str^%act(txt,inv,ch,vict,mode) returns a string similar to act() defines the view-point: 1: room not implemented 2: vict 3: notvict not implemeneted 4: char returns -1 on error room^%act(txt,inv,ch,vict,pulse) act() TO_ROOM Sends the output to everybody in the room, except is the relating echo text (check 'help mumps-act') 1, then 'cansee' is checked and eventually you see 'Someone' instance of the actor instance of the victim (char or object) if pulse is not given, the %act is executed immediately, else it is executed in pulses vict^%act(txt,inv,ch,vict,pulse) act() TO_VICT Sends the output to the character is the relating echo text (check 'help mumps-act') 1, then 'cansee' is checked and eventually you see 'Someone' instance of the actor instance of the victim (char or object) if pulse is not given, the %act is executed immediately, else it is executed in pulses notvict^%act(txt,inv,ch,vict,pulse) act() TO_NOTVICT Sends the output to everyone in the room, except and is the relating echo text (check 'help mumps-act') 1, then 'cansee' is checked and eventually you see 'Someone' instance of the actor instance of the victim (char or object) if pulse is not given, the %act is executed immediately, else it is executed in pulses char^%act(txt,inv,ch,vict,pulse) act() TO_CHAR Sends the output to is the relating echo text (check 'help mumps-act') 1, then 'cansee' is checked and eventually you see 'Someone' instance of the actor instance of the victim (char or object) if pulse is not given, the %act is executed immediately, else it is executed in pulses hit^%char(ch,set) if is not given, return hitpoints of character , else set the hitpoints of character to maxhit^%char(ch) return the maximum hitpoints of character mana^%char(ch,set) if is not given, return mana points of character else set the mana of character to maxmana^%char(ch) return the maximum mana of character move^%char(ch,set) if is not given, return the movement points of char else set the moves of character to maxmove^%char(ch) return the maximum movement points of character exp^%char(ch) return the number of experience points of character str^%char(ch,set) return the strength of character con^%char(ch,set) return the constitution of character dex^%char(ch,set) returns the dexterity of character agi^%char(ch,set) returns the agility of character int^%char(ch,set) returns the inteligence of character spi^%char(ch,set) returns the spiritual stat of character wil^%char(ch,set) returns the will of character apt^%char(ch,set) returns the aptitude of character per^%char(ch,set) returns the perception of character straff^%char(ch,set) returns the affected strength of character if is given, it will set the affected value. Note: this is the absolute value, not the relative one (+10 or -20) conaff^%char(ch,set) returns the affected constitution of character if is given, it will set the affected value. Note: this is the absolute value, not the relative one (+10 or -20) dexaff^%char(ch,set) returns the affected dexerity of character if is given, it will set the affected value. Note: this is the absolute value, not the relative one (+10 or -20) agiaff^%char(ch,set) returns the affected agility of character if is given, it will set the affected value. Note: this is the absolute value, not the relative one (+10 or -20) intaff^%char(ch,set) returns the affected inteligence of character if is given, it will set the affected value. Note: this is the absolute value, not the relative one (+10 or -20) spiaff^%char(ch,set) returns the affected spiritual of character if is given, it will set the affected value. Note: this is the absolute value, not the relative one (+10 or -20) wilaff^%char(ch,set) returns the affected will of character if is given, it will set the affected value. Note: this is the absolute value, not the relative one (+10 or -20) aptaff^%char(ch,set) returns the affected aptitude of character if is given, it will set the affected value. Note: this is the absolute value, not the relative one (+10 or -20) peraff^%char(ch,set) returns the affected perception of character if is given, it will set the affected value. Note: this is the absolute value, not the relative one (+10 or -20) isnpc^%char(ch) returns 1 if the instance is a mobile, else 0. Returns -1 if the given pointer isn't an instance pointer. level^%char(ch) returns the level of the given character instance name^%char(ch) returns the name/sdesc of the given character instance nameown^%char(ch) returns the name/sdesc of the given character instance and appends either ' or 's depending on the name ldesc^%char(ch,set) If is not submitted, the ldesc of the given character instance is returned. if is given, the ldesc will be changed to . If is "", the ldesc will be initiallized to the ldesc of the relating prototype. You may also use that function to change the ldesc of a player. Use this feature with care - it will be reset each time the player leaves the room. Returns -1 on error (for instance if char instance does not exist) title^%char(ch) returns the title of the given character instance sex^%char(ch) returns the sex of the given character instance 0: neutral, 1: male, 2:female class^%char(ch) returns the class index of the given character instance 0-3 obsolete 4: human warrior 5: human rogue 6: human cleric 7: elf warden 8: elf ranger 9: elf wizard 10: elf druid 11: dwarf warrior 12: dwarf slayer 13: orc shaman 14: black orc marauder 15: night gob fanatic 16: night gob hunter 17: forest gob scout 18: forest gob shaman 19: skaven storm 20: skaven gutter 21: skaven assassin 22: skaven monk 23: skaven grey seer town^%char(ch) returns the hometown index of the given character instance (none defined yet) age^%char(ch) returns the age in days of the current character instance weight^%char(ch) returns the weight in 1g of the current character instance height^%char(ch) returns the height in 1cm of the current character instance race^%char(ch) returns the race index of the current character index PC: -1 undef 0 human 1 elf 2 dwarf 3 orc 4 black orc 5 night gob 6 forest gob 7 skaven 8 immortal NPC: 0 human 1 elf 2 dwarf 3 halfling 4 orc 5 golbin 6 ogre 7 troll 8 giant 9 drow 10 beastman 11 lizard 12 snake 13 plant 14 tree 15 insectoid 16 bird 17 fish 18 dragon 19 fungi 20 arachnid 21 spectral 22 winged-mammal23 multipede-mammal 24 skaven 25 crustacean 26 hobgoblin 27 objective 28 snotling 29 undead align^%char(ch,set) returns the align of the given character instance if set is specified, sets the character's align wait^%char(ch,set) set waitstate delay for in ms fighting^%char(ch) if is fighting the victim instance is returned else -1 hunting^%char(ch) if is hunting, the instance of the hunted char is returned else -1 position^%char(ch) return the char position of character 0: dead 1: mortallyw 2: incap 3: stunned 4: sleeping 5: resting 6: sitting 7: fighting 8: standing setpos^%char(ch,pos) change the char position of instance 0: dead 1: mortallyw 2: incap 3: stunned 4: sleeping 5: resting 6: sitting 7: fighting 8: standing cweight^%char(ch) return the carried weight of character items^%char(ch) return the number of carried items of character id^%char(ch) return the player_id of character room^%char(ch) return the room number where character is in, -1 if does not exist and -2 if the room number is in NOWHERE vnum^%char(ch) return the virtual number incase is a mobile else -1 leader^%char(ch) if is following, then the leader instance is returned else -1 mount^%char(ch) if is riding, the instance pointer to the mount is returned else -1 rider^%char(ch) if someone is riding , the instance to the rider is returned else -1 damage^%char(ch,vict,dam,force) damages by points Immortals are not damaged, except when = 1 (the variable may be omitted) returns: 0: vict died, else 1 isppl^%char(ch) checks if instance is a player returns 1, if it is a connected player returns 0, if it is a mobile returns -1, if it is a linkless player NOTE: if you just want to check if the instance is a mobile or a player - DO NOT USE THIS FUNCTION - use $$isnpc^%char() player^%char(name) returns instance pointer to player , else 0 pid^%char(p) if p is a name, the player_id for player

will be returned if p is a number, the name for the player with id

will returned, else -1 force^%char(ch,text,delay) force player/mobile to execute command if is set, the force will be delayed for pulses. NOTE: if force is delayed, it is scheduled by C, so events will trigger toroom^%char(ch,room) move character to room returns 1, if successful and -1 on error toroomd^%char(ch,room,dir,script) delayed-move character to room .

should contain the 'from_dir'-number if available - else, set -1. Delayed in this context means, that it will be sent ASAP, but after the script has ended. That has the nice advantage, that an enter event is sent to the room. If given the mumps-