Here's a mobprog document I stole from a Merc site. I hope it helps resolve questions about how they work! ---8<--- === MOBprograms MOBprograms are a way to make your mobiles more interesting. This basic version has enough to get things going, and should be quite readable and understandable and more to the point, extendable. The remainder of this document describes MOBprograms and gives a couple trivial examples. Table of Contents: The Basic Idea MOBprogram Syntax Associating MOBprograms With A Mobile Trigger Types Variables Control Flow Syntax Operators If_Checks In Control Flow MOBcommands Of Interest Miscellaneous Information Adding New Triggers. Quick Reference Guide MOBprogram Example -----------------------------The Basic Idea--------------------------------- Ever wonder why most muds either seem dead or overcrowded? The answer is probably partially due to the fact that the mobiles never do anything but wait to be slaughtered. Unless someone has gone to great lengths and added many special procedures, most mobiles have no idea you are in the room with them and rarely listen to what you say. The typical Midgaard mayor wanders happily along even when the populace pokes him, waves his City Key about, unlocks his gates, or frenchs his secretary, etc. So a way to give the mobiles a bit more spirit would be neat. Enter the MOBprograms. The backbone of the MOBprograms shall be called triggers from this point on. Essentially, they are procedure calls placed in sneaky places in the mud code which provide the context for what is going on around the mobile. So, if something happens in the mobile's room and a trigger is activated, then a list of commands is sent to the interpreter in the mobile's name, thus making her/it/him do an appropriate something. Since knowing the appropriate response for every mobile to every possible trigger is not easy, this command list shouldnt be a rigid script, but needs to be somehow unique for the mobile and the situation. However, in order to know the situation, a mobile needs to know more about the trigger than that it just happened. So, we have to include some sort of variables as well to set the context appropriately. As most implementors know, most area creators are not versed in coding, but usually have great ideas. Therefore, whatever system is used needs to be quite simple. This is not to demean creators in anyway. Simply, it is useless to have a powerful system, if the only person able to write anything is someone who finds C coding in general to be exciting and non frustrating. If that is going to be the case, then stick to the special procedures, since there is no bound to what a complex special procedure can accomplish. Yet, from experience working on several muds, most admins and implementors prefer not to be writing one shot spec_procs to satisfy the needs of their creators. Thus, the basic idea: let mobiles react to a myriad of mud events/situations by having them perform a list of commands which can be tailored to the moment through a simple and unintimidating scheme usable by any creator. ----------------------------MOBprogram Syntax-------------------------------- The simplest way to describe any syntax is by example, so here goes. First, define the notation: anything contained in braces {} is required, anything in brackets [] is optional, anything in quotes "" is a case insensitive literal, NL refers to a required new-line. The meanings of the labels used will be described following the syntax diagram. ">" {trigger_type} " " {argument_list} "~" NL {program_command_1} NL {program_command_2} NL {program_command_3} NL . . . {program_command_N} NL "~" NL -- Explanations A TRIGGER_TYPE is one of the available triggers. A PROGRAM_COMMAND can be any legal mud command, or a control flow command. The ARGUMENT_LIST depends upon the trigger, but it is always parsed into the system as a character string. This is an example of ONE MOBProgram block for a mob. -------------------Associating MOBprograms With A Mobile-------------------- There is one only way for the mud to associate the program with the mobile. In either case, the result is a link list of mob_programs which are attached to the mobile_prototype. This is done at boot time, and so only one copy is kept, regardless of how many instances of the mobile are running about. This also means that there is no dynamic way to edit or modify the MOBprograms. Back to how to associate... The method involves a simple in-file approach. In your mobile file in your world directory, at the end of the mobile's block (i.e. on the line following the typical position/default position/sex line), append any number of MOBprogram blocks (using the syntax above) followed by a line starting with one '|' (pipe). Start of Example: #3062 fido dog~ the beastly fido~ A beastly fido is mucking through the garbage looking for food here. ~ The fido is a small dog that has a foul smell and pieces of rotted meat hanging around his teeth. ~ 161 0 -200 S 0 20 10 1d6+4 1d4+0 0 25 8 8 1 >greet_prog 60~ if isgood($n) if rand(30) mpechoat $n $I wags $l tail at you. mpechoaround $n $I wags $l tail at $n. endif else growl $n endif | End of Example. --Explanations -----------------------------Trigger Types---------------------------------- Triggers are fairly easy to add, but this basic list should hold for most needs. Their names, argument list syntaxes, and translation into more articulate english are given below: Syntax: in_file_prog The argument is a single word which is the location of the stored file as referenced from the running directory (MOBProgs). NOTE: Dummy trigger. Not valid in any file, only for use in loading files from the method described above. Syntax: act_prog [p] The argument is a list of keywords separated by spaces. If the first word is the character 'p' by itself then the rest of the word list is considered to be a phrase. The trigger is activated whenver a keyword (or the phrase) is contained in the act() message. Both the phrase and keywords are case insensitive. NOTE: Most general trigger. Applies to almost every event which happens in the mud. Anytime the function act() is called with a message to be delivered TO_CHAR,TO_VICT,TO_ROOM,etc. the act can be triggered. Basically this will trigger on almost everything you'll ever want (and some things you wont as well) For example: MOBprogram: >act_prog p pokes you in the ribs.~ This trigger will only be activated if a mobile receives a message in which the above five words are found in the exact order and spacing given. Note that the period is needed because the words must be found on their own. This eliminates confusion when the keyword is 'hi' and a message with the word 'this' is being checked. In CircleMud2.20 with these patches, neither emote nor say can trigger and act_prog, so it can ONLY be triggered by socials (and possibly by an IMPs echo ;) Syntax: speech_prog [p] The argument is the same as for an act_prog. NOTE: This is only triggered when the keyword or phrase is contained in a message which has been said by a PC in the same room as the mob. The PC restriction is not necessary, but makes infinite loops between two talking mobiles impossible. It also makes it impossible for two NPC's to stand and discuss the weather however. Syntax: rand_prog The argument is a number betweeen 1 and 100 inclusive. NOTE: This trigger is checked at each PULSE_MOBILE and if the argument is greater than a percentage roll the trigger is activated. This will happen even if there is no PC in the room with the mob, but there must be players in the same area. It is useful to give mobiles a bit of a personality. For instance a janitor who stops to spit tobacco, or complain about the hours, or wonder why there are no woman janitors on muds, or a fido which barks or growls or pees on the curb is much more alive than one which just sits there scavenging. This trigger will even be checked when the mobile is fighting, so can provide some confusion if you don't expect it (for instance an mpecho about a fido peeing on the curb can happy during a fight or even while the mobile is lying mortally wounded!) Syntax: fight_prog The argument is a percentage like in rand_prog. NOTE: Useful for giving mobiles combat attitude. It is checked every PULSE_VIOLENCE when the mobile is fighting. Can be used to cast spells, curse at the opponent, or whatever. Only the first successful one will be processed to save time. Also, this means that the mobile wont get lucky and 1. curse, cast a fireball and 2. spit on the player, cast another fireball in the same pulse. Syntax: hitprcnt_prog The argument is a percentage. NOTE: Is activated at each PULSE_VIOLENCE when the mobile is fighting. It checks to see if the hitpoints of the mobile are below the given percentage. Multiple hitprcnt_progs should be listed in increasing order of percent since a 40% will always be activated before a 20% and, only the first successful hitprcnt trigger is performed. Syntax: greet_prog Again a percentage argument. NOTE: Whenever someone enters the room with the mobile, and the mobile saw the person enter, this is checked. Good for shopkeepers who want to welcome customers, or for pseudo-aggressive mobiles which need to discriminate on who they attack. Syntax: all_greet_prog Again a percentage argument. NOTE: Like greet_prog, but it can be triggered even if the mobile didnt see the arrival (i.e. sneak, invis, etc). Most useful for faking teleport rooms (if your mobiles can transfer) or for impassable guardians. **NOTE: neither greet_prog is activated if the mobile is fighting.** Syntax: entry_prog Again a percentage argument. NOTE: The opposite of a greet_prog. Whenver the mobile itself enters a new room, this can be triggered. Useful for looking around, or waving or other things that real PCs do when they arrive at a crowded room. Only the first successful one of these is done so the mobile doesnt look stupid by repeating commands resulting from multiple MOBprograms. Syntax: give_prog The argument is either the complete name of an object, or the word 'all'. A complete name is like: "sword shiny magic" vs "sword". It is whatever is on the line of the object section following the VNUM. NOTE: This is triggered whenever something is given to the mobile. Best used for quests. Since the first successful trigger is the only one of this type which is processed, having an "all" argument give_prog at the end of the MOBprogram list is essentially a default response. Syntax: bribe_prog The argument is any positive integer number. NOTE: This trigger is activated whenever money is given to the mobile. If the amount given exceeds the number, then process the commands. Note again, that an argument of '1' would act as a default response. If money is given to a mobile with this trigger type, instead of the cash being added to mob->gold, the mobile is instead given a pile of coins in the proper amount. In this way, the mobile can drop the coins or refer to the object by "amount" (short description:"%d gold coins") This surely has some drawbacks, but it lets the mobile do something with the bribe (NOTE: dropping it and getting it turns it into cash) This can be done sneakily if a NPC-only "at" command exists. Syntax: death_prog The argument is a percent once again. NOTE: When the mobile dies, if the random percentage is less than the argument the mobile performs the MOBprogram commands rather than the usual death_cry sequence. This is done before the corpse is made, so the commands can be considered the mobiles last gasp. It could perhaps destroy the items it was holding, or create some, or cast a spell on the killer and the room, or even goto a new location and die there (with a text message, the corpse would seem to vanish) The position of the mobile is set to STANDING, and so it can do all the normal commands, without worrying about being DEAD. However, even if the mobile restores itself to full hitpoints, it will still die. This is not a way to immortal mobiles. However, the last thing this mobile does could be to goto some vacant room, load a fresh version of itself, drop all its items, force the new mobile to get all the items and wear them, send the new mobile back to the character who killed it and force the new mobile to attack that character. Along with a text message which said the mobile restored itself, this might be a convincing effect. (Note that your kitten could turn into a dragon this way too). Of course this assumes that some NPC commands have been implemented. In the original code, it was impossible to do the 'restoration' trick above, however, in this code, it is in fact possible. Try it ;) Note that the first successful bribe_prog, give_prog, hitprcnt_prog, death_prog, fight_prog, rand_prog and entry_prog is the only one which is executed. All the successful greet(_all)_progs, speech_progs, and act_progs will be done. This is the best arrangement we found for handling situations where you imported several MOBprogram files for a mobile. If you are going to write lots of little files and piece them together to create the effect you want, it is advisible to not mix things together all that much, otherwise you have to pay close attention to the order in which the programs are added to the link list. Also, no MOBprograms will be successful when the mobile is charmed (since it has no self violition, it should act like it has none) to protect mobiles which are given special powers from being implemented by a player. One bug we had in early testing was a player who charmed a mobile and then used its aggressive greet_prog to attack other players. ------------------------------Variables------------------------------------ To make things come alive, variables are needed. These are represented in the MOBprograms by using a dollar sign convention as in the socials. When the mud command is processed, these variables are expanded into the values shown below. Usually, it is best to use the short descriptions of mobiles and the names of players when speaking them, but if you are performing an action to someone almost always you want the name. The title field for players is an extra that probably wont often be used. Without further hesitation... the variables: $i the first of the names of the mobile itself. $I the short description of the mobile itself. $n the name of whomever caused the trigger to happen. $N the name and title of whomever caused the trigger to happen. $t the name of a secondary character target (i.e A smiles at B) $T the short description, or name and title of target (NPC vs PC) $r the name of a random char in the room with the mobile (never == $i) $R the short description, or name and title of the random char $j he,she,it based on sex of $i. $e he,she,it based on sex of $n. $E he,she,it based on sex of $t. $J he,she,it based on sex of $r. $k him,her,it based on sex of $i. $m him,her,it based on sex of $n. $M him,her,it based on sex of $t. $K him,her,it based on sex of $r. $l his,hers,its based on sex of $i. $s his,hers,its based on sex of $n. $S his,hers,its based on sex of $t. $L his,hers,its based on sex of $r. $o the first of the names of the primary object (i.e A drops B) $O the short description of the primary object $p the first of the names of the secondary object (i.e A puts B in C) $P the short description of the secondary object $a a,an based on first character of $o $A a,an based on first character of $p Also, in if_checks, the accepted variables are the basic ones (i,n,t,r,o,p). If a variable is referenced that doesnt exist, then the value is simply left blank. (i.e referring to $o when the trigger is: A kisses B) The only problem with the variables is that the secondary object and the secondary target are passed by act() in the same location. This means that if you reference $t in an A puts B in C situation, the result will probably be a happy mud crash or some weird side effect, espescially if $t is used in an if_check (i.e. if isnpc($t) in the above situation) The basic fix for this is to change everyone who calls the act() procedure to specify a secondary object and a secondary character. But that is a fairly comprehensive trivial twiddle, so we left it the way it is so that, you arent forced to make all those twiddles to use the MOBprograms. ---------------------------Control Flow Syntax------------------------------ In place of any legal mud command in a MOBprogram, one can substitute a flow of control command. Here is the syntax for a flow of control command. "if" " " {if_check_1} "(" {argument} ")" [ {operator} {value} ] NL [ "or" " " {if_check_2} "(" {argument} ")" [ {operator} {value} ] NL ] . . . [ "or" " " {if_check_N} "(" {argument} ")" [ {operator} {value} ] NL ] [ {program_command_1} NL ] [ {program_command_2} NL ] . . . [ "break" NL ] . . . [ {program_command_N} NL ] [ "else" NL ] [ {program_command_1} NL ] [ {program_command_2} NL ] . . . [ "break" NL ] . . . [ {program_command_N} NL ] "endif" NL Basically, it is: an 'if' line, followed by zero or more 'or' lines, followed by zero or more legal mud commands, which may contain a 'break' line, possibly followed by an 'else' line , followed by zero or more legal mud commands, which may contain a 'break' line, followed by an 'endif' line. The only new syntax labels are all in the IF line: --Explanations An IF_CHECK is a string which describes under what context to compare things. The ARGUMENT is the reference point from which the LHS of an expression comes. The OPERATOR indicates how the LHS and RHS are going to be compared. The VALUE is the RHS of the expression to be compared by the operator. The BREAK command bails out of the entire MOBprogram regardless of the level if nesting. If that looks confusing, skip to the end of the document and review the Example. Hopefully that should clear things, otherwise you'll probably have to give us a mail since examples are the best way we know to explain syntax. --------------------------------Operators----------------------------------- Most of the basic numeric operators are legal and perform the same function as in C. The string operators are a bit more confusing. There are negative versions of some of the operators. These are not strictly needed, since the if/else construct of Control Flow commands can handle either case. Numeric Operators: == != > < >= <= & | String Operators: == != / !/ For strings, == and != check for exact match between the two strings and the other two, / and !/ check to see if the second string is contained in the first one. This is so things like: if name($n) / guard will respond true to "cityguard" "guard" "guardian" etc. Using == on a name implies that you are matching the complete name "cityguard guard" or whatever. The string operators are case SENSITIVE. ------------------------If_Checks In Control Flow--------------------------- The provided list of if_checks and their arguments are below. They should all be fairly obvious in what they do, but some of the more obtuse deserve a slight explanation. Any '==' operator can be replaced with any of the available ones described above. The argument ($*) refers to any of the variables which make sense for that if_check (i.e. for an if_check which is referencing a person the only valid variables would be $i, $n, $t or $r) A value type of string is a sequence of characters. It does not need to be included in quotes or anything like that (i.e. name($n)== orc large brown) rand (num) Is random percentage less than or equal to num isnpc ($*) Is $* an NPC ispc ($*) Is $* a PC isgood ($*) Does $* have a good alignment isfight ($*) Is $* fighting isimmort ($*) Is the level of $* greater than max_mortal ischarmed ($*) Is $* affected by charm isfollow ($*) Is $* a follower with their master in the room isaffected($*) & integer Is ($*->affected_by & integer) true (person only) hitprcnt ($*) == percent Is the hit/max_hit of $* equal to percent inroom ($*) == integer Is the room of $* equal to integer (person only) sex ($*) == integer Is the sex of $* equal to integer position ($*) == integer Is the position of $* equal to integer level ($*) == integer Is the level of $* equal to integer class ($*) == integer Is the class of $* equal to integer goldamt ($*) == integer Does $* have a gold total equal to integer objtype ($*) == integer Is the type of $* equal to integer (armor,boat,etc) objval# ($*) == integer Is $*->value[#] equal to integer (# from 0-3) number ($*) == integer Is the vnum of $* equal to integer name ($*) == string Is the name of $* equal to string NOTE: There are some fairly interesting and possibly useful ones not on this list, and the might or might not get added in later days. Please send any that YOU add to me, or to the circle@marble.bu.edu mailing list. ------------------------MOBCommands Of Interest----------------------------- These are fairly basic things, most of them are wiz commands which have been changed to allow for mobiles to perform the commands. If you have the problem of immortals abusing these powers on your mud either ditch the immortals, or add a check in all of them to only let NPC's with null descriptors do the commands. (However, you lose a little debugging help that way). MERC 2.2 has provided a little security feature against this but it is by no means comprehensive. Please check yourself if you are concerned. Here are the basic MOBcommands that we found to be enticing: Syntax: MPSTAT Shows the MOBprograms which are set on the mob of the given name or vnum and some basic stats for the mobile Syntax: MPASOUND Prints the text string to the rooms around the mobile in the same manner as a death cry. This is really useful for powerful aggressives and is also nice for wandering minstrels or mobiles like that in concept. Syntax: MPJUNK Destroys the object refered to in the mobiles inven. It prints no message to the world and you can do things like junk all.bread or junk all. This is nice for having janitor mobiles clean out their inventory if they are carrying too much (have a MOBprogram trigger on the 'full inventory') Syntax: MPECHO MPECHOAT MPECHOAROUND Prints the text message to the room of the mobile. The three options let you tailor the message to goto victims or to do things sneaky like having a merchant do: mpat guard mpechoat guard rescue_please This coupled with a guard act_prog trigger on rescue_please to mpgoto $n and mpecho $I has arrived. It is an affective way of quickly bringing guards to the scene of an attack. Syntax: MPMLOAD MPOLOAD Loads the obj/mobile into the inven/room of the mobile. Even if the item is non-takable, the mobile will receive it in the inventory. This lets a mobile distribute a quest item or load a key or something. Syntax: MPKILL Lets a mobile kill a player without having to murder and be fifth level. Lots of MOBprograms end up with mpkill $n commands floating around. It works on both mobiles and players. Syntax: MPPURGE [argument] Destroys the argument from the room of the mobile. Without an argument the result is the cleansing of all NPC's and items from the room with the exception of the mobile itself. However, mppurge $i will indeed purge the mobile, but it MUST be the last command the mobile tries to do, otherwise the mud cant reference the acting mobile trying to do the commands and bad things happen. Syntax: MPGOTO Moves the mobile to the room or mobile or object requested. It makes no message of its departure or of its entrance, so these must be supplied with mpecho commands if they are desired. Syntax: MPAT Perfoms the command at the designated location. Very useful for doing magic slight of hand tricks that leave players dumbfounded.. such as metamorphing mobiles, or guard summoning, or corpse vanishing. Syntax: MPTRANSFER [dest] Sends the victim to the destination or to the room of the mobile as a default. if the victim is "all" then all the characters in the room of the mobile are transfered to the destination. Good for starting quests or things like that. There is no message given to the player that it has been transfered and the player doesnt do a look at the new room unless the mob forces them to. Immortals cannot be tranfered. Syntax: MPFORCE Forces the victim to do the designated command. The victim is not told that they are forced, they just do the command so usually some mpecho message is nice. You can force players to remove belongings and give them to you, etc. The player sees the normal command messages (such as removing the item and giving it away in the above example) Again, if the victim is "all" then everyone in the mobiles room does the command. This cannot be used on immortals. For those who are afraid that MOBprograms will drown their CPU, here is a brazen suggestion which could put you a bit more at ease. Instead of having aggressive mobiles, try the following MOBprogram block on all would be aggressives. >greet_prog 100~ if ispc($n) if isimmort($n) bow $n else mpkill $n endif endif ~ This has the effect of making the mobile attack the FIRST visable mortal player who walks into the room. What this should allow, is to comment out the aggressive mobile check section of the code and thus reduce computation by a bunch. There is no continuous polling through all the mobiles in occupied zones and checking to see if there is an NPC aggressor and a PC victim. There is also no need to worry about players skipping through aggressives, since the trigger catches folk as soon as they enter the room. Note that the price paid for this, was that if a second player walked in during the combat, and the first character fled, the mobile won't realize that there is a new target. So, a compromise would be adding a rand_prog which had the mobile appear to peer around the room and then do an mpkill $r. MOBprogram quick reference to triggers/variables/ifchecks/mobcommands trigger argument and what must happen to activate trigger ----------------------------------------------------------------------------- act_prog WORDLIST or P WORD_PHRASE to match from act() to mobile bribe_prog INTEGER amount of miminum gold amount given to mobile entry_prog PERCENT chance to check when mobile moves to a new room give_prog FULL OBJECT NAME or ALL to match when obj given to mobile greet_prog PERCENT chance to check if visable char enters mobile's room all_greet_prog PERCENT chance to check when any char enters mobile's room fight_prog PERCENT chance to check at fight_pulse if mobile is fighting hitprcnt_prog PERCENT lower than mobiles hit/max_hit if mobile is fighting death_prog PERCENT chance to check after mobile has been slain rand_prog PERCENT chance to check whenever a PC is in the mobiles zone speech_prog WORDLIST or P WORD_PHRASE to match in dialogue to mobile variable mobile actor victim random object 2nd_object ----------------------------------------------------------------------------- name $i $n $t $r $o $p shrt_desc/title $I $N $T $R $O $P he/she/it $j $e $E $J -- -- '$'symbol=$$ him/her/it $l $m $M $L -- -- his/hers/its $k $s $S $K -- -- a/an -- -- -- -- $a $A ifcheck argument? meaning ----------------------------------------------------------------------------- rand(num) Is a random percentage less than or equal to num isnpc($*) Is $* an NPC ispc($*) Is $* a PC isgood($*) Does $* have a good alignment isfight($*) Is $* fighting isimmort($*) Is the level of $* greater than max_mortal ischarmed($*) Is $* affected by charm isfollow($*) Is $* a follower with their master in the room isaffected($*) & integer Is ($*->affected_by & integer) true (person only) hitprcnt($*) == percent Is the hit/max_hit of $* equal to percent inroom($*) == integer Is the room of $* equal to integer (person only) sex($*) == integer Is the sex of $* equal to integer position($*) == integer Is the position of $* equal to integer level($*) == integer Is the level of $* equal to integer class($*) == integer Is the class of $* equal to integer goldamt($*) == integer Does $* have a gold total equal to integer objtype($*) == integer Is the type of $* equal to integer (armor,boat,etc) objval#($*) == integer Is $*->value[#] equal to integer (# from 0-3) number($*) == integer Is the vnum of $* equal to integer name($*) == string Is the name of $* equal to string MOBcommand argument_list MOBcommand argument_list ----------------------------------------------------------------------------- MPSTAT MPASOUND MPJUNK MPECHO MPMLOAD MPECHOAT MPOLOAD MPECHOAROUND MPKILL MPPURGE [argument] MPGOTO MPAT MPTRANSFER [location] MPFORCE ======================END OF QUICK REFERENCE SHEET=========================== ++++++++++++++++++++++++++++++++EXAMPLE++++++++++++++++++++++++++++++++++++++ Referenced from above in the Control Flow section >act_prog p pokes you in the~ if isnpc($n) chuckle poke $n else if level($n) <= 5 or isgood($n) tell $n I would rather you didnt poke me. else if level($n)>15 scream say Ya know $n. I hate being poked!!! kill $n break endif slap $n shout MOMMY!!! $N is poking me. endif endif ~ Ok.. time to translate.. the trigger will only happen when the mobile gets the message "... pokes you in the ..." If the offender (recall the $n and $N refer to the char who did the poking...) is an NPC, then the mobile merely chuckles and pokes back. If the offender was a PC then good and low level characters get a warning, high level chars get attacked, and midlevel chars get slapped and whined at. Note that two of these mobiles could easily get into an infinite poke war which slows down (or frequently crashes) the mud just a bit :( Be very careful about things like that if you can. (i.e dont respond to a poke with a poke, and try not to let heavily programmed robot mobiles wander around together. More on that is given above.) Also, it is clear that the 'order' command could get confused with the 'or' control flow. However, this is only the case when 'order' is abbreviated to its two letter form, and placed immediately following an 'if' line. Thus, if you want to be that malicious in trying to break the MOBprogram code, noone is going to stand in your way (However, the result of this would be a bug message and a bail out from the ifcheck so things dont really break) +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ +-----------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://cspo.queensu.ca/~fletcher/Circle/list_faq.html | +-----------------------------------------------------------+
This archive was generated by hypermail 2b30 : 12/18/00 PST