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		<id>http://www.cyberlint.org/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Teker</id>
		<title>SlothMUD Wiki - User contributions [en]</title>
		<link rel="self" type="application/atom+xml" href="http://www.cyberlint.org/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Teker"/>
		<link rel="alternate" type="text/html" href="http://www.cyberlint.org/wiki/Special:Contributions/Teker"/>
		<updated>2026-04-15T13:20:36Z</updated>
		<subtitle>User contributions</subtitle>
		<generator>MediaWiki 1.25.1</generator>

	<entry>
		<id>http://www.cyberlint.org/wiki/index.php?title=Proc:Neighborhood&amp;diff=65374</id>
		<title>Proc:Neighborhood</title>
		<link rel="alternate" type="text/html" href="http://www.cyberlint.org/wiki/index.php?title=Proc:Neighborhood&amp;diff=65374"/>
				<updated>2021-09-18T19:37:18Z</updated>
		
		<summary type="html">&lt;p&gt;Teker: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
= Overview =&lt;br /&gt;
&lt;br /&gt;
The neighborhood procedure allows players to build houses that attach to the current room.  It also handles the outdoor portion of keyless entry if purchased in a house.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= KVP =&lt;br /&gt;
&lt;br /&gt;
The neighborhood proc uses standard KVP to enable it.  These KVP values are:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;abilitiestable&amp;quot; border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
! Key !! Description&lt;br /&gt;
|-&lt;br /&gt;
| CFG_ID&lt;br /&gt;
| Standard proc key - must be set to 1.&lt;br /&gt;
|-&lt;br /&gt;
| PROC_NUM&lt;br /&gt;
| Standard proc key - must be set to 3.&lt;br /&gt;
|-&lt;br /&gt;
| PROC_ENABLED&lt;br /&gt;
| Standard proc key - must be set to 1.&lt;br /&gt;
|-&lt;br /&gt;
| RESERVE&lt;br /&gt;
| A colon separated list of direction names to reserve for future growth.  This will prevent building houses in these directions.  The list can contain full names (north:east:south) or abbreviations (w:u:d).  If this value does not exist, players will be able to build in any direction where an existing room exit has not been defined.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Survey Command =&lt;br /&gt;
&lt;br /&gt;
The survey command is enabled by the procedure and is used by players to find available locations for building houses.  New houses can only be built in directions that do not currently have an exit.  Exits can be reserved for future use by creating an exit in the desired direction to room -1.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Build Command =&lt;br /&gt;
&lt;br /&gt;
The build command is enabled by the procedure and allows players to build a house if they are carrying an appropriate hovel object.  The command syntax is ''build &amp;amp;lt;hovel object&amp;amp;gt; &amp;amp;lt;direction&amp;amp;gt; &amp;amp;lt;one or more door names&amp;amp;gt;''.  If the player has an appropriate hovel object and nothing exists in the direction specified, a new house will be created in that direction.  If this is the player's first house, a key will be created and given to the player.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Vault Keyless Entry =&lt;br /&gt;
&lt;br /&gt;
The neighborhood proc caches the keyless entry phrases for neighboring house/vault rooms with keyless entry.  These cached values can be seen via the command STATPROC ROOM even though they are not stored in KVP.  When keyless entry is purchased or modified, the vault proc notifies the neighborhood to update its cache.  Similarly, if a player enters a keyless entry phrase, the neighborhood proc checks the neighboring vault procs to make sure the player is on the permitted list of the appropriate vault.  If so, the player is teleported inside.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Building]]&lt;br /&gt;
[[Category:Room Procedures]]&lt;/div&gt;</summary>
		<author><name>Teker</name></author>	</entry>

	<entry>
		<id>http://www.cyberlint.org/wiki/index.php?title=Proc:Neighborhood&amp;diff=65373</id>
		<title>Proc:Neighborhood</title>
		<link rel="alternate" type="text/html" href="http://www.cyberlint.org/wiki/index.php?title=Proc:Neighborhood&amp;diff=65373"/>
				<updated>2021-09-18T19:36:23Z</updated>
		
		<summary type="html">&lt;p&gt;Teker: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
= Overview =&lt;br /&gt;
&lt;br /&gt;
The neighborhood procedure allows players to build houses that attach to the current room.  It also handles the outdoor portion of keyless entry if purchased in a house.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= KVP =&lt;br /&gt;
&lt;br /&gt;
The neighborhood proc uses standard KVP to enable it.  These KVP values are:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;abilitiestable&amp;quot; border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
! Key !! Description&lt;br /&gt;
|-&lt;br /&gt;
| CFG_ID&lt;br /&gt;
| Standard proc key - must be set to 1.&lt;br /&gt;
|-&lt;br /&gt;
| PROC_NUM&lt;br /&gt;
| Standard proc key - must be set to 3.&lt;br /&gt;
|-&lt;br /&gt;
| PROC_ENABLED&lt;br /&gt;
| Standard proc key - must be set to 1.&lt;br /&gt;
|-&lt;br /&gt;
| RESERVE&lt;br /&gt;
| A colon separated list of direction names to reserve for future growth.  This will prevent building houses in these directions.  The list can contain full names (north, east, south) or abbreviations (w, u, d).  If this value does not exist, players will be able to build in any direction where an existing room exit has not been defined.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Survey Command =&lt;br /&gt;
&lt;br /&gt;
The survey command is enabled by the procedure and is used by players to find available locations for building houses.  New houses can only be built in directions that do not currently have an exit.  Exits can be reserved for future use by creating an exit in the desired direction to room -1.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Build Command =&lt;br /&gt;
&lt;br /&gt;
The build command is enabled by the procedure and allows players to build a house if they are carrying an appropriate hovel object.  The command syntax is ''build &amp;amp;lt;hovel object&amp;amp;gt; &amp;amp;lt;direction&amp;amp;gt; &amp;amp;lt;one or more door names&amp;amp;gt;''.  If the player has an appropriate hovel object and nothing exists in the direction specified, a new house will be created in that direction.  If this is the player's first house, a key will be created and given to the player.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Vault Keyless Entry =&lt;br /&gt;
&lt;br /&gt;
The neighborhood proc caches the keyless entry phrases for neighboring house/vault rooms with keyless entry.  These cached values can be seen via the command STATPROC ROOM even though they are not stored in KVP.  When keyless entry is purchased or modified, the vault proc notifies the neighborhood to update its cache.  Similarly, if a player enters a keyless entry phrase, the neighborhood proc checks the neighboring vault procs to make sure the player is on the permitted list of the appropriate vault.  If so, the player is teleported inside.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Building]]&lt;br /&gt;
[[Category:Room Procedures]]&lt;/div&gt;</summary>
		<author><name>Teker</name></author>	</entry>

	<entry>
		<id>http://www.cyberlint.org/wiki/index.php?title=MUDL:random_npc_on_continent&amp;diff=65318</id>
		<title>MUDL:random npc on continent</title>
		<link rel="alternate" type="text/html" href="http://www.cyberlint.org/wiki/index.php?title=MUDL:random_npc_on_continent&amp;diff=65318"/>
				<updated>2019-04-19T22:27:11Z</updated>
		
		<summary type="html">&lt;p&gt;Teker: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Summary =&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;abilitiestable&amp;quot; border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
! Function Name&lt;br /&gt;
| random_npc_on_continent&lt;br /&gt;
|-&lt;br /&gt;
! Settable&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
! Returns&lt;br /&gt;
| NPC (character)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;abilitiestable&amp;quot; border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
! Parameter Options&lt;br /&gt;
|-&lt;br /&gt;
| Continent (integer)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This function returns a random NPC located on the provided continent.  See&lt;br /&gt;
[[MUDL:Continent Values|Continent Values]] for possible integer values.&lt;br /&gt;
&lt;br /&gt;
= Example =&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
TBD&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Building]]&lt;br /&gt;
[[Category:MUDL|random_npc_on_continent]]&lt;/div&gt;</summary>
		<author><name>Teker</name></author>	</entry>

	<entry>
		<id>http://www.cyberlint.org/wiki/index.php?title=MUDL:random_npc_on_continent&amp;diff=65317</id>
		<title>MUDL:random npc on continent</title>
		<link rel="alternate" type="text/html" href="http://www.cyberlint.org/wiki/index.php?title=MUDL:random_npc_on_continent&amp;diff=65317"/>
				<updated>2019-04-19T22:26:54Z</updated>
		
		<summary type="html">&lt;p&gt;Teker: Created page with &amp;quot; __TOC__   = Summary =  {|class=&amp;quot;abilitiestable&amp;quot; border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot; ! Function Name | random_npc_on_continent |- ! Settable | No |- ! Returns | NPC (ch...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Summary =&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;abilitiestable&amp;quot; border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
! Function Name&lt;br /&gt;
| random_npc_on_continent&lt;br /&gt;
|-&lt;br /&gt;
! Settable&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
! Returns&lt;br /&gt;
| NPC (character)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;abilitiestable&amp;quot; border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
! Parameter Options&lt;br /&gt;
|-&lt;br /&gt;
| Continent (integer)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This function returns a random NPC located on the provided continent.  See&lt;br /&gt;
[[MUDL:Continent Values|Continent Values]] for possible integer values.&lt;br /&gt;
&lt;br /&gt;
= Example =&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
TBD&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Building]]&lt;br /&gt;
[[Category:MUDL|random_npc_on_contient]]&lt;/div&gt;</summary>
		<author><name>Teker</name></author>	</entry>

	<entry>
		<id>http://www.cyberlint.org/wiki/index.php?title=MUDL:Continent_Values&amp;diff=65316</id>
		<title>MUDL:Continent Values</title>
		<link rel="alternate" type="text/html" href="http://www.cyberlint.org/wiki/index.php?title=MUDL:Continent_Values&amp;diff=65316"/>
				<updated>2019-04-19T22:26:04Z</updated>
		
		<summary type="html">&lt;p&gt;Teker: Created page with &amp;quot;The following values are used by MUDL when working with Continents:   {|class=&amp;quot;abilitiestable&amp;quot; border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot; ! Integer ! String |- | 0 | Godsland...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The following values are used by MUDL when working with Continents:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;abilitiestable&amp;quot; border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
! Integer&lt;br /&gt;
! String&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| Godsland&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Thordfalan&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Thule&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| The Island&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Niebelung&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Lyme&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| The Clipper&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| Valkyre&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| The Ocean&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| On a Flight&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| Rhovanion&lt;br /&gt;
|-&lt;br /&gt;
| 11&lt;br /&gt;
| Atlantis&lt;br /&gt;
|-&lt;br /&gt;
| 12&lt;br /&gt;
| Euridyce&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Building]]&lt;br /&gt;
[[Category:MUDL|Continent Values]]&lt;/div&gt;</summary>
		<author><name>Teker</name></author>	</entry>

	<entry>
		<id>http://www.cyberlint.org/wiki/index.php?title=MUDL:spell_summon_undead_for_levels&amp;diff=65315</id>
		<title>MUDL:spell summon undead for levels</title>
		<link rel="alternate" type="text/html" href="http://www.cyberlint.org/wiki/index.php?title=MUDL:spell_summon_undead_for_levels&amp;diff=65315"/>
				<updated>2019-04-19T22:17:16Z</updated>
		
		<summary type="html">&lt;p&gt;Teker: Created page with &amp;quot; __TOC__   = Summary =  {|class=&amp;quot;abilitiestable&amp;quot; border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot; ! Function Name | spell_summon_undead_for_levels |- ! Settable | No |- ! Returns |...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Summary =&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;abilitiestable&amp;quot; border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
! Function Name&lt;br /&gt;
| spell_summon_undead_for_levels&lt;br /&gt;
|-&lt;br /&gt;
! Settable&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
! Returns&lt;br /&gt;
| Summon undead creature (character)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;abilitiestable&amp;quot; border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
! Parameter Options&lt;br /&gt;
|-&lt;br /&gt;
| Caster (character), Total Levels of Summon Creature (integer),&lt;br /&gt;
Duration of Summon (integer)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This function implements the summon undead spell for the caster.  The mobile summoned will be the highest level mobile available given the total levels parameter.  The summon will last for the duration provided.  If the number of levels is less than the lowest summon mobile, the lowest summon mobile will be created.  The mobile is created in the same room as the caster, charmed, and set to follow the caster.  The return value is the new mobile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Example =&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
TBD&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Building]]&lt;br /&gt;
[[Category:MUDL|spell_summon_undead_for_levels]]&lt;/div&gt;</summary>
		<author><name>Teker</name></author>	</entry>

	<entry>
		<id>http://www.cyberlint.org/wiki/index.php?title=MUDL:spell_animate_dead_for_levels&amp;diff=65314</id>
		<title>MUDL:spell animate dead for levels</title>
		<link rel="alternate" type="text/html" href="http://www.cyberlint.org/wiki/index.php?title=MUDL:spell_animate_dead_for_levels&amp;diff=65314"/>
				<updated>2019-04-19T22:16:01Z</updated>
		
		<summary type="html">&lt;p&gt;Teker: Created page with &amp;quot; __TOC__   = Summary =  {|class=&amp;quot;abilitiestable&amp;quot; border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot; ! Function Name | spell_animate_dead_for_levels |- ! Settable | No |- ! Returns | A...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Summary =&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;abilitiestable&amp;quot; border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
! Function Name&lt;br /&gt;
| spell_animate_dead_for_levels&lt;br /&gt;
|-&lt;br /&gt;
! Settable&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
! Returns&lt;br /&gt;
| Animate dead creature (character)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;abilitiestable&amp;quot; border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
! Parameter Options&lt;br /&gt;
|-&lt;br /&gt;
| Caster (character), Total Levels of Summon Creature (integer),&lt;br /&gt;
Duration of Summon (integer)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This function implements the animate dead spell for the caster.  The mobile summoned will be the highest level mobile available given the total levels parameter.  The summon will last for the duration provided.  If the number of levels is less than the lowest animate mobile, the lowest animate mobile will be created.  The mobile is created in the same room as the caster, charmed, and set to follow the caster.  The return value is the new mobile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Example =&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
TBD&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Building]]&lt;br /&gt;
[[Category:MUDL|spell_animate_dead_for_levels]]&lt;/div&gt;</summary>
		<author><name>Teker</name></author>	</entry>

	<entry>
		<id>http://www.cyberlint.org/wiki/index.php?title=MUDL:sector_is_underwater&amp;diff=65313</id>
		<title>MUDL:sector is underwater</title>
		<link rel="alternate" type="text/html" href="http://www.cyberlint.org/wiki/index.php?title=MUDL:sector_is_underwater&amp;diff=65313"/>
				<updated>2019-04-19T22:09:26Z</updated>
		
		<summary type="html">&lt;p&gt;Teker: Created page with &amp;quot; __TOC__   = Summary =  {|class=&amp;quot;abilitiestable&amp;quot; border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot; ! Function Name | sector_is_underwater |- ! Settable | No |- ! Returns | Boolean |}...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Summary =&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;abilitiestable&amp;quot; border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
! Function Name&lt;br /&gt;
| sector_is_underwater&lt;br /&gt;
|-&lt;br /&gt;
! Settable&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
! Returns&lt;br /&gt;
| Boolean&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;abilitiestable&amp;quot; border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
! Parameter Options&lt;br /&gt;
|-&lt;br /&gt;
| Room&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This function takes the input room and returns TRUE if the sector is underwater and requires water breathing and FALSE otherwise.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Example =&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
TBD&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Building]]&lt;br /&gt;
[[Category:MUDL|sector_is_underwater]]&lt;/div&gt;</summary>
		<author><name>Teker</name></author>	</entry>

	<entry>
		<id>http://www.cyberlint.org/wiki/index.php?title=MUDL:sector_is_in_air&amp;diff=65312</id>
		<title>MUDL:sector is in air</title>
		<link rel="alternate" type="text/html" href="http://www.cyberlint.org/wiki/index.php?title=MUDL:sector_is_in_air&amp;diff=65312"/>
				<updated>2019-04-19T22:07:35Z</updated>
		
		<summary type="html">&lt;p&gt;Teker: Created page with &amp;quot; __TOC__   = Summary =  {|class=&amp;quot;abilitiestable&amp;quot; border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot; ! Function Name | sector_is_in_air |- ! Settable | No |- ! Returns | Boolean |}   {...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Summary =&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;abilitiestable&amp;quot; border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
! Function Name&lt;br /&gt;
| sector_is_in_air&lt;br /&gt;
|-&lt;br /&gt;
! Settable&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
! Returns&lt;br /&gt;
| Boolean&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;abilitiestable&amp;quot; border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
! Parameter Options&lt;br /&gt;
|-&lt;br /&gt;
| Room&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This function takes the input room and returns TRUE if the sector is in a room that requires flying and FALSE otherwise.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Example =&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
TBD&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Building]]&lt;br /&gt;
[[Category:MUDL|sector_is_in_air]]&lt;/div&gt;</summary>
		<author><name>Teker</name></author>	</entry>

	<entry>
		<id>http://www.cyberlint.org/wiki/index.php?title=Proc:Vorpal_Immunity&amp;diff=65311</id>
		<title>Proc:Vorpal Immunity</title>
		<link rel="alternate" type="text/html" href="http://www.cyberlint.org/wiki/index.php?title=Proc:Vorpal_Immunity&amp;diff=65311"/>
				<updated>2019-04-19T19:35:09Z</updated>
		
		<summary type="html">&lt;p&gt;Teker: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
= Overview =&lt;br /&gt;
&lt;br /&gt;
This procedure allows builders to add resistance to mobiles against chop/vorpal weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here is a list of keys that the procedure will use:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;abilitiestable&amp;quot; border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
! Key !! Default !! Description&lt;br /&gt;
|-&lt;br /&gt;
| PROC_NUM&lt;br /&gt;
| 41&lt;br /&gt;
| Standard KVP key.&lt;br /&gt;
|-&lt;br /&gt;
| PROC_ENABLED&lt;br /&gt;
| 0 (false)&lt;br /&gt;
| Standard KVP key.&lt;br /&gt;
|-&lt;br /&gt;
| PERCENT_REDUCTION&lt;br /&gt;
| 0 (%)&lt;br /&gt;
| The percentage chance that the vorpal proc does nothing to this mobile.&lt;br /&gt;
|-&lt;br /&gt;
| PERCENT_DISARM&lt;br /&gt;
| 0 (%)&lt;br /&gt;
| The percentage chance that the vorpal proc will result in disarming the player.&lt;br /&gt;
|-&lt;br /&gt;
| DISARM_ROOM_MESSAGE&lt;br /&gt;
| $n skillfully blocks $N's swing and disarms $M!&lt;br /&gt;
| The message sent to the room when the mobile disarms the player.&lt;br /&gt;
|-&lt;br /&gt;
| DISARM_VICTIM_MESSAGE&lt;br /&gt;
| $n skillfully blocks your swing and disarms you!&lt;br /&gt;
| The message sent to the player being disarmed.&lt;br /&gt;
|-&lt;br /&gt;
| PERCENT_BREAK&lt;br /&gt;
| 0 (%)&lt;br /&gt;
| The percentage chance that the vorpal weapon will break during the attack.  If this number is lower than the weapon's natural break percentage, the weapon's percentage is used instead.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Sample =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
addproc &amp;lt;mob&amp;gt; vorpal_immunity&lt;br /&gt;
setproc &amp;lt;mob&amp;gt; ## PERCENT_DISARM 50&lt;br /&gt;
setproc &amp;lt;mob&amp;gt; ## DISARM_ROOM_MESSAGE $n deftly disarms $N and tosses $p to the ground!&lt;br /&gt;
setproc &amp;lt;mob&amp;gt; ## DISARM_VICTIM_MESSAGE $n deftly disarms you and tosses $p to the ground!&lt;br /&gt;
setproc &amp;lt;mob&amp;gt; ## PROC_ENABLED 1&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Building]]&lt;br /&gt;
[[Category:Mobile Procedures]]&lt;/div&gt;</summary>
		<author><name>Teker</name></author>	</entry>

	<entry>
		<id>http://www.cyberlint.org/wiki/index.php?title=MUDL:msg_area&amp;diff=65308</id>
		<title>MUDL:msg area</title>
		<link rel="alternate" type="text/html" href="http://www.cyberlint.org/wiki/index.php?title=MUDL:msg_area&amp;diff=65308"/>
				<updated>2019-03-17T22:51:53Z</updated>
		
		<summary type="html">&lt;p&gt;Teker: /* Example */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Summary =&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;abilitiestable&amp;quot; border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
! Function Name&lt;br /&gt;
| msg_area&lt;br /&gt;
|-&lt;br /&gt;
! Settable&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
! Returns&lt;br /&gt;
| Boolean&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;abilitiestable&amp;quot; border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
! Parameter Options&lt;br /&gt;
|-&lt;br /&gt;
| Area, Message (string)&lt;br /&gt;
|-&lt;br /&gt;
| Area, Message (string), Actor (character)&lt;br /&gt;
|-&lt;br /&gt;
| Area, Message (string), Actor (character), Item&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This function sends a message to all players in the specified area.  If an actor and/or item are provided, dollar code substitution occurs ($n, $o, etc).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Example =&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
setproc &amp;lt;parent&amp;gt; # on_foo&lt;br /&gt;
foreach(mortal_in_area(%area), %9,&lt;br /&gt;
(&lt;br /&gt;
    msg_area(%area, '$n is in the house!', %9)&lt;br /&gt;
)),&lt;br /&gt;
&lt;br /&gt;
return(true)&lt;br /&gt;
@&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
setproc &amp;lt;parent&amp;gt; # PROC_ENABLED 1&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Building]]&lt;br /&gt;
[[Category:MUDL|msg_area]]&lt;/div&gt;</summary>
		<author><name>Teker</name></author>	</entry>

	<entry>
		<id>http://www.cyberlint.org/wiki/index.php?title=Proc:Ambient_Messages_Random&amp;diff=65307</id>
		<title>Proc:Ambient Messages Random</title>
		<link rel="alternate" type="text/html" href="http://www.cyberlint.org/wiki/index.php?title=Proc:Ambient_Messages_Random&amp;diff=65307"/>
				<updated>2019-01-28T20:28:13Z</updated>
		
		<summary type="html">&lt;p&gt;Teker: Replaced content with &amp;quot; There are two different procedures that use this name that slightly differ: * Proc:Ambient_Messages_Random_(area) * Proc:Ambient_Messages_Random_(room)   Catego...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
There are two different procedures that use this name that slightly differ:&lt;br /&gt;
* [[Proc:Ambient_Messages_Random_(area)]]&lt;br /&gt;
* [[Proc:Ambient_Messages_Random_(room)]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Building]]&lt;/div&gt;</summary>
		<author><name>Teker</name></author>	</entry>

	<entry>
		<id>http://www.cyberlint.org/wiki/index.php?title=Proc:Ambient_Messages_Random_(area)&amp;diff=65306</id>
		<title>Proc:Ambient Messages Random (area)</title>
		<link rel="alternate" type="text/html" href="http://www.cyberlint.org/wiki/index.php?title=Proc:Ambient_Messages_Random_(area)&amp;diff=65306"/>
				<updated>2019-01-28T20:26:30Z</updated>
		
		<summary type="html">&lt;p&gt;Teker: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
= Overview =&lt;br /&gt;
&lt;br /&gt;
The ambient_messages_random procedure allows builders to create custom messages that display on the game hour.  These messages have no effect on game play and can be used to substitute for custom climate messages or just add to the flavor of a particular area.  There is another slightly different procedure by the same name that can be added to rooms.&lt;br /&gt;
&lt;br /&gt;
The builder defines a number of indoor and outdoor messages and each game hour a random roll is done (0 to MAX) and one of the messages is chosen to be displayed.  The number of indoor and outdoor messages may be different.  The &amp;quot;first&amp;quot; indoor message is defined in INDOOR_MSG_0 and the &amp;quot;first&amp;quot; outdoor message is defined in OUTDOOR_MSG_0.&lt;br /&gt;
&lt;br /&gt;
Note that to turn off normal climate messages, you need to set the climate to none via &amp;quot;SETAREA &amp;lt;area #&amp;gt; CLIMATE NONE&amp;quot;.  Sky messages such as sunrise and sunset can be disabled via &amp;quot;SETAREA &amp;lt;area #&amp;gt; HIDE_SKY YES&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Here is a list of keys that the procedure will use:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;abilitiestable&amp;quot; border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
! Key !! Default !! Description&lt;br /&gt;
|-&lt;br /&gt;
| INDOOR_MSG_0&lt;br /&gt;
| No message.&lt;br /&gt;
| The message that is displayed to players in the area that are indoors if the random roll results in 0.  Additional messages would be defined in INDOOR_MSG_1, INDOOR_MSG_2, and so on.&lt;br /&gt;
|-&lt;br /&gt;
| OUTDOOR_MSG_0&lt;br /&gt;
| No message.&lt;br /&gt;
| The message that is displayed to players in the area that are outdoors if the random roll results in 0.  Additional messages would be defined in OUTDOOR_MSG_1, OUTDOOR_MSG_2, and so on.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Sample =&lt;br /&gt;
&lt;br /&gt;
This sample has 4 random strings (including one empty string).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
setproc area 1 OUTDOOR_MSG_0 Message 0&lt;br /&gt;
setproc area 1 OUTDOOR_MSG_1 Message 1&lt;br /&gt;
setproc area 1 OUTDOOR_MSG_3 Message 3&lt;br /&gt;
setproc area 1 PROC_ENABLED 1&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that the MAX value for outdoor messages is 3, so the random roll will be from 0 to 3.  If 2 is rolled, there is no value, so nothing is displayed.  There are no strings defined for indoor players, so they will never receive a message from this procedure.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Building]]&lt;br /&gt;
[[Category:Area Procedures]]&lt;/div&gt;</summary>
		<author><name>Teker</name></author>	</entry>

	<entry>
		<id>http://www.cyberlint.org/wiki/index.php?title=Proc:Ambient_Messages_Random_(room)&amp;diff=65305</id>
		<title>Proc:Ambient Messages Random (room)</title>
		<link rel="alternate" type="text/html" href="http://www.cyberlint.org/wiki/index.php?title=Proc:Ambient_Messages_Random_(room)&amp;diff=65305"/>
				<updated>2019-01-28T20:25:50Z</updated>
		
		<summary type="html">&lt;p&gt;Teker: Created page with &amp;quot; = Overview =  The ambient_messages_random procedure allows builders to create custom messages that display on the game hour.  These messages have no effect on game play and c...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
= Overview =&lt;br /&gt;
&lt;br /&gt;
The ambient_messages_random procedure allows builders to create custom messages that display on the game hour.  These messages have no effect on game play and can be used to substitute for custom climate messages or just add to the flavor of a particular room.  There is another slightly different procedure by the same name that can be added to areas.&lt;br /&gt;
&lt;br /&gt;
The builder defines a number of asleep and awake messages and each game hour a random roll is done (0 to MAX) and one of the messages is chosen to be displayed.  The number of asleep and awake messages may be different.  The &amp;quot;first&amp;quot; asleep message is defined in ASLEEP_MSG_0 and the &amp;quot;first&amp;quot; awake message is defined in AWAKE_MSG_0.&lt;br /&gt;
&lt;br /&gt;
Note that to turn off normal climate messages, you need to set the climate to none via &amp;quot;SETAREA &amp;lt;area #&amp;gt; CLIMATE NONE&amp;quot;.  Sky messages such as sunrise and sunset can be disabled via &amp;quot;SETAREA &amp;lt;area #&amp;gt; HIDE_SKY YES&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Here is a list of keys that the procedure will use:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;abilitiestable&amp;quot; border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
! Key !! Default !! Description&lt;br /&gt;
|-&lt;br /&gt;
| ASLEEP_MSG_0&lt;br /&gt;
| No message.&lt;br /&gt;
| The message that is displayed to players in the area that are asleep if the random roll results in 0.  Additional messages would be defined in ASLEEP_MSG_1, ASLEEP_MSG_2, and so on.&lt;br /&gt;
|-&lt;br /&gt;
| AWAKE_MSG_0&lt;br /&gt;
| No message.&lt;br /&gt;
| The message that is displayed to players in the area that are awake if the random roll results in 0.  Additional messages would be defined in AWAKE_MSG_1, AWAKE_MSG_2, and so on.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Sample =&lt;br /&gt;
&lt;br /&gt;
This sample has 4 random strings (including one empty string).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
setproc area 1 AWAKE_MSG_0 Message 0&lt;br /&gt;
setproc area 1 AWAKE_MSG_1 Message 1&lt;br /&gt;
setproc area 1 AWAKE_MSG_3 Message 3&lt;br /&gt;
setproc area 1 PROC_ENABLED 1&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that the MAX value for awake messages is 3, so the random roll will be from 0 to 3.  If 2 is rolled, there is no value, so nothing is displayed.  There are no strings defined for asleep players, so they will never receive a message from this procedure.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Building]]&lt;br /&gt;
[[Category:Room Procedures]]&lt;/div&gt;</summary>
		<author><name>Teker</name></author>	</entry>

	<entry>
		<id>http://www.cyberlint.org/wiki/index.php?title=Category:Area_Procedures&amp;diff=65304</id>
		<title>Category:Area Procedures</title>
		<link rel="alternate" type="text/html" href="http://www.cyberlint.org/wiki/index.php?title=Category:Area_Procedures&amp;diff=65304"/>
				<updated>2019-01-28T20:22:45Z</updated>
		
		<summary type="html">&lt;p&gt;Teker: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The following procedures can be added to areas using ADDPROC AREA &amp;lt;procedure name&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
[[Category:Building]]&lt;/div&gt;</summary>
		<author><name>Teker</name></author>	</entry>

	<entry>
		<id>http://www.cyberlint.org/wiki/index.php?title=Proc:Ambient_Messages_Random_(area)&amp;diff=65303</id>
		<title>Proc:Ambient Messages Random (area)</title>
		<link rel="alternate" type="text/html" href="http://www.cyberlint.org/wiki/index.php?title=Proc:Ambient_Messages_Random_(area)&amp;diff=65303"/>
				<updated>2019-01-28T20:22:20Z</updated>
		
		<summary type="html">&lt;p&gt;Teker: Created page with &amp;quot; = Overview =  The ambient_messages_random procedure allows builders to create custom messages that display on the game hour.  These messages have no effect on game play and c...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
= Overview =&lt;br /&gt;
&lt;br /&gt;
The ambient_messages_random procedure allows builders to create custom messages that display on the game hour.  These messages have no effect on game play and can be used to substitute for custom climate messages or just add to the flavor of a particular area.  This procedure can only be added to areas.&lt;br /&gt;
&lt;br /&gt;
The builder defines a number of indoor and outdoor messages and each game hour a random roll is done (0 to MAX) and one of the messages is chosen to be displayed.  The number of indoor and outdoor messages may be different.  The &amp;quot;first&amp;quot; indoor message is defined in INDOOR_MSG_0 and the &amp;quot;first&amp;quot; outdoor message is defined in OUTDOOR_MSG_0.&lt;br /&gt;
&lt;br /&gt;
Note that to turn off normal climate messages, you need to set the climate to none via &amp;quot;SETAREA &amp;lt;area #&amp;gt; CLIMATE NONE&amp;quot;.  Sky messages such as sunrise and sunset can be disabled via &amp;quot;SETAREA &amp;lt;area #&amp;gt; HIDE_SKY YES&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Here is a list of keys that the procedure will use:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;abilitiestable&amp;quot; border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
! Key !! Default !! Description&lt;br /&gt;
|-&lt;br /&gt;
| INDOOR_MSG_0&lt;br /&gt;
| No message.&lt;br /&gt;
| The message that is displayed to players in the area that are indoors if the random roll results in 0.  Additional messages would be defined in INDOOR_MSG_1, INDOOR_MSG_2, and so on.&lt;br /&gt;
|-&lt;br /&gt;
| OUTDOOR_MSG_0&lt;br /&gt;
| No message.&lt;br /&gt;
| The message that is displayed to players in the area that are outdoors if the random roll results in 0.  Additional messages would be defined in OUTDOOR_MSG_1, OUTDOOR_MSG_2, and so on.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Sample =&lt;br /&gt;
&lt;br /&gt;
This sample has 4 random strings (including one empty string).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
setproc area 1 OUTDOOR_MSG_0 Message 0&lt;br /&gt;
setproc area 1 OUTDOOR_MSG_1 Message 1&lt;br /&gt;
setproc area 1 OUTDOOR_MSG_3 Message 3&lt;br /&gt;
setproc area 1 PROC_ENABLED 1&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that the MAX value for outdoor messages is 3, so the random roll will be from 0 to 3.  If 2 is rolled, there is no value, so nothing is displayed.  There are no strings defined for indoor players, so they will never receive a message from this procedure.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Building]]&lt;br /&gt;
[[Category:Area Procedures]]&lt;/div&gt;</summary>
		<author><name>Teker</name></author>	</entry>

	<entry>
		<id>http://www.cyberlint.org/wiki/index.php?title=Proc:Special_Attack&amp;diff=65302</id>
		<title>Proc:Special Attack</title>
		<link rel="alternate" type="text/html" href="http://www.cyberlint.org/wiki/index.php?title=Proc:Special_Attack&amp;diff=65302"/>
				<updated>2019-01-08T16:26:22Z</updated>
		
		<summary type="html">&lt;p&gt;Teker: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
= Overview =&lt;br /&gt;
&lt;br /&gt;
This procedure allows builders to add poison type effects to weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here is a list of keys that the procedure will use:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;abilitiestable&amp;quot; border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
! Key !! Default !! Description&lt;br /&gt;
|-&lt;br /&gt;
| CFG_ID&lt;br /&gt;
| 1&lt;br /&gt;
| Standard KVP value.&lt;br /&gt;
|-&lt;br /&gt;
| PROC_NUM&lt;br /&gt;
| 13&lt;br /&gt;
| Standard KVP value.&lt;br /&gt;
|-&lt;br /&gt;
| PROC_ENABLED&lt;br /&gt;
| 0 (false)&lt;br /&gt;
| Standard KVP value.&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_##_DAMAGE_CHANCE&lt;br /&gt;
| 0 (%)&lt;br /&gt;
| The percentage chance that a particular attack type will trigger extra damage.  The ## corresponds with the skill number of the attack being performed.  A list of skill numbers can be found TBD.&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_##_DAMAGE_DICE&lt;br /&gt;
| 1&lt;br /&gt;
| Number of dice to roll for the damage effect.&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_##_DAMAGE_DIE_SIZE&lt;br /&gt;
| 1&lt;br /&gt;
| Size of the dice to roll for the damage effect.&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_##_DAMAGE_ADDITIONAL&lt;br /&gt;
| 0&lt;br /&gt;
| Additional points to add to the damage effect.&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_##_DAMAGE_FLAGS&lt;br /&gt;
| 0&lt;br /&gt;
| See the [[MUDL:damage|MUDL damage]] function for appropriate values.&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_##_DAMAGE_MESSAGE_ACTOR&lt;br /&gt;
| You drive $p to the hilt in $N and $E shudders from the poison.&lt;br /&gt;
| Message shown to the actor (attacker) when the damage effect fires.&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_##_DAMAGE_MESSAGE_ROOM&lt;br /&gt;
| $n thrusts $p deep into $N and injects a poison.&lt;br /&gt;
| Message shown to the room when the damage effect fires.&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_##_DAMAGE_MESSAGE_VICTIM&lt;br /&gt;
| $n thrusts $p deep into your body, you feel a burning pain!&lt;br /&gt;
| Message shown to the victim when the damage effect fires.&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_##_ETHER_MESSAGE_ACTOR&lt;br /&gt;
| Your weapon passes deeply into $N but seems to have no effect.&lt;br /&gt;
| Message shown to the actor (attacker) when the damage is negated due to the victim being ethereal.&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_##_ETHER_MESSAGE_ROOM&lt;br /&gt;
| $n thrusts $p deep into $N without effect.&lt;br /&gt;
| Message shown to the room when the damage is negated due to the victim being ethereal.&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_##_ETHER_MESSAGE_VICTIM&lt;br /&gt;
| $n thrusts $s weapon deep into you but it has no effect.&lt;br /&gt;
| Message shown to the victim when the damage is negated due to the victim being ethereal.&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_##_VICTIM_CHANCE&lt;br /&gt;
| 0 (%)&lt;br /&gt;
| The percentage chance that the attack will trigger a special effect targeting the victim.&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_##_VICTIM_EFFECT&lt;br /&gt;
|&lt;br /&gt;
| A colon (:) separated set of values representing the special effect.  See table below for format.&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_##_VICTIM_FLAGS&lt;br /&gt;
| 0&lt;br /&gt;
| See the [[MUDL:damage|MUDL damage]] function for appropriate values.&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_##_VICTIM_MESSAGE_ACTOR&lt;br /&gt;
| The poison on $p turns $N's flesh black.&lt;br /&gt;
| Message shown to the actor (attacker) when the special effect fires.&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_##_VICTIM_MESSAGE_ROOM&lt;br /&gt;
| The poison on $n's $p turns $N's flesh black.&lt;br /&gt;
| Message shown to the room when the special effect fires.&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_##_VICTIM_MESSAGE_VICTIM&lt;br /&gt;
| The poison on $n's $p turns your flesh black.&lt;br /&gt;
| Message shown to the victim when the special effect fires.&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_##_ACTOR_CHANCE&lt;br /&gt;
| 0 (%)&lt;br /&gt;
| The percentage chance that the attack will trigger a special effect targeting the actor/attacker.&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_##_ACTOR_EFFECT&lt;br /&gt;
|&lt;br /&gt;
| A colon (:) separated set of values representing the special effect.  See table below for formatting.&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_##_ACTOR_FLAGS&lt;br /&gt;
| 0&lt;br /&gt;
| See the [[MUDL:damage|MUDL damage]] function for appropriate values.&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_##_ACTOR_MESSAGE_ACTOR&lt;br /&gt;
| The poison on $p turns $N's flesh black.&lt;br /&gt;
| Message shown to the actor (attacker) when the special effect fires.&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_##_ACTOR_MESSAGE_ROOM&lt;br /&gt;
| The poison on $n's $p turns $N's flesh black.&lt;br /&gt;
| Message shown to the room when the special effect fires.&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_##_ACTOR_MESSAGE_VICTIM&lt;br /&gt;
| The poison on $n's $p turns your flesh black.&lt;br /&gt;
| Message shown to the victim when the special effect fires.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The ATTACK_##_VICTIM_EFFECT AND ATTACK_##_ACTOR_EFFECT keys consist of 7 numbers separated by colons.  These describe the special effect that the weapon generates.  The values are:&lt;br /&gt;
&lt;br /&gt;
Here is a list of keys that the procedure will use:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;abilitiestable&amp;quot; border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
! Index !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Spell Id&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Level type that follows in value 3.&amp;lt;br/&amp;gt;&lt;br /&gt;
0 = Use the value in element #3 for the level.&amp;lt;br/&amp;gt;&lt;br /&gt;
1 = Use the player's prime class for the level.  Element #3 is ignored but must be specificed (use 0).&amp;lt;br/&amp;gt;&lt;br /&gt;
2 = Use the player's level in the class specified in element #3 to determine the level.  A list of PC class values can be found in [[MUDL:PC_Class_Values]].&amp;lt;br/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 4 || APPLY_TYPE.&lt;br /&gt;
|-&lt;br /&gt;
| 5 || APPLY amount.&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Duration in minutes.&lt;br /&gt;
|-&lt;br /&gt;
| 7 || Apply bitvector.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Sample =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
TBD&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Building]]&lt;br /&gt;
[[Category:Item Procedures]]&lt;/div&gt;</summary>
		<author><name>Teker</name></author>	</entry>

	<entry>
		<id>http://www.cyberlint.org/wiki/index.php?title=Proc:Special_Attack&amp;diff=65301</id>
		<title>Proc:Special Attack</title>
		<link rel="alternate" type="text/html" href="http://www.cyberlint.org/wiki/index.php?title=Proc:Special_Attack&amp;diff=65301"/>
				<updated>2019-01-08T16:25:34Z</updated>
		
		<summary type="html">&lt;p&gt;Teker: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
= Overview =&lt;br /&gt;
&lt;br /&gt;
This procedure allows builders to add poison type effects to weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here is a list of keys that the procedure will use:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;abilitiestable&amp;quot; border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
! Key !! Default !! Description&lt;br /&gt;
|-&lt;br /&gt;
| CFG_ID&lt;br /&gt;
| 1&lt;br /&gt;
| Standard KVP value.&lt;br /&gt;
|-&lt;br /&gt;
| PROC_NUM&lt;br /&gt;
| 13&lt;br /&gt;
| Standard KVP value.&lt;br /&gt;
|-&lt;br /&gt;
| PROC_ENABLED&lt;br /&gt;
| 0 (false)&lt;br /&gt;
| Standard KVP value.&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_##_DAMAGE_CHANCE&lt;br /&gt;
| 0 (%)&lt;br /&gt;
| The percentage chance that a particular attack type will trigger extra damage.  The ## corresponds with the skill number of the attack being performed.  A list of skill numbers can be found TBD.  Also, the word OTHER can be specified instead of a number which would provide a damage effect for attacks that do not match any ATTACK_## KVPs.&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_##_DAMAGE_DICE&lt;br /&gt;
| 1&lt;br /&gt;
| Number of dice to roll for the damage effect.&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_##_DAMAGE_DIE_SIZE&lt;br /&gt;
| 1&lt;br /&gt;
| Size of the dice to roll for the damage effect.&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_##_DAMAGE_ADDITIONAL&lt;br /&gt;
| 0&lt;br /&gt;
| Additional points to add to the damage effect.&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_##_DAMAGE_FLAGS&lt;br /&gt;
| 0&lt;br /&gt;
| See the [[MUDL:damage|MUDL damage]] function for appropriate values.&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_##_DAMAGE_MESSAGE_ACTOR&lt;br /&gt;
| You drive $p to the hilt in $N and $E shudders from the poison.&lt;br /&gt;
| Message shown to the actor (attacker) when the damage effect fires.&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_##_DAMAGE_MESSAGE_ROOM&lt;br /&gt;
| $n thrusts $p deep into $N and injects a poison.&lt;br /&gt;
| Message shown to the room when the damage effect fires.&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_##_DAMAGE_MESSAGE_VICTIM&lt;br /&gt;
| $n thrusts $p deep into your body, you feel a burning pain!&lt;br /&gt;
| Message shown to the victim when the damage effect fires.&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_##_ETHER_MESSAGE_ACTOR&lt;br /&gt;
| Your weapon passes deeply into $N but seems to have no effect.&lt;br /&gt;
| Message shown to the actor (attacker) when the damage is negated due to the victim being ethereal.&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_##_ETHER_MESSAGE_ROOM&lt;br /&gt;
| $n thrusts $p deep into $N without effect.&lt;br /&gt;
| Message shown to the room when the damage is negated due to the victim being ethereal.&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_##_ETHER_MESSAGE_VICTIM&lt;br /&gt;
| $n thrusts $s weapon deep into you but it has no effect.&lt;br /&gt;
| Message shown to the victim when the damage is negated due to the victim being ethereal.&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_##_VICTIM_CHANCE&lt;br /&gt;
| 0 (%)&lt;br /&gt;
| The percentage chance that the attack will trigger a special effect targeting the victim.&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_##_VICTIM_EFFECT&lt;br /&gt;
|&lt;br /&gt;
| A colon (:) separated set of values representing the special effect.  See table below for format.&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_##_VICTIM_FLAGS&lt;br /&gt;
| 0&lt;br /&gt;
| See the [[MUDL:damage|MUDL damage]] function for appropriate values.&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_##_VICTIM_MESSAGE_ACTOR&lt;br /&gt;
| The poison on $p turns $N's flesh black.&lt;br /&gt;
| Message shown to the actor (attacker) when the special effect fires.&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_##_VICTIM_MESSAGE_ROOM&lt;br /&gt;
| The poison on $n's $p turns $N's flesh black.&lt;br /&gt;
| Message shown to the room when the special effect fires.&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_##_VICTIM_MESSAGE_VICTIM&lt;br /&gt;
| The poison on $n's $p turns your flesh black.&lt;br /&gt;
| Message shown to the victim when the special effect fires.&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_##_ACTOR_CHANCE&lt;br /&gt;
| 0 (%)&lt;br /&gt;
| The percentage chance that the attack will trigger a special effect targeting the actor/attacker.&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_##_ACTOR_EFFECT&lt;br /&gt;
|&lt;br /&gt;
| A colon (:) separated set of values representing the special effect.  See table below for formatting.&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_##_ACTOR_FLAGS&lt;br /&gt;
| 0&lt;br /&gt;
| See the [[MUDL:damage|MUDL damage]] function for appropriate values.&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_##_ACTOR_MESSAGE_ACTOR&lt;br /&gt;
| The poison on $p turns $N's flesh black.&lt;br /&gt;
| Message shown to the actor (attacker) when the special effect fires.&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_##_ACTOR_MESSAGE_ROOM&lt;br /&gt;
| The poison on $n's $p turns $N's flesh black.&lt;br /&gt;
| Message shown to the room when the special effect fires.&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_##_ACTOR_MESSAGE_VICTIM&lt;br /&gt;
| The poison on $n's $p turns your flesh black.&lt;br /&gt;
| Message shown to the victim when the special effect fires.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The ATTACK_##_VICTIM_EFFECT AND ATTACK_##_ACTOR_EFFECT keys consist of 7 numbers separated by colons.  These describe the special effect that the weapon generates.  The values are:&lt;br /&gt;
&lt;br /&gt;
Here is a list of keys that the procedure will use:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;abilitiestable&amp;quot; border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
! Index !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Spell Id&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Level type that follows in value 3.&amp;lt;br/&amp;gt;&lt;br /&gt;
0 = Use the value in element #3 for the level.&amp;lt;br/&amp;gt;&lt;br /&gt;
1 = Use the player's prime class for the level.  Element #3 is ignored but must be specificed (use 0).&amp;lt;br/&amp;gt;&lt;br /&gt;
2 = Use the player's level in the class specified in element #3 to determine the level.  A list of PC class values can be found in [[MUDL:PC_Class_Values]].&amp;lt;br/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 4 || APPLY_TYPE.&lt;br /&gt;
|-&lt;br /&gt;
| 5 || APPLY amount.&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Duration in minutes.&lt;br /&gt;
|-&lt;br /&gt;
| 7 || Apply bitvector.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Sample =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
TBD&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Building]]&lt;br /&gt;
[[Category:Item Procedures]]&lt;/div&gt;</summary>
		<author><name>Teker</name></author>	</entry>

	<entry>
		<id>http://www.cyberlint.org/wiki/index.php?title=Proc:Special_Attack&amp;diff=65300</id>
		<title>Proc:Special Attack</title>
		<link rel="alternate" type="text/html" href="http://www.cyberlint.org/wiki/index.php?title=Proc:Special_Attack&amp;diff=65300"/>
				<updated>2019-01-08T00:21:39Z</updated>
		
		<summary type="html">&lt;p&gt;Teker: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
= Overview =&lt;br /&gt;
&lt;br /&gt;
This procedure allows builders to add poison type effects to weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here is a list of keys that the procedure will use:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;abilitiestable&amp;quot; border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
! Key !! Default !! Description&lt;br /&gt;
|-&lt;br /&gt;
| CFG_ID&lt;br /&gt;
| 1&lt;br /&gt;
| Standard KVP value.&lt;br /&gt;
|-&lt;br /&gt;
| PROC_NUM&lt;br /&gt;
| 13&lt;br /&gt;
| Standard KVP value.&lt;br /&gt;
|-&lt;br /&gt;
| PROC_ENABLED&lt;br /&gt;
| 0 (false)&lt;br /&gt;
| Standard KVP value.&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_##_DAMAGE_CHANCE&lt;br /&gt;
| 0 (%)&lt;br /&gt;
| The percentage chance that a particular attack type will trigger extra damage.  The ## corresponds with the skill number of the attack being performed.  A list of skill numbers can be found TBD.  Also, the word OTHER can be specified instead of a number which would provide a damage effect for attacks that do not match any ATTACK_## KVPs.&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_##_DAMAGE_DICE&lt;br /&gt;
| 1&lt;br /&gt;
| Number of dice to roll for the damage effect.&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_##_DAMAGE_DIE_SIZE&lt;br /&gt;
| 1&lt;br /&gt;
| Size of the dice to roll for the damage effect.&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_##_DAMAGE_ADDITIONAL&lt;br /&gt;
| 0&lt;br /&gt;
| Additional points to add to the damage effect.&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_##_DAMAGE_FLAGS&lt;br /&gt;
| 0&lt;br /&gt;
| See the [[MUDL:damage|MUDL damage]] function for appropriate values.&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_##_DAMAGE_MESSAGE_ACTOR&lt;br /&gt;
| You drive $p to the hilt in $N and $E shudders from the poison.&lt;br /&gt;
| Message shown to the actor (attacker) when the damage effect fires.&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_##_DAMAGE_MESSAGE_ROOM&lt;br /&gt;
| $n thrusts $p deep into $N and injects a poison.&lt;br /&gt;
| Message shown to the room when the damage effect fires.&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_##_DAMAGE_MESSAGE_VICTIM&lt;br /&gt;
| $n thrusts $p deep into your body, you feel a burning pain!&lt;br /&gt;
| Message shown to the victim when the damage effect fires.&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_##_ETHER_MESSAGE_ACTOR&lt;br /&gt;
| Your weapon passes deeply into $N but seems to have no effect.&lt;br /&gt;
| Message shown to the actor (attacker) when the damage is negated due to the victim being ethereal.&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_##_ETHER_MESSAGE_ROOM&lt;br /&gt;
| $n thrusts $p deep into $N without effect.&lt;br /&gt;
| Message shown to the room when the damage is negated due to the victim being ethereal.&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_##_ETHER_MESSAGE_VICTIM&lt;br /&gt;
| $n thrusts $s weapon deep into you but it has no effect.&lt;br /&gt;
| Message shown to the victim when the damage is negated due to the victim being ethereal.&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_##_VICTIM_CHANCE&lt;br /&gt;
| 0 (%)&lt;br /&gt;
| The percentage chance that the attack will trigger a special effect targeting the victim.&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_##_VICTIM_EFFECT&lt;br /&gt;
|&lt;br /&gt;
| A colon (:) separated set of values representing the special effect.  See table below for format.&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_##_VICTIM_FLAGS&lt;br /&gt;
| 0&lt;br /&gt;
| See the [[MUDL:damage|MUDL damage]] function for appropriate values.&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_##_VICTIM_MESSAGE_ACTOR&lt;br /&gt;
| The poison on $p turns $N's flesh black.&lt;br /&gt;
| Message shown to the actor (attacker) when the special effect fires.&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_##_VICTIM_MESSAGE_ROOM&lt;br /&gt;
| The poison on $n's $p turns $N's flesh black.&lt;br /&gt;
| Message shown to the room when the special effect fires.&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_##_VICTIM_MESSAGE_VICTIM&lt;br /&gt;
| The poison on $n's $p turns your flesh black.&lt;br /&gt;
| Message shown to the victim when the special effect fires.&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_##_ACTOR_CHANCE&lt;br /&gt;
| 0 (%)&lt;br /&gt;
| The percentage chance that the attack will trigger a special effect targeting the actor/attacker.&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_##_ACTOR_EFFECT&lt;br /&gt;
|&lt;br /&gt;
| A colon (:) separated set of values representing the special effect.  See table below for formatting.&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_##_ACTOR_FLAGS&lt;br /&gt;
| 0&lt;br /&gt;
| See the [[MUDL:damage|MUDL damage]] function for appropriate values.&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_##_ACTOR_MESSAGE_ACTOR&lt;br /&gt;
| The poison on $p turns $N's flesh black.&lt;br /&gt;
| Message shown to the actor (attacker) when the special effect fires.&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_##_ACTOR_MESSAGE_ROOM&lt;br /&gt;
| The poison on $n's $p turns $N's flesh black.&lt;br /&gt;
| Message shown to the room when the special effect fires.&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_##_ACTOR_MESSAGE_VICTIM&lt;br /&gt;
| The poison on $n's $p turns your flesh black.&lt;br /&gt;
| Message shown to the victim when the special effect fires.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The ATTACK_##_VICTIM_EFFECT AND ATTACK_##_ACTOR_EFFECT keys consist of 7 numbers separated by colons.  These describe the special effect that the weapon generates.  The values are:&lt;br /&gt;
&lt;br /&gt;
Here is a list of keys that the procedure will use:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;abilitiestable&amp;quot; border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
! Index !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Spell Id&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Level type that follows in value 3.&amp;lt;br/&amp;gt;&lt;br /&gt;
0 = &amp;lt;br/&amp;gt;&lt;br /&gt;
1 = &amp;lt;br/&amp;gt;&lt;br /&gt;
2 = &amp;lt;br/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 4 || APPLY_TYPE.&lt;br /&gt;
|-&lt;br /&gt;
| 5 || APPLY amount.&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Duration in minutes.&lt;br /&gt;
|-&lt;br /&gt;
| 7 || Apply bitvector.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Sample =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
TBD&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Building]]&lt;br /&gt;
[[Category:Item Procedures]]&lt;/div&gt;</summary>
		<author><name>Teker</name></author>	</entry>

	<entry>
		<id>http://www.cyberlint.org/wiki/index.php?title=Proc:Special_Attack&amp;diff=65298</id>
		<title>Proc:Special Attack</title>
		<link rel="alternate" type="text/html" href="http://www.cyberlint.org/wiki/index.php?title=Proc:Special_Attack&amp;diff=65298"/>
				<updated>2019-01-07T23:31:08Z</updated>
		
		<summary type="html">&lt;p&gt;Teker: Teker moved page Proc:Poison Weapon to Proc:Special Attack&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
= Overview =&lt;br /&gt;
&lt;br /&gt;
This procedure allows builders to add poison type effects to weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here is a list of keys that the procedure will use:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;abilitiestable&amp;quot; border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
! Key !! Default !! Description&lt;br /&gt;
|-&lt;br /&gt;
| PROC_NUM&lt;br /&gt;
| 13&lt;br /&gt;
| Standard KVP value.&lt;br /&gt;
|-&lt;br /&gt;
| PROC_ENABLED&lt;br /&gt;
| 0 (false)&lt;br /&gt;
| Standard KVP value.&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_##_DAMAGE_CHANCE&lt;br /&gt;
| 0 (%)&lt;br /&gt;
| The percentage chance that a particular attack type will trigger extra damage.  The ## corresponds with the skill number of the attack being performed.  A list of skill numbers can be found TBD.  Also, the word OTHER can be specified instead of a number which would provide a damage effect for attacks that do not match any ATTACK_## KVPs.&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_##_DAMAGE_DICE&lt;br /&gt;
| 1&lt;br /&gt;
| Number of dice to roll for the damage effect.&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_##_DAMAGE_DIE_SIZE&lt;br /&gt;
| 1&lt;br /&gt;
| Size of the dice to roll for the damage effect.&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_##_DAMAGE_ADDITIONAL&lt;br /&gt;
| 0&lt;br /&gt;
| Additional points to add to the damage effect.&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_##_DAMAGE_FLAGS&lt;br /&gt;
| 0&lt;br /&gt;
| See the [[MUDL:damage|MUDL damage]] function for appropriate values.&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_##_DAMAGE_MESSAGE_ACTOR&lt;br /&gt;
| You drive $p to the hilt in $N and $E shudders from the poison.&lt;br /&gt;
| Message shown to the actor (attacker) when the damage effect fires.&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_##_DAMAGE_MESSAGE_ROOM&lt;br /&gt;
| $n thrusts $p deep into $N and injects a poison.&lt;br /&gt;
| Message shown to the room when the damage effect fires.&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_##_DAMAGE_MESSAGE_VICTIM&lt;br /&gt;
| $n thrusts $p deep into your body, you feel a burning pain!&lt;br /&gt;
| Message shown to the victim when the damage effect fires.&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_##_ETHER_MESSAGE_ACTOR&lt;br /&gt;
| Your weapon passes deeply into $N but seems to have no effect.&lt;br /&gt;
| Message shown to the actor (attacker) when the damage is negated due to the victim being ethereal.&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_##_ETHER_MESSAGE_ROOM&lt;br /&gt;
| $n thrusts $p deep into $N without effect.&lt;br /&gt;
| Message shown to the room when the damage is negated due to the victim being ethereal.&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_##_ETHER_MESSAGE_VICTIM&lt;br /&gt;
| $n thrusts $s weapon deep into you but it has no effect.&lt;br /&gt;
| Message shown to the victim when the damage is negated due to the victim being ethereal.&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_##_SPECIAL_CHANCE&lt;br /&gt;
| 0 (%)&lt;br /&gt;
| The percentage chance that the attack will trigger a special effect.&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_##_SPECIAL_EFFECT&lt;br /&gt;
|&lt;br /&gt;
| A colon (:) separated set of values representing the special effect.  &lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_##_SPECIAL_FLAGS&lt;br /&gt;
| 0&lt;br /&gt;
| See the [[MUDL:damage|MUDL damage]] function for appropriate values.&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_##_SPECIAL_MESSAGE_ACTOR&lt;br /&gt;
| The poison on $p turns $N's flesh black.&lt;br /&gt;
| Message shown to the actor (attacker) when the special effect fires.&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_##_SPECIAL_MESSAGE_ROOM&lt;br /&gt;
| The poison on $n's $p turns $N's flesh black.&lt;br /&gt;
| Message shown to the room when the special effect fires.&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_##_SPECIAL_MESSAGE_VICTIM&lt;br /&gt;
| The poison on $n's $p turns your flesh black.&lt;br /&gt;
| Message shown to the victim when the special effect fires.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Sample =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
TBD&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Building]]&lt;br /&gt;
[[Category:Item Procedures]]&lt;/div&gt;</summary>
		<author><name>Teker</name></author>	</entry>

	<entry>
		<id>http://www.cyberlint.org/wiki/index.php?title=Proc:Poison_Weapon&amp;diff=65299</id>
		<title>Proc:Poison Weapon</title>
		<link rel="alternate" type="text/html" href="http://www.cyberlint.org/wiki/index.php?title=Proc:Poison_Weapon&amp;diff=65299"/>
				<updated>2019-01-07T23:31:08Z</updated>
		
		<summary type="html">&lt;p&gt;Teker: Teker moved page Proc:Poison Weapon to Proc:Special Attack&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Proc:Special Attack]]&lt;/div&gt;</summary>
		<author><name>Teker</name></author>	</entry>

	<entry>
		<id>http://www.cyberlint.org/wiki/index.php?title=Proc:Special_Attack&amp;diff=65297</id>
		<title>Proc:Special Attack</title>
		<link rel="alternate" type="text/html" href="http://www.cyberlint.org/wiki/index.php?title=Proc:Special_Attack&amp;diff=65297"/>
				<updated>2019-01-05T18:31:12Z</updated>
		
		<summary type="html">&lt;p&gt;Teker: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
= Overview =&lt;br /&gt;
&lt;br /&gt;
This procedure allows builders to add poison type effects to weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here is a list of keys that the procedure will use:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;abilitiestable&amp;quot; border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
! Key !! Default !! Description&lt;br /&gt;
|-&lt;br /&gt;
| PROC_NUM&lt;br /&gt;
| 13&lt;br /&gt;
| Standard KVP value.&lt;br /&gt;
|-&lt;br /&gt;
| PROC_ENABLED&lt;br /&gt;
| 0 (false)&lt;br /&gt;
| Standard KVP value.&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_##_DAMAGE_CHANCE&lt;br /&gt;
| 0 (%)&lt;br /&gt;
| The percentage chance that a particular attack type will trigger extra damage.  The ## corresponds with the skill number of the attack being performed.  A list of skill numbers can be found TBD.  Also, the word OTHER can be specified instead of a number which would provide a damage effect for attacks that do not match any ATTACK_## KVPs.&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_##_DAMAGE_DICE&lt;br /&gt;
| 1&lt;br /&gt;
| Number of dice to roll for the damage effect.&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_##_DAMAGE_DIE_SIZE&lt;br /&gt;
| 1&lt;br /&gt;
| Size of the dice to roll for the damage effect.&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_##_DAMAGE_ADDITIONAL&lt;br /&gt;
| 0&lt;br /&gt;
| Additional points to add to the damage effect.&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_##_DAMAGE_FLAGS&lt;br /&gt;
| 0&lt;br /&gt;
| See the [[MUDL:damage|MUDL damage]] function for appropriate values.&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_##_DAMAGE_MESSAGE_ACTOR&lt;br /&gt;
| You drive $p to the hilt in $N and $E shudders from the poison.&lt;br /&gt;
| Message shown to the actor (attacker) when the damage effect fires.&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_##_DAMAGE_MESSAGE_ROOM&lt;br /&gt;
| $n thrusts $p deep into $N and injects a poison.&lt;br /&gt;
| Message shown to the room when the damage effect fires.&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_##_DAMAGE_MESSAGE_VICTIM&lt;br /&gt;
| $n thrusts $p deep into your body, you feel a burning pain!&lt;br /&gt;
| Message shown to the victim when the damage effect fires.&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_##_ETHER_MESSAGE_ACTOR&lt;br /&gt;
| Your weapon passes deeply into $N but seems to have no effect.&lt;br /&gt;
| Message shown to the actor (attacker) when the damage is negated due to the victim being ethereal.&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_##_ETHER_MESSAGE_ROOM&lt;br /&gt;
| $n thrusts $p deep into $N without effect.&lt;br /&gt;
| Message shown to the room when the damage is negated due to the victim being ethereal.&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_##_ETHER_MESSAGE_VICTIM&lt;br /&gt;
| $n thrusts $s weapon deep into you but it has no effect.&lt;br /&gt;
| Message shown to the victim when the damage is negated due to the victim being ethereal.&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_##_SPECIAL_CHANCE&lt;br /&gt;
| 0 (%)&lt;br /&gt;
| The percentage chance that the attack will trigger a special effect.&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_##_SPECIAL_EFFECT&lt;br /&gt;
|&lt;br /&gt;
| A colon (:) separated set of values representing the special effect.  &lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_##_SPECIAL_FLAGS&lt;br /&gt;
| 0&lt;br /&gt;
| See the [[MUDL:damage|MUDL damage]] function for appropriate values.&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_##_SPECIAL_MESSAGE_ACTOR&lt;br /&gt;
| The poison on $p turns $N's flesh black.&lt;br /&gt;
| Message shown to the actor (attacker) when the special effect fires.&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_##_SPECIAL_MESSAGE_ROOM&lt;br /&gt;
| The poison on $n's $p turns $N's flesh black.&lt;br /&gt;
| Message shown to the room when the special effect fires.&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_##_SPECIAL_MESSAGE_VICTIM&lt;br /&gt;
| The poison on $n's $p turns your flesh black.&lt;br /&gt;
| Message shown to the victim when the special effect fires.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Sample =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
TBD&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Building]]&lt;br /&gt;
[[Category:Item Procedures]]&lt;/div&gt;</summary>
		<author><name>Teker</name></author>	</entry>

	<entry>
		<id>http://www.cyberlint.org/wiki/index.php?title=Guide:Damage_Spells&amp;diff=65296</id>
		<title>Guide:Damage Spells</title>
		<link rel="alternate" type="text/html" href="http://www.cyberlint.org/wiki/index.php?title=Guide:Damage_Spells&amp;diff=65296"/>
				<updated>2019-01-03T22:10:49Z</updated>
		
		<summary type="html">&lt;p&gt;Teker: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:GuideWelcome}}&lt;br /&gt;
&lt;br /&gt;
{{Template:NewPlayerGuideHeader}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Introduction =&lt;br /&gt;
&lt;br /&gt;
There are a large number of damage-based spells in SlothMUD that are available to the different classes and work under various circumstances.  This guide ranks the various damage spells by average damage to give players a better idea as to which spells they should use at different levels.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Level 10 Spells =&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Rank&lt;br /&gt;
! Spell&lt;br /&gt;
! Level&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| 1 || [[Spell:Dispel Evil|Dispel Evil]]&lt;br /&gt;
| Cl 10 || Only works on evil targets&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp; || [[Spell:Dispel Good|Dispel Good]]&lt;br /&gt;
| Ne 9 || Only works on good targets&lt;br /&gt;
|-&lt;br /&gt;
| 2 || [[Spell:Lightning Bolt|Lightning Bolt]]&lt;br /&gt;
| Ma 9, Ba 17 || &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| 3 || [[Spell:Turn Undead|Turn Undead]]&lt;br /&gt;
| Cl 1 || Only works on undead creatures&lt;br /&gt;
|-&lt;br /&gt;
| 4 || [[Spell:Shocking Grasp|Shocking Grasp]]&lt;br /&gt;
| Ma 7 || &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| 5 || [[Spell:Putrefy|Putrefy]]&lt;br /&gt;
| Ne 9 || Only works on wounded targets&lt;br /&gt;
|-&lt;br /&gt;
| 6 || [[Spell:Cure Normal|Cure Normal]]&lt;br /&gt;
| Cl 10, Dr 14, Ma 36&lt;br /&gt;
| Only works on targets that are damaged by heal spells&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Level 20 Spells =&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Rank&lt;br /&gt;
! Spell&lt;br /&gt;
! Level&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| 1 || [[Spell:Ice Ray|Ice Ray]]&lt;br /&gt;
| Ma 20 || &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| 2 || [[Spell:Fireball|Fireball]]&lt;br /&gt;
| Ma 15, Ba 23 || &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| 3 || [[Spell:Call Lightning|Call Lightning]]&lt;br /&gt;
| Cl 12, Dr 15 || Only works outdoors and under certain weather conditions&lt;br /&gt;
|-&lt;br /&gt;
| 4 || [[Spell:Dispel Evil|Dispel Evil]]&lt;br /&gt;
| Cl 10 || Only works on evil targets&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp; || [[Spell:Dispel Good|Dispel Good]]&lt;br /&gt;
| Ne 9 || Only works on good targets&lt;br /&gt;
|-&lt;br /&gt;
| 5 || [[Spell:Turn Undead|Turn Undead]]&lt;br /&gt;
| Cl 1 || Only works on undead creatures&lt;br /&gt;
|-&lt;br /&gt;
| 6 || [[Spell:Flame Strike|Flame Strike]]&lt;br /&gt;
| Cl 14 || &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| 7 || [[Spell:Colour Spray|Colour Spray]]&lt;br /&gt;
| Ma 11, Ba 19 || &amp;amp;nbsp;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Level 30 Spells =&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Rank&lt;br /&gt;
! Spell&lt;br /&gt;
! Level&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| 1 || [[Spell:Disintegrate|Disintegrate]]&lt;br /&gt;
| Ma 28 || &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| 2 || [[Spell:Greater Heal|Greater Heal]]&lt;br /&gt;
| Cl 30 || Only works on targets that are damaged by heal spells&lt;br /&gt;
|-&lt;br /&gt;
| 3 || [[Spell:Call Lightning|Call Lightning]]&lt;br /&gt;
| Cl 12, Dr 15 || Only works outdoors and under certain weather conditions&lt;br /&gt;
|-&lt;br /&gt;
| 4 || [[Spell:Turn Undead|Turn Undead]]&lt;br /&gt;
| Cl 1 || Only works on undead creatures&lt;br /&gt;
|-&lt;br /&gt;
| 5 || [[Spell:Acid Blast|Acid Blast]]&lt;br /&gt;
| Ma 25 || &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp; || [[Spell:Ice Ray|Ice Ray]]&lt;br /&gt;
| Ma 20 || &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| 6 || [[Spell:Twister|Twister]]&lt;br /&gt;
| Dr 30 || &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp; || [[Spell:Word of Pain|Word of Pain]]&lt;br /&gt;
| Ne 25 || &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| 7 || [[Song:Flames at Midnight|Flames at Midnight]]&lt;br /&gt;
| Ba 28 || &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| 8 || [[Spell:Dispel Evil|Dispel Evil]]&lt;br /&gt;
| Cl 10 || Only works on evil targets&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp; || [[Spell:Dispel Good|Dispel Good]]&lt;br /&gt;
| Ne 9 || Only works on good targets&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp; || [[Spell:Sunbeam|Sunbeam]]&lt;br /&gt;
| Dr 25 || &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| 9 || [[Spell:Heal|Heal]]&lt;br /&gt;
| Cl 25, Dr 30 || Only works on targets that are damaged by heal spells&lt;br /&gt;
|-&lt;br /&gt;
| 10 || [[Spell:Fireball|Fireball]]&lt;br /&gt;
| Ma 15, Ba 23 || &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| 11 || [[Spell:Flame Strike|Flame Strike]]&lt;br /&gt;
| Ma 15, Ba 23 || &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp; || [[Spell:Hellstrike|Hellstrike]]&lt;br /&gt;
| Cl 27, Ne 27 || &amp;amp;nbsp;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Level 40 Spells =&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Rank&lt;br /&gt;
! Spell&lt;br /&gt;
! Level&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| 1 || [[Spell:Dawnfire|Dawnfire]]&lt;br /&gt;
| Dr 35 || Only works outdoors at specific times of day&lt;br /&gt;
|-&lt;br /&gt;
| 2 || [[Spell:Frostbolt|Frostbolt]]&lt;br /&gt;
| Ma 38 || &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| 3 || [[Spell:Firewind|Firewind]]&lt;br /&gt;
| Ma 36 || &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| 4 || [[Spell:Thunder Clap|Thunder Clap]]&lt;br /&gt;
| Ma 34 || &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| 5 || [[Spell:Corrosive Surge|Corrosive Surge]]&lt;br /&gt;
| Ma 32 || &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| 6 || [[Spell:Restoration|Restoration]]&lt;br /&gt;
| Cl 35 || Only works on targets that are damaged by heal spells&lt;br /&gt;
|-&lt;br /&gt;
| 7 || [[Song:Cry of the Avatars|Cry of the Avatars]]&lt;br /&gt;
| Ba 36 || &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| 8 || [[Spell:Call Lightning|Call Lightning]]&lt;br /&gt;
| Cl 12, Dr 15 || Only works outdoors and under certain weather conditions&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp; || [[Spell:Disintegrate|Disintegrate]]&lt;br /&gt;
| Ma 28 || &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| 9 || [[Spell:Turn Undead|Turn Undead]]&lt;br /&gt;
| Cl 1 || Only works on undead creatures&lt;br /&gt;
|-&lt;br /&gt;
| 10 || [[Spell:Demon Touch|Demon Touch]]&lt;br /&gt;
| Ma 34 || &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| 11 || [[Spell:Greater_Heal|Greater Heal]]&lt;br /&gt;
| Cl 30 || Only works on targets that are damaged by heal spells&lt;br /&gt;
|-&lt;br /&gt;
| 12 || [[Spell:Destruction|Destruction]]&lt;br /&gt;
| Ne 36 || &amp;amp;nbsp;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Template:NewPlayerGuideFooter}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Guides|Damage Spells]]&lt;br /&gt;
[[Category: New Player Guides|Damage Spells]]&lt;/div&gt;</summary>
		<author><name>Teker</name></author>	</entry>

	<entry>
		<id>http://www.cyberlint.org/wiki/index.php?title=Proc:Special_Attack&amp;diff=65295</id>
		<title>Proc:Special Attack</title>
		<link rel="alternate" type="text/html" href="http://www.cyberlint.org/wiki/index.php?title=Proc:Special_Attack&amp;diff=65295"/>
				<updated>2019-01-03T20:50:20Z</updated>
		
		<summary type="html">&lt;p&gt;Teker: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
= Overview =&lt;br /&gt;
&lt;br /&gt;
This procedure allows builders to add poison type effects to weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here is a list of keys that the procedure will use:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;abilitiestable&amp;quot; border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
! Key !! Default !! Description&lt;br /&gt;
|-&lt;br /&gt;
| PROC_NUM&lt;br /&gt;
| 13&lt;br /&gt;
| Standard KVP value.&lt;br /&gt;
|-&lt;br /&gt;
| PROC_ENABLED&lt;br /&gt;
| 0 (false)&lt;br /&gt;
| Standard KVP value.&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_##_DAMAGE_CHANCE&lt;br /&gt;
| 0 (%)&lt;br /&gt;
| The percentage chance that a particular attack type will trigger extra damage.  The ## corresponds with the skill number of the attack being performed.  A list of skill numbers can be found TBD.  Also, the word OTHER can be specified instead of a number which would provide a damage effect for attacks that do not match any ATTACK_## KVPs.&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_##_DAMAGE_DICE&lt;br /&gt;
| 1&lt;br /&gt;
| Number of dice to roll for the damage effect.&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_##_DAMAGE_DIE_SIZE&lt;br /&gt;
| 1&lt;br /&gt;
| Size of the dice to roll for the damage effect.&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_##_DAMAGE_ADDITIONAL&lt;br /&gt;
| 0&lt;br /&gt;
| Additional points to add to the damage effect.&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_##_DAMAGE_FLAGS&lt;br /&gt;
| 0&lt;br /&gt;
| See the [[MUDL:damage|MUDL damage]] function for appropriate values.&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_##_DAMAGE_MESSAGE_ACTOR&lt;br /&gt;
| You drive $p to the hilt in $N and $E shudders from the poison.&lt;br /&gt;
| Message shown to the actor (attacker) when the damage effect fires.&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_##_DAMAGE_MESSAGE_ROOM&lt;br /&gt;
| $n thrusts $p deep into $N and injects a poison.&lt;br /&gt;
| Message shown to the room when the damage effect fires.&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_##_DAMAGE_MESSAGE_VICTIM&lt;br /&gt;
| $n thrusts $p deep into your body, you feel a burning pain!&lt;br /&gt;
| Message shown to the victim when the damage effect fires.&lt;br /&gt;
|-&lt;br /&gt;
| ETHEREAL_MISS_##_MESSAGE_ACTOR&lt;br /&gt;
| Your weapon passes deeply into $N but seems to have no effect.&lt;br /&gt;
| Message shown to the actor (attacker) when the damage is negated due to the victim being ethereal.&lt;br /&gt;
|-&lt;br /&gt;
| ETHEREAL_MISS_##_MESSAGE_ROOM&lt;br /&gt;
| $n thrusts $p deep into $N without effect.&lt;br /&gt;
| Message shown to the room when the damage is negated due to the victim being ethereal.&lt;br /&gt;
|-&lt;br /&gt;
| ETHEREAL_MISS_##_MESSAGE_VICTIM&lt;br /&gt;
| $n thrusts $s weapon deep into you but it has no effect.&lt;br /&gt;
| Message shown to the victim when the damage is negated due to the victim being ethereal.&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_##_SPECIAL_CHANCE&lt;br /&gt;
| 0 (%)&lt;br /&gt;
| The percentage chance that the attack will trigger a special effect.&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_##_SPECIAL_EFFECT&lt;br /&gt;
|&lt;br /&gt;
| A colon (:) separated set of values representing the special effect.  &lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_##_SPECIAL_FLAGS&lt;br /&gt;
| 0&lt;br /&gt;
| See the [[MUDL:damage|MUDL damage]] function for appropriate values.&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_##_SPECIAL_MESSAGE_ACTOR&lt;br /&gt;
| The poison on $p turns $N's flesh black.&lt;br /&gt;
| Message shown to the actor (attacker) when the special effect fires.&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_##_SPECIAL_MESSAGE_ROOM&lt;br /&gt;
| The poison on $n's $p turns $N's flesh black.&lt;br /&gt;
| Message shown to the room when the special effect fires.&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_##_SPECIAL_MESSAGE_VICTIM&lt;br /&gt;
| The poison on $n's $p turns your flesh black.&lt;br /&gt;
| Message shown to the victim when the special effect fires.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Sample =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
TBD&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Building]]&lt;br /&gt;
[[Category:Item Procedures]]&lt;/div&gt;</summary>
		<author><name>Teker</name></author>	</entry>

	<entry>
		<id>http://www.cyberlint.org/wiki/index.php?title=Proc:Special_Attack&amp;diff=65294</id>
		<title>Proc:Special Attack</title>
		<link rel="alternate" type="text/html" href="http://www.cyberlint.org/wiki/index.php?title=Proc:Special_Attack&amp;diff=65294"/>
				<updated>2019-01-03T20:49:45Z</updated>
		
		<summary type="html">&lt;p&gt;Teker: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
= Overview =&lt;br /&gt;
&lt;br /&gt;
This procedure allows builders to add poison type effects to weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here is a list of keys that the procedure will use:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;abilitiestable&amp;quot; border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
! Key !! Default !! Description&lt;br /&gt;
|-&lt;br /&gt;
| PROC_NUM&lt;br /&gt;
| 13&lt;br /&gt;
| Standard KVP value.&lt;br /&gt;
|-&lt;br /&gt;
| PROC_ENABLED&lt;br /&gt;
| 0 (false)&lt;br /&gt;
| Standard KVP value.&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_##_DAMAGE_CHANCE&lt;br /&gt;
| 0 (%)&lt;br /&gt;
| The percentage chance that a particular attack type will trigger extra damage.  The ## corresponds with the skill number of the attack being performed.  A list of skill numbers can be found TBD.  Also, the word OTHER can be specified instead of a number which would provide a damage effect for attacks that do not match any ATTACK_## KVPs.&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_##_DAMAGE_DICE&lt;br /&gt;
| 1&lt;br /&gt;
| Number of dice to roll for the damage effect.&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_##_DAMAGE_DIE_SIZE&lt;br /&gt;
| 1&lt;br /&gt;
| Size of the dice to roll for the damage effect.&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_##_DAMAGE_ADDITIONAL&lt;br /&gt;
| 0&lt;br /&gt;
| Additional points to add to the damage effect.&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_##_DAMAGE_FLAGS&lt;br /&gt;
| 0&lt;br /&gt;
| See the [[MUDL:damage|MUDL damage]] function for appropriate values.&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_##_DAMAGE_MESSAGE_ACTOR&lt;br /&gt;
| You drive $p to the hilt in $N and $E shudders from the poison.&lt;br /&gt;
| Message shown to the actor (attacker) when the damage effect fires.&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_##_DAMAGE_MESSAGE_ROOM&lt;br /&gt;
| $n thrusts $p deep into $N and injects a poison.&lt;br /&gt;
| Message shown to the room when the damage effect fires.&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_##_DAMAGE_MESSAGE_VICTIM&lt;br /&gt;
| $n thrusts $p deep into your body, you feel a burning pain!&lt;br /&gt;
| Message shown to the victim when the damage effect fires.&lt;br /&gt;
|-&lt;br /&gt;
| ETHEREAL_MISS_##_MESSAGE_ACTOR&lt;br /&gt;
| Your weapon passes deeply into $N but seems to have no effect.&lt;br /&gt;
| Message shown to the actor (attacker) when the damage is negated due to the victim being ethereal.&lt;br /&gt;
|-&lt;br /&gt;
| ETHEREAL_MISS_##_MESSAGE_ROOM&lt;br /&gt;
| $n thrusts $p deep into $N without effect.&lt;br /&gt;
| Message shown to the room when the damage is negated due to the victim being ethereal.&lt;br /&gt;
|-&lt;br /&gt;
| ETHEREAL_MISS_##_MESSAGE_VICTIM&lt;br /&gt;
| $n thrusts $s weapon deep into you but it has no effect.&lt;br /&gt;
| Message shown to the victim when the damage is negated due to the victim being ethereal.&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_##_SPECIAL_CHANCE&lt;br /&gt;
| 0 (%)&lt;br /&gt;
| The percentage chance that the attack will trigger a special effect.&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_##_SPECIAL_EFFECT&lt;br /&gt;
|&lt;br /&gt;
| A colon (:) separated set of values representing the special effect.  &lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_##_SPECIAL_FLAGS&lt;br /&gt;
| 0&lt;br /&gt;
| See the [[MUDL:damage|MUDL damage]] function for appropriate values.&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_##_SPECIAL_MESSAGE_ACTOR&lt;br /&gt;
| The poison on $p turns $N's flesh black.&lt;br /&gt;
| Message shown to the actor (attacker) when the special effect fires.&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_##_SPECIAL_MESSAGE_ROOM&lt;br /&gt;
| Message shown to the room when the special effect fires.&lt;br /&gt;
| The poison on $n's $p turns $N's flesh black.&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_##_SPECIAL_MESSAGE_VICTIM&lt;br /&gt;
| Message shown to the victim when the special effect fires.&lt;br /&gt;
| The poison on $n's $p turns your flesh black.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Sample =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
TBD&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Building]]&lt;br /&gt;
[[Category:Item Procedures]]&lt;/div&gt;</summary>
		<author><name>Teker</name></author>	</entry>

	<entry>
		<id>http://www.cyberlint.org/wiki/index.php?title=Proc:Special_Attack&amp;diff=65293</id>
		<title>Proc:Special Attack</title>
		<link rel="alternate" type="text/html" href="http://www.cyberlint.org/wiki/index.php?title=Proc:Special_Attack&amp;diff=65293"/>
				<updated>2019-01-03T20:01:51Z</updated>
		
		<summary type="html">&lt;p&gt;Teker: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
= Overview =&lt;br /&gt;
&lt;br /&gt;
This procedure allows builders to add poison type effects to weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here is a list of keys that the procedure will use:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;abilitiestable&amp;quot; border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
! Key !! Default !! Description&lt;br /&gt;
|-&lt;br /&gt;
| PROC_NUM&lt;br /&gt;
| 13&lt;br /&gt;
| Standard KVP value.&lt;br /&gt;
|-&lt;br /&gt;
| PROC_ENABLED&lt;br /&gt;
| 0 (false)&lt;br /&gt;
| Standard KVP value.&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_##_DAMAGE_CHANCE&lt;br /&gt;
| 0 (%)&lt;br /&gt;
| The percentage chance that a particular attack type will trigger extra damage.  The ## corresponds with the skill number of the attack being performed.  A list of skill numbers can be found TBD.  Also, the word OTHER can be specified instead of a number which would provide a damage effect for attacks that do not match any ATTACK_## KVPs.&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_##_DAMAGE_DICE&lt;br /&gt;
| 1&lt;br /&gt;
| Number of dice to roll for the damage effect.&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_##_DAMAGE_DIE_SIZE&lt;br /&gt;
| 1&lt;br /&gt;
| Size of the dice to roll for the damage effect.&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_##_DAMAGE_ADDITIONAL&lt;br /&gt;
| 0&lt;br /&gt;
| Additional points to add to the damage effect.&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_##_DAMAGE_FLAGS&lt;br /&gt;
| 0&lt;br /&gt;
| See the [[MUDL:damage|MUDL damage]] function for appropriate values.&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_##_DAMAGE_MESSAGE_ACTOR&lt;br /&gt;
| You drive $p to the hilt in $N and $E shudders from the poison.&lt;br /&gt;
| Message shown to the actor (attacker) when the damage effect fires.&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_##_DAMAGE_MESSAGE_ROOM&lt;br /&gt;
| Message shown to the room when the damage effect fires.&lt;br /&gt;
| $n thrusts $p deep into $N and injects a poison.&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_##_DAMAGE_MESSAGE_VICTIM&lt;br /&gt;
| Message shown to the victim when the damage effect fires.&lt;br /&gt;
| $n thrusts $p deep into your body, you feel a burning pain!&lt;br /&gt;
|-&lt;br /&gt;
| ETHEREAL_MISS_##_MESSAGE_ACTOR&lt;br /&gt;
| Your weapon passes deeply into $N but seems to have no effect.&lt;br /&gt;
| Message shown to the actor (attacker) when the damage is negated due to the victim being ethereal.&lt;br /&gt;
|-&lt;br /&gt;
| ETHEREAL_MISS_##_MESSAGE_ROOM&lt;br /&gt;
| $n thrusts $p deep into $N without effect.&lt;br /&gt;
| Message shown to the room when the damage is negated due to the victim being ethereal.&lt;br /&gt;
|-&lt;br /&gt;
| ETHEREAL_MISS_##_MESSAGE_VICTIM&lt;br /&gt;
| $n thrusts $s weapon deep into you but it has no effect.&lt;br /&gt;
| Message shown to the victim when the damage is negated due to the victim being ethereal.&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_##_SPECIAL_CHANCE&lt;br /&gt;
| 0 (%)&lt;br /&gt;
| The percentage chance that the attack will trigger a special effect.&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_##_SPECIAL_EFFECT&lt;br /&gt;
|&lt;br /&gt;
| A colon (:) separated set of values representing the special effect.  &lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_##_SPECIAL_FLAGS&lt;br /&gt;
| 0&lt;br /&gt;
| See the [[MUDL:damage|MUDL damage]] function for appropriate values.&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_##_SPECIAL_MESSAGE_ACTOR&lt;br /&gt;
| The poison on $p turns $N's flesh black.&lt;br /&gt;
| Message shown to the actor (attacker) when the special effect fires.&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_##_SPECIAL_MESSAGE_ROOM&lt;br /&gt;
| Message shown to the room when the special effect fires.&lt;br /&gt;
| The poison on $n's $p turns $N's flesh black.&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_##_SPECIAL_MESSAGE_VICTIM&lt;br /&gt;
| Message shown to the victim when the special effect fires.&lt;br /&gt;
| The poison on $n's $p turns your flesh black.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Sample =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
TBD&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Building]]&lt;br /&gt;
[[Category:Item Procedures]]&lt;/div&gt;</summary>
		<author><name>Teker</name></author>	</entry>

	<entry>
		<id>http://www.cyberlint.org/wiki/index.php?title=Proc:Special_Attack&amp;diff=65292</id>
		<title>Proc:Special Attack</title>
		<link rel="alternate" type="text/html" href="http://www.cyberlint.org/wiki/index.php?title=Proc:Special_Attack&amp;diff=65292"/>
				<updated>2019-01-03T19:36:33Z</updated>
		
		<summary type="html">&lt;p&gt;Teker: Created page with &amp;quot; = Overview =  This procedure allows builders to add poison type effects to weapons.   Here is a list of keys that the procedure will use:  {|class=&amp;quot;abilitiestable&amp;quot; border=&amp;quot;0&amp;quot;...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
= Overview =&lt;br /&gt;
&lt;br /&gt;
This procedure allows builders to add poison type effects to weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here is a list of keys that the procedure will use:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;abilitiestable&amp;quot; border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
! Key !! Default !! Description&lt;br /&gt;
|-&lt;br /&gt;
| PROC_NUM&lt;br /&gt;
| 13&lt;br /&gt;
| Standard KVP value.&lt;br /&gt;
|-&lt;br /&gt;
| PROC_ENABLED&lt;br /&gt;
| 0 (false)&lt;br /&gt;
| Standard KVP value.&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_##_DAMAGE_CHANCE&lt;br /&gt;
| 0 (%)&lt;br /&gt;
| The percentage chance that a particular attack type will trigger extra damage.  The ## corresponds with the skill number of the attack being performed.  A list of skill numbers can be found TBD.  Also, the word OTHER can be specified instead of a number which would provide a damage effect for attacks that do not match any ATTACK_## KVPs.&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_##_DAMAGE_NUM_DICE&lt;br /&gt;
| 1&lt;br /&gt;
| Number of dice to roll for the damage effect.&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_##_DAMAGE_DIE_SIZE&lt;br /&gt;
| 1&lt;br /&gt;
| Size of the dice to roll for the damage effect.&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_##_DAMAGE_ADD&lt;br /&gt;
| 0&lt;br /&gt;
| Additional points to add to the damage effect.&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_##_DAMAGE_HITS_ETHEREAL&lt;br /&gt;
| 0 (false)&lt;br /&gt;
| Indicates whether the damage effect hits ethereal creatures.&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_##_DAMAGE_FLAGS&lt;br /&gt;
| 0&lt;br /&gt;
| TBD.&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_##_DAMAGE_MESSAGE_ACTOR&lt;br /&gt;
| You drive $p to the hilt in $N and $E shudders from the poison.&lt;br /&gt;
| Message shown to the actor (attacker) when the damage effect fires.&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_##_DAMAGE_MESSAGE_ROOM&lt;br /&gt;
| Message shown to the room when the damage effect fires.&lt;br /&gt;
| $n thrusts $p deep into $N and injects a poison.&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_##_DAMAGE_MESSAGE_VICTIM&lt;br /&gt;
| Message shown to the victim when the damage effect fires.&lt;br /&gt;
| $n thrusts $p deep into your body, you feel a burning pain!&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_##_SPECIAL_CHANCE&lt;br /&gt;
| 0 (%)&lt;br /&gt;
| Percentage chance that the attack will trigger a special effect.&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_##_SPECIAL_EFFECT&lt;br /&gt;
|&lt;br /&gt;
| A colon (:) separated set of values representing the special effect.  &lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_##_SPECIAL_HITS_ETHEREAL&lt;br /&gt;
| 0 (false)&lt;br /&gt;
| Indicates whether the special effect can hit ethereal creatures.&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_##_SPECIAL_MESSAGE_ACTOR&lt;br /&gt;
| The poison on $p turns $N's flesh black.&lt;br /&gt;
| Message shown to the actor (attacker) when the special effect fires.&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_##_SPECIAL_MESSAGE_ROOM&lt;br /&gt;
| Message shown to the room when the special effect fires.&lt;br /&gt;
| The poison on $n's $p turns $N's flesh black.&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_##_SPECIAL_MESSAGE_VICTIM&lt;br /&gt;
| Message shown to the victim when the special effect fires.&lt;br /&gt;
| The poison on $n's $p turns your flesh black.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Sample =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
TBD&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Building]]&lt;br /&gt;
[[Category:Item Procedures]]&lt;/div&gt;</summary>
		<author><name>Teker</name></author>	</entry>

	<entry>
		<id>http://www.cyberlint.org/wiki/index.php?title=Proc:Shadow_kill&amp;diff=65291</id>
		<title>Proc:Shadow kill</title>
		<link rel="alternate" type="text/html" href="http://www.cyberlint.org/wiki/index.php?title=Proc:Shadow_kill&amp;diff=65291"/>
				<updated>2018-12-18T23:07:33Z</updated>
		
		<summary type="html">&lt;p&gt;Teker: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
= Overview =&lt;br /&gt;
&lt;br /&gt;
Mobiles with this procedure will look for players to hunt down and kill.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= KVP =&lt;br /&gt;
&lt;br /&gt;
This procedure using the following KVP:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;abilitiestable&amp;quot; border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
! Key !! Default !! Description&lt;br /&gt;
|-&lt;br /&gt;
| CFG_ID&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| Standard proc key - must be set to 1.&lt;br /&gt;
|-&lt;br /&gt;
| PROC_NUM&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| Standard proc key - must be set to 6.&lt;br /&gt;
|-&lt;br /&gt;
| PROC_ENABLED&lt;br /&gt;
| 0 (FALSE)&lt;br /&gt;
| Standard proc key - must be set to 1.&lt;br /&gt;
|-&lt;br /&gt;
| PROC_DEBUG&lt;br /&gt;
| 0 (FALSE)&lt;br /&gt;
| Standard proc key.  By default this key does not exist but it can be set to 1 to print out a series of debug messages to the room with the mobile.&lt;br /&gt;
|-&lt;br /&gt;
| SHADOW_CHANCE&lt;br /&gt;
| 0&lt;br /&gt;
| A number indicating the chance the mobile will start to hunt a new target.    The final chance of this happening is SHADOW_CHANCE / CHANCE_SIDES.&lt;br /&gt;
|-&lt;br /&gt;
| CHANCE_SIDES&lt;br /&gt;
| 100&lt;br /&gt;
| A number indicating the size of die to roll when determining the chance of hunting a new target.&lt;br /&gt;
|-&lt;br /&gt;
| TARGET_AREA&lt;br /&gt;
| AREA&lt;br /&gt;
| Whether the mobile targets players in the AREA, CONTINENT, or WORLD.&lt;br /&gt;
|-&lt;br /&gt;
| TARGET_POSITION_MASK&lt;br /&gt;
| 1022 (all non-dead positions)&lt;br /&gt;
| A bitmask containing the list of player positions that are allowed for targets.  For individual position values, see the [[Character Position Table]].&lt;br /&gt;
|-&lt;br /&gt;
| TARGET_FILTER&lt;br /&gt;
| No filter&lt;br /&gt;
| The name and parameters to a custom filter function.  For more specific values, see the [[Target Filter Function List]].&lt;br /&gt;
|-&lt;br /&gt;
| TRANSPORT&lt;br /&gt;
| HUNT&lt;br /&gt;
| The method the mobile will use to reach the target.  This can be HUNT, SHADOWWALK, GATE, or TELEPORT.&lt;br /&gt;
|-&lt;br /&gt;
| TELEPORT_STRING_ROOM&lt;br /&gt;
| $n slowly fades in to existence.&lt;br /&gt;
| If TRANSPORT is set to TELEPORT, this message is displayed to the room when the mobile teleports to the target.  If you don't want to display anything, set this to an empty value.&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_STRING_CHAR&lt;br /&gt;
| $n leaps out of the shadows and attacks you!&lt;br /&gt;
| Message displayed to the target when the mobile starts the attack.&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_STRING_ROOM&lt;br /&gt;
| $n leaps out of the shadows and attacks $N!&lt;br /&gt;
| Message displayed to the room when the mobile starts the attack.&lt;br /&gt;
|-&lt;br /&gt;
| TARGET&lt;br /&gt;
| No target&lt;br /&gt;
| A temporary value containing the name of the player the the mobile is currently targeting.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Obsolete KVP =&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;abilitiestable&amp;quot; border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
! Key !! Default !! Description&lt;br /&gt;
|-&lt;br /&gt;
| USE_HUNT&lt;br /&gt;
| 1 (True)&lt;br /&gt;
| This value is still processed if the TRANSPORT value is missing.  A value of 0 translates to SHADOWWALK and all other values translate to HUNT.&lt;br /&gt;
|-&lt;br /&gt;
| STRING_CHAR&lt;br /&gt;
| n/a&lt;br /&gt;
| Changed to ATTACK_STRING_CHAR for clarity.  STRING_CHAR is now ignored.&lt;br /&gt;
|-&lt;br /&gt;
| STRING_ROOM&lt;br /&gt;
| n/a&lt;br /&gt;
| Changed to ATTACK_STRING_ROOM for clarity.  STRING_ROOM is now ignored.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Building]]&lt;br /&gt;
[[Category:Mobile Procedures]]&lt;/div&gt;</summary>
		<author><name>Teker</name></author>	</entry>

	<entry>
		<id>http://www.cyberlint.org/wiki/index.php?title=Target_Filter_Function_List&amp;diff=65290</id>
		<title>Target Filter Function List</title>
		<link rel="alternate" type="text/html" href="http://www.cyberlint.org/wiki/index.php?title=Target_Filter_Function_List&amp;diff=65290"/>
				<updated>2018-12-17T16:57:08Z</updated>
		
		<summary type="html">&lt;p&gt;Teker: Created page with &amp;quot; = Overview =  Some special procedures target random players in the world for their effects.  In order to streamline this selection, the following player filter functions have...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
= Overview =&lt;br /&gt;
&lt;br /&gt;
Some special procedures target random players in the world for their effects.  In order to streamline this selection, the following player filter functions have been written.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Values =&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;abilitiestable&amp;quot; border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
! Name !! Parameters !! Description&lt;br /&gt;
|-&lt;br /&gt;
| LEADER&lt;br /&gt;
| None&lt;br /&gt;
| Target only group leaders or solo players.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= KVP Values =&lt;br /&gt;
&lt;br /&gt;
When putting a filter function into KVP, it should be formatted as &amp;lt;Function Name&amp;gt;:&amp;lt;Argument 1&amp;gt;:&amp;lt;Argument 2&amp;gt; ...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Building]]&lt;/div&gt;</summary>
		<author><name>Teker</name></author>	</entry>

	<entry>
		<id>http://www.cyberlint.org/wiki/index.php?title=Character_Position_Table&amp;diff=65289</id>
		<title>Character Position Table</title>
		<link rel="alternate" type="text/html" href="http://www.cyberlint.org/wiki/index.php?title=Character_Position_Table&amp;diff=65289"/>
				<updated>2018-12-17T16:35:23Z</updated>
		
		<summary type="html">&lt;p&gt;Teker: Created page with &amp;quot; = Overview =  The game stores the character's position (standing, fighting, etc) as an integer.   = Values =  {|class=&amp;quot;abilitiestable&amp;quot; border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
= Overview =&lt;br /&gt;
&lt;br /&gt;
The game stores the character's position (standing, fighting, etc) as an integer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Values =&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;abilitiestable&amp;quot; border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
! Position !! Value !! Bitmask Value&lt;br /&gt;
|-&lt;br /&gt;
| Dead&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Mortally Wounded&lt;br /&gt;
| 1&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| Incapacitated&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| Stunned&lt;br /&gt;
| 3&lt;br /&gt;
| 8&lt;br /&gt;
|-&lt;br /&gt;
| Sleeping&lt;br /&gt;
| 4&lt;br /&gt;
| 16&lt;br /&gt;
|-&lt;br /&gt;
| Resting&lt;br /&gt;
| 5&lt;br /&gt;
| 32&lt;br /&gt;
|-&lt;br /&gt;
| Sitting&lt;br /&gt;
| 6&lt;br /&gt;
| 64&lt;br /&gt;
|-&lt;br /&gt;
| Crawling&amp;lt;br/&amp;gt;(not used)&lt;br /&gt;
| 7&lt;br /&gt;
| 128&lt;br /&gt;
|-&lt;br /&gt;
| Fighting&lt;br /&gt;
| 8&lt;br /&gt;
| 256&lt;br /&gt;
|-&lt;br /&gt;
| Standing&lt;br /&gt;
| 9&lt;br /&gt;
| 512&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Combined Bitmask Values =&lt;br /&gt;
&lt;br /&gt;
The bitmask values can be combined to form a mask that can contain multiple positions.  Common values are:&lt;br /&gt;
* 1023 = Any position&lt;br /&gt;
* 1022 = Not dead&lt;br /&gt;
* 1016 = Not dying or dead&lt;br /&gt;
* 992 = Awake&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Building]]&lt;/div&gt;</summary>
		<author><name>Teker</name></author>	</entry>

	<entry>
		<id>http://www.cyberlint.org/wiki/index.php?title=Proc:Shadow_kill&amp;diff=65288</id>
		<title>Proc:Shadow kill</title>
		<link rel="alternate" type="text/html" href="http://www.cyberlint.org/wiki/index.php?title=Proc:Shadow_kill&amp;diff=65288"/>
				<updated>2018-12-17T16:27:28Z</updated>
		
		<summary type="html">&lt;p&gt;Teker: Created page with &amp;quot; = Overview =  Mobiles with this procedure will look for players to hunt down and kill.   = KVP =  This procedure using the following KVP:  {|class=&amp;quot;abilitiestable&amp;quot; border=&amp;quot;0&amp;quot;...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
= Overview =&lt;br /&gt;
&lt;br /&gt;
Mobiles with this procedure will look for players to hunt down and kill.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= KVP =&lt;br /&gt;
&lt;br /&gt;
This procedure using the following KVP:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;abilitiestable&amp;quot; border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
! Key !! Default !! Description&lt;br /&gt;
|-&lt;br /&gt;
| CFG_ID&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| Standard proc key - must be set to 1.&lt;br /&gt;
|-&lt;br /&gt;
| PROC_NUM&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| Standard proc key - must be set to 6.&lt;br /&gt;
|-&lt;br /&gt;
| PROC_ENABLED&lt;br /&gt;
| 0 (FALSE)&lt;br /&gt;
| Standard proc key - must be set to 1.&lt;br /&gt;
|-&lt;br /&gt;
| PROC_DEBUG&lt;br /&gt;
| 0 (FALSE)&lt;br /&gt;
| Standard proc key.  By default this key does not exist but it can be set to 1 to print out a series of debug messages to the room with the mobile.&lt;br /&gt;
|-&lt;br /&gt;
| SHADOW_CHANCE&lt;br /&gt;
| 0&lt;br /&gt;
| A number indicating the chance the mobile will start to hunt a new target.    The final chance of this happening is SHADOW_CHANCE / CHANCE_SIDES.&lt;br /&gt;
|-&lt;br /&gt;
| CHANCE_SIDES&lt;br /&gt;
| 100&lt;br /&gt;
| A number indicating the size of die to roll when determining the chance of hunting a new target.&lt;br /&gt;
|-&lt;br /&gt;
| TARGET_AREA&lt;br /&gt;
| AREA&lt;br /&gt;
| Whether the mobile targets players in the AREA, CONTINENT, or WORLD.&lt;br /&gt;
|-&lt;br /&gt;
| TARGET_POSITION_MASK&lt;br /&gt;
| 1022 (all non-dead positions)&lt;br /&gt;
| A bitmask containing the list of player positions that are allowed for targets.  For individual position values, see the [[Character Position Table]].&lt;br /&gt;
|-&lt;br /&gt;
| TARGET_FILTER&lt;br /&gt;
| No filter&lt;br /&gt;
| The name and parameters to a custom filter function.  For more specific values, see the [[Target Filter Function List]].&lt;br /&gt;
|-&lt;br /&gt;
| TRANSPORT&lt;br /&gt;
| HUNT&lt;br /&gt;
| The method the mobile will use to reach the target.  This can be HUNT, SHADOWWALK, GATE, or TELEPORT.&lt;br /&gt;
|-&lt;br /&gt;
| TELEPORT_STRING_ROOM&lt;br /&gt;
| $n slowly fades in to existence.&lt;br /&gt;
| If TRANSPORT is set to TELEPORT, this message is displayed to the room when the mobile teleports to the target.  If you don't want to display anything, set this to an empty value.&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_STRING_CHAR&lt;br /&gt;
| $n leaps out of the shadows and attacks you!&lt;br /&gt;
| Message displayed to the target when the mobile starts the attack.&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_STRING_ROOM&lt;br /&gt;
| $n leaps out of the shadows and attacks $N!&lt;br /&gt;
| Message displayed to the room when the mobile starts the attack.&lt;br /&gt;
|-&lt;br /&gt;
| TARGET&lt;br /&gt;
| No target&lt;br /&gt;
| A temporary value containing the name of the player the the mobile is currently targeting.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Building]]&lt;br /&gt;
[[Category:Mobile Procedures]]&lt;/div&gt;</summary>
		<author><name>Teker</name></author>	</entry>

	<entry>
		<id>http://www.cyberlint.org/wiki/index.php?title=MUDL:array_reverse&amp;diff=65287</id>
		<title>MUDL:array reverse</title>
		<link rel="alternate" type="text/html" href="http://www.cyberlint.org/wiki/index.php?title=MUDL:array_reverse&amp;diff=65287"/>
				<updated>2018-12-02T04:45:38Z</updated>
		
		<summary type="html">&lt;p&gt;Teker: Created page with &amp;quot; __TOC__   = Summary =  {|class=&amp;quot;abilitiestable&amp;quot; border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot; ! Function Name | array_reverse |- ! Settable | No |- ! Returns | Array |}   {|clas...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Summary =&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;abilitiestable&amp;quot; border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
! Function Name&lt;br /&gt;
| array_reverse&lt;br /&gt;
|-&lt;br /&gt;
! Settable&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
! Returns&lt;br /&gt;
| Array&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;abilitiestable&amp;quot; border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
! Parameter Options&lt;br /&gt;
|-&lt;br /&gt;
| Array (of any type)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This function takes the input array and returns a new array with the previous elements in reverse.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Example =&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
setproc &amp;lt;parent&amp;gt; # on_foo&lt;br /&gt;
foreach(array_reverse(range(1, 10)), %9,&lt;br /&gt;
(&lt;br /&gt;
    msg_room(%room, '' + %9)&lt;br /&gt;
)),&lt;br /&gt;
&lt;br /&gt;
return(true)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Building]]&lt;br /&gt;
[[Category:MUDL|array_reverse]]&lt;/div&gt;</summary>
		<author><name>Teker</name></author>	</entry>

	<entry>
		<id>http://www.cyberlint.org/wiki/index.php?title=Proc:Vorpal_Immunity&amp;diff=65285</id>
		<title>Proc:Vorpal Immunity</title>
		<link rel="alternate" type="text/html" href="http://www.cyberlint.org/wiki/index.php?title=Proc:Vorpal_Immunity&amp;diff=65285"/>
				<updated>2018-11-24T22:33:11Z</updated>
		
		<summary type="html">&lt;p&gt;Teker: Teker moved page Proc::Vorpal Immunity to Proc:Vorpal Immunity&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
= Overview =&lt;br /&gt;
&lt;br /&gt;
This procedure allows builders to add resistance to mobiles against chop/vorpal weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here is a list of keys that the procedure will use:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;abilitiestable&amp;quot; border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
! Key !! Default !! Description&lt;br /&gt;
|-&lt;br /&gt;
| PERCENT_REDUCTION&lt;br /&gt;
| 0 (%)&lt;br /&gt;
| The percentage chance that the vorpal proc does nothing to this mobile.&lt;br /&gt;
|-&lt;br /&gt;
| PERCENT_DISARM&lt;br /&gt;
| 0 (%)&lt;br /&gt;
| The percentage chance that the vorpal proc will result in disarming the player.&lt;br /&gt;
|-&lt;br /&gt;
| DISARM_ROOM_MESSAGE&lt;br /&gt;
| Default Message&lt;br /&gt;
| The message sent to the room when the mobile disarms the player.&lt;br /&gt;
|-&lt;br /&gt;
| DISARM_VICTIM_MESSAGE&lt;br /&gt;
| Default Message&lt;br /&gt;
| The message sent to the player being disarmed.&lt;br /&gt;
|-&lt;br /&gt;
| PERCENT_BREAK&lt;br /&gt;
| 0 (%)&lt;br /&gt;
| The percentage chance that the vorpal weapon will break during the attack.  If this number is lower than the weapon's natural break percentage, the weapon's percentage is used instead.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Sample =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
TBD&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Building]]&lt;br /&gt;
[[Category:Mobile Procedures]]&lt;/div&gt;</summary>
		<author><name>Teker</name></author>	</entry>

	<entry>
		<id>http://www.cyberlint.org/wiki/index.php?title=Proc::Vorpal_Immunity&amp;diff=65286</id>
		<title>Proc::Vorpal Immunity</title>
		<link rel="alternate" type="text/html" href="http://www.cyberlint.org/wiki/index.php?title=Proc::Vorpal_Immunity&amp;diff=65286"/>
				<updated>2018-11-24T22:33:11Z</updated>
		
		<summary type="html">&lt;p&gt;Teker: Teker moved page Proc::Vorpal Immunity to Proc:Vorpal Immunity&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Proc:Vorpal Immunity]]&lt;/div&gt;</summary>
		<author><name>Teker</name></author>	</entry>

	<entry>
		<id>http://www.cyberlint.org/wiki/index.php?title=MUDL:is_container&amp;diff=65284</id>
		<title>MUDL:is container</title>
		<link rel="alternate" type="text/html" href="http://www.cyberlint.org/wiki/index.php?title=MUDL:is_container&amp;diff=65284"/>
				<updated>2018-11-24T15:50:04Z</updated>
		
		<summary type="html">&lt;p&gt;Teker: Created page with &amp;quot; __TOC__   = Summary =  {|class=&amp;quot;abilitiestable&amp;quot; border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot; ! Function Name | is_container |- ! Settable | No |- ! Returns | Boolean |}   {|cla...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Summary =&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;abilitiestable&amp;quot; border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
! Function Name&lt;br /&gt;
| is_container&lt;br /&gt;
|-&lt;br /&gt;
! Settable&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
! Returns&lt;br /&gt;
| Boolean&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;abilitiestable&amp;quot; border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
! Parameter Options&lt;br /&gt;
|-&lt;br /&gt;
| Item&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This function returns True if the specified item is a container.  In builder terms, that means the item's type is set to Container or Keychain.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Example =&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
TBD&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Building]]&lt;br /&gt;
[[Category:MUDL|is_container]]&lt;/div&gt;</summary>
		<author><name>Teker</name></author>	</entry>

	<entry>
		<id>http://www.cyberlint.org/wiki/index.php?title=MUDL:is_locked&amp;diff=65283</id>
		<title>MUDL:is locked</title>
		<link rel="alternate" type="text/html" href="http://www.cyberlint.org/wiki/index.php?title=MUDL:is_locked&amp;diff=65283"/>
				<updated>2018-11-24T15:48:23Z</updated>
		
		<summary type="html">&lt;p&gt;Teker: Created page with &amp;quot; __TOC__   = Summary =  {|class=&amp;quot;abilitiestable&amp;quot; border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot; ! Function Name | is_locked |- ! Settable | No |- ! Returns | Boolean |}   {|class=...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Summary =&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;abilitiestable&amp;quot; border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
! Function Name&lt;br /&gt;
| is_locked&lt;br /&gt;
|-&lt;br /&gt;
! Settable&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
! Returns&lt;br /&gt;
| Boolean&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;abilitiestable&amp;quot; border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
! Parameter Options&lt;br /&gt;
|-&lt;br /&gt;
| Direction (string)&lt;br /&gt;
|-&lt;br /&gt;
| Room, Direction (string)&lt;br /&gt;
|-&lt;br /&gt;
| Item&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the first two cases, this function returns whether the exit in the given direction from the given room is locked.  This means that it must first be a passable sort of exit and it must be set up as a door and locked.  The second argument is the direction, as one of the strings 'north', 'south', 'east', 'west', 'up', or 'down'.   While this function is not settable, the locked status of a door can be set with the flag function. &lt;br /&gt;
&lt;br /&gt;
In the third case, this function returns True if the specified item is a container and the container is currently locked.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Example =&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
TBD&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Building]]&lt;br /&gt;
[[Category:MUDL|is_locked]]&lt;/div&gt;</summary>
		<author><name>Teker</name></author>	</entry>

	<entry>
		<id>http://www.cyberlint.org/wiki/index.php?title=MUDL:is_open&amp;diff=65282</id>
		<title>MUDL:is open</title>
		<link rel="alternate" type="text/html" href="http://www.cyberlint.org/wiki/index.php?title=MUDL:is_open&amp;diff=65282"/>
				<updated>2018-11-24T15:45:45Z</updated>
		
		<summary type="html">&lt;p&gt;Teker: Created page with &amp;quot; __TOC__   = Summary =  {|class=&amp;quot;abilitiestable&amp;quot; border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot; ! Function Name | is_open |- ! Settable | No |- ! Returns | Boolean |}   {|class=&amp;quot;a...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Summary =&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;abilitiestable&amp;quot; border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
! Function Name&lt;br /&gt;
| is_open&lt;br /&gt;
|-&lt;br /&gt;
! Settable&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
! Returns&lt;br /&gt;
| Boolean&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;abilitiestable&amp;quot; border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
! Parameter Options&lt;br /&gt;
|-&lt;br /&gt;
| Direction (string)&lt;br /&gt;
|-&lt;br /&gt;
| Room, Direction (string)&lt;br /&gt;
|-&lt;br /&gt;
| Item&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the first two cases, this function returns whether the exit in the given direction from the given room is open.  This means that it must first be a passable sort of exit, and second it must not currently be impeded by, for example, a closed door.  The second argument is the direction, as one of the strings 'north', 'south', 'east', 'west', 'up', or 'down'.   While this function is not settable, the open status of a door can be set with the flag function. &lt;br /&gt;
&lt;br /&gt;
In the third case, this function returns True if the specified item is a container and the container is currently open.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Example =&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
TBD&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Building]]&lt;br /&gt;
[[Category:MUDL|is_open]]&lt;/div&gt;</summary>
		<author><name>Teker</name></author>	</entry>

	<entry>
		<id>http://www.cyberlint.org/wiki/index.php?title=MUDL:Construct&amp;diff=65281</id>
		<title>MUDL:Construct</title>
		<link rel="alternate" type="text/html" href="http://www.cyberlint.org/wiki/index.php?title=MUDL:Construct&amp;diff=65281"/>
				<updated>2018-11-19T23:53:06Z</updated>
		
		<summary type="html">&lt;p&gt;Teker: /* Command Syntax */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
= Overview =&lt;br /&gt;
&lt;br /&gt;
This MUDL function gets called when:&lt;br /&gt;
* The room containing the MUDL procedure is created (boot)&lt;br /&gt;
* The area containing the MUDL procedure is created (boot)&lt;br /&gt;
* The mobile containing the MUDL procedure is created&lt;br /&gt;
* The procedure's PROC_ENABLED value is set to a non-zero value.&lt;br /&gt;
&lt;br /&gt;
This is the perfect spot to initialize variables in the MUDL script.  For mobiles, the constructor is called after the mobile is placed in a room.&lt;br /&gt;
&lt;br /&gt;
= Command Syntax =&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
addproc &amp;amp;lt;room|mobile|area&amp;amp;gt; mudl&lt;br /&gt;
setproc &amp;amp;lt;room|mobile|area&amp;amp;gt; ## construct&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Global Variables =&lt;br /&gt;
&lt;br /&gt;
The following global variables are available:&lt;br /&gt;
{|class=&amp;quot;abilitiestable&amp;quot; border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
! Name !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| %c&lt;br /&gt;
| Character&lt;br /&gt;
| The mobile that the MUDL script is attached to.  This value is null if the script is attached to a room or object.&lt;br /&gt;
|-&lt;br /&gt;
| %o&lt;br /&gt;
| Object&lt;br /&gt;
| The object that the MUDL script is attached to.  This value is null if the script is attached to a room or mobile.&lt;br /&gt;
|-&lt;br /&gt;
| %room&lt;br /&gt;
| Room&lt;br /&gt;
| The room in the game where the script is being run.  This value may be null if the script is attached to an area and the entry point does not involve a command or player action.&lt;br /&gt;
|-&lt;br /&gt;
| %area&lt;br /&gt;
| Area&lt;br /&gt;
| The area (zone) in the game where the script is being run.&lt;br /&gt;
|-&lt;br /&gt;
| %parent&lt;br /&gt;
| Character or Object or Room or Area&lt;br /&gt;
| The in-game element that the MUDL script is attached to.  It will be identical to one of %c, %o, %room, or %area.&lt;br /&gt;
|-&lt;br /&gt;
| %procedure_index&lt;br /&gt;
| Integer&lt;br /&gt;
| The index of the current MUDL procedure on the %parent variable.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Return Values =&lt;br /&gt;
&lt;br /&gt;
The constructor's return value is ignored.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Building]]&lt;br /&gt;
[[Category:MUDL|Construct]]&lt;/div&gt;</summary>
		<author><name>Teker</name></author>	</entry>

	<entry>
		<id>http://www.cyberlint.org/wiki/index.php?title=MUDL:time_now&amp;diff=65280</id>
		<title>MUDL:time now</title>
		<link rel="alternate" type="text/html" href="http://www.cyberlint.org/wiki/index.php?title=MUDL:time_now&amp;diff=65280"/>
				<updated>2018-11-19T22:49:27Z</updated>
		
		<summary type="html">&lt;p&gt;Teker: Created page with &amp;quot; __TOC__   = Summary =  {|class=&amp;quot;abilitiestable&amp;quot; border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot; ! Function Name | time_now |- ! Settable | No |- ! Returns | Integer |}   {|class=&amp;quot;...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Summary =&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;abilitiestable&amp;quot; border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
! Function Name&lt;br /&gt;
| time_now&lt;br /&gt;
|-&lt;br /&gt;
! Settable&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
! Returns&lt;br /&gt;
| Integer&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;abilitiestable&amp;quot; border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
! Parameter Options&lt;br /&gt;
|-&lt;br /&gt;
| No parameters&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This function returns an integer timestamp equal to the number of seconds elapsed since midnight on Jan 1, 1970.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Example =&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
setproc &amp;lt;parent&amp;gt; # on_foo&lt;br /&gt;
msg_room(%room, 'Time is ' + time_now()),&lt;br /&gt;
return(true)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Building]]&lt;br /&gt;
[[Category:MUDL|time_now]]&lt;/div&gt;</summary>
		<author><name>Teker</name></author>	</entry>

	<entry>
		<id>http://www.cyberlint.org/wiki/index.php?title=MUDL:remove_pissed&amp;diff=65279</id>
		<title>MUDL:remove pissed</title>
		<link rel="alternate" type="text/html" href="http://www.cyberlint.org/wiki/index.php?title=MUDL:remove_pissed&amp;diff=65279"/>
				<updated>2018-11-19T22:46:29Z</updated>
		
		<summary type="html">&lt;p&gt;Teker: Created page with &amp;quot; __TOC__   = Summary =  {|class=&amp;quot;abilitiestable&amp;quot; border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot; ! Function Name | remove_pissed |- ! Settable | No |- ! Returns | Boolean |}   {|cl...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Summary =&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;abilitiestable&amp;quot; border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
! Function Name&lt;br /&gt;
| remove_pissed&lt;br /&gt;
|-&lt;br /&gt;
! Settable&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
! Returns&lt;br /&gt;
| Boolean&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;abilitiestable&amp;quot; border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
! Parameter Options&lt;br /&gt;
|-&lt;br /&gt;
| Mobile (character), Player Name (string)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This function removes the player name from the &amp;quot;pissed&amp;quot; list for the specified mobile.  If the mobile and string are valid and the mobile was  pissed at that name, the function returns True.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Example =&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
setproc &amp;lt;parent&amp;gt; # on_foo&lt;br /&gt;
remove_pissed(char_in_room(%a, 'kobold'), name(%a)),&lt;br /&gt;
&lt;br /&gt;
return(true)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Building]]&lt;br /&gt;
[[Category:MUDL|remove_pissed]]&lt;/div&gt;</summary>
		<author><name>Teker</name></author>	</entry>

	<entry>
		<id>http://www.cyberlint.org/wiki/index.php?title=MUDL:add_pissed&amp;diff=65278</id>
		<title>MUDL:add pissed</title>
		<link rel="alternate" type="text/html" href="http://www.cyberlint.org/wiki/index.php?title=MUDL:add_pissed&amp;diff=65278"/>
				<updated>2018-11-19T22:45:08Z</updated>
		
		<summary type="html">&lt;p&gt;Teker: Created page with &amp;quot; __TOC__   = Summary =  {|class=&amp;quot;abilitiestable&amp;quot; border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot; ! Function Name | add_pissed |- ! Settable | No |- ! Returns | Boolean |}   {|class...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Summary =&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;abilitiestable&amp;quot; border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
! Function Name&lt;br /&gt;
| add_pissed&lt;br /&gt;
|-&lt;br /&gt;
! Settable&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
! Returns&lt;br /&gt;
| Boolean&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;abilitiestable&amp;quot; border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
! Parameter Options&lt;br /&gt;
|-&lt;br /&gt;
| Mobile (character), Player Name (string)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This function adds the player name to the &amp;quot;pissed&amp;quot; list for the specified mobile.  If the mobile and string are valid and the mobile isn't currently pissed at that name, the function returns True.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Example =&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
setproc &amp;lt;parent&amp;gt; # on_foo&lt;br /&gt;
add_pissed(char_in_room(%a, 'kobold'), name(%a)),&lt;br /&gt;
&lt;br /&gt;
return(true)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Building]]&lt;br /&gt;
[[Category:MUDL|add_pissed]]&lt;/div&gt;</summary>
		<author><name>Teker</name></author>	</entry>

	<entry>
		<id>http://www.cyberlint.org/wiki/index.php?title=MUDL:area&amp;diff=65277</id>
		<title>MUDL:area</title>
		<link rel="alternate" type="text/html" href="http://www.cyberlint.org/wiki/index.php?title=MUDL:area&amp;diff=65277"/>
				<updated>2018-11-08T19:59:14Z</updated>
		
		<summary type="html">&lt;p&gt;Teker: Created page with &amp;quot; __TOC__   = Summary =  {|class=&amp;quot;abilitiestable&amp;quot; border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot; ! Function Name | area |- ! Settable | No |- ! Returns | Area |}   {|class=&amp;quot;abiliti...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Summary =&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;abilitiestable&amp;quot; border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
! Function Name&lt;br /&gt;
| area&lt;br /&gt;
|-&lt;br /&gt;
! Settable&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
! Returns&lt;br /&gt;
| Area&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;abilitiestable&amp;quot; border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
! Parameter Options&lt;br /&gt;
|-&lt;br /&gt;
| Character&lt;br /&gt;
|-&lt;br /&gt;
| Item&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This function returns the area is which the specified Character or Item currently resides.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Example =&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
setproc &amp;lt;parent&amp;gt; # on_foo&lt;br /&gt;
msg_character(%a, 'You are currently in ' +&lt;br /&gt;
                name(area(%a)) + '.'),&lt;br /&gt;
return(true)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Building]]&lt;br /&gt;
[[Category:MUDL|area]]&lt;/div&gt;</summary>
		<author><name>Teker</name></author>	</entry>

	<entry>
		<id>http://www.cyberlint.org/wiki/index.php?title=MUDL:has_spell_active&amp;diff=65276</id>
		<title>MUDL:has spell active</title>
		<link rel="alternate" type="text/html" href="http://www.cyberlint.org/wiki/index.php?title=MUDL:has_spell_active&amp;diff=65276"/>
				<updated>2018-11-08T19:45:01Z</updated>
		
		<summary type="html">&lt;p&gt;Teker: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Summary =&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;abilitiestable&amp;quot; border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
! Function Name&lt;br /&gt;
| has_spell_active&lt;br /&gt;
|-&lt;br /&gt;
! Settable&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
! Returns&lt;br /&gt;
| Boolean&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;abilitiestable&amp;quot; border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
! Parameter Options&lt;br /&gt;
|-&lt;br /&gt;
| Target (character), Spell (integer)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This function returns True if the Target is currently affected by the specified spell.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Example =&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
setproc &amp;lt;mobile&amp;gt; # every_round&lt;br /&gt;
if (target(%c),&lt;br /&gt;
(&lt;br /&gt;
    if (!has_spell_active(target(%c), spell_id('blindness')),&lt;br /&gt;
    (&lt;br /&gt;
        msg_character(target(%c), '$N does something hideous!', %c)&lt;br /&gt;
    )),&lt;br /&gt;
    return(true)&lt;br /&gt;
}},&lt;br /&gt;
&lt;br /&gt;
return(false)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Building]]&lt;br /&gt;
[[Category:MUDL|has_spell_active]]&lt;/div&gt;</summary>
		<author><name>Teker</name></author>	</entry>

	<entry>
		<id>http://www.cyberlint.org/wiki/index.php?title=MUDL:has_spell_active&amp;diff=65274</id>
		<title>MUDL:has spell active</title>
		<link rel="alternate" type="text/html" href="http://www.cyberlint.org/wiki/index.php?title=MUDL:has_spell_active&amp;diff=65274"/>
				<updated>2018-11-08T19:44:19Z</updated>
		
		<summary type="html">&lt;p&gt;Teker: Teker moved page MUDL:has spell to MUDL:has spell active&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Summary =&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;abilitiestable&amp;quot; border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
! Function Name&lt;br /&gt;
| has_spell_active&lt;br /&gt;
|-&lt;br /&gt;
! Settable&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
! Returns&lt;br /&gt;
| Boolean&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;abilitiestable&amp;quot; border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
! Parameter Options&lt;br /&gt;
|-&lt;br /&gt;
| Target (character), Spell (integer)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This function returns True if the Target is currently affected by the specified spell.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Example =&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
setproc &amp;lt;mobile&amp;gt; # every_round&lt;br /&gt;
if (target(%c),&lt;br /&gt;
(&lt;br /&gt;
    if (!has_spell_active(target(%c), spell_id('blindness')),&lt;br /&gt;
    (&lt;br /&gt;
        msg_character(target(%c), '$N does something hideous!', %c),&lt;br /&gt;
    )),&lt;br /&gt;
    return(true)&lt;br /&gt;
}},&lt;br /&gt;
&lt;br /&gt;
return(false)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Building]]&lt;br /&gt;
[[Category:MUDL|has_spell_active]]&lt;/div&gt;</summary>
		<author><name>Teker</name></author>	</entry>

	<entry>
		<id>http://www.cyberlint.org/wiki/index.php?title=MUDL:has_spell&amp;diff=65275</id>
		<title>MUDL:has spell</title>
		<link rel="alternate" type="text/html" href="http://www.cyberlint.org/wiki/index.php?title=MUDL:has_spell&amp;diff=65275"/>
				<updated>2018-11-08T19:44:19Z</updated>
		
		<summary type="html">&lt;p&gt;Teker: Teker moved page MUDL:has spell to MUDL:has spell active&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[MUDL:has spell active]]&lt;/div&gt;</summary>
		<author><name>Teker</name></author>	</entry>

	<entry>
		<id>http://www.cyberlint.org/wiki/index.php?title=MUDL:has_spell_active&amp;diff=65273</id>
		<title>MUDL:has spell active</title>
		<link rel="alternate" type="text/html" href="http://www.cyberlint.org/wiki/index.php?title=MUDL:has_spell_active&amp;diff=65273"/>
				<updated>2018-11-08T19:41:51Z</updated>
		
		<summary type="html">&lt;p&gt;Teker: Created page with &amp;quot; __TOC__   = Summary =  {|class=&amp;quot;abilitiestable&amp;quot; border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot; ! Function Name | has_spell_active |- ! Settable | No |- ! Returns | Boolean |}   {...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Summary =&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;abilitiestable&amp;quot; border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
! Function Name&lt;br /&gt;
| has_spell_active&lt;br /&gt;
|-&lt;br /&gt;
! Settable&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
! Returns&lt;br /&gt;
| Boolean&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;abilitiestable&amp;quot; border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
! Parameter Options&lt;br /&gt;
|-&lt;br /&gt;
| Target (character), Spell (integer)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This function returns True if the Target is currently affected by the specified spell.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Example =&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
setproc &amp;lt;mobile&amp;gt; # every_round&lt;br /&gt;
if (target(%c),&lt;br /&gt;
(&lt;br /&gt;
    if (!has_spell_active(target(%c), spell_id('blindness')),&lt;br /&gt;
    (&lt;br /&gt;
        msg_character(target(%c), '$N does something hideous!', %c),&lt;br /&gt;
    )),&lt;br /&gt;
    return(true)&lt;br /&gt;
}},&lt;br /&gt;
&lt;br /&gt;
return(false)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Building]]&lt;br /&gt;
[[Category:MUDL|has_spell_active]]&lt;/div&gt;</summary>
		<author><name>Teker</name></author>	</entry>

	<entry>
		<id>http://www.cyberlint.org/wiki/index.php?title=MUDL:check_saves_spell&amp;diff=65272</id>
		<title>MUDL:check saves spell</title>
		<link rel="alternate" type="text/html" href="http://www.cyberlint.org/wiki/index.php?title=MUDL:check_saves_spell&amp;diff=65272"/>
				<updated>2018-11-08T19:15:41Z</updated>
		
		<summary type="html">&lt;p&gt;Teker: Created page with &amp;quot; __TOC__   = Summary =  {|class=&amp;quot;abilitiestable&amp;quot; border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot; ! Function Name | check_saves_spell |- ! Settable | No |- ! Returns | Boolean |}...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Summary =&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;abilitiestable&amp;quot; border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
! Function Name&lt;br /&gt;
| check_saves_spell&lt;br /&gt;
|-&lt;br /&gt;
! Settable&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
! Returns&lt;br /&gt;
| Boolean&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;abilitiestable&amp;quot; border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
! Parameter Options&lt;br /&gt;
|-&lt;br /&gt;
| Victim (character)&lt;br /&gt;
|-&lt;br /&gt;
| Victim (character), Attacker (character)&lt;br /&gt;
|-&lt;br /&gt;
| Victim (character), Attacker (character), Modifier (integer)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This function performs a saving throw roll for the Victim and returns True if the save is successful.  If the Attacker is specified, any saving throw modifiers on the Attacker will adjust the roll.  In addition, a Modifier can be specified to make the roll easier (positive value) or harder (negative value).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Example =&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
setproc &amp;lt;mobile&amp;gt; # every_round&lt;br /&gt;
if (target(%c),&lt;br /&gt;
(&lt;br /&gt;
    msg_character(target(%c), '$N zaps you with $S spell!', %c),&lt;br /&gt;
    if (!check_saves_spell(target(%c), %c, 0),&lt;br /&gt;
    (&lt;br /&gt;
        damage(target(%c), 10d20)&lt;br /&gt;
    ),&lt;br /&gt;
    (&lt;br /&gt;
        damage(target(%c), 5d20)&lt;br /&gt;
    )),&lt;br /&gt;
    return(true)&lt;br /&gt;
}},&lt;br /&gt;
&lt;br /&gt;
return(false)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Building]]&lt;br /&gt;
[[Category:MUDL|check_saves_spell]]&lt;/div&gt;</summary>
		<author><name>Teker</name></author>	</entry>

	<entry>
		<id>http://www.cyberlint.org/wiki/index.php?title=MUDL:check_saves_breath&amp;diff=65271</id>
		<title>MUDL:check saves breath</title>
		<link rel="alternate" type="text/html" href="http://www.cyberlint.org/wiki/index.php?title=MUDL:check_saves_breath&amp;diff=65271"/>
				<updated>2018-11-08T19:14:31Z</updated>
		
		<summary type="html">&lt;p&gt;Teker: Created page with &amp;quot; __TOC__   = Summary =  {|class=&amp;quot;abilitiestable&amp;quot; border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot; ! Function Name | check_saves_breath |- ! Settable | No |- ! Returns | Boolean |}...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Summary =&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;abilitiestable&amp;quot; border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
! Function Name&lt;br /&gt;
| check_saves_breath&lt;br /&gt;
|-&lt;br /&gt;
! Settable&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
! Returns&lt;br /&gt;
| Boolean&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;abilitiestable&amp;quot; border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
! Parameter Options&lt;br /&gt;
|-&lt;br /&gt;
| Victim (character)&lt;br /&gt;
|-&lt;br /&gt;
| Victim (character), Attacker (character)&lt;br /&gt;
|-&lt;br /&gt;
| Victim (character), Attacker (character), Modifier (integer)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This function performs a saving throw roll for the Victim and returns True if the save is successful.  If the Attacker is specified, any saving throw modifiers on the Attacker will adjust the roll.  In addition, a Modifier can be specified to make the roll easier (positive value) or harder (negative value).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Example =&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
setproc &amp;lt;mobile&amp;gt; # every_round&lt;br /&gt;
if (target(%c),&lt;br /&gt;
(&lt;br /&gt;
    msg_character(target(%c), '$N breathes acid at you!', %c),&lt;br /&gt;
    if (!check_saves_breath(target(%c), %c, 0),&lt;br /&gt;
    (&lt;br /&gt;
        damage(target(%c), 10d20)&lt;br /&gt;
    ),&lt;br /&gt;
    (&lt;br /&gt;
        damage(target(%c), 5d20)&lt;br /&gt;
    )),&lt;br /&gt;
    return(true)&lt;br /&gt;
}},&lt;br /&gt;
&lt;br /&gt;
return(false)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Building]]&lt;br /&gt;
[[Category:MUDL|check_saves_breath]]&lt;/div&gt;</summary>
		<author><name>Teker</name></author>	</entry>

	<entry>
		<id>http://www.cyberlint.org/wiki/index.php?title=MUDL:check_saves_petrification&amp;diff=65270</id>
		<title>MUDL:check saves petrification</title>
		<link rel="alternate" type="text/html" href="http://www.cyberlint.org/wiki/index.php?title=MUDL:check_saves_petrification&amp;diff=65270"/>
				<updated>2018-11-08T19:08:59Z</updated>
		
		<summary type="html">&lt;p&gt;Teker: Created page with &amp;quot; __TOC__   = Summary =  {|class=&amp;quot;abilitiestable&amp;quot; border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot; ! Function Name | check_saves_petrification |- ! Settable | No |- ! Returns | Boole...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Summary =&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;abilitiestable&amp;quot; border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
! Function Name&lt;br /&gt;
| check_saves_petrification&lt;br /&gt;
|-&lt;br /&gt;
! Settable&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
! Returns&lt;br /&gt;
| Boolean&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;abilitiestable&amp;quot; border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
! Parameter Options&lt;br /&gt;
|-&lt;br /&gt;
| Victim (character)&lt;br /&gt;
|-&lt;br /&gt;
| Victim (character), Attacker (character)&lt;br /&gt;
|-&lt;br /&gt;
| Victim (character), Attacker (character), Modifier (integer)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This function performs a saving throw roll for the Victim and returns True if the save is successful.  If the Attacker is specified, any saving throw modifiers on the Attacker will adjust the roll.  In addition, a Modifier can be specified to make the roll easier (positive value) or harder (negative value).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Example =&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
setproc &amp;lt;mobile&amp;gt; # every_round&lt;br /&gt;
if (target(%c),&lt;br /&gt;
(&lt;br /&gt;
    if (!check_saves_petrification(target(%c), %c, 0),&lt;br /&gt;
    (&lt;br /&gt;
        msg_character(target(%c), '$N has petrified you!', %c),&lt;br /&gt;
        affect(target(%c), 'petrify',&lt;br /&gt;
             'location=petrified level=' + level(%c) +&lt;br /&gt;
             ' seconds=120'),&lt;br /&gt;
&lt;br /&gt;
        return(true)&lt;br /&gt;
    ))&lt;br /&gt;
)),&lt;br /&gt;
&lt;br /&gt;
return(false)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Building]]&lt;br /&gt;
[[Category:MUDL|check_saves_petrification]]&lt;/div&gt;</summary>
		<author><name>Teker</name></author>	</entry>

	<entry>
		<id>http://www.cyberlint.org/wiki/index.php?title=MUDL:check_saves_poison&amp;diff=65269</id>
		<title>MUDL:check saves poison</title>
		<link rel="alternate" type="text/html" href="http://www.cyberlint.org/wiki/index.php?title=MUDL:check_saves_poison&amp;diff=65269"/>
				<updated>2018-11-08T19:06:20Z</updated>
		
		<summary type="html">&lt;p&gt;Teker: Created page with &amp;quot; __TOC__   = Summary =  {|class=&amp;quot;abilitiestable&amp;quot; border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot; ! Function Name | check_saves_poison |- ! Settable | No |- ! Returns | Boolean |}...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Summary =&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;abilitiestable&amp;quot; border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
! Function Name&lt;br /&gt;
| check_saves_poison&lt;br /&gt;
|-&lt;br /&gt;
! Settable&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
! Returns&lt;br /&gt;
| Boolean&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;abilitiestable&amp;quot; border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
! Parameter Options&lt;br /&gt;
|-&lt;br /&gt;
| Victim (character)&lt;br /&gt;
|-&lt;br /&gt;
| Victim (character), Attacker (character)&lt;br /&gt;
|-&lt;br /&gt;
| Victim (character), Attacker (character), Modifier (integer)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This function performs a saving throw roll for the Victim and returns True if the save is successful.  If the Attacker is specified, any saving throw modifiers on the Attacker will adjust the roll.  In addition, a Modifier can be specified to make the roll easier (positive value) or harder (negative value).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Example =&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
setproc &amp;lt;mobile&amp;gt; # every_round&lt;br /&gt;
if (target(%c),&lt;br /&gt;
(&lt;br /&gt;
    if (!check_saves_poison(target(%c), %c, 0),&lt;br /&gt;
    (&lt;br /&gt;
        msg_character(target(%c), '$N has poisoned you!', %c),&lt;br /&gt;
        affect(target(%c), 'poison',&lt;br /&gt;
             'location=str modifier=-2 level=' + level(%c) +&lt;br /&gt;
             ' seconds=193 bitvector=4096'),&lt;br /&gt;
&lt;br /&gt;
        return(true)&lt;br /&gt;
    ))&lt;br /&gt;
)),&lt;br /&gt;
&lt;br /&gt;
return(false)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Building]]&lt;br /&gt;
[[Category:MUDL|check_saves_poison]]&lt;/div&gt;</summary>
		<author><name>Teker</name></author>	</entry>

	</feed>