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.:. MACE


A Moment in Tyme has many kinds of weapons: daggers, swords, maces,
spears, axes, flails, polearms, bows and more. To put yours to good
use, you need fighting forms that suit it. Your skill in those forms
matters, rather than a separate skill for the weapon itself.

Syntax:
> wield <weapon>
> forms

Wield readies a weapon for battle. The forms command lists the
fighting forms you know.

Example:
> wield sword
> forms

Commands such as Slash and Thrust choose a form you know that fits
the weapon in your hands. The weapon style you choose when you create
your character decides which forms you begin with.

See also: Forms, Combat, Wield



































:: Beginning

.:. MAGIC


       A Brief Summary of Tyme's Magic System


In the Wheel of Time setting, 'magic' is not referred to
as 'magic'.  It is called 'channeling'.


Summary

The One Power comes from the True Source.  It is a thing
feared by many, and it can be channeled by only those who
have the ability to learn, or who have the spark inborn.

The One Power comes from the True Source, and is said to be
the force that turns the Wheel of Time.  It is divided into
five Powers or Flows:  Air, Earth, Fire, Water, and Spirit.

The True Source is divided into two halves.  Saidar, which is
the female half of the True Source, and Saidin which is
channeled by men. Until recently, the male half of the True
Source was tainted by the Dark One however, and men who
channel Saidin were destined to go mad, and eventually die.
They are held responsible for the Breaking of the World, and
for many generations, they have been feared, hunted, and
sometimes loathed.

Female channelers, on the other hand, face no such risk,
though they do have other reasons to be cautious. Aes Sedai
are female channelers, bound by certain Oaths, who are
trained to wield the One Power.  They are feared, and often
respected, but also blamed for the Breaking of the World,
simply because they too wield the One Power.  Some women are
born with the spark, the ability to channel, and will do so
whether they wish it or not.  Those who are found by the Aes
Sedai in time are trained until they can channel safely, and
then either allowed to leave, or remain and possibly one day
become Aes Sedai.  Those who are not found by Aes Sedai
usually end up dying or burning themselves out.  Those few
with the spark who survive, however, are known as Wilders.  
They have learned some sort of rough control over the One
Power on their own, but usually have a block that prevents
them from channeling whenever they wish.

Men are said to be stronger in Fire and Earth, while women
are said to be stronger in Air and Water.  They are equally
strong in Spirit.

See Also:  Flowstrength, Saidin, Saidar, Wilder, Block

Channeling in play

Grasp takes hold of the Source, Weave shapes a weave you know, and
Release lets the Source go. Spells explains the existing learning
guidance; Inform describes individual weaves and their requirements.

An explicit weave level from 1 to 4 selects an authored Endurance
spend tier, not the weave's complexity. Unlevelled weaving keeps its
grasp-derived spend. In combat, an accepted weave charges while you
hold its flows; see Combat Channeling for timing and defensive choices.

Drawing beyond your Endurance can exhaust you, burn you out or kill
you. The risk applies to the cast that pays below zero, not just a
later attempt. It is separate from a held weave backfiring.

Example:
> grasp
> weave 'fireball' 1 loth

See also: Grasp, Weave, Release, Spells, Inform,
Combat Channeling, Overchanneling, Fireball,
Cure Wounds, Heal, Fire Protection





:: Beginning

.:. MAIDENS OF THE SPEAR



=============================================================  
Far Dareis Mai (Maidens of the Spear)
=============================================================
The Maidens are used essentially as scouts. They are trained with
bows, belt knives, and spears, extensively. This society is made up
entirely of women.


:: Beginning

.:. MAIL



Usage:

  MAIL <name>                 - Send a mail
  MAIL SHOW [folder]          - Show unread mail
  MAIL LIST [folder]          - List your mail
  MAIL READ #                 - Read a mail
  MAIL DELETE #               - Delete a mail
  MAIL REPLY #                - Reply to a mail
  MAIL REPLYALL #             - Reply to everyone copied on a mail.
  MAIL FORWARD # <name>       - Forward a mail
  MAIL FILE # <folder>        - File mail in folder
  MAIL GUILD <tag>            - Mail all members of a guild
  MAIL SEARCH <to/from/subject/body> <text>  
                              - Search for a mail


  MAIL FOLDER LIST            - List your Virtual Folders
  MAIL FOLDER NEW <name>      - Add Folder
  MAIL FOLDER DELETE [folder] - Delete a folder
  MAIL FOLDER RENAME # <name> - Rename a folder

  Note: Multiple names can be listed for both sending and forwarding mails.





:: Beginning

.:. MANA



The terms MANA or MOVE no longer applies to the MUD. Endurance is now
what represents your stamina on the MUD. Your Endurance is the code
representation of your character's stamina. It determines how far they
can walk, how long they can fight, and how much they can channel. When
you run out of Endurance, you are exausted.

See also: Stats, Score





:: Beginning

.:. MAP


Upon creation a player begins with a basic text map of Cairhien.  
There are currently no other maps available for the built areas
on the mud.

The built areas correspond roughly to the map of lands found in the
books for greater ease in navigating.






:: Beginning

.:. MAPS


Upon creation a player begins with a basic text map of Cairhien.  
There are currently no other maps available for the built areas
on the mud.

The built areas correspond roughly to the map of lands found in the
books for greater ease in navigating.






:: Beginning

.:. MARCH


Break camp and set out for a place by name, and the road unrolls
under your feet. March walks you toward your destination without
typing every step, and anyone who has learned the skill can use it.

Syntax:
> march <room name>
> march 2.<room name>

Example:
> march aringill
> march 2.aringill

March sets out toward the first room bearing that name. When several
rooms share a name, a number in front chooses the second, the third
and so on. Private rooms and god rooms are never destinations, and
they do not count toward the numbering. If the place is not known,
your mapreader tells you there is no such place.

Once under way you march on your own until you arrive. If something
blocks the way -- a closed door, water you cannot cross, a room you
may not enter, or a fight -- you are told why, and the trip ends
where you stand.

See also: Coach, Traveling, Guilds


:: Beginning

.:. Mark























The official monetary system for the Wheel of Time according to Robert Jordan
himself (remember, of course, that coins of the same denomination from different
countries are often different weights and hence, different values):

10 copper pennies = one silver penny.
100 silver pennies = one silver mark.
10 silver marks   = one silver crown.
10 silver crowns  = one gold mark.
10 gold marks     = one gold crown.

A Moment in Tyme currently uses 'gold' as the monetary unit.  This does not
translate nicely to Wheel of Time terms and will be changed in the future.

The command to see how much gold you have on hand is:  gold

Example:
> gold
You have 500 gold marks.

See also: Bank, Shops, List




















:: Beginning

.:. MASK CHANNELING



This is currently only available to the Forsaken and the
Shadow Department. Inquiries towards this particular ability
should be directed there.

This talent allows one to learn abilities such as Inverting weaves
and masking their channeling ability.






:: Beginning

.:. MASKING



This is currently only available to the Forsaken and the
Shadow Department. Inquiries towards this particular ability
should be directed there.

This talent allows one to learn abilities such as Inverting weaves
and masking their channeling ability.






:: Beginning

.:. MEDIT


Mobile editor: medit <vnum> medit save <zone> medit copy <from> <to>.

SOFT DELETE / UNDELETE (current behavior)
  oedit delete <vnum>    / oedit undelete <vnum>
  medit delete <vnum>    / medit undelete <vnum>
  redit delete <vnum>    / redit undelete <vnum>
Delete marks a prototype in memory; it does not remove live instances,
resets, shops, exits or room occupants. Zone saves omit marked records.
After saving and reboot/copyover, those prototypes are gone. Without a
save, the memory-only mark is lost at reboot/copyover. Undelete before
reboot/copyover and save again to keep the prototype on disk.
Both commands require zone write permission and the edit lock, record
history, and mark the zone unsaved. Delete succeeds even with references;
its warnings list remaining resets/shops/incoming room exits in all zones.
Marked vnums remain taken. Loading/editing/applying still works; copy or
create cannot replace a marked vnum. History restore does not undelete.


:: Beginning

.:. MFORCE


Immortals Only

mforce <mob | room> <action>

Forces a mob to do perform an action.

> mforce cow kiss mattias     {forces the cow with Mattias to kiss him}
> mforce room hug mattias     {forces all the mobs in the room to hug Mattias}

See also: Force



:: Beginning

.:. MIGHTY CHANNELER



**This talent allows one to gain a greater amount of strength
in the One Power (per level) than the Powerful Channeler talent.
Note that this talent may not be taken with the Powerful Channeler
talent.

See also: Channeling Talents, Mighty Channeler


:: Beginning

.:. MIKKIMUD



     M i k k i M U D   1 . 0


MikkiMUD is derived from CircleMUD 3.0

All changes and improvements was coded by:

J D Meade                  - Set/Wretched
Rick Cain                  - Dini
J Robert Brown             - Dante
Pontus Lidman              - Pontus
Mattias Lonnqvist          - Mattias
Frederic Ouellet           - Willy
Per-Erik Jonsson           - Purjo
Mattias Borgstrom          - Borgstrom

None of this would have been possibly without the support of all the IMMs
at Moment in Tyme, thanx!

A special thanx to Mikki for making all of this possible.



:: Beginning

.:. Mirror of Mists Spell



-------------------
Mirror of Mists--------------------
  
Please use syntax
inform 'mirror of mists' for information on this weave.





:: Beginning

.:. MISSION



The following groups contain the 'Mission Statements' for each
of the Immortal Departments of A Moment in Tyme. Those Mission
Statements being the goals and duties of each given department.

Builder-Mission   - Mission Statement for the Building Department
                    (syntax: 'Help Builder-Mission)
WM-Mission        - Mission Statement for the Weaponmastery Department
                    (syntax: 'Help WM-Mission)


*More Coming Soon





:: Beginning

.:. mitupdate


   Attention! We have changed our timeline and are currently set
   at the very end of Winter's Heart, the ninth book in the series.
   Those who have not read this far in the books may find
spoilers
   in the game.  However, we are also a mirror world, breaking off
   after the events of Winter's Heart, to make our own story and to
   carve our own destiny.  Things may not end as they did in the books.

  
Channeling Mastery and Weapon Mastery are a THING OF THE PAST.
   There will be no more elitist log requirements, and no one will be
   picking through your RP to decide if you are worthy of a higher
   skill with the blade or with channeling.  GLs will be in charge
   of deciding when their players are properly trained.  Overall
   channeler strength is now determined by flowstrengths and talents.
   If there is a dispute, only then will Staff intervene.  This new
   system is designed as a temporary measure until code combat is in.

   The
Dragonsworn, Hunters, and Tinkers guilds have been returned.  
   We hope that players will feel encouraged to join these guilds again.  
   Each one had its own  unique community, and we want to bring this
   feeling back to players who joined them for this reason.  Please
   contact
Rissa if you are interested in joining or even leading
   one of these guilds.

   See
help timeline for more details about recent IC events.

  
Combat is getting most of our attention now.  Currently
   we're on
forms.  These are being written and tested by Jaiden,
   for the most part, though 70 forms were contributed by Ranulf.

   We are currently working on a number of automated
quests that
   players can do by themselves to earn quest points, equipment, or
   to learn skills.  We hope you will find these a fun way to pass
   the time when there is no RP to be had, and there are many other
  
secrets being built into the game, if you choose to explore.
   Please contact the
Building department if you have quest ideas.

  
The newest versions of weapons and armor are done.  We're holding
   off on importing it until combat is up, while we focus on getting other
   half-done and closely related things finished.

   Things we are working on:
  
   Ubermap:  
59.2% Finished
   Turn-based Combat:  
50% Finished
   Player Creation:  
90% Finished
   Forms:  
25% Finished
   Auto-Quests:  
15% Finished
   Non-Combat Eq:  
100% Finished
   EQ Proofreading/Flagging:  
100% Finished
   Create/Edit Shops:  
60% Finished
   Shop Errors Fixed:  
95% Finished
   New OCS Policy:  
100% Finished
   Restore Skill Percentages:
100% Finished
   Crafting Skill:  
98% Finished
   Economy:
Needs De-bugging

  
If you're interested in coding, send us an email at tyme@tymemud.com,
   or mail
Duren using the mudmail system.

   If you wish to help with
building, contact Ayasha.  Mudmail in the
   game is the best way to reach her.

   You can now exchange your
quest points for experince points. Type
  
exchange for details.

  
Visit us at http://tymemud.com!


:: Beginning

.:. MOB ACT CODES


$i - The keywords (aliases) for the mob
$I - The mobs short description (Usually it's name)
$n - If the victim can see the mob (IE:  Not dark or has a light), the keywords (aliases) for mob, otherwise 'someone'.
$N - If the victim can see the mob (IE:  Not dark or has a light), the short description (Usually it's name) for mob, otherwise 'someone'.
$t - The keywords (aliases) for the victim of any given action.
$T - The name or short description of the victim of any given action.
$r - The keywords (aliases) for a random character in the room with the mob.
$R - The name or short description of a random character in the room with the mob.
$q - The keywords (aliases) for the target of a mob (Whoever activated the trigger).
$Q - The name or short description of the target of a mob (Whoever activated the trigger).
$j - he/she/it depending on sex of the mob.
$e - he/she/it depending on sex of the mob, or 'someone' if room is dark and player has no light, or if player is blind, etc.
$E - he/she/it depending on sex of the victim of a given action.
$J - he/she/it depending on sex of random character in room with mob.
$X - he/she/it of mob's target (Whoever activated the trigger.)
$k - him/her/it depending on sex of mob.
$m - him/her/it depending on sex of character initiating an action.
$M - him/her/it depending on sex of victim of any given action.
$K - him/her/it depending on sex of random victim chosen from room.
$Y - him/her/it of mob-prog's target.
$l - his/hers/its depending on sex of mob
$s - his/hers/its depending on sex of character that initiated action.
$S - his/hers/its depending on sex of mob, or 'someone' if character can not see mob.
$L - his/hers/its depending on sex of random character from room.
$Z - his/hers/its depending on sex of mob-prog target.
$o - first keyword (alias) of object.
$O - short description of object.
$p - First keyword (alias) from second object
$P - Short description of second object.

$0 through $9 - User defined variables.  You may store data in these variables
              - using the "mob store" command.  Example:  mob store 1 $N
              - The above example would store the value of $N in variable $1
              - $1 will remain available for all scripts running under the
              - current mob, so these can be used to pass data back and forth
              - between scripts.





:: Beginning

.:. MOB COMMANDS


mob gecho [string]  - Prints the argument to all active players in the game
mob zecho [string]  - Prints the argument to all players in the same area as the
                    - mob
mob asound [string] - Prints the argument to all the rooms around the mobile
mob junk [item]     - Lets the mobile destroy an object in its inventory.  it
                    - can also destroy a worn object and it can destroy items
                    - using all.xxxxx or just plain all of them
mob echoaround [victim] [string] - Prints the message to everyone in the room
                    - other than the mob and victim
mob echoat [victim] [string] - Prints the message to only the victim
mob mpecho [string] - Prints the message to the room at large
mob mload [vnum]    - Lets the mobile load another mobile.
mob oload [vnum] [level] {R} - Lets the mobile load an object.  The third
                    - argument is option, if you omit it, it loads to mob's
                    - inventory, specify 'R' to load to room, or 'W' to load to
                    - mobile and then force it to wear it.
mob purge {target}  - Lets the mobile purge all objects and other NPCs in the
                    - room, or purge a specified object or mob in the room. The
                    - mobile cannot purge itself for safety reasons.
mob goto [location] - Lets the mobile goto any location it wishes that is not
                    - private.
mob at [location] [commands] - Lets the mobile do a command at another location.
mob transfer [target|'all'] [location] - Lets the mobile transfer people.  The
                    - 'all' argument transfers everyone in the current room to
                    - the specified location
mob gtransfer [victim] [location] - Lets the mobile transfer all chars in same
                    - group as the victim.
mob force [victim] [commands] - Lets the mobile force someone to do something.
                    - Must be mortal level and the all argument only affects
                    - those in the room with the mobile.
mob gforce [victim] [commands] - Lets the mobile force a group something. Must
                    - be mortal level.
mob vforce [vnum] [commands] - Forces all mobiles of certain vnum to do
                    - something (except mob calling this command)
mob cast [spell] {target} - Lets the mobile cast spells -- Beware: this does
                    - only crude checking on the target validity and does not
                    - account for mana etc., so you should do all the necessary
                    - checking in your mob program before issuing this cmd!
mob store # [data]  - Store <data> in register number #, where # is an integer
                    - value from 0 to 9.  Stored data may be accessed by using
                    - $ codes.  For example, if you store something in register
                    - #0, you may access it by using $0 in your script.
set [code] [value]  - Stores value in code, where code may be either 'o' or 'p'.
                    - a code of 'o' sets the $o variable to point at the object
                    - of your choice.  'p' sets $p.  This option is useful for
                    - trigger types such as CMD, GREET, EXIT, etc, where no
                    - target object is set.  Scripts called by these triggers
                    - will not have a valid $o or $p and therefore can not use
                    - the object specific functions.  This command allows you
                    - to manually specify an object so you can then use
                    - functions which require $o or $p.
mob reward [player|room] [amount] - Reward player or entire room with
                    - questpoints.
mob rewardexp [player|room] [amount] - Reward player or entire room with exp.
mob rememberperm [victim] [key] [value] - Permanently remember [key], optionally
                    - with a [value], about [victim]. A new value replaces the old
                    - one. See 'help mob memory'.
mob forgetperm [victim] [key] [value] - Forget [key] whatever its value, or only
                    - if it has that [value]. See 'help mob memory'.
mob remember [victim] - Lets the mobile to remember a target. The target can be
                    - referred to with $q and $Q codes in MOBprograms. See also
                    - "mob forget".
mob forget          - Reverse of "mob remember".
mob delay [seconds] - Sets a delay for MOBprogram execution. When the delay time
                    - expires, the mobile is checked for a MObprogram with DELAY
                    - trigger, and if one is found, it is executed. Delay is
                    - counted in seconds.
mob cancel          - Reverse of "mob delay", deactivates the timer.
mob pause [pulses]  - *DEPRECATED*  (Use 'halt' instead)
                    - Pause execution of script.  There are 10 pulses per second
                    - therefore the delay is in 10ths of seconds.
halt [puleses]      - Pause execution of a script.  Works the same as mob pause
                    - on the front end, but the back end works completely
                    - different.  mob pause has issues with multiple scripts
                    - pausing at the same time.  'halt' does not, and is the
                    - preferred way to delay execution of a script at this time.
mob call [vnum|name] [victim|'null'] [object1|'null'] [object2|'null'] - Lets the
                    - mobile to call another MOBprogram withing a MOBprogram.
                    - The called program runs at once; the victim is its $n
                    - and the objects are its $o and $p.  Calls nest at most 5
                    - deep.  If it uses 'halt', the rest of it is queued and
                    - the calling program carries on.
mob otransfer [item name] [location] - Lets the mobile to transfer an object.
                    - The object must be in the same room with the mobile.
mob remove [victim] [object vnum|'all'] - Lets the mobile to strip an object or
                    - all objects from the victim. Useful for removing e.g.
                    - quest objects from a character.
mob affect [victim] [type/skill] [duration] [modifier] [location] [bitvector]
                    - Adds an 'affect' to a player:
    [type/skill]    - The skill used to create the affect (hide, sneak, etc)
    [duration]      - How many ticks does the affect last
    [modifier]      - Some affects can modify stats.  This specifies how much the modifier should be.  use 0 if you're not modifying a stat.
    [location]      - If the affect modifies stats, which stat do we modify?  Specify 'none' if you don't need to modify a stat.
    [bitvector]     - Similar to [type/skill], but this is the actual 'affect' type that is applied to the character.  They are usually named similar to the type/skill above.
mob setskill [victim] [skill] [+/-][level]
                    - The +/- is optional.  Specify + to increase a skill by a certain amount.  - to decrease.  Simply specify a number to set to a static value.


:: Beginning

.:. MOB FUNCTIONS


    "rand",            /* if rand 30       - if random number < 30 */
    "mobhere",         /* if mobhere fido  - is there a 'fido' here */
    "objhere",         /* if objhere bottle    - is there a 'bottle' here */
                       /* if mobhere 1233  - is there mob vnum 1233 here */
                       /* if objhere 1233  - is there obj vnum 1233 here */
    "mobexists",       /* if mobexists fido    - is there a fido somewhere */
    "objexists",       /* if objexists sword   - is there a sword somewhere */

    "people",          /* if people > 4    - does room contain > 4 people */
    "players",         /* if players > 1   - does room contain > 1 pcs */
    "mobs",            /* if mobs > 2      - does room contain > 2 mobiles */
    "clones",          /* if clones > 3    - are there > 3 mobs of same vnum here */
    "order",           /* if order == 0    - is mob the first in room */
    "hour",            /* if hour > 11     - is the time > 11 o'clock */

    "ispc",            /* if ispc $n       - is $n a pc */
    "isnpc",           /* if isnpc $n      - is $n a mobile */
    "isgood",          /* if isgood $n     - is $n good */
    "isevil",          /* if isevil $n     - is $n evil */
    "isneutral",       /* if isneutral $n  - is $n neutral */
    "isimmort",        /* if isimmort $n   - is $n immortal */
    "ischarm",         /* if ischarm $n    - is $n charmed */
    "isfollow",        /* if isfollow $n   - is $n following someone */
    "isactive",        /* if isactive $n   - is $n's position > SLEEPING */
    "isdelay",         /* if isdelay $i    - does $i have mobprog pending */
    "isvisible",       /* if isvisible $n  - can mob see $n */
    "hastarget",       /* if hastarget $i  - does $i have a valid target */
    "istarget",        /* if istarget $n   - is $n mob's target */
    "exists",          /* if exists $n     - does $n exist somewhere */

    "affected",        /* if affected $n blind - is $n affected by blind */
    "act",             /* if act $i sentinel   - is $i flagged sentinel */
    "off",             /* if off $i berserk    - is $i flagged berserk */
    "imm",             /* if imm $i fire   - is $i immune to fire */
    "carries",         /* if carries $n sword  - does $n have a 'sword' */
                       /* if carries $n 1233   - does $n have obj vnum 1233 */
    "wears",           /* if wears $n lantern  - is $n wearing a 'lantern' */
                       /* if wears $n 1233 - is $n wearing obj vnum 1233 */
    "has",             /* if has $n weapon - does $n have obj of type weapon */
    "uses",            /* if uses $n armor - is $n wearing obj of type armor */
    "name",            /* if name $n puff  - is $n's name 'puff' */
    "pos",             /* if pos $n standing   - is $n standing */
    "clan",            /* if clan $n 'whatever'- does $n belong to clan 'whatever' */
    "race",            /* if race $n dragon    - is $n of 'dragon' race */
    "class",           /* if class $n mage - is $n's class 'mage' */
    "objtype",         /* if objtype $p scroll - is $p a scroll */

    "vnum",            /* if vnum $i == 1233   - virtual number check */
    "hpcnt",           /* if hpcnt $i > 30 - hit point percent check */
    "room",            /* if room $i == 1233   - room virtual number */
    "sex",             /* if sex $i == 0   - sex check */
    "level",           /* if level $n < 5  - level check */
    "align",           /* if align $n < -1000  - alignment check */
    "money",           /* if money $n */
    "objval0",         /* if objval0 > 1000    - object value[] checks 0..13 */
    "objval1",
    "objval2",
    "objval3",
    "objval4",
    "objval5",
    "objval6",
    "objval7",
    "objval8",
    "objval9",
    "objval10",
    "objval11",
    "objval12",
    "objval13",
    "grpsize",                    /* if grpsize $n > 6    - group size check */
    "ercount",                    // if ercount $n > 2    - Emotes in Room
    "trcount",                    // if trcount $n > 4    - Ticks in room
    "ecount",                     // if ecount $n > 2     - Emotes since last rpexp update
    "ucount",                     // if ucount $n > 1    - Count of rpexp updates for player
    "hasmemory",                 // if hasmemory $n <key> [value] - Does mob remember <key> (any value, or exactly [value]) about $n? (See 'help mob memory')
    "rank",                       // if rank $n "<guild tag> <rank>" - Does $n have rank <rank> in guild <guild tag>?  (MUST be in quotes!)
    "subrank",                    // if subrank $n "<guild tag> <subrank>" - Does $n have rank <rank> in guild <guild tag>?  (MUST be in quotes)
    "cmd",                        // if cmd milk          - Did the player type the 'milk' command?  (Only works with CMD triggers!)
    "cmdarg",                     // if cmdarg cow        - Did the player type the word 'cow' after the command that triggered this script? (Only works with CMD triggers)
    "success",                    // if success $n arrest - Did the player succeed at using the 'arrest' skill?
    "skill",                      // if skill '$n [skill]' > 500  - Is players skill level in [skill] greater than 50.0%? (Note:  Quotes are required and skill levels are divided by 10.  Thus 500 is 50.0%
    "trigger",                    // if trigger greet     - Was this script triggered with a 'greet' trigger?
    "phrase",                     // if phrase 'looks at you' - Was this script triggered by the phrase 'looks at you'?
    "canlearn",                   // if canlearn $n 'skill name' - Does $n meet the requirements to learn the skill? (See 'help canlearn')
    "semmatch",                   // if semmatch mismatch - Was the last semantic answer match, mismatch, unclear or busy? (See 'help semantic')
    "semantic",                   // if semantic <description> - Does what the player said or emoted fit <description>? (SEMANTIC triggers only; see 'help semantic')





:: Beginning

.:. MOB LOGIC


Mob programs allow the use of 'if-else' statements to allow performing different
actions based on whatever criteria you want.  The possible keywords are:

if [not]
and [not]
or [not]
   <block of code goes here>
endif

Mob programs also allow for a basic kind of loop, which iterates through each
player in the room.  The keyword to start this loop is the word 'for', and the
word to terminate the loop is 'loop'.  Example:

for
   nod $n
   say How do you do, $N?
loop

The above example would nod to each player in the room, and then ask them how
they are doing.

If statement examples:

To greet an Aiel differently than a Seafolk, you could do:

if clan $n AL
   say Greetings, my Aiel friend!
   giggle
endif
if clan $n SF
   say Greetings, Seafolk!
   salute
endif

The above example shows a very simple set of independent logical events.  If you
don't want the mob to greet someone twice if they happened to be in both the
Aiel and Seafolk guilds, you could do a dependent type if-else:

if clan $n AL
   say Greetings, my Aiel friend!
   giggle
elseif clan $n SF
   say Greetings, Seafolk!
   salute
endif

Notice the 'elseif' statement?  This is different from doing an 'else' and 'if'
in separate lines.  If you had else and if on separate lines like so:

if clan $n AL
   say Greetings, my Aiel friend!
   giggle
else
   if clan $n SF
      say Greetings, Seafolk!
      salute
   endif
endif

This requires multiple 'levels' of if statements.  In both cases the first if
must be false before the second if can execute (and so on if there are more
nested statements.)  If someone is both Aiel and Seafolk, they will
only be greeted as an Aiel.  However, using 'elseif' as one statement rather
than breaking it into separate statements prevents you from having to nest
multiple levels of if statements, you could do as many checks as you wanted
without having to keep nesting them further.

Now lets say you wanted to have a special case for someone who is both aiel and
seafolk:

if clan $n AL
and clan $n SF
   say Well aren't you unique?  We don't see many Aiel/Seafolk around here.
   chuckle
else
   if clan $n AL
      say Greetings, my Aiel friend!
      giggle
   endif      # Notice the use of endif here instead of else.  See below
   if clan $n SF
      say Greetings, Seafolk!
      salute
   endif
endif

You may notice that the nested if statement in the previous example contained
two independent if statements.  We could have used an 'else' statement and made
it dependent, however in this particular case it was unnecessary because we
know that the character can not be both Aiel and Seafolk, because if they were,
they would have matched the first if-statement (The one which contains the 'and'
condition).

You can also use the 'not' keyword to negate the matching.  For example:

if not clan $n AL
and not clan $n SF
   say You are not a member of either the SF or AL guild.
   shake
endif

The above example would only execute if they were -not- in the aiel guild,
-and- they were not in the seafolk guild.

New feature added July 10th:  You may now specify another function as the
right hand operand to an if-check.  For instance, to see if a drink container
is full, you could do:

if objval1 $o >= objval0 $o

On a drink container, objval0 stores the 'max' units of liquid a container may
hold.  objval1 stores how many units currently occupy that container.  The
above if-check checks to see if the number of units in the container is equal
(or greater) than the max allowed.  (Note:  Technically we should be able to
use == instead of >=, but it's safer to use >= in case an unforeseen bug allows
a container to be filled beyond it's limit.  For example, a container filled to
6 units with a -max- of 5 would show up as 'not full' if you used ==, where as
>= would catch this anomaly)

You don't have to specify the same function on each side either, you could also
do:

if ercount $n > trcount $n

This would tell you if the number of emotes in the room for player $n is
greater than the number of ticks spent in the room for the same player $n.

Another example:

if ercount $n > ercount $q

This would compare the number of emotes in the current room between player $n
and player $q.

See also:  MPEDIT, MOB FUNCTIONS, MOB COMMANDS, MOB TRIGGERS, MOB ACT CODES,
           MPROGADD, MOB PROGRAMS, SEMANTIC, MOB MEMORY


:: Beginning

.:. MOB MEMORY








MOB MEMORY

An NPC can permanently remember things about a player: quest steps, lessons,
favors, anything that must survive logouts and reboots. Each memory belongs
to one NPC (by vnum) and one player.

A memory is a key, optionally with a value:

  mob rememberperm $n paid            - remember the key 'paid'
  mob rememberperm $n QUEST started   - set the key QUEST to 'started'
  mob rememberperm $n QUEST done      - replaces 'started' with 'done'

  if hasmemory $n QUEST               - QUEST is set, to any value
  if not hasmemory $n QUEST           - QUEST was never set
  if hasmemory $n QUEST done          - QUEST is set to 'done'

  mob forgetperm $n QUEST             - forget QUEST, whatever its value
  mob forgetperm $n QUEST done        - forget it only if it is 'done'
  mob forgetperm $n all               - forget everything about $n
  mob forgetperm all QUEST            - forget QUEST for every player

The key is the first word; the rest of the line is the value. Case does not
matter.

To take a player through several steps, keep the step in one key and write
the steps in the order the player meets them:

  if not hasmemory $n QUEST
    ...offer the quest...
    mob rememberperm $n QUEST started
  elseif hasmemory $n QUEST started
    ...check their progress...
    mob rememberperm $n QUEST done
  elseif hasmemory $n QUEST done
    ...thank them again...
  endif

'mob remember' and 'mob forget' are different commands: they set the mob's
target ($q), not a permanent memory.

Check how long ago this NPC last remembered a key about that player:

  if memoryage $n <KEY> <op> <number> [unit]

The age is whole seconds since the NPC last remembered the key on this
port, whatever its value. Remembering it again restarts its clock. If the
key has no memory, or the target is not a player, every comparison is false.

Operators: ==, !=, <, <=, >, >=. Use a literal whole number, not a $ code.
Without a unit, the number is seconds. Unit words ignore case; use singular
or plural (add s):

  second(s)   = 1 second       minute(s)   = 60 seconds
  hour(s)     = 3600 seconds   day(s)      = 86400 seconds
  mudhour(s)  = 75 seconds     mudday(s)   = 1800 seconds
  mudmonth(s) = 63000 seconds  mudyear(s)  = 1071000 seconds

Example: if memoryage $n GRASP >= 1 mudmonth

See also: MOB COMMANDS, MOB FUNCTIONS, MOB LOGIC, SEMANTIC





:: Beginning

.:. mob prog overview






Mob programs are scripts written to instruct NPCs (Mobs) on how to interact
with players in an automated way.  These scripts are event based, reacting to
events in the MUD by the use of triggers.  (See: 'help mob triggers')

To specify that a script should be run when a certain event is triggered for a
certain mob, you use the 'mprogadd' command to add a trigger to a mob. (See:  
'help mprogadd')  You can also just type 'mprogadd' with no arguments to see
the syntax.

To see a list of triggers that are available, see:  'help mob triggers'

You can add existing scripts to any mob.  One script can be re-used by many
mobs if properly written.  They key is to try and not hard code anything
specific to one mob in a script.  The scripts are identified by vnums, just as
rooms, objects, and mobs are.  And also just like you can have both a room and
object by the same vnum, you can have a mob and a script/program by the same
vnum.

The mob program editor (mpedit) uses a different type of OnLine Creation (OLC)
than rooms, objects, or mobiles.  Instead of trapping you inside an inflexible
menu, when you enter mpedit, you are given a command interpreter that is no
different than the MUDs command interpreter aside from the fact that ithas
different commands.  (Once inside mpedit, type 'commands' for a list of mpedit
specific commands.)  While inside mpedit, your commands are first interpreted
by mpedit and then if there is no match they are sent to the MUD main command
interpreter.  This allows you to continue carrying on a conversation with
someone while still working inside mpedit.

To write code for a mob program you will need to understand the language.  
Basically a MUD script can call regular MUD commands (say, emote, socials, etc)
and there are also special 'mob commands' available. (See: 'help mob
commands')  Mob programs also have some logic flow control methods available so
that you can have your mob program make decisions based on whatever criteria
you like.  For example the mob can decide to greet an aiel differently than a
seafolk or greet higher ranked guild members differently than lower ranked
ones.  To see a tutorial on how this 'logic' works, see:  'help mob logic'.  
For a list of 'functions' available to make decisions on, see: 'help mop
functions'.

Inside the code, there are ways to refer to different 'actors'.  For example,
the player who triggered the script vs other players in the room vs the mob
himself.  To see a list of these 'act' codes, see:  'help mob act codes'


Remember that each script can be used by more than one mob, and each mob can
use multiple scripts and have multiple triggers.  You can have triggers that
greet people for entering a room, or triggers that stop people from leaving.  
You can have triggers that react when people say certain keywords, etc.



:: Beginning

.:. mob programs


mpdump <vnum|name> -Lists the code of the MobProg with that vnum or name
mpedit             -Edit commands for MobProgs. (See 'help mpedit' for syntax)
mprogadd           -Adds a MobProg to a MOB.  (See: 'help mprogadd' for syntax)
mprogdelete        -Deletes a MobProg from a MOB. (See: 'help mprogdelete' for syntax)
mproglist scripted -List all mobs that have triggers/scripts attached to them.
mproglist <vnum>   -MProgList <vnum> lists the progs on a specific MOB, with their names.
   -If no vnum is specified, it lists all programs in the game, with their names.
mpedit list <zone> - List all programs in a particular zone.
mpstat <mob name>  -Similar to MProgList, but used on a loaded MOB.
mprogport    -Removed. Programs, and which mob runs which, are saved with the
   -world for the whole game, so there is nothing to port.

Every program has a vnum and a short unique name. Wherever a command asks for
a program vnum, the program's name works too. (See: 'help mpedit')

See also:  MPEDIT, MOB FUNCTIONS, MOB COMMANDS, MOB TRIGGERS, MOB ACT CODES,
           MOB LOGIC, MPROGADD, SEMANTIC, MOB MEMORY























:: Beginning

.:. mob progs


mpdump <vnum|name> -Lists the code of the MobProg with that vnum or name
mpedit             -Edit commands for MobProgs. (See 'help mpedit' for syntax)
mprogadd           -Adds a MobProg to a MOB.  (See: 'help mprogadd' for syntax)
mprogdelete        -Deletes a MobProg from a MOB. (See: 'help mprogdelete' for syntax)
mproglist scripted -List all mobs that have triggers/scripts attached to them.
mproglist <vnum>   -MProgList <vnum> lists the progs on a specific MOB, with their names.
   -If no vnum is specified, it lists all programs in the game, with their names.
mpedit list <zone> - List all programs in a particular zone.
mpstat <mob name>  -Similar to MProgList, but used on a loaded MOB.
mprogport    -Removed. Programs, and which mob runs which, are saved with the
   -world for the whole game, so there is nothing to port.

Every program has a vnum and a short unique name. Wherever a command asks for
a program vnum, the program's name works too. (See: 'help mpedit')

See also:  MPEDIT, MOB FUNCTIONS, MOB COMMANDS, MOB TRIGGERS, MOB ACT CODES,
           MOB LOGIC, MPROGADD, SEMANTIC, MOB MEMORY























:: Beginning

.:. MOB TRIGGERS


Name:    Phrase:
-----    -------
act    - Text to match action performed.
bribe  - Number indicating minimum amount of money to set off trigger.
death  - N/A
entry  - Percentage of time to trigger.
fight  - N/A
give   - Text, number, or 'all'.  If text, it will try to match the text against
       - the names (aliases) of the object.  If a number, it will match against
       - the vnum of the object.  If all, it will match all objects given.
greet  - The number indicating the direction to check, or all to match all
       - directions.  NORTH = 0, EAST = 1, SOUTH = 2, WEST = 3, UP = 4, DOWN = 5
grall  - Same as greet.  GRALL differs from GREET in that GRALL greets people
       - regardless if mob is busy fighting or whatnot.
kill   - N/A
hpcnt  - Percentage of hit points (N/A)
random - Percent chance of firing at every moble update.  (Once per second).
speech - Text to match whatever was said.
semantic - 'all', or text that must appear in what a player says or emotes.
       - The program can then ask the language model. See 'help semantic'.
exit   - The number indicating the direction to check, or all to match all
       - directions.  NORTH = 0, EAST = 1, SOUTH = 2, WEST = 3, UP = 4, DOWN = 5
exall  - Same as exit, but will check even if mob is 'busy'.
delay  - Percent chance of firing.
surr   - N/A


:: Beginning

.:. mobprog overview






Mob programs are scripts written to instruct NPCs (Mobs) on how to interact
with players in an automated way.  These scripts are event based, reacting to
events in the MUD by the use of triggers.  (See: 'help mob triggers')

To specify that a script should be run when a certain event is triggered for a
certain mob, you use the 'mprogadd' command to add a trigger to a mob. (See:  
'help mprogadd')  You can also just type 'mprogadd' with no arguments to see
the syntax.

To see a list of triggers that are available, see:  'help mob triggers'

You can add existing scripts to any mob.  One script can be re-used by many
mobs if properly written.  They key is to try and not hard code anything
specific to one mob in a script.  The scripts are identified by vnums, just as
rooms, objects, and mobs are.  And also just like you can have both a room and
object by the same vnum, you can have a mob and a script/program by the same
vnum.

The mob program editor (mpedit) uses a different type of OnLine Creation (OLC)
than rooms, objects, or mobiles.  Instead of trapping you inside an inflexible
menu, when you enter mpedit, you are given a command interpreter that is no
different than the MUDs command interpreter aside from the fact that ithas
different commands.  (Once inside mpedit, type 'commands' for a list of mpedit
specific commands.)  While inside mpedit, your commands are first interpreted
by mpedit and then if there is no match they are sent to the MUD main command
interpreter.  This allows you to continue carrying on a conversation with
someone while still working inside mpedit.

To write code for a mob program you will need to understand the language.  
Basically a MUD script can call regular MUD commands (say, emote, socials, etc)
and there are also special 'mob commands' available. (See: 'help mob
commands')  Mob programs also have some logic flow control methods available so
that you can have your mob program make decisions based on whatever criteria
you like.  For example the mob can decide to greet an aiel differently than a
seafolk or greet higher ranked guild members differently than lower ranked
ones.  To see a tutorial on how this 'logic' works, see:  'help mob logic'.  
For a list of 'functions' available to make decisions on, see: 'help mop
functions'.

Inside the code, there are ways to refer to different 'actors'.  For example,
the player who triggered the script vs other players in the room vs the mob
himself.  To see a list of these 'act' codes, see:  'help mob act codes'


Remember that each script can be used by more than one mob, and each mob can
use multiple scripts and have multiple triggers.  You can have triggers that
greet people for entering a room, or triggers that stop people from leaving.  
You can have triggers that react when people say certain keywords, etc.



:: Beginning

.:. mobprograms


mpdump <vnum|name> -Lists the code of the MobProg with that vnum or name
mpedit             -Edit commands for MobProgs. (See 'help mpedit' for syntax)
mprogadd           -Adds a MobProg to a MOB.  (See: 'help mprogadd' for syntax)
mprogdelete        -Deletes a MobProg from a MOB. (See: 'help mprogdelete' for syntax)
mproglist scripted -List all mobs that have triggers/scripts attached to them.
mproglist <vnum>   -MProgList <vnum> lists the progs on a specific MOB, with their names.
   -If no vnum is specified, it lists all programs in the game, with their names.
mpedit list <zone> - List all programs in a particular zone.
mpstat <mob name>  -Similar to MProgList, but used on a loaded MOB.
mprogport    -Removed. Programs, and which mob runs which, are saved with the
   -world for the whole game, so there is nothing to port.

Every program has a vnum and a short unique name. Wherever a command asks for
a program vnum, the program's name works too. (See: 'help mpedit')

See also:  MPEDIT, MOB FUNCTIONS, MOB COMMANDS, MOB TRIGGERS, MOB ACT CODES,
           MOB LOGIC, MPROGADD, SEMANTIC, MOB MEMORY























:: Beginning

.:. mobprogs


mpdump <vnum|name> -Lists the code of the MobProg with that vnum or name
mpedit             -Edit commands for MobProgs. (See 'help mpedit' for syntax)
mprogadd           -Adds a MobProg to a MOB.  (See: 'help mprogadd' for syntax)
mprogdelete        -Deletes a MobProg from a MOB. (See: 'help mprogdelete' for syntax)
mproglist scripted -List all mobs that have triggers/scripts attached to them.
mproglist <vnum>   -MProgList <vnum> lists the progs on a specific MOB, with their names.
   -If no vnum is specified, it lists all programs in the game, with their names.
mpedit list <zone> - List all programs in a particular zone.
mpstat <mob name>  -Similar to MProgList, but used on a loaded MOB.
mprogport    -Removed. Programs, and which mob runs which, are saved with the
   -world for the whole game, so there is nothing to port.

Every program has a vnum and a short unique name. Wherever a command asks for
a program vnum, the program's name works too. (See: 'help mpedit')

See also:  MPEDIT, MOB FUNCTIONS, MOB COMMANDS, MOB TRIGGERS, MOB ACT CODES,
           MOB LOGIC, MPROGADD, SEMANTIC, MOB MEMORY























:: Beginning

.:. MODIFIER



With the code change to MikkiMUD 3.0, the old system of Levels and
RPlevels has been removed. Now levels are gained through EXP, which you
earn by Roleplaying with other players, by fighting, and as your skills
improve with use. You do not gain EXP from Teaching.

Score and Worth show your total EXP, with RP EXP tracked as part of it.
RP EXP comes from roleplay; fighting and skill improvement add non-RP EXP.
Both help you gain levels and the Training Sessions that come with them.
Your RP EXP is already included in the total, not an extra amount to add.
Only RP EXP counts toward RP contests and your guild's RP totals.
Roleplay remains the main and fastest way to advance; combat adds to it.

As you gain levels, your Endurance grows, and you receive Practices for
every level you gain. You may use these Practices, listed on your Score as
Training Sessions, to Train up your Stats.

In addition, these new levels are infinite. If you RP enough, you can go
on gaining levels forever. Though, with each additional level you gain,
your required EXP to the next level increases, making every following level
more and more difficult to attain. The amount of EXP you increase depends
on your Level Modifier. When you gain Talents during creation, your
Level Modifier increases. The higher it goes, the harder it will be to
gain levels, as you progress to the higher levels.

See also: Training, Stats, Score, Flows




















:: Beginning

.:. MODIFY


Modify reshapes the words of a thing you carry while you walk the
World of Dreams: its aliases, its name, or the description others
see when it lies in a room. You must be dreaming to use it, and an
attempt can fail.

Syntax:
> modify <item> alias <new alias>
> modify <item> name <new name>
> modify <item> desc <new description>

Example:
> modify sword name a gleaming blade
> modify cloak desc A grey cloak lies pooled on the ground.

Alias adds words the item answers to, name changes how it is
called, and desc changes how it looks at rest. The new wording must
be visible: color codes alone will not do, and there is a limit to
how many aliases one thing can carry.

See also: Create, Dream, Dreaming, Talents


:: Beginning

.:. MOMENT IN TYME








-------------------The Wheel of Time-------------------

A Moment in Tyme (or Tyme, or MiT) is a multiplayer roleplaying game set in
the world of the Wheel of Time, a fantasy series written by Robert Jordan and
finished by Brandon Sanderson. Players control characters who go about
acting as they would in this world, working toward their own goals or those
of their guilds.

Our story follows the books up to the end of Winter's Heart. From there it
drifts into a mirror reality, like an alternate version of the world where
different things happen. See help timeline for how things stand now.

If you have not read the series:
That is perfectly fine. You may find some of the world-specific details a
little challenging at first, but there is a wealth of information online to
fill in the gaps. The Recall Room, where you begin, also points the way:
the rooms upstairs are a good place to learn a bit about the setting, and
the Visitor's Center is one room down.

The Visitor Guides, the Immortals and friendly players will gladly answer
questions about the setting. The newbie channel reaches them quickly.

Syntax:
> newbie <text>

Example:
> newbie Hello! Who are the Aes Sedai?

See also: Newbie, Timeline, Roleplay, Channels, Caemlyn





:: Beginning

.:. Money























The official monetary system for the Wheel of Time according to Robert Jordan
himself (remember, of course, that coins of the same denomination from different
countries are often different weights and hence, different values):

10 copper pennies = one silver penny.
100 silver pennies = one silver mark.
10 silver marks   = one silver crown.
10 silver crowns  = one gold mark.
10 gold marks     = one gold crown.

A Moment in Tyme currently uses 'gold' as the monetary unit.  This does not
translate nicely to Wheel of Time terms and will be changed in the future.

The command to see how much gold you have on hand is:  gold

Example:
> gold
You have 500 gold marks.

See also: Bank, Shops, List




















:: Beginning

.:. MOTD


By typing this command, a player can bring up A Moment in Tyme's
MOTD, or Message of the Day.  This is basically what you see each
time you log into the game.  This command is handy in case you want to
read something in the MOTD, and don't feel like backscrolling to the
log-in screen, or in case it has been updated while you are logged in.

See Also: IMOTD, MITupdate


:: Beginning

.:. MOUNTAIN DANCERS



=============================================================
Hama N'dore (Mountain Dancers)
=============================================================
The Hama N'dore are trained to be able to fight with a variety of
weapons
. They are trained to fight on rocky or mountanous terrain,
and have quite an advantage in such terrain.



:: Beginning

.:. MOVE




















In order to move from place to place on this MUD there are ten
directions you need to be very familiar with: UP, DOWN, EAST, WEST,
NORTH, SOUTH, and the four diagonals NORTHEAST, NORTHWEST, SOUTHEAST
and SOUTHWEST. These will take you in whichever direction you want,
assuming you are standing and there is an exit that way from the room
you are currently in.

All of them can be abbreviated to: n, s, e, w, u, d, ne, nw, se, sw.
The exits command spells out every exit, and the autoexit line shows
them with those short forms.

Syntax:
> north
> northeast

Example:
> ne

See also: Exits, Autoexit, Look























:: Beginning

.:. MOVEMENT




















In order to move from place to place on this MUD there are ten
directions you need to be very familiar with: UP, DOWN, EAST, WEST,
NORTH, SOUTH, and the four diagonals NORTHEAST, NORTHWEST, SOUTHEAST
and SOUTHWEST. These will take you in whichever direction you want,
assuming you are standing and there is an exit that way from the room
you are currently in.

All of them can be abbreviated to: n, s, e, w, u, d, ne, nw, se, sw.
The exits command spells out every exit, and the autoexit line shows
them with those short forms.

Syntax:
> north
> northeast

Example:
> ne

See also: Exits, Autoexit, Look























:: Beginning

.:. mpdump


mpdump <vnum|name> -Lists the code of the MobProg with that vnum or name
mpedit             -Edit commands for MobProgs. (See 'help mpedit' for syntax)
mprogadd           -Adds a MobProg to a MOB.  (See: 'help mprogadd' for syntax)
mprogdelete        -Deletes a MobProg from a MOB. (See: 'help mprogdelete' for syntax)
mproglist scripted -List all mobs that have triggers/scripts attached to them.
mproglist <vnum>   -MProgList <vnum> lists the progs on a specific MOB, with their names.
   -If no vnum is specified, it lists all programs in the game, with their names.
mpedit list <zone> - List all programs in a particular zone.
mpstat <mob name>  -Similar to MProgList, but used on a loaded MOB.
mprogport    -Removed. Programs, and which mob runs which, are saved with the
   -world for the whole game, so there is nothing to port.

Every program has a vnum and a short unique name. Wherever a command asks for
a program vnum, the program's name works too. (See: 'help mpedit')

See also:  MPEDIT, MOB FUNCTIONS, MOB COMMANDS, MOB TRIGGERS, MOB ACT CODES,
           MOB LOGIC, MPROGADD, SEMANTIC, MOB MEMORY























:: Beginning

.:. MPEDIT


The MPEDIT command allows you to edit code associated with mob programs.  This code can then be attached to mobs to allow them to interact with players or their environment.

Syntax :
mpedit [vnum|name]    - Edit the mob program with that vnum or name
                      - This command will put you into the mpedit editor,
                      - Where all commands are interpreted by mpedit.
                      - See the listing below for valid commands.
mpedit create [vnum]  - Create a new mob program with vnum [vnum], named program-[vnum]
                      - This command will put you into the mpedit editor.
mpedit list           - List all mobprogs in the game.
mpedit list [zone]    - Lists all mobprogs in the zone.
mpedit save           - Outside mpedit: saves every mobprog that has unsaved
                      - changes.  Inside mpedit: saves the mobprog you're
                      - editing.  Mobprogs are saved for the whole game, so
                      - there is no port to give.  Then, as after an OLC save,
                      - you are asked for a git commit message for the files
                      - written (see 'help olc save').

Commands available inside MPEDIT:

commands         - Display the available commands.
create [vnum]    - Create a new mob prog with vnum [vnum]
code             - Enter the code editor where you write the actual code.
title [title]    - Give the mobprog a title to make it easier to identify.
name [name]      - Give the mobprog a short unique name (see Names below).
show             - Show the current stats.  (Same as just hitting enter).
list             - List all mobprogs in the game.
list [zone]      - List all mobprogs in the zone.
save             - Saves the program you're editing, for the whole game.
functions        - List all available functions for use in 'if' statements.
funcs            - Shorthand for 'functions' command above.

Names:  every mobprog has a short unique name, such as laundress-gives-pants:
1-32 characters, lower-case letters, digits and '-', starting with a letter.
A new mobprog is named program-[vnum] until you give it another name.
Wherever a command asks for a mobprog vnum (mpedit, mpdump, mprogadd, mob call)
the name works too.  The vnum stays the permanent ID, so renaming a mobprog
never breaks the mobs that use it.

A mobprog's code and title cannot contain the character ~.  Saving a mobprog
that has one is refused, with a message saying where.

See also: MOBPROGRAMS, MOB FUNCTIONS, MOB COMMANDS, MOB TRIGGERS, MOB ACT CODES, MOB LOGIC


:: Beginning

.:. MPEDIT ACT CODES


$i - The keywords (aliases) for the mob
$I - The mobs short description (Usually it's name)
$n - If the victim can see the mob (IE:  Not dark or has a light), the keywords (aliases) for mob, otherwise 'someone'.
$N - If the victim can see the mob (IE:  Not dark or has a light), the short description (Usually it's name) for mob, otherwise 'someone'.
$t - The keywords (aliases) for the victim of any given action.
$T - The name or short description of the victim of any given action.
$r - The keywords (aliases) for a random character in the room with the mob.
$R - The name or short description of a random character in the room with the mob.
$q - The keywords (aliases) for the target of a mob (Whoever activated the trigger).
$Q - The name or short description of the target of a mob (Whoever activated the trigger).
$j - he/she/it depending on sex of the mob.
$e - he/she/it depending on sex of the mob, or 'someone' if room is dark and player has no light, or if player is blind, etc.
$E - he/she/it depending on sex of the victim of a given action.
$J - he/she/it depending on sex of random character in room with mob.
$X - he/she/it of mob's target (Whoever activated the trigger.)
$k - him/her/it depending on sex of mob.
$m - him/her/it depending on sex of character initiating an action.
$M - him/her/it depending on sex of victim of any given action.
$K - him/her/it depending on sex of random victim chosen from room.
$Y - him/her/it of mob-prog's target.
$l - his/hers/its depending on sex of mob
$s - his/hers/its depending on sex of character that initiated action.
$S - his/hers/its depending on sex of mob, or 'someone' if character can not see mob.
$L - his/hers/its depending on sex of random character from room.
$Z - his/hers/its depending on sex of mob-prog target.
$o - first keyword (alias) of object.
$O - short description of object.
$p - First keyword (alias) from second object
$P - Short description of second object.

$0 through $9 - User defined variables.  You may store data in these variables
              - using the "mob store" command.  Example:  mob store 1 $N
              - The above example would store the value of $N in variable $1
              - $1 will remain available for all scripts running under the
              - current mob, so these can be used to pass data back and forth
              - between scripts.





:: Beginning

.:. MPEDIT FUNCTIONS


    "rand",            /* if rand 30       - if random number < 30 */
    "mobhere",         /* if mobhere fido  - is there a 'fido' here */
    "objhere",         /* if objhere bottle    - is there a 'bottle' here */
                       /* if mobhere 1233  - is there mob vnum 1233 here */
                       /* if objhere 1233  - is there obj vnum 1233 here */
    "mobexists",       /* if mobexists fido    - is there a fido somewhere */
    "objexists",       /* if objexists sword   - is there a sword somewhere */

    "people",          /* if people > 4    - does room contain > 4 people */
    "players",         /* if players > 1   - does room contain > 1 pcs */
    "mobs",            /* if mobs > 2      - does room contain > 2 mobiles */
    "clones",          /* if clones > 3    - are there > 3 mobs of same vnum here */
    "order",           /* if order == 0    - is mob the first in room */
    "hour",            /* if hour > 11     - is the time > 11 o'clock */

    "ispc",            /* if ispc $n       - is $n a pc */
    "isnpc",           /* if isnpc $n      - is $n a mobile */
    "isgood",          /* if isgood $n     - is $n good */
    "isevil",          /* if isevil $n     - is $n evil */
    "isneutral",       /* if isneutral $n  - is $n neutral */
    "isimmort",        /* if isimmort $n   - is $n immortal */
    "ischarm",         /* if ischarm $n    - is $n charmed */
    "isfollow",        /* if isfollow $n   - is $n following someone */
    "isactive",        /* if isactive $n   - is $n's position > SLEEPING */
    "isdelay",         /* if isdelay $i    - does $i have mobprog pending */
    "isvisible",       /* if isvisible $n  - can mob see $n */
    "hastarget",       /* if hastarget $i  - does $i have a valid target */
    "istarget",        /* if istarget $n   - is $n mob's target */
    "exists",          /* if exists $n     - does $n exist somewhere */

    "affected",        /* if affected $n blind - is $n affected by blind */
    "act",             /* if act $i sentinel   - is $i flagged sentinel */
    "off",             /* if off $i berserk    - is $i flagged berserk */
    "imm",             /* if imm $i fire   - is $i immune to fire */
    "carries",         /* if carries $n sword  - does $n have a 'sword' */
                       /* if carries $n 1233   - does $n have obj vnum 1233 */
    "wears",           /* if wears $n lantern  - is $n wearing a 'lantern' */
                       /* if wears $n 1233 - is $n wearing obj vnum 1233 */
    "has",             /* if has $n weapon - does $n have obj of type weapon */
    "uses",            /* if uses $n armor - is $n wearing obj of type armor */
    "name",            /* if name $n puff  - is $n's name 'puff' */
    "pos",             /* if pos $n standing   - is $n standing */
    "clan",            /* if clan $n 'whatever'- does $n belong to clan 'whatever' */
    "race",            /* if race $n dragon    - is $n of 'dragon' race */
    "class",           /* if class $n mage - is $n's class 'mage' */
    "objtype",         /* if objtype $p scroll - is $p a scroll */

    "vnum",            /* if vnum $i == 1233   - virtual number check */
    "hpcnt",           /* if hpcnt $i > 30 - hit point percent check */
    "room",            /* if room $i == 1233   - room virtual number */
    "sex",             /* if sex $i == 0   - sex check */
    "level",           /* if level $n < 5  - level check */
    "align",           /* if align $n < -1000  - alignment check */
    "money",           /* if money $n */
    "objval0",         /* if objval0 > 1000    - object value[] checks 0..13 */
    "objval1",
    "objval2",
    "objval3",
    "objval4",
    "objval5",
    "objval6",
    "objval7",
    "objval8",
    "objval9",
    "objval10",
    "objval11",
    "objval12",
    "objval13",
    "grpsize",                    /* if grpsize $n > 6    - group size check */
    "ercount",                    // if ercount $n > 2    - Emotes in Room
    "trcount",                    // if trcount $n > 4    - Ticks in room
    "ecount",                     // if ecount $n > 2     - Emotes since last rpexp update
    "ucount",                     // if ucount $n > 1    - Count of rpexp updates for player
    "hasmemory",                 // if hasmemory $n <key> [value] - Does mob remember <key> (any value, or exactly [value]) about $n? (See 'help mob memory')
    "rank",                       // if rank $n "<guild tag> <rank>" - Does $n have rank <rank> in guild <guild tag>?  (MUST be in quotes!)
    "subrank",                    // if subrank $n "<guild tag> <subrank>" - Does $n have rank <rank> in guild <guild tag>?  (MUST be in quotes)
    "cmd",                        // if cmd milk          - Did the player type the 'milk' command?  (Only works with CMD triggers!)
    "cmdarg",                     // if cmdarg cow        - Did the player type the word 'cow' after the command that triggered this script? (Only works with CMD triggers)
    "success",                    // if success $n arrest - Did the player succeed at using the 'arrest' skill?
    "skill",                      // if skill '$n [skill]' > 500  - Is players skill level in [skill] greater than 50.0%? (Note:  Quotes are required and skill levels are divided by 10.  Thus 500 is 50.0%
    "trigger",                    // if trigger greet     - Was this script triggered with a 'greet' trigger?
    "phrase",                     // if phrase 'looks at you' - Was this script triggered by the phrase 'looks at you'?
    "canlearn",                   // if canlearn $n 'skill name' - Does $n meet the requirements to learn the skill? (See 'help canlearn')
    "semmatch",                   // if semmatch mismatch - Was the last semantic answer match, mismatch, unclear or busy? (See 'help semantic')
    "semantic",                   // if semantic <description> - Does what the player said or emoted fit <description>? (SEMANTIC triggers only; see 'help semantic')





:: Beginning

.:. MPROGADD



Syntax:   mprogadd [mob vnum] [mprog vnum|name] [trigger] [delay] [phrase]
          mprogdelete [mob vnum] [#mprog]

For a list of triggers and their phrases, see 'help mob triggers'

The mobprog can be given by its vnum or its name (see 'help mpedit').  To see
the #mprog number of each mobprog on a mob, type: mproglist [mob vnum]
Both commands change the mob's programs and save the mob's zone file straight
away, so the change is kept for the whole game.  A phrase can be up to 200
characters.  You are then asked for a git commit message for the zone file,
as after 'medit save' (see 'help olc save').

A delay of -1 indicates that the script triggers immediately upon the event.
This means that whatever character update was occurring when the trigger fired is
interrupted while the trigger executes.  This is important because some triggers
have the ability to prevent such updates from succeeding.  For example, an EXIT
trigger can prevent a player from leaving the room, but only if the trigger fires
instantly (with a delay of -1).

A delay of 0 indicates that the script is added to the list of scripts to run on
the next update, and that we should 0 for 0 updates to run the script (So it will
literally be run on the next mobile update, which occurs immediately after a
character update in the code.)  This means that a delay of 0 makes the trigger
'seem' instant, but it gives the character update code a chance to finish before
executing the script.

Otherwise, the delay indicates how long the script waits to run, in 1/10ths of a
second.  Therefore a delay of 10 would indicate a delay of 1 second.

See also:  MOB PROGRAMS, MPEDIT, MOB FUNCTIONS, MOB COMMANDS, MOB TRIGGERS,
           MOB ACT CODES, MOB LOGIC, SEMANTIC





:: Beginning

.:. MPROGDELETE



Syntax:   mprogadd [mob vnum] [mprog vnum|name] [trigger] [delay] [phrase]
          mprogdelete [mob vnum] [#mprog]

For a list of triggers and their phrases, see 'help mob triggers'

The mobprog can be given by its vnum or its name (see 'help mpedit').  To see
the #mprog number of each mobprog on a mob, type: mproglist [mob vnum]
Both commands change the mob's programs and save the mob's zone file straight
away, so the change is kept for the whole game.  A phrase can be up to 200
characters.  You are then asked for a git commit message for the zone file,
as after 'medit save' (see 'help olc save').

A delay of -1 indicates that the script triggers immediately upon the event.
This means that whatever character update was occurring when the trigger fired is
interrupted while the trigger executes.  This is important because some triggers
have the ability to prevent such updates from succeeding.  For example, an EXIT
trigger can prevent a player from leaving the room, but only if the trigger fires
instantly (with a delay of -1).

A delay of 0 indicates that the script is added to the list of scripts to run on
the next update, and that we should 0 for 0 updates to run the script (So it will
literally be run on the next mobile update, which occurs immediately after a
character update in the code.)  This means that a delay of 0 makes the trigger
'seem' instant, but it gives the character update code a chance to finish before
executing the script.

Otherwise, the delay indicates how long the script waits to run, in 1/10ths of a
second.  Therefore a delay of 10 would indicate a delay of 1 second.

See also:  MOB PROGRAMS, MPEDIT, MOB FUNCTIONS, MOB COMMANDS, MOB TRIGGERS,
           MOB ACT CODES, MOB LOGIC, SEMANTIC





:: Beginning

.:. mproglist


mpdump <vnum|name> -Lists the code of the MobProg with that vnum or name
mpedit             -Edit commands for MobProgs. (See 'help mpedit' for syntax)
mprogadd           -Adds a MobProg to a MOB.  (See: 'help mprogadd' for syntax)
mprogdelete        -Deletes a MobProg from a MOB. (See: 'help mprogdelete' for syntax)
mproglist scripted -List all mobs that have triggers/scripts attached to them.
mproglist <vnum>   -MProgList <vnum> lists the progs on a specific MOB, with their names.
   -If no vnum is specified, it lists all programs in the game, with their names.
mpedit list <zone> - List all programs in a particular zone.
mpstat <mob name>  -Similar to MProgList, but used on a loaded MOB.
mprogport    -Removed. Programs, and which mob runs which, are saved with the
   -world for the whole game, so there is nothing to port.

Every program has a vnum and a short unique name. Wherever a command asks for
a program vnum, the program's name works too. (See: 'help mpedit')

See also:  MPEDIT, MOB FUNCTIONS, MOB COMMANDS, MOB TRIGGERS, MOB ACT CODES,
           MOB LOGIC, MPROGADD, SEMANTIC, MOB MEMORY























:: Beginning

.:. mprogport


mpdump <vnum|name> -Lists the code of the MobProg with that vnum or name
mpedit             -Edit commands for MobProgs. (See 'help mpedit' for syntax)
mprogadd           -Adds a MobProg to a MOB.  (See: 'help mprogadd' for syntax)
mprogdelete        -Deletes a MobProg from a MOB. (See: 'help mprogdelete' for syntax)
mproglist scripted -List all mobs that have triggers/scripts attached to them.
mproglist <vnum>   -MProgList <vnum> lists the progs on a specific MOB, with their names.
   -If no vnum is specified, it lists all programs in the game, with their names.
mpedit list <zone> - List all programs in a particular zone.
mpstat <mob name>  -Similar to MProgList, but used on a loaded MOB.
mprogport    -Removed. Programs, and which mob runs which, are saved with the
   -world for the whole game, so there is nothing to port.

Every program has a vnum and a short unique name. Wherever a command asks for
a program vnum, the program's name works too. (See: 'help mpedit')

See also:  MPEDIT, MOB FUNCTIONS, MOB COMMANDS, MOB TRIGGERS, MOB ACT CODES,
           MOB LOGIC, MPROGADD, SEMANTIC, MOB MEMORY























:: Beginning

.:. mpstat


mpdump <vnum|name> -Lists the code of the MobProg with that vnum or name
mpedit             -Edit commands for MobProgs. (See 'help mpedit' for syntax)
mprogadd           -Adds a MobProg to a MOB.  (See: 'help mprogadd' for syntax)
mprogdelete        -Deletes a MobProg from a MOB. (See: 'help mprogdelete' for syntax)
mproglist scripted -List all mobs that have triggers/scripts attached to them.
mproglist <vnum>   -MProgList <vnum> lists the progs on a specific MOB, with their names.
   -If no vnum is specified, it lists all programs in the game, with their names.
mpedit list <zone> - List all programs in a particular zone.
mpstat <mob name>  -Similar to MProgList, but used on a loaded MOB.
mprogport    -Removed. Programs, and which mob runs which, are saved with the
   -world for the whole game, so there is nothing to port.

Every program has a vnum and a short unique name. Wherever a command asks for
a program vnum, the program's name works too. (See: 'help mpedit')

See also:  MPEDIT, MOB FUNCTIONS, MOB COMMANDS, MOB TRIGGERS, MOB ACT CODES,
           MOB LOGIC, MPROGADD, SEMANTIC, MOB MEMORY























:: Beginning

.:. MSET


Immortals Only

mset <victim> <field> <value>

Set's the field of a mob with a specific value.

> mset                    {lists mset fields available to you}
> mset wisdom dex 15      {sets a wisdom's dexterity to 15}

See also: Set



:: Beginning

.:. MUD



It is a good idea to read these every once in a while.
They contain useful information.

newbie          - read this if you are new here
handbook        - a guide to roleplaying on A Moment in Tyme
policy          - policies on topics like player killing
credits         - the people who made MikkiMUD possible!
version         - displays the current MikkiMUD version number.
motd            - shows the message of the day, what you see when you log on
who -v          - displays a list of people able to help you with the game.
update          - see IC news and rumors of what has been going on recently.
wizlist         - a list of the current Staff on A Moment in Tyme
unread          - shows which boards you have unread posts on.

See also: Webpages, MITupdate






:: Beginning

.:. MUDMAIL



Usage:

  MAIL <name>                 - Send a mail
  MAIL SHOW [folder]          - Show unread mail
  MAIL LIST [folder]          - List your mail
  MAIL READ #                 - Read a mail
  MAIL DELETE #               - Delete a mail
  MAIL REPLY #                - Reply to a mail
  MAIL REPLYALL #             - Reply to everyone copied on a mail.
  MAIL FORWARD # <name>       - Forward a mail
  MAIL FILE # <folder>        - File mail in folder
  MAIL GUILD <tag>            - Mail all members of a guild
  MAIL SEARCH <to/from/subject/body> <text>  
                              - Search for a mail


  MAIL FOLDER LIST            - List your Virtual Folders
  MAIL FOLDER NEW <name>      - Add Folder
  MAIL FOLDER DELETE [folder] - Delete a folder
  MAIL FOLDER RENAME # <name> - Rename a folder

  Note: Multiple names can be listed for both sending and forwarding mails.





:: Beginning

.:. MULTIGUILDS





A guild is a group of characters who share a background or a purpose, and
belonging to one is part of your character's life in the world. Some guilds,
like the Aes Sedai, are very strict about their members' behavior and about
who may join. Others, like Daes Dae'mar, the nobles' guild, are looser and
gather guards, Lords, Magistrates and more under one name.

Joining a Guild:
First decide which guilds interest you. If you dream of being a Warder, an
Asha'man, a Hornhunter, a damane or an Aes Sedai, look for the guild that
fits. Read what each one asks of its applicants on the recruiting board.
The board is out of character, so it is a place to read, not to roleplay.
When you are ready, tell the game which guild you are seeking and start
roleplaying with its members. Seeking the same guild a second time stops it.

Usually the more popular and influential a guild is, the harder it is to
join, with more sponsors and more time required. That is only a rule of
thumb; many small guilds are very demanding and look for the best roleplayers.

Syntax:
> template list
> template show <#>
> seek <guild tag>

Example:
> template list

Multiguilds are specific organizations that have grouped together based
on common beliefs, goals, or heritage. For a list of multiguilds, both
for Immortals as well as Mortals, type 'multiguild'.

GLs can also use the 'multiguild' command to see all the options available
to them for administration of their guild rosters, including changing the
ranks, subranks, membership, and more.

To see the seeking requirements and information of all our multiguilds,
type 'template list' for the full index, then 'template show #' for the
specific guild in which you are interested.

To see who leads which guilds, type 'gllist'.  See the Guild Immortal
for any guilds without a mortal guildleader, or with any other questions
about the multiguilds.

See also: Templates, GLList, Guild Leader, Channels











:: Beginning

.:. MULTIPLAY












See 'policy multiplay' for information on this topic.


See Also:  Policy, Policy Multiplay


:: Beginning

.:. MURDER


HIT, KILL and MURDER are not commands any more. To fight, use the
turn-based combat commands such as slash, thrust and unarmed. They
are all explained in
help combat.

Fighting another player is covered by
<policy PK>.

See also: Combat, Death








:: Beginning

.:. MUTE


Immortals Only

MUTE is used to shut a player up; if a player is muted, he/she will not be
able to use most communication channels until he/she is unmuted.

> mute MrNoisy



:: Beginning

 
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 Web Design by: Tannil and Guy
.:. Top of Page