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BEHAVIOR-EXAMPLES-1

For immortals

How to create a werewolf.

So, you want to create a werewolf? Make a normal, peaceful citizen change into a vicious, snarling werewolf, huh? Ok, this is how you would do it.

1.  First create two different mobiles.  For this example, mobile #1000 will
    be than man -- 'man', and mobile #1001 will be the werewolf - 'werewolf'.
2.  Add the changeling behavior to the man.
    > mb man changeling moon full 1001 .
    ] <room>
    ] The man falls to the ground,  writhing in agony, as hairs and claws
    ] grow from his body, and he slowly turns into a vicious, six-foot tall
    ] wolf!
    ] /s
3.  Add the changeling behavior to the werewolf.
    > mb werewolf changeling hour 5 1000 .
    ] <room>
    ] The wolf falls to the ground in a catatonic state, and amazingly turns
    ] back into a sleeping man!
    ] /s

And voila! You have a werewolf. Alternatively, you can make the man -> werewolf event be something like 'hour 0' so that the man turns into a werewolf every night, not just nights of the full moon. Or you could define multiple changeling behaviors on the man and have it change into a weak werewolf on non-full moon nights and into a powerful werewolf on nights of a full moon. You can also include more mobiles into the mix and have the werewolf go through more transformation stages ... 1000 man, 1001 hairy man, 1002 partial werewolf, 1003 werewolf.

Note that both mobiles must be folded into the game before they will change back and forth from man to werewolf and back to man again.