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

Each trigger entry includes:

  • Fires when — the event that causes the script to run.
  • Phrase — what the phrase field 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 use command).
  • 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 pull command 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 push command 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 turn command 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
    

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_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