MediaWiki API result

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        "logevents": [
            {
                "logid": 1067,
                "ns": 4,
                "title": "Avendar:Prog Appendix 6",
                "pageid": 977,
                "logpage": 977,
                "revid": 2678,
                "params": {},
                "type": "create",
                "action": "create",
                "user": "Elanthe",
                "timestamp": "2025-01-19T03:10:09Z",
                "comment": "Created page with \"= Appendix 6: Generic Prog Skeletons =  In this section, we will include generic versions of whole progs, to be cannibalized and adapted for future use. Make the parts that need to be changed obvious!  == Object Decay == Prevent useless items that might otherwise pile up as useless clutter from doing so. Other uses are to keep particular items from stashing/vault hording (though there would need to be a good reason for such), or having a \"Stone of Power\"-like random plac...\""
            },
            {
                "logid": 1066,
                "ns": 4,
                "title": "Avendar:Prog Appendix 5",
                "pageid": 976,
                "logpage": 976,
                "revid": 2677,
                "params": {},
                "type": "create",
                "action": "create",
                "user": "Elanthe",
                "timestamp": "2025-01-19T03:09:48Z",
                "comment": "Created page with \"= Appendix 5: Addaffect Notes =  In this section we will specify the proper bitvectors to use for addaffects that are not straightforward in nature, usually because of some code trickery done by Aeolis.  <b><i>99.</i> nightfears</b>: In order to properly put the nightfears affect on a player, the \"modifier\" field of the affect must start out as either \"100\", \"200\", or \"300\", depending on which nightmare they are to have.  As well, if you want nightfears to keep them asle...\""
            },
            {
                "logid": 1065,
                "ns": 4,
                "title": "Avendar:Prog Appendix 4",
                "pageid": 975,
                "logpage": 975,
                "revid": 2676,
                "params": {},
                "type": "create",
                "action": "create",
                "user": "Elanthe",
                "timestamp": "2025-01-19T03:09:35Z",
                "comment": "Created page with \"= Appendix 4: List of If Checks =   if adrenaline(var) == #   if cansee(var) == var2   if charisma(var) == #   if class(var) == #   if compstr(#) == arg   if compx() == arg   if constitution(var) == #   if demonstate() == #   if dexterity(var) == #   if goldamt(var) == #   if hasboat(var)   if haspath(npc)  if hasrelief(var)   if hassymbol(var) == arg  if hitprcnt(var) == #   if inarea(var)   if inhouse(var) == House   if inroom(var) == vnum of room   if intelligence(var...\""
            },
            {
                "logid": 1064,
                "ns": 4,
                "title": "Avendar:Prog Appendix 3",
                "pageid": 974,
                "logpage": 974,
                "revid": 2675,
                "params": {},
                "type": "create",
                "action": "create",
                "user": "Elanthe",
                "timestamp": "2025-01-19T03:09:22Z",
                "comment": "Created page with \"= Appendix 3: List of Commands =  Mpabishai  Mpaddaffect  Mpaddskill  Mpaddsymbol  Mpaddtree  Mpagduk  Mpasound  Mpat  Mpbarkjaset  Mpbarkjayes  Mpbitset  Mpbittrigger  Mpbrand  Mpcast  Mpcastoff  Mpchagrob  Mpcursebarkja  Mpdamage  Mpdamfrom  Mpdammess  Mpdamtype  Mpdemonbind  Mpdemonid  Mpdemonpcid  Mpdesc  Mpdisarm  Mpdoppel  Mpecharound  Mpecho  Mpecho_fight  Mpechoat  Mpescape  Mpexit  Mpfindpath  Mpflag  Mpfocus  Mpforce  Mpforget  Mpgecho  Mpget  Mpgetroomvnum  Mp...\""
            },
            {
                "logid": 1063,
                "ns": 4,
                "title": "Avendar:Prog Appendix 2",
                "pageid": 973,
                "logpage": 973,
                "revid": 2674,
                "params": {},
                "type": "create",
                "action": "create",
                "user": "Elanthe",
                "timestamp": "2025-01-19T03:08:59Z",
                "comment": "Created page with \"= Appendix 2: List of [[Prog_Triggers]] =  :Act_prog :All_death_prog :All_greet_prog :Attack_prog :Bribe_prog :Data_prog :Death_prog :Demon_prog :Drink_prog :Eat_prog :Entry_prog :Exit_prog :Fight_prog :Give_prog :Greet_prog :Hail_prog :Hit_prog :Hitprcnt_prog :Hour_prog :Load_prog :Rand_prog :Remove_prog :Sac_prog :Speech_prog :Sub_prog :Take_prog :Tick_prog :Time_prog :Trigger_prog :Verb_prog :Wear_prog\""
            },
            {
                "logid": 1062,
                "ns": 4,
                "title": "Avendar:Prog Appendix 1",
                "pageid": 972,
                "logpage": 972,
                "revid": 2673,
                "params": {},
                "type": "create",
                "action": "create",
                "user": "Elanthe",
                "timestamp": "2025-01-19T03:08:45Z",
                "comment": "Created page with \"= Appendix 1: Common Mob Prog Troubleshooting Issues =  : <i>\"I felt like destroying something beautiful\"</i> : -- Narrator, Fight Club   Over time, a great deal has been done to minimize the ways in which progs can crash the mud. However, people [Dovolente] often managed to find ways to do this. Consequently, this appendix has been created to help builders spot the most common types of crashes and problems we see.   <b>Common Problem 1: Infinite Loops</b> :The infinite...\""
            },
            {
                "logid": 1061,
                "ns": 4,
                "title": "Avendar:Prog Section 5",
                "pageid": 971,
                "logpage": 971,
                "revid": 2672,
                "params": {},
                "type": "create",
                "action": "create",
                "user": "Elanthe",
                "timestamp": "2025-01-19T03:08:23Z",
                "comment": "Created page with \"=Mobile Memory and PC Data Fields=   <i>\"We all have nightmares to remind ourselves who we really are.\"</i>     -- Leonard Shelby, Memento  : One of the most prominently lacking features from the original prog specification was  : the ability for mobile\u00e2\u20ac\u2122s to have a notion of \"memory\", or the total lack of any internal : state (other than \u00e2\u20ac\u02dcfighting\u00e2\u20ac\u2122 or \u00e2\u20ac\u02dcnot fighting\u00e2\u20ac\u2122).  : For example, mobiles could do none of the following: :  - Remember w...\""
            },
            {
                "logid": 1060,
                "ns": 4,
                "title": "Avendar:Prog Section 4",
                "pageid": 970,
                "logpage": 970,
                "revid": 2671,
                "params": {},
                "type": "create",
                "action": "create",
                "user": "Elanthe",
                "timestamp": "2025-01-19T03:08:11Z",
                "comment": "Created page with \"== Prog Triggers: Comprehensive Listing ==   <i>\"It is by will alone I set my mind in motion. It is by the juice of Sapho</i>   <i>that thoughts acquire speed, the lips acquire stains, stains become a warning.</i>  <i>It is by will alone I set my mind in motion.\"</i> -- Mentat Piter de Vries, Dune    ===Triggers Relating to Movement===  ====entry_prog==== :An entry_prog is a prog that triggers whenever the mobile that it is on enters a room. So, if you want a mobile that...\""
            },
            {
                "logid": 1059,
                "ns": 4,
                "title": "Avendar:Prog Section 3",
                "pageid": 969,
                "logpage": 969,
                "revid": 2670,
                "params": {},
                "type": "create",
                "action": "create",
                "user": "Elanthe",
                "timestamp": "2025-01-19T03:07:49Z",
                "comment": "Created page with \"=Control Structures=  <i>\"We offered them ORDER!\"</i>      -- Khan, Star Trek: Episode 24: Space Seed  : As we have seen, control structures allow us to alter the normally linear order  : in which program commands are executed.  ==If Checks== :  The most common type of control structure is the if check, which tests to see if  :  a certain aspect of the game world is true or false. An if check alters the flow of :  the program so that if it is true, a block of commands fo...\""
            },
            {
                "logid": 1058,
                "ns": 4,
                "title": "Avendar:Prog Section 6",
                "pageid": 968,
                "logpage": 968,
                "revid": 2669,
                "params": {},
                "type": "create",
                "action": "create",
                "user": "Aeoleri",
                "timestamp": "2025-01-19T03:07:37Z",
                "comment": "Created page with \"=MP Commands=  <i>\"Nature, to be commanded, must be obeyed.\"</i>     -- Sir Francis Bacon   ==Communication==  '''mpasound''' : Syntax: mpasound <text_string> : Prints the text as an echo to all surrounding rooms surrounding the location where the command is executed (but not in the room itself).  '''mpecho''' : Syntax: mpecho <text string> : Mpecho echoes the text string to the room the prog is executed in.  '''mpzecho''' : Syntax: mpzecho <text string> : Mpzecho echoes...\""
            }
        ]
    }
}