Argila2.0/
Argila2.0/pp/
Argila2.0/pp/lib/save/objs/g/
Argila2.0/pp/lib/save/player/g/
Argila2.0/pp/regions/
Argila2.0/pp/regions/Lscripts/
Argila2.0/pp/src/lib/
RECIPE

    Used for the herbalism system, the recipe command allows a detail to
    list and create various item combinations to yield poisons and
    potions.  Currently, only food, herb, and component items can be
    combined to make a useful potion or poison.

    Type "recipe ?" for a complete list of commands and usage.
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HERB HERBALISM PLANT HERBS PLANTS

    The herbalism system is based on in-game plants, which are placed by
    builders in various parts of the game world.  All plants have the "take"
    flag removed.  The plant item must have the oval0 flag set to correspond
    to which herb it yields when it is gathered.

    The plant description should be somewhat ambiguous.  The description of
    an herb should include the actual name of the herb.

    For example:

    A low-lying plant grows in the shade of a large oak tree.

    some alanal leaves

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BOARD BOARDS

A board consists of an "board" object and a board definition.  Here is
how to create a board definition:

  > board create 1 staff_news 'News about staff events.'

The example above created the a board named "staff_news" that only players
at trust level 1 or above can read or write to.

The syntax is:

  board create level board-name board-title
  board save                 (Save board definitions to disk)
  board delete board-name    (Naturally, delete isn't implemented yet)
  board                      ("board" by itself lists existing boards)

After a board is created, it must be saved using the "board save" syntax.

The instructions above simply define the board.  For a player to be able
to use a board, a board object must be created and assigned to an existing
board.

  > oset board name "staff_news board"

is the building command to define an object as a board.  The object must
be of type board, and its first name element must be the name of the
board it represents.

There are a few special predefined boards:

   lesser_oracle     - Messages sent here are from the "lesser oracle" dream
                       request.
   lesser_answers    - Answers to lesser_oracle requests by staff appear on
                       this board for review of others.
   greater_oracle    - Messages sent by "greater oracle" dream request.
   greater_answers   - Staff answers to greater oracle.
   prescience        - Questions posed by players using the psionic 
                       prescience skill.
   prescience_answers- Staff answers to prescience.

Staff members may answer lesser/greater oracle questions by using the
reply command:

  > reply board 10

If your reply were to a message on the lesser_oracle board, then message
with the same number would be posted to the lesser_answers board, AND a
dream answer would be attached to the player-requestors pfile.

And, just by the way, once the player receives his/her dream, the player
can type "dreams" to figure out how many dreams he/she has had, and
"dreams <nn>" to review a specific dream.

Unix files
==========
... lib/boards                - directory containing all board information
... lib/boards/board_list     - definition of all boards
... lib/boards/<board>.nnnnnn - A specific message on a board.

Messages are stored as individual unix files in the boards directory.  It
will not hurt the mud to wholesale delete messages from this directory as
long as the board_list file is left in-tact.


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RCRET
 
    Usage: rcret <direction> <difficulty>
 
    RCRET creates a secret description which can only be found 
    through a succesful use of the SEARCH skill.  The difficulty
    is a number from 0 to 100.  Note: a difficulty of 50 or greater
    will be impossible to find.  A good range is 0-20, with a
    preference to lower numbers.
 
    Once the command is typed, you will go to the editor for the
    actual description.

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REPLACE

   Usage: replace <"object"/"mobile"> <vnum> with <vnum>

   Replace exchanges one equipped item for another across all zones.
   It is a powerful command, and should be used carefully.  Changes
   become permanent after a save and reboot.

Example:

 >replace object 10023 with 2501
 >replace mobile 17901 with 5023

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OUTFIT

  Usage: outfit <mob/char name>

   Outfit forces the named mobile or character to pick up and attempt to
   wear and wield all items on the ground in that room.  It is useful for
   quickly equiping a newly loaded mob.

Example:

 >outfit guard

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OBJECT

    Usage: object | object <vnum/name>

    This is the base object editing command.  Used with an object name or 
    vnumber it allows the builder to start editing that particular 
    prototype.  When using a name to edit, that object must be in the 
    builders inventory, or in the room.Once editing a prototype, the current 
    statistics can be displayed by typing "object" alone, without any other 
    fields.

    Newly OINITED objects are automatically in edit mode.

   Examples:

  >object 10002
  >object sword
  >object

See Also: OSET OINIT

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OSET

   Usage: oset <field> (value)

   Oset is the object editing command whilch actually changes the
   aspects of a prototype object.  Start editing objects using the OBJECT
   command.  To get a list of all possible fields, type "oset ?"

  Examples:

 >oset name 'sword long sharp'
 >oset oval1 5

See Also: OBJECT OINIT

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VIS INVIS

     These commands alternately make your immortal visible or invisible
     to mortal eyes.


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WEAPON
    
    This is a list for weapon oval0-6.  See bhelp OVAL for its
    usage.
      oval0 - corresponds to wielding position;
              0 - primary hand
              1 - secondary hand
              2 - can be used in either hand
              3 - two-handed weapon
      oval1 - corresponds to number of 'dice' rolled, ex: oval1 2
      oval2 - corresponds to size of 'dice' rolled, ex: oval2 4
              with the two previous examples, 2d4.
      oval3 - corresponds to type of skill weapon requires;
              1 - club                5 - axe
              2 - spear               6 - whip
              3 - sword               7 - polearm
              4 - dagger
    oval4 - hit theme of the weapon
              0 - stab            3 - bludgeon
              1 - pierce          4 - slash
              2 - chop
    oval5 - delay of hand caused by using weapon
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RUNUSED OUNUSED MUNUSED
 
        Usage: RUNUSED <zone #>
 
        Gives a list of unused, uninitialzed rooms, objects, or mobiles
        for the given zone.
 
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RNAME
 
	Usage: RNAME <New room name>
 
	Changes the name of the room you are currently in.
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RXCHANGE
 
	Usage: RXCHANGE <old word> [new word | new words]
 
	Can be used to correct typos, change words, insert words
	or delete words from a room description. Find an experienced
	builder for hints or try it out in a test room.
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MCLONE
 
	Usage: MCLONE <from vnum> <to vnum>
 
	Clones one mob to another. This also works across
	zones, and so is useful for making similar mobs in
	different zones.
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RPADD
 
	Usage: RPADD <new prog #>
 
	Adds a room program to the room.  The newly added program
	will be designated as program 1.
 
#
RPSTAT
 
	Usage: RPSTAT
 
	Shows the commands, keywords and programs of all programs in
	the room.
 
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RPCMD
 
	Usage: RPCMD <Program Number> <word(s)>
 
	Adds a command word to the room program.  A Command word is
	the first word of a two word trigger for the room.  Usually
	the action verb of a two word phrase.  Multiple words can be
	added using RPCMD
 
	Example:
 
	> rpcmd 1 press push depress
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RPPROG
 
	Usage: RPPROG <Program Number>
 
	This is used to actually set the program for the room.  You
	will enter the editor after typing this command, and type '@'
	as usual to exit.  The room program is sequential; the first
	line of the program being the first thing which will occur.
 
	Basic commands available so far are:
 
	atecho	trans	link	exit 	ostr	vstr   atlook   unlock	
	give	take	load	force	delete  put    unlink   unexit
	pain
 
	There are also a series of if/else combinations:
 
        if mexist    if haso    if link    if exit
 
	Writing room programs can be difficult at first, but sig-
	nificantly increase the "reality" of the game.  A good way
	to learn how to write effective rpprogs is to use existing
	programs.  Use the RPSTAT command to examine other rooms'
	programs.
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RPAPP
 
	Usage: RPAPP <Program Number>
 
	This command is identical to RAPP except that it allows you
	to append additional lines of code to an existing room prog.   
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RPKEY
 
	Usage: RPKEY <Program Number> <Keyword(s)>
 
	Sets the second word of a two word "trigger phrase" for a
	room program.  This is usually a word located in the room
	description, and is paired with a RPCMD word(s).
 
	Example:
 
	> rpkey 1 button stone rock
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OCLONE
 
	Usage: OCLONE <from vnum> <to vnum>
 
	Clones one object to another. This also works across
	zones, and so is useful for making similar objects in
	different zones.
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SHOPS
 
	The following describes the procedure to build a shop:
 
	1) You must first have, at the very least, a mob MINIT'd.  If
	   you plan on having your shop within a room, i.e stationary,
	   you should also have that room number RINIT'd with your mob
	   You should also know what sort of items your shop will buy 
	   and sell; food, weapons, etc...
 
	2) Use the MKEEPER command to initialize the shop, syntax is 
	   MKEEPER <mob vnum>.  If the shop is a room, the MFLAG of the
	   keeper should include Sentinel.  Leave this flag out if you
	   want to make a wandering merchant.  For the sake of simplicity
	   you might want to consider making a mob with the same v-number
	   as the room his shop is located.  For example, a shopkeeper
	   whose shop is room 6123 would be minited as mob 6123.
 
	3) Next, RINIT the store room.  A shop keeper does not keep his
	   goods in his inventory, the items are placed in the store
	   room.  All store rooms are located in Zone-2, and room 2000
	   contains a list of the numbering structure for your store
	   room based on what type of items the keeper will buy/sell.
	   For example; a weapons shop would have a store room number
	   in the range of 2500-2599, armor would be 2200-2299.  Hint:
	   do a "show r 2 2500 2600" to find to find available rooms
	   for your store room within the proper range.
 
	4) Now use the "LOAD obj <obj vnum>" inside your store room to
	   place the sell-able items in your shopkeepers listing.  A
	   shop should not really contain more than 6-7 items, this
	   should allow a wide enough variety without providing a player
	   with access to too many items in one location.  Now, when you
	   type "list" in the same room as your shop keeper, you should
	   see all the items you just loaded into your store room.
 
	5) A shop can "reproduce" an unlimited supply of up to five
	   items.  This adds a bit of "reality" to the game.  If you
	   were in a tavern, you should be able to purchase more than
	   one tankard of ale.  The KPIT command allows you to specify
	   which items you want your shop to reproduce.  Note: Some
	   discretion should be used in
	   specifying which items will be reproduced.  For example, it
	   would be common for a keeper to produce an unlimited supply
	   of ale, but not for a weapons-maker to reproduce the finest
	   chain mail, or the best broad-sword without limit.  There-
	   fore, do not set "quality", "complex", or "unique" items
	   with KPIT.
 
	6) To set the types of items a shop will purchase from players,
	   use the KTYPE command.  Note: Some items should not be set
	   with KTYPE; Trash, Food, Other, and Note.
 
	7) Another thing to set when making a shop is its buy and sell
	   profit values.  The KBPROF command sets the percent value
	   that the keeper will try to purchase the item for.  Example:
	   "KBPROF <shop-vnum> .75", would mean that the shop keeper
	   would try to buy an item off the player at 75% of its real
	   cost.  Similarly, with "KSPROF <vnum> 1.1", the keeper will
	   try to sell the item 10% more than its cost.
 
	8) You can also make your shop original by having your keeper
	   whisper unique sayings to players.  These can be set with
	   the KMBUY, KMSELL, KNOBUY, KKNOCAS, KKNOIT, and the KPNOIT
	   commands.
#
FREEZE 
	
	Usage: FREEZE <zone>
 
	Stops all mobile activity updates for the specified zone. Use
	this to prevent mobiles from wandering during build/save periods.
	Use THAW to reverse the affects of this command.
 
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RDFLAG 
 
	Usage: RDFLAG <direction> <door flag>
 
	Toggles the flags for the door in the given direction.
	Currently you can set only set the PICKPROOF flag.  If
	you want to make a door "secret", use the RCRET command.
 
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MINIT 
 
	Usage: MINIT <vnum>
 
	Creates a new mobile in the current room. You might consider
	using the FREEZE command to keep the mobiles from wandering
	while you edit.  You may use the MUNUSED command to get a list
	of available vnums for the particular zone number.
    
 
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OINIT 
 
	Usage: OINIT <vnum> <type | ?>
 
	If a valid type is given, a new object of that type is created
	and placed in your inventory. If '?' is given as the only
	argument, then the possible types are listed.  The OUNUSED
	command can provide a list of available vnums within the
	specific zone.
    
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RAPPEND
 
	Usage: RAPP
 
	Allows the addition of text to the end of an existing room
	description.  No arguments are used, you will enter the editor
	to append your additions.  Use the "@" sign to terminate
	for input.
    
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RCLONE 
 
	Usage: RCLONE <source vnum> <target vnum>
 
	Copies the name, description, sector type, and room flags of
	the source room to the target room. Both rooms must already
	exist and must be in the same zone.
 
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RDDESC 
 
	Usage: RDDESC <direction>
 
	Adds a description for exit (a door door not have to be present)
	in specified direction. You will be prompted for the description
	after entering the command.
    
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RDOOR 
 
	Usage: RDOOR <direction> [keyword(s)]
 
	Creates a door in the specified direction provided an exit or
	link exists for that direction. A keyword may be specified if
	desired, the default is "door". direction is one of the 
	following: n,s,e,w,u,d. 
 
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REDESC 
 
	Usage: REDESC <keyword(s)>
 
	Adds a keyword and extra description for something in the
	current room. Ater the command with the keyword is given, you
	will be prompted for a description. This is useful for describ-
	ing signs and anything else that need not be an object or will
	not be taken from the room.
    
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REXIT 
 
	Usage: REXIT <direction> <target room>
    
	Creates a one way passage in the specified direction to the
	target room. Both rooms must exist. The exit is removed with
	the REXITRM command.
 
#
REXITRM 
 
	Usage: REXITRM <direction>
 
	Removes a one way link to the room in the direction specified,
    
	See Also: REXIT
    
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RDESC
 
	Usage: RDESC
 
	Allows entry of a new description for the room you are currently
	in.  Rdesc takes no arguments, you will enter the editor to
	enter the description, terminate the editor with the "@" sign.
	Keep in mind that there is no word-wrap, so be sure to enter a
	newline when close to 80 characters.  For adding to the end of
	an existing description, use RAPPEND.
 
	Format:
	1) Please place three blank spaces at the start of a new
	   paragraph.
	2) Room descriptions should avoid excessive references to
	   "you" and "your".
	3) Room descriptions should be at least 4 lines in length,try
	   to be descriptive; use references to smells and sounds as
	   well as visual perceptions when appropriate.
 
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RFLAGS 
 
	Usage: RFLAGS [flag/?]
 
	Toggles the flags for the current room. If no argument is
	given, the cureent room flags are shown. If a '?' is given
	as the argument, all possible flags are shown.
 
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RINIT 
 
	Usage: RINIT <Vnum>
 
	Creates a new room with the supplied virtual number <Vnum>.
	The number must be an unused vnum. Use the goto, rexit or
	rlink commands to get to the new room.  You may use the
	RUNUSED command to get a list of available vnums of rooms for
	a specific zone.
 
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RKEY 
 
	Usage: RKEY <direction> <key number> <pick penalty>
 
	Allows the door in the direction given to be locked an unlocked
	using a key with the specified key number. Creation and placement
	of the key is the responsibility of the builder as automation of
	this process would take away from the flexibility of the olc
	system.
    
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RLINK 
 
	Usage: RLINK <direction> <target room>
 
	Creates a two way passage in the specified direction between
	the room you are currently in to target room. Both rooms must
	exist. The link is removed by using the RLINKRM command.
    
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RLINKRM 
 
	Usage: RLINKRM <direction>
 
	Removes a two way link between two rooms in the direction
	specified.
    
	See Also: RLINK
    
 
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RSECTOR 
 
	Usage: RSECTOR [sectortype | ?]
 
	Sets the sector type for the room. If no arguments are given,
	this command returns the current sector type. If the arguemnt
	'?' is given then all possible sector types are listed.
    
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SHOW 
 
 show m <zone> [name] 	- Show mobiles in zone, optional name to match.
 show o <zone> [name] 	- Show objects in zone, optional name to match.
 show a               	- Show object, mobile, player, room totals for
                          all non-empty zones.
 show z               	- Show all zones by name.
 show s               	- Show grand-totals for rooms, objects and mobiles.
 show r <zone>[low][high] 	- Show names and exit information for all rooms
                          in zone.
 show p			- Show a list of the "real" names of all players.
    
    **NOTE: information given by show o and show m is based on the master
            for that obj/mob. 
 
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THAW 
 
	Usage: THAW <zone>
    
	Re-enables mobile activity updates in the specified zone.
	Mobiles will wander and perform special functions as in
	normal game play. This command is used in conjunction with
	the FREEZE command.
 
#
WSAVE
 
	No arguments. This saves the entire world, from zone 0-99.
	Use of this command is restricted to trust level 5 users and
	should not be used by the normal builder. Use ZSAVE to save
	your zone. This will use as much CPU time as it can as it is
	meant as an emergency save tool for use in time constrained
	situation. Be prepared to endure very heavy lag until the
	entire world is saved.
    
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ZLIFE 
 
	Usage: ZLIFE <minutes>
    
	Sets the time between resets in minutes.
 
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ZMODE 
 
	Usage: ZMODE <mode>
    
	Sets the reset mode for zone you are currently in.
	Mode is one of the following:
    
                                 0 - Never reset
                                 1 - Reset if no players in zone
                                 2 - Reset always
 
#
ZNAME 
 
	Usage: ZNAME <name>
 
	Sets the name for zone you are currently in.
    
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ZREBOOT 
 
	*** NOT YET IMPLEMENTED ***   
 
	Usage: ZREBOOT <zone> 
 
	Full purge and reset of all rooms as determined by the last
	saved configuration.
 
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ZRELOAD 
 
	Usage: ZRELOAD <zone>  
 
	Purges all objects and mobiles from zone specified and reloads
	them in the same manner as the last reboot.
 
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ZRESET 
 
	*** NOT YET IMPLEMENTED ***
 
	Usage: ZRESET <zone>  
 
	Resets the specified zone, no purging is done.
 
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ZSAVE 
 
	Usage: ZSAVE <zone>
 
	Saves the rooms, mobiles and objects in the specified zone. Only
	mobiles and objects that belong to that zone will be saved (SEE
	ZONE LAYOUT for info on what belongs to what). Currently only
	one level of recursion is saved for containers, therefore a bag
	inside a box inside a chest will not save properly, but a steak
	inside a bag carried by a dwarf saves a expected.
 
#~