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	<title>Manual:Zone Manual/The NPC Section/NPC macros - Revision history</title>
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	<entry>
		<id>https://wiki.dikumud.com/index.php?title=Manual:Zone_Manual/The_NPC_Section/NPC_macros&amp;diff=199&amp;oldid=prev</id>
		<title>Nove at 11:30, 26 May 2020</title>
		<link rel="alternate" type="text/html" href="https://wiki.dikumud.com/index.php?title=Manual:Zone_Manual/The_NPC_Section/NPC_macros&amp;diff=199&amp;oldid=prev"/>
		<updated>2020-05-26T11:30:40Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
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				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;Revision as of 11:30, 26 May 2020&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l254&quot; &gt;Line 254:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 254:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;	&amp;lt;blockquote style=&amp;quot;background-color: #E8E8E8; font-style: italic; &amp;quot;&amp;gt;For more information on how to use the composed.h when building your NPC see (Link to npcbasic).&amp;lt;/blockquote&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;	&amp;lt;blockquote style=&amp;quot;background-color: #E8E8E8; font-style: italic; &amp;quot;&amp;gt;For more information on how to use the composed.h when building your NPC see (Link to npcbasic).&amp;lt;/blockquote&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt; &lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt; &lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&amp;lt;div style='padding-top: 30px; padding-bottom: 20px; text-align: left;float:left;width:50%;'&amp;gt;[[Manual:Zone_Manual/The_NPC_Section|Previous: The NPC Section]]&amp;lt;/div&amp;gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt; &lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&amp;lt;div style='padding-top: 30px; padding-bottom: 20px; text-align: right;float:right;width:50%;'&amp;gt;[[Manual:Zone_Manual/The_NPC_Section/Building_your_first_NPC|Next: Building your first NPC]]&amp;lt;/div&amp;gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Nove</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.dikumud.com/index.php?title=Manual:Zone_Manual/The_NPC_Section/NPC_macros&amp;diff=116&amp;oldid=prev</id>
		<title>Nove: Created page with &quot;=== NPC macros === ==== The attack and armour macro ====  	The natural attack and armour fields allow you to set the NPC to 	do damage like a certain type of weapons and to de...&quot;</title>
		<link rel="alternate" type="text/html" href="https://wiki.dikumud.com/index.php?title=Manual:Zone_Manual/The_NPC_Section/NPC_macros&amp;diff=116&amp;oldid=prev"/>
		<updated>2020-05-25T14:18:28Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot;=== NPC macros === ==== The attack and armour macro ====  	The natural attack and armour fields allow you to set the NPC to 	do damage like a certain type of weapons and to de...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;=== NPC macros ===&lt;br /&gt;
==== The attack and armour macro ====&lt;br /&gt;
&lt;br /&gt;
	The natural attack and armour fields allow you to set the NPC to&lt;br /&gt;
	do damage like a certain type of weapons and to defend like a certain&lt;br /&gt;
	type of armour respectively.  Lets say you had a metal cougar it would&lt;br /&gt;
	have an attack type of claw and an armour type of plate while a normal&lt;br /&gt;
	dog would have an armour type of leather and an attack type of bite.&lt;br /&gt;
	The 'NATURAL_DEF' macro is what allows you to set these fields.  This&lt;br /&gt;
	macro is defined in ''wmacros.h'' and looks like&lt;br /&gt;
	this.&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
	#define NATURAL_DEF(weapon_category, armour_category) \&lt;br /&gt;
	   armour armour_category \&lt;br /&gt;
	   attack weapon_category&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
The word natural can sometimes be a little confusing since you can&lt;br /&gt;
	set any of the weapons types you like on the NPC.  It doesn't exactly&lt;br /&gt;
	make sense to have a dog that attacks as if it uses a long sword but if&lt;br /&gt;
	you wish it you can do it.  The following is a short list of just the&lt;br /&gt;
	natural weapon types but you can find a full list in&lt;br /&gt;
	(Link to app-d) or in the ''values.h'' of your mud&lt;br /&gt;
	just in case you have added some weapon types.&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
	#define WPN_FIST         34&lt;br /&gt;
	#define WPN_KICK         35&lt;br /&gt;
	#define WPN_BITE         36&lt;br /&gt;
	#define WPN_STING        37&lt;br /&gt;
	#define WPN_CLAW         38&lt;br /&gt;
	#define WPN_CRUSH        39&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
Again you don't have to use leather for dogs as we have already&lt;br /&gt;
	mentioned with our metal cat idea you could make a cloth dragon if you&lt;br /&gt;
	really want but its up to you to keep some sanity on your VME.  The&lt;br /&gt;
	following is the list of armour types that can be set.  You will see&lt;br /&gt;
	that the list is exactly the same as the list you will find later when&lt;br /&gt;
	making armour.&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
	#define ARM_CLOTHES  0  /*Same as a Human in jeans and a T-shirt*/&lt;br /&gt;
	#define ARM_LEATHER  1  /* A soft flexible leather base armour   */&lt;br /&gt;
	#define ARM_HLEATHER 2  /* A hard un flexible leather base armour */&lt;br /&gt;
	#define ARM_CHAIN    3  /* A flexible armour composed of interlocking rings */&lt;br /&gt;
	#define ARM_PLATE    4  /* An un flexible plate armour. */&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
Now that you have the defines to work with we will return to our&lt;br /&gt;
	metal cat and normal dog.  The definitions for them would look something&lt;br /&gt;
	like this.&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
	//Metal Cat&lt;br /&gt;
	NATURAL_DEF(WPN_CLAW, ARM_PLATE)&lt;br /&gt;
&lt;br /&gt;
	//normal dog&lt;br /&gt;
	NATURAL_DEF(WPN_BITE, ARM_LEATHER)&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
You  should  know  that the weight of the monster  determines  the&lt;br /&gt;
	maximum  amount of damage it can give when using a natural attack.&lt;br /&gt;
	The weight is categorized as follows:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Weight size chart&lt;br /&gt;
|-&lt;br /&gt;
!LBS&lt;br /&gt;
!Size&lt;br /&gt;
|-&lt;br /&gt;
|0 - 5&lt;br /&gt;
|Tiny&lt;br /&gt;
|-&lt;br /&gt;
|6 - 40&lt;br /&gt;
|Small&lt;br /&gt;
|-&lt;br /&gt;
|41 - 160&lt;br /&gt;
|Medium&lt;br /&gt;
|-&lt;br /&gt;
|161 - 500&lt;br /&gt;
|Large&lt;br /&gt;
|-&lt;br /&gt;
|500 and up&lt;br /&gt;
|Huge&lt;br /&gt;
|}&lt;br /&gt;
By default monsters are medium.  So make sure you take this into&lt;br /&gt;
	account when you are creating your NPC.&lt;br /&gt;
==== The defense and offense bonus macro ====&lt;br /&gt;
&lt;br /&gt;
	There comes a time when you may want to make your NPC super&lt;br /&gt;
	naturally powerful.  It is for those times that the offense and defense&lt;br /&gt;
	fields are available for you to set.  Normally they default to 0 but you&lt;br /&gt;
	can set them from 0 to 5000.  The higher you set the offense number the&lt;br /&gt;
	harder you will hit people you a re in combat with.  The higher you set&lt;br /&gt;
	the defense the harder it will be for people to hit your NPC.  The&lt;br /&gt;
	following macro allows you to set both the offense and defense.&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
	#define ATTACK_DEFENSE(attack, defense) \&lt;br /&gt;
	offensive attack \&lt;br /&gt;
	defensive defense&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
Using this macro is rather easy you just put the value you want&lt;br /&gt;
	for each and your all done&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
	//a really hard hitting hard to kill NPC&lt;br /&gt;
	ATTACK_DEFENSE( 1000, 1000)&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
==== The NPc abilities macro ====&lt;br /&gt;
&lt;br /&gt;
	All  abilities are in the range [1..200]. Players usually  have  a&lt;br /&gt;
	maximum of 150, modified by magic... 200 is considered divine.&lt;br /&gt;
	When  creating a monster you can not directly specify the size  of&lt;br /&gt;
	the  abilities,  instead you specify a percentage distribution  of&lt;br /&gt;
	points.  The amount of points are then distributed by the computer&lt;br /&gt;
	according  to  the  specified level.  The  'MSET_ABILITY'  macro  is&lt;br /&gt;
	available for this purpose, and is defined as:&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
	#define MSET_ABILITY(str,dex,con,hpp,bra,cha,mag,div)   \&lt;br /&gt;
		ability[ABIL_STR]  str   \&lt;br /&gt;
	  ability[ABIL_DEX]  dex   \&lt;br /&gt;
	  ability[ABIL_CON]  con   \&lt;br /&gt;
	  ability[ABIL_HP]   hpp   \&lt;br /&gt;
	  ability[ABIL_BRA]  bra   \&lt;br /&gt;
	  ability[ABIL_MAG]  mag   \&lt;br /&gt;
	  ability[ABIL_DIV]  div   \&lt;br /&gt;
	  ability[ABIL_CHA]  cha&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background-color: #E8E8E8; font-style: italic; &amp;quot;&amp;gt;&lt;br /&gt;
	Note the sum of the ability values must be 100%. This is thus&lt;br /&gt;
	an example of an ability distribution:&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
	     MSET_ABILITY(25,15,10,15,10,5,10,0)  /* Sum is 100% */&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	The  amount of points distributed depends directly upon the  level&lt;br /&gt;
	of the monster and the percentage.  If the percentage is too high and the&lt;br /&gt;
	level is also set High some ability points may be lost since a NPC gets&lt;br /&gt;
	all abilities over 255 cut off.  For example a level 199 monster with an  ability&lt;br /&gt;
	percentage  a  bit above 20% will make an ability  above  the  255&lt;br /&gt;
	points maximum.  In the current combat system in the VME 2.0 it is not&lt;br /&gt;
	necessary to spend points on both 'mag' and 'div' on the NPC since only&lt;br /&gt;
	one or the other is ever used depending on which is higher.&lt;br /&gt;
==== The NPc weapon and spell macros ====&lt;br /&gt;
&lt;br /&gt;
	NPCs know about weapons and spells but not at the same detailed&lt;br /&gt;
	level as the player.  For NPCs the spell and weapon group are used.&lt;br /&gt;
	Thus the Axe hammer category defines all defence and all attack for all&lt;br /&gt;
	kinds of axes and hammers, whereas the player would have to train&lt;br /&gt;
	individually in each axe and hammer type. The same is true for spells.&lt;br /&gt;
	Thus if a monster has 25 points in the weapon sword category it will&lt;br /&gt;
	fight (and defend) with all sword-like weapons at skill 25. When you&lt;br /&gt;
	define weapon and spell skills (monsters have no skill skills) you also&lt;br /&gt;
	define these as percentages, and the program automatically distributes&lt;br /&gt;
	the points. Use the pre-defined macros:&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
	#define MSET_WEAPON(axe_ham, sword, club_mace, pole, unarmed, special)  \&lt;br /&gt;
	weapon[WPN_AXE_HAM]    axe_ham   \&lt;br /&gt;
	weapon[WPN_SWORD]      sword      \&lt;br /&gt;
	weapon[WPN_CLUB_MACE]  club_mace  \&lt;br /&gt;
	weapon[WPN_POLEARM]    pole \&lt;br /&gt;
	weapon[WPN_UNARMED]    unarmed    \&lt;br /&gt;
	weapon[WPN_SPECIAL]    special&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+MSET_WEAPON arguments&lt;br /&gt;
|-&lt;br /&gt;
!Argument&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|axe_ham&lt;br /&gt;
|any hammer or axe&lt;br /&gt;
|-&lt;br /&gt;
|sword&lt;br /&gt;
|any sword like weapon, including dagger and rapier, etc.&lt;br /&gt;
|-&lt;br /&gt;
|club_mace&lt;br /&gt;
|any club or mace like weapon, flails,  morning star, etc.&lt;br /&gt;
|-&lt;br /&gt;
|polearm&lt;br /&gt;
|any spear or pole like weapon:  spear, trident, sickle, scythe etc.&lt;br /&gt;
|-&lt;br /&gt;
|unarmed&lt;br /&gt;
|Is any bite, claw, sting or other natural attack.&lt;br /&gt;
|-&lt;br /&gt;
|special&lt;br /&gt;
|any very peculiar weapon, currently only whip.&lt;br /&gt;
|}&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
	#define MSET_SPELL(div, pro, det, sum, cre, min, hea, col, cel, int, ext)  \&lt;br /&gt;
	spell[SPL_DIVINE]      div  \&lt;br /&gt;
	spell[SPL_PROTECTION]  pro  \&lt;br /&gt;
	spell[SPL_DETECTION]   det  \&lt;br /&gt;
	spell[SPL_SUMMONING]   sum  \&lt;br /&gt;
	spell[SPL_CREATION]    cre  \&lt;br /&gt;
	spell[SPL_MIND]        min  \&lt;br /&gt;
	spell[SPL_HEAT]        hea  \&lt;br /&gt;
	spell[SPL_COLD]        col  \&lt;br /&gt;
	spell[SPL_CELL]        cel  \&lt;br /&gt;
	spell[SPL_INTERNAL]    int  \&lt;br /&gt;
	spell[SPL_EXTERNAL]    ext&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+MSET_SPELL arguments&lt;br /&gt;
|-&lt;br /&gt;
!Argument&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|div&lt;br /&gt;
|Covers all divine sphere spell.&lt;br /&gt;
|-&lt;br /&gt;
|pro&lt;br /&gt;
|Covers all protection sphere spells.&lt;br /&gt;
|-&lt;br /&gt;
|det&lt;br /&gt;
|Covers all detection sphere spells.&lt;br /&gt;
|-&lt;br /&gt;
|sum&lt;br /&gt;
|Covers all summoning spells.&lt;br /&gt;
|-&lt;br /&gt;
|Cre&lt;br /&gt;
|Covers all creation spells.&lt;br /&gt;
|-&lt;br /&gt;
|min&lt;br /&gt;
|Covers all mind spells.&lt;br /&gt;
|-&lt;br /&gt;
|hea&lt;br /&gt;
|Covers all heat spells (fireball, etc.)&lt;br /&gt;
|-&lt;br /&gt;
|col&lt;br /&gt;
|Covers all cold spells (frostball, etc.)&lt;br /&gt;
|-&lt;br /&gt;
|cel&lt;br /&gt;
|Covers all cell (electricity) spells (lightning bolt, etc.)&lt;br /&gt;
|-&lt;br /&gt;
|int&lt;br /&gt;
|Covers all internal (poison) spells (toxicate, etc.)&lt;br /&gt;
|-&lt;br /&gt;
|ext&lt;br /&gt;
|Covers all external (acid) spells (acid ball etc).&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background-color: #E8E8E8; font-style: italic; &amp;quot;&amp;gt;If your not sure what your weapon or spell is categorized as you can look in the ''weapons.def'' or the ''spells.def'' for that you are using for your VME server.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
	 The sum of all spell and weapon&lt;br /&gt;
	 skills must be 100%. For example, the following would be a legal&lt;br /&gt;
	 setting of weapons and spells.&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
	//  75%  Total,  Club/Mace  is primary&lt;br /&gt;
	      MSET_WEAPON(10,10,20,5,15,5)&lt;br /&gt;
&lt;br /&gt;
	//  25%  Total,  Fire  is primary&lt;br /&gt;
	      MSET_SPELL(8,0,0,3,0,3,2,3,3,3,3)&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
Remember that the groups define both attack and defence.  Thus  if&lt;br /&gt;
	you  make  an Orc which has 0% in the flail group it can only  use&lt;br /&gt;
	its  dexterity to defend itself. Likewise with spell  groups.  For&lt;br /&gt;
	this  reason  the groups are both &amp;quot;resistance&amp;quot; as well  as  attack&lt;br /&gt;
	groups.&lt;br /&gt;
==== Using the composed.h ====&lt;br /&gt;
&lt;br /&gt;
	The  file composed.h contains many standard monsters. It is a good&lt;br /&gt;
	idea  to  study these definitions, as they form the basis of  many&lt;br /&gt;
	different  monsters. Note that the definitions  by  no  means  are&lt;br /&gt;
	perfect,  but  we  are hoping to make a more  or  less  complete&lt;br /&gt;
	monster  compendium.  If  you create certain  (general)  monsters,&lt;br /&gt;
	please design it as a macro so it can be incorporated in  the&lt;br /&gt;
	file. The more monsters created by using these macros the easier it will&lt;br /&gt;
	be for your builders to create NPCs.  If you think you have a really&lt;br /&gt;
	all inclusive Composed.h and want to share it with the rest of the VME&lt;br /&gt;
	servers running out there on the internet.  Feel free to submit it to&lt;br /&gt;
	the VME staff and we will put it in the contribution directories on our&lt;br /&gt;
	release site.&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;blockquote style=&amp;quot;background-color: #E8E8E8; font-style: italic; &amp;quot;&amp;gt;For more information on how to use the composed.h when building your NPC see (Link to npcbasic).&amp;lt;/blockquote&amp;gt;&lt;/div&gt;</summary>
		<author><name>Nove</name></author>
		
	</entry>
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