|     Rooms:   on_tick, random_actMobiles: on_tick, random_act, if_inroom, fight_act
 Objects: on_tick, random_act, if_inroom, fight_act
 
 Random events are evaluated every 6 seconds for rooms, mobiles, and
 objects. This is not true if it is the "on_tick" type. The actual
 evaluation is offset for each of these so that room, mobile, and object
 random events do not occur at the same time. When the random event is
 evaluated a 1d1000 dice is rolled and if it rolls under the value of the
 threshold then the random event fires. Only one random event per entity
 may fire on any given pass. Random trigger types are "random_act",
 "on_tick", "fight_act", and "if_inroom". The "on_tick" trigger is always
 given precedence since it may be used as a timing mechanism. The "on_tick"
 trigger will only be avaluated when the tick occurs. All others are
 evaluated in the order of their appearance in the list of triggers. The
 "fight_act" trigger can only fire when the mobile, or object owner is
 engaged in combat. When engaged in combat the "random_act" and "if_inroom"
 triggers cannot fire. If the dice roll fails then the next random event of
 the same type will need to roll under its threshold plus the failed
 threshold.  Thus as failures occur the likelihood of a later random event
 being fired increases. This is a big hack ass job and you are far better
 off to create one random script that handles the individual probabilities
 itself via if statements.
 
 Type: fight_act
 
 @n - the opponent of the script owner.
 
 @t - The script owner (if a mobile) or the owner of the object.
 
 @o - whatever is in the held equipment position.
 
 @x - pointer to whatever is in the wielded position or "nothing".
 
 Type: on_tick, random_act, if_inroom
 
 - No extra variables are set.
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