Syntax1: getval() Returns a table of all the values for the character or object. The keys are the setval names and the values are the setval values. Syntax2: getval("arg1", arg2) The first argument is the string/name of the value. The second argument is the value of the string you're checking. Example: if ch:getval("minotaur_kill") == 1 then sendtochar( ch , "You've killed the minotaur!\n\r") end In this example, the mprog could be attached to just about anything, using any trigger. The result would be the player getting a message that they've killed the minotaur, if the value of "minotaur_kill" was equal to 1. See also [[:lua:setval|setval]]