BEHAVIOR-TAKER
Generic Room, Mobile, and Object Behavior
This behavior can be used to have a mobile, object, or room take item(s). Usually you will have the Taker spawn an event to another behavior that will take some action once Taker has received all of its item(s) (like awarding the player, opening a door, giving them an item, and so on).
If the taker is an object, it must also be a container.
Arguments: <options> [.]
After ';': [<behavior responses>]
needs <item vnum> An item that the player must give to the
trader.
any If you list multiple needs and specify
this option, then Taker will activate if it gets
any of the needs items (it defaults to
requiring all needs items).
gold <amount> Triggers taker if it is given <amount> gold.
nopurge Indicates that the Taker should not purge
items/gold given to it after it has been triggered.
Note: You must end your list of options with a semicolon if you want
behavior responses.
ex: mb trader taker n 1000 n 1000 n 1001 ; <spawn> 1000