Object Program Triggers
This page lists every trigger available for object programs. A trigger tells the game when to run your script. Set the trigger with the trigger command inside opedit, and set the phrase with the phrase command.
Table of Contents
- How to Read This Reference
- Phrase Types at a Glance
- Wearing and Equipment
- Interaction and Use
- Picking Up, Dropping, and Throwing
- Containers
- Consumption
- Furniture and Position
- Combat
- Speech and Communication
- Movement and Entry
- Hiding
- Timed and Periodic
- Lifecycle
- Spell-Related
- Quest-Related
- Catalyst and Alchemy
- Identification and Lore
- Experience and Reckoning
- Miscellaneous
- Trigger Quick Reference
How to Read This Reference
Each trigger entry includes:
- Fires when — the event that causes the script to run.
- Phrase — what the
phrasefield means for this trigger (percent chance, keyword match, direction, etc.). - Bindings — which entity references are available inside the script (
$n,$i,$(enactor), etc.). - Example — a minimal script showing the trigger in action.
For a refresher on entity references and quick codes, see Variables and Tokens.
Phrase Types at a Glance
| Type | Meaning | Example |
|---|---|---|
| Percent | Random chance (1–100) the script fires | phrase 25 → 25% chance |
| Keyword | Fires when phrase text is found in the message | phrase open sesame |
| Direction | Fires for a specific exit direction (0–5) | phrase 0 → north |
| Vnum | Fires for a specific object/mobile vnum | phrase 3001 |
| Spell name | Fires for a specific spell | phrase fireball |
| None | Always fires (no phrase needed) | phrase 100 or leave blank |
Wearing and Equipment
wear
- Fires when: The object is equipped (worn or wielded).
- Phrase: Percent chance (1–100).
- Bindings:
$i= object,$n= character equipping it. - Example:
** Fire every time someone wears this item obj echoat $n {CThe ring tightens around your finger and glows softly.{x obj echoaround $n $N's ring begins to glow with an eerie light.
prewear
- Fires when: Just before the object is equipped. Can prevent wearing.
- Phrase: Percent chance (1–100).
- Bindings:
$i= object,$n= character attempting to wear. - Example:
** Only warriors may wield this weapon if class($n) != warrior obj echoat $n {RThe blade burns your hand! You are not worthy.{x break endif
remove
- Fires when: The object is removed (unequipped).
- Phrase: Percent chance (1–100).
- Bindings:
$i= object,$n= character removing it. - Example:
obj echoat $n {xThe warmth fades as you remove the amulet.{x obj stripaffectname $n amulet_blessing
preremove
- Fires when: Just before the object is removed. Can prevent removal.
- Phrase: Percent chance (1–100).
- Bindings:
$i= object,$n= character attempting to remove. - Example:
** Cursed item — cannot be removed obj echoat $n {RThe ring refuses to come off!{x break
Interaction and Use
use
- Fires when: The object is used (the
usecommand). - Phrase: Percent chance (1–100).
- Bindings:
$i= object,$n= character using it. - Example:
obj echoat $n {GYou activate the healing stone and feel warmth spread through you.{x obj restore $n obj selfdestruct
usewith
- Fires when: The object is used with another object or entity.
- Phrase: Percent chance (1–100).
- Bindings:
$i= object,$n= character,$(obj1)= first object,$(obj2)= second object. - Example:
obj echoat $n You combine the two components and they fuse together. obj oload 3050 obj selfdestruct
examine
- Fires when: The object is examined (looked at closely).
- Phrase: Percent chance (1–100).
- Bindings:
$i= object,$n= character examining. - Example:
obj echoat $n {YAs you look closer, you notice faint runes etched along the blade.{x
inspect
- Fires when: The object is inspected.
- Phrase: Percent chance (1–100).
- Bindings:
$i= object,$n= character inspecting. - Example:
obj echoat $n You notice the gem has a tiny crack running through its center.
touch
- Fires when: The object is touched.
- Phrase: Percent chance (1–100).
- Bindings:
$i= object,$n= character touching. - Example:
obj echoat $n {CThe crystal is ice-cold to the touch.{x obj echoaround $n $N reaches out and touches the crystal.
pull
- Fires when: The object is pulled.
- Phrase: Percent chance (1–100).
- Bindings:
$i= object,$n= character pulling. - Example:
obj echo {YThe lever clicks into position and a hidden door slides open!{x obj alterexit north flags remove closed
pullon
- Fires when: The
pullcommand targets this object with arguments. - Phrase: Keyword substring matched against the argument.
- Bindings:
$i= object,$n= character,$(phrase)= the argument text. - Example:
** trigger phrase: lever obj echo You pull the lever and hear gears turning.
push
- Fires when: The object is pushed.
- Phrase: Percent chance (1–100).
- Bindings:
$i= object,$n= character pushing. - Example:
obj echo {xThe stone block slides forward with a grinding sound.{x
pushon
- Fires when: The
pushcommand targets this object with arguments. - Phrase: Keyword substring matched against the argument.
- Bindings:
$i= object,$n= character,$(phrase)= the argument text. - Example:
** trigger phrase: button obj echo You press the button and the wall rotates!
turn
- Fires when: The object is turned.
- Phrase: Percent chance (1–100).
- Bindings:
$i= object,$n= character turning. - Example:
obj echo {YThe dial clicks to the next position.{x obj varset dial_position 1
turnon
- Fires when: The
turncommand targets this object with arguments. - Phrase: Keyword substring matched against the argument.
- Bindings:
$i= object,$n= character,$(phrase)= the argument text. - Example:
** trigger phrase: clockwise obj echo You turn the dial clockwise. It locks into place.
verb
- Fires when: A custom verb is used on the object.
- Phrase: Keyword matched against the verb name.
- Bindings:
$i= object,$n= character,$(phrase)= the verb arguments. - Example:
** trigger phrase: polish obj echoat $n You polish the blade until it gleams. obj echoaround $n $N carefully polishes $p until it shines.
showcommands
- Fires when: The game queries for custom commands available on this object (used to display verb hints).
- Phrase: None (always fires).
- Bindings:
$i= object,$n= character. - Example:
obj showcommand $n polish obj showcommand $n engrave
Picking Up, Dropping, and Throwing
get
- Fires when: The object is picked up.
- Phrase: Percent chance (1–100), vnum, or keyword.
- Bindings:
$i= object,$n= character picking it up. - Example:
obj echoat $n {RAs you pick up the skull, you hear whispers in your mind.{x obj damage $n 10
preget
- Fires when: Just before the object is picked up. Can prevent getting.
- Phrase: Percent chance (1–100).
- Bindings:
$i= object,$n= character attempting to pick up. - Example:
** Too heavy unless you are strong enough if str($n) < 20 obj echoat $n {xYou strain but cannot lift the massive hammer.{x break endif
drop
- Fires when: The object is dropped.
- Phrase: Percent chance (1–100), vnum, or keyword.
- Bindings:
$i= object,$n= character dropping it. - Example:
obj echo {YThe orb shatters on impact, releasing a burst of light!{x obj selfdestruct
predrop
- Fires when: Just before the object is dropped. Can prevent dropping.
- Phrase: Percent chance (1–100).
- Bindings:
$i= object,$n= character attempting to drop. - Example:
obj echoat $n {RThe ring clings to your finger. You cannot let it go.{x break
throw
- Fires when: The object is thrown.
- Phrase: Vnum or keyword of the target.
- Bindings:
$i= object,$n= thrower,$(victim)= target. - Example:
obj echoat $n You hurl the flask! obj damage $(victim) 75 obj selfdestruct
Containers
put
- Fires when: An item is placed inside this container object.
- Phrase: Percent chance (1–100).
- Bindings:
$i= container,$n= character,$(obj1)= object being placed. - Example:
obj echoat $n The bag glows briefly as you place the item inside.
preput
- Fires when: Just before an item is placed in this container. Can prevent it.
- Phrase: Percent chance (1–100).
- Bindings:
$i= container,$n= character,$(obj1)= object being placed. - Example:
** Only gems may be placed in this pouch if objtype($(obj1)) != gem obj echoat $n {xThis pouch only accepts precious gems.{x break endif
open
- Fires when: The container or door object is opened.
- Phrase: Percent chance (1–100) or direction number.
- Bindings:
$i= object,$n= character opening it. - Example:
obj echo {xThe chest lid creaks open, releasing a puff of ancient dust.{x
close
- Fires when: The container or door object is closed.
- Phrase: Percent chance (1–100) or direction number.
- Bindings:
$i= object,$n= character closing it. - Example:
obj echo The lid slams shut and the lock clicks into place.
prehidein
- Fires when: Someone tries to hide an object inside this container. Can prevent it.
- Phrase: Percent chance (1–100).
- Bindings:
$i= container,$n= character,$(obj1)= object being hidden. - Example:
obj echoat $n {xThe chest resists your attempt to conceal something inside it.{x break
Consumption
eat
- Fires when: The object (food) is eaten.
- Phrase: Percent chance (1–100).
- Bindings:
$i= object,$n= character eating. - Example:
obj echoat $n {GThe magical fruit fills you with energy!{x obj restore $n
preeat
- Fires when: Just before the object is eaten. Can prevent eating.
- Phrase: Percent chance (1–100).
- Bindings:
$i= object,$n= character attempting to eat. - Example:
if level($n) < 10 obj echoat $n {xThis food is too rich for your inexperienced palate.{x break endif
drink
- Fires when: The object (drink container) is drunk from.
- Phrase: Percent chance (1–100).
- Bindings:
$i= object,$n= character drinking. - Example:
obj echoat $n {BThe cool water refreshes you completely.{x obj restore $n
predrink
- Fires when: Just before drinking from the object. Can prevent drinking.
- Phrase: Percent chance (1–100).
- Bindings:
$i= object,$n= character attempting to drink. - Example:
obj echoat $n {RThe liquid inside looks poisonous. Are you sure?{x
recite
- Fires when: The object (scroll) is recited.
- Phrase: Percent chance (1–100).
- Bindings:
$i= object,$n= character reciting. - Example:
obj echoat $n {MThe words on the scroll burn away as you speak them.{x
prerecite
- Fires when: Just before a scroll is recited. Can prevent recitation.
- Phrase: Percent chance (1–100).
- Bindings:
$i= object,$n= character attempting to recite. - Example:
if class($n) != mage obj echoat $n {xYou cannot decipher the arcane writing.{x break endif
brandish
- Fires when: The object (wand/staff) is brandished.
- Phrase: Percent chance (1–100).
- Bindings:
$i= object,$n= character brandishing. - Example:
obj echo {MA bolt of lightning arcs from the staff!{x
zap
- Fires when: The object (wand) is zapped.
- Phrase: Percent chance (1–100).
- Bindings:
$i= object,$n= character zapping. - Example:
obj echoat $n The wand crackles with electricity as you point it.
blow
- Fires when: The object (horn, whistle, instrument) is blown into.
- Phrase: Percent chance (1–100).
- Bindings:
$i= object,$n= character blowing. - Example:
obj echo {YA deep note echoes across the valley!{x obj asound A deep horn blast echoes from nearby.
Furniture and Position
sit
- Fires when: Someone sits on or in the object (furniture).
- Phrase: Percent chance (1–100).
- Bindings:
$i= object (furniture),$n= character sitting. - Example:
obj echoat $n You settle into the ornate throne.
presit
- Fires when: Just before sitting on the object. Can prevent sitting.
- Phrase: Percent chance (1–100).
- Bindings:
$i= object,$n= character attempting to sit. - Example:
** Only the guild leader may sit here if rank($n) != leader obj echoat $n {xThis seat is reserved for the guild leader.{x break endif
rest
- Fires when: Someone rests on or near the object.
- Phrase: Percent chance (1–100).
- Bindings:
$i= object,$n= character resting. - Example:
obj echoat $n {GThe enchanted bed soothes your aching muscles.{x
prerest
- Fires when: Just before resting on the object. Can prevent resting.
- Phrase: Percent chance (1–100).
- Bindings:
$i= object,$n= character attempting to rest. - Example:
obj echoat $n {xThe bed is already occupied by something invisible.{x break
sleep
- Fires when: Someone sleeps on or in the object.
- Phrase: Percent chance (1–100).
- Bindings:
$i= object,$n= character sleeping. - Example:
obj echoat $n {BDreams of distant lands fill your mind as you drift off...{x
presleep
- Fires when: Just before sleeping on the object. Can prevent sleeping.
- Phrase: Percent chance (1–100).
- Bindings:
$i= object,$n= character attempting to sleep. - Example:
obj echoat $n {xThe bed shakes violently! You cannot sleep here.{x break
stand
- Fires when: Someone stands up from the object.
- Phrase: Percent chance (1–100).
- Bindings:
$i= object,$n= character standing. - Example:
obj echoat $n You rise from the throne, feeling refreshed. obj stripaffectname $n throne_blessing
prestand
- Fires when: Just before standing from the object. Can prevent standing.
- Phrase: Percent chance (1–100).
- Bindings:
$i= object,$n= character attempting to stand. - Example:
obj echoat $n {RThe chair holds you fast! You cannot stand.{x break
wake
- Fires when: Someone wakes up from the object.
- Phrase: Percent chance (1–100).
- Bindings:
$i= object,$n= character waking. - Example:
obj echoat $n You wake feeling completely rested and alert.
prewake
- Fires when: Just before waking from the object. Can prevent waking.
- Phrase: Percent chance (1–100).
- Bindings:
$i= object,$n= character attempting to wake. - Example:
** Enchanted sleep — must be dispelled obj echoat $n {MYou try to wake but the enchantment holds you in slumber.{x break
Combat
fight
- Fires when: Each combat round while the object’s holder is fighting.
- Phrase: Percent chance (1–100).
- Bindings:
$i= object,$n= fighter (holder),$(victim)= opponent. - Example:
** 15% chance per round to deal bonus fire damage obj echoat $n {RYour blade erupts in flames!{x obj echoat $(victim) {R$N's blade sears you with fire!{x obj damage $(victim) 25
startcombat
- Fires when: Combat begins involving the object’s holder.
- Phrase: Percent chance (1–100).
- Bindings:
$i= object,$n= fighter,$(victim)= opponent. - Example:
obj echoat $n {YYour shield hums as it detects the threat.{x
afterkill
- Fires when: The object’s holder kills an opponent.
- Phrase: Percent chance (1–100).
- Bindings:
$i= object,$n= killer,$(victim)= killed entity. - Example:
obj echoat $n {RThe blade drinks deep of your fallen foe's essence.{x
kill
- Fires when: The object’s holder kills someone (alternate kill trigger).
- Phrase: Percent chance (1–100).
- Bindings:
$i= object,$n= killer,$(victim)= killed. - Example:
obj echoat $n Another soul claimed by the dark blade.
flee
- Fires when: The object’s holder flees from combat.
- Phrase: Percent chance (1–100).
- Bindings:
$i= object,$n= fleeing character. - Example:
obj echoat $n {xThe coward's ring pulses — you feel a burst of speed.{x
wimpy
- Fires when: The holder’s wimpy threshold is triggered.
- Phrase: Percent chance (1–100).
- Bindings:
$i= object,$n= character. - Example:
obj echoat $n {RYour amulet flares, warning you of danger!{x
prewimpy
- Fires when: Just before wimpy flee is triggered. Can prevent it.
- Phrase: Percent chance (1–100).
- Bindings:
$i= object,$n= character,$(victim)= combatant. - Example:
** Berserker gauntlets prevent fleeing obj echoat $n {RThe gauntlets burn with fury — you WILL NOT flee!{x break
weapon_blocked
- Fires when: This weapon blocks an attack.
- Phrase: Percent chance (1–100).
- Bindings:
$i= object (weapon),$n= attacker,$(victim)= target. - Example:
obj echo {WThe shield flares with divine light, deflecting the blow!{x
weapon_caught
- Fires when: This weapon is caught or trapped during combat.
- Phrase: Percent chance (1–100).
- Bindings:
$i= object (weapon),$n= attacker,$(victim)= target. - Example:
obj echoat $n {xYour weapon is caught! You struggle to free it.{x
weapon_parried
- Fires when: This weapon parries an attack.
- Phrase: Percent chance (1–100).
- Bindings:
$i= object (weapon),$n= attacker,$(victim)= target. - Example:
obj echo {YSparks fly as the enchanted blade deflects the strike!{x
check_damage
- Fires when: Damage is being calculated (allows modification).
- Phrase: Percent chance (1–100).
- Bindings:
$i= object,$n= attacker,$(victim)= target. Damage value available via registers. - Example:
** Double damage against undead if isundead($(victim)) obj echoat $n {WThe holy blade burns the undead creature!{x endif
damage
- Fires when: Damage is dealt or received.
- Phrase: Percent chance (1–100).
- Bindings:
$i= object,$n= attacker,$(victim)= target,$register1= damage amount. - Example:
** Absorb some damage when hit obj echoat $n {CYour shield absorbs part of the blow.{x
Speech and Communication
speech
- Fires when: Someone speaks in the same room as the object.
- Phrase: Keyword substring matched against the spoken message.
- Bindings:
$i= object,$n= speaker,$(phrase)= full spoken message. - Example:
** trigger phrase: open sesame obj echo {YThe magical chest clicks and its lid swings open!{x obj alterexit north flags remove closed
sayto
- Fires when: Someone speaks directly to or about the object.
- Phrase: Keyword substring matched against the message.
- Bindings:
$i= object,$n= speaker,$(phrase)= message text. - Example:
** trigger phrase: activate obj echoat $n {CThe crystal responds: "Command acknowledged."{x
act
- Fires when: An action message is broadcast in the room.
- Phrase: Keyword substring matched against the action text.
- Bindings:
$i= object,$n= actor,$(phrase)= action text. - Example:
** trigger phrase: prays obj echo {WThe altar glows in response to the prayer.{x
Movement and Entry
entry
- Fires when: The object enters a room (carried by someone, transferred, etc.).
- Phrase: Percent chance (1–100).
- Bindings:
$i= object,$n= carrier (if any),$(here)= destination room. - Example:
obj echo {MA dark presence enters the room...{x
preenter
- Fires when: Just before the object enters a room. Can prevent entry.
- Phrase: Direction name (“north”, “east”, etc.) or “portal”.
- Bindings:
$i= object,$n= carrier. - Example:
** Object cannot enter holy ground obj echoat $n {RThe cursed artifact resists entering this place!{x break
greet
- Fires when: A character enters the room where the object is (character must be visible).
- Phrase: Percent chance (1–100).
- Bindings:
$i= object,$n= arriving character,$(here)= room. - Example:
obj echo {YThe crystal pulses as a new presence is detected.{x
grall
- Fires when: A character enters the room (fires regardless of visibility).
- Phrase: Percent chance (1–100).
- Bindings:
$i= object,$n= arriving character,$(here)= room. - Example:
obj echo {xSomething stirs in the darkness...{x
exit
- Fires when: A character leaves the room in a specific direction.
- Phrase: Direction number (0=north, 1=east, 2=south, 3=west, 4=up, 5=down).
- Bindings:
$i= object,$n= departing character,$(here)= room. - Example:
** trigger phrase: 0 (north) obj echo The statue's eyes follow the departing figure.
exall
- Fires when: A character attempts to leave in a direction (regardless of position or sight).
- Phrase: Direction number (0–5).
- Bindings:
$i= object,$n= departing character. - Example:
** trigger phrase: 4 (up) obj echoat $n The ceiling is too low to go that way! break
board
- Fires when: Someone boards the object (vehicle, ship, mount).
- Phrase: Percent chance (1–100).
- Bindings:
$i= object,$n= character boarding. - Example:
obj echoat $n You climb aboard the ship. obj echo $N climbs aboard.
Hiding
hide
- Fires when: The object is hidden.
- Phrase: Percent chance (1–100).
- Bindings:
$i= object,$n= character hiding it. - Example:
obj echoat $n You tuck the dagger out of sight.
prehide
- Fires when: Just before the object is hidden. Can prevent hiding.
- Phrase: Percent chance (1–100).
- Bindings:
$i= object,$n= character attempting to hide it. - Example:
** Glowing objects cannot be hidden obj echoat $n {xThe object glows too brightly to conceal.{x break
bury
- Fires when: The object is buried.
- Phrase: Percent chance (1–100).
- Bindings:
$i= object,$n= character burying it. - Example:
obj echoat $n {xYou bury the bones. May they rest in peace.{x
Timed and Periodic
tick
- Fires when: Every game tick (periodic heartbeat).
- Phrase: Percent chance (1–100).
- Bindings:
$i= object,$(here)= room. - Example:
** 10% chance per tick to emit a sound obj echo {xThe clock chimes softly.{x
random
- Fires when: On periodic random checks (similar to tick).
- Phrase: Percent chance (1–100).
- Bindings:
$i= object,$(here)= room. - Example:
** 5% chance of ambient effect obj echo {cThe enchanted pool ripples on its own.{x
delay
- Fires when: A previously set delay timer completes (set with
obj delay). - Phrase: Percent chance (1–100).
- Bindings:
$i= object. - Example:
** This runs after obj delay was called in another trigger obj echo {RThe bomb explodes!{x obj damage $n 100 obj selfdestruct
regen
- Fires when: During regeneration processing for the object or its holder.
- Phrase: Percent chance (1–100).
- Bindings:
$i= object,$n= holder (if held/worn). - Example:
obj echoat $n {GThe ring pulses gently, mending your wounds.{x
regen_hp
- Fires when: HP regeneration is calculated for the holder.
- Phrase: Percent chance (1–100).
- Bindings:
$i= object,$n= holder,$register1= regen amount. - Example:
** Boost HP regeneration by showing a message obj echoat $n {GThe healing amulet glows as your wounds close.{x
regen_mana
- Fires when: Mana regeneration is calculated for the holder.
- Phrase: Percent chance (1–100).
- Bindings:
$i= object,$n= holder,$register1= regen amount. - Example:
obj echoat $n {BThe staff channels magical energy into you.{x
regen_move
- Fires when: Movement regeneration is calculated for the holder.
- Phrase: Percent chance (1–100).
- Bindings:
$i= object,$n= holder,$register1= regen amount. - Example:
obj echoat $n {GThe boots invigorate your tired legs.{x
grow
- Fires when: A seed or plant object grows.
- Phrase: Percent chance (1–100).
- Bindings:
$i= object. - Example:
obj echo {GThe seedling sprouts and grows into a small bush!{x
Lifecycle
repop
- Fires when: The object is reset/repopulated by the area reset system.
- Phrase: Percent chance (1–100).
- Bindings:
$i= object,$(here)= room. - Example:
obj echo {xThe treasure chest refills with gold.{x
extract
- Fires when: The object is being extracted (destroyed/removed from game).
- Phrase: Percent chance (1–100).
- Bindings:
$i= object. - Example:
obj echo {MA flash of light marks the artifact's destruction.{x
save
- Fires when: The object is saved (usually when the player saves).
- Phrase: Percent chance (1–100).
- Bindings:
$i= object. - Example:
** Update a timestamp variable on save obj varset last_saved $T
login
- Fires when: A player logs in while carrying this object.
- Phrase: None (always fires).
- Bindings:
$i= object,$n= player logging in. - Example:
obj echoat $n {CYour enchanted compass spins to life as you enter the world.{x
preanimate
- Fires when: Just before the object is animated (turned into a mobile).
- Phrase: Percent chance (1–100).
- Bindings:
$i= object. - Example:
obj echo {xThe golem's eyes begin to flicker with dim light.{x
preresurrect
- Fires when: Just before the object is resurrected or reactivated.
- Phrase: Percent chance (1–100).
- Bindings:
$i= object. - Example:
obj echo {WDivine power courses through the relic.{x
Spell-Related
spellcast
- Fires when: A spell is cast near or on the object.
- Phrase: Exact spell name (e.g.,
fireball). - Bindings:
$i= object,$n= caster,$(victim)= spell target. - Example:
** trigger phrase: identify obj echoat $n {YThe artifact resists your identify spell and shows false information!{x break
spell_dispel
- Fires when: A dispel spell targets the object.
- Phrase: Percent chance (1–100).
- Bindings:
$i= object,$n= caster,$(victim)= target. - Example:
obj echo {MThe enchantments on the artifact waver but hold firm.{x break
Quest-Related
quest_complete
- Fires when: A quest is completed while this object is held. Fires before rewards.
- Phrase: Percent chance (1–100).
- Bindings:
$i= object,$n= quest completer. - Example:
obj echoat $n {YThe quest token transforms into a golden badge!{x obj stringobj $i short a golden badge of valor
quest_cancel
- Fires when: A quest is cancelled while this object is held.
- Phrase: Percent chance (1–100).
- Bindings:
$i= object,$n= character cancelling quest. - Example:
obj echoat $n {xThe quest scroll crumbles to dust.{x obj selfdestruct
quest_incomplete
- Fires when: A quest is turned in incomplete while this object is held.
- Phrase: Percent chance (1–100).
- Bindings:
$i= object,$n= character. - Example:
obj echoat $n {xThe token dims — the quest is not yet finished.{x
Catalyst and Alchemy
catalyst
- Fires when: The object is used as an alchemy catalyst.
- Phrase: Percent chance (1–100).
- Bindings:
$i= object,$n= alchemist. - Example:
obj echoat $n {MThe crystal resonates with alchemical energy.{x
catalystfull
- Fires when: The catalyst container is fully charged.
- Phrase: Percent chance (1–100).
- Bindings:
$i= object,$n= alchemist. - Example:
obj echoat $n {YThe catalyst vessel overflows with power!{x
catalystsrc
- Fires when: The object is used as a catalyst source.
- Phrase: Percent chance (1–100).
- Bindings:
$i= object,$n= alchemist. - Example:
obj echoat $n {xThe source crystal pulses and transfers its energy.{x
Identification and Lore
identify
- Fires when: The object is identified (via spell or skill).
- Phrase: Percent chance (1–100).
- Bindings:
$i= object,$n= character identifying. - Example:
obj echoat $n {CYou sense something hidden about this artifact...{x
lore
- Fires when: Lore information is gathered about the object.
- Phrase: Percent chance (1–100).
- Bindings:
$i= object,$n= character using lore. - Example:
obj echoat $n {YAncient texts speak of this blade — it was forged in dragonfire.{x
lorex
- Fires when: Extended lore is obtained about the object.
- Phrase: Percent chance (1–100).
- Bindings:
$i= object,$n= character using lore. - Example:
obj echoat $n {YThe blade's true name is Dawnrender. It hungers for undead.{x
Experience and Reckoning
xpgain
- Fires when: The object’s holder gains experience points.
- Phrase: Percent chance (1–100).
- Bindings:
$i= object,$n= character gaining XP. - Example:
obj echoat $n {YThe learning gem absorbs some of your experience.{x
reckoning
- Fires when: A reckoning event occurs.
- Phrase: Percent chance (1–100).
- Bindings:
$i= object,$(here)= room. - Example:
obj echo {RThe relic shudders as the reckoning wave passes.{x
prereckoning
- Fires when: Just before reckoning processing. Can prevent reckoning effects.
- Phrase: Percent chance (1–100).
- Bindings:
$i= object,$(here)= room. - Example:
** Object protects the room from reckoning obj echo {WThe ward flares, shielding this place from the reckoning!{x break
Miscellaneous
prebite
- Fires when: Just before biting or attacking the object. Can prevent it.
- Phrase: Percent chance (1–100).
- Bindings:
$i= object,$n= character attempting to bite. - Example:
obj echoat $n {xThe surface is too hard to bite!{x break
Trigger Quick Reference
Alphabetical list of all 100 object program triggers:
| Trigger | Phrase Type | Category |
|---|---|---|
act | Keyword | Speech |
afterkill | Percent | Combat |
blow | Percent | Consumption |
board | Percent | Movement |
brandish | Percent | Consumption |
bury | Percent | Hiding |
catalyst | Percent | Alchemy |
catalystfull | Percent | Alchemy |
catalystsrc | Percent | Alchemy |
check_damage | Percent | Combat |
close | Percent / Direction | Container |
damage | Percent | Combat |
delay | Percent | Timed |
drink | Percent | Consumption |
drop | Percent / Vnum | Inventory |
eat | Percent | Consumption |
entry | Percent | Movement |
exall | Direction | Movement |
examine | Percent | Interaction |
exit | Direction | Movement |
extract | Percent | Lifecycle |
fight | Percent | Combat |
flee | Percent | Combat |
get | Percent / Vnum | Inventory |
grall | Percent | Movement |
greet | Percent | Movement |
grow | Percent | Timed |
hide | Percent | Hiding |
identify | Percent | Lore |
inspect | Percent | Interaction |
kill | Percent | Combat |
login | None | Lifecycle |
lore | Percent | Lore |
lorex | Percent | Lore |
open | Percent / Direction | Container |
preanimate | Percent | Lifecycle |
prebite | Percent | Misc |
predrink | Percent | Consumption |
predrop | Percent | Inventory |
preeat | Percent | Consumption |
preenter | Direction name | Movement |
preget | Percent | Inventory |
prehide | Percent | Hiding |
prehidein | Percent | Container |
preput | Percent | Container |
prerecite | Percent | Consumption |
prereckoning | Percent | Reckoning |
preremove | Percent | Equipment |
prerest | Percent | Furniture |
preresurrect | Percent | Lifecycle |
presit | Percent | Furniture |
presleep | Percent | Furniture |
prestand | Percent | Furniture |
prewake | Percent | Furniture |
prewear | Percent | Equipment |
prewimpy | Percent | Combat |
pull | Percent | Interaction |
pullon | Keyword | Interaction |
push | Percent | Interaction |
pushon | Keyword | Interaction |
put | Percent | Container |
quest_cancel | Percent | Quest |
quest_complete | Percent | Quest |
quest_incomplete | Percent | Quest |
random | Percent | Timed |
recite | Percent | Consumption |
reckoning | Percent | Reckoning |
regen | Percent | Timed |
regen_hp | Percent | Timed |
regen_mana | Percent | Timed |
regen_move | Percent | Timed |
remove | Percent | Equipment |
repop | Percent | Lifecycle |
rest | Percent | Furniture |
save | Percent | Lifecycle |
sayto | Keyword | Speech |
showcommands | None | Interaction |
sit | Percent | Furniture |
sleep | Percent | Furniture |
speech | Keyword | Speech |
spell_dispel | Percent | Spell |
spellcast | Spell name | Spell |
stand | Percent | Furniture |
startcombat | Percent | Combat |
throw | Vnum / Keyword | Inventory |
tick | Percent | Timed |
touch | Percent | Interaction |
turn | Percent | Interaction |
turnon | Keyword | Interaction |
use | Percent | Interaction |
usewith | Percent | Interaction |
verb | Keyword | Interaction |
wake | Percent | Furniture |
weapon_blocked | Percent | Combat |
weapon_caught | Percent | Combat |
weapon_parried | Percent | Combat |
wear | Percent | Equipment |
wimpy | Percent | Combat |
xpgain | Percent | Experience |
zap | Percent | Consumption |