br /&gt;
    target %actor% obj room %arg%&lt;br /&gt;
    &lt;br /&gt;
Matches ''arg'' with an object in inventory, equipment and room, respectively. If there's no match, %obj% will be empty.&lt;br /&gt;
&lt;br /&gt;
    target %actor% ch char %arg%&lt;br /&gt;
&lt;br /&gt;
Matches ''arg'' with a character in the room.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==thirst==&lt;br /&gt;
&lt;br /&gt;
    %player.thirst%&lt;br /&gt;
&lt;br /&gt;
Returns the thirst value of ''player''. It's a measure of how full a player is.&lt;br /&gt;
&lt;br /&gt;
    nop %player.thirst(30)%&lt;br /&gt;
&lt;br /&gt;
Sets the thirst value of ''player'' to 30.&lt;br /&gt;
If the value is -1 then ''player'' will never be thirsty.&lt;br /&gt;
If the value is 0 then ''player'' is parched.&lt;br /&gt;
If the value is larger than 47 then ''player'' is full.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==time==&lt;br /&gt;
&lt;br /&gt;
    %time.hour%&lt;br /&gt;
    %time.day%&lt;br /&gt;
    %time.month%&lt;br /&gt;
    %time.year%&lt;br /&gt;
    %time.season%&lt;br /&gt;
    %time.moon%&lt;br /&gt;
&lt;br /&gt;
Returns the respective mud time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==trade==&lt;br /&gt;
&lt;br /&gt;
    %player.trade%&lt;br /&gt;
&lt;br /&gt;
Returns the number of tradepoints ''player'' has.&lt;br /&gt;
&lt;br /&gt;
    nop %player.trade(10)%&lt;br /&gt;
&lt;br /&gt;
Adds 10 tradepoints to ''player'''s balance.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==val==&lt;br /&gt;
&lt;br /&gt;
    %object.val1%&lt;br /&gt;
&lt;br /&gt;
Returns object value 1 of ''object''.&lt;br /&gt;
&lt;br /&gt;
    nop %object.val2(7)%&lt;br /&gt;
&lt;br /&gt;
Sets object value 2 of ''object'' to 7.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==word_count==&lt;br /&gt;
&lt;br /&gt;
    %text.word_count%&lt;br /&gt;
&lt;br /&gt;
Returns the number of words in ''text''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==wordat==&lt;br /&gt;
&lt;br /&gt;
Returns a word from a sentence.&lt;br /&gt;
&lt;br /&gt;
    eval text Once upon a time&lt;br /&gt;
    %echo% %text.wordat(2)%&lt;br /&gt;
&lt;br /&gt;
Result: Upon&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==zecho==&lt;br /&gt;
&lt;br /&gt;
    %zecho% 30 Boo!&lt;br /&gt;
&lt;br /&gt;
Sends a message to all players in zone 30.&lt;br /&gt;
It translates to mzecho for mob triggers, to ozecho for obj triggers and to wzecho for room triggers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==zonename==&lt;br /&gt;
&lt;br /&gt;
    %room.zonename%&lt;br /&gt;
&lt;br /&gt;
Returns the name of the zone ''room'' is in.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==zrecho==&lt;br /&gt;
&lt;br /&gt;
    %zrecho% 30 3001 3010 Boo!&lt;br /&gt;
&lt;br /&gt;
Sends a message to every player in zone 30 in rooms 3001-3010.&lt;br /&gt;
It translates to mzrecho for mob triggers, to ozrecho for obj triggers and to wzrecho for room triggers.&lt;/div&gt;</summary>
		<author><name>Rynald</name></author>	</entry>

	<entry>
		<id>http://4dimensions.org/wiki/index.php?title=Scripting&amp;diff=1143</id>
		<title>Scripting</title>
		<link rel="alternate" type="text/html" href="http://4dimensions.org/wiki/index.php?title=Scripting&amp;diff=1143"/>
				<updated>2017-05-07T13:51:08Z</updated>
		
		<summary type="html">&lt;p&gt;Rynald: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
There's a good scripting reference at [http://http://old.tbamud.com/Oasis_DG_pages/ TBA], but there are differences with 4D's scripting commands. These pages aim to give an overview of these commands.&lt;br /&gt;
One notable difference is [[Scripting:Crafting|crafting]], for which several new commands and fields have been added.&lt;br /&gt;
&lt;br /&gt;
To give an example of the terms used in these pages, consider this line:&lt;br /&gt;
    &lt;br /&gt;
    nop %actor.exp(1000)%&lt;br /&gt;
&lt;br /&gt;
Here ''nop'' is the '''command''', ''actor'' is the '''variable''', ''exp'' is the '''field''' and ''1000'' is the '''subfield'''.&lt;br /&gt;
&lt;br /&gt;
A character is a mob or player. The examples usually use ''actor'' when it concerns a character.&lt;br /&gt;
&lt;br /&gt;
In scripts, a uid is the character '}' followed by a number. The number is the id of a character, object or room. A uid is used to manipulate what it points to, from any script.&lt;br /&gt;
&lt;br /&gt;
To make it easier to debug scripts, a [[Scripting:Debugger|scripting debugger]] is available. It can set breakpoints, view or change variables, step through a trigger, and show the result of any scripting expression.&lt;br /&gt;
&lt;br /&gt;
The commands, fields and variables are grouped alphabetically:&lt;br /&gt;
&lt;br /&gt;
[[#A|A]] [[#B|B]] [[#C|C]] [[#D|D]] [[#E|E]] [[#F|F]] [[#G|G]] [[#H|H]] [[#I|I]] [[#J|J]] [[#K|K]] [[#L|L]] [[#M|M]] [[#N|N]] [[#O|O]] [[#P|P]] [[#Q|Q]] [[#R|R]] [[#S|S]] [[#T|T]] [[#U|U]] [[#V|V]] [[#W|W]] [[#X|X]] [[#Y|Y]] [[#Z|Z]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==A==&lt;br /&gt;
*[[#aff_ac|aff_ac]]&lt;br /&gt;
*[[#aff_age|aff_age]]&lt;br /&gt;
*[[#aff_breath_def|aff_breath_def]]&lt;br /&gt;
*[[#aff_cha|aff_cha]]&lt;br /&gt;
*[[#aff_con|aff_con]]&lt;br /&gt;
*[[#aff_coolness|aff_coolness]]&lt;br /&gt;
*[[#aff_damroll|aff_damroll]]&lt;br /&gt;
*[[#aff_dex|aff_dex]]&lt;br /&gt;
*[[#aff_hitroll|aff_hitroll]]&lt;br /&gt;
*[[#aff_int|aff_int]]&lt;br /&gt;
*[[#aff_maxhit|aff_maxhit]]&lt;br /&gt;
*[[#aff_maxmana|aff_maxmana]]&lt;br /&gt;
*[[#aff_maxmove|aff_maxmove]]&lt;br /&gt;
*[[#aff_mine_bonus|aff_mine_bonus]]&lt;br /&gt;
*[[#aff_mine_protection|aff_mine_protection]]&lt;br /&gt;
*[[#aff_mine_speed|aff_mine_speed]]&lt;br /&gt;
*[[#aff_mine_stealth|aff_mine_stealth]]&lt;br /&gt;
*[[#aff_paralyze_def|aff_paralyze_def]]&lt;br /&gt;
*[[#aff_petrify_def|aff_petrify_def]]&lt;br /&gt;
*[[#aff_rod_def|aff_rod_def]]&lt;br /&gt;
*[[#aff_regen_hit|aff_regen_hit]]&lt;br /&gt;
*[[#aff_regen_mana|aff_regen_mana]]&lt;br /&gt;
*[[#aff_regen_move|aff_regen_move]]&lt;br /&gt;
*[[#aff_speed|aff_speed]]&lt;br /&gt;
*[[#aff_spell_def|aff_spell_def]]&lt;br /&gt;
*[[#aff_str|aff_str]]&lt;br /&gt;
*[[#aff_wis|aff_wis]]&lt;br /&gt;
*[[#assemble|assemble]]&lt;br /&gt;
*[[#assembly|assembly]]&lt;br /&gt;
*[[#assemblycheck|assemblycheck]]&lt;br /&gt;
*[[#attach|attach]]&lt;br /&gt;
==B==&lt;br /&gt;
*[[#body|body]]&lt;br /&gt;
*[[#bodycheck|bodycheck]]&lt;br /&gt;
==C==&lt;br /&gt;
*[[#carriedamount|carriedamount]]&lt;br /&gt;
*[[#carriedweight|carriedweight]]&lt;br /&gt;
*[[#charat|charat]]&lt;br /&gt;
*[[#clan|clan]]&lt;br /&gt;
*[[#clanname|clanname]]&lt;br /&gt;
*[[#clanrank|clanrank]]&lt;br /&gt;
*[[#class_tier|class_tier]]&lt;br /&gt;
*[[#colour|colour]]&lt;br /&gt;
*[[#contained_by|contained_by]]&lt;br /&gt;
*[[#contains|contains]]&lt;br /&gt;
*[[#cool|cool]]&lt;br /&gt;
==D==&lt;br /&gt;
*[[#damroll|damroll]]&lt;br /&gt;
*[[#dest|dest]]&lt;br /&gt;
*[[#dg_affect|dg_affect]]&lt;br /&gt;
*[[#dg_dest|dg_dest]]&lt;br /&gt;
*[[#dg_letter|dg_letter]]&lt;br /&gt;
*[[#dg_peek|dg_peek]]&lt;br /&gt;
*[[#dimension|dimension]]&lt;br /&gt;
*[[#dyecount|dyecount]]&lt;br /&gt;
==E==&lt;br /&gt;
*[[#exp_needed|exp_needed]]&lt;br /&gt;
==F==&lt;br /&gt;
*[[#flag|flag]]&lt;br /&gt;
*[[#follower_in_room|follower_in_room]]&lt;br /&gt;
*[[#forget_subskills|forget_subskills]]&lt;br /&gt;
*[[#function|function]]&lt;br /&gt;
==G==&lt;br /&gt;
==H==&lt;br /&gt;
*[[#has_pos|has_pos]]&lt;br /&gt;
*[[#has_script|has_script]]&lt;br /&gt;
*[[#hitroll|hitroll]]&lt;br /&gt;
*[[#hunger|hunger]]&lt;br /&gt;
*[[#hunt|hunt]]&lt;br /&gt;
*[[#hunting|hunting]]&lt;br /&gt;
==I==&lt;br /&gt;
*[[#in_material_group|in_material_group]]&lt;br /&gt;
*[[#innate|innate]]&lt;br /&gt;
*[[#insert_word|insert_word]]&lt;br /&gt;
*[[#is_cheater|is_cheater]]&lt;br /&gt;
*[[#is_flying|is_flying]]&lt;br /&gt;
*[[#is_helper|is_helper]]&lt;br /&gt;
*[[#is_herd_cattle|is_herd_cattle]]&lt;br /&gt;
*[[#is_herd_horse|is_herd_horse]]&lt;br /&gt;
*[[#is_herd_sheep|is_herd_sheep]]&lt;br /&gt;
*[[#is_hero|is_hero]]&lt;br /&gt;
*[[#is_npc|is_npc]]&lt;br /&gt;
*[[#is_pk|is_pk]]&lt;br /&gt;
*[[#is_pregnant|is_pregnant]]&lt;br /&gt;
*[[#is_roleplay|is_roleplay]]&lt;br /&gt;
*[[#is_rpl|is_rpl]]&lt;br /&gt;
*[[#is_wizinvis|is_wizinvis]]&lt;br /&gt;
==J==&lt;br /&gt;
==K==&lt;br /&gt;
==L==&lt;br /&gt;
*[[#lag|lag]]&lt;br /&gt;
*[[#longdesc|longdesc]]&lt;br /&gt;
==M==&lt;br /&gt;
*[[#material|material]]&lt;br /&gt;
*[[#maxcarriedamount|maxcarriedamount]]&lt;br /&gt;
*[[#maxcarriedweight|maxcarriedweight]]&lt;br /&gt;
*[[#max_quality_value|max_quality_value]]&lt;br /&gt;
*[[#maxstamina|maxstamina]]&lt;br /&gt;
*[[#mid|mid]]&lt;br /&gt;
*[[#mod|mod]]&lt;br /&gt;
*[[#mzreset|mzreset]]&lt;br /&gt;
==N==&lt;br /&gt;
*[[#next_follower|next_follower]]&lt;br /&gt;
*[[#next_in_list|next_in_list]]&lt;br /&gt;
*[[#nographics|nographics]]&lt;br /&gt;
*[[#now|now]]&lt;br /&gt;
*[[#num_of_repairs|num_of_repairs]]&lt;br /&gt;
==O==&lt;br /&gt;
*[[#omr|omr]]&lt;br /&gt;
*[[#origin|origin]]&lt;br /&gt;
*[[#owned_by|owned_by]]&lt;br /&gt;
==P==&lt;br /&gt;
*[[#people|people]]&lt;br /&gt;
*[[#perc|perc]]&lt;br /&gt;
*[[#pkdeaths|pkdeaths]]&lt;br /&gt;
*[[#pkkills|pkkills]]&lt;br /&gt;
*[[#pkpoints|pkpoints]]&lt;br /&gt;
*[[#playeruid|playeruid]]&lt;br /&gt;
*[[#purgemob|purgemob]]&lt;br /&gt;
==Q==&lt;br /&gt;
*[[#quality_value|quality_value]]&lt;br /&gt;
==R==&lt;br /&gt;
*[[#random|random]]&lt;br /&gt;
*[[#realday|realday]]&lt;br /&gt;
*[[#realhour|realhour]]&lt;br /&gt;
*[[#remorts|remorts]]&lt;br /&gt;
*[[#repair|repair]]&lt;br /&gt;
*[[#replace_letter|replace_letter]]&lt;br /&gt;
*[[#replace_word|replace_word]]&lt;br /&gt;
*[[#restring|restring]]&lt;br /&gt;
*[[#ridden_by|ridden_by]]&lt;br /&gt;
*[[#riding|riding]]&lt;br /&gt;
*[[#rpgroup|rpgroup]]&lt;br /&gt;
==S==&lt;br /&gt;
*[[#save_affects|save_affects]]&lt;br /&gt;
*[[#sector|sector]]&lt;br /&gt;
*[[#set_colour_name|set_colour_name]]&lt;br /&gt;
*[[#set_material_name|set_material_name]]&lt;br /&gt;
*[[#set_quality_name|set_quality_name]]&lt;br /&gt;
*[[#speed|speed]]&lt;br /&gt;
*[[#stage_value|stage_value]]&lt;br /&gt;
*[[#stamina|stamina]]&lt;br /&gt;
*[[#subdecrease|subdecrease]]&lt;br /&gt;
*[[#subincrease|subincrease]]&lt;br /&gt;
*[[#subskill|subskill]]&lt;br /&gt;
==T==&lt;br /&gt;
*[[#target|target]]&lt;br /&gt;
*[[#thirst|thirst]]&lt;br /&gt;
*[[#time|time]]&lt;br /&gt;
*[[#trade|trade]]&lt;br /&gt;
==U==&lt;br /&gt;
==V==&lt;br /&gt;
*[[#val|val]]&lt;br /&gt;
==W==&lt;br /&gt;
*[[#word_count|word_count]]&lt;br /&gt;
*[[#wordat|wordat]]&lt;br /&gt;
==X==&lt;br /&gt;
==Y==&lt;br /&gt;
==Z==&lt;br /&gt;
*[[#zecho|zecho]]&lt;br /&gt;
*[[#zonename|zonename]]&lt;br /&gt;
*[[#zrecho|zrecho]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The ''aff_'' fields are used to get or change the stats of an object.&lt;br /&gt;
&lt;br /&gt;
==aff_ac==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_ac%&lt;br /&gt;
&lt;br /&gt;
Returns the AC an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_ac(-5)%&lt;br /&gt;
&lt;br /&gt;
Sets the AC of an object to -5.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_age==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_age%&lt;br /&gt;
&lt;br /&gt;
Returns the age an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_age(125)%&lt;br /&gt;
&lt;br /&gt;
Sets the age of an object to 125.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_breath_def==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_breath_def%&lt;br /&gt;
&lt;br /&gt;
Returns the breath defense an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_breath_def(50)%&lt;br /&gt;
&lt;br /&gt;
Sets the breath defense of an object to 50.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_cha==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_cha%&lt;br /&gt;
&lt;br /&gt;
Returns the charisma an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_cha(2)%&lt;br /&gt;
&lt;br /&gt;
Sets the charisma of an object to 2.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_con==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_con%&lt;br /&gt;
&lt;br /&gt;
Returns the constitution an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_con(-3)%&lt;br /&gt;
&lt;br /&gt;
Sets the constitution of an object to -3.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_coolness==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_coolness%&lt;br /&gt;
&lt;br /&gt;
Returns the coolness an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_coolness(5)%&lt;br /&gt;
&lt;br /&gt;
Sets the coolness of an object to 5.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_damroll==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_damroll%&lt;br /&gt;
&lt;br /&gt;
Returns the damroll an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_damroll(3)%&lt;br /&gt;
&lt;br /&gt;
Sets the damroll of an object to 3.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_dex==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_dex%&lt;br /&gt;
&lt;br /&gt;
Returns the dexterity an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_dex(1)%&lt;br /&gt;
&lt;br /&gt;
Sets the dexterity of an object to 1.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_hitroll==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_hitroll%&lt;br /&gt;
&lt;br /&gt;
Returns the hitroll an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_hitroll(2)%&lt;br /&gt;
&lt;br /&gt;
Sets the hitroll of an object to 2.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_int==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_int%&lt;br /&gt;
&lt;br /&gt;
Returns the intelligence an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_int(3)%&lt;br /&gt;
&lt;br /&gt;
Sets the intelligence of an object to 3.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_maxhit==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_maxhit%&lt;br /&gt;
&lt;br /&gt;
Returns the maximum hitpoints an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_maxhit(700)%&lt;br /&gt;
&lt;br /&gt;
Sets the maximum hitpoints of an object to 700.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_maxmana==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_mana%&lt;br /&gt;
&lt;br /&gt;
Returns the maximum mana an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_maxmana(2000)%&lt;br /&gt;
&lt;br /&gt;
Sets the maximum mana of an object to 2000.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_maxmove==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_maxmove%&lt;br /&gt;
&lt;br /&gt;
Returns the maximum moves an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_maxmove(500)%&lt;br /&gt;
&lt;br /&gt;
Sets the maximum moves of an object to 500.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_mine_bonus==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_mine_bonus%&lt;br /&gt;
&lt;br /&gt;
Returns the mine bonus an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_mine_bonus(10)%&lt;br /&gt;
&lt;br /&gt;
Sets the mine bonus of an object to 10.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_mine_protection==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_mine_protection%&lt;br /&gt;
&lt;br /&gt;
Returns the mine protection an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_mine_protection(25)%&lt;br /&gt;
&lt;br /&gt;
Sets the mine protection of an object to 25.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_mine_speed==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_mine_speed%&lt;br /&gt;
&lt;br /&gt;
Returns the mine speed an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_mine_speed(30)%&lt;br /&gt;
&lt;br /&gt;
Sets the mine speed of an object to 30.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_mine_stealth==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_mine_stealth%&lt;br /&gt;
&lt;br /&gt;
Returns the mine stealth an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_mine_stealth(10)%&lt;br /&gt;
&lt;br /&gt;
Sets the mine stealth of an object to 10.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_paralyze_def==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_paralyze_def%&lt;br /&gt;
&lt;br /&gt;
Returns the paralyze defense an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_paralyze_def(5)%&lt;br /&gt;
&lt;br /&gt;
Sets the paralyze defense of an object to 5.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_petrify_def==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_petrify_def%&lt;br /&gt;
&lt;br /&gt;
Returns the petrify defense an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_petrify_def(3)%&lt;br /&gt;
&lt;br /&gt;
Sets the petrify defense of an object to 3.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_rod_def==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_rod_def%&lt;br /&gt;
&lt;br /&gt;
Returns the rod defense an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_rod_def(-2)%&lt;br /&gt;
&lt;br /&gt;
Sets the rod defense of an object to -2.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_regen_hit==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_regen_hit%&lt;br /&gt;
&lt;br /&gt;
Returns the hitpoint regeneration an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_regen_hit(10)%&lt;br /&gt;
&lt;br /&gt;
Sets the hitpoint regeneration of an object to 10.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_regen_mana==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_regen_mana%&lt;br /&gt;
&lt;br /&gt;
Returns the mana regeneration an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_regen_mana(5)%&lt;br /&gt;
&lt;br /&gt;
Sets the mana regeneration of an object to 5.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_regen_move==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_regen_move%&lt;br /&gt;
&lt;br /&gt;
Returns the move regeneration an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_regen_move(10)%&lt;br /&gt;
&lt;br /&gt;
Sets the move regeneration of an object to 10.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_speed==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_speed%&lt;br /&gt;
&lt;br /&gt;
Returns the speed an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_speed(50)%&lt;br /&gt;
&lt;br /&gt;
Sets the speed of an object to 50.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_spell_def==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_spell_def%&lt;br /&gt;
&lt;br /&gt;
Returns the spell defense an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_spell_def(10)%&lt;br /&gt;
&lt;br /&gt;
Sets the spell defense of an object to 10.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_str==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_str%&lt;br /&gt;
&lt;br /&gt;
Returns the strength an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_str(2)%&lt;br /&gt;
&lt;br /&gt;
Sets the strength of an object to 2.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_wis==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_wis%&lt;br /&gt;
&lt;br /&gt;
Returns the wisdom an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_wis(-1)%&lt;br /&gt;
&lt;br /&gt;
Sets the wisdom of an object to -1.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==assemble==&lt;br /&gt;
&lt;br /&gt;
    nop %actor.assemble(123)%&lt;br /&gt;
&lt;br /&gt;
If the inventory of ''actor'' holds the ingredients of the assembly, then they are replaced by object 123.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==assembly==&lt;br /&gt;
&lt;br /&gt;
    %assembly.exists(103)%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if an assembly exists which creates an object with vnum 103.&lt;br /&gt;
&lt;br /&gt;
    %assembly.craft(5770)%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if an assembly exists that creates object 5770 by using the command ''craft''.&lt;br /&gt;
&lt;br /&gt;
    %assembly.brew(beer bottle)%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if an assembly exists that creates an object named ''beer bottle'' with the command ''brew''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==assemblycheck==&lt;br /&gt;
&lt;br /&gt;
    %actor.assemblycheck(123)%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if ''actor'' has the ingredients to assemble object 123.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==attach==&lt;br /&gt;
&lt;br /&gt;
    attach %mob% 123&lt;br /&gt;
&lt;br /&gt;
Attaches trigger 123 to ''mob'' which is a uid here. You can also attach to an id:&lt;br /&gt;
&lt;br /&gt;
    attach %obj.id% 234&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==body==&lt;br /&gt;
&lt;br /&gt;
    %actor.body%&lt;br /&gt;
&lt;br /&gt;
Returns all body positions.&lt;br /&gt;
&lt;br /&gt;
    nop %player.body(crest)%&lt;br /&gt;
&lt;br /&gt;
Toggles the extra body position ''crest''. Only extra body positions can be toggled.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==bodycheck==&lt;br /&gt;
&lt;br /&gt;
    %player.bodycheck(rknee)&lt;br /&gt;
&lt;br /&gt;
Returns 1 if ''player'' has the body position ''rknee'' (mobs have all body positions).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==carriedamount==&lt;br /&gt;
&lt;br /&gt;
    %actor.carriedamount%&lt;br /&gt;
&lt;br /&gt;
Returns the number of items ''actor'' has in inventory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==carriedweight==&lt;br /&gt;
&lt;br /&gt;
    %actor.carriedweight%&lt;br /&gt;
&lt;br /&gt;
Returns the total weight ''actor'' is carrying in inventory and equipment combined.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==charat==&lt;br /&gt;
&lt;br /&gt;
Returns a letter in a string:&lt;br /&gt;
&lt;br /&gt;
    eval word test&lt;br /&gt;
    %echo% %word.charat(3)%&lt;br /&gt;
&lt;br /&gt;
Result: S&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==clan==&lt;br /&gt;
&lt;br /&gt;
    %player.clan%&lt;br /&gt;
&lt;br /&gt;
Returns the clan number ''player'' is in.&lt;br /&gt;
&lt;br /&gt;
    %player.clan(2)%&lt;br /&gt;
&lt;br /&gt;
Puts ''player'' in clan 2.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==clanname==&lt;br /&gt;
&lt;br /&gt;
    %player.clanname%&lt;br /&gt;
&lt;br /&gt;
Returns the name of the clan ''player'' is in.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==clanrank==&lt;br /&gt;
&lt;br /&gt;
    %player.clanrank%&lt;br /&gt;
&lt;br /&gt;
Returns the clan rank of ''player''.&lt;br /&gt;
&lt;br /&gt;
    %player.clanrank(3)%&lt;br /&gt;
&lt;br /&gt;
Sets the clan rank of ''player'' to 3.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==class_tier==&lt;br /&gt;
&lt;br /&gt;
    %actor.class_tier%&lt;br /&gt;
&lt;br /&gt;
Returns the tier of ''actor''.&lt;br /&gt;
&lt;br /&gt;
    %mob.class_tier(3)%&lt;br /&gt;
&lt;br /&gt;
Sets the tier of ''mob'' to 3.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==colour==&lt;br /&gt;
&lt;br /&gt;
See the [[#Scripting:Crafting#colour|crafting]] section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==contained_by==&lt;br /&gt;
&lt;br /&gt;
    %object.contained_by%&lt;br /&gt;
&lt;br /&gt;
Returns the uid of the container which holds the object.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==cool==&lt;br /&gt;
&lt;br /&gt;
    %player.cool%&lt;br /&gt;
&lt;br /&gt;
Returns the coolness of ''player''.&lt;br /&gt;
&lt;br /&gt;
    %player.cool(7)%&lt;br /&gt;
&lt;br /&gt;
Adds 7 to the coolness of ''player''. The resulting value will lie between 3 and 22.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==damroll==&lt;br /&gt;
&lt;br /&gt;
    %player.damroll%&lt;br /&gt;
&lt;br /&gt;
Returns the damroll of ''player''.&lt;br /&gt;
&lt;br /&gt;
    %player.damroll(50)%&lt;br /&gt;
&lt;br /&gt;
Adds 50 to the damroll of ''player''. The resulting value will lie between 3 and 150.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==dest==&lt;br /&gt;
&lt;br /&gt;
    %mob.dest%&lt;br /&gt;
&lt;br /&gt;
Returns the room vnum of the destination of the mob.&lt;br /&gt;
&lt;br /&gt;
    %mob.dest(123)%&lt;br /&gt;
&lt;br /&gt;
Sets the room vnum of the destination of ''mob'' to 123.&lt;br /&gt;
&lt;br /&gt;
    %object.dest%&lt;br /&gt;
&lt;br /&gt;
Returns the room vnum of the destination of the object.&lt;br /&gt;
&lt;br /&gt;
    %object.dest(234)%&lt;br /&gt;
&lt;br /&gt;
Sets the room vnum of the destination of ''object'' to 234.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==dg_affect==&lt;br /&gt;
&lt;br /&gt;
Sets or removes an affect or apply on a character. See help dg_affect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==dg_dest==&lt;br /&gt;
&lt;br /&gt;
    dg_dest add 567 self&lt;br /&gt;
&lt;br /&gt;
Add room 567 to the destination list of the mob or object the trigger is on.&lt;br /&gt;
&lt;br /&gt;
    dg_dest remove 123 %object%&lt;br /&gt;
&lt;br /&gt;
Remove destination room 123 from ''object''.&lt;br /&gt;
&lt;br /&gt;
    dg_dest remove all %mob%&lt;br /&gt;
&lt;br /&gt;
Remove the entire travel list from ''mob''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==dg_letter==&lt;br /&gt;
&lt;br /&gt;
Returns a letter in a string:&lt;br /&gt;
&lt;br /&gt;
    eval word test&lt;br /&gt;
    dg_letter letter 3 %word%&lt;br /&gt;
    %echo% %letter%&lt;br /&gt;
&lt;br /&gt;
Result: S&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==dg_peek==&lt;br /&gt;
&lt;br /&gt;
    dg_peek %actor% 3001&lt;br /&gt;
&lt;br /&gt;
Shows room 3001 to ''actor''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==dimension==&lt;br /&gt;
&lt;br /&gt;
    %room.dimension%&lt;br /&gt;
&lt;br /&gt;
Returns the dimension a room is in.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==dyecount==&lt;br /&gt;
&lt;br /&gt;
See the section on [[#Scripting:Crafting#dyecount|crafting]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==exp_needed==&lt;br /&gt;
&lt;br /&gt;
    %player.exp_needed%&lt;br /&gt;
&lt;br /&gt;
Returns the exp ''player'' needs to make the next level.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==flag==&lt;br /&gt;
&lt;br /&gt;
    %room.flag(peaceful)%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if the room is peaceful.&lt;br /&gt;
The flag names are the same ones as in the room flags section of redit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==follower_in_room==&lt;br /&gt;
&lt;br /&gt;
    %player.follower_in_room(123)%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if the follower with vnum 123 of ''player'' is in the same room as ''player''.&lt;br /&gt;
&lt;br /&gt;
    %player.follower_in_room(the black dog)%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if a follower of ''player'' is called ''the black dog'' and is in the same room as ''player''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==forget_subskills==&lt;br /&gt;
&lt;br /&gt;
    %player.forget_subskills(combatant)%&lt;br /&gt;
&lt;br /&gt;
Makes ''player'' lose all subkills belonging to the profession ''combatant''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==function==&lt;br /&gt;
&lt;br /&gt;
    function 123 book 1 shield&lt;br /&gt;
&lt;br /&gt;
Calls function trigger 123 with the argument ''book 1 shield'', which is available to the trigger through the variable %args%.&lt;br /&gt;
A function trigger runs inside the script of the calling trigger, so it has access to all global variables. A return value can be set in another global variable, which the calling trigger can use once the function trigger finishes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==has_pos==&lt;br /&gt;
&lt;br /&gt;
    %object.has_pos(wield)%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if ''object'' can be wielded.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==has_script==&lt;br /&gt;
&lt;br /&gt;
    %room.has_script%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if there's a script attached to ''room''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==hitroll==&lt;br /&gt;
&lt;br /&gt;
    %player.hitroll%&lt;br /&gt;
&lt;br /&gt;
Returns the hitroll of ''player''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==hunger==&lt;br /&gt;
&lt;br /&gt;
    %player.hunger%&lt;br /&gt;
&lt;br /&gt;
Returns the hunger value of ''player''. It's a measure of how full a player is.&lt;br /&gt;
&lt;br /&gt;
    nop %player.hunger(50)%&lt;br /&gt;
&lt;br /&gt;
Sets the hunger value of ''player'' to 50.&lt;br /&gt;
If the value is -1 then ''player'' will never be hungry.&lt;br /&gt;
If the value is 0 then ''player'' is extremely hungry.&lt;br /&gt;
If the value is larger than 47 then ''player'' is full.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==hunt==&lt;br /&gt;
&lt;br /&gt;
    %mob.hunt%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if ''mob'' is hunting and makes ''mob'' move towards the target.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==hunting==&lt;br /&gt;
&lt;br /&gt;
    %mob.hunting%&lt;br /&gt;
&lt;br /&gt;
Returns the uid of the character ''mob'' is hunting.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==in_material_group==&lt;br /&gt;
&lt;br /&gt;
See the [[#Scripting:Crafting#in_material_group|crafting]] section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==innate==&lt;br /&gt;
&lt;br /&gt;
    %object.innate%&lt;br /&gt;
&lt;br /&gt;
Returns the spell number of the innate on ''object''.&lt;br /&gt;
&lt;br /&gt;
    nop %object.innate(1)%&lt;br /&gt;
&lt;br /&gt;
Sets the innate of ''object'' to armor.&lt;br /&gt;
&lt;br /&gt;
    nop %object.innate(shield)%&lt;br /&gt;
&lt;br /&gt;
Sets the innate of ''object'' to shield.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==insert_word==&lt;br /&gt;
&lt;br /&gt;
Syntax: insert_word &amp;lt;word&amp;gt; &amp;lt;pos&amp;gt; &amp;lt;v&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Inserts word &amp;lt;word&amp;gt; at position &amp;lt;pos&amp;gt; in variable &amp;lt;v&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
The first position is 1. If the position is larger than the number of words, the word is appended.&lt;br /&gt;
&lt;br /&gt;
    eval sentence Hello how are you?&lt;br /&gt;
    insert_word there, 2 sentence&lt;br /&gt;
    %echo% %sentence%&lt;br /&gt;
&lt;br /&gt;
Result: Hello there, how are you?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==is_cheater==&lt;br /&gt;
&lt;br /&gt;
    %player.is_cheater%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if ''player'' has the cheater flag.&lt;br /&gt;
&lt;br /&gt;
    nop %player.is_cheater(on)%&lt;br /&gt;
&lt;br /&gt;
Sets ''player'''s cheater flag.&lt;br /&gt;
&lt;br /&gt;
    nop %player.is_cheater(off)%&lt;br /&gt;
&lt;br /&gt;
Removes ''player'''s cheater flag.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==is_flying==&lt;br /&gt;
&lt;br /&gt;
    %actor.is_flying%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if ''actor'' is flying.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==is_helper==&lt;br /&gt;
&lt;br /&gt;
    %player.is_helper%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if ''player'' is a newbie helper.&lt;br /&gt;
&lt;br /&gt;
    nop %player.is_helper(on)%&lt;br /&gt;
&lt;br /&gt;
Makes ''player'' a newbie helper.&lt;br /&gt;
&lt;br /&gt;
    nop %player.is_helper(off)%&lt;br /&gt;
&lt;br /&gt;
Stops ''player'' from being a newbie helper.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==is_herd_cattle==&lt;br /&gt;
&lt;br /&gt;
    %mob.is_herd_cattle%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if ''mob'' is flagged as a cattle herd mob.&lt;br /&gt;
These mobs follow other mobs from the same herd.&lt;br /&gt;
&lt;br /&gt;
==is_herd_horse==&lt;br /&gt;
&lt;br /&gt;
    %mob.is_herd_horse%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if ''mob'' is flagged as a horse herd mob.&lt;br /&gt;
These mobs follow other mobs from the same herd.&lt;br /&gt;
&lt;br /&gt;
==is_herd_sheep==&lt;br /&gt;
&lt;br /&gt;
    %mob.is_herd_sheep%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if ''mob'' is flagged as a sheep herd mob.&lt;br /&gt;
These mobs follow other mobs from the same herd.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==is_hero==&lt;br /&gt;
&lt;br /&gt;
    %player.is_hero%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if ''player'' is a hero.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==is_npc==&lt;br /&gt;
&lt;br /&gt;
    %actor.is_npc%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if ''actor'' is a mob.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==is_pk==&lt;br /&gt;
&lt;br /&gt;
    %player.is_pk%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if ''player'' is a PK-er.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==is_pregnant==&lt;br /&gt;
&lt;br /&gt;
    %player.is_pregnant%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if ''player'' is expecting.&lt;br /&gt;
&lt;br /&gt;
    nop %player.is_pregnant(on)%&lt;br /&gt;
&lt;br /&gt;
Makes ''player'' pregnant.&lt;br /&gt;
&lt;br /&gt;
    nop %player.is_pregnant(off)%&lt;br /&gt;
&lt;br /&gt;
Stops ''player'''s pregnancy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==is_roleplay==&lt;br /&gt;
&lt;br /&gt;
    %player.is_roleplay%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if ''player'' has an RP flag.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==is_rpl==&lt;br /&gt;
&lt;br /&gt;
    %player.is_rpl%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if ''player'' is an RP leader.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==is_wizinvis==&lt;br /&gt;
&lt;br /&gt;
    %mob.is_wizinvis%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if ''mob'' is wizinvis.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==lag==&lt;br /&gt;
&lt;br /&gt;
    %lag% %actor% 100&lt;br /&gt;
&lt;br /&gt;
Lags ''actor'' for 10 seconds (the maximum is 300 = 30 seconds).&lt;br /&gt;
&lt;br /&gt;
%lag% translates to ''mlag'' for mob triggers, ''olag'' for object triggers and ''wlag'' for room triggers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==longdesc==&lt;br /&gt;
&lt;br /&gt;
    %mob.longdesc%&lt;br /&gt;
&lt;br /&gt;
Returns the look desc of ''mob''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==material==&lt;br /&gt;
&lt;br /&gt;
See the [[#Scripting:Crafting#material|crafting]] section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==maxcarriedamount==&lt;br /&gt;
&lt;br /&gt;
    %actor.maxcarriedamount%&lt;br /&gt;
&lt;br /&gt;
Returns the maximum number of items ''actor'' can carry.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==maxcarriedweight==&lt;br /&gt;
&lt;br /&gt;
    %actor.maxcarriedweight%&lt;br /&gt;
&lt;br /&gt;
Returns the maximum weight ''actor'' can carry.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==max_quality_value==&lt;br /&gt;
&lt;br /&gt;
See the [[#Scripting:Crafting#max_quality_value|crafting]] section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==maxstamina==&lt;br /&gt;
&lt;br /&gt;
    %actor.maxstamina%&lt;br /&gt;
&lt;br /&gt;
Returns the maximum stamina of ''actor''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==mid==&lt;br /&gt;
&lt;br /&gt;
    %mob.mid%&lt;br /&gt;
&lt;br /&gt;
Returns the id of the master of ''mob''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==mod==&lt;br /&gt;
&lt;br /&gt;
    %mod.5(2)%&lt;br /&gt;
&lt;br /&gt;
Returns 5 % 2 (the modulo operation).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==mzreset==&lt;br /&gt;
&lt;br /&gt;
    mzreset&lt;br /&gt;
&lt;br /&gt;
If it's a mob trigger, the mob resets the zone it's in.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==next_follower==&lt;br /&gt;
&lt;br /&gt;
    %actor.next_follower%&lt;br /&gt;
&lt;br /&gt;
Returns the id of the next follower if ''actor'' is a follower.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==next_in_list==&lt;br /&gt;
&lt;br /&gt;
    %object.next_in_list%&lt;br /&gt;
&lt;br /&gt;
If ''object'' is inside a container, it returns the uid of the next object.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==nographics==&lt;br /&gt;
&lt;br /&gt;
    %player.nographics%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if ''player'' has nographics toggled on.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==now==&lt;br /&gt;
&lt;br /&gt;
    %now%&lt;br /&gt;
&lt;br /&gt;
Returns the current unix time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==num_of_repairs==&lt;br /&gt;
&lt;br /&gt;
See the [[#Scripting:Crafting#num_of_repairs|crafting]] section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==omr==&lt;br /&gt;
&lt;br /&gt;
    %omr%&lt;br /&gt;
&lt;br /&gt;
Returns ''mobile'' for a mob trigger, ''object'' for an obj trigger and ''room'' for a room trigger.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==origin==&lt;br /&gt;
&lt;br /&gt;
See the [[#Scripting:Crafting#origin|crafting]] section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==people==&lt;br /&gt;
&lt;br /&gt;
    %object.people%&lt;br /&gt;
&lt;br /&gt;
Returns the uid of the first character in the room of ''object''. &lt;br /&gt;
&lt;br /&gt;
The object may be in a room, worn, carried or inside a container.&lt;br /&gt;
&lt;br /&gt;
    %object.people(123)%&lt;br /&gt;
&lt;br /&gt;
Returns the uid of the first character with vnum ''123'' in the room.&lt;br /&gt;
&lt;br /&gt;
The same goes for&lt;br /&gt;
&lt;br /&gt;
    %room.people%&lt;br /&gt;
    %room.people(123)%&lt;br /&gt;
    %actor.people%&lt;br /&gt;
    %actor.people(123)%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==perc==&lt;br /&gt;
&lt;br /&gt;
    %player.perc%&lt;br /&gt;
&lt;br /&gt;
Returns the involvement of ''player''. For example: 33.3333&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==pkdeaths==&lt;br /&gt;
&lt;br /&gt;
    %player.pkdeaths%&lt;br /&gt;
&lt;br /&gt;
Returns the number of deaths of ''player'' in a PK fight.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==pkkills==&lt;br /&gt;
&lt;br /&gt;
    %player.pkkills%&lt;br /&gt;
&lt;br /&gt;
Returns the number of PK victories of ''player''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==pkpoints==&lt;br /&gt;
&lt;br /&gt;
    %player.pkpoints%&lt;br /&gt;
&lt;br /&gt;
Returns the number of PK points ''player'' has.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==playeruid==&lt;br /&gt;
&lt;br /&gt;
    playeruid p Bob&lt;br /&gt;
&lt;br /&gt;
Sets p to the uid of Bob, if Bob is online.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==purgemob==&lt;br /&gt;
&lt;br /&gt;
    purgemob %mob%&lt;br /&gt;
&lt;br /&gt;
Completely purges ''mob'', including equipment and inventory.&lt;br /&gt;
&lt;br /&gt;
    purgemob self&lt;br /&gt;
&lt;br /&gt;
This works if it's a mob trigger.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==quality_value==&lt;br /&gt;
&lt;br /&gt;
See the [[#Scripting:Crafting#quality_value|crafting]] section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==random==&lt;br /&gt;
&lt;br /&gt;
    %random.char%&lt;br /&gt;
&lt;br /&gt;
Returns the uid of a random character in the room. It won't be an imm unless it has nohassle off.&lt;br /&gt;
&lt;br /&gt;
If it's a mob trigger then the character is seen by the mob.&lt;br /&gt;
&lt;br /&gt;
    %random.dir%&lt;br /&gt;
&lt;br /&gt;
Returns a random direction you can move in.&lt;br /&gt;
&lt;br /&gt;
    %random.7%&lt;br /&gt;
&lt;br /&gt;
Returns a number from 1 to 7.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==realday==&lt;br /&gt;
&lt;br /&gt;
    %realday%&lt;br /&gt;
&lt;br /&gt;
Returns 86400, the number of seconds in a day.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==realhour==&lt;br /&gt;
&lt;br /&gt;
    %realhour%&lt;br /&gt;
&lt;br /&gt;
Returns 3600, the number of seconds in an hour.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==remorts==&lt;br /&gt;
&lt;br /&gt;
    %player.remorts%&lt;br /&gt;
&lt;br /&gt;
Returns the number of remorts of ''player''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==repair==&lt;br /&gt;
&lt;br /&gt;
See the [[#Scripting:Crafting#repair|crafting]] section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==replace_letter==&lt;br /&gt;
&lt;br /&gt;
Usage: replace_letter &amp;lt;letter&amp;gt; &amp;lt;position&amp;gt; &amp;lt;variable&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Replaces a letter at a certain position in a variable.&lt;br /&gt;
&lt;br /&gt;
    eval x test&lt;br /&gt;
    replace_letter n 3 x&lt;br /&gt;
    %echo% %x%&lt;br /&gt;
&lt;br /&gt;
Result: Tent&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==replace_word==&lt;br /&gt;
&lt;br /&gt;
Usage: replace_word &amp;lt;word&amp;gt; &amp;lt;position&amp;gt; &amp;lt;variable&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Replaces a word at a certain position in a variable.&lt;br /&gt;
&lt;br /&gt;
    eval x hi there&lt;br /&gt;
    replace_word hello 1 x&lt;br /&gt;
    %echo% %x%&lt;br /&gt;
&lt;br /&gt;
Result: Hello there&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==restring==&lt;br /&gt;
&lt;br /&gt;
Usage: restring &amp;lt;id|uid&amp;gt; &amp;lt;field&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Changes an object desc.&lt;br /&gt;
&lt;br /&gt;
    restring 123 name heavy object&lt;br /&gt;
&lt;br /&gt;
Renames the object with id 123.&lt;br /&gt;
&lt;br /&gt;
    restring %object% short a heavy object&lt;br /&gt;
&lt;br /&gt;
Changes the shortdesc of ''object''.&lt;br /&gt;
&lt;br /&gt;
    restring %object.id% long A heavy object is lying here.&lt;br /&gt;
&lt;br /&gt;
Changes the long desc of ''object''.&lt;br /&gt;
&lt;br /&gt;
    restring %object% extra 'side right' The right side is very interesting.&lt;br /&gt;
&lt;br /&gt;
Adds an extra desc for ''side right''.&lt;br /&gt;
&lt;br /&gt;
    restring %self% extra 'side right' The right side is not very interesting anymore.&lt;br /&gt;
&lt;br /&gt;
Changes the extra desc for ''side right''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==ridden_by==&lt;br /&gt;
&lt;br /&gt;
    %actor.ridden_by%&lt;br /&gt;
&lt;br /&gt;
Returns the uid of the character riding ''actor''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==riding==&lt;br /&gt;
&lt;br /&gt;
    %actor.riding%&lt;br /&gt;
&lt;br /&gt;
Returns the uid of the character ''actor'' is riding.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==rpgroup==&lt;br /&gt;
&lt;br /&gt;
    %player.rpgroup%&lt;br /&gt;
&lt;br /&gt;
Returns the name of the RP group ''player'' is in.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==save_affects==&lt;br /&gt;
&lt;br /&gt;
See the [[#Scripting:Crafting#save_affects|crafting]] section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==sector==&lt;br /&gt;
&lt;br /&gt;
    %room.sector%&lt;br /&gt;
&lt;br /&gt;
Returns the sector name of ''room''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==set_colour_name==&lt;br /&gt;
&lt;br /&gt;
See the [[#Scripting:Crafting#set_colour_name|crafting]] section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==set_material_name==&lt;br /&gt;
&lt;br /&gt;
See the [[#Scripting:Crafting#set_material_name|crafting]] section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==set_quality_name==&lt;br /&gt;
&lt;br /&gt;
See the [[#Scripting:Crafting#set_quality_name|crafting]] section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==speed==&lt;br /&gt;
&lt;br /&gt;
    %actor.speed%&lt;br /&gt;
&lt;br /&gt;
Returns the speed of ''actor''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==stage_value==&lt;br /&gt;
&lt;br /&gt;
See the [[#Scripting:Crafting#stage_value|crafting]] section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==stamina==&lt;br /&gt;
&lt;br /&gt;
    %actor.stamina%&lt;br /&gt;
&lt;br /&gt;
Returns the stamina of ''actor''.&lt;br /&gt;
&lt;br /&gt;
    nop %actor.stamina(75)%&lt;br /&gt;
&lt;br /&gt;
Sets the stamina of ''actor'' to 75. The value will lie between 0 and the maximum of ''actor''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==subdecrease==&lt;br /&gt;
&lt;br /&gt;
    %player.subdecrease(pillage)%&lt;br /&gt;
&lt;br /&gt;
Decreases the skill ''player'' has in ''pillage'' by 2%.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==subincrease==&lt;br /&gt;
&lt;br /&gt;
    %player.subincrease(garotte)%&lt;br /&gt;
&lt;br /&gt;
Increases the skill ''player'' has in ''garotte'' by 2%. The subskill is added if ''player'' doesn't know it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==subskill==&lt;br /&gt;
&lt;br /&gt;
    %player.subskill(weaver)%&lt;br /&gt;
&lt;br /&gt;
Returns the ''weaver'' skill of ''player''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==target==&lt;br /&gt;
&lt;br /&gt;
Syntax: target &amp;lt;uid of actor&amp;gt; &amp;lt;var&amp;gt; inv|eq|room|char &amp;lt;argument&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Creates a local variable that holds the target of what an argument refers to, seen through the eyes of ''actor''.&lt;br /&gt;
&lt;br /&gt;
    target %actor% obj inv %arg%&lt;br /&gt;
    target %actor% obj eq %arg%&lt;br /&gt;
    target %actor% obj room %arg%&lt;br /&gt;
    &lt;br /&gt;
Matches ''arg'' with an object in inventory, equipment and room, respectively. If there's no match, %obj% will be empty.&lt;br /&gt;
&lt;br /&gt;
    target %actor% ch char %arg%&lt;br /&gt;
&lt;br /&gt;
Matches ''arg'' with a character in the room.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==thirst==&lt;br /&gt;
&lt;br /&gt;
    %player.thirst%&lt;br /&gt;
&lt;br /&gt;
Returns the thirst value of ''player''. It's a measure of how full a player is.&lt;br /&gt;
&lt;br /&gt;
    nop %player.thirst(30)%&lt;br /&gt;
&lt;br /&gt;
Sets the thirst value of ''player'' to 30.&lt;br /&gt;
If the value is -1 then ''player'' will never be thirsty.&lt;br /&gt;
If the value is 0 then ''player'' is parched.&lt;br /&gt;
If the value is larger than 47 then ''player'' is full.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==time==&lt;br /&gt;
&lt;br /&gt;
    %time.hour%&lt;br /&gt;
    %time.day%&lt;br /&gt;
    %time.month%&lt;br /&gt;
    %time.year%&lt;br /&gt;
    %time.season%&lt;br /&gt;
    %time.moon%&lt;br /&gt;
&lt;br /&gt;
Returns the respective mud time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==trade==&lt;br /&gt;
&lt;br /&gt;
    %player.trade%&lt;br /&gt;
&lt;br /&gt;
Returns the number of tradepoints ''player'' has.&lt;br /&gt;
&lt;br /&gt;
    nop %player.trade(10)%&lt;br /&gt;
&lt;br /&gt;
Adds 10 tradepoints to ''player'''s balance.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==val==&lt;br /&gt;
&lt;br /&gt;
    %object.val1%&lt;br /&gt;
&lt;br /&gt;
Returns object value 1 of ''object''.&lt;br /&gt;
&lt;br /&gt;
    nop %object.val2(7)%&lt;br /&gt;
&lt;br /&gt;
Sets object value 2 of ''object'' to 7.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==word_count==&lt;br /&gt;
&lt;br /&gt;
    %text.word_count%&lt;br /&gt;
&lt;br /&gt;
Returns the number of words in ''text''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==wordat==&lt;br /&gt;
&lt;br /&gt;
Returns a word from a sentence.&lt;br /&gt;
&lt;br /&gt;
    eval text Once upon a time&lt;br /&gt;
    %echo% %text.wordat(2)%&lt;br /&gt;
&lt;br /&gt;
Result: Upon&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==zecho==&lt;br /&gt;
&lt;br /&gt;
    %zecho% 30 Boo!&lt;br /&gt;
&lt;br /&gt;
Sends a message to all players in zone 30.&lt;br /&gt;
It translates to mzecho for mob triggers, to ozecho for obj triggers and to wzecho for room triggers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==zonename==&lt;br /&gt;
&lt;br /&gt;
    %room.zonename%&lt;br /&gt;
&lt;br /&gt;
Returns the name of the zone ''room'' is in.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==zrecho==&lt;br /&gt;
&lt;br /&gt;
    %zrecho% 30 3001 3010 Boo!&lt;br /&gt;
&lt;br /&gt;
Sends a message to every player in zone 30 in rooms 3001-3010.&lt;br /&gt;
It translates to mzrecho for mob triggers, to ozrecho for obj triggers and to wzrecho for room triggers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scripting Debugger&lt;br /&gt;
&lt;br /&gt;
The script debugger can be used to figure out what's happening in a trigger. This is easier than putting in echos and having to remove them afterwards.&lt;br /&gt;
&lt;br /&gt;
The main command is ''dbg'', followed by a number of subcommands. The syntax for each debugging command is given. It uses the | symbol to denote ''or'': you need to choose between what comes before and after. Arguments between [] are optional in some cases. An argument between &amp;lt;&amp;gt; means what's in between should be replaced by something else. All subcommands may be abbreviated down to the first letter.&lt;br /&gt;
&lt;br /&gt;
All debugging messages start with a yellow [DBG]. More than one imm can debug the same trigger, and each imm will see what the other is doing.&lt;br /&gt;
&lt;br /&gt;
It's not possible to directly debug a load trigger since it doesn't exist at first. One way around this is to temporarily change the type of the trigger and debug it.&lt;br /&gt;
&lt;br /&gt;
Debugging a death trigger is special in that when it hits a breakpoint, the mob dies and the trigger is destroyed. This is how it should be, otherwise a wait would postpone a mob's death. In this case you can also change the trigger type to debug it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Start Debugging==&lt;br /&gt;
&lt;br /&gt;
The syntax is &lt;br /&gt;
&lt;br /&gt;
    dbg mob|obj|room [&amp;lt;name&amp;gt;] &amp;lt;trigger vnum&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To start debugging trigger 123 on a cow which is in the room:&lt;br /&gt;
&lt;br /&gt;
    dbg mob cow 123&lt;br /&gt;
&lt;br /&gt;
Debugging trigger 234 on the room:&lt;br /&gt;
&lt;br /&gt;
    dbg room 234&lt;br /&gt;
&lt;br /&gt;
Debugging trigger 177 on a worn or carried object, or when it's in the room:&lt;br /&gt;
&lt;br /&gt;
    dbg obj waybread 177&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Display Info==&lt;br /&gt;
&lt;br /&gt;
The syntax is &lt;br /&gt;
&lt;br /&gt;
    dbg info [&amp;lt;number&amp;gt;] [breakpoints|variables]&lt;br /&gt;
&lt;br /&gt;
To get the debugging list:&lt;br /&gt;
&lt;br /&gt;
    dbg info&lt;br /&gt;
&lt;br /&gt;
It shows all triggers being debugged, if they're running, the breakpoints, and local and global variables.&lt;br /&gt;
If there's more than one trigger you only get the trigger names. In that case doing&lt;br /&gt;
&lt;br /&gt;
    dbg info &amp;lt;number&amp;gt;&lt;br /&gt;
&lt;br /&gt;
shows the detailed info for that trigger.&lt;br /&gt;
&lt;br /&gt;
If you're only interested in the breakpoints you can do&lt;br /&gt;
&lt;br /&gt;
    dbg info [&amp;lt;number&amp;gt;] breakpoints&lt;br /&gt;
&lt;br /&gt;
and to only see the variables:&lt;br /&gt;
&lt;br /&gt;
    dbg info [&amp;lt;number&amp;gt;] variables&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Trigger List==&lt;br /&gt;
&lt;br /&gt;
The syntax is&lt;br /&gt;
&lt;br /&gt;
    dbg list [&amp;lt;number&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
It shows the trigger with line numbers, so you know where to set a breakpoint.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Setting Breakpoints and Variables==&lt;br /&gt;
&lt;br /&gt;
The syntax for setting a breakpoint is&lt;br /&gt;
&lt;br /&gt;
    dbg set [&amp;lt;number&amp;gt;] breakpoint &amp;lt;line number&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When a trigger reaches a breakpoint it stops running. This is because a breakpoint is a long wait inserted before the line where it needs to break. This gives you time to see the current state and go from there.&lt;br /&gt;
&lt;br /&gt;
    dbg set 2 breakpoint 34&lt;br /&gt;
&lt;br /&gt;
sets a breakpoint at line 34 in debugged trigger 2. Giving the same command removes the breakpoint.&lt;br /&gt;
&lt;br /&gt;
The syntax for setting a variable is&lt;br /&gt;
&lt;br /&gt;
    dbg set [&amp;lt;number&amp;gt;] variable &amp;lt;var&amp;gt; &amp;lt;args&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It can only change existing variables:&lt;br /&gt;
&lt;br /&gt;
    dbg set variable var A new value&lt;br /&gt;
&lt;br /&gt;
sets global or local variable ''var'' to ''A new value''.&lt;br /&gt;
&lt;br /&gt;
In this way variables don't have to be changed in the trigger itself when testing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Printing expressions==&lt;br /&gt;
&lt;br /&gt;
The syntax is&lt;br /&gt;
&lt;br /&gt;
    dbg print &amp;lt;expression&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This prints the result of any scripting expression between the %% symbols.&lt;br /&gt;
If you want to know the value of the local variable %x% you can look it up in dbg info, or do&lt;br /&gt;
&lt;br /&gt;
    dbg print %x%&lt;br /&gt;
&lt;br /&gt;
It can also be used to see the result of an expression not related to the trigger:&lt;br /&gt;
&lt;br /&gt;
    dbg print %now%&lt;br /&gt;
    dbg print %time.moon%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Flow Control==&lt;br /&gt;
&lt;br /&gt;
The syntax for continuing a trigger is&lt;br /&gt;
&lt;br /&gt;
    dbg continue [&amp;lt;number&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
When a trigger is at a breakpoint, this resumes a trigger. Because a breakpoint is a wait, continue can also be used to skip long waits in the trigger.&lt;br /&gt;
&lt;br /&gt;
The syntax for stepping through a trigger is&lt;br /&gt;
&lt;br /&gt;
    dbg next [&amp;lt;number&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
Next executes only the current line and breaks in the next. It's a quick way of going through a trigger line by line without having to set and remove breakpoints.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Stop Debugging==&lt;br /&gt;
&lt;br /&gt;
The syntax is&lt;br /&gt;
&lt;br /&gt;
    dbg delete [&amp;lt;number&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
The trigger is resumed if it was at a breakpoint and you were the only one debugging the trigger. Delete also happens when you logout.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Crafting&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
A player can craft an object by using ingredients, tools and subskills. The crafts are currently Metalworker, Leatherworker, Stoneworker, Textileworker, Woodworker, Brewing, Scribing and Cooking. The command ''professions'' shows the subskills available in the profession groups.&lt;br /&gt;
&lt;br /&gt;
The object will be a unique item, different from the prototype, that will change with use. The differences are mostly stored in the object values 7 through 14: &lt;br /&gt;
&lt;br /&gt;
    [[#7. Colour|7. Colour]]&lt;br /&gt;
    [[#8. Quality|8. Quality]]&lt;br /&gt;
    [[#9. Material|9. Material]]&lt;br /&gt;
    [[#10. Dyecount|10. Dyecount]]&lt;br /&gt;
    [[#11. Origin|11. Origin]]&lt;br /&gt;
    [[#12. Stage|12. Stage]]&lt;br /&gt;
    [[#13. Repairs|13. Repairs]]&lt;br /&gt;
    [[#14. Maximum Quality|14. Maximum Quality]]&lt;br /&gt;
&lt;br /&gt;
Crafting is explained by treating each object value and describing the scripting commands that work on these values.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==7. Colour==&lt;br /&gt;
&lt;br /&gt;
The colours are listed in the crafting section of oedit. The idea is that every colour has its own properties, which are up to the builder.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==colour==&lt;br /&gt;
&lt;br /&gt;
    %obj.colour%&lt;br /&gt;
&lt;br /&gt;
Returns the colour name.&lt;br /&gt;
&lt;br /&gt;
    nop %obj.colour(red)%&lt;br /&gt;
&lt;br /&gt;
Sets the colour of ''obj'' to 3 (red).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==set_colour_name==&lt;br /&gt;
&lt;br /&gt;
    nop %obj.set_colour_name%&lt;br /&gt;
&lt;br /&gt;
Adds or replaces a colour in the shortdesc of ''obj''.&lt;br /&gt;
&lt;br /&gt;
    %echo% %obj.shortdesc% &lt;br /&gt;
    nop %obj.set_colour_name%&lt;br /&gt;
    %echo% %obj.shortdesc%&lt;br /&gt;
&lt;br /&gt;
Possible results:&lt;br /&gt;
&lt;br /&gt;
a sword&amp;lt;br/&amp;gt;a black sword&lt;br /&gt;
&lt;br /&gt;
a green car&amp;lt;br/&amp;gt;a blue car&lt;br /&gt;
&lt;br /&gt;
some grains&amp;lt;br/&amp;gt;some orange grains&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==8. Quality==&lt;br /&gt;
==14. Maximum Quality==&lt;br /&gt;
&lt;br /&gt;
Quality and maximum quality are percentages reflecting how good an object is and how good it can be when it's repaired. When an object is created, the maximum quality should be set first, before setting the quality, because quality is forced to be less or equal to the maximum quality.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==max_quality_value==&lt;br /&gt;
&lt;br /&gt;
    %object.max_quality_value%&lt;br /&gt;
&lt;br /&gt;
Returns the max quality value of ''object''.&lt;br /&gt;
&lt;br /&gt;
    nop %obj.max_quality_value(80)%&lt;br /&gt;
&lt;br /&gt;
Sets the max quality value of ''object'' to 80. If the quality is larger than the maximum, it's set to the maximum. The stats are updated as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==quality_value==&lt;br /&gt;
&lt;br /&gt;
    %object.quality_value%&lt;br /&gt;
&lt;br /&gt;
Returns the quality value of ''object''.&lt;br /&gt;
&lt;br /&gt;
    nop %obj.quality_value(80)%&lt;br /&gt;
&lt;br /&gt;
Sets the quality value of ''object'' to 80. If the quality is larger than 80, it's set to 80. The stats are updated as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==set_quality_name==&lt;br /&gt;
&lt;br /&gt;
    nop %object.set_quality_name%&lt;br /&gt;
&lt;br /&gt;
Sets or replaces the quality name of ''object'' in the shortdesc, depending on the quality value.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==save_affects==&lt;br /&gt;
&lt;br /&gt;
    nop %object.save_affects%&lt;br /&gt;
&lt;br /&gt;
Sets the original stats of ''object'' to the current stats. This should be called if the object has stats and when it's at the maximum quality. Negative stats (e.g. -3 wis or +5 AC) are permanent, the others can be lost if the object loses quality, and gained when it's repaired. If the stats are +1 wis, -1 AC, -3 str then the object has 2 positive stats. One stat is lost when the quality drops below 2/3 and the remaining stat is gone once the quality reaches 1/3 of the maximum. A repair to the maximum quality recovers all lost stats.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==9. Material==&lt;br /&gt;
&lt;br /&gt;
Every object is made out of a certain material, which belong to a material group. The material groups are: base-material, metal, stone, organic, textile, wood, and other. The materials are listed in the crafting section of oedit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==material==&lt;br /&gt;
&lt;br /&gt;
    %object.material%&lt;br /&gt;
&lt;br /&gt;
Returns the name of the material ''object'' is made of.&lt;br /&gt;
&lt;br /&gt;
    nop %object.material(plastic)&lt;br /&gt;
&lt;br /&gt;
Sets the material of ''object'' to plastic.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==in_material_group==&lt;br /&gt;
&lt;br /&gt;
    %object.in_material_group(organic)%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if ''object'' is made of a material from the group ''organic''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==10. Dyecount==&lt;br /&gt;
&lt;br /&gt;
Dyeing gives an object colour. To add a bit of risk to dyeing, the dyecount is saved so you can check if an object should turn black forever for example.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==dyecount==&lt;br /&gt;
&lt;br /&gt;
    %object.dyecount%&lt;br /&gt;
&lt;br /&gt;
Returns the number of times ''object'' has been dyed.&lt;br /&gt;
&lt;br /&gt;
    nop %object.dyecount(3)%&lt;br /&gt;
&lt;br /&gt;
Sets the dyecount of ''object'' to 3.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==11. Origin==&lt;br /&gt;
&lt;br /&gt;
The origin of an object may determine the quality of the end product, or what you can do with it. The origins are listed in the crafting section of oedit. Currently, there are origins for trees and animals. When a tree is lumberjacked, the log gets the origin of the tree. Similarly, the skin from a corpse automatically gets the origin of the animal.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==origin==&lt;br /&gt;
&lt;br /&gt;
    %object.origin%&lt;br /&gt;
&lt;br /&gt;
Returns the origin name of ''object''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==12. Stage==&lt;br /&gt;
&lt;br /&gt;
To make sure the end product is always made in the same order, the work can be divided into stages. At each step the activity can be matched with the stage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==stage_value==&lt;br /&gt;
&lt;br /&gt;
    %object.stage_value%&lt;br /&gt;
&lt;br /&gt;
Returns the stage value of ''object''.&lt;br /&gt;
&lt;br /&gt;
    %object.stage_value(2)%&lt;br /&gt;
&lt;br /&gt;
Sets the stage value of ''object'' to 2.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==13. Repairs==&lt;br /&gt;
&lt;br /&gt;
An object can be repaired, which raises the quality and returns some or all of the original stats. When the maximum quality becomes zero, the object reverts to being a normal object and can no longer be repaired.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==num_of_repairs==&lt;br /&gt;
&lt;br /&gt;
    %object.num_of_repairs%&lt;br /&gt;
&lt;br /&gt;
Returns the number of times ''object'' has been repaired.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==repair==&lt;br /&gt;
&lt;br /&gt;
    %object.repair(70)%&lt;br /&gt;
&lt;br /&gt;
Sets the max quality of ''object'' to 70, or to the original max quality if it's smaller than 70. The quality is set to the maximum quality. The number of repairs is increased by one and the affects are updated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==save_affects==&lt;br /&gt;
&lt;br /&gt;
    nop %object.save_affects%&lt;br /&gt;
&lt;br /&gt;
Sets the original stats of ''object'' to the current stats. This should be called if the object has stats and when it's at the maximum quality. Negative stats (e.g. -3 wis or +5 AC) are permanent, the others can be lost if the object loses quality, and gained when it's repaired. If the stats are +2 wis, -2 AC, -1 str then the object has four positive stats. One stat is lost if the object quality drops below 80%. A second stat is lost if it drops below 60%, and all stats are gone if the quality is below 20%. A repair may recover all lost stats.&lt;/div&gt;</summary>
		<author><name>Rynald</name></author>	</entry>

	<entry>
		<id>http://4dimensions.org/wiki/index.php?title=MediaWiki:Sidebar&amp;diff=1142</id>
		<title>MediaWiki:Sidebar</title>
		<link rel="alternate" type="text/html" href="http://4dimensions.org/wiki/index.php?title=MediaWiki:Sidebar&amp;diff=1142"/>
				<updated>2017-04-03T20:51:31Z</updated>
		
		<summary type="html">&lt;p&gt;Rynald: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* navigation&lt;br /&gt;
** mainpage|mainpage-description&lt;br /&gt;
** recentchanges-url|recentchanges&lt;br /&gt;
** randompage-url|randompage&lt;br /&gt;
&lt;br /&gt;
* Information&lt;br /&gt;
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** http://4dimensions.org/wiki/index.php/Help_Files|Help&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
* Ways to Play&lt;br /&gt;
** http://4dimensions.org/wiki/index.php/MUSHclient|MUSHclient&lt;br /&gt;
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&lt;br /&gt;
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&lt;br /&gt;
* SEARCH&lt;br /&gt;
* TOOLBOX&lt;br /&gt;
* LANGUAGES&lt;/div&gt;</summary>
		<author><name>Rynald</name></author>	</entry>

	<entry>
		<id>http://4dimensions.org/wiki/index.php?title=Scripting&amp;diff=1129</id>
		<title>Scripting</title>
		<link rel="alternate" type="text/html" href="http://4dimensions.org/wiki/index.php?title=Scripting&amp;diff=1129"/>
				<updated>2017-03-27T20:39:02Z</updated>
		
		<summary type="html">&lt;p&gt;Rynald: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
There's a good scripting reference at [http://http://old.tbamud.com/Oasis_DG_pages/ TBA], but there are differences with 4D's scripting commands. These pages aim to give an overview of these commands.&lt;br /&gt;
One notable difference is [[Scripting:Crafting|crafting]], for which several new commands and fields have been added.&lt;br /&gt;
&lt;br /&gt;
To give an example of the terms used in these pages, consider this line:&lt;br /&gt;
    &lt;br /&gt;
    nop %actor.exp(1000)%&lt;br /&gt;
&lt;br /&gt;
Here ''nop'' is the '''command''', ''actor'' is the '''variable''', ''exp'' is the '''field''' and ''1000'' is the '''subfield'''.&lt;br /&gt;
&lt;br /&gt;
A character is a mob or player. The examples usually use ''actor'' when it concerns a character.&lt;br /&gt;
&lt;br /&gt;
In scripts, a uid is the character '}' followed by a number. The number is the id of a character, object or room. A uid is used to manipulate what it points to, from any script.&lt;br /&gt;
&lt;br /&gt;
To make it easier to debug scripts, a [[Scripting:Debugger|scripting debugger]] is available. It can set breakpoints, view or change variables, step through a trigger, and show the result of any scripting expression.&lt;br /&gt;
&lt;br /&gt;
The commands, fields and variables are grouped alphabetically:&lt;br /&gt;
&lt;br /&gt;
[[#A|A]] [[#B|B]] [[#C|C]] [[#D|D]] [[#E|E]] [[#F|F]] [[#G|G]] [[#H|H]] [[#I|I]] [[#J|J]] [[#K|K]] [[#L|L]] [[#M|M]] [[#N|N]] [[#O|O]] [[#P|P]] [[#Q|Q]] [[#R|R]] [[#S|S]] [[#T|T]] [[#U|U]] [[#V|V]] [[#W|W]] [[#X|X]] [[#Y|Y]] [[#Z|Z]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==A==&lt;br /&gt;
*[[#aff_ac|aff_ac]]&lt;br /&gt;
*[[#aff_age|aff_age]]&lt;br /&gt;
*[[#aff_breath_def|aff_breath_def]]&lt;br /&gt;
*[[#aff_cha|aff_cha]]&lt;br /&gt;
*[[#aff_con|aff_con]]&lt;br /&gt;
*[[#aff_coolness|aff_coolness]]&lt;br /&gt;
*[[#aff_damroll|aff_damroll]]&lt;br /&gt;
*[[#aff_dex|aff_dex]]&lt;br /&gt;
*[[#aff_hitroll|aff_hitroll]]&lt;br /&gt;
*[[#aff_int|aff_int]]&lt;br /&gt;
*[[#aff_maxhit|aff_maxhit]]&lt;br /&gt;
*[[#aff_maxmana|aff_maxmana]]&lt;br /&gt;
*[[#aff_maxmove|aff_maxmove]]&lt;br /&gt;
*[[#aff_mine_bonus|aff_mine_bonus]]&lt;br /&gt;
*[[#aff_mine_protection|aff_mine_protection]]&lt;br /&gt;
*[[#aff_mine_speed|aff_mine_speed]]&lt;br /&gt;
*[[#aff_mine_stealth|aff_mine_stealth]]&lt;br /&gt;
*[[#aff_paralyze_def|aff_paralyze_def]]&lt;br /&gt;
*[[#aff_petrify_def|aff_petrify_def]]&lt;br /&gt;
*[[#aff_rod_def|aff_rod_def]]&lt;br /&gt;
*[[#aff_regen_hit|aff_regen_hit]]&lt;br /&gt;
*[[#aff_regen_mana|aff_regen_mana]]&lt;br /&gt;
*[[#aff_regen_move|aff_regen_move]]&lt;br /&gt;
*[[#aff_speed|aff_speed]]&lt;br /&gt;
*[[#aff_spell_def|aff_spell_def]]&lt;br /&gt;
*[[#aff_str|aff_str]]&lt;br /&gt;
*[[#aff_wis|aff_wis]]&lt;br /&gt;
*[[#assemble|assemble]]&lt;br /&gt;
*[[#assembly|assembly]]&lt;br /&gt;
*[[#assemblycheck|assemblycheck]]&lt;br /&gt;
*[[#attach|attach]]&lt;br /&gt;
==B==&lt;br /&gt;
*[[#body|body]]&lt;br /&gt;
*[[#bodycheck|bodycheck]]&lt;br /&gt;
==C==&lt;br /&gt;
*[[#carriedamount|carriedamount]]&lt;br /&gt;
*[[#carriedweight|carriedweight]]&lt;br /&gt;
*[[#charat|charat]]&lt;br /&gt;
*[[#clan|clan]]&lt;br /&gt;
*[[#clanname|clanname]]&lt;br /&gt;
*[[#clanrank|clanrank]]&lt;br /&gt;
*[[#class_tier|class_tier]]&lt;br /&gt;
*[[#colour|colour]]&lt;br /&gt;
*[[#contained_by|contained_by]]&lt;br /&gt;
*[[#contains|contains]]&lt;br /&gt;
*[[#cool|cool]]&lt;br /&gt;
==D==&lt;br /&gt;
*[[#damroll|damroll]]&lt;br /&gt;
*[[#dest|dest]]&lt;br /&gt;
*[[#dg_affect|dg_affect]]&lt;br /&gt;
*[[#dg_dest|dg_dest]]&lt;br /&gt;
*[[#dg_letter|dg_letter]]&lt;br /&gt;
*[[#dg_peek|dg_peek]]&lt;br /&gt;
*[[#dimension|dimension]]&lt;br /&gt;
*[[#dyecount|dyecount]]&lt;br /&gt;
==E==&lt;br /&gt;
*[[#exp_needed|exp_needed]]&lt;br /&gt;
==F==&lt;br /&gt;
*[[#flag|flag]]&lt;br /&gt;
*[[#follower_in_room|follower_in_room]]&lt;br /&gt;
*[[#forget_subskills|forget_subskills]]&lt;br /&gt;
*[[#function|function]]&lt;br /&gt;
==G==&lt;br /&gt;
==H==&lt;br /&gt;
*[[#has_pos|has_pos]]&lt;br /&gt;
*[[#has_script|has_script]]&lt;br /&gt;
*[[#hitroll|hitroll]]&lt;br /&gt;
*[[#hunger|hunger]]&lt;br /&gt;
*[[#hunt|hunt]]&lt;br /&gt;
*[[#hunting|hunting]]&lt;br /&gt;
==I==&lt;br /&gt;
*[[#in_material_group|in_material_group]]&lt;br /&gt;
*[[#innate|innate]]&lt;br /&gt;
*[[#insert_word|insert_word]]&lt;br /&gt;
*[[#is_cheater|is_cheater]]&lt;br /&gt;
*[[#is_flying|is_flying]]&lt;br /&gt;
*[[#is_helper|is_helper]]&lt;br /&gt;
*[[#is_herd_cattle|is_herd_cattle]]&lt;br /&gt;
*[[#is_herd_horse|is_herd_horse]]&lt;br /&gt;
*[[#is_herd_sheep|is_herd_sheep]]&lt;br /&gt;
*[[#is_hero|is_hero]]&lt;br /&gt;
*[[#is_npc|is_npc]]&lt;br /&gt;
*[[#is_pk|is_pk]]&lt;br /&gt;
*[[#is_pregnant|is_pregnant]]&lt;br /&gt;
*[[#is_roleplay|is_roleplay]]&lt;br /&gt;
*[[#is_rpl|is_rpl]]&lt;br /&gt;
*[[#is_wizinvis|is_wizinvis]]&lt;br /&gt;
==J==&lt;br /&gt;
==K==&lt;br /&gt;
==L==&lt;br /&gt;
*[[#lag|lag]]&lt;br /&gt;
*[[#longdesc|longdesc]]&lt;br /&gt;
==M==&lt;br /&gt;
*[[#material|material]]&lt;br /&gt;
*[[#maxcarriedamount|maxcarriedamount]]&lt;br /&gt;
*[[#maxcarriedweight|maxcarriedweight]]&lt;br /&gt;
*[[#max_quality_value|max_quality_value]]&lt;br /&gt;
*[[#maxstamina|maxstamina]]&lt;br /&gt;
*[[#mid|mid]]&lt;br /&gt;
*[[#mod|mod]]&lt;br /&gt;
*[[#mzreset|mzreset]]&lt;br /&gt;
==N==&lt;br /&gt;
*[[#next_follower|next_follower]]&lt;br /&gt;
*[[#next_in_list|next_in_list]]&lt;br /&gt;
*[[#nographics|nographics]]&lt;br /&gt;
*[[#now|now]]&lt;br /&gt;
*[[#num_of_repairs|num_of_repairs]]&lt;br /&gt;
==O==&lt;br /&gt;
*[[#omr|omr]]&lt;br /&gt;
*[[#origin|origin]]&lt;br /&gt;
*[[#owned_by|owned_by]]&lt;br /&gt;
==P==&lt;br /&gt;
*[[#people|people]]&lt;br /&gt;
*[[#perc|perc]]&lt;br /&gt;
*[[#pkdeaths|pkdeaths]]&lt;br /&gt;
*[[#pkkills|pkkills]]&lt;br /&gt;
*[[#pkpoints|pkpoints]]&lt;br /&gt;
*[[#playeruid|playeruid]]&lt;br /&gt;
*[[#purgemob|purgemob]]&lt;br /&gt;
==Q==&lt;br /&gt;
*[[#quality_value|quality_value]]&lt;br /&gt;
==R==&lt;br /&gt;
*[[#random|random]]&lt;br /&gt;
*[[#realday|realday]]&lt;br /&gt;
*[[#realhour|realhour]]&lt;br /&gt;
*[[#remorts|remorts]]&lt;br /&gt;
*[[#repair|repair]]&lt;br /&gt;
*[[#replace_letter|replace_letter]]&lt;br /&gt;
*[[#replace_word|replace_word]]&lt;br /&gt;
*[[#restring|restring]]&lt;br /&gt;
*[[#ridden_by|ridden_by]]&lt;br /&gt;
*[[#riding|riding]]&lt;br /&gt;
*[[#rpgroup|rpgroup]]&lt;br /&gt;
==S==&lt;br /&gt;
*[[#save_affects|save_affects]]&lt;br /&gt;
*[[#sector|sector]]&lt;br /&gt;
*[[#set_colour_name|set_colour_name]]&lt;br /&gt;
*[[#set_material_name|set_material_name]]&lt;br /&gt;
*[[#set_quality_name|set_quality_name]]&lt;br /&gt;
*[[#speed|speed]]&lt;br /&gt;
*[[#stage_value|stage_value]]&lt;br /&gt;
*[[#stamina|stamina]]&lt;br /&gt;
*[[#subdecrease|subdecrease]]&lt;br /&gt;
*[[#subincrease|subincrease]]&lt;br /&gt;
*[[#subskill|subskill]]&lt;br /&gt;
==T==&lt;br /&gt;
*[[#thirst|thirst]]&lt;br /&gt;
*[[#time|time]]&lt;br /&gt;
*[[#trade|trade]]&lt;br /&gt;
==U==&lt;br /&gt;
==V==&lt;br /&gt;
*[[#val|val]]&lt;br /&gt;
==W==&lt;br /&gt;
*[[#word_count|word_count]]&lt;br /&gt;
*[[#wordat|wordat]]&lt;br /&gt;
==X==&lt;br /&gt;
==Y==&lt;br /&gt;
==Z==&lt;br /&gt;
*[[#zecho|zecho]]&lt;br /&gt;
*[[#zonename|zonename]]&lt;br /&gt;
*[[#zrecho|zrecho]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The ''aff_'' fields are used to get or change the stats of an object.&lt;br /&gt;
&lt;br /&gt;
==aff_ac==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_ac%&lt;br /&gt;
&lt;br /&gt;
Returns the AC an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_ac(-5)%&lt;br /&gt;
&lt;br /&gt;
Sets the AC of an object to -5.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_age==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_age%&lt;br /&gt;
&lt;br /&gt;
Returns the age an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_age(125)%&lt;br /&gt;
&lt;br /&gt;
Sets the age of an object to 125.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_breath_def==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_breath_def%&lt;br /&gt;
&lt;br /&gt;
Returns the breath defense an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_breath_def(50)%&lt;br /&gt;
&lt;br /&gt;
Sets the breath defense of an object to 50.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_cha==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_cha%&lt;br /&gt;
&lt;br /&gt;
Returns the charisma an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_cha(2)%&lt;br /&gt;
&lt;br /&gt;
Sets the charisma of an object to 2.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_con==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_con%&lt;br /&gt;
&lt;br /&gt;
Returns the constitution an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_con(-3)%&lt;br /&gt;
&lt;br /&gt;
Sets the constitution of an object to -3.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_coolness==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_coolness%&lt;br /&gt;
&lt;br /&gt;
Returns the coolness an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_coolness(5)%&lt;br /&gt;
&lt;br /&gt;
Sets the coolness of an object to 5.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_damroll==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_damroll%&lt;br /&gt;
&lt;br /&gt;
Returns the damroll an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_damroll(3)%&lt;br /&gt;
&lt;br /&gt;
Sets the damroll of an object to 3.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_dex==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_dex%&lt;br /&gt;
&lt;br /&gt;
Returns the dexterity an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_dex(1)%&lt;br /&gt;
&lt;br /&gt;
Sets the dexterity of an object to 1.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_hitroll==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_hitroll%&lt;br /&gt;
&lt;br /&gt;
Returns the hitroll an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_hitroll(2)%&lt;br /&gt;
&lt;br /&gt;
Sets the hitroll of an object to 2.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_int==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_int%&lt;br /&gt;
&lt;br /&gt;
Returns the intelligence an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_int(3)%&lt;br /&gt;
&lt;br /&gt;
Sets the intelligence of an object to 3.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_maxhit==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_maxhit%&lt;br /&gt;
&lt;br /&gt;
Returns the maximum hitpoints an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_maxhit(700)%&lt;br /&gt;
&lt;br /&gt;
Sets the maximum hitpoints of an object to 700.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_maxmana==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_mana%&lt;br /&gt;
&lt;br /&gt;
Returns the maximum mana an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_maxmana(2000)%&lt;br /&gt;
&lt;br /&gt;
Sets the maximum mana of an object to 2000.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_maxmove==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_maxmove%&lt;br /&gt;
&lt;br /&gt;
Returns the maximum moves an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_maxmove(500)%&lt;br /&gt;
&lt;br /&gt;
Sets the maximum moves of an object to 500.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_mine_bonus==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_mine_bonus%&lt;br /&gt;
&lt;br /&gt;
Returns the mine bonus an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_mine_bonus(10)%&lt;br /&gt;
&lt;br /&gt;
Sets the mine bonus of an object to 10.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_mine_protection==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_mine_protection%&lt;br /&gt;
&lt;br /&gt;
Returns the mine protection an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_mine_protection(25)%&lt;br /&gt;
&lt;br /&gt;
Sets the mine protection of an object to 25.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_mine_speed==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_mine_speed%&lt;br /&gt;
&lt;br /&gt;
Returns the mine speed an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_mine_speed(30)%&lt;br /&gt;
&lt;br /&gt;
Sets the mine speed of an object to 30.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_mine_stealth==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_mine_stealth%&lt;br /&gt;
&lt;br /&gt;
Returns the mine stealth an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_mine_stealth(10)%&lt;br /&gt;
&lt;br /&gt;
Sets the mine stealth of an object to 10.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_paralyze_def==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_paralyze_def%&lt;br /&gt;
&lt;br /&gt;
Returns the paralyze defense an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_paralyze_def(5)%&lt;br /&gt;
&lt;br /&gt;
Sets the paralyze defense of an object to 5.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_petrify_def==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_petrify_def%&lt;br /&gt;
&lt;br /&gt;
Returns the petrify defense an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_petrify_def(3)%&lt;br /&gt;
&lt;br /&gt;
Sets the petrify defense of an object to 3.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_rod_def==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_rod_def%&lt;br /&gt;
&lt;br /&gt;
Returns the rod defense an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_rod_def(-2)%&lt;br /&gt;
&lt;br /&gt;
Sets the rod defense of an object to -2.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_regen_hit==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_regen_hit%&lt;br /&gt;
&lt;br /&gt;
Returns the hitpoint regeneration an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_regen_hit(10)%&lt;br /&gt;
&lt;br /&gt;
Sets the hitpoint regeneration of an object to 10.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_regen_mana==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_regen_mana%&lt;br /&gt;
&lt;br /&gt;
Returns the mana regeneration an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_regen_mana(5)%&lt;br /&gt;
&lt;br /&gt;
Sets the mana regeneration of an object to 5.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_regen_move==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_regen_move%&lt;br /&gt;
&lt;br /&gt;
Returns the move regeneration an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_regen_move(10)%&lt;br /&gt;
&lt;br /&gt;
Sets the move regeneration of an object to 10.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_speed==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_speed%&lt;br /&gt;
&lt;br /&gt;
Returns the speed an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_speed(50)%&lt;br /&gt;
&lt;br /&gt;
Sets the speed of an object to 50.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_spell_def==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_spell_def%&lt;br /&gt;
&lt;br /&gt;
Returns the spell defense an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_spell_def(10)%&lt;br /&gt;
&lt;br /&gt;
Sets the spell defense of an object to 10.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_str==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_str%&lt;br /&gt;
&lt;br /&gt;
Returns the strength an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_str(2)%&lt;br /&gt;
&lt;br /&gt;
Sets the strength of an object to 2.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_wis==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_wis%&lt;br /&gt;
&lt;br /&gt;
Returns the wisdom an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_wis(-1)%&lt;br /&gt;
&lt;br /&gt;
Sets the wisdom of an object to -1.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==assemble==&lt;br /&gt;
&lt;br /&gt;
    nop %actor.assemble(123)%&lt;br /&gt;
&lt;br /&gt;
If the inventory of ''actor'' holds the ingredients of the assembly, then they are replaced by object 123.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==assembly==&lt;br /&gt;
&lt;br /&gt;
    %assembly.exists(103)%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if an assembly exists which creates an object with vnum 103.&lt;br /&gt;
&lt;br /&gt;
    %assembly.craft(5770)%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if an assembly exists that creates object 5770 by using the command ''craft''.&lt;br /&gt;
&lt;br /&gt;
    %assembly.brew(beer bottle)%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if an assembly exists that creates an object named ''beer bottle'' with the command ''brew''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==assemblycheck==&lt;br /&gt;
&lt;br /&gt;
    %actor.assemblycheck(123)%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if ''actor'' has the ingredients to assemble object 123.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==attach==&lt;br /&gt;
&lt;br /&gt;
    attach %mob% 123&lt;br /&gt;
&lt;br /&gt;
Attaches trigger 123 to ''mob'' which is a uid here. You can also attach to an id:&lt;br /&gt;
&lt;br /&gt;
    attach %obj.id% 234&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==body==&lt;br /&gt;
&lt;br /&gt;
    %actor.body%&lt;br /&gt;
&lt;br /&gt;
Returns all body positions.&lt;br /&gt;
&lt;br /&gt;
    nop %player.body(crest)%&lt;br /&gt;
&lt;br /&gt;
Toggles the extra body position ''crest''. Only extra body positions can be toggled.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==bodycheck==&lt;br /&gt;
&lt;br /&gt;
    %player.bodycheck(rknee)&lt;br /&gt;
&lt;br /&gt;
Returns 1 if ''player'' has the body position ''rknee'' (mobs have all body positions).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==carriedamount==&lt;br /&gt;
&lt;br /&gt;
    %actor.carriedamount%&lt;br /&gt;
&lt;br /&gt;
Returns the number of items ''actor'' has in inventory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==carriedweight==&lt;br /&gt;
&lt;br /&gt;
    %actor.carriedweight%&lt;br /&gt;
&lt;br /&gt;
Returns the total weight ''actor'' is carrying in inventory and equipment combined.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==charat==&lt;br /&gt;
&lt;br /&gt;
Returns a letter in a string:&lt;br /&gt;
&lt;br /&gt;
    eval word test&lt;br /&gt;
    %echo% %word.charat(3)%&lt;br /&gt;
&lt;br /&gt;
Result: S&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==clan==&lt;br /&gt;
&lt;br /&gt;
    %player.clan%&lt;br /&gt;
&lt;br /&gt;
Returns the clan number ''player'' is in.&lt;br /&gt;
&lt;br /&gt;
    %player.clan(2)%&lt;br /&gt;
&lt;br /&gt;
Puts ''player'' in clan 2.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==clanname==&lt;br /&gt;
&lt;br /&gt;
    %player.clanname%&lt;br /&gt;
&lt;br /&gt;
Returns the name of the clan ''player'' is in.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==clanrank==&lt;br /&gt;
&lt;br /&gt;
    %player.clanrank%&lt;br /&gt;
&lt;br /&gt;
Returns the clan rank of ''player''.&lt;br /&gt;
&lt;br /&gt;
    %player.clanrank(3)%&lt;br /&gt;
&lt;br /&gt;
Sets the clan rank of ''player'' to 3.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==class_tier==&lt;br /&gt;
&lt;br /&gt;
    %actor.class_tier%&lt;br /&gt;
&lt;br /&gt;
Returns the tier of ''actor''.&lt;br /&gt;
&lt;br /&gt;
    %mob.class_tier(3)%&lt;br /&gt;
&lt;br /&gt;
Sets the tier of ''mob'' to 3.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==colour==&lt;br /&gt;
&lt;br /&gt;
See the [[Scripting:Crafting#colour|crafting]] section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==contained_by==&lt;br /&gt;
&lt;br /&gt;
    %object.contained_by%&lt;br /&gt;
&lt;br /&gt;
Returns the uid of the container which holds the object.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==cool==&lt;br /&gt;
&lt;br /&gt;
    %player.cool%&lt;br /&gt;
&lt;br /&gt;
Returns the coolness of ''player''.&lt;br /&gt;
&lt;br /&gt;
    %player.cool(7)%&lt;br /&gt;
&lt;br /&gt;
Adds 7 to the coolness of ''player''. The resulting value will lie between 3 and 22.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==damroll==&lt;br /&gt;
&lt;br /&gt;
    %player.damroll%&lt;br /&gt;
&lt;br /&gt;
Returns the damroll of ''player''.&lt;br /&gt;
&lt;br /&gt;
    %player.damroll(50)%&lt;br /&gt;
&lt;br /&gt;
Adds 50 to the damroll of ''player''. The resulting value will lie between 3 and 150.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==dest==&lt;br /&gt;
&lt;br /&gt;
    %mob.dest%&lt;br /&gt;
&lt;br /&gt;
Returns the room vnum of the destination of the mob.&lt;br /&gt;
&lt;br /&gt;
    %mob.dest(123)%&lt;br /&gt;
&lt;br /&gt;
Sets the room vnum of the destination of ''mob'' to 123.&lt;br /&gt;
&lt;br /&gt;
    %object.dest%&lt;br /&gt;
&lt;br /&gt;
Returns the room vnum of the destination of the object.&lt;br /&gt;
&lt;br /&gt;
    %object.dest(234)%&lt;br /&gt;
&lt;br /&gt;
Sets the room vnum of the destination of ''object'' to 234.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==dg_affect==&lt;br /&gt;
&lt;br /&gt;
Sets or removes an affect or apply on a character. See help dg_affect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==dg_dest==&lt;br /&gt;
&lt;br /&gt;
    dg_dest add 567 self&lt;br /&gt;
&lt;br /&gt;
Add room 567 to the destination list of the mob or object the trigger is on.&lt;br /&gt;
&lt;br /&gt;
    dg_dest remove 123 %object%&lt;br /&gt;
&lt;br /&gt;
Remove destination room 123 from ''object''.&lt;br /&gt;
&lt;br /&gt;
    dg_dest remove all %mob%&lt;br /&gt;
&lt;br /&gt;
Remove the entire travel list from ''mob''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==dg_letter==&lt;br /&gt;
&lt;br /&gt;
Returns a letter in a string:&lt;br /&gt;
&lt;br /&gt;
    eval word test&lt;br /&gt;
    dg_letter letter 3 %word%&lt;br /&gt;
    %echo% %letter%&lt;br /&gt;
&lt;br /&gt;
Result: S&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==dg_peek==&lt;br /&gt;
&lt;br /&gt;
    dg_peek %actor% 3001&lt;br /&gt;
&lt;br /&gt;
Shows room 3001 to ''actor''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==dimension==&lt;br /&gt;
&lt;br /&gt;
    %room.dimension%&lt;br /&gt;
&lt;br /&gt;
Returns the dimension a room is in.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==dyecount==&lt;br /&gt;
&lt;br /&gt;
See the section on [[Scripting:Crafting#dyecount|crafting]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==exp_needed==&lt;br /&gt;
&lt;br /&gt;
    %player.exp_needed%&lt;br /&gt;
&lt;br /&gt;
Returns the exp ''player'' needs to make the next level.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==flag==&lt;br /&gt;
&lt;br /&gt;
    %room.flag(peaceful)%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if the room is peaceful.&lt;br /&gt;
The flag names are the same ones as in the room flags section of redit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==follower_in_room==&lt;br /&gt;
&lt;br /&gt;
    %player.follower_in_room(123)%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if the follower with vnum 123 of ''player'' is in the same room as ''player''.&lt;br /&gt;
&lt;br /&gt;
    %player.follower_in_room(the black dog)%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if a follower of ''player'' is called ''the black dog'' and is in the same room as ''player''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==forget_subskills==&lt;br /&gt;
&lt;br /&gt;
    %player.forget_subskills(combatant)%&lt;br /&gt;
&lt;br /&gt;
Makes ''player'' lose all subkills belonging to the profession ''combatant''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==function==&lt;br /&gt;
&lt;br /&gt;
    function 123 book 1 shield&lt;br /&gt;
&lt;br /&gt;
Calls function trigger 123 with the argument ''book 1 shield'', which is available to the trigger through the variable %args%.&lt;br /&gt;
A function trigger runs inside the script of the calling trigger, so it has access to all global variables. A return value can be set in another global variable, which the calling trigger can use once the function trigger finishes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==has_pos==&lt;br /&gt;
&lt;br /&gt;
    %object.has_pos(wield)%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if ''object'' can be wielded.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==has_script==&lt;br /&gt;
&lt;br /&gt;
    %room.has_script%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if there's a script attached to ''room''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==hitroll==&lt;br /&gt;
&lt;br /&gt;
    %player.hitroll%&lt;br /&gt;
&lt;br /&gt;
Returns the hitroll of ''player''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==hunger==&lt;br /&gt;
&lt;br /&gt;
    %player.hunger%&lt;br /&gt;
&lt;br /&gt;
Returns the hunger value of ''player''. It's a measure of how full a player is.&lt;br /&gt;
&lt;br /&gt;
    nop %player.hunger(50)%&lt;br /&gt;
&lt;br /&gt;
Sets the hunger value of ''player'' to 50.&lt;br /&gt;
If the value is -1 then ''player'' will never be hungry.&lt;br /&gt;
If the value is 0 then ''player'' is extremely hungry.&lt;br /&gt;
If the value is larger than 47 then ''player'' is full.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==hunt==&lt;br /&gt;
&lt;br /&gt;
    %mob.hunt%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if ''mob'' is hunting and makes ''mob'' move towards the target.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==hunting==&lt;br /&gt;
&lt;br /&gt;
    %mob.hunting%&lt;br /&gt;
&lt;br /&gt;
Returns the uid of the character ''mob'' is hunting.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==in_material_group==&lt;br /&gt;
&lt;br /&gt;
See the [[Scripting:Crafting#in_material_group|crafting]] section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==innate==&lt;br /&gt;
&lt;br /&gt;
    %object.innate%&lt;br /&gt;
&lt;br /&gt;
Returns the spell number of the innate on ''object''.&lt;br /&gt;
&lt;br /&gt;
    nop %object.innate(1)%&lt;br /&gt;
&lt;br /&gt;
Sets the innate of ''object'' to armor.&lt;br /&gt;
&lt;br /&gt;
    nop %object.innate(shield)%&lt;br /&gt;
&lt;br /&gt;
Sets the innate of ''object'' to shield.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==insert_word==&lt;br /&gt;
&lt;br /&gt;
Syntax: insert_word &amp;lt;word&amp;gt; &amp;lt;pos&amp;gt; &amp;lt;v&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Inserts word &amp;lt;word&amp;gt; at position &amp;lt;pos&amp;gt; in variable &amp;lt;v&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
The first position is 1. If the position is larger than the number of words, the word is appended.&lt;br /&gt;
&lt;br /&gt;
    eval sentence Hello how are you?&lt;br /&gt;
    insert_word there, 2 sentence&lt;br /&gt;
    %echo% %sentence%&lt;br /&gt;
&lt;br /&gt;
Result: Hello there, how are you?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==is_cheater==&lt;br /&gt;
&lt;br /&gt;
    %player.is_cheater%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if ''player'' has the cheater flag.&lt;br /&gt;
&lt;br /&gt;
    nop %player.is_cheater(on)%&lt;br /&gt;
&lt;br /&gt;
Sets ''player'''s cheater flag.&lt;br /&gt;
&lt;br /&gt;
    nop %player.is_cheater(off)%&lt;br /&gt;
&lt;br /&gt;
Removes ''player'''s cheater flag.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==is_flying==&lt;br /&gt;
&lt;br /&gt;
    %actor.is_flying%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if ''actor'' is flying.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==is_helper==&lt;br /&gt;
&lt;br /&gt;
    %player.is_helper%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if ''player'' is a newbie helper.&lt;br /&gt;
&lt;br /&gt;
    nop %player.is_helper(on)%&lt;br /&gt;
&lt;br /&gt;
Makes ''player'' a newbie helper.&lt;br /&gt;
&lt;br /&gt;
    nop %player.is_helper(off)%&lt;br /&gt;
&lt;br /&gt;
Stops ''player'' from being a newbie helper.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==is_herd_cattle==&lt;br /&gt;
&lt;br /&gt;
    %mob.is_herd_cattle%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if ''mob'' is flagged as a cattle herd mob.&lt;br /&gt;
These mobs follow other mobs from the same herd.&lt;br /&gt;
&lt;br /&gt;
==is_herd_horse==&lt;br /&gt;
&lt;br /&gt;
    %mob.is_herd_horse%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if ''mob'' is flagged as a horse herd mob.&lt;br /&gt;
These mobs follow other mobs from the same herd.&lt;br /&gt;
&lt;br /&gt;
==is_herd_sheep==&lt;br /&gt;
&lt;br /&gt;
    %mob.is_herd_sheep%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if ''mob'' is flagged as a sheep herd mob.&lt;br /&gt;
These mobs follow other mobs from the same herd.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==is_hero==&lt;br /&gt;
&lt;br /&gt;
    %player.is_hero%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if ''player'' is a hero.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==is_npc==&lt;br /&gt;
&lt;br /&gt;
    %actor.is_npc%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if ''actor'' is a mob.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==is_pk==&lt;br /&gt;
&lt;br /&gt;
    %player.is_pk%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if ''player'' is a PK-er.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==is_pregnant==&lt;br /&gt;
&lt;br /&gt;
    %player.is_pregnant%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if ''player'' is expecting.&lt;br /&gt;
&lt;br /&gt;
    nop %player.is_pregnant(on)%&lt;br /&gt;
&lt;br /&gt;
Makes ''player'' pregnant.&lt;br /&gt;
&lt;br /&gt;
    nop %player.is_pregnant(off)%&lt;br /&gt;
&lt;br /&gt;
Stops ''player'''s pregnancy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==is_roleplay==&lt;br /&gt;
&lt;br /&gt;
    %player.is_roleplay%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if ''player'' has an RP flag.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==is_rpl==&lt;br /&gt;
&lt;br /&gt;
    %player.is_rpl%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if ''player'' is an RP leader.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==is_wizinvis==&lt;br /&gt;
&lt;br /&gt;
    %mob.is_wizinvis%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if ''mob'' is wizinvis.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==lag==&lt;br /&gt;
&lt;br /&gt;
    %lag% %actor% 100&lt;br /&gt;
&lt;br /&gt;
Lags ''actor'' for 10 seconds (the maximum is 300 = 30 seconds).&lt;br /&gt;
&lt;br /&gt;
%lag% translates to ''mlag'' for mob triggers, ''olag'' for object triggers and ''wlag'' for room triggers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==longdesc==&lt;br /&gt;
&lt;br /&gt;
    %mob.longdesc%&lt;br /&gt;
&lt;br /&gt;
Returns the look desc of ''mob''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==material==&lt;br /&gt;
&lt;br /&gt;
See the [[Scripting:Crafting#material|crafting]] section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==maxcarriedamount==&lt;br /&gt;
&lt;br /&gt;
    %actor.maxcarriedamount%&lt;br /&gt;
&lt;br /&gt;
Returns the maximum number of items ''actor'' can carry.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==maxcarriedweight==&lt;br /&gt;
&lt;br /&gt;
    %actor.maxcarriedweight%&lt;br /&gt;
&lt;br /&gt;
Returns the maximum weight ''actor'' can carry.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==max_quality_value==&lt;br /&gt;
&lt;br /&gt;
See the [[Scripting:Crafting#max_quality_value|crafting]] section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==maxstamina==&lt;br /&gt;
&lt;br /&gt;
    %actor.maxstamina%&lt;br /&gt;
&lt;br /&gt;
Returns the maximum stamina of ''actor''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==mid==&lt;br /&gt;
&lt;br /&gt;
    %mob.mid%&lt;br /&gt;
&lt;br /&gt;
Returns the id of the master of ''mob''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==mod==&lt;br /&gt;
&lt;br /&gt;
    %mod.5(2)%&lt;br /&gt;
&lt;br /&gt;
Returns 5 % 2 (the modulo operation).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==mzreset==&lt;br /&gt;
&lt;br /&gt;
    mzreset&lt;br /&gt;
&lt;br /&gt;
If it's a mob trigger, the mob resets the zone it's in.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==next_follower==&lt;br /&gt;
&lt;br /&gt;
    %actor.next_follower%&lt;br /&gt;
&lt;br /&gt;
Returns the id of the next follower if ''actor'' is a follower.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==next_in_list==&lt;br /&gt;
&lt;br /&gt;
    %object.next_in_list%&lt;br /&gt;
&lt;br /&gt;
If ''object'' is inside a container, it returns the uid of the next object.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==nographics==&lt;br /&gt;
&lt;br /&gt;
    %player.nographics%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if ''player'' has nographics toggled on.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==now==&lt;br /&gt;
&lt;br /&gt;
    %now%&lt;br /&gt;
&lt;br /&gt;
Returns the current unix time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==num_of_repairs==&lt;br /&gt;
&lt;br /&gt;
See the [[Scripting:Crafting#num_of_repairs|crafting]] section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==omr==&lt;br /&gt;
&lt;br /&gt;
    %omr%&lt;br /&gt;
&lt;br /&gt;
Returns ''mobile'' for a mob trigger, ''object'' for an obj trigger and ''room'' for a room trigger.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==origin==&lt;br /&gt;
&lt;br /&gt;
See the [[Scripting:Crafting#origin|crafting]] section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==people==&lt;br /&gt;
&lt;br /&gt;
    %object.people%&lt;br /&gt;
&lt;br /&gt;
Returns the uid of the first character in the room of ''object''. &lt;br /&gt;
&lt;br /&gt;
The object may be in a room, worn, carried or inside a container.&lt;br /&gt;
&lt;br /&gt;
    %object.people(123)%&lt;br /&gt;
&lt;br /&gt;
Returns the uid of the first character with vnum ''123'' in the room.&lt;br /&gt;
&lt;br /&gt;
The same goes for&lt;br /&gt;
&lt;br /&gt;
    %room.people%&lt;br /&gt;
    %room.people(123)%&lt;br /&gt;
    %actor.people%&lt;br /&gt;
    %actor.people(123)%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==perc==&lt;br /&gt;
&lt;br /&gt;
    %player.perc%&lt;br /&gt;
&lt;br /&gt;
Returns the involvement of ''player''. For example: 33.3333&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==pkdeaths==&lt;br /&gt;
&lt;br /&gt;
    %player.pkdeaths%&lt;br /&gt;
&lt;br /&gt;
Returns the number of deaths of ''player'' in a PK fight.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==pkkills==&lt;br /&gt;
&lt;br /&gt;
    %player.pkkills%&lt;br /&gt;
&lt;br /&gt;
Returns the number of PK victories of ''player''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==pkpoints==&lt;br /&gt;
&lt;br /&gt;
    %player.pkpoints%&lt;br /&gt;
&lt;br /&gt;
Returns the number of PK points ''player'' has.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==playeruid==&lt;br /&gt;
&lt;br /&gt;
    playeruid p Bob&lt;br /&gt;
&lt;br /&gt;
Sets p to the uid of Bob, if Bob is online.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==purgemob==&lt;br /&gt;
&lt;br /&gt;
    purgemob %mob%&lt;br /&gt;
&lt;br /&gt;
Completely purges ''mob'', including equipment and inventory.&lt;br /&gt;
&lt;br /&gt;
    purgemob self&lt;br /&gt;
&lt;br /&gt;
This works if it's a mob trigger.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==quality_value==&lt;br /&gt;
&lt;br /&gt;
See the [[Scripting:Crafting#quality_value|crafting]] section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==random==&lt;br /&gt;
&lt;br /&gt;
    %random.char%&lt;br /&gt;
&lt;br /&gt;
Returns the uid of a random character in the room. It won't be an imm unless it has nohassle off.&lt;br /&gt;
&lt;br /&gt;
If it's a mob trigger then the character is seen by the mob.&lt;br /&gt;
&lt;br /&gt;
    %random.dir%&lt;br /&gt;
&lt;br /&gt;
Returns a random direction you can move in.&lt;br /&gt;
&lt;br /&gt;
    %random.7%&lt;br /&gt;
&lt;br /&gt;
Returns a number from 1 to 7.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==realday==&lt;br /&gt;
&lt;br /&gt;
    %realday%&lt;br /&gt;
&lt;br /&gt;
Returns 86400, the number of seconds in a day.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==realhour==&lt;br /&gt;
&lt;br /&gt;
    %realhour%&lt;br /&gt;
&lt;br /&gt;
Returns 3600, the number of seconds in an hour.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==remorts==&lt;br /&gt;
&lt;br /&gt;
    %player.remorts%&lt;br /&gt;
&lt;br /&gt;
Returns the number of remorts of ''player''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==repair==&lt;br /&gt;
&lt;br /&gt;
See the [[Scripting:Crafting#repair|crafting]] section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==replace_letter==&lt;br /&gt;
&lt;br /&gt;
Usage: replace_letter &amp;lt;letter&amp;gt; &amp;lt;position&amp;gt; &amp;lt;variable&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Replaces a letter at a certain position in a variable.&lt;br /&gt;
&lt;br /&gt;
    eval x test&lt;br /&gt;
    replace_letter n 3 x&lt;br /&gt;
    %echo% %x%&lt;br /&gt;
&lt;br /&gt;
Result: Tent&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==replace_word==&lt;br /&gt;
&lt;br /&gt;
Usage: replace_word &amp;lt;word&amp;gt; &amp;lt;position&amp;gt; &amp;lt;variable&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Replaces a word at a certain position in a variable.&lt;br /&gt;
&lt;br /&gt;
    eval x hi there&lt;br /&gt;
    replace_word hello 1 x&lt;br /&gt;
    %echo% %x%&lt;br /&gt;
&lt;br /&gt;
Result: Hello there&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==restring==&lt;br /&gt;
&lt;br /&gt;
Usage: restring &amp;lt;id|uid&amp;gt; &amp;lt;field&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Changes an object desc.&lt;br /&gt;
&lt;br /&gt;
    restring 123 name heavy object&lt;br /&gt;
&lt;br /&gt;
Renames the object with id 123.&lt;br /&gt;
&lt;br /&gt;
    restring %object% short a heavy object&lt;br /&gt;
&lt;br /&gt;
Changes the shortdesc of ''object''.&lt;br /&gt;
&lt;br /&gt;
    restring %object.id% long A heavy object is lying here.&lt;br /&gt;
&lt;br /&gt;
Changes the long desc of ''object''.&lt;br /&gt;
&lt;br /&gt;
    restring %object% extra 'side right' The right side is very interesting.&lt;br /&gt;
&lt;br /&gt;
Adds an extra desc for ''side right''.&lt;br /&gt;
&lt;br /&gt;
    restring %self% extra 'side right' The right side is not very interesting anymore.&lt;br /&gt;
&lt;br /&gt;
Changes the extra desc for ''side right''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==ridden_by==&lt;br /&gt;
&lt;br /&gt;
    %actor.ridden_by%&lt;br /&gt;
&lt;br /&gt;
Returns the uid of the character riding ''actor''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==riding==&lt;br /&gt;
&lt;br /&gt;
    %actor.riding%&lt;br /&gt;
&lt;br /&gt;
Returns the uid of the character ''actor'' is riding.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==rpgroup==&lt;br /&gt;
&lt;br /&gt;
    %player.rpgroup%&lt;br /&gt;
&lt;br /&gt;
Returns the name of the RP group ''player'' is in.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==save_affects==&lt;br /&gt;
&lt;br /&gt;
See the [[Scripting:Crafting#save_affects|crafting]] section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==sector==&lt;br /&gt;
&lt;br /&gt;
    %room.sector%&lt;br /&gt;
&lt;br /&gt;
Returns the sector name of ''room''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==set_colour_name==&lt;br /&gt;
&lt;br /&gt;
See the [[Scripting:Crafting#set_colour_name|crafting]] section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==set_material_name==&lt;br /&gt;
&lt;br /&gt;
See the [[Scripting:Crafting#set_material_name|crafting]] section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==set_quality_name==&lt;br /&gt;
&lt;br /&gt;
See the [[Scripting:Crafting#set_quality_name|crafting]] section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==speed==&lt;br /&gt;
&lt;br /&gt;
    %actor.speed%&lt;br /&gt;
&lt;br /&gt;
Returns the speed of ''actor''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==stage_value==&lt;br /&gt;
&lt;br /&gt;
See the [[Scripting:Crafting#stage_value|crafting]] section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==stamina==&lt;br /&gt;
&lt;br /&gt;
    %actor.stamina%&lt;br /&gt;
&lt;br /&gt;
Returns the stamina of ''actor''.&lt;br /&gt;
&lt;br /&gt;
    nop %actor.stamina(75)%&lt;br /&gt;
&lt;br /&gt;
Sets the stamina of ''actor'' to 75. The value will lie between 0 and the maximum of ''actor''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==subdecrease==&lt;br /&gt;
&lt;br /&gt;
    %player.subdecrease(pillage)%&lt;br /&gt;
&lt;br /&gt;
Decreases the skill ''player'' has in ''pillage'' by 2%.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==subincrease==&lt;br /&gt;
&lt;br /&gt;
    %player.subincrease(garotte)%&lt;br /&gt;
&lt;br /&gt;
Increases the skill ''player'' has in ''garotte'' by 2%. The subskill is added if ''player'' doesn't know it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==subskill==&lt;br /&gt;
&lt;br /&gt;
    %player.subskill(weaver)%&lt;br /&gt;
&lt;br /&gt;
Returns the ''weaver'' skill of ''player''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==thirst==&lt;br /&gt;
&lt;br /&gt;
    %player.thirst%&lt;br /&gt;
&lt;br /&gt;
Returns the thirst value of ''player''. It's a measure of how full a player is.&lt;br /&gt;
&lt;br /&gt;
    nop %player.thirst(30)%&lt;br /&gt;
&lt;br /&gt;
Sets the thirst value of ''player'' to 30.&lt;br /&gt;
If the value is -1 then ''player'' will never be thirsty.&lt;br /&gt;
If the value is 0 then ''player'' is parched.&lt;br /&gt;
If the value is larger than 47 then ''player'' is full.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==time==&lt;br /&gt;
&lt;br /&gt;
    %time.hour%&lt;br /&gt;
    %time.day%&lt;br /&gt;
    %time.month%&lt;br /&gt;
    %time.year%&lt;br /&gt;
    %time.season%&lt;br /&gt;
    %time.moon%&lt;br /&gt;
&lt;br /&gt;
Returns the respective mud time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==trade==&lt;br /&gt;
&lt;br /&gt;
    %player.trade%&lt;br /&gt;
&lt;br /&gt;
Returns the number of tradepoints ''player'' has.&lt;br /&gt;
&lt;br /&gt;
    nop %player.trade(10)%&lt;br /&gt;
&lt;br /&gt;
Adds 10 tradepoints to ''player'''s balance.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==val==&lt;br /&gt;
&lt;br /&gt;
    %object.val1%&lt;br /&gt;
&lt;br /&gt;
Returns object value 1 of ''object''.&lt;br /&gt;
&lt;br /&gt;
    nop %object.val2(7)%&lt;br /&gt;
&lt;br /&gt;
Sets object value 2 of ''object'' to 7.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==word_count==&lt;br /&gt;
&lt;br /&gt;
    %text.word_count%&lt;br /&gt;
&lt;br /&gt;
Returns the number of words in ''text''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==wordat==&lt;br /&gt;
&lt;br /&gt;
Returns a word from a sentence.&lt;br /&gt;
&lt;br /&gt;
    eval text Once upon a time&lt;br /&gt;
    %echo% %text.wordat(2)%&lt;br /&gt;
&lt;br /&gt;
Result: Upon&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==zecho==&lt;br /&gt;
&lt;br /&gt;
    %zecho% 30 Boo!&lt;br /&gt;
&lt;br /&gt;
Sends a message to all players in zone 30.&lt;br /&gt;
It translates to mzecho for mob triggers, to ozecho for obj triggers and to wzecho for room triggers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==zonename==&lt;br /&gt;
&lt;br /&gt;
    %room.zonename%&lt;br /&gt;
&lt;br /&gt;
Returns the name of the zone ''room'' is in.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==zrecho==&lt;br /&gt;
&lt;br /&gt;
    %zrecho% 30 3001 3010 Boo!&lt;br /&gt;
&lt;br /&gt;
Sends a message to every player in zone 30 in rooms 3001-3010.&lt;br /&gt;
It translates to mzrecho for mob triggers, to ozrecho for obj triggers and to wzrecho for room triggers.&lt;/div&gt;</summary>
		<author><name>Rynald</name></author>	</entry>

	<entry>
		<id>http://4dimensions.org/wiki/index.php?title=Scripting:Crafting&amp;diff=1115</id>
		<title>Scripting:Crafting</title>
		<link rel="alternate" type="text/html" href="http://4dimensions.org/wiki/index.php?title=Scripting:Crafting&amp;diff=1115"/>
				<updated>2017-03-26T14:15:37Z</updated>
		
		<summary type="html">&lt;p&gt;Rynald: Created page with &amp;quot;__NOTOC__ A player can craft an object by using ingredients, tools and subskills. The crafts are currently Metalworker, Leatherworker, Stoneworker, Textileworker, Woodworker,...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
A player can craft an object by using ingredients, tools and subskills. The crafts are currently Metalworker, Leatherworker, Stoneworker, Textileworker, Woodworker, Brewing, Scribing and Cooking. The command ''professions'' shows the subskills available in the profession groups.&lt;br /&gt;
&lt;br /&gt;
The object will be a unique item, different from the prototype, that will change with use. The differences are mostly stored in the object values 7 through 14: &lt;br /&gt;
&lt;br /&gt;
    [[#7. Colour|7. Colour]]&lt;br /&gt;
    [[#8. Quality|8. Quality]]&lt;br /&gt;
    [[#9. Material|9. Material]]&lt;br /&gt;
    [[#10. Dyecount|10. Dyecount]]&lt;br /&gt;
    [[#11. Origin|11. Origin]]&lt;br /&gt;
    [[#12. Stage|12. Stage]]&lt;br /&gt;
    [[#13. Repairs|13. Repairs]]&lt;br /&gt;
    [[#14. Maximum Quality|14. Maximum Quality]]&lt;br /&gt;
&lt;br /&gt;
Crafting is explained by treating each object value and describing the scripting commands that work on these values.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==7. Colour==&lt;br /&gt;
&lt;br /&gt;
The colours are listed in the crafting section of oedit. The idea is that every colour has its own properties, which are up to the builder.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==colour==&lt;br /&gt;
&lt;br /&gt;
    %obj.colour%&lt;br /&gt;
&lt;br /&gt;
Returns the colour name.&lt;br /&gt;
&lt;br /&gt;
    nop %obj.colour(red)%&lt;br /&gt;
&lt;br /&gt;
Sets the colour of ''obj'' to 3 (red).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==set_colour_name==&lt;br /&gt;
&lt;br /&gt;
    nop %obj.set_colour_name%&lt;br /&gt;
&lt;br /&gt;
Adds or replaces a colour in the shortdesc of ''obj''.&lt;br /&gt;
&lt;br /&gt;
    %echo% %obj.shortdesc% &lt;br /&gt;
    nop %obj.set_colour_name%&lt;br /&gt;
    %echo% %obj.shortdesc%&lt;br /&gt;
&lt;br /&gt;
Possible results:&lt;br /&gt;
&lt;br /&gt;
a sword&amp;lt;br/&amp;gt;a black sword&lt;br /&gt;
&lt;br /&gt;
a green car&amp;lt;br/&amp;gt;a blue car&lt;br /&gt;
&lt;br /&gt;
some grains&amp;lt;br/&amp;gt;some orange grains&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==8. Quality==&lt;br /&gt;
==14. Maximum Quality==&lt;br /&gt;
&lt;br /&gt;
Quality and maximum quality are percentages reflecting how good an object is and how good it can be when it's repaired. When an object is created, the maximum quality should be set first, before setting the quality, because quality is forced to be less or equal to the maximum quality.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==max_quality_value==&lt;br /&gt;
&lt;br /&gt;
    %object.max_quality_value%&lt;br /&gt;
&lt;br /&gt;
Returns the max quality value of ''object''.&lt;br /&gt;
&lt;br /&gt;
    nop %obj.max_quality_value(80)%&lt;br /&gt;
&lt;br /&gt;
Sets the max quality value of ''object'' to 80. If the quality is larger than the maximum, it's set to the maximum. The stats are updated as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==quality_value==&lt;br /&gt;
&lt;br /&gt;
    %object.quality_value%&lt;br /&gt;
&lt;br /&gt;
Returns the quality value of ''object''.&lt;br /&gt;
&lt;br /&gt;
    nop %obj.quality_value(80)%&lt;br /&gt;
&lt;br /&gt;
Sets the quality value of ''object'' to 80. If the quality is larger than 80, it's set to 80. The stats are updated as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==set_quality_name==&lt;br /&gt;
&lt;br /&gt;
    nop %object.set_quality_name%&lt;br /&gt;
&lt;br /&gt;
Sets or replaces the quality name of ''object'' in the shortdesc, depending on the quality value.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==save_affects==&lt;br /&gt;
&lt;br /&gt;
    nop %object.save_affects%&lt;br /&gt;
&lt;br /&gt;
Sets the original stats of ''object'' to the current stats. This should be called if the object has stats and when it's at the maximum quality. Negative stats (e.g. -3 wis or +5 AC) are permanent, the others can be lost if the object loses quality, and gained when it's repaired. If the stats are +1 wis, -1 AC, -3 str then the object has 2 positive stats. One stat is lost when the quality drops below 2/3 and the remaining stat is gone once the quality reaches 1/3 of the maximum. A repair to the maximum quality recovers all lost stats.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==9. Material==&lt;br /&gt;
&lt;br /&gt;
Every object is made out of a certain material, which belong to a material group. The material groups are: base-material, metal, stone, organic, textile, wood, and other. The materials are listed in the crafting section of oedit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==material==&lt;br /&gt;
&lt;br /&gt;
    %object.material%&lt;br /&gt;
&lt;br /&gt;
Returns the name of the material ''object'' is made of.&lt;br /&gt;
&lt;br /&gt;
    nop %object.material(plastic)&lt;br /&gt;
&lt;br /&gt;
Sets the material of ''object'' to plastic.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==in_material_group==&lt;br /&gt;
&lt;br /&gt;
    %object.in_material_group(organic)%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if ''object'' is made of a material from the group ''organic''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==10. Dyecount==&lt;br /&gt;
&lt;br /&gt;
Dyeing gives an object colour. To add a bit of risk to dyeing, the dyecount is saved so you can check if an object should turn black forever for example.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==dyecount==&lt;br /&gt;
&lt;br /&gt;
    %object.dyecount%&lt;br /&gt;
&lt;br /&gt;
Returns the number of times ''object'' has been dyed.&lt;br /&gt;
&lt;br /&gt;
    nop %object.dyecount(3)%&lt;br /&gt;
&lt;br /&gt;
Sets the dyecount of ''object'' to 3.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==11. Origin==&lt;br /&gt;
&lt;br /&gt;
The origin of an object may determine the quality of the end product, or what you can do with it. The origins are listed in the crafting section of oedit. Currently, there are origins for trees and animals. When a tree is lumberjacked, the log gets the origin of the tree. Similarly, the skin from a corpse automatically gets the origin of the animal.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==origin==&lt;br /&gt;
&lt;br /&gt;
    %object.origin%&lt;br /&gt;
&lt;br /&gt;
Returns the origin name of ''object''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==12. Stage==&lt;br /&gt;
&lt;br /&gt;
To make sure the end product is always made in the same order, the work can be divided into stages. At each step the activity can be matched with the stage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==stage_value==&lt;br /&gt;
&lt;br /&gt;
    %object.stage_value%&lt;br /&gt;
&lt;br /&gt;
Returns the stage value of ''object''.&lt;br /&gt;
&lt;br /&gt;
    %object.stage_value(2)%&lt;br /&gt;
&lt;br /&gt;
Sets the stage value of ''object'' to 2.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==13. Repairs==&lt;br /&gt;
&lt;br /&gt;
An object can be repaired, which raises the quality and returns some or all of the original stats. When the maximum quality becomes zero, the object reverts to being a normal object and can no longer be repaired.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==num_of_repairs==&lt;br /&gt;
&lt;br /&gt;
    %object.num_of_repairs%&lt;br /&gt;
&lt;br /&gt;
Returns the number of times ''object'' has been repaired.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==repair==&lt;br /&gt;
&lt;br /&gt;
    %object.repair(70)%&lt;br /&gt;
&lt;br /&gt;
Sets the max quality of ''object'' to 70, or to the original max quality if it's smaller than 70. The quality is set to the maximum quality. The number of repairs is increased by one and the affects are updated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==save_affects==&lt;br /&gt;
&lt;br /&gt;
    nop %object.save_affects%&lt;br /&gt;
&lt;br /&gt;
Sets the original stats of ''object'' to the current stats. This should be called if the object has stats and when it's at the maximum quality. Negative stats (e.g. -3 wis or +5 AC) are permanent, the others can be lost if the object loses quality, and gained when it's repaired. If the stats are +2 wis, -2 AC, -1 str then the object has four positive stats. One stat is lost if the object quality drops below 80%. A second stat is lost if it drops below 60%, and all stats are gone if the quality is below 20%. A repair may recover all lost stats.&lt;/div&gt;</summary>
		<author><name>Rynald</name></author>	</entry>

	<entry>
		<id>http://4dimensions.org/wiki/index.php?title=Scripting&amp;diff=1114</id>
		<title>Scripting</title>
		<link rel="alternate" type="text/html" href="http://4dimensions.org/wiki/index.php?title=Scripting&amp;diff=1114"/>
				<updated>2017-03-26T13:15:39Z</updated>
		
		<summary type="html">&lt;p&gt;Rynald: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
There's a good scripting reference at [http://http://old.tbamud.com/Oasis_DG_pages/ TBA], but there are differences with 4D's scripting commands. These pages aim to give an overview of these commands.&lt;br /&gt;
One notable difference is [[Scripting:Crafting|crafting]], for which several new commands and fields have been added.&lt;br /&gt;
&lt;br /&gt;
To give an example of the terms used in these pages, consider this line:&lt;br /&gt;
    &lt;br /&gt;
    nop %actor.exp(1000)%&lt;br /&gt;
&lt;br /&gt;
Here ''nop'' is the '''command''', ''actor'' is the '''variable''', ''exp'' is the '''field''' and ''1000'' is the '''subfield'''.&lt;br /&gt;
&lt;br /&gt;
A character is a mob or player. The examples usually use ''actor'' when it concerns a character.&lt;br /&gt;
&lt;br /&gt;
In scripts, a uid is the character '}' followed by a number. The number is the id of a character, object or room. A uid is used to manipulate what it points to, from any script.&lt;br /&gt;
&lt;br /&gt;
To make it easier to debug scripts, a [[Scripting:Debugger|scripting debugger]] is available. It can set breakpoints, view or change variables, step through a trigger, and show the result of any scripting expression.&lt;br /&gt;
&lt;br /&gt;
The commands, fields and variables are grouped alphabetically:&lt;br /&gt;
&lt;br /&gt;
[[#A|A]] [[#B|B]] [[#C|C]] [[#D|D]] [[#E|E]] [[#F|F]] [[#G|G]] [[#H|H]] [[#I|I]] [[#J|J]] [[#K|K]] [[#L|L]] [[#M|M]] [[#N|N]] [[#O|O]] [[#P|P]] [[#Q|Q]] [[#R|R]] [[#S|S]] [[#T|T]] [[#U|U]] [[#V|V]] [[#W|W]] [[#X|X]] [[#Y|Y]] [[#Z|Z]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==A==&lt;br /&gt;
*[[#aff_ac|aff_ac]]&lt;br /&gt;
*[[#aff_age|aff_age]]&lt;br /&gt;
*[[#aff_breath_def|aff_breath_def]]&lt;br /&gt;
*[[#aff_cha|aff_cha]]&lt;br /&gt;
*[[#aff_con|aff_con]]&lt;br /&gt;
*[[#aff_coolness|aff_coolness]]&lt;br /&gt;
*[[#aff_damroll|aff_damroll]]&lt;br /&gt;
*[[#aff_dex|aff_dex]]&lt;br /&gt;
*[[#aff_hitroll|aff_hitroll]]&lt;br /&gt;
*[[#aff_int|aff_int]]&lt;br /&gt;
*[[#aff_maxhit|aff_maxhit]]&lt;br /&gt;
*[[#aff_maxmana|aff_maxmana]]&lt;br /&gt;
*[[#aff_maxmove|aff_maxmove]]&lt;br /&gt;
*[[#aff_mine_bonus|aff_mine_bonus]]&lt;br /&gt;
*[[#aff_mine_protection|aff_mine_protection]]&lt;br /&gt;
*[[#aff_mine_speed|aff_mine_speed]]&lt;br /&gt;
*[[#aff_mine_stealth|aff_mine_stealth]]&lt;br /&gt;
*[[#aff_paralyze_def|aff_paralyze_def]]&lt;br /&gt;
*[[#aff_petrify_def|aff_petrify_def]]&lt;br /&gt;
*[[#aff_rod_def|aff_rod_def]]&lt;br /&gt;
*[[#aff_regen_hit|aff_regen_hit]]&lt;br /&gt;
*[[#aff_regen_mana|aff_regen_mana]]&lt;br /&gt;
*[[#aff_regen_move|aff_regen_move]]&lt;br /&gt;
*[[#aff_speed|aff_speed]]&lt;br /&gt;
*[[#aff_spell_def|aff_spell_def]]&lt;br /&gt;
*[[#aff_str|aff_str]]&lt;br /&gt;
*[[#aff_wis|aff_wis]]&lt;br /&gt;
*[[#assemble|assemble]]&lt;br /&gt;
*[[#assembly|assembly]]&lt;br /&gt;
*[[#assemblycheck|assemblycheck]]&lt;br /&gt;
*[[#attach|attach]]&lt;br /&gt;
==B==&lt;br /&gt;
*[[#body|body]]&lt;br /&gt;
*[[#bodycheck|bodycheck]]&lt;br /&gt;
==C==&lt;br /&gt;
*[[#carriedamount|carriedamount]]&lt;br /&gt;
*[[#carriedweight|carriedweight]]&lt;br /&gt;
*[[#charat|charat]]&lt;br /&gt;
*[[#clan|clan]]&lt;br /&gt;
*[[#clanname|clanname]]&lt;br /&gt;
*[[#clanrank|clanrank]]&lt;br /&gt;
*[[#class_tier|class_tier]]&lt;br /&gt;
*[[#colour|colour]]&lt;br /&gt;
*[[#contained_by|contained_by]]&lt;br /&gt;
*[[#contains|contains]]&lt;br /&gt;
*[[#cool|cool]]&lt;br /&gt;
==D==&lt;br /&gt;
*[[#damroll|damroll]]&lt;br /&gt;
*[[#dest|dest]]&lt;br /&gt;
*[[#dg_affect|dg_affect]]&lt;br /&gt;
*[[#dg_dest|dg_dest]]&lt;br /&gt;
*[[#dg_letter|dg_letter]]&lt;br /&gt;
*[[#dg_peek|dg_peek]]&lt;br /&gt;
*[[#dimension|dimension]]&lt;br /&gt;
*[[#dyecount|dyecount]]&lt;br /&gt;
==E==&lt;br /&gt;
*[[#exp_needed|exp_needed]]&lt;br /&gt;
==F==&lt;br /&gt;
*[[#flag|flag]]&lt;br /&gt;
*[[#follower_in_room|follower_in_room]]&lt;br /&gt;
*[[#forget_subskills|forget_subskills]]&lt;br /&gt;
*[[#function|function]]&lt;br /&gt;
==G==&lt;br /&gt;
==H==&lt;br /&gt;
*[[#has_pos|has_pos]]&lt;br /&gt;
*[[#has_script|has_script]]&lt;br /&gt;
*[[#hitroll|hitroll]]&lt;br /&gt;
*[[#hunger|hunger]]&lt;br /&gt;
*[[#hunt|hunt]]&lt;br /&gt;
*[[#hunting|hunting]]&lt;br /&gt;
==I==&lt;br /&gt;
*[[#in_material_group|in_material_group]]&lt;br /&gt;
*[[#innate|innate]]&lt;br /&gt;
*[[#insert_word|insert_word]]&lt;br /&gt;
*[[#is_cheater|is_cheater]]&lt;br /&gt;
*[[#is_flying|is_flying]]&lt;br /&gt;
*[[#is_helper|is_helper]]&lt;br /&gt;
*[[#is_herd_cattle|is_herd_cattle]]&lt;br /&gt;
*[[#is_herd_horse|is_herd_horse]]&lt;br /&gt;
*[[#is_herd_sheep|is_herd_sheep]]&lt;br /&gt;
*[[#is_hero|is_hero]]&lt;br /&gt;
*[[#is_npc|is_npc]]&lt;br /&gt;
*[[#is_pk|is_pk]]&lt;br /&gt;
*[[#is_pregnant|is_pregnant]]&lt;br /&gt;
*[[#is_roleplay|is_roleplay]]&lt;br /&gt;
*[[#is_rpl|is_rpl]]&lt;br /&gt;
*[[#is_wizinvis|is_wizinvis]]&lt;br /&gt;
==J==&lt;br /&gt;
==K==&lt;br /&gt;
==L==&lt;br /&gt;
*[[#lag|lag]]&lt;br /&gt;
*[[#longdesc|longdesc]]&lt;br /&gt;
==M==&lt;br /&gt;
*[[#material|material]]&lt;br /&gt;
*[[#maxcarriedamount|maxcarriedamount]]&lt;br /&gt;
*[[#maxcarriedweight|maxcarriedweight]]&lt;br /&gt;
*[[#max_quality_value|max_quality_value]]&lt;br /&gt;
*[[#maxstamina|maxstamina]]&lt;br /&gt;
*[[#mid|mid]]&lt;br /&gt;
*[[#mod|mod]]&lt;br /&gt;
*[[#mzreset|mzreset]]&lt;br /&gt;
==N==&lt;br /&gt;
*[[#next_follower|next_follower]]&lt;br /&gt;
*[[#next_in_list|next_in_list]]&lt;br /&gt;
*[[#nographics|nographics]]&lt;br /&gt;
*[[#now|now]]&lt;br /&gt;
*[[#num_of_repairs|num_of_repairs]]&lt;br /&gt;
==O==&lt;br /&gt;
*[[#omr|omr]]&lt;br /&gt;
*[[#origin|origin]]&lt;br /&gt;
*[[#owned_by|owned_by]]&lt;br /&gt;
==P==&lt;br /&gt;
*[[#people|people]]&lt;br /&gt;
*[[#perc|perc]]&lt;br /&gt;
*[[#pkdeaths|pkdeaths]]&lt;br /&gt;
*[[#pkkills|pkkills]]&lt;br /&gt;
*[[#pkpoints|pkpoints]]&lt;br /&gt;
*[[#playeruid|playeruid]]&lt;br /&gt;
*[[#purgemob|purgemob]]&lt;br /&gt;
==Q==&lt;br /&gt;
*[[#quality_value|quality_value]]&lt;br /&gt;
==R==&lt;br /&gt;
*[[#random|random]]&lt;br /&gt;
*[[#realday|realday]]&lt;br /&gt;
*[[#realhour|realhour]]&lt;br /&gt;
*[[#remorts|remorts]]&lt;br /&gt;
*[[#repair|repair]]&lt;br /&gt;
*[[#replace_letter|replace_letter]]&lt;br /&gt;
*[[#replace_word|replace_word]]&lt;br /&gt;
*[[#restring|restring]]&lt;br /&gt;
*[[#ridden_by|ridden_by]]&lt;br /&gt;
*[[#riding|riding]]&lt;br /&gt;
*[[#rpgroup|rpgroup]]&lt;br /&gt;
==S==&lt;br /&gt;
*[[#save_affects|save_affects]]&lt;br /&gt;
*[[#sector|sector]]&lt;br /&gt;
*[[#set_colour_name|set_colour_name]]&lt;br /&gt;
*[[#set_material_name|set_material_name]]&lt;br /&gt;
*[[#set_quality_name|set_quality_name]]&lt;br /&gt;
*[[#speed|speed]]&lt;br /&gt;
*[[#stage_value|stage_value]]&lt;br /&gt;
*[[#stamina|stamina]]&lt;br /&gt;
*[[#subdecrease|subdecrease]]&lt;br /&gt;
*[[#subincrease|subincrease]]&lt;br /&gt;
*[[#subskill|subskill]]&lt;br /&gt;
==T==&lt;br /&gt;
*[[#thirst|thirst]]&lt;br /&gt;
*[[#time|time]]&lt;br /&gt;
*[[#trade|trade]]&lt;br /&gt;
==U==&lt;br /&gt;
==V==&lt;br /&gt;
*[[#val|val]]&lt;br /&gt;
==W==&lt;br /&gt;
*[[#word_count|word_count]]&lt;br /&gt;
*[[#wordat|wordat]]&lt;br /&gt;
==X==&lt;br /&gt;
==Y==&lt;br /&gt;
==Z==&lt;br /&gt;
*[[#zecho|zecho]]&lt;br /&gt;
*[[#zonename|zonename]]&lt;br /&gt;
*[[#zrecho|zrecho]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The ''aff_'' fields are used to get or change the stats of an object.&lt;br /&gt;
&lt;br /&gt;
==aff_ac==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_ac%&lt;br /&gt;
&lt;br /&gt;
Returns the AC an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_ac(-5)%&lt;br /&gt;
&lt;br /&gt;
Sets the AC of an object to -5.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_age==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_age%&lt;br /&gt;
&lt;br /&gt;
Returns the age an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_age(125)%&lt;br /&gt;
&lt;br /&gt;
Sets the age of an object to 125.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_breath_def==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_breath_def%&lt;br /&gt;
&lt;br /&gt;
Returns the breath defense an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_breath_def(50)%&lt;br /&gt;
&lt;br /&gt;
Sets the breath defense of an object to 50.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_cha==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_cha%&lt;br /&gt;
&lt;br /&gt;
Returns the charisma an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_cha(2)%&lt;br /&gt;
&lt;br /&gt;
Sets the charisma of an object to 2.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_con==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_con%&lt;br /&gt;
&lt;br /&gt;
Returns the constitution an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_con(-3)%&lt;br /&gt;
&lt;br /&gt;
Sets the constitution of an object to -3.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_coolness==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_coolness%&lt;br /&gt;
&lt;br /&gt;
Returns the coolness an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_coolness(5)%&lt;br /&gt;
&lt;br /&gt;
Sets the coolness of an object to 5.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_damroll==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_damroll%&lt;br /&gt;
&lt;br /&gt;
Returns the damroll an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_damroll(3)%&lt;br /&gt;
&lt;br /&gt;
Sets the damroll of an object to 3.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_dex==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_dex%&lt;br /&gt;
&lt;br /&gt;
Returns the dexterity an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_dex(1)%&lt;br /&gt;
&lt;br /&gt;
Sets the dexterity of an object to 1.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_hitroll==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_hitroll%&lt;br /&gt;
&lt;br /&gt;
Returns the hitroll an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_hitroll(2)%&lt;br /&gt;
&lt;br /&gt;
Sets the hitroll of an object to 2.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_int==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_int%&lt;br /&gt;
&lt;br /&gt;
Returns the intelligence an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_int(3)%&lt;br /&gt;
&lt;br /&gt;
Sets the intelligence of an object to 3.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_maxhit==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_maxhit%&lt;br /&gt;
&lt;br /&gt;
Returns the maximum hitpoints an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_maxhit(700)%&lt;br /&gt;
&lt;br /&gt;
Sets the maximum hitpoints of an object to 700.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_maxmana==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_mana%&lt;br /&gt;
&lt;br /&gt;
Returns the maximum mana an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_maxmana(2000)%&lt;br /&gt;
&lt;br /&gt;
Sets the maximum mana of an object to 2000.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_maxmove==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_maxmove%&lt;br /&gt;
&lt;br /&gt;
Returns the maximum moves an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_maxmove(500)%&lt;br /&gt;
&lt;br /&gt;
Sets the maximum moves of an object to 500.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_mine_bonus==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_mine_bonus%&lt;br /&gt;
&lt;br /&gt;
Returns the mine bonus an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_mine_bonus(10)%&lt;br /&gt;
&lt;br /&gt;
Sets the mine bonus of an object to 10.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_mine_protection==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_mine_protection%&lt;br /&gt;
&lt;br /&gt;
Returns the mine protection an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_mine_protection(25)%&lt;br /&gt;
&lt;br /&gt;
Sets the mine protection of an object to 25.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_mine_speed==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_mine_speed%&lt;br /&gt;
&lt;br /&gt;
Returns the mine speed an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_mine_speed(30)%&lt;br /&gt;
&lt;br /&gt;
Sets the mine speed of an object to 30.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_mine_stealth==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_mine_stealth%&lt;br /&gt;
&lt;br /&gt;
Returns the mine stealth an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_mine_stealth(10)%&lt;br /&gt;
&lt;br /&gt;
Sets the mine stealth of an object to 10.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_paralyze_def==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_paralyze_def%&lt;br /&gt;
&lt;br /&gt;
Returns the paralyze defense an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_paralyze_def(5)%&lt;br /&gt;
&lt;br /&gt;
Sets the paralyze defense of an object to 5.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_petrify_def==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_petrify_def%&lt;br /&gt;
&lt;br /&gt;
Returns the petrify defense an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_petrify_def(3)%&lt;br /&gt;
&lt;br /&gt;
Sets the petrify defense of an object to 3.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_rod_def==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_rod_def%&lt;br /&gt;
&lt;br /&gt;
Returns the rod defense an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_rod_def(-2)%&lt;br /&gt;
&lt;br /&gt;
Sets the rod defense of an object to -2.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_regen_hit==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_regen_hit%&lt;br /&gt;
&lt;br /&gt;
Returns the hitpoint regeneration an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_regen_hit(10)%&lt;br /&gt;
&lt;br /&gt;
Sets the hitpoint regeneration of an object to 10.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_regen_mana==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_regen_mana%&lt;br /&gt;
&lt;br /&gt;
Returns the mana regeneration an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_regen_mana(5)%&lt;br /&gt;
&lt;br /&gt;
Sets the mana regeneration of an object to 5.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_regen_move==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_regen_move%&lt;br /&gt;
&lt;br /&gt;
Returns the move regeneration an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_regen_move(10)%&lt;br /&gt;
&lt;br /&gt;
Sets the move regeneration of an object to 10.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_speed==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_speed%&lt;br /&gt;
&lt;br /&gt;
Returns the speed an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_speed(50)%&lt;br /&gt;
&lt;br /&gt;
Sets the speed of an object to 50.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_spell_def==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_spell_def%&lt;br /&gt;
&lt;br /&gt;
Returns the spell defense an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_spell_def(10)%&lt;br /&gt;
&lt;br /&gt;
Sets the spell defense of an object to 10.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_str==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_str%&lt;br /&gt;
&lt;br /&gt;
Returns the strength an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_str(2)%&lt;br /&gt;
&lt;br /&gt;
Sets the strength of an object to 2.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_wis==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_wis%&lt;br /&gt;
&lt;br /&gt;
Returns the wisdom an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_wis(-1)%&lt;br /&gt;
&lt;br /&gt;
Sets the wisdom of an object to -1.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==assemble==&lt;br /&gt;
&lt;br /&gt;
    nop %actor.assemble(123)%&lt;br /&gt;
&lt;br /&gt;
If the inventory of ''actor'' holds the ingredients of the assembly, then they are replaced by object 123.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==assembly==&lt;br /&gt;
&lt;br /&gt;
    %assembly.exists(103)%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if an assembly exists which creates an object with vnum 103.&lt;br /&gt;
&lt;br /&gt;
    %assembly.craft(5770)%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if an assembly exists that creates object 5770 by using the command ''craft''.&lt;br /&gt;
&lt;br /&gt;
    %assembly.brew(beer bottle)%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if an assembly exists that creates an object named ''beer bottle'' with the command ''brew''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==assemblycheck==&lt;br /&gt;
&lt;br /&gt;
    %actor.assemblycheck(123)%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if ''actor'' has the ingredients to assemble object 123.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==attach==&lt;br /&gt;
&lt;br /&gt;
    attach %mob% 123&lt;br /&gt;
&lt;br /&gt;
Attaches trigger 123 to ''mob'' which is a uid here. You can also attach to an id:&lt;br /&gt;
&lt;br /&gt;
    attach %obj.id% 234&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==body==&lt;br /&gt;
&lt;br /&gt;
    %actor.body%&lt;br /&gt;
&lt;br /&gt;
Returns all body positions.&lt;br /&gt;
&lt;br /&gt;
    nop %player.body(crest)%&lt;br /&gt;
&lt;br /&gt;
Toggles the extra body position ''crest''. Only extra body positions can be toggled.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==bodycheck==&lt;br /&gt;
&lt;br /&gt;
    %player.bodycheck(rknee)&lt;br /&gt;
&lt;br /&gt;
Returns 1 if ''player'' has the body position ''rknee'' (mobs have all body positions).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==carriedamount==&lt;br /&gt;
&lt;br /&gt;
    %actor.carriedamount%&lt;br /&gt;
&lt;br /&gt;
Returns the number of items ''actor'' has in inventory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==carriedweight==&lt;br /&gt;
&lt;br /&gt;
    %actor.carriedweight%&lt;br /&gt;
&lt;br /&gt;
Returns the total weight ''actor'' is carrying in inventory and equipment combined.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==charat==&lt;br /&gt;
&lt;br /&gt;
Returns a letter in a string:&lt;br /&gt;
&lt;br /&gt;
    eval word test&lt;br /&gt;
    %echo% %word.charat(3)%&lt;br /&gt;
&lt;br /&gt;
Result: S&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==clan==&lt;br /&gt;
&lt;br /&gt;
    %player.clan%&lt;br /&gt;
&lt;br /&gt;
Returns the clan number ''player'' is in.&lt;br /&gt;
&lt;br /&gt;
    %player.clan(2)%&lt;br /&gt;
&lt;br /&gt;
Puts ''player'' in clan 2.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==clanname==&lt;br /&gt;
&lt;br /&gt;
    %player.clanname%&lt;br /&gt;
&lt;br /&gt;
Returns the name of the clan ''player'' is in.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==clanrank==&lt;br /&gt;
&lt;br /&gt;
    %player.clanrank%&lt;br /&gt;
&lt;br /&gt;
Returns the clan rank of ''player''.&lt;br /&gt;
&lt;br /&gt;
    %player.clanrank(3)%&lt;br /&gt;
&lt;br /&gt;
Sets the clan rank of ''player'' to 3.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==class_tier==&lt;br /&gt;
&lt;br /&gt;
    %actor.class_tier%&lt;br /&gt;
&lt;br /&gt;
Returns the tier of ''actor''.&lt;br /&gt;
&lt;br /&gt;
    %mob.class_tier(3)%&lt;br /&gt;
&lt;br /&gt;
Sets the tier of ''mob'' to 3.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==colour==&lt;br /&gt;
&lt;br /&gt;
See the [[#Scripting:Crafting#colour|crafting]] section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==contained_by==&lt;br /&gt;
&lt;br /&gt;
    %object.contained_by%&lt;br /&gt;
&lt;br /&gt;
Returns the uid of the container which holds the object.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==cool==&lt;br /&gt;
&lt;br /&gt;
    %player.cool%&lt;br /&gt;
&lt;br /&gt;
Returns the coolness of ''player''.&lt;br /&gt;
&lt;br /&gt;
    %player.cool(7)%&lt;br /&gt;
&lt;br /&gt;
Adds 7 to the coolness of ''player''. The resulting value will lie between 3 and 22.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==damroll==&lt;br /&gt;
&lt;br /&gt;
    %player.damroll%&lt;br /&gt;
&lt;br /&gt;
Returns the damroll of ''player''.&lt;br /&gt;
&lt;br /&gt;
    %player.damroll(50)%&lt;br /&gt;
&lt;br /&gt;
Adds 50 to the damroll of ''player''. The resulting value will lie between 3 and 150.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==dest==&lt;br /&gt;
&lt;br /&gt;
    %mob.dest%&lt;br /&gt;
&lt;br /&gt;
Returns the room vnum of the destination of the mob.&lt;br /&gt;
&lt;br /&gt;
    %mob.dest(123)%&lt;br /&gt;
&lt;br /&gt;
Sets the room vnum of the destination of ''mob'' to 123.&lt;br /&gt;
&lt;br /&gt;
    %object.dest%&lt;br /&gt;
&lt;br /&gt;
Returns the room vnum of the destination of the object.&lt;br /&gt;
&lt;br /&gt;
    %object.dest(234)%&lt;br /&gt;
&lt;br /&gt;
Sets the room vnum of the destination of ''object'' to 234.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==dg_affect==&lt;br /&gt;
&lt;br /&gt;
Sets or removes an affect or apply on a character. See help dg_affect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==dg_dest==&lt;br /&gt;
&lt;br /&gt;
    dg_dest add 567 self&lt;br /&gt;
&lt;br /&gt;
Add room 567 to the destination list of the mob or object the trigger is on.&lt;br /&gt;
&lt;br /&gt;
    dg_dest remove 123 %object%&lt;br /&gt;
&lt;br /&gt;
Remove destination room 123 from ''object''.&lt;br /&gt;
&lt;br /&gt;
    dg_dest remove all %mob%&lt;br /&gt;
&lt;br /&gt;
Remove the entire travel list from ''mob''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==dg_letter==&lt;br /&gt;
&lt;br /&gt;
Returns a letter in a string:&lt;br /&gt;
&lt;br /&gt;
    eval word test&lt;br /&gt;
    dg_letter letter 3 %word%&lt;br /&gt;
    %echo% %letter%&lt;br /&gt;
&lt;br /&gt;
Result: S&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==dg_peek==&lt;br /&gt;
&lt;br /&gt;
    dg_peek %actor% 3001&lt;br /&gt;
&lt;br /&gt;
Shows room 3001 to ''actor''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==dimension==&lt;br /&gt;
&lt;br /&gt;
    %room.dimension%&lt;br /&gt;
&lt;br /&gt;
Returns the dimension a room is in.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==dyecount==&lt;br /&gt;
&lt;br /&gt;
See the section on [[#Scripting:Crafting#dyecount|crafting]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==exp_needed==&lt;br /&gt;
&lt;br /&gt;
    %player.exp_needed%&lt;br /&gt;
&lt;br /&gt;
Returns the exp ''player'' needs to make the next level.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==flag==&lt;br /&gt;
&lt;br /&gt;
    %room.flag(peaceful)%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if the room is peaceful.&lt;br /&gt;
The flag names are the same ones as in the room flags section of redit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==follower_in_room==&lt;br /&gt;
&lt;br /&gt;
    %player.follower_in_room(123)%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if the follower with vnum 123 of ''player'' is in the same room as ''player''.&lt;br /&gt;
&lt;br /&gt;
    %player.follower_in_room(the black dog)%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if a follower of ''player'' is called ''the black dog'' and is in the same room as ''player''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==forget_subskills==&lt;br /&gt;
&lt;br /&gt;
    %player.forget_subskills(combatant)%&lt;br /&gt;
&lt;br /&gt;
Makes ''player'' lose all subkills belonging to the profession ''combatant''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==function==&lt;br /&gt;
&lt;br /&gt;
    function 123 book 1 shield&lt;br /&gt;
&lt;br /&gt;
Calls function trigger 123 with the argument ''book 1 shield'', which is available to the trigger through the variable %args%.&lt;br /&gt;
A function trigger runs inside the script of the calling trigger, so it has access to all global variables. A return value can be set in another global variable, which the calling trigger can use once the function trigger finishes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==has_pos==&lt;br /&gt;
&lt;br /&gt;
    %object.has_pos(wield)%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if ''object'' can be wielded.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==has_script==&lt;br /&gt;
&lt;br /&gt;
    %room.has_script%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if there's a script attached to ''room''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==hitroll==&lt;br /&gt;
&lt;br /&gt;
    %player.hitroll%&lt;br /&gt;
&lt;br /&gt;
Returns the hitroll of ''player''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==hunger==&lt;br /&gt;
&lt;br /&gt;
    %player.hunger%&lt;br /&gt;
&lt;br /&gt;
Returns the hunger value of ''player''. It's a measure of how full a player is.&lt;br /&gt;
&lt;br /&gt;
    nop %player.hunger(50)%&lt;br /&gt;
&lt;br /&gt;
Sets the hunger value of ''player'' to 50.&lt;br /&gt;
If the value is -1 then ''player'' will never be hungry.&lt;br /&gt;
If the value is 0 then ''player'' is extremely hungry.&lt;br /&gt;
If the value is larger than 47 then ''player'' is full.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==hunt==&lt;br /&gt;
&lt;br /&gt;
    %mob.hunt%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if ''mob'' is hunting and makes ''mob'' move towards the target.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==hunting==&lt;br /&gt;
&lt;br /&gt;
    %mob.hunting%&lt;br /&gt;
&lt;br /&gt;
Returns the uid of the character ''mob'' is hunting.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==in_material_group==&lt;br /&gt;
&lt;br /&gt;
See the [[#Scripting:Crafting#in_material_group|crafting]] section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==innate==&lt;br /&gt;
&lt;br /&gt;
    %object.innate%&lt;br /&gt;
&lt;br /&gt;
Returns the spell number of the innate on ''object''.&lt;br /&gt;
&lt;br /&gt;
    nop %object.innate(1)%&lt;br /&gt;
&lt;br /&gt;
Sets the innate of ''object'' to armor.&lt;br /&gt;
&lt;br /&gt;
    nop %object.innate(shield)%&lt;br /&gt;
&lt;br /&gt;
Sets the innate of ''object'' to shield.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==insert_word==&lt;br /&gt;
&lt;br /&gt;
Syntax: insert_word &amp;lt;word&amp;gt; &amp;lt;pos&amp;gt; &amp;lt;v&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Inserts word &amp;lt;word&amp;gt; at position &amp;lt;pos&amp;gt; in variable &amp;lt;v&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
The first position is 1. If the position is larger than the number of words, the word is appended.&lt;br /&gt;
&lt;br /&gt;
    eval sentence Hello how are you?&lt;br /&gt;
    insert_word there, 2 sentence&lt;br /&gt;
    %echo% %sentence%&lt;br /&gt;
&lt;br /&gt;
Result: Hello there, how are you?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==is_cheater==&lt;br /&gt;
&lt;br /&gt;
    %player.is_cheater%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if ''player'' has the cheater flag.&lt;br /&gt;
&lt;br /&gt;
    nop %player.is_cheater(on)%&lt;br /&gt;
&lt;br /&gt;
Sets ''player'''s cheater flag.&lt;br /&gt;
&lt;br /&gt;
    nop %player.is_cheater(off)%&lt;br /&gt;
&lt;br /&gt;
Removes ''player'''s cheater flag.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==is_flying==&lt;br /&gt;
&lt;br /&gt;
    %actor.is_flying%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if ''actor'' is flying.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==is_helper==&lt;br /&gt;
&lt;br /&gt;
    %player.is_helper%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if ''player'' is a newbie helper.&lt;br /&gt;
&lt;br /&gt;
    nop %player.is_helper(on)%&lt;br /&gt;
&lt;br /&gt;
Makes ''player'' a newbie helper.&lt;br /&gt;
&lt;br /&gt;
    nop %player.is_helper(off)%&lt;br /&gt;
&lt;br /&gt;
Stops ''player'' from being a newbie helper.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==is_herd_cattle==&lt;br /&gt;
&lt;br /&gt;
    %mob.is_herd_cattle%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if ''mob'' is flagged as a cattle herd mob.&lt;br /&gt;
These mobs follow other mobs from the same herd.&lt;br /&gt;
&lt;br /&gt;
==is_herd_horse==&lt;br /&gt;
&lt;br /&gt;
    %mob.is_herd_horse%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if ''mob'' is flagged as a horse herd mob.&lt;br /&gt;
These mobs follow other mobs from the same herd.&lt;br /&gt;
&lt;br /&gt;
==is_herd_sheep==&lt;br /&gt;
&lt;br /&gt;
    %mob.is_herd_sheep%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if ''mob'' is flagged as a sheep herd mob.&lt;br /&gt;
These mobs follow other mobs from the same herd.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==is_hero==&lt;br /&gt;
&lt;br /&gt;
    %player.is_hero%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if ''player'' is a hero.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==is_npc==&lt;br /&gt;
&lt;br /&gt;
    %actor.is_npc%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if ''actor'' is a mob.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==is_pk==&lt;br /&gt;
&lt;br /&gt;
    %player.is_pk%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if ''player'' is a PK-er.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==is_pregnant==&lt;br /&gt;
&lt;br /&gt;
    %player.is_pregnant%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if ''player'' is expecting.&lt;br /&gt;
&lt;br /&gt;
    nop %player.is_pregnant(on)%&lt;br /&gt;
&lt;br /&gt;
Makes ''player'' pregnant.&lt;br /&gt;
&lt;br /&gt;
    nop %player.is_pregnant(off)%&lt;br /&gt;
&lt;br /&gt;
Stops ''player'''s pregnancy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==is_roleplay==&lt;br /&gt;
&lt;br /&gt;
    %player.is_roleplay%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if ''player'' has an RP flag.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==is_rpl==&lt;br /&gt;
&lt;br /&gt;
    %player.is_rpl%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if ''player'' is an RP leader.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==is_wizinvis==&lt;br /&gt;
&lt;br /&gt;
    %mob.is_wizinvis%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if ''mob'' is wizinvis.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==lag==&lt;br /&gt;
&lt;br /&gt;
    %lag% %actor% 100&lt;br /&gt;
&lt;br /&gt;
Lags ''actor'' for 10 seconds (the maximum is 300 = 30 seconds).&lt;br /&gt;
&lt;br /&gt;
%lag% translates to ''mlag'' for mob triggers, ''olag'' for object triggers and ''wlag'' for room triggers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==longdesc==&lt;br /&gt;
&lt;br /&gt;
    %mob.longdesc%&lt;br /&gt;
&lt;br /&gt;
Returns the look desc of ''mob''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==material==&lt;br /&gt;
&lt;br /&gt;
See the [[#Scripting:Crafting#material|crafting]] section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==maxcarriedamount==&lt;br /&gt;
&lt;br /&gt;
    %actor.maxcarriedamount%&lt;br /&gt;
&lt;br /&gt;
Returns the maximum number of items ''actor'' can carry.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==maxcarriedweight==&lt;br /&gt;
&lt;br /&gt;
    %actor.maxcarriedweight%&lt;br /&gt;
&lt;br /&gt;
Returns the maximum weight ''actor'' can carry.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==max_quality_value==&lt;br /&gt;
&lt;br /&gt;
See the [[#Scripting:Crafting#max_quality_value|crafting]] section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==maxstamina==&lt;br /&gt;
&lt;br /&gt;
    %actor.maxstamina%&lt;br /&gt;
&lt;br /&gt;
Returns the maximum stamina of ''actor''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==mid==&lt;br /&gt;
&lt;br /&gt;
    %mob.mid%&lt;br /&gt;
&lt;br /&gt;
Returns the id of the master of ''mob''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==mod==&lt;br /&gt;
&lt;br /&gt;
    %mod.5(2)%&lt;br /&gt;
&lt;br /&gt;
Returns 5 % 2 (the modulo operation).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==mzreset==&lt;br /&gt;
&lt;br /&gt;
    mzreset&lt;br /&gt;
&lt;br /&gt;
If it's a mob trigger, the mob resets the zone it's in.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==next_follower==&lt;br /&gt;
&lt;br /&gt;
    %actor.next_follower%&lt;br /&gt;
&lt;br /&gt;
Returns the id of the next follower if ''actor'' is a follower.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==next_in_list==&lt;br /&gt;
&lt;br /&gt;
    %object.next_in_list%&lt;br /&gt;
&lt;br /&gt;
If ''object'' is inside a container, it returns the uid of the next object.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==nographics==&lt;br /&gt;
&lt;br /&gt;
    %player.nographics%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if ''player'' has nographics toggled on.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==now==&lt;br /&gt;
&lt;br /&gt;
    %now%&lt;br /&gt;
&lt;br /&gt;
Returns the current unix time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==num_of_repairs==&lt;br /&gt;
&lt;br /&gt;
See the [[#Scripting:Crafting#num_of_repairs|crafting]] section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==omr==&lt;br /&gt;
&lt;br /&gt;
    %omr%&lt;br /&gt;
&lt;br /&gt;
Returns ''mobile'' for a mob trigger, ''object'' for an obj trigger and ''room'' for a room trigger.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==origin==&lt;br /&gt;
&lt;br /&gt;
See the [[#Scripting:Crafting#origin|crafting]] section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==people==&lt;br /&gt;
&lt;br /&gt;
    %object.people%&lt;br /&gt;
&lt;br /&gt;
Returns the uid of the first character in the room of ''object''. &lt;br /&gt;
&lt;br /&gt;
The object may be in a room, worn, carried or inside a container.&lt;br /&gt;
&lt;br /&gt;
    %object.people(123)%&lt;br /&gt;
&lt;br /&gt;
Returns the uid of the first character with vnum ''123'' in the room.&lt;br /&gt;
&lt;br /&gt;
The same goes for&lt;br /&gt;
&lt;br /&gt;
    %room.people%&lt;br /&gt;
    %room.people(123)%&lt;br /&gt;
    %actor.people%&lt;br /&gt;
    %actor.people(123)%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==perc==&lt;br /&gt;
&lt;br /&gt;
    %player.perc%&lt;br /&gt;
&lt;br /&gt;
Returns the involvement of ''player''. For example: 33.3333&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==pkdeaths==&lt;br /&gt;
&lt;br /&gt;
    %player.pkdeaths%&lt;br /&gt;
&lt;br /&gt;
Returns the number of deaths of ''player'' in a PK fight.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==pkkills==&lt;br /&gt;
&lt;br /&gt;
    %player.pkkills%&lt;br /&gt;
&lt;br /&gt;
Returns the number of PK victories of ''player''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==pkpoints==&lt;br /&gt;
&lt;br /&gt;
    %player.pkpoints%&lt;br /&gt;
&lt;br /&gt;
Returns the number of PK points ''player'' has.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==playeruid==&lt;br /&gt;
&lt;br /&gt;
    playeruid p Bob&lt;br /&gt;
&lt;br /&gt;
Sets p to the uid of Bob, if Bob is online.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==purgemob==&lt;br /&gt;
&lt;br /&gt;
    purgemob %mob%&lt;br /&gt;
&lt;br /&gt;
Completely purges ''mob'', including equipment and inventory.&lt;br /&gt;
&lt;br /&gt;
    purgemob self&lt;br /&gt;
&lt;br /&gt;
This works if it's a mob trigger.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==quality_value==&lt;br /&gt;
&lt;br /&gt;
See the [[#Scripting:Crafting#quality_value|crafting]] section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==random==&lt;br /&gt;
&lt;br /&gt;
    %random.char%&lt;br /&gt;
&lt;br /&gt;
Returns the uid of a random character in the room. It won't be an imm unless it has nohassle off.&lt;br /&gt;
&lt;br /&gt;
If it's a mob trigger then the character is seen by the mob.&lt;br /&gt;
&lt;br /&gt;
    %random.dir%&lt;br /&gt;
&lt;br /&gt;
Returns a random direction you can move in.&lt;br /&gt;
&lt;br /&gt;
    %random.7%&lt;br /&gt;
&lt;br /&gt;
Returns a number from 1 to 7.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==realday==&lt;br /&gt;
&lt;br /&gt;
    %realday%&lt;br /&gt;
&lt;br /&gt;
Returns 86400, the number of seconds in a day.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==realhour==&lt;br /&gt;
&lt;br /&gt;
    %realhour%&lt;br /&gt;
&lt;br /&gt;
Returns 3600, the number of seconds in an hour.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==remorts==&lt;br /&gt;
&lt;br /&gt;
    %player.remorts%&lt;br /&gt;
&lt;br /&gt;
Returns the number of remorts of ''player''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==repair==&lt;br /&gt;
&lt;br /&gt;
See the [[#Scripting:Crafting#repair|crafting]] section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==replace_letter==&lt;br /&gt;
&lt;br /&gt;
Usage: replace_letter &amp;lt;letter&amp;gt; &amp;lt;position&amp;gt; &amp;lt;variable&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Replaces a letter at a certain position in a variable.&lt;br /&gt;
&lt;br /&gt;
    eval x test&lt;br /&gt;
    replace_letter n 3 x&lt;br /&gt;
    %echo% %x%&lt;br /&gt;
&lt;br /&gt;
Result: Tent&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==replace_word==&lt;br /&gt;
&lt;br /&gt;
Usage: replace_word &amp;lt;word&amp;gt; &amp;lt;position&amp;gt; &amp;lt;variable&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Replaces a word at a certain position in a variable.&lt;br /&gt;
&lt;br /&gt;
    eval x hi there&lt;br /&gt;
    replace_word hello 1 x&lt;br /&gt;
    %echo% %x%&lt;br /&gt;
&lt;br /&gt;
Result: Hello there&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==restring==&lt;br /&gt;
&lt;br /&gt;
Usage: restring &amp;lt;id|uid&amp;gt; &amp;lt;field&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Changes an object desc.&lt;br /&gt;
&lt;br /&gt;
    restring 123 name heavy object&lt;br /&gt;
&lt;br /&gt;
Renames the object with id 123.&lt;br /&gt;
&lt;br /&gt;
    restring %object% short a heavy object&lt;br /&gt;
&lt;br /&gt;
Changes the shortdesc of ''object''.&lt;br /&gt;
&lt;br /&gt;
    restring %object.id% long A heavy object is lying here.&lt;br /&gt;
&lt;br /&gt;
Changes the long desc of ''object''.&lt;br /&gt;
&lt;br /&gt;
    restring %object% extra 'side right' The right side is very interesting.&lt;br /&gt;
&lt;br /&gt;
Adds an extra desc for ''side right''.&lt;br /&gt;
&lt;br /&gt;
    restring %self% extra 'side right' The right side is not very interesting anymore.&lt;br /&gt;
&lt;br /&gt;
Changes the extra desc for ''side right''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==ridden_by==&lt;br /&gt;
&lt;br /&gt;
    %actor.ridden_by%&lt;br /&gt;
&lt;br /&gt;
Returns the uid of the character riding ''actor''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==riding==&lt;br /&gt;
&lt;br /&gt;
    %actor.riding%&lt;br /&gt;
&lt;br /&gt;
Returns the uid of the character ''actor'' is riding.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==rpgroup==&lt;br /&gt;
&lt;br /&gt;
    %player.rpgroup%&lt;br /&gt;
&lt;br /&gt;
Returns the name of the RP group ''player'' is in.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==save_affects==&lt;br /&gt;
&lt;br /&gt;
See the [[#Scripting:Crafting#save_affects|crafting]] section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==sector==&lt;br /&gt;
&lt;br /&gt;
    %room.sector%&lt;br /&gt;
&lt;br /&gt;
Returns the sector name of ''room''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==set_colour_name==&lt;br /&gt;
&lt;br /&gt;
See the [[#Scripting:Crafting#set_colour_name|crafting]] section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==set_material_name==&lt;br /&gt;
&lt;br /&gt;
See the [[#Scripting:Crafting#set_material_name|crafting]] section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==set_quality_name==&lt;br /&gt;
&lt;br /&gt;
See the [[#Scripting:Crafting#set_quality_name|crafting]] section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==speed==&lt;br /&gt;
&lt;br /&gt;
    %actor.speed%&lt;br /&gt;
&lt;br /&gt;
Returns the speed of ''actor''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==stage_value==&lt;br /&gt;
&lt;br /&gt;
See the [[#Scripting:Crafting#stage_value|crafting]] section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==stamina==&lt;br /&gt;
&lt;br /&gt;
    %actor.stamina%&lt;br /&gt;
&lt;br /&gt;
Returns the stamina of ''actor''.&lt;br /&gt;
&lt;br /&gt;
    nop %actor.stamina(75)%&lt;br /&gt;
&lt;br /&gt;
Sets the stamina of ''actor'' to 75. The value will lie between 0 and the maximum of ''actor''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==subdecrease==&lt;br /&gt;
&lt;br /&gt;
    %player.subdecrease(pillage)%&lt;br /&gt;
&lt;br /&gt;
Decreases the skill ''player'' has in ''pillage'' by 2%.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==subincrease==&lt;br /&gt;
&lt;br /&gt;
    %player.subincrease(garotte)%&lt;br /&gt;
&lt;br /&gt;
Increases the skill ''player'' has in ''garotte'' by 2%. The subskill is added if ''player'' doesn't know it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==subskill==&lt;br /&gt;
&lt;br /&gt;
    %player.subskill(weaver)%&lt;br /&gt;
&lt;br /&gt;
Returns the ''weaver'' skill of ''player''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==thirst==&lt;br /&gt;
&lt;br /&gt;
    %player.thirst%&lt;br /&gt;
&lt;br /&gt;
Returns the thirst value of ''player''. It's a measure of how full a player is.&lt;br /&gt;
&lt;br /&gt;
    nop %player.thirst(30)%&lt;br /&gt;
&lt;br /&gt;
Sets the thirst value of ''player'' to 30.&lt;br /&gt;
If the value is -1 then ''player'' will never be thirsty.&lt;br /&gt;
If the value is 0 then ''player'' is parched.&lt;br /&gt;
If the value is larger than 47 then ''player'' is full.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==time==&lt;br /&gt;
&lt;br /&gt;
    %time.hour%&lt;br /&gt;
    %time.day%&lt;br /&gt;
    %time.month%&lt;br /&gt;
    %time.year%&lt;br /&gt;
    %time.season%&lt;br /&gt;
    %time.moon%&lt;br /&gt;
&lt;br /&gt;
Returns the respective mud time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==trade==&lt;br /&gt;
&lt;br /&gt;
    %player.trade%&lt;br /&gt;
&lt;br /&gt;
Returns the number of tradepoints ''player'' has.&lt;br /&gt;
&lt;br /&gt;
    nop %player.trade(10)%&lt;br /&gt;
&lt;br /&gt;
Adds 10 tradepoints to ''player'''s balance.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==val==&lt;br /&gt;
&lt;br /&gt;
    %object.val1%&lt;br /&gt;
&lt;br /&gt;
Returns object value 1 of ''object''.&lt;br /&gt;
&lt;br /&gt;
    nop %object.val2(7)%&lt;br /&gt;
&lt;br /&gt;
Sets object value 2 of ''object'' to 7.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==word_count==&lt;br /&gt;
&lt;br /&gt;
    %text.word_count%&lt;br /&gt;
&lt;br /&gt;
Returns the number of words in ''text''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==wordat==&lt;br /&gt;
&lt;br /&gt;
Returns a word from a sentence.&lt;br /&gt;
&lt;br /&gt;
    eval text Once upon a time&lt;br /&gt;
    %echo% %text.wordat(2)%&lt;br /&gt;
&lt;br /&gt;
Result: Upon&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==zecho==&lt;br /&gt;
&lt;br /&gt;
    %zecho% 30 Boo!&lt;br /&gt;
&lt;br /&gt;
Sends a message to all players in zone 30.&lt;br /&gt;
It translates to mzecho for mob triggers, to ozecho for obj triggers and to wzecho for room triggers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==zonename==&lt;br /&gt;
&lt;br /&gt;
    %room.zonename%&lt;br /&gt;
&lt;br /&gt;
Returns the name of the zone ''room'' is in.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==zrecho==&lt;br /&gt;
&lt;br /&gt;
    %zrecho% 30 3001 3010 Boo!&lt;br /&gt;
&lt;br /&gt;
Sends a message to every player in zone 30 in rooms 3001-3010.&lt;br /&gt;
It translates to mzrecho for mob triggers, to ozrecho for obj triggers and to wzrecho for room triggers.&lt;/div&gt;</summary>
		<author><name>Rynald</name></author>	</entry>

	<entry>
		<id>http://4dimensions.org/wiki/index.php?title=Scripting:Debugger&amp;diff=1006</id>
		<title>Scripting:Debugger</title>
		<link rel="alternate" type="text/html" href="http://4dimensions.org/wiki/index.php?title=Scripting:Debugger&amp;diff=1006"/>
				<updated>2017-03-05T18:47:16Z</updated>
		
		<summary type="html">&lt;p&gt;Rynald: Created page with &amp;quot;The script debugger can be used to figure out what's happening in a trigger. This is easier than putting in echos and having to remove them afterwards.  The main command is ''...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The script debugger can be used to figure out what's happening in a trigger. This is easier than putting in echos and having to remove them afterwards.&lt;br /&gt;
&lt;br /&gt;
The main command is ''dbg'', followed by a number of subcommands. The syntax for each debugging command is given. It uses the | symbol to denote ''or'': you need to choose between what comes before and after. Arguments between [] are optional in some cases. An argument between &amp;lt;&amp;gt; means what's in between should be replaced by something else. All subcommands may be abbreviated down to the first letter.&lt;br /&gt;
&lt;br /&gt;
All debugging messages start with a yellow [DBG]. More than one imm can debug the same trigger, and each imm will see what the other is doing.&lt;br /&gt;
&lt;br /&gt;
It's not possible to directly debug a load trigger since it doesn't exist at first. One way around this is to temporarily change the type of the trigger and debug it.&lt;br /&gt;
&lt;br /&gt;
Debugging a death trigger is special in that when it hits a breakpoint, the mob dies and the trigger is destroyed. This is how it should be, otherwise a wait would postpone a mob's death. In this case you can also change the trigger type to debug it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Start Debugging==&lt;br /&gt;
&lt;br /&gt;
The syntax is &lt;br /&gt;
&lt;br /&gt;
    dbg mob|obj|room [&amp;lt;name&amp;gt;] &amp;lt;trigger vnum&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To start debugging trigger 123 on a cow which is in the room:&lt;br /&gt;
&lt;br /&gt;
    dbg mob cow 123&lt;br /&gt;
&lt;br /&gt;
Debugging trigger 234 on the room:&lt;br /&gt;
&lt;br /&gt;
    dbg room 234&lt;br /&gt;
&lt;br /&gt;
Debugging trigger 177 on a worn or carried object, or when it's in the room:&lt;br /&gt;
&lt;br /&gt;
    dbg obj waybread 177&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Display Info==&lt;br /&gt;
&lt;br /&gt;
The syntax is &lt;br /&gt;
&lt;br /&gt;
    dbg info [&amp;lt;number&amp;gt;] [breakpoints|variables]&lt;br /&gt;
&lt;br /&gt;
To get the debugging list:&lt;br /&gt;
&lt;br /&gt;
    dbg info&lt;br /&gt;
&lt;br /&gt;
It shows all triggers being debugged, if they're running, the breakpoints, and local and global variables.&lt;br /&gt;
If there's more than one trigger you only get the trigger names. In that case doing&lt;br /&gt;
&lt;br /&gt;
    dbg info &amp;lt;number&amp;gt;&lt;br /&gt;
&lt;br /&gt;
shows the detailed info for that trigger.&lt;br /&gt;
&lt;br /&gt;
If you're only interested in the breakpoints you can do&lt;br /&gt;
&lt;br /&gt;
    dbg info [&amp;lt;number&amp;gt;] breakpoints&lt;br /&gt;
&lt;br /&gt;
and to only see the variables:&lt;br /&gt;
&lt;br /&gt;
    dbg info [&amp;lt;number&amp;gt;] variables&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Trigger List==&lt;br /&gt;
&lt;br /&gt;
The syntax is&lt;br /&gt;
&lt;br /&gt;
    dbg list [&amp;lt;number&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
It shows the trigger with line numbers, so you know where to set a breakpoint.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Setting Breakpoints and Variables==&lt;br /&gt;
&lt;br /&gt;
The syntax for setting a breakpoint is&lt;br /&gt;
&lt;br /&gt;
    dbg set [&amp;lt;number&amp;gt;] breakpoint &amp;lt;line number&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When a trigger reaches a breakpoint it stops running. This is because a breakpoint is a long wait inserted before the line where it needs to break. This gives you time to see the current state and go from there.&lt;br /&gt;
&lt;br /&gt;
    dbg set 2 breakpoint 34&lt;br /&gt;
&lt;br /&gt;
sets a breakpoint at line 34 in debugged trigger 2. Giving the same command removes the breakpoint.&lt;br /&gt;
&lt;br /&gt;
The syntax for setting a variable is&lt;br /&gt;
&lt;br /&gt;
    dbg set [&amp;lt;number&amp;gt;] variable &amp;lt;var&amp;gt; &amp;lt;args&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It can only change existing variables:&lt;br /&gt;
&lt;br /&gt;
    dbg set variable var A new value&lt;br /&gt;
&lt;br /&gt;
sets global or local variable ''var'' to ''A new value''.&lt;br /&gt;
&lt;br /&gt;
In this way variables don't have to be changed in the trigger itself when testing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Printing expressions==&lt;br /&gt;
&lt;br /&gt;
The syntax is&lt;br /&gt;
&lt;br /&gt;
    dbg print &amp;lt;expression&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This prints the result of any scripting expression between the %% symbols.&lt;br /&gt;
If you want to know the value of the local variable %x% you can look it up in dbg info, or do&lt;br /&gt;
&lt;br /&gt;
    dbg print %x%&lt;br /&gt;
&lt;br /&gt;
It can also be used to see the result of an expression not related to the trigger:&lt;br /&gt;
&lt;br /&gt;
    dbg print %now%&lt;br /&gt;
    dbg print %time.moon%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Flow Control==&lt;br /&gt;
&lt;br /&gt;
The syntax for continuing a trigger is&lt;br /&gt;
&lt;br /&gt;
    dbg continue [&amp;lt;number&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
When a trigger is at a breakpoint, this resumes a trigger. Because a breakpoint is a wait, continue can also be used to skip long waits in the trigger.&lt;br /&gt;
&lt;br /&gt;
The syntax for stepping through a trigger is&lt;br /&gt;
&lt;br /&gt;
    dbg next [&amp;lt;number&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
Next executes only the current line and breaks in the next. It's a quick way of going through a trigger line by line without having to set and remove breakpoints.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Stop Debugging==&lt;br /&gt;
&lt;br /&gt;
The syntax is&lt;br /&gt;
&lt;br /&gt;
    dbg delete [&amp;lt;number&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
The trigger is resumed if it was at a breakpoint and you were the only one debugging the trigger. Delete also happens when you logout.&lt;/div&gt;</summary>
		<author><name>Rynald</name></author>	</entry>

	<entry>
		<id>http://4dimensions.org/wiki/index.php?title=Scripting&amp;diff=1005</id>
		<title>Scripting</title>
		<link rel="alternate" type="text/html" href="http://4dimensions.org/wiki/index.php?title=Scripting&amp;diff=1005"/>
				<updated>2017-03-05T18:45:29Z</updated>
		
		<summary type="html">&lt;p&gt;Rynald: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
There's a good scripting reference at [http://http://old.tbamud.com/Oasis_DG_pages/ TBA], but there are differences with 4D's scripting commands. These pages aim to give an overview of these commands.&lt;br /&gt;
One notable difference is [[Scripting:Crafting|crafting]], for which several new commands and fields have been added.&lt;br /&gt;
&lt;br /&gt;
To give an example of the terms used in these pages, consider this line:&lt;br /&gt;
    &lt;br /&gt;
    nop %actor.exp(1000)%&lt;br /&gt;
&lt;br /&gt;
Here ''nop'' is the '''command''', ''actor'' is the '''variable''', ''exp'' is the '''field''' and ''1000'' is the '''subfield'''.&lt;br /&gt;
&lt;br /&gt;
A character is a mob or player. The examples usually use ''actor'' when it concerns a character.&lt;br /&gt;
&lt;br /&gt;
In scripts, a uid is the character '}' followed by a number. The number is the id of a character, object or room. A uid is used to manipulate what it points to, from any script.&lt;br /&gt;
&lt;br /&gt;
To make it easier to debug scripts, a [[Scripting:Debugger|scripting debugger]] is available. It can set breakpoints, view or change variables, step through a trigger, and show the result of any scripting expression.&lt;br /&gt;
&lt;br /&gt;
The commands, fields and variables are grouped alphabetically:&lt;br /&gt;
&lt;br /&gt;
[[#A|A]] [[#B|B]] [[#C|C]] [[#D|D]] [[#E|E]] [[#F|F]] [[#G|G]] [[#H|H]] [[#I|I]] [[#J|J]] [[#K|K]] [[#L|L]] [[#M|M]] [[#N|N]] [[#O|O]] [[#P|P]] [[#Q|Q]] [[#R|R]] [[#S|S]] [[#T|T]] [[#U|U]] [[#V|V]] [[#W|W]] [[#X|X]] [[#Y|Y]] [[#Z|Z]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==A==&lt;br /&gt;
*[[#aff_ac|aff_ac]]&lt;br /&gt;
*[[#aff_age|aff_age]]&lt;br /&gt;
*[[#aff_breath_def|aff_breath_def]]&lt;br /&gt;
*[[#aff_cha|aff_cha]]&lt;br /&gt;
*[[#aff_con|aff_con]]&lt;br /&gt;
*[[#aff_coolness|aff_coolness]]&lt;br /&gt;
*[[#aff_damroll|aff_damroll]]&lt;br /&gt;
*[[#aff_dex|aff_dex]]&lt;br /&gt;
*[[#aff_hitroll|aff_hitroll]]&lt;br /&gt;
*[[#aff_int|aff_int]]&lt;br /&gt;
*[[#aff_maxhit|aff_maxhit]]&lt;br /&gt;
*[[#aff_maxmana|aff_maxmana]]&lt;br /&gt;
*[[#aff_maxmove|aff_maxmove]]&lt;br /&gt;
*[[#aff_mine_bonus|aff_mine_bonus]]&lt;br /&gt;
*[[#aff_mine_protection|aff_mine_protection]]&lt;br /&gt;
*[[#aff_mine_speed|aff_mine_speed]]&lt;br /&gt;
*[[#aff_mine_stealth|aff_mine_stealth]]&lt;br /&gt;
*[[#aff_paralyze_def|aff_paralyze_def]]&lt;br /&gt;
*[[#aff_petrify_def|aff_petrify_def]]&lt;br /&gt;
*[[#aff_rod_def|aff_rod_def]]&lt;br /&gt;
*[[#aff_regen_hit|aff_regen_hit]]&lt;br /&gt;
*[[#aff_regen_mana|aff_regen_mana]]&lt;br /&gt;
*[[#aff_regen_move|aff_regen_move]]&lt;br /&gt;
*[[#aff_speed|aff_speed]]&lt;br /&gt;
*[[#aff_spell_def|aff_spell_def]]&lt;br /&gt;
*[[#aff_str|aff_str]]&lt;br /&gt;
*[[#aff_wis|aff_wis]]&lt;br /&gt;
*[[#assemble|assemble]]&lt;br /&gt;
*[[#assembly|assembly]]&lt;br /&gt;
*[[#assemblycheck|assemblycheck]]&lt;br /&gt;
*[[#attach|attach]]&lt;br /&gt;
==B==&lt;br /&gt;
*[[#body|body]]&lt;br /&gt;
*[[#bodycheck|bodycheck]]&lt;br /&gt;
==C==&lt;br /&gt;
*[[#carriedamount|carriedamount]]&lt;br /&gt;
*[[#carriedweight|carriedweight]]&lt;br /&gt;
*[[#charat|charat]]&lt;br /&gt;
*[[#clan|clan]]&lt;br /&gt;
*[[#clanname|clanname]]&lt;br /&gt;
*[[#clanrank|clanrank]]&lt;br /&gt;
*[[#class_tier|class_tier]]&lt;br /&gt;
*[[#colour_value|colour_value]]&lt;br /&gt;
*[[#contained_by|contained_by]]&lt;br /&gt;
*[[#contains|contains]]&lt;br /&gt;
*[[#cool|cool]]&lt;br /&gt;
==D==&lt;br /&gt;
*[[#damroll|damroll]]&lt;br /&gt;
*[[#dest|dest]]&lt;br /&gt;
*[[#dg_affect|dg_affect]]&lt;br /&gt;
*[[#dg_dest|dg_dest]]&lt;br /&gt;
*[[#dg_letter|dg_letter]]&lt;br /&gt;
*[[#dg_peek|dg_peek]]&lt;br /&gt;
*[[#dimension|dimension]]&lt;br /&gt;
*[[#dyecount|dyecount]]&lt;br /&gt;
==E==&lt;br /&gt;
*[[#exp_needed|exp_needed]]&lt;br /&gt;
==F==&lt;br /&gt;
*[[#flag|flag]]&lt;br /&gt;
*[[#follower_in_room|follower_in_room]]&lt;br /&gt;
*[[#forget_subskills|forget_subskills]]&lt;br /&gt;
*[[#function|function]]&lt;br /&gt;
==G==&lt;br /&gt;
==H==&lt;br /&gt;
*[[#has_pos|has_pos]]&lt;br /&gt;
*[[#has_script|has_script]]&lt;br /&gt;
*[[#hitroll|hitroll]]&lt;br /&gt;
*[[#hunger|hunger]]&lt;br /&gt;
*[[#hunt|hunt]]&lt;br /&gt;
*[[#hunting|hunting]]&lt;br /&gt;
==I==&lt;br /&gt;
*[[#in_material_group|in_material_group]]&lt;br /&gt;
*[[#innate|innate]]&lt;br /&gt;
*[[#insert_word|insert_word]]&lt;br /&gt;
*[[#is_cheater|is_cheater]]&lt;br /&gt;
*[[#is_flying|is_flying]]&lt;br /&gt;
*[[#is_helper|is_helper]]&lt;br /&gt;
*[[#is_herd_cattle|is_herd_cattle]]&lt;br /&gt;
*[[#is_herd_horse|is_herd_horse]]&lt;br /&gt;
*[[#is_herd_sheep|is_herd_sheep]]&lt;br /&gt;
*[[#is_hero|is_hero]]&lt;br /&gt;
*[[#is_npc|is_npc]]&lt;br /&gt;
*[[#is_pk|is_pk]]&lt;br /&gt;
*[[#is_pregnant|is_pregnant]]&lt;br /&gt;
*[[#is_roleplay|is_roleplay]]&lt;br /&gt;
*[[#is_rpl|is_rpl]]&lt;br /&gt;
*[[#is_wizinvis|is_wizinvis]]&lt;br /&gt;
==J==&lt;br /&gt;
==K==&lt;br /&gt;
==L==&lt;br /&gt;
*[[#lag|lag]]&lt;br /&gt;
*[[#longdesc|longdesc]]&lt;br /&gt;
==M==&lt;br /&gt;
*[[#material_name|material_name]]&lt;br /&gt;
*[[#material_value|material_value]]&lt;br /&gt;
*[[#maxcarriedamount|maxcarriedamount]]&lt;br /&gt;
*[[#maxcarriedweight|maxcarriedweight]]&lt;br /&gt;
*[[#max_quality_value|max_quality_value]]&lt;br /&gt;
*[[#maxstamina|maxstamina]]&lt;br /&gt;
*[[#mid|mid]]&lt;br /&gt;
*[[#mod|mod]]&lt;br /&gt;
*[[#mzreset|mzreset]]&lt;br /&gt;
==N==&lt;br /&gt;
*[[#next_follower|next_follower]]&lt;br /&gt;
*[[#next_in_list|next_in_list]]&lt;br /&gt;
*[[#nographics|nographics]]&lt;br /&gt;
*[[#now|now]]&lt;br /&gt;
*[[#num_of_repairs|num_of_repairs]]&lt;br /&gt;
==O==&lt;br /&gt;
*[[#omr|omr]]&lt;br /&gt;
*[[#origin|origin]]&lt;br /&gt;
*[[#owned_by|owned_by]]&lt;br /&gt;
==P==&lt;br /&gt;
*[[#people|people]]&lt;br /&gt;
*[[#perc|perc]]&lt;br /&gt;
*[[#pkdeaths|pkdeaths]]&lt;br /&gt;
*[[#pkkills|pkkills]]&lt;br /&gt;
*[[#pkpoints|pkpoints]]&lt;br /&gt;
*[[#playeruid|playeruid]]&lt;br /&gt;
*[[#purgemob|purgemob]]&lt;br /&gt;
==Q==&lt;br /&gt;
*[[#quality_value|quality_value]]&lt;br /&gt;
==R==&lt;br /&gt;
*[[#random|random]]&lt;br /&gt;
*[[#realday|realday]]&lt;br /&gt;
*[[#realhour|realhour]]&lt;br /&gt;
*[[#remorts|remorts]]&lt;br /&gt;
*[[#repair|repair]]&lt;br /&gt;
*[[#replace_letter|replace_letter]]&lt;br /&gt;
*[[#replace_word|replace_word]]&lt;br /&gt;
*[[#restring|restring]]&lt;br /&gt;
*[[#ridden_by|ridden_by]]&lt;br /&gt;
*[[#riding|riding]]&lt;br /&gt;
*[[#rpgroup|rpgroup]]&lt;br /&gt;
==S==&lt;br /&gt;
*[[#save_affects|save_affects]]&lt;br /&gt;
*[[#sector|sector]]&lt;br /&gt;
*[[#set_colour_name|set_colour_name]]&lt;br /&gt;
*[[#set_material_name|set_material_name]]&lt;br /&gt;
*[[#set_quality_name|set_quality_name]]&lt;br /&gt;
*[[#speed|speed]]&lt;br /&gt;
*[[#stage_value|stage_value]]&lt;br /&gt;
*[[#stamina|stamina]]&lt;br /&gt;
*[[#subdecrease|subdecrease]]&lt;br /&gt;
*[[#subincrease|subincrease]]&lt;br /&gt;
*[[#subskill|subskill]]&lt;br /&gt;
==T==&lt;br /&gt;
*[[#thirst|thirst]]&lt;br /&gt;
*[[#time|time]]&lt;br /&gt;
*[[#trade|trade]]&lt;br /&gt;
==U==&lt;br /&gt;
==V==&lt;br /&gt;
*[[#val|val]]&lt;br /&gt;
==W==&lt;br /&gt;
*[[#word_count|word_count]]&lt;br /&gt;
*[[#wordat|wordat]]&lt;br /&gt;
==X==&lt;br /&gt;
==Y==&lt;br /&gt;
==Z==&lt;br /&gt;
*[[#zecho|zecho]]&lt;br /&gt;
*[[#zonename|zonename]]&lt;br /&gt;
*[[#zrecho|zrecho]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The ''aff_'' fields are used to get or change the stats of an object.&lt;br /&gt;
&lt;br /&gt;
==aff_ac==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_ac%&lt;br /&gt;
&lt;br /&gt;
Returns the AC an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_ac(-5)%&lt;br /&gt;
&lt;br /&gt;
Sets the AC of an object to -5.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_age==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_age%&lt;br /&gt;
&lt;br /&gt;
Returns the age an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_age(125)%&lt;br /&gt;
&lt;br /&gt;
Sets the age of an object to 125.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_breath_def==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_breath_def%&lt;br /&gt;
&lt;br /&gt;
Returns the breath defense an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_breath_def(50)%&lt;br /&gt;
&lt;br /&gt;
Sets the breath defense of an object to 50.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_cha==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_cha%&lt;br /&gt;
&lt;br /&gt;
Returns the charisma an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_cha(2)%&lt;br /&gt;
&lt;br /&gt;
Sets the charisma of an object to 2.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_con==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_con%&lt;br /&gt;
&lt;br /&gt;
Returns the constitution an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_con(-3)%&lt;br /&gt;
&lt;br /&gt;
Sets the constitution of an object to -3.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_coolness==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_coolness%&lt;br /&gt;
&lt;br /&gt;
Returns the coolness an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_coolness(5)%&lt;br /&gt;
&lt;br /&gt;
Sets the coolness of an object to 5.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_damroll==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_damroll%&lt;br /&gt;
&lt;br /&gt;
Returns the damroll an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_damroll(3)%&lt;br /&gt;
&lt;br /&gt;
Sets the damroll of an object to 3.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_dex==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_dex%&lt;br /&gt;
&lt;br /&gt;
Returns the dexterity an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_dex(1)%&lt;br /&gt;
&lt;br /&gt;
Sets the dexterity of an object to 1.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_hitroll==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_hitroll%&lt;br /&gt;
&lt;br /&gt;
Returns the hitroll an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_hitroll(2)%&lt;br /&gt;
&lt;br /&gt;
Sets the hitroll of an object to 2.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_int==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_int%&lt;br /&gt;
&lt;br /&gt;
Returns the intelligence an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_int(3)%&lt;br /&gt;
&lt;br /&gt;
Sets the intelligence of an object to 3.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_maxhit==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_maxhit%&lt;br /&gt;
&lt;br /&gt;
Returns the maximum hitpoints an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_maxhit(700)%&lt;br /&gt;
&lt;br /&gt;
Sets the maximum hitpoints of an object to 700.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_maxmana==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_mana%&lt;br /&gt;
&lt;br /&gt;
Returns the maximum mana an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_maxmana(2000)%&lt;br /&gt;
&lt;br /&gt;
Sets the maximum mana of an object to 2000.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_maxmove==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_maxmove%&lt;br /&gt;
&lt;br /&gt;
Returns the maximum moves an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_maxmove(500)%&lt;br /&gt;
&lt;br /&gt;
Sets the maximum moves of an object to 500.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_mine_bonus==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_mine_bonus%&lt;br /&gt;
&lt;br /&gt;
Returns the mine bonus an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_mine_bonus(10)%&lt;br /&gt;
&lt;br /&gt;
Sets the mine bonus of an object to 10.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_mine_protection==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_mine_protection%&lt;br /&gt;
&lt;br /&gt;
Returns the mine protection an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_mine_protection(25)%&lt;br /&gt;
&lt;br /&gt;
Sets the mine protection of an object to 25.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_mine_speed==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_mine_speed%&lt;br /&gt;
&lt;br /&gt;
Returns the mine speed an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_mine_speed(30)%&lt;br /&gt;
&lt;br /&gt;
Sets the mine speed of an object to 30.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_mine_stealth==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_mine_stealth%&lt;br /&gt;
&lt;br /&gt;
Returns the mine stealth an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_mine_stealth(10)%&lt;br /&gt;
&lt;br /&gt;
Sets the mine stealth of an object to 10.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_paralyze_def==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_paralyze_def%&lt;br /&gt;
&lt;br /&gt;
Returns the paralyze defense an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_paralyze_def(5)%&lt;br /&gt;
&lt;br /&gt;
Sets the paralyze defense of an object to 5.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_petrify_def==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_petrify_def%&lt;br /&gt;
&lt;br /&gt;
Returns the petrify defense an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_petrify_def(3)%&lt;br /&gt;
&lt;br /&gt;
Sets the petrify defense of an object to 3.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_rod_def==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_rod_def%&lt;br /&gt;
&lt;br /&gt;
Returns the rod defense an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_rod_def(-2)%&lt;br /&gt;
&lt;br /&gt;
Sets the rod defense of an object to -2.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_regen_hit==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_regen_hit%&lt;br /&gt;
&lt;br /&gt;
Returns the hitpoint regeneration an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_regen_hit(10)%&lt;br /&gt;
&lt;br /&gt;
Sets the hitpoint regeneration of an object to 10.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_regen_mana==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_regen_mana%&lt;br /&gt;
&lt;br /&gt;
Returns the mana regeneration an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_regen_mana(5)%&lt;br /&gt;
&lt;br /&gt;
Sets the mana regeneration of an object to 5.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_regen_move==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_regen_move%&lt;br /&gt;
&lt;br /&gt;
Returns the move regeneration an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_regen_move(10)%&lt;br /&gt;
&lt;br /&gt;
Sets the move regeneration of an object to 10.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_speed==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_speed%&lt;br /&gt;
&lt;br /&gt;
Returns the speed an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_speed(50)%&lt;br /&gt;
&lt;br /&gt;
Sets the speed of an object to 50.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_spell_def==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_spell_def%&lt;br /&gt;
&lt;br /&gt;
Returns the spell defense an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_spell_def(10)%&lt;br /&gt;
&lt;br /&gt;
Sets the spell defense of an object to 10.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_str==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_str%&lt;br /&gt;
&lt;br /&gt;
Returns the strength an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_str(2)%&lt;br /&gt;
&lt;br /&gt;
Sets the strength of an object to 2.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_wis==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_wis%&lt;br /&gt;
&lt;br /&gt;
Returns the wisdom an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_wis(-1)%&lt;br /&gt;
&lt;br /&gt;
Sets the wisdom of an object to -1.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==assemble==&lt;br /&gt;
&lt;br /&gt;
    nop %actor.assemble(123)%&lt;br /&gt;
&lt;br /&gt;
If the inventory of ''actor'' holds the ingredients of the assembly, then they are replaced by object 123.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==assembly==&lt;br /&gt;
&lt;br /&gt;
    %assembly.exists(103)%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if an assembly exists which creates an object with vnum 103.&lt;br /&gt;
&lt;br /&gt;
    %assembly.craft(5770)%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if an assembly exists that creates object 5770 by using the command ''craft''.&lt;br /&gt;
&lt;br /&gt;
    %assembly.brew(beer bottle)%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if an assembly exists that creates an object named ''beer bottle'' with the command ''brew''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==assemblycheck==&lt;br /&gt;
&lt;br /&gt;
    %actor.assemblycheck(123)%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if ''actor'' has the ingredients to assemble object 123.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==attach==&lt;br /&gt;
&lt;br /&gt;
    attach %mob% 123&lt;br /&gt;
&lt;br /&gt;
Attaches trigger 123 to ''mob'' which is a uid here. You can also attach to an id:&lt;br /&gt;
&lt;br /&gt;
    attach %obj.id% 234&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==body==&lt;br /&gt;
&lt;br /&gt;
    %actor.body%&lt;br /&gt;
&lt;br /&gt;
Returns all body positions.&lt;br /&gt;
&lt;br /&gt;
    nop %player.body(crest)%&lt;br /&gt;
&lt;br /&gt;
Toggles the extra body position ''crest''. Only extra body positions can be toggled.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==bodycheck==&lt;br /&gt;
&lt;br /&gt;
    %player.bodycheck(rknee)&lt;br /&gt;
&lt;br /&gt;
Returns 1 if ''player'' has the body position ''rknee'' (mobs have all body positions).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==carriedamount==&lt;br /&gt;
&lt;br /&gt;
    %actor.carriedamount%&lt;br /&gt;
&lt;br /&gt;
Returns the number of items ''actor'' has in inventory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==carriedweight==&lt;br /&gt;
&lt;br /&gt;
    %actor.carriedweight%&lt;br /&gt;
&lt;br /&gt;
Returns the total weight ''actor'' is carrying in inventory and equipment combined.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==charat==&lt;br /&gt;
&lt;br /&gt;
Returns a letter in a string:&lt;br /&gt;
&lt;br /&gt;
    eval word test&lt;br /&gt;
    %echo% %word.charat(3)%&lt;br /&gt;
&lt;br /&gt;
Result: S&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==clan==&lt;br /&gt;
&lt;br /&gt;
    %player.clan%&lt;br /&gt;
&lt;br /&gt;
Returns the clan number ''player'' is in.&lt;br /&gt;
&lt;br /&gt;
    %player.clan(2)%&lt;br /&gt;
&lt;br /&gt;
Puts ''player'' in clan 2.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==clanname==&lt;br /&gt;
&lt;br /&gt;
    %player.clanname%&lt;br /&gt;
&lt;br /&gt;
Returns the name of the clan ''player'' is in.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==clanrank==&lt;br /&gt;
&lt;br /&gt;
    %player.clanrank%&lt;br /&gt;
&lt;br /&gt;
Returns the clan rank of ''player''.&lt;br /&gt;
&lt;br /&gt;
    %player.clanrank(3)%&lt;br /&gt;
&lt;br /&gt;
Sets the clan rank of ''player'' to 3.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==class_tier==&lt;br /&gt;
&lt;br /&gt;
    %actor.class_tier%&lt;br /&gt;
&lt;br /&gt;
Returns the tier of ''actor''.&lt;br /&gt;
&lt;br /&gt;
    %mob.class_tier(3)%&lt;br /&gt;
&lt;br /&gt;
Sets the tier of ''mob'' to 3.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==colour_value==&lt;br /&gt;
&lt;br /&gt;
See the [[#Scripting:Crafting#colour_value|crafting]] section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==contained_by==&lt;br /&gt;
&lt;br /&gt;
    %object.contained_by%&lt;br /&gt;
&lt;br /&gt;
Returns the uid of the container which holds the object.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==cool==&lt;br /&gt;
&lt;br /&gt;
    %player.cool%&lt;br /&gt;
&lt;br /&gt;
Returns the coolness of ''player''.&lt;br /&gt;
&lt;br /&gt;
    %player.cool(7)%&lt;br /&gt;
&lt;br /&gt;
Adds 7 to the coolness of ''player''. The resulting value will lie between 3 and 22.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==damroll==&lt;br /&gt;
&lt;br /&gt;
    %player.damroll%&lt;br /&gt;
&lt;br /&gt;
Returns the damroll of ''player''.&lt;br /&gt;
&lt;br /&gt;
    %player.damroll(50)%&lt;br /&gt;
&lt;br /&gt;
Adds 50 to the damroll of ''player''. The resulting value will lie between 3 and 150.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==dest==&lt;br /&gt;
&lt;br /&gt;
    %mob.dest%&lt;br /&gt;
&lt;br /&gt;
Returns the room vnum of the destination of the mob.&lt;br /&gt;
&lt;br /&gt;
    %mob.dest(123)%&lt;br /&gt;
&lt;br /&gt;
Sets the room vnum of the destination of ''mob'' to 123.&lt;br /&gt;
&lt;br /&gt;
    %object.dest%&lt;br /&gt;
&lt;br /&gt;
Returns the room vnum of the destination of the object.&lt;br /&gt;
&lt;br /&gt;
    %object.dest(234)%&lt;br /&gt;
&lt;br /&gt;
Sets the room vnum of the destination of ''object'' to 234.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==dg_affect==&lt;br /&gt;
&lt;br /&gt;
Sets or removes an affect or apply on a character. See help dg_affect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==dg_dest==&lt;br /&gt;
&lt;br /&gt;
    dg_dest add 567 self&lt;br /&gt;
&lt;br /&gt;
Add room 567 to the destination list of the mob or object the trigger is on.&lt;br /&gt;
&lt;br /&gt;
    dg_dest remove 123 %object%&lt;br /&gt;
&lt;br /&gt;
Remove destination room 123 from ''object''.&lt;br /&gt;
&lt;br /&gt;
    dg_dest remove all %mob%&lt;br /&gt;
&lt;br /&gt;
Remove the entire travel list from ''mob''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==dg_letter==&lt;br /&gt;
&lt;br /&gt;
Returns a letter in a string:&lt;br /&gt;
&lt;br /&gt;
    eval word test&lt;br /&gt;
    dg_letter letter 3 %word%&lt;br /&gt;
    %echo% %letter%&lt;br /&gt;
&lt;br /&gt;
Result: S&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==dg_peek==&lt;br /&gt;
&lt;br /&gt;
    dg_peek %actor% 3001&lt;br /&gt;
&lt;br /&gt;
Shows room 3001 to ''actor''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==dimension==&lt;br /&gt;
&lt;br /&gt;
    %room.dimension%&lt;br /&gt;
&lt;br /&gt;
Returns the dimension a room is in.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==dyecount==&lt;br /&gt;
&lt;br /&gt;
See the section on [[#Scripting:Crafting#dyecount|crafting]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==exp_needed==&lt;br /&gt;
&lt;br /&gt;
    %player.exp_needed%&lt;br /&gt;
&lt;br /&gt;
Returns the exp ''player'' needs to make the next level.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==flag==&lt;br /&gt;
&lt;br /&gt;
    %room.flag(peaceful)%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if the room is peaceful.&lt;br /&gt;
The flag names are the same ones as in the room flags section of redit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==follower_in_room==&lt;br /&gt;
&lt;br /&gt;
    %player.follower_in_room(123)%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if the follower with vnum 123 of ''player'' is in the same room as ''player''.&lt;br /&gt;
&lt;br /&gt;
    %player.follower_in_room(the black dog)%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if a follower of ''player'' is called ''the black dog'' and is in the same room as ''player''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==forget_subskills==&lt;br /&gt;
&lt;br /&gt;
    %player.forget_subskills(combatant)%&lt;br /&gt;
&lt;br /&gt;
Makes ''player'' lose all subkills belonging to the profession ''combatant''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==function==&lt;br /&gt;
&lt;br /&gt;
    function 123 book 1 shield&lt;br /&gt;
&lt;br /&gt;
Calls function trigger 123 with the argument ''book 1 shield'', which is available to the trigger through the variable %args%.&lt;br /&gt;
A function trigger runs inside the script of the calling trigger, so it has access to all global variables. A return value can be set in another global variable, which the calling trigger can use once the function trigger finishes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==has_pos==&lt;br /&gt;
&lt;br /&gt;
    %object.has_pos(wield)%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if ''object'' can be wielded.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==has_script==&lt;br /&gt;
&lt;br /&gt;
    %room.has_script%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if there's a script attached to ''room''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==hitroll==&lt;br /&gt;
&lt;br /&gt;
    %player.hitroll%&lt;br /&gt;
&lt;br /&gt;
Returns the hitroll of ''player''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==hunger==&lt;br /&gt;
&lt;br /&gt;
    %player.hunger%&lt;br /&gt;
&lt;br /&gt;
Returns the hunger value of ''player''. It's a measure of how full a player is.&lt;br /&gt;
&lt;br /&gt;
    nop %player.hunger(50)%&lt;br /&gt;
&lt;br /&gt;
Sets the hunger value of ''player'' to 50.&lt;br /&gt;
If the value is -1 then ''player'' will never be hungry.&lt;br /&gt;
If the value is 0 then ''player'' is extremely hungry.&lt;br /&gt;
If the value is larger than 47 then ''player'' is full.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==hunt==&lt;br /&gt;
&lt;br /&gt;
    %mob.hunt%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if ''mob'' is hunting and makes ''mob'' move towards the target.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==hunting==&lt;br /&gt;
&lt;br /&gt;
    %mob.hunting%&lt;br /&gt;
&lt;br /&gt;
Returns the uid of the character ''mob'' is hunting.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==in_material_group==&lt;br /&gt;
&lt;br /&gt;
See the [[#Scripting:Crafting#in_material_group|crafting]] section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==innate==&lt;br /&gt;
&lt;br /&gt;
    %object.innate%&lt;br /&gt;
&lt;br /&gt;
Returns the spell number of the innate on ''object''.&lt;br /&gt;
&lt;br /&gt;
    nop %object.innate(1)%&lt;br /&gt;
&lt;br /&gt;
Sets the innate of ''object'' to armor.&lt;br /&gt;
&lt;br /&gt;
    nop %object.innate(shield)%&lt;br /&gt;
&lt;br /&gt;
Sets the innate of ''object'' to shield.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==insert_word==&lt;br /&gt;
&lt;br /&gt;
Syntax: insert_word &amp;lt;word&amp;gt; &amp;lt;pos&amp;gt; &amp;lt;v&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Inserts word &amp;lt;word&amp;gt; at position &amp;lt;pos&amp;gt; in variable &amp;lt;v&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
The first position is 1. If the position is larger than the number of words, the word is appended.&lt;br /&gt;
&lt;br /&gt;
    eval sentence Hello how are you?&lt;br /&gt;
    insert_word there, 2 sentence&lt;br /&gt;
    %echo% %sentence%&lt;br /&gt;
&lt;br /&gt;
Result: Hello there, how are you?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==is_cheater==&lt;br /&gt;
&lt;br /&gt;
    %player.is_cheater%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if ''player'' has the cheater flag.&lt;br /&gt;
&lt;br /&gt;
    nop %player.is_cheater(on)%&lt;br /&gt;
&lt;br /&gt;
Sets ''player'''s cheater flag.&lt;br /&gt;
&lt;br /&gt;
    nop %player.is_cheater(off)%&lt;br /&gt;
&lt;br /&gt;
Removes ''player'''s cheater flag.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==is_flying==&lt;br /&gt;
&lt;br /&gt;
    %actor.is_flying%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if ''actor'' is flying.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==is_helper==&lt;br /&gt;
&lt;br /&gt;
    %player.is_helper%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if ''player'' is a newbie helper.&lt;br /&gt;
&lt;br /&gt;
    nop %player.is_helper(on)%&lt;br /&gt;
&lt;br /&gt;
Makes ''player'' a newbie helper.&lt;br /&gt;
&lt;br /&gt;
    nop %player.is_helper(off)%&lt;br /&gt;
&lt;br /&gt;
Stops ''player'' from being a newbie helper.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==is_herd_cattle==&lt;br /&gt;
&lt;br /&gt;
    %mob.is_herd_cattle%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if ''mob'' is flagged as a cattle herd mob.&lt;br /&gt;
These mobs follow other mobs from the same herd.&lt;br /&gt;
&lt;br /&gt;
==is_herd_horse==&lt;br /&gt;
&lt;br /&gt;
    %mob.is_herd_horse%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if ''mob'' is flagged as a horse herd mob.&lt;br /&gt;
These mobs follow other mobs from the same herd.&lt;br /&gt;
&lt;br /&gt;
==is_herd_sheep==&lt;br /&gt;
&lt;br /&gt;
    %mob.is_herd_sheep%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if ''mob'' is flagged as a sheep herd mob.&lt;br /&gt;
These mobs follow other mobs from the same herd.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==is_hero==&lt;br /&gt;
&lt;br /&gt;
    %player.is_hero%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if ''player'' is a hero.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==is_npc==&lt;br /&gt;
&lt;br /&gt;
    %actor.is_npc%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if ''actor'' is a mob.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==is_pk==&lt;br /&gt;
&lt;br /&gt;
    %player.is_pk%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if ''player'' is a PK-er.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==is_pregnant==&lt;br /&gt;
&lt;br /&gt;
    %player.is_pregnant%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if ''player'' is expecting.&lt;br /&gt;
&lt;br /&gt;
    nop %player.is_pregnant(on)%&lt;br /&gt;
&lt;br /&gt;
Makes ''player'' pregnant.&lt;br /&gt;
&lt;br /&gt;
    nop %player.is_pregnant(off)%&lt;br /&gt;
&lt;br /&gt;
Stops ''player'''s pregnancy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==is_roleplay==&lt;br /&gt;
&lt;br /&gt;
    %player.is_roleplay%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if ''player'' has an RP flag.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==is_rpl==&lt;br /&gt;
&lt;br /&gt;
    %player.is_rpl%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if ''player'' is an RP leader.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==is_wizinvis==&lt;br /&gt;
&lt;br /&gt;
    %mob.is_wizinvis%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if ''mob'' is wizinvis.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==lag==&lt;br /&gt;
&lt;br /&gt;
    %lag% %actor% 100&lt;br /&gt;
&lt;br /&gt;
Lags ''actor'' for 10 seconds (the maximum is 300 = 30 seconds).&lt;br /&gt;
&lt;br /&gt;
%lag% translates to ''mlag'' for mob triggers, ''olag'' for object triggers and ''wlag'' for room triggers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==longdesc==&lt;br /&gt;
&lt;br /&gt;
    %mob.longdesc%&lt;br /&gt;
&lt;br /&gt;
Returns the look desc of ''mob''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==material_name==&lt;br /&gt;
&lt;br /&gt;
See the [[#Scripting:Crafting#material_name|crafting]] section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==material_value==&lt;br /&gt;
&lt;br /&gt;
See the [[#Scripting:Crafting#material_value|crafting]] section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==maxcarriedamount==&lt;br /&gt;
&lt;br /&gt;
    %actor.maxcarriedamount%&lt;br /&gt;
&lt;br /&gt;
Returns the maximum number of items ''actor'' can carry.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==maxcarriedweight==&lt;br /&gt;
&lt;br /&gt;
    %actor.maxcarriedweight%&lt;br /&gt;
&lt;br /&gt;
Returns the maximum weight ''actor'' can carry.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==max_quality_value==&lt;br /&gt;
&lt;br /&gt;
See the [[#Scripting:Crafting#max_quality_value|crafting]] section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==maxstamina==&lt;br /&gt;
&lt;br /&gt;
    %actor.maxstamina%&lt;br /&gt;
&lt;br /&gt;
Returns the maximum stamina of ''actor''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==mid==&lt;br /&gt;
&lt;br /&gt;
    %mob.mid%&lt;br /&gt;
&lt;br /&gt;
Returns the id of the master of ''mob''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==mod==&lt;br /&gt;
&lt;br /&gt;
    %mod.5(2)%&lt;br /&gt;
&lt;br /&gt;
Returns 5 % 2 (the modulo operation).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==mzreset==&lt;br /&gt;
&lt;br /&gt;
    mzreset&lt;br /&gt;
&lt;br /&gt;
If it's a mob trigger, the mob resets the zone it's in.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==next_follower==&lt;br /&gt;
&lt;br /&gt;
    %actor.next_follower%&lt;br /&gt;
&lt;br /&gt;
Returns the id of the next follower if ''actor'' is a follower.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==next_in_list==&lt;br /&gt;
&lt;br /&gt;
    %object.next_in_list%&lt;br /&gt;
&lt;br /&gt;
If ''object'' is inside a container, it returns the uid of the next object.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==nographics==&lt;br /&gt;
&lt;br /&gt;
    %player.nographics%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if ''player'' has nographics toggled on.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==now==&lt;br /&gt;
&lt;br /&gt;
    %now%&lt;br /&gt;
&lt;br /&gt;
Returns the current unix time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==num_of_repairs==&lt;br /&gt;
&lt;br /&gt;
See the [[#Scripting:Crafting#num_of_repairs|crafting]] section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==omr==&lt;br /&gt;
&lt;br /&gt;
    %omr%&lt;br /&gt;
&lt;br /&gt;
Returns ''mobile'' for a mob trigger, ''object'' for an obj trigger and ''room'' for a room trigger.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==origin==&lt;br /&gt;
&lt;br /&gt;
See the [[#Scripting:Crafting#origin|crafting]] section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==people==&lt;br /&gt;
&lt;br /&gt;
    %object.people%&lt;br /&gt;
&lt;br /&gt;
Returns the uid of the first character in the room of ''object''. &lt;br /&gt;
&lt;br /&gt;
The object may be in a room, worn, carried or inside a container.&lt;br /&gt;
&lt;br /&gt;
    %object.people(123)%&lt;br /&gt;
&lt;br /&gt;
Returns the uid of the first character with vnum ''123'' in the room.&lt;br /&gt;
&lt;br /&gt;
The same goes for&lt;br /&gt;
&lt;br /&gt;
    %room.people%&lt;br /&gt;
    %room.people(123)%&lt;br /&gt;
    %actor.people%&lt;br /&gt;
    %actor.people(123)%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==perc==&lt;br /&gt;
&lt;br /&gt;
    %player.perc%&lt;br /&gt;
&lt;br /&gt;
Returns the involvement of ''player''. For example: 33.3333&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==pkdeaths==&lt;br /&gt;
&lt;br /&gt;
    %player.pkdeaths%&lt;br /&gt;
&lt;br /&gt;
Returns the number of deaths of ''player'' in a PK fight.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==pkkills==&lt;br /&gt;
&lt;br /&gt;
    %player.pkkills%&lt;br /&gt;
&lt;br /&gt;
Returns the number of PK victories of ''player''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==pkpoints==&lt;br /&gt;
&lt;br /&gt;
    %player.pkpoints%&lt;br /&gt;
&lt;br /&gt;
Returns the number of PK points ''player'' has.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==playeruid==&lt;br /&gt;
&lt;br /&gt;
    playeruid p Bob&lt;br /&gt;
&lt;br /&gt;
Sets p to the uid of Bob, if Bob is online.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==purgemob==&lt;br /&gt;
&lt;br /&gt;
    purgemob %mob%&lt;br /&gt;
&lt;br /&gt;
Completely purges ''mob'', including equipment and inventory.&lt;br /&gt;
&lt;br /&gt;
    purgemob self&lt;br /&gt;
&lt;br /&gt;
This works if it's a mob trigger.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==quality_value==&lt;br /&gt;
&lt;br /&gt;
See the [[#Scripting:Crafting#quality_value|crafting]] section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==random==&lt;br /&gt;
&lt;br /&gt;
    %random.char%&lt;br /&gt;
&lt;br /&gt;
Returns the uid of a random character in the room. It won't be an imm unless it has nohassle off.&lt;br /&gt;
&lt;br /&gt;
If it's a mob trigger then the character is seen by the mob.&lt;br /&gt;
&lt;br /&gt;
    %random.dir%&lt;br /&gt;
&lt;br /&gt;
Returns a random direction you can move in.&lt;br /&gt;
&lt;br /&gt;
    %random.7%&lt;br /&gt;
&lt;br /&gt;
Returns a number from 1 to 7.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==realday==&lt;br /&gt;
&lt;br /&gt;
    %realday%&lt;br /&gt;
&lt;br /&gt;
Returns 86400, the number of seconds in a day.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==realhour==&lt;br /&gt;
&lt;br /&gt;
    %realhour%&lt;br /&gt;
&lt;br /&gt;
Returns 3600, the number of seconds in an hour.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==remorts==&lt;br /&gt;
&lt;br /&gt;
    %player.remorts%&lt;br /&gt;
&lt;br /&gt;
Returns the number of remorts of ''player''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==repair==&lt;br /&gt;
&lt;br /&gt;
See the [[#Scripting:Crafting#repair|crafting]] section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==replace_letter==&lt;br /&gt;
&lt;br /&gt;
Usage: replace_letter &amp;lt;letter&amp;gt; &amp;lt;position&amp;gt; &amp;lt;variable&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Replaces a letter at a certain position in a variable.&lt;br /&gt;
&lt;br /&gt;
    eval x test&lt;br /&gt;
    replace_letter n 3 x&lt;br /&gt;
    %echo% %x%&lt;br /&gt;
&lt;br /&gt;
Result: Tent&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==replace_word==&lt;br /&gt;
&lt;br /&gt;
Usage: replace_word &amp;lt;word&amp;gt; &amp;lt;position&amp;gt; &amp;lt;variable&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Replaces a word at a certain position in a variable.&lt;br /&gt;
&lt;br /&gt;
    eval x hi there&lt;br /&gt;
    replace_word hello 1 x&lt;br /&gt;
    %echo% %x%&lt;br /&gt;
&lt;br /&gt;
Result: Hello there&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==restring==&lt;br /&gt;
&lt;br /&gt;
Usage: restring &amp;lt;id|uid&amp;gt; &amp;lt;field&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Changes an object desc.&lt;br /&gt;
&lt;br /&gt;
    restring 123 name heavy object&lt;br /&gt;
&lt;br /&gt;
Renames the object with id 123.&lt;br /&gt;
&lt;br /&gt;
    restring %object% short a heavy object&lt;br /&gt;
&lt;br /&gt;
Changes the shortdesc of ''object''.&lt;br /&gt;
&lt;br /&gt;
    restring %object.id% long A heavy object is lying here.&lt;br /&gt;
&lt;br /&gt;
Changes the long desc of ''object''.&lt;br /&gt;
&lt;br /&gt;
    restring %object% extra 'side right' The right side is very interesting.&lt;br /&gt;
&lt;br /&gt;
Adds an extra desc for ''side right''.&lt;br /&gt;
&lt;br /&gt;
    restring %self% extra 'side right' The right side is not very interesting anymore.&lt;br /&gt;
&lt;br /&gt;
Changes the extra desc for ''side right''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==ridden_by==&lt;br /&gt;
&lt;br /&gt;
    %actor.ridden_by%&lt;br /&gt;
&lt;br /&gt;
Returns the uid of the character riding ''actor''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==riding==&lt;br /&gt;
&lt;br /&gt;
    %actor.riding%&lt;br /&gt;
&lt;br /&gt;
Returns the uid of the character ''actor'' is riding.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==rpgroup==&lt;br /&gt;
&lt;br /&gt;
    %player.rpgroup%&lt;br /&gt;
&lt;br /&gt;
Returns the name of the RP group ''player'' is in.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==save_affects==&lt;br /&gt;
&lt;br /&gt;
See the [[#Scripting:Crafting#save_affects|crafting]] section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==sector==&lt;br /&gt;
&lt;br /&gt;
    %room.sector%&lt;br /&gt;
&lt;br /&gt;
Returns the sector name of ''room''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==set_colour_name==&lt;br /&gt;
&lt;br /&gt;
See the [[#Scripting:Crafting#set_colour_name|crafting]] section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==set_material_name==&lt;br /&gt;
&lt;br /&gt;
See the [[#Scripting:Crafting#set_material_name|crafting]] section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==set_quality_name==&lt;br /&gt;
&lt;br /&gt;
See the [[#Scripting:Crafting#set_quality_name|crafting]] section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==speed==&lt;br /&gt;
&lt;br /&gt;
    %actor.speed%&lt;br /&gt;
&lt;br /&gt;
Returns the speed of ''actor''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==stage_value==&lt;br /&gt;
&lt;br /&gt;
See the [[#Scripting:Crafting#stage_value|crafting]] section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==stamina==&lt;br /&gt;
&lt;br /&gt;
    %actor.stamina%&lt;br /&gt;
&lt;br /&gt;
Returns the stamina of ''actor''.&lt;br /&gt;
&lt;br /&gt;
    nop %actor.stamina(75)%&lt;br /&gt;
&lt;br /&gt;
Sets the stamina of ''actor'' to 75. The value will lie between 0 and the maximum of ''actor''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==subdecrease==&lt;br /&gt;
&lt;br /&gt;
    %player.subdecrease(pillage)%&lt;br /&gt;
&lt;br /&gt;
Decreases the skill ''player'' has in ''pillage'' by 2%.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==subincrease==&lt;br /&gt;
&lt;br /&gt;
    %player.subincrease(garotte)%&lt;br /&gt;
&lt;br /&gt;
Increases the skill ''player'' has in ''garotte'' by 2%. The subskill is added if ''player'' doesn't know it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==subskill==&lt;br /&gt;
&lt;br /&gt;
    %player.subskill(weaver)%&lt;br /&gt;
&lt;br /&gt;
Returns the ''weaver'' skill of ''player''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==thirst==&lt;br /&gt;
&lt;br /&gt;
    %player.thirst%&lt;br /&gt;
&lt;br /&gt;
Returns the thirst value of ''player''. It's a measure of how full a player is.&lt;br /&gt;
&lt;br /&gt;
    nop %player.thirst(30)%&lt;br /&gt;
&lt;br /&gt;
Sets the thirst value of ''player'' to 30.&lt;br /&gt;
If the value is -1 then ''player'' will never be thirsty.&lt;br /&gt;
If the value is 0 then ''player'' is parched.&lt;br /&gt;
If the value is larger than 47 then ''player'' is full.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==time==&lt;br /&gt;
&lt;br /&gt;
    %time.hour%&lt;br /&gt;
    %time.day%&lt;br /&gt;
    %time.month%&lt;br /&gt;
    %time.year%&lt;br /&gt;
    %time.season%&lt;br /&gt;
    %time.moon%&lt;br /&gt;
&lt;br /&gt;
Returns the respective mud time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==trade==&lt;br /&gt;
&lt;br /&gt;
    %player.trade%&lt;br /&gt;
&lt;br /&gt;
Returns the number of tradepoints ''player'' has.&lt;br /&gt;
&lt;br /&gt;
    nop %player.trade(10)%&lt;br /&gt;
&lt;br /&gt;
Adds 10 tradepoints to ''player'''s balance.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==val==&lt;br /&gt;
&lt;br /&gt;
    %object.val1%&lt;br /&gt;
&lt;br /&gt;
Returns object value 1 of ''object''.&lt;br /&gt;
&lt;br /&gt;
    nop %object.val2(7)%&lt;br /&gt;
&lt;br /&gt;
Sets object value 2 of ''object'' to 7.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==word_count==&lt;br /&gt;
&lt;br /&gt;
    %text.word_count%&lt;br /&gt;
&lt;br /&gt;
Returns the number of words in ''text''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==wordat==&lt;br /&gt;
&lt;br /&gt;
Returns a word from a sentence.&lt;br /&gt;
&lt;br /&gt;
    eval text Once upon a time&lt;br /&gt;
    %echo% %text.wordat(2)%&lt;br /&gt;
&lt;br /&gt;
Result: Upon&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==zecho==&lt;br /&gt;
&lt;br /&gt;
    %zecho% 30 Boo!&lt;br /&gt;
&lt;br /&gt;
Sends a message to all players in zone 30.&lt;br /&gt;
It translates to mzecho for mob triggers, to ozecho for obj triggers and to wzecho for room triggers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==zonename==&lt;br /&gt;
&lt;br /&gt;
    %room.zonename%&lt;br /&gt;
&lt;br /&gt;
Returns the name of the zone ''room'' is in.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==zrecho==&lt;br /&gt;
&lt;br /&gt;
    %zrecho% 30 3001 3010 Boo!&lt;br /&gt;
&lt;br /&gt;
Sends a message to every player in zone 30 in rooms 3001-3010.&lt;br /&gt;
It translates to mzrecho for mob triggers, to ozrecho for obj triggers and to wzrecho for room triggers.&lt;/div&gt;</summary>
		<author><name>Rynald</name></author>	</entry>

	<entry>
		<id>http://4dimensions.org/wiki/index.php?title=Scripting&amp;diff=979</id>
		<title>Scripting</title>
		<link rel="alternate" type="text/html" href="http://4dimensions.org/wiki/index.php?title=Scripting&amp;diff=979"/>
				<updated>2017-02-18T14:20:51Z</updated>
		
		<summary type="html">&lt;p&gt;Rynald: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
There's a good scripting reference at [http://http://old.tbamud.com/Oasis_DG_pages/ TBA], but there are differences with 4D's scripting commands. These pages aim to give an overview of these commands.&lt;br /&gt;
One notable difference is [[Scripting:Crafting|crafting]], for which several new commands and fields have been added.&lt;br /&gt;
&lt;br /&gt;
To give an example of the terms used in these pages, consider this line:&lt;br /&gt;
    &lt;br /&gt;
    nop %actor.exp(1000)%&lt;br /&gt;
&lt;br /&gt;
Here ''nop'' is the '''command''', ''actor'' is the '''variable''', ''exp'' is the '''field''' and ''1000'' is the '''subfield'''.&lt;br /&gt;
&lt;br /&gt;
A character is a mob or player. The examples usually use ''actor'' when it concerns a character.&lt;br /&gt;
&lt;br /&gt;
In scripts, a uid is the character '}' followed by a number. The number is the id of a character, object or room. A uid is used to manipulate what it points to, from any script.&lt;br /&gt;
&lt;br /&gt;
To make it easier to debug scripts, a [[Scripting:Debugger|scripting debugger]] is available. It can set breakpoints, view or change variables, step through a trigger, and show the result of any scripting expression.&lt;br /&gt;
&lt;br /&gt;
The commands, fields and variables are grouped alphabetically:&lt;br /&gt;
&lt;br /&gt;
[[#A|A]] [[#B|B]] [[#C|C]] [[#D|D]] [[#E|E]] [[#F|F]] [[#G|G]] [[#H|H]] [[#I|I]] [[#J|J]] [[#K|K]] [[#L|L]] [[#M|M]] [[#N|N]] [[#O|O]] [[#P|P]] [[#Q|Q]] [[#R|R]] [[#S|S]] [[#T|T]] [[#U|U]] [[#V|V]] [[#W|W]] [[#X|X]] [[#Y|Y]] [[#Z|Z]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==A==&lt;br /&gt;
*[[#aff_ac|aff_ac]]&lt;br /&gt;
*[[#aff_age|aff_age]]&lt;br /&gt;
*[[#aff_breath_def|aff_breath_def]]&lt;br /&gt;
*[[#aff_cha|aff_cha]]&lt;br /&gt;
*[[#aff_con|aff_con]]&lt;br /&gt;
*[[#aff_coolness|aff_coolness]]&lt;br /&gt;
*[[#aff_damroll|aff_damroll]]&lt;br /&gt;
*[[#aff_dex|aff_dex]]&lt;br /&gt;
*[[#aff_hitroll|aff_hitroll]]&lt;br /&gt;
*[[#aff_int|aff_int]]&lt;br /&gt;
*[[#aff_maxhit|aff_maxhit]]&lt;br /&gt;
*[[#aff_maxmana|aff_maxmana]]&lt;br /&gt;
*[[#aff_maxmove|aff_maxmove]]&lt;br /&gt;
*[[#aff_mine_bonus|aff_mine_bonus]]&lt;br /&gt;
*[[#aff_mine_protection|aff_mine_protection]]&lt;br /&gt;
*[[#aff_mine_speed|aff_mine_speed]]&lt;br /&gt;
*[[#aff_mine_stealth|aff_mine_stealth]]&lt;br /&gt;
*[[#aff_paralyze_def|aff_paralyze_def]]&lt;br /&gt;
*[[#aff_petrify_def|aff_petrify_def]]&lt;br /&gt;
*[[#aff_rod_def|aff_rod_def]]&lt;br /&gt;
*[[#aff_regen_hit|aff_regen_hit]]&lt;br /&gt;
*[[#aff_regen_mana|aff_regen_mana]]&lt;br /&gt;
*[[#aff_regen_move|aff_regen_move]]&lt;br /&gt;
*[[#aff_speed|aff_speed]]&lt;br /&gt;
*[[#aff_spell_def|aff_spell_def]]&lt;br /&gt;
*[[#aff_str|aff_str]]&lt;br /&gt;
*[[#aff_wis|aff_wis]]&lt;br /&gt;
*[[#assemble|assemble]]&lt;br /&gt;
*[[#assemblycheck|assemblycheck]]&lt;br /&gt;
==B==&lt;br /&gt;
*[[#body|body]]&lt;br /&gt;
*[[#bodycheck|bodycheck]]&lt;br /&gt;
==C==&lt;br /&gt;
*[[#carriedamount|carriedamount]]&lt;br /&gt;
*[[#carriedweight|carriedweight]]&lt;br /&gt;
*[[#clan|clan]]&lt;br /&gt;
*[[#clanname|clanname]]&lt;br /&gt;
*[[#clanrank|clanrank]]&lt;br /&gt;
*[[#class_tier|class_tier]]&lt;br /&gt;
*[[#colour_value|colour_value]]&lt;br /&gt;
*[[#contained_by|contained_by]]&lt;br /&gt;
*[[#contains|contains]]&lt;br /&gt;
*[[#cool|cool]]&lt;br /&gt;
==D==&lt;br /&gt;
*[[#damroll|damroll]]&lt;br /&gt;
*[[#dest|dest]]&lt;br /&gt;
*[[#dg_affect|dg_affect]]&lt;br /&gt;
*[[#dg_dest|dg_dest]]&lt;br /&gt;
*[[#dg_letter|dg_letter]]&lt;br /&gt;
*[[#dg_peek|dg_peek]]&lt;br /&gt;
*[[#dimension|dimension]]&lt;br /&gt;
*[[#dyecount|dyecount]]&lt;br /&gt;
==E==&lt;br /&gt;
*[[#exp_needed|exp_needed]]&lt;br /&gt;
==F==&lt;br /&gt;
*[[#flag|flag]]&lt;br /&gt;
*[[#follower_in_room|follower_in_room]]&lt;br /&gt;
*[[#forget_subskills|forget_subskills]]&lt;br /&gt;
*[[#function|function]]&lt;br /&gt;
==G==&lt;br /&gt;
==H==&lt;br /&gt;
*[[#has_pos|has_pos]]&lt;br /&gt;
*[[#has_script|has_script]]&lt;br /&gt;
*[[#hitroll|hitroll]]&lt;br /&gt;
*[[#hunger|hunger]]&lt;br /&gt;
*[[#hunt|hunt]]&lt;br /&gt;
*[[#hunting|hunting]]&lt;br /&gt;
==I==&lt;br /&gt;
*[[#in_material_group|in_material_group]]&lt;br /&gt;
*[[#innate|innate]]&lt;br /&gt;
*[[#insert_word|insert_word]]&lt;br /&gt;
*[[#is_cheater|is_cheater]]&lt;br /&gt;
*[[#is_flying|is_flying]]&lt;br /&gt;
*[[#is_helper|is_helper]]&lt;br /&gt;
*[[#is_herd_cattle|is_herd_cattle]]&lt;br /&gt;
*[[#is_herd_horse|is_herd_horse]]&lt;br /&gt;
*[[#is_herd_sheep|is_herd_sheep]]&lt;br /&gt;
*[[#is_hero|is_hero]]&lt;br /&gt;
*[[#is_npc|is_npc]]&lt;br /&gt;
*[[#is_pk|is_pk]]&lt;br /&gt;
*[[#is_pregnant|is_pregnant]]&lt;br /&gt;
*[[#is_roleplay|is_roleplay]]&lt;br /&gt;
*[[#is_rpl|is_rpl]]&lt;br /&gt;
*[[#is_wizinvis|is_wizinvis]]&lt;br /&gt;
==J==&lt;br /&gt;
==K==&lt;br /&gt;
==L==&lt;br /&gt;
*[[#lag|lag]]&lt;br /&gt;
*[[#longdesc|longdesc]]&lt;br /&gt;
==M==&lt;br /&gt;
*[[#material_name|material_name]]&lt;br /&gt;
*[[#material_value|material_value]]&lt;br /&gt;
*[[#maxcarriedamount|maxcarriedamount]]&lt;br /&gt;
*[[#maxcarriedweight|maxcarriedweight]]&lt;br /&gt;
*[[#max_quality_value|max_quality_value]]&lt;br /&gt;
*[[#maxstamina|maxstamina]]&lt;br /&gt;
*[[#mid|mid]]&lt;br /&gt;
==N==&lt;br /&gt;
*[[#next_follower|next_follower]]&lt;br /&gt;
*[[#next_in_list|next_in_list]]&lt;br /&gt;
*[[#nographics|nographics]]&lt;br /&gt;
*[[#num_of_repairs|num_of_repairs]]&lt;br /&gt;
==O==&lt;br /&gt;
*[[#omr|omr]]&lt;br /&gt;
*[[#origin|origin]]&lt;br /&gt;
*[[#owned_by|owned_by]]&lt;br /&gt;
==P==&lt;br /&gt;
*[[#people|people]]&lt;br /&gt;
*[[#perc|perc]]&lt;br /&gt;
*[[#pkdeaths|pkdeaths]]&lt;br /&gt;
*[[#pkkills|pkkills]]&lt;br /&gt;
*[[#pkpoints|pkpoints]]&lt;br /&gt;
*[[#playeruid|playeruid]]&lt;br /&gt;
*[[#purgemob|purgemob]]&lt;br /&gt;
==Q==&lt;br /&gt;
*[[#quality_value|quality_value]]&lt;br /&gt;
==R==&lt;br /&gt;
*[[#remorts|remorts]]&lt;br /&gt;
*[[#repair|repair]]&lt;br /&gt;
*[[#replace_letter|replace_letter]]&lt;br /&gt;
*[[#replace_word|replace_word]]&lt;br /&gt;
*[[#restring|restring]]&lt;br /&gt;
*[[#ridden_by|ridden_by]]&lt;br /&gt;
*[[#riding|riding]]&lt;br /&gt;
*[[#rpgroup|rpgroup]]&lt;br /&gt;
==S==&lt;br /&gt;
*[[#save_affects|save_affects]]&lt;br /&gt;
*[[#sector|sector]]&lt;br /&gt;
*[[#set_colour_name|set_colour_name]]&lt;br /&gt;
*[[#set_material_name|set_material_name]]&lt;br /&gt;
*[[#set_quality_name|set_quality_name]]&lt;br /&gt;
*[[#speed|speed]]&lt;br /&gt;
*[[#stage_value|stage_value]]&lt;br /&gt;
*[[#stamina|stamina]]&lt;br /&gt;
*[[#subdecrease|subdecrease]]&lt;br /&gt;
*[[#subincrease|subincrease]]&lt;br /&gt;
*[[#subskill|subskill]]&lt;br /&gt;
==T==&lt;br /&gt;
*[[#thirst|thirst]]&lt;br /&gt;
*[[#trade|trade]]&lt;br /&gt;
==U==&lt;br /&gt;
==V==&lt;br /&gt;
*[[#val|val]]&lt;br /&gt;
==W==&lt;br /&gt;
*[[#word_count|word_count]]&lt;br /&gt;
*[[#wordat|wordat]]&lt;br /&gt;
==X==&lt;br /&gt;
==Y==&lt;br /&gt;
==Z==&lt;br /&gt;
*[[#zonename|zonename]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The ''aff_'' fields are used to get or change the stats of an object.&lt;br /&gt;
&lt;br /&gt;
==aff_ac==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_ac%&lt;br /&gt;
&lt;br /&gt;
Returns the AC an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_ac(-5)%&lt;br /&gt;
&lt;br /&gt;
Sets the AC of an object to -5.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_age==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_age%&lt;br /&gt;
&lt;br /&gt;
Returns the age an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_age(125)%&lt;br /&gt;
&lt;br /&gt;
Sets the age of an object to 125.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_breath_def==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_breath_def%&lt;br /&gt;
&lt;br /&gt;
Returns the breath defense an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_breath_def(50)%&lt;br /&gt;
&lt;br /&gt;
Sets the breath defense of an object to 50.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_cha==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_cha%&lt;br /&gt;
&lt;br /&gt;
Returns the charisma an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_cha(2)%&lt;br /&gt;
&lt;br /&gt;
Sets the charisma of an object to 2.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_con==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_con%&lt;br /&gt;
&lt;br /&gt;
Returns the constitution an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_con(-3)%&lt;br /&gt;
&lt;br /&gt;
Sets the constitution of an object to -3.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_coolness==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_coolness%&lt;br /&gt;
&lt;br /&gt;
Returns the coolness an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_coolness(5)%&lt;br /&gt;
&lt;br /&gt;
Sets the coolness of an object to 5.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_damroll==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_damroll%&lt;br /&gt;
&lt;br /&gt;
Returns the damroll an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_damroll(3)%&lt;br /&gt;
&lt;br /&gt;
Sets the damroll of an object to 3.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_dex==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_dex%&lt;br /&gt;
&lt;br /&gt;
Returns the dexterity an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_dex(1)%&lt;br /&gt;
&lt;br /&gt;
Sets the dexterity of an object to 1.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_hitroll==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_hitroll%&lt;br /&gt;
&lt;br /&gt;
Returns the hitroll an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_hitroll(2)%&lt;br /&gt;
&lt;br /&gt;
Sets the hitroll of an object to 2.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_int==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_int%&lt;br /&gt;
&lt;br /&gt;
Returns the intelligence an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_int(3)%&lt;br /&gt;
&lt;br /&gt;
Sets the intelligence of an object to 3.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_maxhit==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_maxhit%&lt;br /&gt;
&lt;br /&gt;
Returns the maximum hitpoints an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_maxhit(700)%&lt;br /&gt;
&lt;br /&gt;
Sets the maximum hitpoints of an object to 700.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_maxmana==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_mana%&lt;br /&gt;
&lt;br /&gt;
Returns the maximum mana an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_maxmana(2000)%&lt;br /&gt;
&lt;br /&gt;
Sets the maximum mana of an object to 2000.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_maxmove==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_maxmove%&lt;br /&gt;
&lt;br /&gt;
Returns the maximum moves an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_maxmove(500)%&lt;br /&gt;
&lt;br /&gt;
Sets the maximum moves of an object to 500.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_mine_bonus==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_mine_bonus%&lt;br /&gt;
&lt;br /&gt;
Returns the mine bonus an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_mine_bonus(10)%&lt;br /&gt;
&lt;br /&gt;
Sets the mine bonus of an object to 10.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_mine_protection==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_mine_protection%&lt;br /&gt;
&lt;br /&gt;
Returns the mine protection an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_mine_protection(25)%&lt;br /&gt;
&lt;br /&gt;
Sets the mine protection of an object to 25.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_mine_speed==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_mine_speed%&lt;br /&gt;
&lt;br /&gt;
Returns the mine speed an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_mine_speed(30)%&lt;br /&gt;
&lt;br /&gt;
Sets the mine speed of an object to 30.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_mine_stealth==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_mine_stealth%&lt;br /&gt;
&lt;br /&gt;
Returns the mine stealth an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_mine_stealth(10)%&lt;br /&gt;
&lt;br /&gt;
Sets the mine stealth of an object to 10.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_paralyze_def==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_paralyze_def%&lt;br /&gt;
&lt;br /&gt;
Returns the paralyze defense an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_paralyze_def(5)%&lt;br /&gt;
&lt;br /&gt;
Sets the paralyze defense of an object to 5.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_petrify_def==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_petrify_def%&lt;br /&gt;
&lt;br /&gt;
Returns the petrify defense an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_petrify_def(3)%&lt;br /&gt;
&lt;br /&gt;
Sets the petrify defense of an object to 3.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_rod_def==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_rod_def%&lt;br /&gt;
&lt;br /&gt;
Returns the rod defense an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_rod_def(-2)%&lt;br /&gt;
&lt;br /&gt;
Sets the rod defense of an object to -2.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_regen_hit==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_regen_hit%&lt;br /&gt;
&lt;br /&gt;
Returns the hitpoint regeneration an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_regen_hit(10)%&lt;br /&gt;
&lt;br /&gt;
Sets the hitpoint regeneration of an object to 10.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_regen_mana==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_regen_mana%&lt;br /&gt;
&lt;br /&gt;
Returns the mana regeneration an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_regen_mana(5)%&lt;br /&gt;
&lt;br /&gt;
Sets the mana regeneration of an object to 5.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_regen_move==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_regen_move%&lt;br /&gt;
&lt;br /&gt;
Returns the move regeneration an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_regen_move(10)%&lt;br /&gt;
&lt;br /&gt;
Sets the move regeneration of an object to 10.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_speed==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_speed%&lt;br /&gt;
&lt;br /&gt;
Returns the speed an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_speed(50)%&lt;br /&gt;
&lt;br /&gt;
Sets the speed of an object to 50.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_spell_def==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_spell_def%&lt;br /&gt;
&lt;br /&gt;
Returns the spell defense an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_spell_def(10)%&lt;br /&gt;
&lt;br /&gt;
Sets the spell defense of an object to 10.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_str==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_str%&lt;br /&gt;
&lt;br /&gt;
Returns the strength an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_str(2)%&lt;br /&gt;
&lt;br /&gt;
Sets the strength of an object to 2.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_wis==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_wis%&lt;br /&gt;
&lt;br /&gt;
Returns the wisdom an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_wis(-1)%&lt;br /&gt;
&lt;br /&gt;
Sets the wisdom of an object to -1.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==assemble==&lt;br /&gt;
&lt;br /&gt;
    nop %actor.assemble(123)%&lt;br /&gt;
&lt;br /&gt;
If the inventory of ''actor'' holds the ingredients of the assembly, then they are replaced by object 123.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==assemblycheck==&lt;br /&gt;
&lt;br /&gt;
    %actor.assemblycheck(123)%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if ''actor'' has the ingredients to assemble object 123.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==body==&lt;br /&gt;
&lt;br /&gt;
    %actor.body%&lt;br /&gt;
&lt;br /&gt;
Returns all body positions.&lt;br /&gt;
&lt;br /&gt;
    nop %player.body(crest)%&lt;br /&gt;
&lt;br /&gt;
Toggles the extra body position ''crest''. Only extra body positions can be toggled.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==bodycheck==&lt;br /&gt;
&lt;br /&gt;
    %player.bodycheck(rknee)&lt;br /&gt;
&lt;br /&gt;
Returns 1 if ''player'' has the body position ''rknee'' (mobs have all body positions).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==carriedamount==&lt;br /&gt;
&lt;br /&gt;
    %actor.carriedamount%&lt;br /&gt;
&lt;br /&gt;
Returns the number of items ''actor'' has in inventory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==carriedweight==&lt;br /&gt;
&lt;br /&gt;
    %actor.carriedweight%&lt;br /&gt;
&lt;br /&gt;
Returns the total weight ''actor'' is carrying in inventory and equipment combined.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==clan==&lt;br /&gt;
&lt;br /&gt;
    %player.clan%&lt;br /&gt;
&lt;br /&gt;
Returns the clan number ''player'' is in.&lt;br /&gt;
&lt;br /&gt;
    %player.clan(2)%&lt;br /&gt;
&lt;br /&gt;
Puts ''player'' in clan 2.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==clanname==&lt;br /&gt;
&lt;br /&gt;
    %player.clanname%&lt;br /&gt;
&lt;br /&gt;
Returns the name of the clan ''player'' is in.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==clanrank==&lt;br /&gt;
&lt;br /&gt;
    %player.clanrank%&lt;br /&gt;
&lt;br /&gt;
Returns the clan rank of ''player''.&lt;br /&gt;
&lt;br /&gt;
    %player.clanrank(3)%&lt;br /&gt;
&lt;br /&gt;
Sets the clan rank of ''player'' to 3.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==class_tier==&lt;br /&gt;
&lt;br /&gt;
    %actor.class_tier%&lt;br /&gt;
&lt;br /&gt;
Returns the tier of ''actor''.&lt;br /&gt;
&lt;br /&gt;
    %mob.class_tier(3)%&lt;br /&gt;
&lt;br /&gt;
Sets the tier of ''mob'' to 3.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==colour_value==&lt;br /&gt;
&lt;br /&gt;
See the [[#Scripting:Crafting#colour_value|crafting]] section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==contained_by==&lt;br /&gt;
&lt;br /&gt;
    %object.contained_by%&lt;br /&gt;
&lt;br /&gt;
Returns the uid of the container which holds the object.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==cool==&lt;br /&gt;
&lt;br /&gt;
    %player.cool%&lt;br /&gt;
&lt;br /&gt;
Returns the coolness of ''player''.&lt;br /&gt;
&lt;br /&gt;
    %player.cool(7)%&lt;br /&gt;
&lt;br /&gt;
Adds 7 to the coolness of ''player''. The resulting value will lie between 3 and 22.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==damroll==&lt;br /&gt;
&lt;br /&gt;
    %player.damroll%&lt;br /&gt;
&lt;br /&gt;
Returns the damroll of ''player''.&lt;br /&gt;
&lt;br /&gt;
    %player.damroll(50)%&lt;br /&gt;
&lt;br /&gt;
Adds 50 to the damroll of ''player''. The resulting value will lie between 3 and 150.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==dest==&lt;br /&gt;
&lt;br /&gt;
    %mob.dest%&lt;br /&gt;
&lt;br /&gt;
Returns the room vnum of the destination of the mob.&lt;br /&gt;
&lt;br /&gt;
    %mob.dest(123)%&lt;br /&gt;
&lt;br /&gt;
Sets the room vnum of the destination of ''mob'' to 123.&lt;br /&gt;
&lt;br /&gt;
    %object.dest%&lt;br /&gt;
&lt;br /&gt;
Returns the room vnum of the destination of the object.&lt;br /&gt;
&lt;br /&gt;
    %object.dest(234)%&lt;br /&gt;
&lt;br /&gt;
Sets the room vnum of the destination of ''object'' to 234.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==dg_affect==&lt;br /&gt;
&lt;br /&gt;
Sets or removes an affect or apply on a character. See help dg_affect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==dg_dest==&lt;br /&gt;
&lt;br /&gt;
    dg_dest add 567 self&lt;br /&gt;
&lt;br /&gt;
Add room 567 to the destination list of the mob or object the trigger is on.&lt;br /&gt;
&lt;br /&gt;
    dg_dest remove 123 %object%&lt;br /&gt;
&lt;br /&gt;
Remove destination room 123 from ''object''.&lt;br /&gt;
&lt;br /&gt;
    dg_dest remove all %mob%&lt;br /&gt;
&lt;br /&gt;
Remove the entire travel list from ''mob''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==dg_letter==&lt;br /&gt;
&lt;br /&gt;
Returns a letter in a string:&lt;br /&gt;
&lt;br /&gt;
    eval word test&lt;br /&gt;
    dg_letter letter 3 %word%&lt;br /&gt;
    %echo% %letter%&lt;br /&gt;
&lt;br /&gt;
Result: S&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==dg_peek==&lt;br /&gt;
&lt;br /&gt;
    dg_peek %actor% 3001&lt;br /&gt;
&lt;br /&gt;
Shows room 3001 to ''actor''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==dimension==&lt;br /&gt;
&lt;br /&gt;
    %room.dimension%&lt;br /&gt;
&lt;br /&gt;
Returns the dimension a room is in.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==dyecount==&lt;br /&gt;
&lt;br /&gt;
See the section on [[#Scripting:Crafting#dyecount|crafting]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==exp_needed==&lt;br /&gt;
&lt;br /&gt;
    %player.exp_needed%&lt;br /&gt;
&lt;br /&gt;
Returns the exp ''player'' needs to make the next level.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==flag==&lt;br /&gt;
&lt;br /&gt;
    %room.flag(peaceful)%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if the room is peaceful.&lt;br /&gt;
The flag names are the same ones as in the room flags section of redit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==follower_in_room==&lt;br /&gt;
&lt;br /&gt;
    %player.follower_in_room(123)%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if the follower with vnum 123 of ''player'' is in the same room as ''player''.&lt;br /&gt;
&lt;br /&gt;
    %player.follower_in_room(the black dog)%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if a follower of ''player'' is called ''the black dog'' and is in the same room as ''player''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==forget_subskills==&lt;br /&gt;
&lt;br /&gt;
    %player.forget_subskills(combatant)%&lt;br /&gt;
&lt;br /&gt;
Makes ''player'' lose all subkills belonging to the profession ''combatant''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==function==&lt;br /&gt;
&lt;br /&gt;
    function 123 book 1 shield&lt;br /&gt;
&lt;br /&gt;
Calls function trigger 123 with the argument ''book 1 shield'', which is available to the trigger through the variable %args%.&lt;br /&gt;
A function trigger runs inside the script of the calling trigger, so it has access to all global variables. A return value can be set in another global variable, which the calling trigger can use once the function trigger finishes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==has_pos==&lt;br /&gt;
&lt;br /&gt;
    %object.has_pos(wield)%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if ''object'' can be wielded.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==has_script==&lt;br /&gt;
&lt;br /&gt;
    %room.has_script%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if there's a script attached to ''room''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==hitroll==&lt;br /&gt;
&lt;br /&gt;
    %player.hitroll%&lt;br /&gt;
&lt;br /&gt;
Returns the hitroll of ''player''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==hunger==&lt;br /&gt;
&lt;br /&gt;
    %player.hunger%&lt;br /&gt;
&lt;br /&gt;
Returns the hunger value of ''player''. It's a measure of how full a player is.&lt;br /&gt;
&lt;br /&gt;
    nop %player.hunger(50)%&lt;br /&gt;
&lt;br /&gt;
Sets the hunger value of ''player'' to 50.&lt;br /&gt;
If the value is -1 then ''player'' will never be hungry.&lt;br /&gt;
If the value is 0 then ''player'' is extremely hungry.&lt;br /&gt;
If the value is larger than 47 then ''player'' is full.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==hunt==&lt;br /&gt;
&lt;br /&gt;
    %mob.hunt%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if ''mob'' is hunting and makes ''mob'' move towards the target.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==hunting==&lt;br /&gt;
&lt;br /&gt;
    %mob.hunting%&lt;br /&gt;
&lt;br /&gt;
Returns the uid of the character ''mob'' is hunting.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==in_material_group==&lt;br /&gt;
&lt;br /&gt;
See the [[#Scripting:Crafting#in_material_group|crafting]] section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==innate==&lt;br /&gt;
&lt;br /&gt;
    %object.innate%&lt;br /&gt;
&lt;br /&gt;
Returns the spell number of the innate on ''object''.&lt;br /&gt;
&lt;br /&gt;
    nop %object.innate(1)%&lt;br /&gt;
&lt;br /&gt;
Sets the innate of ''object'' to armor.&lt;br /&gt;
&lt;br /&gt;
    nop %object.innate(shield)%&lt;br /&gt;
&lt;br /&gt;
Sets the innate of ''object'' to shield.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==insert_word==&lt;br /&gt;
&lt;br /&gt;
Syntax: insert_word &amp;lt;word&amp;gt; &amp;lt;pos&amp;gt; &amp;lt;v&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Inserts word &amp;lt;word&amp;gt; at position &amp;lt;pos&amp;gt; in variable &amp;lt;v&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
The first position is 1. If the position is larger than the number of words, the word is appended.&lt;br /&gt;
&lt;br /&gt;
    eval sentence Hello how are you?&lt;br /&gt;
    insert_word there, 2 sentence&lt;br /&gt;
    %echo% %sentence%&lt;br /&gt;
&lt;br /&gt;
Result: Hello there, how are you?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==is_cheater==&lt;br /&gt;
&lt;br /&gt;
    %player.is_cheater%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if ''player'' has the cheater flag.&lt;br /&gt;
&lt;br /&gt;
    nop %player.is_cheater(on)%&lt;br /&gt;
&lt;br /&gt;
Sets ''player'''s cheater flag.&lt;br /&gt;
&lt;br /&gt;
    nop %player.is_cheater(off)%&lt;br /&gt;
&lt;br /&gt;
Removes ''player'''s cheater flag.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==is_flying==&lt;br /&gt;
&lt;br /&gt;
    %actor.is_flying%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if ''actor'' is flying.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==is_helper==&lt;br /&gt;
&lt;br /&gt;
    %player.is_helper%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if ''player'' is a newbie helper.&lt;br /&gt;
&lt;br /&gt;
    nop %player.is_helper(on)%&lt;br /&gt;
&lt;br /&gt;
Makes ''player'' a newbie helper.&lt;br /&gt;
&lt;br /&gt;
    nop %player.is_helper(off)%&lt;br /&gt;
&lt;br /&gt;
Stops ''player'' from being a newbie helper.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==is_herd_cattle==&lt;br /&gt;
&lt;br /&gt;
    %mob.is_herd_cattle%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if ''mob'' is flagged as a cattle herd mob.&lt;br /&gt;
These mobs follow other mobs from the same herd.&lt;br /&gt;
&lt;br /&gt;
==is_herd_horse==&lt;br /&gt;
&lt;br /&gt;
    %mob.is_herd_horse%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if ''mob'' is flagged as a horse herd mob.&lt;br /&gt;
These mobs follow other mobs from the same herd.&lt;br /&gt;
&lt;br /&gt;
==is_herd_sheep==&lt;br /&gt;
&lt;br /&gt;
    %mob.is_herd_sheep%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if ''mob'' is flagged as a sheep herd mob.&lt;br /&gt;
These mobs follow other mobs from the same herd.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==is_hero==&lt;br /&gt;
&lt;br /&gt;
    %player.is_hero%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if ''player'' is a hero.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==is_npc==&lt;br /&gt;
&lt;br /&gt;
    %actor.is_npc%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if ''actor'' is a mob.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==is_pk==&lt;br /&gt;
&lt;br /&gt;
    %player.is_pk%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if ''player'' is a PK-er.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==is_pregnant==&lt;br /&gt;
&lt;br /&gt;
    %player.is_pregnant%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if ''player'' is expecting.&lt;br /&gt;
&lt;br /&gt;
    nop %player.is_pregnant(on)%&lt;br /&gt;
&lt;br /&gt;
Makes ''player'' pregnant.&lt;br /&gt;
&lt;br /&gt;
    nop %player.is_pregnant(off)%&lt;br /&gt;
&lt;br /&gt;
Stops ''player'''s pregnancy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==is_roleplay==&lt;br /&gt;
&lt;br /&gt;
    %player.is_roleplay%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if ''player'' has an RP flag.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==is_rpl==&lt;br /&gt;
&lt;br /&gt;
    %player.is_rpl%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if ''player'' is an RP leader.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==is_wizinvis==&lt;br /&gt;
&lt;br /&gt;
    %mob.is_wizinvis%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if ''mob'' is wizinvis.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==lag==&lt;br /&gt;
&lt;br /&gt;
    %lag% %actor% 100&lt;br /&gt;
&lt;br /&gt;
Lags ''actor'' for 10 seconds (the maximum is 300 = 30 seconds).&lt;br /&gt;
&lt;br /&gt;
%lag% translates to ''mlag'' for mob triggers, ''olag'' for object triggers and ''wlag'' for room triggers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==longdesc==&lt;br /&gt;
&lt;br /&gt;
    %mob.longdesc%&lt;br /&gt;
&lt;br /&gt;
Returns the look desc of ''mob''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==material_name==&lt;br /&gt;
&lt;br /&gt;
See the [[#Scripting:Crafting#material_name|crafting]] section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==material_value==&lt;br /&gt;
&lt;br /&gt;
See the [[#Scripting:Crafting#material_value|crafting]] section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==maxcarriedamount==&lt;br /&gt;
&lt;br /&gt;
    %actor.maxcarriedamount%&lt;br /&gt;
&lt;br /&gt;
Returns the maximum number of items ''actor'' can carry.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==maxcarriedweight==&lt;br /&gt;
&lt;br /&gt;
    %actor.maxcarriedweight%&lt;br /&gt;
&lt;br /&gt;
Returns the maximum weight ''actor'' can carry.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==max_quality_value==&lt;br /&gt;
&lt;br /&gt;
See the [[#Scripting:Crafting#max_quality_value|crafting]] section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==maxstamina==&lt;br /&gt;
&lt;br /&gt;
    %actor.maxstamina%&lt;br /&gt;
&lt;br /&gt;
Returns the maximum stamina of ''actor''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==mid==&lt;br /&gt;
&lt;br /&gt;
    %mob.mid%&lt;br /&gt;
&lt;br /&gt;
Returns the id of the master of ''mob''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==next_follower==&lt;br /&gt;
&lt;br /&gt;
    %actor.next_follower%&lt;br /&gt;
&lt;br /&gt;
Returns the id of the next follower if ''actor'' is a follower.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==next_in_list==&lt;br /&gt;
&lt;br /&gt;
    %object.next_in_list%&lt;br /&gt;
&lt;br /&gt;
If ''object'' is inside a container, it returns the uid of the next object.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==nographics==&lt;br /&gt;
&lt;br /&gt;
    %player.nographics%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if ''player'' has nographics toggled on.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==num_of_repairs==&lt;br /&gt;
&lt;br /&gt;
See the [[#Scripting:Crafting#num_of_repairs|crafting]] section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==omr==&lt;br /&gt;
&lt;br /&gt;
    %omr%&lt;br /&gt;
&lt;br /&gt;
Returns ''mobile'' for a mob trigger, ''object'' for an obj trigger and ''room'' for a room trigger.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==origin==&lt;br /&gt;
&lt;br /&gt;
See the [[#Scripting:Crafting#origin|crafting]] section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==people==&lt;br /&gt;
&lt;br /&gt;
    %object.people%&lt;br /&gt;
&lt;br /&gt;
Returns the uid of the first character in the room of ''object''. &lt;br /&gt;
&lt;br /&gt;
The object may be in a room, worn, carried or inside a container.&lt;br /&gt;
&lt;br /&gt;
    %object.people(123)%&lt;br /&gt;
&lt;br /&gt;
Returns the uid of the first character with vnum ''123'' in the room.&lt;br /&gt;
&lt;br /&gt;
The same goes for&lt;br /&gt;
&lt;br /&gt;
    %room.people%&lt;br /&gt;
    %room.people(123)%&lt;br /&gt;
    %actor.people%&lt;br /&gt;
    %actor.people(123)%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==perc==&lt;br /&gt;
&lt;br /&gt;
    %player.perc%&lt;br /&gt;
&lt;br /&gt;
Returns the involvement of ''player''. For example: 33.3333&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==pkdeaths==&lt;br /&gt;
&lt;br /&gt;
    %player.pkdeaths%&lt;br /&gt;
&lt;br /&gt;
Returns the number of deaths of ''player'' in a PK fight.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==pkkills==&lt;br /&gt;
&lt;br /&gt;
    %player.pkkills%&lt;br /&gt;
&lt;br /&gt;
Returns the number of PK victories of ''player''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==pkpoints==&lt;br /&gt;
&lt;br /&gt;
    %player.pkpoints%&lt;br /&gt;
&lt;br /&gt;
Returns the number of PK points ''player'' has.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==playeruid==&lt;br /&gt;
&lt;br /&gt;
    playeruid p Bob&lt;br /&gt;
&lt;br /&gt;
Sets p to the uid of Bob, if Bob is online.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==purgemob==&lt;br /&gt;
&lt;br /&gt;
    purgemob %mob%&lt;br /&gt;
&lt;br /&gt;
Completely purges ''mob'', including equipment and inventory.&lt;br /&gt;
&lt;br /&gt;
    purgemob self&lt;br /&gt;
&lt;br /&gt;
This works if it's a mob trigger.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==quality_value==&lt;br /&gt;
&lt;br /&gt;
See the [[#Scripting:Crafting#quality_value|crafting]] section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==remorts==&lt;br /&gt;
&lt;br /&gt;
    %player.remorts%&lt;br /&gt;
&lt;br /&gt;
Returns the number of remorts of ''player''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==repair==&lt;br /&gt;
&lt;br /&gt;
See the [[#Scripting:Crafting#repair|crafting]] section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==replace_letter==&lt;br /&gt;
&lt;br /&gt;
Usage: replace_letter &amp;lt;letter&amp;gt; &amp;lt;position&amp;gt; &amp;lt;variable&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Replaces a letter at a certain position in a variable.&lt;br /&gt;
&lt;br /&gt;
    eval x test&lt;br /&gt;
    replace_letter n 3 x&lt;br /&gt;
    %echo% %x%&lt;br /&gt;
&lt;br /&gt;
Result: Tent&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==replace_word==&lt;br /&gt;
&lt;br /&gt;
Usage: replace_word &amp;lt;word&amp;gt; &amp;lt;position&amp;gt; &amp;lt;variable&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Replaces a word at a certain position in a variable.&lt;br /&gt;
&lt;br /&gt;
    eval x hi there&lt;br /&gt;
    replace_word hello 1 x&lt;br /&gt;
    %echo% %x%&lt;br /&gt;
&lt;br /&gt;
Result: Hello there&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==restring==&lt;br /&gt;
&lt;br /&gt;
Usage: restring &amp;lt;id|uid&amp;gt; &amp;lt;field&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Changes an object desc.&lt;br /&gt;
&lt;br /&gt;
    restring 123 name heavy object&lt;br /&gt;
&lt;br /&gt;
Renames the object with id 123.&lt;br /&gt;
&lt;br /&gt;
    restring %object% short a heavy object&lt;br /&gt;
&lt;br /&gt;
Changes the shortdesc of ''object''.&lt;br /&gt;
&lt;br /&gt;
    restring %object.id% long A heavy object is lying here.&lt;br /&gt;
&lt;br /&gt;
Changes the long desc of ''object''.&lt;br /&gt;
&lt;br /&gt;
    restring %object% extra 'side right' The right side is very interesting.&lt;br /&gt;
&lt;br /&gt;
Adds an extra desc for ''side right''.&lt;br /&gt;
&lt;br /&gt;
    restring %self% extra 'side right' The right side is not very interesting anymore.&lt;br /&gt;
&lt;br /&gt;
Changes the extra desc for ''side right''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==ridden_by==&lt;br /&gt;
&lt;br /&gt;
    %actor.ridden_by%&lt;br /&gt;
&lt;br /&gt;
Returns the uid of the character riding ''actor''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==riding==&lt;br /&gt;
&lt;br /&gt;
    %actor.riding%&lt;br /&gt;
&lt;br /&gt;
Returns the uid of the character ''actor'' is riding.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==rpgroup==&lt;br /&gt;
&lt;br /&gt;
    %player.rpgroup%&lt;br /&gt;
&lt;br /&gt;
Returns the name of the RP group ''player'' is in.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==save_affects==&lt;br /&gt;
&lt;br /&gt;
See the [[#Scripting:Crafting#save_affects|crafting]] section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==sector==&lt;br /&gt;
&lt;br /&gt;
    %room.sector%&lt;br /&gt;
&lt;br /&gt;
Returns the sector name of ''room''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==set_colour_name==&lt;br /&gt;
&lt;br /&gt;
See the [[#Scripting:Crafting#set_colour_name|crafting]] section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==set_material_name==&lt;br /&gt;
&lt;br /&gt;
See the [[#Scripting:Crafting#set_material_name|crafting]] section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==set_quality_name==&lt;br /&gt;
&lt;br /&gt;
See the [[#Scripting:Crafting#set_quality_name|crafting]] section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==speed==&lt;br /&gt;
&lt;br /&gt;
    %actor.speed%&lt;br /&gt;
&lt;br /&gt;
Returns the speed of ''actor''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==stage_value==&lt;br /&gt;
&lt;br /&gt;
See the [[#Scripting:Crafting#stage_value|crafting]] section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==stamina==&lt;br /&gt;
&lt;br /&gt;
    %actor.stamina%&lt;br /&gt;
&lt;br /&gt;
Returns the stamina of ''actor''.&lt;br /&gt;
&lt;br /&gt;
    nop %actor.stamina(75)%&lt;br /&gt;
&lt;br /&gt;
Sets the stamina of ''actor'' to 75. The value will lie between 0 and the maximum of ''actor''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==subdecrease==&lt;br /&gt;
&lt;br /&gt;
    %player.subdecrease(pillage)%&lt;br /&gt;
&lt;br /&gt;
Decreases the skill ''player'' has in ''pillage'' by 2%.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==subincrease==&lt;br /&gt;
&lt;br /&gt;
    %player.subincrease(garotte)%&lt;br /&gt;
&lt;br /&gt;
Increases the skill ''player'' has in ''garotte'' by 2%. The subskill is added if ''player'' doesn't know it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==subskill==&lt;br /&gt;
&lt;br /&gt;
    %player.subskill(weaver)%&lt;br /&gt;
&lt;br /&gt;
Returns the ''weaver'' skill of ''player''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==thirst==&lt;br /&gt;
&lt;br /&gt;
    %player.thirst%&lt;br /&gt;
&lt;br /&gt;
Returns the thirst value of ''player''. It's a measure of how full a player is.&lt;br /&gt;
&lt;br /&gt;
    nop %player.thirst(30)%&lt;br /&gt;
&lt;br /&gt;
Sets the thirst value of ''player'' to 30.&lt;br /&gt;
If the value is -1 then ''player'' will never be thirsty.&lt;br /&gt;
If the value is 0 then ''player'' is parched.&lt;br /&gt;
If the value is larger than 47 then ''player'' is full.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==trade==&lt;br /&gt;
&lt;br /&gt;
    %player.trade%&lt;br /&gt;
&lt;br /&gt;
Returns the number of tradepoints ''player'' has.&lt;br /&gt;
&lt;br /&gt;
    nop %player.trade(10)%&lt;br /&gt;
&lt;br /&gt;
Adds 10 tradepoints to ''player'''s balance.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==val==&lt;br /&gt;
&lt;br /&gt;
    %object.val1%&lt;br /&gt;
&lt;br /&gt;
Returns object value 1 of ''object''.&lt;br /&gt;
&lt;br /&gt;
    nop %object.val2(7)%&lt;br /&gt;
&lt;br /&gt;
Sets object value 2 of ''object'' to 7.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==word_count==&lt;br /&gt;
&lt;br /&gt;
    %text.word_count%&lt;br /&gt;
&lt;br /&gt;
Returns the number of words in ''text''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==wordat==&lt;br /&gt;
&lt;br /&gt;
Returns a word from a sentence.&lt;br /&gt;
&lt;br /&gt;
    eval text Once upon a time&lt;br /&gt;
    %echo% %text.wordat(2)%&lt;br /&gt;
&lt;br /&gt;
Result: Upon&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==zonename==&lt;br /&gt;
&lt;br /&gt;
    %room.zonename%&lt;br /&gt;
&lt;br /&gt;
Returns the name of the zone ''room'' is in.&lt;/div&gt;</summary>
		<author><name>Rynald</name></author>	</entry>

	<entry>
		<id>http://4dimensions.org/wiki/index.php?title=Scripting&amp;diff=977</id>
		<title>Scripting</title>
		<link rel="alternate" type="text/html" href="http://4dimensions.org/wiki/index.php?title=Scripting&amp;diff=977"/>
				<updated>2017-02-03T20:45:56Z</updated>
		
		<summary type="html">&lt;p&gt;Rynald: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
There's a good scripting reference at [http://http://old.tbamud.com/Oasis_DG_pages/ TBA], but there are differences with 4D's scripting commands. These pages aim to give an overview of these commands.&lt;br /&gt;
One notable difference is [[Scripting:Crafting|crafting]], for which several new commands and fields have been added.&lt;br /&gt;
&lt;br /&gt;
To give an example of the terms used in these pages, consider this line:&lt;br /&gt;
    &lt;br /&gt;
    nop %actor.exp(1000)%&lt;br /&gt;
&lt;br /&gt;
Here ''nop'' is the '''command''', ''actor'' is the '''variable''', ''exp'' is the '''field''' and ''1000'' is the '''subfield'''.&lt;br /&gt;
&lt;br /&gt;
In scripts, a uid is the character '}' followed by a number. The number is the id of a mob, player, object or room. A uid is used to manipulate what it points to, from any script.&lt;br /&gt;
&lt;br /&gt;
To make it easier to debug scripts, a [[Scripting:Debugger|scripting debugger]] is available. It can set breakpoints, view or change variables, step through a trigger, and show the result of any scripting expression.&lt;br /&gt;
&lt;br /&gt;
All commands, fields and variables are grouped alphabetically:&lt;br /&gt;
&lt;br /&gt;
[[#A|A]] [[#B|B]] [[#C|C]] [[#D|D]] [[#E|E]] [[#F|F]] [[#G|G]] [[#H|H]] [[#I|I]] [[#J|J]] [[#K|K]] [[#L|L]] [[#M|M]] [[#N|N]] [[#O|O]] [[#P|P]] [[#Q|Q]] [[#R|R]] [[#S|S]] [[#T|T]] [[#U|U]] [[#V|V]] [[#W|W]] [[#X|X]] [[#Y|Y]] [[#Z|Z]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==A==&lt;br /&gt;
*[[#aff_ac|aff_ac]]&lt;br /&gt;
*[[#aff_age|aff_age]]&lt;br /&gt;
*[[#aff_breath_def|aff_breath_def]]&lt;br /&gt;
*[[#aff_cha|aff_cha]]&lt;br /&gt;
*[[#aff_con|aff_con]]&lt;br /&gt;
*[[#aff_coolness|aff_coolness]]&lt;br /&gt;
*[[#aff_damroll|aff_damroll]]&lt;br /&gt;
*[[#aff_dex|aff_dex]]&lt;br /&gt;
*[[#aff_hitroll|aff_hitroll]]&lt;br /&gt;
*[[#aff_int|aff_int]]&lt;br /&gt;
*[[#aff_maxhit|aff_maxhit]]&lt;br /&gt;
*[[#aff_maxmana|aff_maxmana]]&lt;br /&gt;
*[[#aff_maxmove|aff_maxmove]]&lt;br /&gt;
*[[#aff_mine_bonus|aff_mine_bonus]]&lt;br /&gt;
*[[#aff_mine_protection|aff_mine_protection]]&lt;br /&gt;
*[[#aff_mine_speed|aff_mine_speed]]&lt;br /&gt;
*[[#aff_mine_stealth|aff_mine_stealth]]&lt;br /&gt;
*[[#aff_paralyze_def|aff_paralyze_def]]&lt;br /&gt;
*[[#aff_petrify_def|aff_petrify_def]]&lt;br /&gt;
*[[#aff_rod_def|aff_rod_def]]&lt;br /&gt;
*[[#aff_regen_hit|aff_regen_hit]]&lt;br /&gt;
*[[#aff_regen_mana|aff_regen_mana]]&lt;br /&gt;
*[[#aff_regen_move|aff_regen_move]]&lt;br /&gt;
*[[#aff_speed|aff_speed]]&lt;br /&gt;
*[[#aff_spell_def|aff_spell_def]]&lt;br /&gt;
*[[#aff_str|aff_str]]&lt;br /&gt;
*[[#aff_wis|aff_wis]]&lt;br /&gt;
*[[#assemble|assemble]]&lt;br /&gt;
*[[#assemblycheck|assemblycheck]]&lt;br /&gt;
==B==&lt;br /&gt;
*[[#body|body]]&lt;br /&gt;
*[[#bodycheck|bodycheck]]&lt;br /&gt;
==C==&lt;br /&gt;
*[[#carriedamount|carriedamount]]&lt;br /&gt;
*[[#carriedweight|carriedweight]]&lt;br /&gt;
*[[#clan|clan]]&lt;br /&gt;
*[[#clanname|clanname]]&lt;br /&gt;
*[[#clanrank|clanrank]]&lt;br /&gt;
*[[#class_tier|class_tier]]&lt;br /&gt;
*[[#colour_value|colour_value]]&lt;br /&gt;
*[[#contained_by|contained_by]]&lt;br /&gt;
*[[#cool|cool]]&lt;br /&gt;
==D==&lt;br /&gt;
*[[#damroll|damroll]]&lt;br /&gt;
*[[#dest|dest]]&lt;br /&gt;
*[[#dg_affect|dg_affect]]&lt;br /&gt;
*[[#dg_dest|dg_dest]]&lt;br /&gt;
*[[#dg_letter|dg_letter]]&lt;br /&gt;
*[[#dg_peek|dg_peek]]&lt;br /&gt;
*[[#dimension|dimension]]&lt;br /&gt;
*[[#dyecount|dyecount]]&lt;br /&gt;
==E==&lt;br /&gt;
*[[#exp_needed|exp_needed]]&lt;br /&gt;
==F==&lt;br /&gt;
*[[#flag|flag]]&lt;br /&gt;
*[[#follower_in_room|follower_in_room]]&lt;br /&gt;
*[[#forget_subskills|forget_subskills]]&lt;br /&gt;
*[[#function|function]]&lt;br /&gt;
==G==&lt;br /&gt;
==H==&lt;br /&gt;
*[[#has_pos|has_pos]]&lt;br /&gt;
*[[#has_script|has_script]]&lt;br /&gt;
*[[#hitroll|hitroll]]&lt;br /&gt;
*[[#hunger|hunger]]&lt;br /&gt;
*[[#hunt|hunt]]&lt;br /&gt;
*[[#hunting|hunting]]&lt;br /&gt;
==I==&lt;br /&gt;
*[[#in_material_group|in_material_group]]&lt;br /&gt;
*[[#innate|innate]]&lt;br /&gt;
*[[#insert_word|insert_word]]&lt;br /&gt;
*[[#is_cheater|is_cheater]]&lt;br /&gt;
*[[#is_flying|is_flying]]&lt;br /&gt;
*[[#is_helper|is_helper]]&lt;br /&gt;
*[[#is_herd_cattle|is_herd_cattle]]&lt;br /&gt;
*[[#is_herd_horse|is_herd_horse]]&lt;br /&gt;
*[[#is_herd_sheep|is_herd_sheep]]&lt;br /&gt;
*[[#is_hero|is_hero]]&lt;br /&gt;
*[[#is_npc|is_npc]]&lt;br /&gt;
*[[#is_pk|is_pk]]&lt;br /&gt;
*[[#is_pregnant|is_pregnant]]&lt;br /&gt;
*[[#is_roleplay|is_roleplay]]&lt;br /&gt;
*[[#is_rpl|is_rpl]]&lt;br /&gt;
*[[#is_wizinvis|is_wizinvis]]&lt;br /&gt;
==J==&lt;br /&gt;
==K==&lt;br /&gt;
==L==&lt;br /&gt;
*[[#longdesc|longdesc]]&lt;br /&gt;
==M==&lt;br /&gt;
*[[#material_name|material_name]]&lt;br /&gt;
*[[#material_value|material_value]]&lt;br /&gt;
*[[#maxcarriedamount|maxcarriedamount]]&lt;br /&gt;
*[[#maxcarriedweight|maxcarriedweight]]&lt;br /&gt;
*[[#max_quality_value|max_quality_value]]&lt;br /&gt;
*[[#maxstamina|maxstamina]]&lt;br /&gt;
*[[#mid|mid]]&lt;br /&gt;
==N==&lt;br /&gt;
*[[#next_follower|next_follower]]&lt;br /&gt;
*[[#next_in_list|next_in_list]]&lt;br /&gt;
*[[#nographics|nographics]]&lt;br /&gt;
*[[#num_of_repairs|num_of_repairs]]&lt;br /&gt;
==O==&lt;br /&gt;
*[[#omr|omr]]&lt;br /&gt;
*[[#origin|origin]]&lt;br /&gt;
*[[#owned_by|owned_by]]&lt;br /&gt;
==P==&lt;br /&gt;
*[[#people|people]]&lt;br /&gt;
*[[#perc|perc]]&lt;br /&gt;
*[[#pkdeaths|pkdeaths]]&lt;br /&gt;
*[[#pkkills|pkkills]]&lt;br /&gt;
*[[#pkpoints|pkpoints]]&lt;br /&gt;
*[[#playeruid|playeruid]]&lt;br /&gt;
*[[#purgemob|purgemob]]&lt;br /&gt;
==Q==&lt;br /&gt;
*[[#quality_value|quality_value]]&lt;br /&gt;
==R==&lt;br /&gt;
*[[#remorts|remorts]]&lt;br /&gt;
*[[#repair|repair]]&lt;br /&gt;
*[[#replace_letter|replace_letter]]&lt;br /&gt;
*[[#replace_word|replace_word]]&lt;br /&gt;
*[[#restring|restring]]&lt;br /&gt;
*[[#ridden_by|ridden_by]]&lt;br /&gt;
*[[#riding|riding]]&lt;br /&gt;
*[[#rpgroup|rpgroup]]&lt;br /&gt;
==S==&lt;br /&gt;
*[[#save_affects|save_affects]]&lt;br /&gt;
*[[#sector|sector]]&lt;br /&gt;
*[[#set_colour_name|set_colour_name]]&lt;br /&gt;
*[[#set_material_name|set_material_name]]&lt;br /&gt;
*[[#set_quality_name|set_quality_name]]&lt;br /&gt;
*[[#speed|speed]]&lt;br /&gt;
*[[#stage_value|stage_value]]&lt;br /&gt;
*[[#stamina|stamina]]&lt;br /&gt;
*[[#subdecrease|subdecrease]]&lt;br /&gt;
*[[#subincrease|subincrease]]&lt;br /&gt;
*[[#subskill|subskill]]&lt;br /&gt;
==T==&lt;br /&gt;
*[[#thirst|thirst]]&lt;br /&gt;
*[[#trade|trade]]&lt;br /&gt;
==U==&lt;br /&gt;
==V==&lt;br /&gt;
*[[#val|val]]&lt;br /&gt;
==W==&lt;br /&gt;
==X==&lt;br /&gt;
==Y==&lt;br /&gt;
==Z==&lt;br /&gt;
*[[#zonename|zonename]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The ''aff_'' fields are used to get or change the stats of an object.&lt;br /&gt;
&lt;br /&gt;
==aff_ac==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_ac%&lt;br /&gt;
&lt;br /&gt;
Returns the AC an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_ac(-5)%&lt;br /&gt;
&lt;br /&gt;
Sets the AC of an object to -5.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_age==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_age%&lt;br /&gt;
&lt;br /&gt;
Returns the age an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_age(125)%&lt;br /&gt;
&lt;br /&gt;
Sets the age of an object to 125.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_breath_def==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_breath_def%&lt;br /&gt;
&lt;br /&gt;
Returns the breath defense an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_breath_def(50)%&lt;br /&gt;
&lt;br /&gt;
Sets the breath defense of an object to 50.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_cha==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_cha%&lt;br /&gt;
&lt;br /&gt;
Returns the charisma an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_cha(2)%&lt;br /&gt;
&lt;br /&gt;
Sets the charisma of an object to 2.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_con==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_con%&lt;br /&gt;
&lt;br /&gt;
Returns the constitution an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_con(-3)%&lt;br /&gt;
&lt;br /&gt;
Sets the constitution of an object to -3.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_coolness==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_coolness%&lt;br /&gt;
&lt;br /&gt;
Returns the coolness an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_coolness(5)%&lt;br /&gt;
&lt;br /&gt;
Sets the coolness of an object to 5.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_damroll==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_damroll%&lt;br /&gt;
&lt;br /&gt;
Returns the damroll an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_damroll(3)%&lt;br /&gt;
&lt;br /&gt;
Sets the damroll of an object to 3.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_dex==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_dex%&lt;br /&gt;
&lt;br /&gt;
Returns the dexterity an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_dex(1)%&lt;br /&gt;
&lt;br /&gt;
Sets the dexterity of an object to 1.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_hitroll==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_hitroll%&lt;br /&gt;
&lt;br /&gt;
Returns the hitroll an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_hitroll(2)%&lt;br /&gt;
&lt;br /&gt;
Sets the hitroll of an object to 2.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_int==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_int%&lt;br /&gt;
&lt;br /&gt;
Returns the intelligence an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_int(3)%&lt;br /&gt;
&lt;br /&gt;
Sets the intelligence of an object to 3.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_maxhit==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_maxhit%&lt;br /&gt;
&lt;br /&gt;
Returns the maximum hitpoints an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_maxhit(700)%&lt;br /&gt;
&lt;br /&gt;
Sets the maximum hitpoints of an object to 700.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_maxmana==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_mana%&lt;br /&gt;
&lt;br /&gt;
Returns the maximum mana an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_maxmana(2000)%&lt;br /&gt;
&lt;br /&gt;
Sets the maximum mana of an object to 2000.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_maxmove==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_maxmove%&lt;br /&gt;
&lt;br /&gt;
Returns the maximum moves an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_maxmove(500)%&lt;br /&gt;
&lt;br /&gt;
Sets the maximum moves of an object to 500.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_mine_bonus==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_mine_bonus%&lt;br /&gt;
&lt;br /&gt;
Returns the mine bonus an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_mine_bonus(10)%&lt;br /&gt;
&lt;br /&gt;
Sets the mine bonus of an object to 10.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_mine_protection==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_mine_protection%&lt;br /&gt;
&lt;br /&gt;
Returns the mine protection an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_mine_protection(25)%&lt;br /&gt;
&lt;br /&gt;
Sets the mine protection of an object to 25.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_mine_speed==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_mine_speed%&lt;br /&gt;
&lt;br /&gt;
Returns the mine speed an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_mine_speed(30)%&lt;br /&gt;
&lt;br /&gt;
Sets the mine speed of an object to 30.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_mine_stealth==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_mine_stealth%&lt;br /&gt;
&lt;br /&gt;
Returns the mine stealth an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_mine_stealth(10)%&lt;br /&gt;
&lt;br /&gt;
Sets the mine stealth of an object to 10.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_paralyze_def==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_paralyze_def%&lt;br /&gt;
&lt;br /&gt;
Returns the paralyze defense an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_paralyze_def(5)%&lt;br /&gt;
&lt;br /&gt;
Sets the paralyze defense of an object to 5.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_petrify_def==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_petrify_def%&lt;br /&gt;
&lt;br /&gt;
Returns the petrify defense an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_petrify_def(3)%&lt;br /&gt;
&lt;br /&gt;
Sets the petrify defense of an object to 3.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_rod_def==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_rod_def%&lt;br /&gt;
&lt;br /&gt;
Returns the rod defense an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_rod_def(-2)%&lt;br /&gt;
&lt;br /&gt;
Sets the rod defense of an object to -2.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_regen_hit==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_regen_hit%&lt;br /&gt;
&lt;br /&gt;
Returns the hitpoint regeneration an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_regen_hit(10)%&lt;br /&gt;
&lt;br /&gt;
Sets the hitpoint regeneration of an object to 10.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_regen_mana==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_regen_mana%&lt;br /&gt;
&lt;br /&gt;
Returns the mana regeneration an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_regen_mana(5)%&lt;br /&gt;
&lt;br /&gt;
Sets the mana regeneration of an object to 5.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_regen_move==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_regen_move%&lt;br /&gt;
&lt;br /&gt;
Returns the move regeneration an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_regen_move(10)%&lt;br /&gt;
&lt;br /&gt;
Sets the move regeneration of an object to 10.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_speed==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_speed%&lt;br /&gt;
&lt;br /&gt;
Returns the speed an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_speed(50)%&lt;br /&gt;
&lt;br /&gt;
Sets the speed of an object to 50.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_spell_def==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_spell_def%&lt;br /&gt;
&lt;br /&gt;
Returns the spell defense an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_spell_def(10)%&lt;br /&gt;
&lt;br /&gt;
Sets the spell defense of an object to 10.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_str==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_str%&lt;br /&gt;
&lt;br /&gt;
Returns the strength an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_str(2)%&lt;br /&gt;
&lt;br /&gt;
Sets the strength of an object to 2.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==aff_wis==&lt;br /&gt;
&lt;br /&gt;
    %object.aff_wis%&lt;br /&gt;
&lt;br /&gt;
Returns the wisdom an object gives.&lt;br /&gt;
&lt;br /&gt;
    nop %object.aff_wis(-1)%&lt;br /&gt;
&lt;br /&gt;
Sets the wisdom of an object to -1.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==assemble==&lt;br /&gt;
&lt;br /&gt;
    nop %actor.assemble(123)%&lt;br /&gt;
&lt;br /&gt;
If the inventory of ''actor'' holds the ingredients of the assembly, then they are replaced by object 123.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==assemblycheck==&lt;br /&gt;
&lt;br /&gt;
    %actor.assemblycheck(123)%&lt;br /&gt;
&lt;br /&gt;
Returns 1 if actor has the ingredients to assemble object 123.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==body==&lt;br /&gt;
&lt;br /&gt;
    %actor.body%&lt;br /&gt;
&lt;br /&gt;
Returns all extra body positions.&lt;br /&gt;
&lt;br /&gt;
    nop %player.body(crest)%&lt;br /&gt;
&lt;br /&gt;
Toggles the extra body position ''crest''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==bodycheck==&lt;br /&gt;
&lt;br /&gt;
    %player.bodycheck(wield)&lt;br /&gt;
&lt;br /&gt;
Returns 1 if ''player'' has the body position ''wield''.&lt;br /&gt;
&lt;br /&gt;
    %player.bodycheck(crest)&lt;br /&gt;
&lt;br /&gt;
Returns 1 if ''player'' has the extra body position ''crest'' (mobs have all body positions).&lt;/div&gt;</summary>
		<author><name>Rynald</name></author>	</entry>

	<entry>
		<id>http://4dimensions.org/wiki/index.php?title=Scripting&amp;diff=976</id>
		<title>Scripting</title>
		<link rel="alternate" type="text/html" href="http://4dimensions.org/wiki/index.php?title=Scripting&amp;diff=976"/>
				<updated>2017-02-01T21:49:51Z</updated>
		
		<summary type="html">&lt;p&gt;Rynald: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
There's a good scripting reference at [http://http://old.tbamud.com/Oasis_DG_pages/ TBA], but there are differences with 4D's scripting commands. These pages aim to give an overview of these commands.&lt;br /&gt;
One notable difference is [[Scripting:Crafting|crafting]], for which several new commands and fields have been added.&lt;br /&gt;
&lt;br /&gt;
To give an example of the terms used in these pages, consider this line:&lt;br /&gt;
    &lt;br /&gt;
    nop %actor.exp(1000)%&lt;br /&gt;
&lt;br /&gt;
Here ''nop'' is the '''command''', ''actor'' is the '''variable''', ''exp'' is the '''field''' and ''1000'' is the '''subfield'''.&lt;br /&gt;
&lt;br /&gt;
All commands, fields and variables are grouped alphabetically:&lt;br /&gt;
&lt;br /&gt;
[[#A|A]] [[#B|B]] [[#C|C]] [[#D|D]] [[#E|E]] [[#F|F]] [[#G|G]] [[#H|H]] [[#I|I]] [[#J|J]] [[#K|K]] [[#L|L]] [[#M|M]] [[#N|N]] [[#O|O]] [[#P|P]] [[#Q|Q]] [[#R|R]] [[#S|S]] [[#T|T]] [[#U|U]] [[#V|V]] [[#W|W]] [[#X|X]] [[#Y|Y]] [[#Z|Z]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==A==&lt;br /&gt;
*[[#assemble|assemble]]&lt;br /&gt;
*[[#assemblycheck|assemblycheck]]&lt;br /&gt;
==B==&lt;br /&gt;
*[[#body|body]]&lt;br /&gt;
*[[#bodycheck|bodycheck]]&lt;br /&gt;
==C==&lt;br /&gt;
*[[#carriedamount|carriedamount]]&lt;br /&gt;
*[[#carriedweight|carriedweight]]&lt;br /&gt;
*[[#clan|clan]]&lt;br /&gt;
*[[#clanname|clanname]]&lt;br /&gt;
*[[#clanrank|clanrank]]&lt;br /&gt;
*[[#class_tier|class_tier]]&lt;br /&gt;
*[[#cool|cool]]&lt;br /&gt;
==D==&lt;br /&gt;
*[[#damroll|damroll]]&lt;br /&gt;
*[[#dest|dest]]&lt;br /&gt;
==E==&lt;br /&gt;
*[[#exp_needed|exp_needed]]&lt;br /&gt;
==F==&lt;br /&gt;
*[[#follower_in_room|follower_in_room]]&lt;br /&gt;
*[[#forget_subskills|forget_subskills]]&lt;br /&gt;
==G==&lt;br /&gt;
==H==&lt;br /&gt;
*[[#hitroll|hitroll]]&lt;br /&gt;
*[[#hunger|hunger]]&lt;br /&gt;
*[[#hunt|hunt]]&lt;br /&gt;
*[[#hunting|hunting]]&lt;br /&gt;
==I==&lt;br /&gt;
*[[#is_cheater|is_cheater]]&lt;br /&gt;
*[[#is_flying|is_flying]]&lt;br /&gt;
*[[#is_helper|is_helper]]&lt;br /&gt;
*[[#is_herd_cattle|is_herd_cattle]]&lt;br /&gt;
*[[#is_herd_horse|is_herd_horse]]&lt;br /&gt;
*[[#is_herd_sheep|is_herd_sheep]]&lt;br /&gt;
*[[#is_hero|is_hero]]&lt;br /&gt;
*[[#is_npc|is_npc]]&lt;br /&gt;
*[[#is_pk|is_pk]]&lt;br /&gt;
*[[#is_pregnant|is_pregnant]]&lt;br /&gt;
*[[#is_roleplay|is_roleplay]]&lt;br /&gt;
*[[#is_rpl|is_rpl]]&lt;br /&gt;
*[[#is_wizinvis|is_wizinvis]]&lt;br /&gt;
==J==&lt;br /&gt;
==K==&lt;br /&gt;
==L==&lt;br /&gt;
*[[#longdesc|longdesc]]&lt;br /&gt;
==M==&lt;br /&gt;
*[[#maxcarriedamount|maxcarriedamount]]&lt;br /&gt;
*[[#maxcarriedweight|maxcarriedweight]]&lt;br /&gt;
*[[#maxstamina|maxstamina]]&lt;br /&gt;
*[[#mid|mid]]&lt;br /&gt;
==N==&lt;br /&gt;
*[[#next_follower|next_follower]]&lt;br /&gt;
*[[#nographics|nographics]]&lt;br /&gt;
==O==&lt;br /&gt;
*[[#omr|omr]]&lt;br /&gt;
==P==&lt;br /&gt;
*[[#people|people]]&lt;br /&gt;
*[[#perc|perc]]&lt;br /&gt;
*[[#pkdeaths|pkdeaths]]&lt;br /&gt;
*[[#pkkills|pkkills]]&lt;br /&gt;
*[[#pkpoints|pkpoints]]&lt;br /&gt;
==Q==&lt;br /&gt;
==R==&lt;br /&gt;
*[[#remorts|remorts]]&lt;br /&gt;
*[[#ridden_by|ridden_by]]&lt;br /&gt;
*[[#riding|riding]]&lt;br /&gt;
*[[#rpgroup|rpgroup]]&lt;br /&gt;
==S==&lt;br /&gt;
*[[#speed|speed]]&lt;br /&gt;
*[[#stamina|stamina]]&lt;br /&gt;
*[[#subdecrease|subdecrease]]&lt;br /&gt;
*[[#subincrease|subincrease]]&lt;br /&gt;
*[[#subskill|subskill]]&lt;br /&gt;
==T==&lt;br /&gt;
*[[#thirst|thirst]]&lt;br /&gt;
*[[#trade|trade]]&lt;br /&gt;
==U==&lt;br /&gt;
==V==&lt;br /&gt;
==W==&lt;br /&gt;
==X==&lt;br /&gt;
==Y==&lt;br /&gt;
==Z==&lt;/div&gt;</summary>
		<author><name>Rynald</name></author>	</entry>

	<entry>
		<id>http://4dimensions.org/wiki/index.php?title=Scripting&amp;diff=975</id>
		<title>Scripting</title>
		<link rel="alternate" type="text/html" href="http://4dimensions.org/wiki/index.php?title=Scripting&amp;diff=975"/>
				<updated>2017-02-01T20:22:24Z</updated>
		
		<summary type="html">&lt;p&gt;Rynald: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There's a good scripting reference at [http://http://old.tbamud.com/Oasis_DG_pages/ TBA], but there are differences with 4D's scripting commands. These pages aim to give an overview of these commands.&lt;br /&gt;
One notable difference is [[Scripting:Crafting|crafting]], for which several new commands and fields have been added.&lt;br /&gt;
&lt;br /&gt;
To give an example of the terms used in these pages, consider this line:&lt;br /&gt;
    &lt;br /&gt;
    nop %actor.exp(1000)%&lt;br /&gt;
&lt;br /&gt;
Here ''nop'' is the '''command''', ''actor'' is the '''variable''', ''exp'' is the '''field''' and ''1000'' is the '''subfield'''.&lt;br /&gt;
All new commands, fields and variables are grouped alphabetically:&lt;br /&gt;
&lt;br /&gt;
*[[Scripting:A|A]]&lt;br /&gt;
*[[Scripting:B|B]]&lt;br /&gt;
*[[Scripting:C|C]]&lt;br /&gt;
*[[Scripting:D|D]]&lt;br /&gt;
*[[Scripting:E|E]]&lt;br /&gt;
*[[Scripting:F|F]]&lt;br /&gt;
*[[Scripting:G|G]]&lt;br /&gt;
*[[Scripting:H|H]]&lt;br /&gt;
*[[Scripting:I|I]]&lt;br /&gt;
*[[Scripting:J|J]]&lt;br /&gt;
*[[Scripting:K|K]]&lt;br /&gt;
*[[Scripting:L|L]]&lt;br /&gt;
*[[Scripting:M|M]]&lt;br /&gt;
*[[Scripting:N|N]]&lt;br /&gt;
*[[Scripting:O|O]]&lt;br /&gt;
*[[Scripting:P|P]]&lt;br /&gt;
*[[Scripting:Q|Q]]&lt;br /&gt;
*[[Scripting:R|R]]&lt;br /&gt;
*[[Scripting:S|S]]&lt;br /&gt;
*[[Scripting:T|T]]&lt;br /&gt;
*[[Scripting:U|U]]&lt;br /&gt;
*[[Scripting:V|V]]&lt;br /&gt;
*[[Scripting:W|W]]&lt;br /&gt;
*[[Scripting:X|X]]&lt;br /&gt;
*[[Scripting:Y|Y]]&lt;br /&gt;
*[[Scripting:Z|Z]]&lt;/div&gt;</summary>
		<author><name>Rynald</name></author>	</entry>

	<entry>
		<id>http://4dimensions.org/wiki/index.php?title=Scripting&amp;diff=974</id>
		<title>Scripting</title>
		<link rel="alternate" type="text/html" href="http://4dimensions.org/wiki/index.php?title=Scripting&amp;diff=974"/>
				<updated>2017-02-01T20:16:38Z</updated>
		
		<summary type="html">&lt;p&gt;Rynald: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=4D Scripting Reference=&lt;br /&gt;
&lt;br /&gt;
There's a good scripting reference at [http://http://old.tbamud.com/Oasis_DG_pages/ TBA], but there are differences with 4D's scripting commands. These pages aim to give an overview of these commands.&lt;br /&gt;
One notable difference is [[Scripting:Crafting|crafting]], for which several new commands and fields have been added.&lt;br /&gt;
&lt;br /&gt;
To give an example of the terms used in these pages, consider this line:&lt;br /&gt;
    &lt;br /&gt;
    nop %actor.exp(1000)%&lt;br /&gt;
&lt;br /&gt;
Here ''nop'' is the '''command''', ''actor'' is the '''variable''', ''exp'' is the '''field''' and ''1000'' is the '''subfield'''.&lt;br /&gt;
All new commands, fields and variables are grouped alphabetically:&lt;br /&gt;
&lt;br /&gt;
*[[Scripting:A|A]]&lt;br /&gt;
*[[Scripting:B|B]]&lt;br /&gt;
*[[Scripting:C|C]]&lt;br /&gt;
*[[Scripting:D|D]]&lt;br /&gt;
*[[Scripting:E|E]]&lt;br /&gt;
*[[Scripting:F|F]]&lt;br /&gt;
*[[Scripting:G|G]]&lt;br /&gt;
*[[Scripting:H|H]]&lt;br /&gt;
*[[Scripting:I|I]]&lt;br /&gt;
*[[Scripting:J|J]]&lt;br /&gt;
*[[Scripting:K|K]]&lt;br /&gt;
*[[Scripting:L|L]]&lt;br /&gt;
*[[Scripting:M|M]]&lt;br /&gt;
*[[Scripting:N|N]]&lt;br /&gt;
*[[Scripting:O|O]]&lt;br /&gt;
*[[Scripting:P|P]]&lt;br /&gt;
*[[Scripting:Q|Q]]&lt;br /&gt;
*[[Scripting:R|R]]&lt;br /&gt;
*[[Scripting:S|S]]&lt;br /&gt;
*[[Scripting:T|T]]&lt;br /&gt;
*[[Scripting:U|U]]&lt;br /&gt;
*[[Scripting:V|V]]&lt;br /&gt;
*[[Scripting:W|W]]&lt;br /&gt;
*[[Scripting:X|X]]&lt;br /&gt;
*[[Scripting:Y|Y]]&lt;br /&gt;
*[[Scripting:Z|Z]]&lt;/div&gt;</summary>
		<author><name>Rynald</name></author>	</entry>

	<entry>
		<id>http://4dimensions.org/wiki/index.php?title=Scripting&amp;diff=178</id>
		<title>Scripting</title>
		<link rel="alternate" type="text/html" href="http://4dimensions.org/wiki/index.php?title=Scripting&amp;diff=178"/>
				<updated>2015-11-27T23:00:49Z</updated>
		
		<summary type="html">&lt;p&gt;Rynald: Created page with &amp;quot;Scripting&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Scripting&lt;/div&gt;</summary>
		<author><name>Rynald</name></author>	</entry>

	</feed>