Shared Commands Reference
Commands listed here are available across most or all entity types (mob, obj, room, token, area, instance, dungeon, event scripts). Use the appropriate prefix for your script type — for example, mob echo in a mob prog, obj echo in an object prog, etc.
Throughout this reference, <prefix> stands for the entity type prefix (mob, obj, room, token, area, instance, dungeon, event). Replace it with the correct prefix for your script.
Table of Contents
- Conventions Used in This Reference
- Output Commands
- Movement and Transfer
- Loading and Creation
- Combat
- Variables
- Affects and Auras
- Entity Manipulation
- Flow Control
- Quest and Dungeon
- Player Interaction
- Skills, Classes, and Traits
- Script and Entity Management
- Group Management
- Events and World Systems
- Wilderness
- Religion and Organizations
- Area and Dungeon Unlocking
- Miscellaneous
Conventions Used in This Reference
<prefix>— Replace with your script’s entity type:mob,obj,room,token,area,instance,dungeon, orevent.<required_arg>— A required argument. You must supply a value.[optional_arg]— An optional argument. You may omit it.$n— The character who triggered the script (the “actor”). See Variables and Tokens for the full list of quick-code variables.lastreturn— Many commands set a special variable calledlastreturnto indicate success or failure. You can check it withif lastreturn == 1.- Unrestricted command — A command that does not require elevated script security to use.
- Color codes — Inline color tags such as
{R(red),{G(green),{x(reset). See Quick Codes for the full list.
Output Commands
echo
<prefix> echo <message>
Sends a message to all characters in the current room. Supports quick-code variables ($n, $N, etc.) and color codes ({R, {G, etc.).
Example:
mob echo The ground trembles beneath your feet!
echoat
<prefix> echoat <target> <message>
Sends a message only to the specified target. The target can be a character (by name or variable), a room, an area, an instance, a dungeon, or a church.
Example:
mob echoat $n You feel a chill run down your spine.
echoaround
<prefix> echoaround <target> <message>
Sends a message to everyone in the room except the target.
Example:
mob echoaround $n $N shivers uncontrollably.
echoroom
<prefix> echoroom <room> <message>
Sends a message to a specific room, which may differ from the script’s current room. The room argument can be a mobile (uses their room), an object (uses its room), a room reference, or an exit.
Example:
mob echoroom $r The door creaks open from the other side.
gecho
<prefix> gecho <message>
Broadcasts a message to all players in the entire game world. Immortals see a Mob echo> prefix for debugging purposes. Use sparingly — this reaches every connected player.
Example:
mob gecho {RThe sky darkens as a terrible storm approaches!{x
zecho
<prefix> zecho <message>
Sends a message to all players in the same area/zone as the calling entity.
Example:
mob zecho The village bell rings three times.
echobattlespam
<prefix> echobattlespam <message>
Sends a combat-flagged message to the current room. Players who have battlespam filtering enabled may not see this message. Use for repetitive combat flavor text.
Example:
mob echobattlespam Sparks fly as blades clash!
echochurch
<prefix> echochurch <church> <message>
Sends a message to all online members of a specified church or religion.
Example:
mob echochurch $i {YA divine blessing washes over the faithful.{x
echogroupat
<prefix> echogroupat <target> <message>
Sends a message to all members of the target’s group.
Example:
mob echogroupat $n Your group receives a blessing of protection.
echogrouparound
<prefix> echogrouparound <target> <message>
Sends a message to everyone in the room except the target’s group members.
Example:
mob echogrouparound $n The adventuring party huddles together.
echoleadat
<prefix> echoleadat <target> <message>
Sends a message to the group leader of the target’s group only.
Example:
mob echoleadat $n As the leader, you sense danger ahead.
echoleadaround
<prefix> echoleadaround <target> <message>
Sends a message to everyone in the room except the target’s group leader.
Example:
mob echoleadaround $n The group leader signals silently.
echonotvict
<prefix> echonotvict <victim> <message>
Sends a message to everyone in the room except the specified victim. Similar to echoaround but uses “victim” context instead of “target.”
Example:
mob echonotvict $n $N doesn't notice the shadow behind them.
asound
<prefix> asound <message>
Sends a sound or message to all adjacent rooms (not the current room). Useful for sounds that carry through walls.
Example:
mob asound You hear a loud crash from nearby!
crier
<prefix> crier <message>
Announces a message through the town crier system (game-wide announcement).
Example:
mob crier The king has declared a day of celebration!
pageat
<prefix> pageat <player> <message>
Sends a paginated (scrollable) message to a specific player. Only works on player characters (not NPCs).
Sets lastreturn to 1 on success, 0 on failure.
Example:
mob pageat $n {WDetailed quest information here...{x
prompt
<prefix> prompt <player> <type> <value>
Sets or displays a custom prompt for a player. Only works on player characters.
Example:
mob prompt $n title Defender of the Realm
<prefix> mail <sender_name> <recipient_name> <message> [object1] [object2] ...
Sends an in-game mail message to a player, optionally with item attachments. Requires script security ≥ 9.
Sets lastreturn to 1 on success.
Example:
mob mail 'The Blacksmith' $n 'Your repaired sword is ready.'
wiznet
<prefix> wiznet <message>
Sends a message to the immortal wiznet channel. Useful for debugging scripts or alerting immortals.
Example:
mob wiznet [QUEST] Player $n completed the dragon quest.
Movement and Transfer
transfer
<prefix> transfer <victim|all> <destination> [force|quiet]
Teleports one or more characters to a destination room.
alltransfers everyone in the current room.forcebypasses private room restrictions.quietsuppresses arrival and departure messages.
Example:
mob transfer $n 3001
mob transfer all 3054 quiet
gtransfer
<prefix> gtransfer <victim> <destination> [force|quiet]
Transfers the victim’s entire group to the destination room.
Example:
mob gtransfer $n 5020
otransfer
<prefix> otransfer <object> <destination>
Transfers an object to a different location. The destination can be a character, a room, or a container.
Example:
mob otransfer sword $n
mob otransfer key 3001
flee
<prefix> flee [target] [direction] [conceal] [pursue]
Forces a character to flee from combat. This is an unrestricted command.
| Parameter | Description |
|---|---|
| target | Character to force to flee. Defaults to the scripting entity. |
| direction | north, south, east, west, up, down, random, any, none, anyway, wimpy |
| conceal | Boolean. If true, the flee is hidden from the opponent. |
| pursue | Boolean (default true). If true, the enemy may pursue. |
Sets lastreturn to the exit direction on success, or a negative value on failure.
Example:
mob flee
mob flee $n north true false
Loading and Creation
mload
<prefix> mload <mobile_vnum> [count]
Loads (creates) one or more mobiles by vnum into the current room.
Example:
mob mload 3001
mob mload 3001 3
oload
<prefix> oload <object_vnum> [count]
Loads (creates) one or more objects by vnum into the current location.
Example:
mob oload 5010
mob oload 5010 5
cloneroom
<prefix> cloneroom <room_vnum> <environment|none> <variable_name>
Creates a dynamic copy of a room template. The new room’s reference is stored in the named variable for later use. Use environment to set a parent environment, or none for a standalone room.
Example:
mob cloneroom 10050 none myroom
destroyroom
<prefix> destroyroom <room>
Removes a dynamically created (cloned) room. Cannot destroy template or original rooms.
Example:
mob destroyroom $myroom
purge
<prefix> purge [target]
Removes entities from the room. This is an unrestricted command.
- With no argument: removes all NPCs and objects from the current room.
- With a target: removes that specific entity.
- Cannot purge player characters.
- The scripting entity cannot purge itself — use
selfdestructinstead.
Example:
mob purge
mob purge goblin
junk
<prefix> junk <object>
Silently destroys an object. No message is shown to anyone.
Example:
mob junk sword
remove
<prefix> remove <character> <object>
Unequips and extracts an object from a character.
Example:
mob remove $n helmet
resetroom
<prefix> resetroom <room>
Resets a room to its default template state. Useful for dungeon rooms that need to be refreshed.
Example:
mob resetroom 5001
loadinstanced
<prefix> loadinstanced <mobile|object> <vnum> [args]
Loads a mob or object specifically scoped to the current dungeon instance. The calling entity must be inside a valid instance or dungeon.
Example:
instance loadinstanced mobile 8001
Combat
damage
<prefix> damage <victim|all> <low> <high> [kill] [damage_class] [attacker]
<prefix> damage <victim|all> level <level_num> [kill] [damage_class] [attacker]
<prefix> damage <victim|all> remort [kill] [damage_class] [attacker]
Inflicts hit point damage on a target. There are three modes:
| Mode | Description |
|---|---|
| Number | Random damage between low and high. |
| Level | Damage scales based on the victim’s level. |
| Remort | Damage scales for remort-tier characters. |
| Parameter | Description |
|---|---|
| kill / lethal | Allows the damage to actually kill. By default, damage stops at 1 HP. |
| damage_class | Type of damage (fire, cold, etc.). Defaults to TYPE_UNDEFINED. |
| attacker | Who is credited with the damage. Defaults to the script entity. |
Example:
mob damage $n 50 100
mob damage $n 100 200 kill fire
mob damage all level 10 kill
entercombat
<prefix> entercombat [attacker] <victim> [silent]
Forces a character into combat with another. If the attacker is omitted, the scripting mob is used. The silent flag suppresses combat initiation messages.
Sets lastreturn to 1 on success, 0 on failure.
Example:
mob entercombat $n
mob entercombat guard $n true
startcombat
<prefix> startcombat <victim> [attacker]
Initiates combat between two characters. Similar to entercombat but with different argument order.
Example:
mob startcombat $n
stopcombat
<prefix> stopcombat <mobile> [both]
Stops combat for a specific character. Set both to true to also stop combat for their opponent.
Example:
mob stopcombat $n true
peace
<prefix> peace
Stops all combat in the current room. This is an unrestricted command.
Example:
mob peace
breathe
<prefix> breathe
Forces the entity to perform a breath attack. The entity must have a breath weapon defined.
Example:
mob breathe
rawkill
<prefix> rawkill <victim> <corpse_type> [head] [show]
Kills a character instantly, bypassing normal death processing.
| Parameter | Description |
|---|---|
| corpse_type | Determines the type of corpse left behind. |
| head | Boolean. Whether to create a severed head. |
| show | Boolean. Whether to display death messages. |
Example:
mob rawkill $n normal false true
zot
<prefix> zot <victim>
Strikes a character with divine punishment. Reduces HP, mana, and movement to 1 (does not kill). Displays dramatic lightning-bolt messages.
Example:
mob zot $n
interrupt
<prefix> interrupt <target>
Interrupts a character’s current action (spellcasting, skills, etc.).
Example:
mob interrupt $n
Variables
For comprehensive documentation on the variable system, see Variables and Tokens.
varset
<prefix> varset <name> <value>
Sets a variable on the calling entity’s script. The special target names quest, questindex, event, and eventindex redirect to varseton.
Example:
mob varset quest_stage 3
mob varset player_name $n
varseton
<prefix> varseton <target> <name> <value>
Sets a variable on a different entity. Target can be quest, questindex, event, eventindex, or a mobile/object/room/token reference.
Example:
mob varseton quest current_step 2
varclear
<prefix> varclear [name]
With a name: deletes that specific variable from the calling entity. Without a name: clears all variables on the calling entity.
Example:
mob varclear quest_stage
mob varclear
varclearon
<prefix> varclearon <target> [name]
Clears variable(s) on a different entity.
Example:
mob varclearon quest current_step
varcopy
<prefix> varcopy <old_name> <new_name>
Copies a variable value from one name to another on the calling entity.
Example:
mob varcopy temp_score final_score
varsave
<prefix> varsave <name> <on|off>
Marks a variable for persistent storage (survives reboots and copyovers). Accepts on/off, true/false, yes/no.
Example:
mob varsave quest_stage on
varsaveon
<prefix> varsaveon <target> <name> <on|off>
Marks a variable on a different entity for persistent storage.
Example:
mob varsaveon quest current_step on
persist
<prefix> persist <entity> <true|false|toggle>
Marks an entity (mobile, object, or room) for persistence across reboots. Requires maximum script security to enable. Fails on instanced entities or blueprint rooms.
Example:
mob persist self true
Affects and Auras
addaffect
<prefix> addaffect <target> <where> <group> <skill> <level> <location> <modifier> <hours> [bitvector] [bitvector2]
Adds a spell-like affect to a character or object.
| Parameter | Description |
|---|---|
| target | Character or object to receive the affect. |
| where | TO_AFFECTS, TO_OBJECT, TO_OBJECT2, TO_OBJECT3, TO_OBJECT4, TO_WEAPON |
| group | Affect group flag. |
| skill | Built-in skill name (e.g., 'armor'). |
| level | Affect level. |
| location | Apply type (e.g., APPLY_STR, APPLY_DEX, APPLY_AC). |
| modifier | Numeric modifier value. |
| hours | Duration in hours. |
| bitvectors | Required for TO_AFFECTS and TO_OBJECT variants. |
Sets lastreturn to 1 on success.
Example:
mob addaffect $n to_affects none 'armor' 20 apply_ac -20 24 none
addaffectname
<prefix> addaffectname <target> <affect_name> <level> <location> <modifier> <hours>
Adds a named affect using a string name instead of a skill reference. Simpler than addaffect — no where, group, or bitvector arguments needed.
Example:
mob addaffectname $n 'divine blessing' 30 apply_hitroll 5 12
stripaffect
<prefix> stripaffect <target> <skill_name>
Removes all affects from a specific skill on the target.
Example:
mob stripaffect $n 'armor'
stripaffectname
<prefix> stripaffectname <target> <affect_name>
Removes affects by name string instead of skill reference.
Example:
mob stripaffectname $n 'divine blessing'
alteraffect
<prefix> alteraffect <target> <affect_name> <field> <operator> <value>
Modifies fields of an existing affect on a target.
| Parameter | Values |
|---|---|
| field | location, modifier, duration, hours, level, etc. |
| operator | =, +, -, *, /, %, &, \|, !, ^ |
Example:
mob alteraffect $n 'armor' modifier + 10
mob alteraffect $n 'blessing' hours = 24
fixaffects
<prefix> fixaffects <character>
Recalculates and repairs all affects on a character. Use after complex affect manipulation to ensure consistency.
Example:
mob fixaffects $n
addaura
<prefix> addaura <target> <aura_name>
Adds a magical aura effect to a character.
Sets lastreturn to 1 on success.
Example:
mob addaura $n 'holy radiance'
remaura
<prefix> remaura <target> <aura_name>
Removes a magical aura from a character.
Sets lastreturn to 1 on success.
Example:
mob remaura $n 'holy radiance'
applytoxin
<prefix> applytoxin <victim> <toxin_name> <level> <duration>
Applies a poison or toxin effect to a target character.
| Parameter | Description |
|---|---|
| level | Minimum potency (1 or higher). |
| duration | Minimum 5 heartbeats. |
Sets lastreturn to 1 on success.
Example:
mob applytoxin $n 'spider venom' 10 30
Entity Manipulation
altermob
<prefix> altermob <mobile> <field> [operator] <value>
Modifies properties of a mobile or NPC. Checks script security for sensitive fields.
| Parameter | Values |
|---|---|
| field | name, short, long, race, class, sex, level, maxhp, hit, mana, move, align, spec, morph, tempstore1–tempstore4, and many more |
| operator | =, +, -, *, /, %, &, \|, !, ^ |
Example:
mob altermob self maxhp + 100
mob altermob guard level = 30
alterobj
<prefix> alterobj <object> <field> [operator] <value>
Modifies properties of an object.
| Parameter | Values |
|---|---|
| field | cond, cost, extra, fixes, level, repairs, tempstore1–tempstore4, timer, type, wear, wearloc, weight, and numeric value slots (0–7) |
| operator | =, +, -, *, /, %, &, \|, !, ^ |
Example:
mob alterobj sword cost = 500
mob alterobj potion timer = 100
alterroom
<prefix> alterroom <room> <field> [operator] <value>
Modifies properties of a room. Some fields (environment, extern) only work on clone (dynamic) rooms.
| Parameter | Values |
|---|---|
| field | name, desc, light, sector, heal, mana, move, mapx, mapy, rsflags, rssector, rsheal, rsmana, rsmove, tempstore1–tempstore4 |
| operator | =, +, -, *, /, %, &, \|, !, ^ |
Example:
mob alterroom here sector = forest
mob alterroom here heal + 5
alterexit
<prefix> alterexit <room> <direction> <field> <value>
Modifies properties of a room exit.
| Parameter | Values |
|---|---|
| direction | north, south, east, west, up, down |
| field | flags, key, destination, name, desc |
Example:
mob alterexit here north flags + locked
mob alterexit here east key 5010
stringmob
<prefix> stringmob <mobile> <field> <value>
Modifies string properties of a mobile.
| Field | Description |
|---|---|
name | Keywords used for targeting |
short | Short description (seen in room lists, combat) |
long | Long description (seen when looking at the room) |
race | Race name string |
class | Class name string |
title | Title string |
skill | Skill name |
plevel | Player level string |
remort | Remort string |
room_long | Room-specific long description |
full | Full description (seen with look at) |
tempstore1–tempstore4 | Temporary string storage |
Example:
mob stringmob self short {Ra powerful demon{x
stringobj
<prefix> stringobj <object> <field> <value>
Modifies string properties of an object.
| Field | Description |
|---|---|
name | Keywords used for targeting |
short | Short description |
long | Long description (on the ground) |
full | Full description (when examined) |
material | Material name |
owner | Owner name |
Example:
mob stringobj sword name enchanted sword of flames
mob stringobj sword short {Ran enchanted sword of flames{x
ed
<prefix> ed <target> <command> <keyword> [description]
Adds, modifies, or removes extra descriptions on an entity.
| Command | Syntax | Description |
|---|---|---|
set | ed <target> set <keyword> <description> | Sets or updates an extra description. |
delete | ed <target> delete <keyword> | Removes a specific extra description. |
clear | ed <target> clear | Removes all extra descriptions. |
Sets lastreturn to 1 on success.
Example:
mob ed sword set inscription 'Forged in dragon fire'
mob ed sword delete inscription
condition
<prefix> condition <mobile> <field> <operator> <value>
Sets or modifies condition values on a mobile (hunger, thirst, etc.).
Example:
mob condition $n hunger = 48
setposition
<prefix> setposition <mobile> <position>
Sets a character’s position. Common values: standing, sitting, sleeping, resting, fighting.
Example:
mob setposition $n sleeping
resetdice
<prefix> resetdice <weapon_object>
Re-rolls the damage dice on a weapon object.
Example:
mob resetdice sword
link
<prefix> link <room> <direction> <destination> [flags]
Creates or modifies an exit link between two rooms.
Example:
mob link here north 5020
lockadd
<prefix> lockadd <object>
Adds a lock to a container, book, or portal object. The object must be of type ITEM_CONTAINER, ITEM_BOOK, or ITEM_PORTAL. Fails if the object already has a lock.
Sets lastreturn to 1 on success.
Example:
mob lockadd chest
lockremove
<prefix> lockremove <object>
Removes a lock from a container, book, or portal. Only removes locks that were created by scripts.
Sets lastreturn to 1 on success.
Example:
mob lockremove chest
Flow Control
call
<prefix> call <script_vnum> [ch] [victim] [obj1] [obj2]
Calls another script as a subroutine. Optional parameters are passed as context (ch, victim, obj1, obj2) to the called script. Call depth is limited to prevent infinite recursion.
Sets lastreturn to the called script’s return value.
Example:
mob call 5001 $n
mob call 5002 $n $r obj1
xcall
<prefix> xcall <entity> <script_vnum> [ch] [victim] [obj1] [obj2]
Cross-entity script call — executes a script in the context of a different entity. The entity can be a mobile, object, room, token, area, instance, or dungeon. Requires script security ≥ 5.
Example:
mob xcall guard 5001 $n
queue
<prefix> queue <delay_seconds> <command>
Schedules a command to execute after a delay (0–1000 seconds). The command runs as if the entity typed it.
Example:
mob queue 10 mob echo The ritual is complete!
dequeue
<prefix> dequeue
Removes all queued commands from the current entity. This is an unrestricted command.
Example:
mob dequeue
input
<prefix> input <player> <script_vnum> [variable_name] [prompt]
Prompts a player for text input, then calls the specified script with their response stored in the named variable.
Sets lastreturn to 1 on success, 0 on failure.
Example:
mob input $n 5010 answer 'What is your name? >'
inputstring
<prefix> inputstring <player> <string>
Sends a string as if the player typed it (raw input injection).
Example:
mob inputstring $n say I agree to the terms
event
<prefix> event <subcommand> <event> [args...]
Complex event management command with multiple subcommands:
| Subcommand | Syntax | Description |
|---|---|---|
progress | event progress <event> <operation> <value> | Modify event progress. |
phase | event phase <event> next\|set <phase_name> | Advance or set the event phase. |
stage | event stage <event> next\|set <stage_name> | Advance or set the event stage. |
objective | event objective <event> check\|next\|advance\|complete | Manage event objectives. |
clear | event clear <target> [args] | Clear event state. |
inherit | event inherit <target> [args] | Inherit event state. |
set | event set <target> [args] | Set event state. |
copy | event copy <target> [args] | Copy event state. |
Example:
mob event progress myevent + 10
mob event phase myevent next
Quest and Dungeon
questaccept
<prefix> questaccept <player> [scroll]
Accepts and begins a scripted quest for a player. Finalizes a pending quest into the player’s journal.
Example:
mob questaccept $n
questcomplete
<prefix> questcomplete <player>
Marks the current quest as completed for a player.
Example:
mob questcomplete $n
questcancel
<prefix> questcancel <player>
Cancels an active quest for a player.
Example:
mob questcancel $n
questgenerate
<prefix> questgenerate <player>
Procedurally generates a random quest for a player.
Example:
mob questgenerate $n
questscroll
<prefix> questscroll <player>
Creates a quest scroll item for the player.
Example:
mob questscroll $n
questpartcustom
<prefix> questpartcustom <player> <description>
Adds a custom quest objective with a text description.
Example:
mob questpartcustom $n 'Speak with the village elder'
questpartgetitem
<prefix> questpartgetitem <player> <item_vnum>
Adds a “collect item” quest objective.
Example:
mob questpartgetitem $n 5001
questpartgoto
<prefix> questpartgoto <player> <room_vnum>
Adds a “go to location” quest objective.
Example:
mob questpartgoto $n 3050
questpartrescue
<prefix> questpartrescue <player> <mob_vnum>
Adds a “rescue NPC” quest objective.
Example:
mob questpartrescue $n 4010
questpartslay
<prefix> questpartslay <player> <mob_vnum>
Adds a “kill mob” quest objective.
Example:
mob questpartslay $n 4020
quest
<prefix> quest <subcommand> [args...]
General quest system interaction (start, complete, set step, etc.). This command is available only in area, instance, dungeon, and event scripts.
Example:
area quest start $n 1001
dungeoncommence
<prefix> dungeoncommence <dungeon>
Marks a dungeon as COMMENCED, triggering start-of-dungeon scripts.
Example:
instance dungeoncommence $dungeon
dungeoncomplete
<prefix> dungeoncomplete <dungeon>
Marks a dungeon as successfully COMPLETED.
Example:
instance dungeoncomplete $dungeon
dungeonfailure
<prefix> dungeonfailure <dungeon>
Marks a dungeon as FAILED.
Example:
instance dungeonfailure $dungeon
instancecomplete
<prefix> instancecomplete <instance>
Marks the current dungeon instance as completed.
Example:
instance instancecomplete $instance
instancefailure
<prefix> instancefailure <instance>
Marks the current dungeon instance as failed.
Example:
instance instancefailure $instance
spawndungeon
<prefix> spawndungeon <player> <dungeon_vnum> <floor> <variable_name>
Creates and initializes a new dungeon instance. The spawned entry room reference is stored in the named variable. Does not auto-transfer the player — you must use transfer separately.
Sets lastreturn to 1 on success.
Example:
mob spawndungeon $n 8001 1 entry_room
checkpoint
<prefix> checkpoint <player> <room|none|clear|reset>
Sets a player’s dungeon respawn point. Use none, clear, or reset to remove the checkpoint.
Example:
mob checkpoint $n 5050
mob checkpoint $n clear
sendfloor
<prefix> sendfloor <player> [floor_number]
Sends a dungeon floor transition to a player.
Example:
mob sendfloor $n 2
specialkey
<prefix> specialkey <args>
Creates or manages special key items (for dungeon doors, ships, etc.).
Example:
mob specialkey $n dungeon_key
Player Interaction
force
<prefix> force <victim|all> <command>
Forces a character to execute a command. Using all forces every NPC in the room. Cannot force immortals; respects the command hierarchy.
Example:
mob force $n say I surrender!
mob force all bow
gforce
<prefix> gforce <leader> <command> [all|standing]
Forces all members of the leader’s group to execute a command.
Example:
mob gforce $n sit
vforce
<prefix> vforce <mob_vnum> <command>
Forces all instances of a mobile vnum in the room to execute a command.
Example:
mob vforce 3001 mob echo We obey!
award
<prefix> award <target|church> <type> [subtype] <amount>
Awards resources to a player or church.
Player types:
| Type | Description |
|---|---|
silver | Silver coins |
gold | Gold coins |
pneuma | Pneuma (spirit energy) |
deity / dp | Deity points |
practice | Practice sessions |
train | Training sessions |
quest / qp | Quest points |
experience / xp | Experience points |
reputation | Reputation (requires subtype: reputation index or widevnum) |
paragon | Paragon points (requires subtype: widevnum) |
Church types: gold, pneuma, deity / dp
Sets lastreturn to the actual amount awarded.
Example:
mob award $n experience 500
mob award $n gold 100
mob award $n reputation 'Dragon Slayers' 50
deduct
<prefix> deduct <target|church> <type> [subtype] <amount>
Deducts resources from a player or church. Same types as award.
Sets lastreturn to the actual amount deducted.
Example:
mob deduct $n gold 50
chargebank
<prefix> chargebank <player> <amount>
Deducts gold from a player’s bank account. Fails if the player has insufficient funds.
Example:
mob chargebank $n 1000
wiretransfer
<prefix> wiretransfer <player> <amount>
Adds gold to a player’s bank account. Limited to 1000 gold for scripts with security lower than 7. All transfers are logged.
Example:
mob wiretransfer $n 500
restore
<prefix> restore <character> [percent]
Restores a character’s HP, mana, and movement. The percent argument (1–100) controls how much is restored; it defaults to 100 (full restore).
Example:
mob restore $n
mob restore $n 50
remort
<prefix> remort <player>
Initiates the remort (rebirth) process for a player. The player must be at LEVEL_HERO and not busy.
Sets lastreturn to 1 if the remort prompt was shown.
Example:
mob remort $n
saveplayer
<prefix> saveplayer <player> [checkpoint_room]
Force-saves a player character to disk. The optional checkpoint room sets the player’s respawn location.
Example:
mob saveplayer $n
mob saveplayer $n 3001
mute
<prefix> mute <player>
Mutes a player by incrementing the mute counter, preventing speech.
Sets lastreturn to 1 on success.
Example:
mob mute $n
unmute
<prefix> unmute <player>
Unmutes a player by decrementing the mute counter.
Sets lastreturn to 1 on success.
Example:
mob unmute $n
showcommand
<prefix> showcommand <player> <command_string>
Registers an extra command for a player to see. Only works during the TRIG_SHOWCOMMANDS trigger.
Sets lastreturn to 1 if added, 0 if the command is a duplicate.
Example:
mob showcommand $n 'pray at the altar'
showroom
<prefix> showroom <viewer> <mode> <args...>
Displays a remote room to a player (scrying or preview).
| Mode | Syntax |
|---|---|
map | showroom <viewer> map <mapid> <x> <y> <z> <scale> <width> <height> [force] |
room | showroom <viewer> room <room_ref> [force] |
Example:
mob showroom $n room 5001
Skills, Classes, and Traits
grantskill
<prefix> grantskill <player> <skill_name|token_vnum> [rating] [permanent] [flags]
Grants a skill to a player.
| Parameter | Description |
|---|---|
| rating | Proficiency from 1–100 (default 1). |
| permanent | true or false. |
| flags | none, automatic, etc. |
Sets lastreturn to 1 on success.
Example:
mob grantskill $n 'dodge' 75 true
revokeskill
<prefix> revokeskill <player> <skill_name|token_vnum>
Removes a skill from a player.
Sets lastreturn to 1 on success.
Example:
mob revokeskill $n 'dodge'
grantclass
<prefix> grantclass <player> <class_name> [level]
Grants a player access to a class. Level sets the starting level (default 1). The player’s character is saved automatically.
Sets lastreturn to 1 on success.
Example:
mob grantclass $n warrior 5
revokeclass
<prefix> revokeclass <player> <class_name>
Revokes a class from a player. If it is the player’s current class, the system switches to another class first.
Sets lastreturn to 1 on success.
Example:
mob revokeclass $n thief
grantsong
<prefix> grantsong <player> <song_name>
Grants a bard song to a player. The player’s character is saved automatically.
Sets lastreturn to 1 on success.
Example:
mob grantsong $n 'song of valor'
revokesong
<prefix> revokesong <player> <song_name>
Removes a bard song from a player.
Sets lastreturn to 1 on success.
Example:
mob revokesong $n 'song of valor'
addspell
<prefix> addspell <target> <spell_name> [level]
Adds a spell to a character’s known spell list. The level defaults to the target’s current level.
Sets lastreturn to 1 on success.
Example:
mob addspell $n 'fireball' 20
remspell
<prefix> remspell <target> <spell_name>
Removes a spell from a character’s known spell list.
Sets lastreturn to 1 on success.
Example:
mob remspell $n 'fireball'
setclass
<prefix> setclass <player> <class_name>
Sets a player’s currently active class.
Sets lastreturn to 1 on success.
Example:
mob setclass $n mage
setclasslevel
<prefix> setclasslevel <player> <level>
Sets the player’s level in their current class.
Sets lastreturn to 1 on success.
Example:
mob setclasslevel $n 10
setrace
<prefix> setrace <player> <race_name>
Changes a player’s race. The race must be a playable race.
Sets lastreturn to 1 on success.
Example:
mob setrace $n elf
settrait
<prefix> settrait <player> <trait_id> <value>
Sets a specific trait value on a character.
| Trait type | Accepted values |
|---|---|
| Boolean | true / false / yes / no |
| Integer | Numeric value |
| String | Text value |
Sets lastreturn to 1 on success.
Example:
mob settrait $n night_vision true
skimprove
<prefix> skimprove <player> <skill_name> <success|difficulty>
Triggers a skill improvement check.
| Parameter | Description |
|---|---|
| success | Boolean or 0–100 percent success rate. |
| difficulty | 1–10 difficulty level for auto-calculation. |
Example:
mob skimprove $n 'dodge' 5
addstache
<prefix> addstache <player> <keyword> <vnum> [slot]
Adds a cosmetic or appearance customization to a character.
Sets lastreturn to 1 on success.
Example:
mob addstache $n 'handlebar' 1001
remstache
<prefix> remstache <player> <slot|keyword>
Removes a cosmetic customization from a character.
Sets lastreturn to 1 on success.
Example:
mob remstache $n 'handlebar'
Script and Entity Management
attach
<prefix> attach <entity> <target> <type> [show]
Attaches a script program to an entity.
| Parameter | Values |
|---|---|
| type | pet, master, leader, reply, cart, pull, on |
| show | Boolean (default true). Displays the attachment message. |
Sets lastreturn to 1 on success.
Example:
mob attach $n guard pet true
detach
<prefix> detach <entity> <type> [show]
Removes a script program attachment from an entity. Same types as attach.
Sets lastreturn to 1 on success.
Example:
mob detach $n pet
remember
<prefix> remember <mobile>
Stores a target character in the entity’s memory for later recall via the $q variable. Persists until forget is called.
Example:
mob remember $n
forget
<prefix> forget
Clears the entity’s remembered target ($q becomes empty).
Example:
mob forget
settimer
<prefix> settimer <player> <timer_name> <operator> <value>
Sets or modifies a named timer on a player. Operators: =, +, -.
Sets lastreturn to 1 on success.
Example:
mob settimer $n quest_cooldown = 3600
setrecall
<prefix> setrecall <player> <room|none>
Sets a player’s recall point (home room for the recall command). Use none to clear the recall point.
Sets lastreturn to 1 on success.
Example:
mob setrecall $n 3001
mob setrecall $n none
Group Management
group
<prefix> group <follower> [show] [leader]
Forces grouping operations. The follower joins the leader’s group. The leader defaults to the scripting mob if omitted. Set show to display or suppress grouping messages.
Example:
mob group $n true
ungroup
<prefix> ungroup <mobile> [all]
Forces a character to leave their group. Set all to true to disband the entire group.
Example:
mob ungroup $n
mob ungroup $n true
Events and World Systems
startevent
<prefix> startevent <event_args>
Starts a world or area event.
Example:
mob startevent 'harvest_festival'
stopevent
<prefix> stopevent <event>
Stops an active world or area event.
Example:
mob stopevent 'harvest_festival'
phaseevent
<prefix> phaseevent <event>
Advances an event to its next phase.
Example:
mob phaseevent 'harvest_festival'
stageevent
<prefix> stageevent <event>
Advances an event to its next stage. This is an alias for phaseevent.
Example:
mob stageevent 'harvest_festival'
reckoning
<prefix> reckoning <field> <operator> <value>
Modifies global reckoning system parameters.
| Parameter | Values |
|---|---|
| field | chance, cooldown, duration, intensity |
| operator | =, +, - |
Sets lastreturn to 1 on success.
Example:
mob reckoning intensity = 5
startreckoning
<prefix> startreckoning [duration] [skip]
Starts a reckoning world event sequence. Duration is measured in ticks (default 30). Set skip to true to bypass the intro phase.
Example:
mob startreckoning 60
stopreckoning
<prefix> stopreckoning [immediate|duration]
Stops an active reckoning event.
Example:
mob stopreckoning
Wilderness
wildernessmap
<prefix> wildernessmap <args>
Creates or modifies a wilderness map overlay.
Example:
mob wildernessmap create 100 100
wildstile
<prefix> wildstile <wuid> <x> <y> [dx] [dy] <character>
Sets or modifies a specific wilderness tile.
Example:
mob wildstile $wuid 10 20 'T'
wildsoverlay
<prefix> wildsoverlay <subcommand> <args>
Manages wilderness overlays. Subcommands: add, remove, clearregion, cleanup.
Example:
mob wildsoverlay add $wuid 10 10 5 5 forest_overlay
wildsanchor
<prefix> wildsanchor <variable_name> <wuid> <x> <y> [dx] [dy]
Sets an anchor point on the wilderness map and stores it in a variable.
Example:
mob wildsanchor town_center $wuid 50 50
wildsvlink
<prefix> wildsvlink <args>
Creates a virtual link between wilderness tiles and interior rooms.
Example:
mob wildsvlink $wuid 50 50 cave_entrance 3001
treasuremap
<prefix> treasuremap <wuid> <area> <treasure> <variable_name>
Creates or interacts with a treasure map item. The result is stored in the named variable.
Example:
mob treasuremap $wuid 'Dark Forest' 'ancient gold' map_obj
Religion and Organizations
churchannouncetheft
<prefix> churchannouncetheft <thief> [stolen_object]
Announces a theft to members of a church or religion organization.
Sets lastreturn to 1 on success.
Example:
mob churchannouncetheft $n
shop
<prefix> shop <mobile> <subcommand> <args>
Interacts with the shop system. Subcommands include add, remove, deplete, discount, flags, hours, and more.
Example:
mob shop self add 5001
mob shop self discount 25
Area and Dungeon Unlocking
unlockarea
<prefix> unlockarea <player> <area|area_name>
Unlocks a locked area, making it accessible to the player.
Example:
mob unlockarea $n 'The Dark Caverns'
unlockdungeon
<prefix> unlockdungeon <player> <dungeon>
Unlocks a dungeon, making it accessible to the player.
Example:
mob unlockdungeon $n 8001
Miscellaneous
usecatalyst
<prefix> usecatalyst <target> <type> <method> <amount> <min> <max> [show]
Consumes a catalyst component and checks if requirements are met. Set show to true to display the consumption message.
Example:
mob usecatalyst $n fire consume 1 1 5 true
fade
<prefix> fade [target] <door> <rating> [busy_override]
Attempts a fading (magical escape) action.
| Parameter | Description |
|---|---|
| door | random / any for a random exit, or a specific direction. |
| rating | Success chance from 1–100. |
| busy_override | Boolean. Bypasses busy checks if true. |
Sets lastreturn to the door number on success, or -1 on failure. Blocked in NO_FADING areas and for characters pulling carts, in combat, or rifting.
Example:
mob fade $n random 75