Action Spells and Help with Messages!
Action:

move - Moves you to target.
mob: - Creates a mobile.
object: - Creates an object.

Action spells are quite possibly the most useful mage spells. The 'move' variable sends you to the same place as your victim or an object (just use victim.target/object.target to switch). In reverse, they summon players (if they have summon on), mobs or objects to your location.

The limitation of move is that the target has to be in a MUD location. Not in an inventory, not equipment, not items inside items. However, you _can_ step to the container, open it, and retrieve the item. The two create commands are also useful, object much more so than mob. Mobs created with spells don't give you xp. Objects created with spells do keep all bonuses of the originals however. When creating things, however, you must get the _exact_ short name, as it appears in your inventory (ie 'some chain shackles'). Otherwise the spell will fail. Created items don't work for quests... but it's perfectly possible to use the various move spells and they are very useful.


One of the most useful object creations you can do is training eq and sphinxian armor. Just copy the folowing in your spell after 'object:'

hp eq: a dirty cloth turban
hp hold eq: *these are to hold like weapons (so you need 2 of them cause you have 2 hands)* a shard
mana/move eq: some chain shackles (note there are no mana/move hold eq, so make them out of the shackles)

sphinxian armor: a pair of sphinxian leggings

Messages:
~~~~~~~~~

Note that you can use 'message.one' instead of 'message.1'. '.1' is just shorter. It also means that the message texts line up, making them easier to compare.

Damage spells...

message.1 = damage type (eg: fireball, lightning bolt, etc).
message.2 = message to caster.
message.3 = message to everyone else in the room.
Message.1 appears in a 'Your hits X extremely hard' type message. Keep them short.

affect spells...

message.1 = message to caster.
message.2 = message to victim.
message.3 = message to everyone else.
action spells...

message.1 = message to victim
message.2 = message to others at original room
message.3 = message to caster's room
For creation spells, the third message doesn't matter, but must still be included.
Use 'message.3: (null)'.
Within messages you'll inevitably want to use pronouns, names &c. Just use:

$n for your name
$e for he or she
$s for his or her
$m for him or her
$p for objects

and capitalise for the target. IE "$n's fireball hits $N, burning $S flesh." For a reversed move,
cases are swapped. The target is lowercase, and you're uppercase.

For a standard move, $N _should_ be the target, but at the moment comes out as <@@@>. Instead,
use $n for the target, and just type your name.
On to Chained Spells
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