DBZu/area/
DBZu/area/imc/
DBZu/boards/
DBZu/clans/
DBZu/color/
DBZu/councils/
DBZu/deity/
DBZu/doc/mudprogs/
DBZu/gods/
DBZu/log/
DBZu/notes/
DBZu/player/a/
DBZu/player/backup/c/
DBZu/player/backup/k/
DBZu/player/c/
DBZu/player/d/
DBZu/player/j/
DBZu/player/k/
DBZu/player/o/
DBZu/player/r/
DBZu/player/s/
DBZu/player/t/
DBZu/player/v/
DBZu/player/w/
DBZu/player/z/
#HELPS

56 ''IMM AUTH' 'IMM AUTHORIZE'~
Associated help files: authorize
 
Authorize <player> name -- This is the command used to allow a player to
  continue in the Spectral Gate pre-auth area, but will make them choose
  a new name prior to entering the Academy.  Use this command if the name
  is questionable, modern, or rude.  If the name is acceptible, but in all
  caps, accept the name, but send them a tell requesting they not use all
  caps for their name in the future.
 
Authorize <player> yes -- This is used to accept a players name.  Once this
  command is used, the player requires no further Immortal commands to enter
  the Realms.
 
Authorize <player> no -- This command is exclusively used to deny players
  with extremely rude or profane names and banned sites.  Use this command
  sparingly.
 
Levels 51-54 have primary responsibility for character authorization.  All
Immortals should periodically type 'authorize' to assure their are not any
players waiting for authorization.  The new system allows the Immortals a
bit of time to decide if an name is appropriate before accepting or denying
it.  If you are in doubts to a names acceptibilty, but it is not profane or
extremely modern, you should probably accept it.
~

51 2COMMAND~
.&w^b
                         &z __====-_  _-====___
                &z_--^^^. &p#####&z     //    \\      &p#####&z.^^^--_
               &z-.&p##########&z   //&g(   ) &z\\    &p##########&z.-_
               &z-&p############ &z//&g |\^^/| &z\\    &p############&z-
            &z/&p###########&z   //  (&R^B@::@ &z^b) \\  &p##########&z\_
          /&p#############&z   ((  &g \\// &z  ))      &p#############&z\
          -&p###############&z  \\ &g (oo) &z //     &p###############&z-
        -&p#################&z   \\&g/&w VV&g  \&z//  &p################-
  &O|-/  1.&w Thou shalt not kill they fellow adventurer.  &O        \-|
  |-|  &w   (see help deadly for exceptions.)  &O                   |-|
  |-|  2.&w Thou shalt not stake. (See laws stake)  &O              |-|
  |-|  3.&w Thou shalt not steal from Darkhaven shopkeepers   &O    |-|
  |-|  4.&w Thou shalt not harass players or immortals       &O     |-|
  |-|  5.&w Thou shalt not cause spam or use profanity.       &O    |-|
  |-|  6.&w Thou shalt not multiplay over 5 chars ever, nor &O      |-|
  |-|  &w  multiplay at all during quests or while playing pkill&O  |-|
  |-|  7.&w Thou shall report any bugs to an immortal immediately.&O|-|
  |-|  8.&w Thou shalt not advertise other muds here.  &O           |-|
  |-|  9.&w Thou shalt not steal anothers kill.(help killsteall)&O  |-|
  |-| 10.&w Thou shalt respect immortals and their laws.      &O    |-|
  ) ( &r Violation of any commandment subjects you to death,  &O    ) (
   \ |      &rbanishment,torture, hell, demotion, or worse. &O      | /
    (%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%)
      &z-&p###################&g  \\/       \//&p###################&z-
      _#/|&p##########/\######&g(     /\    )&p######/ \##########|\#&z_
          |/&p|#/\#/\#/\/\#/\##&g\   |  |  /&p##/\#/ \/\#/\#/\#|&z \|
          `  |/  V  V  `   V\#&g\| |  | |/&z#/  V   '  V  V  \|  '&g
             `   `  `      `&g / | |  | | \   '      '  '   '
                         &g   (  | |  | |  )
                          &g __\ | |  | | /__
                       &0   (vvv(VVV)(VVV)vvv)  &w^x
 
 
 
 
~

100 AASSIGN~
Syntax: aassign <filename>.are  Example:  aassign edo.are
 
AASSIGN temporarily assigns all rooms, objects, and mobiles in the area
range to your pfile.  This allows you to use rlist, olist, mlist, and
reset list.  This also means that typing savearea, reset area, or 
instazone will affect this area.  
 
To save changes permenantly, type "aassign none" and foldarea.
 
&rWarning&w!! Do not have an area aassigned to yourself when getting personal
vnums assigned to you.  The personal vnums will overwrite the area file.
 
In order to assign a proto area to yourself, you must either have that
area bestowed to you by a Greater God or higher.
 
In order to assign a nonproto area to yourself, you must either have
that area bestowed to you by an Exalted+. Even if you have the area bestowed
only Lesser+ can aassign themselves nonproto areas.
~

1 ABSORB~
By clutching the throat of their enemy and drawing them near, both
Androids and Biodroids are capable of sucking the energy from
their opponent.
&cWhen used in succession with the Grip skill, an Android or
Biodroid can suck considerably larger amounts of PL from their
enemy.
&C&RYou must be in aggressive stance to use Absorb.&C

Syntax   :  Absorb

Threshold: 125,000

See Also&Y:  &cHELP GRIP
~

100 ACTFLAGS MOBFLAGS~
&GMOBFLAG       &W|&GDESCRIPTION&W
&Y--------------&W|&Y--------------------------------------------------------&W
sentinel       Mobile always stays at its post.
scavenger      Mobile picks up items of value.
aggressive     Mobile attacks players.
stayarea       Mobile does not leave its home area.
wimpy          Mobile flees when low in hits.
practice       Players can "practice" at this mobile.
immortal       Mobile is immortal (not implemented).
deadly         Mobile has a deadly poison (not implemented).
meta_aggr      Mobile is VERY aggressive (not implemented).
nowander       Mobile doesn't wander unless attacked.
mountable      Mobile can be mounted.
prototype      Mobile is under construction.
running        Mobile is running (moves twice as fast)
noassist       Mobile won't assist other mobs in a fight.
pacifist       Mobile cannot be attacked.
scholar        Mobile can teach languages.
secretive      Mobile will not echo acts. MOBs actions are invisible.
mobinvis       Mobile is invisible to both pc's and non pc's.
noattack       Mobile won't use any physical attacks.
autonomous     Mobile won't switch tanks if hit by someone with higher style.
pet            Mobile can be used in creating a petshop.
&Y--------------&W|&Y--------------------------------------------------------&W
~

-1 AD ADS ADVERTISING~
.
It is against the rules of this mud to advertise another mud either on
public channels (say, chat, ask, answer, shout, yell, music, quest, avatar,
newbiechat, any guild, order, clan or council channel, wartalk or racetalk),
through your title, description, or biography or via leaving a note on any
public, guild, order, clan or council board in the Realms.  If you are
asked to desist and do not do so immediately, your priveleges on this mud
may be restricted or terminated.
 
~

100 ADVANCE~
Syntax: advance <character> <level>

ADVANCE sets a character's level to the specified value.  It is the
only way to create new immortal characters within the game.  ADVANCE
may also be used to demote characters.
~

100 ADVANCEDEXITS~
SMAUG supports having more than one exit in the same direction, as well as
the special direction 'somewhere', represented by a '?'.
 
If you already have an exit leading north, and would like another one, use
a plus sign '+' in front of the direction:
  redit exit +n 3001          - Adds another exit north to room 3001
 
To modify an extra exit like this, or to remove it, you'll have to refer to
it by number:
  redit exit #2 3002          - Change the second exit to go to room 3002
  (to know what number an exit is, do an "rstat")
 
For someone to be able to use the second north exit, you have to set one of
the extra flags (see EXFLAGS) like CAN_CLIMB.  It's also usually a good idea
to set the HIDDEN flag for any special exit so that it looks nicer to those
with autoexits on.
 
The AUTO flag makes it possible to go in a direction by simply typing the
keyword for that exit:
  redit exit ? 3001           - Create a 'somewhere' exit to 3001
  redit exflags ? auto hidden - Set the proper flags
  redit exname ? swim         - Set the keyword "swim"
  ... here, if a player types 'swim' in the room they will move to room 3001
 
~

100 AFFECTTYPES APPLYTYPES~
none        strength    dexterity   intelligence  wisdom       constitution
sex         level       age         height        weight       mana     
hit         move        gold        experience    armor        hitroll
damroll     save_para   save_rod    save_poison   save_breath  save_spell
charisma    resistant   immune      susceptible   affected     luck
backstab    pick        track       steal         sneak        hide
detrap      dodge       peek        scan          gouge        search
mount       disarm      kick        parry         bash         stun
punch       climb       grip        scribe        brew
 
Additionally:
weaponspell <sn>    Will cast a spell on victim with every blow of a weapon
wearspell   <sn>    Will cast a spell on wearer when object is worn
removespell <sn>    Will cast a spell on wearer when object is removed
<skill> <modifier>  Will modifify a player's ability in a skill
 
See AFFECTEDBY
~

0 AFK~
&Y&RRelated Topics&r&O:&B Botting

&RSyntax&r:&C AFK

&RUsage&r:&C AFK is an abbreviation for Away From Keyboard. AFK means
that you are away from keyboard, and that you are out to do something.
The 'afk' command will place an [AFK] flag beside your name on the
who list when activated. When you are afk, people cannot send you
private tells. If you press ANY command while afk, your [AFK] flag
will go off automatically.
~

1 AGGRESSIVE~
&RSyntax&r:&C Style Aggressive

&RUsage&r:&C Style aggressive will change your stance. Changing your stance
to aggressive, will make you hit harder. But will make your enemy will
hit you harder.
~

0 AID~
This skill allows you to bring a stunned fighter back into consciousness.

Syntax   :  Aid (character's name)

Threshold: 1,000
~

1 ALIGN ALIGNMENT~
Aside from putting some pretty colored bars beside your name, at this point
an alignment doesnt seem to do much. Other than choosing which Chikara
school you'd like to stare at while you train, your character will end up
looking like..

&GGood Align&W-
&G(&WUnclanned&G)&W(&G|||&W) Tallas the Apprentice of Light is standing here.

&REvil Align&W-
&Y(&ODark Lotus&Y)&W(&R|||&W)  Kitty purrrrrrrrrrrrrssssssssss is hovering here.

&CSee Also&Y:  &cHELP CHIKARA
~

1 ALIST~
&RSyntax&r: &CSlist/Alist 

&CType 'practice' to get a list of skills currently available to you and
to see to what extent you have them practiced.  Type 'slist' to view a
list of all skills available at each level to your class.
~

100 ALLOW BAN~
ALLOW BAN WARN
Syntax:  allow  site/race/class    <address/race/class>
Syntax:  ban    site/race/class    <address/race/class>   <type>    <duration>
Syntax:  ban    show               <class/site/race>      <number>
Syntax:  warn   <site/class/race>  <number>
 
BAN site will ban a site from playing the game.
BAN race bans anyone with that race from playing the game.
BAN class bans anyone with that class from playing the game.
BAN site/race/class without any other arguemts will give you a list of
currently banned sites/races/classes.
Type can either be a level or one of the following keywords: all,newbie,mortal,
warn. If you set it to a level everyone equal to that level and below will not
be allowed on.  Warn, sends a warning to the Warn: channel that someone if
logging in from the site, with a certaing class or race.  If you add the
duration, the ban will expire in that many days. Sites can be banned with the *
wildcard as well.  Be carefull however as *.edu would ban everysite from .edu,
or *foo* would ban anysite that had the string foo in it.
BAN show, will print out the reason why that particular site/race or class was
banned and by who.  Number can be a class or race name, a site address or
you can use # followed by the ban number.
WARN will toggle the warn flag on a CURRENTLY banned site/class or race.
 
ALLOW site/race/class  <address/race/class>  removes a site, class or race from
the ban list.  This also can be allowed by using # syntax.
 
~

1 ANALYZE~
&cSyntax:&R Analyze <target>
 
&CAll Androids posess the ability to analyze anything living.
It shows how healthy the person is, how powerful they are
and how much energy they have.
~

1 ANDROID~
&CAndroids are beings that consist mostly or sometimes entirely of mechanical
parts. Yet they still maintain the appearance of a human. Androids are
made artificially by a mad scientist in the Red Ribbon Army. These super
machines often have minds of their own, though some merely have basic
programming. Most of them are programmed to destroy a certain target at
any cost. They possess the ability to draw power from a target. Being made
with advanced technology, they may analyze a target far more accurately
than a scouter. Also, they may take technological components and install
them, upgrading or healing their body.

&cKi Attacks:&C
               Absorb
               Energy Sphere
               Eyebeam
               Fingerbeam

See Also&Y: &cHELP COMPONENTLIST, HELP SUPERANDROID
~

1 ANDROIDSTATION~
~

0 ANSI~
Syntax: ansi <on/off>

The ansi command will either enable or disable ansi colour.  Ansi colour
will work provided your terminal has a compatible mode.
~

1 AREAS~
Syntax:  areas
Syntax:  areas old
Syntax:  areas <low range> <hi range>
 
The 'areas' command displays an alphabetically sorted list of all areas
within the game, together with the author and suggested level range of
each area.  
 
The 'areas old' command displays an unsorted list of all areas (the old
style), as well as the author and suggested level range of each area.
 
You can specify a level range to see a list of all areas with suggested
ranges which encompass the argument.  This can be a little awkward as
each area has a low and a high suggested range.  Suffice to say that if
an area's level range matches even one level of the range you request,
it will be displayed.
 
Special thanks to Fireblade for design and coding of this restyled function.
The Realms of Despair will provide a copy of areas built by individuals
to that individual and no one else. To receive a copy of an area for use
on other muds, you must contact that individual.
 
~

100 ASET~
Syntax:  aset <area filename> <field> <value>
 
Aset is used to set the following fields for an individual area:
author    - The name of the area's author
name      - The full "name" of an area... ie: {10 20} Somegod  Some Area
filename  - The filename (ie: somearea.are)
lo_room   - The lowest room vnum
hi_room   - The highest room vnum
lo_obj    - The lowest obj vnum
hi_obj    - The highest obj vnum
lo_mob    - The lowest mob vnum
hi_mob    - The highest mob vnum
low_economy - minumum amount of gold the area will start with at reboot
max_economy - maximum amount of gold the area _can_ start with at reboot
resetmsg  - Message displayed throughout the area at reset
resetfrq  - Number of minutes between area resets
flags     - Area-wide flags:  nopkill
 
The area must be folded to make these changes permanent.
 
See ASTAT, ECONOMY, FOLDAREA
~

100 ASTAT~
Syntax:  astat                      (area stats for the area you are in)
Syntax:  astat <filename of area>   (area stats for specified area)
 
Astat displays the vital stats of an area, including the following:
Name:            title of the area
Filename:        filename of the area
Prototype:       If the area is prototype or under construction, will be 'yes'
Max_players:     max # of players in the area as of last reboot
IllegalPks:      number of illegal pkills in the area since last reboot
Gold looted:     total amount of gold looted from the area since last reboot
Area Economy:    current pool of gold for the area (not including player gold)
Mdeaths:         number of players mobs killed in the area since last reboot
Mkills:          number of mobs killed in the area since last reboot
Pdeaths/Pkills:  number of players killed by players in area since reboot
Author:          name of the area's author
Number Players:  current number of players in the area
Area flags:      area-wide flags (such as nopkill)
Low/hi_room:     first/last room vnum of the area
Low/hi_obj       first/last object vnum of the area
Low/hi_mob       first/last mob vnum of the area
Soft range:      level range recommended for the area
Hard range:      level range enforced for area (outside range cannot enter)
Resetmsg:        current reset message for the area at repop
Reset frequency: frequency with which the area resets
 
See ASET
~

100 AT~
Syntax: at <location> <command>

AT executes the given command (which may have arguments) at the given
location.  The location may be specified as a vnum, as the name of
a mobile or player.

AT works by temporarily moving you to that location, executing the
command, and then moving you back (if the command didn't change your
location).
~

100 ATOBJ~
Syntax: atobj <object> <command>
 
ATOBJ executes the given command (which may have arguments) at the given
object.
 
ATOBJ works by temporarily moving you to that location, executing the
command, and then moving you back (if the command didn't change your
location).
~

1 ATTACKER ATTACKERFLAG ATTACKERFLAGS~
&PAttacker &Wflags are automatically given by the mud code to players
who engage in illegal attacks upon other players. These attacks can
initiated by using MURDER, casting an attack spell, or ordering
followers to attack a player. Deadlies attacking Deadlies do not
receive Attacker Flags. These flags are only given out in situations
that involve Peaceful players, i.e. Deadlies attacking Peacefuls,
(or vice versa), or Peacefuls attacking Peacefuls. You will be
tagged with an &PAttacker &Wflag if:
 
  1. You attempt to MURDER another player, or they attempt to
  MURDER you. (See &CHelp Murder &Wand &GLaws Pkill &Wfor more info
  on attacking other players).
 
  2. You order charmed mobiles or pets to attack a player, or you
  are attacked by another players mobiles. (See &CHelp Charm &Wor
  &CHelp Pets &Wfor more info)>
 
  3. You are a &RDeadly &Wplayer and attacked a fellow Clanmember.

&WDarkhaven Guards, shopkeepers and special function mobs now respond
differently to illegal flags. You may find yourself barred from making
purchases, placed before Judge Kendra for a hearing, or sentenced to
jail. Should you acquire an &PAttacker &Wor any other illegal activity
flag, see Judge Kendra in Townhall. Her Honour is located one west of
the Main Lobby (See &CHelp Townhall &Wfor info).
~

100 ATTACKS~
bite          claws        tail        sting      punch        kick
trip          bash         stun        gouge      backstab     feed
drain         firebreath   frostbreath acidbreath lightnbreath gasbreath
poison        nastypoison  gaze        blindness  causeserious earthquake
causecritical curse        flamestrike harm       fireball     colorspray
weaken

See MSET and DEFENSES  (Some are not implemented).
~

1 ATTRIBUTE ATTRIBUTES~
Attributes are stat points which have a direct effect on your character's
performance in combat. You gain attribute training sessions automatically
as you gain powerlevel, and can spend those points at trainers located
across the DBZ Universe. Each stat has a maximum base of 25, and you gain
85 attribute training sessions total.


Syntax   :  Train (attribute name)

See Also&Y:  &cHELP STR, DEX, WIS, CHA, CON, INT, LCK
~

1 ATTRIBUTES~
These attributes help create your character to your liking:
 
STRENGTH: Affects how hard you hit, as well as how much weight you can carry
MAGIC:    Affects your spell casting abilities.
SPEED:    Affects how fast and how often you hit in battle.
STAMINA:  Affects how much hit points(HP) you gain per level up.
DEFENSE:  Affects how much resistance you have to physical attacks(MELEE)
~

1 AUC AUCTION~
.Syntax: auction (abbreviations: a , auc)
Syntax: auction <item name> <starting value>
Syntax: auction bid <value>
 
The auction command is used for performing auctions.  Simply typing auction
will display the current item being auctioned, if there is one.  
 
If nothing is being auctioned, auction <item name> <starting value> will 
begin an auction.  If no starting value is specified, it begins at 0 gold.
 
Auction bid <value> will place a bet for the item.
 
Special thanks to Erwin Andreasen for writing this function.
(Ported to SMAUG from a publicly available source.)
 
At the present, if the mud crashes in mid auction, you will lose both 
your bidded money and the item.  This will at some point be fixed.
 
You are able to see auction almost from the point of character creation,
however, you cannot USE auction unless you're level FIVE or higher. To remove
the auction channel from your screen, type CHANNEL -AUCTION.
SEE also "help AUCTION2" for more on auction commands
&Y* Auctions will not be stopped for overbidding or misbidding*&w
~

1 AUCTION2~
Auction will also work with the following arguments:
 
au bid 20k      - bids 20000 coins
au bid 20k500   - bids 20500 coins (20,000 + 500)
au bid 20k5003  - bids 20500 coins, too (only checks first 3 chars after "k")
au bid 1m       - bids 1 million coins
 
On an existing bid of 10000:
au bid +10       - adds 10%, making the bet 11000.
au bid +         - adds 25% (the default if no number given), bet is 12500.
au bid x         - multiplies by 2, making the bet 20000.
au bid x5        - multiplies by 5, making the bet 50000.
 
It is illegal to auction <or barter, sell, trade> clan, order, or guild items.
Exception: Old clan equipment that was converted to be worn by both peaceful
           and deadly players.
 
Also see: 'HELP AUCTION' for more information.
~

1 AURA~
Your aura will be practiced like all other techniques.
The only races this skill won't affect are mutant and biodroid,
they already have primary and or secondary abilities.

These are not overpowered, just minor tweaks to add diversity in
between characters, races, stats.


&pPurple Aura:&C
Ki attacks are stronger.

&GGreen Aura:
&CKi defense is raised.

&RRed Aura:&C
Melee damage is increased.

&BBlue Aura:&C
Melee defense is raised.

&YYellow Aura:&C
Ki regen is drastically increased.

&zBlack Aura:&C
The ultimate aura, chances are 1/50.
You have an 8% chance to deflect ki attacks.
~

1 AUTH~
Associated help file: Authorize

Syntax: authorize <name> <yes|name|no/deny>

Authorize is used to allow a new player to start his or her character.
Names must not be offensive or similar to an existing immortal (within a
letter or two).  Names like "Braveheart" are acceptable even though they
are not normally considered "proper" names.  Players are allowed to use
names of mobs ... but not extremely popular mobs.
Use your best judgement when authorizing a name.

You may use the abbreviation "a" for authorize and the abbreviation "n" 
for name.  In addition, you only need to type as much of a name to uniquely
identify it.

So, for example, if Goixetoika is awaiting authorization,
a                shows pending authorizations
a g              allows the name
a g n            requires player to change name
a g no           denies name and forces player off (offensive name)
~

1 BALZHUR~
.               ,                   \,       '-,-`,'-.' | ._
               /|           \    ,   |\         }  )/  / `-,',
               [ ,          |\  /|   | |        /  \|  |/`  ,`
               | |       ,.`  `,` `, | |  _,...(   (      _',
               \  \  __ ,-` `  ,  , `/ |,'      Y     (   \_L\
                \  \_\,``,   ` , ,  /  |         )         _,/
                \  '  `  ,_ _`_,-,<._.<        /         /
                  ', `>.,`  `  `   ,., |_      |         /
                    \/`  `,   `   ,`  | /__,.-`    _,   `\
                -,-..\  _  \  `  /  ,  / `._) _,-\`       \
    Balzhur-     \_,,.) /\    ` /  / ) (-,, ``    ,        |
   the pet demon,` )  | \_\       '-`  |  `(               \
               /  /```(   , --, ,' \   |`<`    ,            |
              /  /_,--`\   <\  V /> ,` )<_/)  | \      _____)
        ,-, ,`   `   (_,\ \    |   /) / __/  /   `----`
       (-, \           ) \ ('_.-._)/ /,`    /
       | /  `          `/ \\ V   V, /`     /
    ,--\(        ,     <_/`\\     ||      /
   (   ,``-     \/|         \-A.A-`|     /
  ,>,_ )_,..(    )\          -,,_-`  _--`
 (_ \|`   _,/_  /  \_            ,--`
  \( `   <.,../`     `-.._   _,-`
   `                      ```
 
 
             I'LL EAT YOUR FUCKING ASSHOLE
~

51 BAMFIN BAMFOUT~
Syntax: bamfin  <message>
Syntax: bamfout <message>

The standard messages for GOTO are 'arrives in a swirling mist' and
'leaves in a swirling mist'.  You can replace these messages with messages of
your own choosing using the BAMFIN and BAMFOUT commands.
~

51 'BAN 50'~
Seeking to ban a site above level 1 should be an extremely rare situation. One
in which the actions of one or more key persons from a site are deemed to be
a detriment to the enjoyment of a large portion of the players in the game.
Such person(s) are generally deemed to be beyond rehabilitation at this time.
 
When seeking to ban a site, make use of the Grub command to both see the impact
of the ban, and to get a list of all character names from the site. You can use
this list to keep an eye out for these characters coming in from other sites,
as it's obvious these days that a site ban may not always cure the situation.
 
All site bans above level one should be set at level 50 or higher. It should be
a rare instance in which a site is banned at some in between level. Only in the
direst of instances would a site be banned above level 50, as this will affect
immortal level players as well.
 
See also: 'BAN ALLOW' 'BAN NEWBIE' 'BAN DURATION' 
~

51 'BAN DURATION'~
The standard set for ban durations are as follows:
 
Newbie Ban:          1) One week on first instance.
                     2) Two weeks for the second.
                     3) One month at newbie, or level 50 for third.
                     4) Permanent at newbie, or level 50 for 4th offense.
 
Bans for level 2-50: 1) One month for first instance.
                     2) Two months, or permanent for 2nd.
                     3) Permanent for 3rd offense.
 
All bans above level 50 should be permanent by their very nature.
 
&WReminder - Without documenting each time we ban a site, we will have no
           source of history on sites. Always remember to post a note
           detailing the reasons for the ban.&w
 
See also: 'BAN ALLOW' 'BAN NEWBIE' 'BAN 50'
~

51 'BAN NEWBIE'~
Banning a site is a form of last resort, as it not only affects the offending
player or players, but will also affect every other player from that site.
Before seeking to ban a site, even for a temporary level 1 banning, make
sure you have exhausted all other options first. 
 
In the case of newbie bans, most such instances arise through the actions of 
one or more abusive players who log in a newbie and begin swearing, spamming, 
threatening, etc.. Many times this has developed from an immature player's 
frustrations over getting a name authed. If you find a player going through a 
series of silly names trying to auth them, make every effort to try and talk 
with them first. If this fails, use Fquit to discourage them. If you have 
Disconnect, use this instead, as it is less provoking than fquit (makes it 
appear as if they simply lost their conneection). If they continue their 
efforts, send them warnings to get their attention. Use freeze if you have it 
(or if someone else is on who can use it) to get their attention and make sure 
received the message. Then, and only then, once you've exhausted all avenues
at being civil, you can use ban in good conscience. You've given the player(s)
every chance to cease their actions and given them fair warning over the fact
that if they continue they risk getting banned.
 
See also: 'BAN ALLOW' 'BAN 50' 'BAN DURATION' 
~

100 BARENUM BARESIZE~
Syntax: mset <mob> barenum <number>
mset <mob> baresize <num>

These mob fields control the mobs ability to fight without weapons.
Barenum is the low end of the damage done and baresize is the multiplier.
For example: barenum 10 and baresize 5 would have the effect of allowing
the mob to hit barehanded for 10-50 damage. 
 
* This field also affects experience gained.
Experience is calculated as follows:
^level 3*5 + max_hit +barenum *baresize +damroll * 50
+hitroll *ch -> level *10
~

1 BASH~
http://www.freewebs.com/firedraconian/bash.htm
~

1 BASHING~
ok everyone, listen up, as of right now there is going to be a few changes 
when it comes to bashing people, IT WILL NOT HAPPEN UNLESS THROUGH TELLS. If 
you do on OOC or wars unless for roid purposes you shall be punished greatly. 
Here are the punishments that shall lay, cause i am not going to see anymore
people leave due to bashing.

Punishments:

1st Offence: 2 Day silence, if you shall try to be evasive and go on an alt 
start talking shit with him, both chars shall be helled for 48hrs also.

2nd Offence: 3 Day silence +18hrs hell, if you shall try to be evasive and go 
on an alt start talking shit with him, both chars shall be helled for 3days 
also.

3rd Offence: 2weeks of silence + 2 Days in hell, if you shall try to be 
evasive and go on an alt start talking shit with him, both chars shall be 
helled for 1 week also.

4th Offence: character shall be deleted.

If you do not like these, USE TELLS. If you do not want to hear bashing,
"chan -tells".
~

100 BESTOW BESTOWMENTS~
Syntax: bestow <victim> command [command] [command] etc
bestow <victim> list
bestow <victim> none
 
Bestow is used to give a command to a player that the player would not normally
have. Bestow victim command will give the command to the person, bestow victim
list will show all commands corrently bestowed on the person, and bestow victim
none will remove all bestowments.
~

100 BESTOWAREA~
Syntax: bestowarea <victim> <filename>.are
 
This command allows members of the Area Council to bestow area names
to immortals so that they can engage in group building.
 
Once an AC member bestows a proto area on a player, that player can
use the aassign command to assign themselves that proto area in order
to help the owner of the proto area.
 
Examples:
 
bestowarea joe bob.are           allows joe to work on bob's proto area
bestowarea joe                   lists all of joe's bestowed areas
bestowarea joe list              ditto
bestowarea joe none              removes all of joe's bestowed areas
 
~

100 BESTOWEDAREAS~
Jade - demora.are phaeton.are
Demora - Jade.are
Phaeton - jade.are, mokshonian.are
Grishnakh - moonbeam.are, demora.are
 
Looks like all imms will be bestowed demora.are so they can make their
rooms in the museum - Gorog.
 
~

1 BIODROID~
Biodroids are biologically engineered androids. They are made of cells of a
large variety of races. This makes it possible that they have the skills
of many races combined. Biodroids are known for their unusual way of
training.  When a bioandroid kills someone who is close to his/her own pl,
or higher they have the ability to absorb biomass from the victim. When a
biodroid gathered enough biomass they transform to another stage. Unlike
other races biodroids lose half powerlevel when they die. However they do
lose a part of their gathered biomass. When you die too often you can go
back a stage, however you will lose the higher mod that the stage gave
until you get enough biomass again.  

&cKi Attacks:&C
               Absorb
               Energy Sphere
               Fingerbeam
               Kamehameha
               Special Beam Cannon
&cKi Technique:&C
               Heal

See Also&Y: &cHELP BIOMASS, HELP EVOLVE
~

1 BIOEXAMPLE~
Examples of Good and Bad Bios:

&WAcceptable:&C

Project/ -Kato- Subject/Race/ -Biodroid- Data/ ***processing*** Type/ Document
Uploading files ==searching=== Files: -located- Downloaded]---

2 part: select 1,2 Selecting 1...The subject male, tests seem to be failing
to develop more efficient ways to use his energy to develop higher use of
his power. These tests have been going on for quite some time. Nothing seems
to be working, we are loosing funds and cash has just  gone down. The only
things we have noticed are brain wave pattern changes, radical ones never seen
before. We have given him techniques such as the kamehameha beam wave, special
beam cannon, and many  others.  This (his brainwave patterns) seems to be the
key to his  power or so we think. Although our patient is in a stasis suspended
animation pod, he seems to have well, to put it simply sleep talk. He keeps
repeating mind and something called "spir"? The project has failed but I dare
not tell my superiors. I have thought about waking the patient but instead
I've decided to just terminate the project and make it look like an accident.
On a more personal note something about this patient scares me it's almost like
He's...watching me.
End File:::

Selecting 2...Downloading]---- File: -located-
Type: Document/Audio
New changes have been appearing very sporadically in the subject, nearly
every day. We have been experiencing power booms where it seems he has massive
power increases which cause the whole facility to shake. Truly amazing is his
brainwaves show he is wide-awake but his body is in a deep sleep. Something
just happened. His eyes are open! *******Initializing Audio******* Voice: 1
"What just happened!!!" Voice: 2 "I'm not sure sir, his power is off the chart!"
Kato: "wh..whe.whewhere am I..?" Voice: 2 "Ummsir!, what do we do..!?!?" Voice:
1 "calm down, Kato I see you are awake, are you o..k?" Kato: "Who are you?!"
Voice: 1 "why Kato dont you remember?, you signed up for this experiment?"::
reaches for Kato:: Kato: "I...I..dont remember anything, Just get away from
me!!!!!!!!" ::you hear a beam of energy flow from his hand:: **the beam sounds
as if it tears straight through the man** Voice: 1 "grkagrr" Voice: 2 "AHhh!!
stay away from me" Kato: "Let me out!!!, :screams out in rage:" [background
noise sounds as if the ground broke loose] ++explosion++ End of clip:..
((((WARNING)))) ******malfunction******        >>>>DELETED<<<<   End of
program.

&RUnacceptable:&C

I was born in a small town. I own the hell out of people. I killed both my parents at an early age. I was moved to an asylum at 11. I am a mutant!

Obviously the acceptable one goes above the call of duty in terms of a bio, but it is 
original and gives a good rough background for the character. Your bios need to be spell
checked and grammar checked, or you will be notified of the errors and just waste the
Immortal's time.

To have your bio looked at, simply ask over the OOC channel for an Immortal to glance 
over it.
~

1 BIOMASS~
Biomass is collected after a biodroid kills something within a certain
amount of PL of him/herself. When enough biomass is accumulated, the
biodroid will transform into a more powerful stage. When a biodroid dies, 
a certain amount of biomass is lost along with the usual PL loss.

&pLarvae:
     &RBiomass Req:&cNone.
&pAdult:
     &RBiomass Req:&c101.
&pSemi-Perfect:
     &RBiomass Req:&c501.
&pPerfect:
     &RBiomass Req:&c1001.

&CSee Also&Y:  &cHELP EVOLVE, HELP BIODROID
~

1 BLAST~
Fighters who're determined to be the best on the field of battle diversify
the types of attacks they have in their repertoir, and Blast is one of the
more versatile ki attacks they have. Blast is a single Energy Ball that is
fired at an enemy, and it splits into multiple Energy Balls before impact,
maximizing it's damage to devastating effect.

Syntax   :  Blast

Threshold: 5,000,000
~

1 BLESS~
Bless is a reward from the immortals that is given to mortal players for various reasons. It could be for reporting a bug, helping new players, or perhaps roleplaying well. Bless is only given when an immortal decides that you deserve it.
*Don't beg for bless, it's easily the best way not to get any.

*1 Bless Purchases: 
-Adding an extra desc
-Setting an item as non-lootable (Rots on death)
-Alignment Change
-Sex change
-Change Weapon Damage Type (Message, example: Hack, Slash, Chop, Crush)
-Renaming an item
-Height/Weight change

3 Bless Purchases:
Renaming your Character (name can not be in use already) *Co Owner and Above*

4 Bless Purchases:
-Any eq on the mud(Except Teddy Bears)

*Equipment*
-2 Bless = +5%
-3 Bless = +10%
-*Note, you will not allowed to surpass 180% in either armor or damage.

*Powerlevel*
Below 5mil Bonus:
1 Bless = +100,000 Powerlevel
2 Bless = +500,000 Powerlevel
3 Bless = +1,000,000 Powerlevel

Above 5mil Bonus:
2 Bless = +2,000,000 Powerlevel
3 Bless = +5,000,000 Powerlevel
4 Bless = +10,000,000 Powerlevel
*Note, you will not be allowed to surpass 100 million Powerlevel

*Gold*
1 Bless = 500,000 Gold
2 Bless = 1,000,000 Gold
3 Bless = 3,000,000 Gold

~

1 BLESS EXCHANGE~
&CThis help file will be used whenever you do a bless exchange. Use it
~

101 BLESSEXCHANGE~
&CThis help file will be used whenever you do a bless exchange. Use it

&C03/25/2007 Did an item rename for Xerokine. Renamed a Rusty Knife.
03/26/2007 Exchanged 1 of Goulie's bless for 1,000,000 Gold. (Essex). [I gave him 1mil 'cause when I exchanged 1 bless for gold, that's what I got.]
03/26/2007 Exchanged 1 bless from Klardrik to rename his flag. (Essex).
03/26/2007 Exchanged 1 bless from Xerokine to rename his flag. (Essex)
03/26/2007 Exchanged 1 bless from Xerokine to rename his gi. (Essex)
03/26/2007 Exchanged 1 bless from Xerokine to rename his belt. (Essex)
03/26/2007 Exchanged 1 bless from Xerokine to rename his trenchcoat. (Essex)
03/26/2007 Exchanged 1 bless from Xerokine to rename his MKS Insig. (Essex)
03/26/2007 Exchanged 2 bless from Greg to do two renames. Raknor's Head and Z-Fighter Gloves. (Essex)
03/27/2007 Exchanged 4 bless from Zhao for the Hide of the Dragon. (Burter)
03/31/2007 Exchanged 1 bless from Orii to do a rename. Saiba Helm. (Essex)
03/31/2007 Exchanged 1 bless from Orii to do a rename. Tyrant's Trench. (Essex)
04/04/2007 Exchanged 2 bless from Karnak for 1,000,000 gold.
05/11/2007 Exchanged 3 bless from Angel for char rename to Tancred (Sixteen)
05/13/2007 Exchanged 4 bless from Xerokine to do renames. Saiba Helm, Aegis, Z Fighter Gloves, Wristband of Destruction. (Essex)
05/16/2007: 1 bless from Kudae to do rename of Saiba helm. (Greg)
05/18/2007: 1 bless from Cerius to do a rename. Dende Scouter. (Essex)
05/19/2007: Exchanged 3 bless from Shintaro for +10% on wristband. (Sixteen)
05/19/2007 Exchanged 1 bless from Gabriel for a light rename. (Sixteen)
~

100 BLESSLOG~
This is used to record the giving of bless for Roleplay, or other purposes.

&C3/25/2007: Gave Xerokine 1 bless for RP.
3/25/2007: Gave both Greg and Oafy 1 bless for RP. (Essex)
3/26/2007: Reimbursed Greg and Xerokine each 1 bless for the loss of their renamed weapons. (Essex)
3/27/2007: Gave Jecekl 1 bless for RP. (Essex)
3/29/2007: Gave both Sert and Greg 1 bless for RP. (Essex)
3/29/2007: Gave both Xerokine and Lye 1 bless for RP. (Essex)
3/30/2007: Gave Orii one bless from RP the other day. He left before I could give it to him. (Essex)
4/02/2007: Gave Oafy, Jeckel, Greg, and Lye one bless for RP, I owe Xerokine one. (Essex)
04/06/2007: Gave Veridon one bless for RP.
04/07/2007: Gave Sert, Tiernan, and Benedict one bless apiece for RP. (Essex)
04/08/2007: Gave Veridon one bless for RP. (Essex)
04/09/2007: Gave Greg and Lydia one bless for RP. (Essex)
04/23/2007: Remibursed Drave 1 bless for a messed up B1 rename. (Burter)
05/03/2007: Gave Xerokine one bless for RP. (Greg)
05/08/2007: Gave 1 bless to Icculus, Korvyn and Jeckel for RP. (Greg)
05/09/2007: 1 bless to Xerokine, Seras, Daraku, Jeckel and Korvyn for CRP. (Greg)
05/09/2007: 1 bless to Xerokine (Yes, in the same day) for RP. (Greg)
05/10/2007: 1 bless to Korvyn and Xerokine for CRP. (Greg)
05/10/2007: 1 bless to Jeckel for CRP. (Greg)
05/26/2007: 1 bless to both Fenin and Shim for RP. (Essex)
~

1 BOT BOTS BOTTING~
.
 
&RIt's illegal.
~

100 BSET BSTAT~
Syntax: Bset <board filename> <field> <value>
Syntax: Bstat <board filename> (same room as board needs no args)
 
BSTAT will show the current setting for the statted board.
 
BSET will set new values for a given board.
Correct FIELD values for Bset are:
  ovnum, read, post, remove, maxpost, filename, and type
  read_group, post_group, extra_readers, and extra_removers
  All boards will be type 1, except Nerif's mail board (type 2).
Action FIELD values include:
  oremove, otake, olist, oread, ocopy, opost, and postmessg
  These should be followed by the message to be sent to those
  who are at the board, but not performing the action (similar
  to mpechoaround). Postmessg is the only message that will be
  seen by the actor of a Bset action value.
~

0 BUY LIST SELL VALUE~
Syntax: buy   <object>
Syntax: buy   <# of object> <object>
Syntax: list
Syntax: list  <object>
Syntax: sell  <object>
Syntax: value <object>
 
BUY buys an object from a shop keeper.
BUY <# of object> <object> will allow you to buy up to twenty of a normal
store item at once.
 
LIST lists the objects the shop keeper will sell you.  LIST <object> lists
just the objects with that name.
 
SELL sells an object to a shop keeper.
 
VALUE asks the shop keeper how much he, she, or it will buy the item for.
 
~

61 CEDIT~
Syntax:  cedit save
Syntax:  cedit <command> create [code]
Syntax:  cedit <command> delete
Syntax:  cedit <command> show
Syntax:  cedit <command> [field]
 
Field being one of:
  level position log code
 
Cedit create is used to create the entry and name for a new command.
Cedit delete is used to delete a command.
Cedit code is used to assign a defined section of code to a command.
Cedit show displays current statistics on a command.
Cedit level sets the minimum level for usage of a command.
Cedit position sets the min_pos for execution of the command.
Cedit log determines the manner in which the command will be logged.
 
Use 'cedit save' to save changes permanently.
 
See RESTRICT
~

1 CHA CHARISMA~
- Gives your group bonuses in PvP (Player VS. Player) combat.
&RYou MUST be the leader of your group to give these bonuses to your members.&C

&CSee Also&Y:  &cHELP ATTRIBUTES
~

1 CHAMPIONS~
&B&cOther Features: &CKnockouts

&z-&Y KOTH 1.0 Champions&z -
&CHeineken
&CDrave
Vick
Maul
Gabriel
Trahn
Ordeon
Sadistik
Meadros
Winston
Karnak
Latao
Dwight
Gabriel
Perseus
Neeka

&w- &YKOTH 2.0 Champions &w-
&CCronos
Psyre
Sinistik
Xexy x2
Shainto
Vash
Adriel
Sinistik
Russell
Vick
Cortez
Hector
Emlay
Belmont
Ghilly

&W- KOTH 3z &W-
&BSarea

&z- &YTournaments&z -
&CCarmelo
Quagmire

&w- &Y2v2 Tounaments(pkill) &w-
&CHeineken/Scorne
Emily/Sid

&W- &Y3v3 Tournaments(pkill) &W-
&CTristrum, Ripikou, Shainto

&W- &YGold Star &W-
&CGabriel aiding Emily

&W- &PPink Star &W-
&CGoku for 5 knockouts in a roll, rape.
~

1 CHANGES~
[ 2006-05-02 ] Trunks: A little progress update, almost done all the
 transformations, just got androids biodroids and humans to go.
[ 2006-05-09 ] Trunks: Legendary SSJ is in, don't ask how to get it, if you
happen to be one, it'll happen guaranteed. (Clydes idea)
[ 2006-05-11 ] Trunks: Instant transmission is in, for all races, can be
pract'd at any trainer for now. Will get a quest later.
[ 2006-05-13 ] Trunks: Oozaru is in, for saiyans only.
[ 2006-05-13 ] Trunks: Biodroids now have a transformation, biomass is needed
to transform. (Evolve)
[ 2006-05-19 ] Buu: Secondary skills are in: Cortex, UltraBody, Improved Skin,
Spikes, and Ki Control.
[ 2006-05-21 ] Buu: Max skill % with 25 wis is now 100 instead of 95
[ 2006-05-21 ] Buu: Humans doublekick/doublepunch got buffed up.
[ 2006-05-23 ] Buu: Can't IT out of the afterlife anymore.
[ 2006-05-23 ] Buu: Mutant claw damage changed.
[ 2006-05-26 ] Buu: Clan ships are in, when your deity logs on they will make
one.
[ 2006-05-26 ] Buu: A new helpfile is in, help coordinates. Testing with
different coordinates will get you helled.
[ 2006-05-28 ] Buu: Changed def ki blocking from 58% to 50%
[ 2006-05-30 ] Buu: Removed the login/logout messages due to pk reasons.
[ 2006-05-30 ] Buu: Lowered bluebarrier blockage.
[ 2006-05-31 ] Goku: Bluebarrier is now a chip, check the spaceport for a new
dock. A4 was also removed from the Android Station.
[ 2006-05-31 ] Goku: Bugfix: When an android dies, the PL mod/stats everything 
reverts back to base.
[ 2006-05-31 ] Goku: Sniping kame now has lag, thanks for reporting that one.
[ 2006-06-01 ] Goku: Added a cuttail command, kills Oozaru when you're
transformed.
[ 2006-06-01 ] Goku: Bugfix: Could galic while you were stunned (Big bug)
[ 2006-06-01 ] Goku: Bugfix: You aren't stunned at 1 LF anymore.
[ 2006-06-01 ] Goku: "Look monitor" command in spaceships (Old change, just
remembered it)
[ 2006-06-01 ] Goku: Armor is in, to activate the new code you must REMOVE ALL.
and WEAR ALL. (Putting this change up before the hotboot)
[ 2006-06-09 ] Goku: Scouters don't explode anymore.
[ 2006-06-09 ] Goku: Kame,SBC,Masenko,Tribeam are all snipeable now.
[ 2006-06-09 ] Goku: KOTH is in, you will see a global announcement when an
Immortal holds one.
[ 2006-06-09 ] Goku: I know have a cool little command called gameban, if you
get this set on you, you won't be able to join ANY mortal games.
[ 2006-06-10 ] Goku: Newbie bonus has been added for % on skills, skills now
are faster to train. INT plays a role in how fast they go up.
[ 2006-06-10 ] Goku: Re-added the pk timer, so clans can regroup
[ 2006-06-10 ] Goku: Added the rest of the planetary shuttles.
[ 2006-06-10 ] Goku: Largesize/smallsize now has height/weight changes.
[ 2006-06-11 ] Goku: Blastdoor is in, practice it at any trainer.
More changes found in HELP CHANGES2
~

1 CHANGES2~
[ 2006-06-11 ] Goku: We will now be taking orders for personal spaceships,
gnote Goku, Vegeta, and Krillin. Ship creation is 50mill gold, DO NOT GNOTE if 
you don't have the gold.
[ 2006-06-11 ] Goku: Idea pending: ....Spacepods will also be sold for 15mill, 
only 1 person can enter them, and they're only 1 room.
[ 2006-06-12 ] Goku: Bugfix: Fixed up some absorb conflicts.
[ 2006-06-12 ] Goku: Can't change styles while stunned.
[ 2006-06-12 ] Goku: Added shuttles for the other clan hq's
[ 2006-06-12 ] Goku: DP/DK/Fingerbeam now do more damage against mobs.
[ 2006-06-12 ] Goku: Ki attacks now do the same damage on mobs when sniping.
[ 2006-06-12 ] Goku: Add more snipe/kill protection in mortal games.
[ 2006-06-12 ] Goku: HBTC update: everythings done except the area.
[ 2006-06-12 ] Goku: Oh yeah, added wimpy to scoresheet.... dunno why I removed
it.
[ 2006-06-12 ] Goku: You can't enter houses while holding dragonballs anymore
~

1 CHANNELS~
Syntax:  channels
Syntax:  channels +<channel|all>
Syntax:  channels -<channel|all>
 
With no options, CHANNELS show you your current channels.  With a plus or
minus sign and an option, CHANNELS turns that channel on or off.  Using the
'all' option, CHANNELS will turn on/off all normal channels.
 
Public channels are those that can be seen by everyone, regardless of their
affiliation with clans, guilds, orders or councils.  Private channels are
channels available to those with affiliations of some sort, and also tells.
 
The first channels you will have as a new player are SAY, TELL, and NEWBIE.

 - to use say, the person you want to talk to must be in the same room,
   just type SAY <message>.
 - to use tell, the target person may be anywhere within the Realms, just
   type TELL <name or 0.name> [message].
 - newbiechat is seen and used only by level 1 characters, members of the
   Newbie Council, and Immortals.
 
For a more complete explanation of each channel's use and who can
use it, read section 3 of your Adventurer's Guide book.
~

1 CHARGE~
Attacks that can be directed may also be charged before thrown. This
forces more ki into the attack to boost it's PL and causes it to do more
damage.

Syntax   :  Charge (#) - Charges your current attack with Ki.

Threshold: 25,000

See Also&Y: &cHELP DIRECT
~

0 CHAT . MUSIC ASK ANSWER SHOUT YELL~
Syntax: chat     <message>
Syntax: music    <message>
Syntax: ask      <message>
Syntax: answer   <message>
Syntax: shout    <message>
Syntax: yell     <message>

These commands send messages through communication channels to other players.

SHOUT sends a message to all awake players in the world.  To curb excessive
shouting, SHOUT imposes a three-second delay on the shouter.

CHAT, MUSIC, and QUESTION and ANSWER also send messages to all interested 
players.  '.' is a synonym for CHAT.  The ASK and ANSWER commands 
both use the same 'question' channel

YELL sends a message to all awake players within your area.

You can use the CHANNELS command to hear, or not hear, any of these channels.
~

58 CHECKVNUM CHECKVNUMS~
Syntax: checkvnums <field> <start vnum> <end vnum>
 
Checkvnums will allow you to view if any areas conflict with a set
of vnums that you need.
Correct FIELD values include Mob, Object, Room, or All (all three fields).
Starting and ending vnums should not be more than 5k from each other
as you might spam yourself out :)
 
See Also: AASSIGN, MAASSIGN, OASSIGN, FREEVNUMS, FREEVNUMS2
~

114 CHIKARA~
~

1 CHIKARA CHIK~
Although the warriors of the Dragonball Z Universe train arduously,
eventually their powerlevels will reach a plateau. While their bodies have
become more powerful, it can only become as powerful as the mind and spirit
will allow. The art of Chikara removes those mental and spiritual limitations
and allows the warrior to further enhance his abilities.

The Chikara Schools are separated by alignment.
&REvil Chikara&W-&CVBFS Shuttle
&GGood Chikara&W-&CKBFS Shuttle
Both shuttles can be found on level two of the spaceport in JPA.
&YChikara 1&W-  &Y5,000,000 PL
&CTrained at the Chikara Schools by their Chikara Master.
Syntax   :  train chikara1
&YChikara 2&W-  &Y25,000,000 PL
&CChikara School.
Syntax   :  train chikara2
&YChikara 3&W-  &Y55,000,000 PL
&CChikara School.
Syntax   :  train chikara3
&YChikara 4&W-  &Y75,000,000 PL
&CTrained by the Yardrat Chikara Master.
&CSyntax   :  train chikara4
&RA fee of 2,000,000 gold pieces will be required to learn Chikara 4.

See Also&Y:  &cHELP ALIGN
~

1 CHIPS~
It's said that androids can not increase their powerlevel
by simply just powering up.  Instead, they have to use
one of four different chips.

Syntax: wear (chip) and then powerup

Threshold:
A1   5,000,000  +2 str  +1 dex  Mod:  x2
A2  10,000,000  +2 str  +1 int  +2 dex  Mod: x4
A3  20,000,000  +2 str  +1 int  +2 dex  +1 lck  Mod:  x6
A4  25,000,000  +3 str  +3 dex  +3 int  -2 con  Mod:  x8.6

*Note, you MUST powerup to receive the stat mod.
~

60 CLAN~
A clan is an organization a character can join for certain benefits.
At the time of the writing of this file, there are three.  They are
Dark Lotus, Team Omega, and The Council.  Joining a clan will allow
you to purchase that clans armor, access to their ship, and to their
headquarters. There are obligations accompanied with being in a clan,
also. Such as being required to defend during a raid (see: help raid)
And to being loyal to your clan, like by not selling their equipment.

See Also: Help Clans
~

0 CLANS~
Syntax:  clans
    or:  clans <clan name>
 
The 'clans' displays a list of all current clans, the clan deity and its
leader, as well as the clan pkills (victories) and pdeaths (losses).
 
You can also use 'clans <clan name>' to view information on the specified
Clan.
 
To see more information on the roles of clans type HELP DEADLYCLANS.
 
See also GUILDS, ORDERS
 
~

1 CLANSHIPS~
.
New room                  - 7.5million gold
Gravity Room Flag         - 10million gold
Healing Room Flag         - 10million gold
Door Installation         - 5million gold
Door Lock Installation    - 7.5million gold
Extra Description         - 2.5million gold

 
&RTo upgrade your Clan Ship gnote Cell or Sixteen.
If you dont have the money when you gnote then we will
strip the money you do have for wasting our time.
~

0 CLANTALK~
Syntax: clantalk <message>

Provided that you are in a clan, clantalk will send the message to all 
current members, as well as the deity.
~

1 CLAW~
Mutants are a race of unique traits, even amongst their own kind
each and every mutant is somehow different from another.
Through the power of their mutations, these fighters have developed
a melee attack involving the use of their long, sharp claws. A mutant
is able to rend flesh from the bones of their victimes with their mighty claws.

Syntax   :  Claw

Threshold: 250,000
~

0 CLEAR~
Syntax: clear

This command clears the screen.

See PAGELENGTH.
~

57 CMDTABLE~
Syntax: cmdtable

Lists all of the commands in the game, and how many times they have been used
since the last startup.
~

51 COLOR COLOUR~
.
The following 16 colors are supported in the commands echo, recho,
mpecho, mpechoat and mpechoaround.

_whi  White
_yel  Yellow
_blu  Blue
_dbl  Dark Blue
_lbl  Light Blue
_cya  Cyan (sort of turquoise)
_gre  Green
_dgr  Dark Green
_cha  Charcoal (grey)
_dch  Dark Charcoal (dark grey)
_pur  Purple
_red  Red
_ora  Orange
_bro  Brown
_pin  Pink
_bla  Black

Note that the indicator is the first three letters of the color itself
so that it is easy to remember.

If the indicator is preceded by an asterisk, the message will blink.
You only need to enter as much of the color indicator as needed to
uniquely identify it.
 
recho _red              This is an example of recho in red.
recho *red              This is an example of recho in blinking red.
mpe _yel                This is an example of mpecho in yellow.
mpechoat $n _blu        This is an example of mpechoat in blue.
mea $n _blu             This is an example of mpechoat in blue.
mpechoaround $n _bro    This is an example of mpechoaround in brown.
mer $n _bro             This is an example of mpechoaround in brown.
mpe _r                  This is an example of mpecho in red.
 
~

65 COLORIZE~
Syntax:   colorize 
Syntax:   colorize [<LOCATION> <COLOR>]
 
LOCATION:  Without any arguments will list your current
settings.  Otherwise specify the location you want to change.
 
COLOR:  This can be the name of the color you want or default
which will set it to the current color in the mud scheme for that 
location.
 
~

51 COLORS~
The ability to color Help and other files is very useful. We ask
that you try to stick to these guidelines for color usage so that
we can have some consistency in their use:
 
Here are some outlines for using color on a white text file:
  &CHelp (Filename) &Wcolored cyan.
  &GLaws (Law) &WColored green.
  &PAttacker/Killer/Thief &Wcolored pink.
  &GOrder/Guild (Order/Guild) &Wcolored green.
  &RClans (Clan) &Wcolored red.
  &YSyntax  &Wfor sytax references, colored yellow.
  &CDeities (Deity) &Wcolored cyan.
  &RDeadly/Dealies &Wcolored red.
  &YConfig (+/- option) &Wcolored yellow.
 
If you wish to add other colors to your file, please use good
taste, make sure it is readable and don't get too whacky. If
you follow the above guidelines and stick to using white for
all other text, it will keep the text solid and legible. Should
you choose not to use any colors at all, that is also okay, the
above guidlines are merely for proper use of color, white is
always acceptable.
 
In addition, please keep in mind that the following topics should
not be colored except by their defaults:
  - Help (area name)
  - Help (skill)
  - Help (spell)
  - Help (class)
~

1 COMMANDS SOCIALS~
Syntax:  commands <string>
Syntax:  socials
 
COMMANDS shows you all the (non-social) commands available to you.  If you
include a string you see all available commands that begin with that string.
 
SOCIALS shows you all the social commands available to you.
(Special thanks to KaVir for mailing us lots of extra socials)
 
See also EMOTE
~

1 COMMANDSTACKING~
~

51 COMMENT~
Syntax: comment write
Syntax: comment subject <subject>
Syntax: comment post <player>
Syntax: comment list <player>
Syntax: comment read <player> #
 
Comment write puts you into a buffer, and the commands work just like writing
a note.  You may only read and post comments on players currently online.
 
Comments should be used for all disciplinary actions and warnings, on anyone
who makes frequent demands of or troubles for immortals in general even if
the player is not doing something specifically illegal, repeated problems,
after _all_ reimbursements, and any other information you feel would be
important to another Immortal when dealing with the player in the future.
 
If you have a disciplinary action and the player quits before you are able to
post a comment, please place a copy of the comment on the board located in
hell, room vnum 6.
 
~

1 COMPONENTLIST~
&CThis is a list of current android components and what they
do when worn and fitted. This list will be expanded as more components
are made and added to stores, mobs, and areas.

(A1) &cThreshold: &C 5,000,000  &cModifier: &C2
(A2) &cThreshold: &C 10,000,000 &cModifier: &C4x
(A3) &cThreshold: &C 20,000,000 &cModifier: &C6x
(A4) &cThreshold: &C 25,000,000 &cModifier: &C8.6x
[BB]&c  Provides protection from ki-based attacks.

&YStat Mods&O:
&R      STR  INT  WIS  DEX  CON  CHA  LCK
&C(A1)   &G+2  &g---  ---  &G +2  &g---  ---  ---
&C(A2)   &G+2   +1  &g---   &G+2  &g---  ---  ---
&C(A3)   &G+2   +2  &g---   &G+2  &g---  &g---   &G+1
&C(A4)   &G+3   +3  &g---   &G+3   &r-2  &g---   &G+2

&RThe stat mods on the A4 Power Chip are only added while in the
Super Android transformation.
&C Syntax to super android : powerup

See Also&Y: &cHELP ANDROID, HELP SUPERANDROID
~

1 CON CONSTITUTION~
- The higher your con, the more ki regeneration you have per tick.
- Raises your ki gains.
- Raises how much life you regenerate every tick.

&CSee Also&Y:  &cHELP ATTRIBUTES
~

0 CONFIG~
Syntax:  config + or - <option>
 
This command configures some of your character behavior.  Typing CONFIG
alone shows you your current settings.  With a plus or minus sign and
an option, CONFIG turns that option on or off.  The options are:
 
  NICE      Toggle attack response if attacked by a player (non-deadly only)
  NORECALL  Toggle automatic recall if you lose link during combat
  AUTOEXIT  You automatically see exits
  AUTOLOOT  You automatically loot corpses (not on pkilled corpses)
  AUTOSAC   You automatically sacrifice corpses
  AUTOGOLD  You automatically split gold from kills with your group
  GAG       Toggle whether you see battle details in full or brief form
  PAGER     Toggle page pausing on long scrolls
  BLANK     You have a blank line before your prompt
  BRIEF     You see brief descriptions only.
  COMBINE   You see object lists in combined format
  NOINTRO   Toggle whether you see the graphic screen at login
  PROMPT    You have a prompt
  TELNTGA   You receive a telnet GA sequence
  ANSI      You receive ANSI color sequences
  RIP       You don't receive RIP graphics
  DRAG      Toggle whether others can drag you if you are incapacitated
  NOSUMMON  Toggle whether you will allow player characters to summon you
  GROUPWHO   Toggles an announcement that you seek to group.
For more information on the configuration menu, read section 5 in your
Adventurer's Guide book.
 
See also: PAGER, PROMPT, PCOLORS.
~

0 CONSIDER~
Syntax: consider <character>

CONSIDER tells you what your chances are of killing a character.
Of course, it's only a rough estimate.
~

52 CONSTATES~
State | Description
-----------------------------------------------------------
    0 | Player is playing.
    1 | Player is prompted for his or her name.
    2 | Player is prompted for his or her password.
    3 | Player is prompted to confirm his or her name.
    4 | Player is prompted to select a password.
    5 | Player is prompted to confirm the password.
    6 | Player is prompted to select his or her sex.
    7 | Player is prompted to select a class.
    8 | Player is reading the message of the day.
    9 | Player is prompted to select a race.
   10 | Unused.
   11 | Player is in the line editor.
   12 | Player is prompted to select RIP, ANSI or NONE.
   13 | Player is viewing the title screen.
   14 | Player is prompted to PRESS ENTER.
   15 | Player is waiting for authorization (1).
   16 | Player is waiting for authorization (2).
   17 | Player is waiting for authorization (3).
   18 | Player has been authorized.
~

53 CONTAINER_FLAGS~
Container flag values:
     Closeable = 1
     Pickproof = 2
     Closed    = 4
     Locked    = 8
~

61 CONTROLS~
Cset is used to set the system's 'control panel' settings.
Syntax: cset <field> <level>
Fields: save - saves the control panel settings
        dodge_mod - divide dodge chance (% learned) by this (default 2)
        parry_mod - same as above, for parry                (default 2)
        tumble_mod - same as above, for tumble              (default 4)
        stun - sets normal (mob vs. player / player vs. mob) stun modifier
        stun_pvp - as above, for player vs. player
        bash_pvp - bash modifier player versus player
        bash_nontank - modifier if basher is not tanking the victim
        gouge_pvp - gouge modifier player versus player
        gouge_nontank - gouge modifier if gouger is not tanking the victim
        dam_pvp - percentage adjustment for player vs. player fighting
        dam_pvm - as above, for player vs. mob
        dam_mvp - as above, for mob vs. player
        dam_mvm - as above, for mob vs. mob
        get_notake - level to pick up notake flagged items
        read_all - level to read all mail
        read_free - level to read mail for free
        write_free - level to write mail for free (no items necessary)
        take_all - level to take all mail
        muse - level to see/use muse channel
        think - level to see/use think channel
        log - level to see log channel
        build - level to see build channel
        proto_modify - level to modify prototype objects
        mset_player - level to allow mset to operate on a player
        override_private - level to override private/solitary rooms
        forcepc - level to force pc's
        guild_overseer - name of the Overseer of Guilds
        guild_advisor - name of the Advisor to Guilds
        saveflag - flags/actions on which to save a pfile (drop, give, get,
                   receive, auction, zap, death, auction, auto, password)
        imc_vnum - vnum for imc board
        ban_site_level -  level able to ban sites
        ban_class_level - level able to ban classes
        ban_race_level -  level able to ban races
        bestow_dif - max lvl dif between bestowed cmd level and char lvl
        checkimmhost - imm host checking on or off
 
~

-1 COPYRIGHT~
.
SMAUG (c)1995, 1996, 1997, 1998 D.S.D. Software.
~

1 CRASH~
Crashes are unforeseen interruptions in the game that cause everyone
to be disconnected. If you type time and look at the system start up
time, you can determine if the game has just rebooted or if it was a
problem with only your character. 
   99.9% of the time corpses will save over a crash. The game will 
start back up with your character at the last place you saved or the
game saved you. 
 
See &WHELP REIMBURSEMENT &w and &WHELP SAVE &w
~

-1 CREDITS~
---------------------------------------------------------------------------
 | o         M A N Y    S P E C I A L    T H A N K S    T O :            o |
 |           ================================================              |
 | Dennis M. Ritchie and Ken Thompson for their creation and development   |
 | of "C" and UNIX; also Bell Laboratories, AT&&T, MIT, and the University  |
 | of Berkeley California for their development and contributions to UNIX  |
 | and C libraries; and thanks also to The Free Software Foundation for    |
 | their GCC compiler, C library and development tools.                    |
 |                                                                         |
 | J.R.R. Tolkien for his huge contribution to the fantasy world and great |
 | many, many inspirations; and of course TSR Hobbies Inc. for their many  |
 | continuing contributions to the world of gaming, including Dungeons &&   |
 | Dragons (tm), AD&&D (tm) and Forgotten Realms (tm); also Steve Jackson   |
 | and Ian Livingstone for their Fighting Fantasy (tm) games and books.    |
 |                                                                         |
 | The DIKU Mud team for their contributions to the Internet world of MUDS,|
 | and the MERC Mud team for their work and development towards DikuMud.   |
 |                                                                         |
 | And a great many thanks to all the gods, avatars and wonderful players  |
 | of Realms of Despair, as without them this mud could not be what it is. | 
 |                                                                         |
 | o                             -Thoric                                 o |
 ---------------------------------------------------------------------------
~

1 CRP~
&CCurrent CRP:&cOutbreak.


&CA CRP is a global story-progressing RP run by the staff of the MUD.
Everyone is free to participate as long as they are staying consistent
and being manageable, but sooner or later it is inevitable that stars
of the CRP will develop.  It is possible that toward the end of the
CRP it may be narrowed down to just the stars and staff participating
but everyone is still free to watch and comment.  If this happens a
time will be scheduled so that all necessary parties can attend the
CRP.

For information on the current CRP, see help currentcrp.
~

59 CSET~
Cset is used to set the system's 'control panel' settings.
Syntax: cset <field> <level>
Fields: save - saves the control panel settings
        dodge_mod - divide dodge chance (% learned) by this (default 2)
        parry_mod - same as above, for parry                (default 2)
        tumble_mod - same as above, for tumble              (default 4)
        stun - sets normal (mob vs. player / player vs. mob) stun modifier
        stun_pvp - as above, for player vs. player
        bash_pvp - bash modifier player versus player
        bash_nontank - modifier if basher is not tanking the victim
        gouge_pvp - gouge modifier player versus player
        gouge_nontank - gouge modifier if gouger is not tanking the victim
        dam_pvp - percentage adjustment for player vs. player fighting
        dam_pvm - as above, for player vs. mob
        dam_mvp - as above, for mob vs. player
        dam_mvm - as above, for mob vs. mob
        get_notake - level to pick up notake flagged items
        read_all - level to read all mail
        read_free - level to read mail for free
        write_free - level to write mail for free (no items necessary)
        take_all - level to take all mail
        muse - level to see/use muse channel
        think - level to see/use think channel
        log - level to see log channel
        build - level to see build channel
        proto_modify - level to modify prototype objects
        mset_player - level to allow mset to operate on a player
        override_private - level to override private/solitary rooms
        forcepc - level to force pc's
        guild_overseer - name of the Overseer of Guilds
        guild_advisor - name of the Advisor to Guilds
        saveflag - flags/actions on which to save a pfile (drop, give, get,
                   receive, auction, zap, death, auction, auto, password)
        imc_vnum - vnum for imc board
 
~

1 CURRENTCRP~
&g*****************&YNEW HOPE CITY NEWS EMERGENCY REPORT&g****************

&WThe viewscreen reveals a young-ish looking woman with bleached blonde
hair and blue eyes wearing a red business woman's suit. She looks
into the camera, a serious expression on her face.

&R"Greetings citizens of New Hope City. We are recieving reports of wide
spread panic throughout the streets of New Hope City. Reports of strange
creatures within the Down Town grid are also coming in. To you, Bob."

&WThe camera turns to show a middle aged man in a blue suit with white
pinstripes and a blande tye. His black hair his slicked back and he is
slightly balding at the edges. He also appears quite serious.

&C"Thanks Diane. As of 3:27 Standard Time, the Down Town grid has been
quarentined due to a sudden virulant outbreak that occured within it's
confines. Video footage taken from inside the grid before it was lost
show graphic scenes of violence and carnage."

&WThe camera once again turns to the woman...

&R"Other video taken show that a small portion of super powered
individuals were able to deal a devastating blow to the creatures before 
the videofeed was destroyed. We encourage the citizens within New Hope City
to remain calm and stay in their homes."

&WThis time the camera backs up to reveal both the man and the woman
sitting comfortable behind a news desk. It becomes apparent that the
two, while trying to appear professional, are nervous and very tense.
The man speaks,

&C"Martial law has been declared in New Hope City and a mandatory curfew
for all citizens has been put into effect. The Down Town grid remains
secured and power within the grid has been restricted to minimal levels.
No creatures were believed to have escaped the grid but that is
speculation right now and until we know for sure we encourage every to
remain indoors. If you see anything suspscious locate the nearest soldier
and inform them immediately. Do not, under any circumstances, attempt to
engage one of the creatures."

&R"In other news, a small force of Saiyan warriors, flying the flag of the
Saiyan Army have stationed themselves outside the walls of New Hope City."

&WA video feed from a shaky video camera-man shows a small Saiyan warrior
with fraid spikey hair wearing standard Saiyan body armor. The warrior
glaring at the camera.

&R"The warriors do not appear to be hostile towards human lives and have
even gone so far as to tell us they are here on behalf of one of their
generals. Maybe they are here to help, but they refused to comment any
further."

&C"Again, the Down Town grid has been quarentined and a curfew is in
effect. We encourage the citizens to remain calm during this time and
report any suspiscious activity to the authorities immediately. Again,
no monsters are believed to have made it out of the Down Town grid.
Repeat, no monsters are believed to have escaped."

&WThe vidscreen returns to a program of a large purple dinasour dancing
around with a bunch of children. As the view backs off from the vidscreen
it reveals a scene of carnage and destruction. A family sitting in their
apartment in the Down Town grid having been slaughtered in their living
room. Moments later, the finger of their 6 year-old girl, her pig-tails
caked in dried &rblood&W, twitches...
~

0 DAMAGE~
When one character attacks another, the severity of the damage is shown
in the verb used in the damage message.  Damage messages vary depending
on weapon type, or what is inflicting the damage.  Escalating damage is
indicated by the use of _ _ around the messages, regardless of weapon
type.  Messages in all caps indicate even higher degrees of damage,
while those surrounded by * * indicate the highest levels.
 
The message shown will reflect the actual damage you are inflicting on
(or receiving from) your opponent, and not a specific fixed amount.
~

51 DAMPLUS~
.
For those unsure of what damplus is, it is part of the damage
equasion for a mob... ie:  10d6 + 10   (the +10 is the damplus)
This "damplus" is always added, whether or not the mob is barehanded or
wielding a weapon.   This is basically the mob's damroll.
 
~

1 DAMROLL~
Represents the amount of damage you inflict upon an opponent.
The higher the number, the better.
 
~

1 DD DISK DESTRUCTODISK~
A spinning, razor sharp disk of ki energy held high above the head and
thrown at an enemy. The attack is known to cut even the strongest
opponents into pieces.
This attack has only been mastered by Icers and Humans.

Syntax   :  DD - Creates disk.
Syntax   :  Direct (opponent's name) - Throws disk.

Threshold: 750,000

See Also&Y: &c HELP DIRECT, HELP CHARGE
~

1 DDD DUALDISK DUALDESTRUCTODISK~
An Icer's signature attack, done by raising both arms and creating two
deadly, spinning Destructo Disks. They are then thrown at an opponent,
in an attempt to cut him to pieces.

Syntax   :  DDD - Creates disks.
Syntax   :  Direct (opponent's name) - Throws disks.

Threshold: 4,000,000

See Also&Y: &cHELP CHARGE, HELP DIRECT
~

1 DEADLYCLANS~
Clans are a society within Realms composed of a group of players which
have joined together under a common cause.  If you a member of a 
clan you have the ability to pkill other deadly players outside of your
own clan.  Depending on the clan in which you join, you may be asked 
to follow set of rules dictated by the clan's leaders. 

For more information on a current deadly clan type HELP <clanname>
 
NOTE: Non-deadly and deadly players may join a deadly clan, however
when the character is outcasted it remains deadly.
~

1 DEADLYHQ~
Peacefuls are not permitted EVER to enter deadly headquarters.
~

0 DEATH~
&cRelated Topics:&C Pkill

   If you die you will be sent to the next dimension, also known as
the Afterlife. In the Afterlife, you can reincarnate and then find your way
back to the normal world. Reincarnating is not a party though, it will
cost 8% of your base powerlevel. So try not to get killed.

Biodroids will suffer an 8% loss of their gathered Biomass upon reincarnation.
~

1 DEATHTRAP DT~
A "death trap" refers to the scenario where one steps into a room and is
immediately awakened from death with no equipment or corpse. A corpse
recovery is not an option in this case as there is no corpse to retrieve.
 
There are also pseudo death traps that may appear to be a dt, but leave a 
corpse or transfer a corpse to another area. This is not a true dt. 
 
It is often advisable to look before one leaps and heed room descriptions.
DT's do not warrant a reimbursement, they are a part of the game. Gold, 
glory and favor are not affected by a death trap.
~

1 DEFENSIVE~
&RSyntax&r:&C Style Defensive

&RUsage&r:&C Style defensive will change your stance. Changing your stance
to defensive will make you hit softer, but take less damage. Every time a
person attacks you, you will lose KI.
~

58 DEITYFIELDS DEITYFIELD~
Alignment: Deities alignment.  Followers lose favor for all actions when
650 or more out of alignment.
 
Worshippers: # of followers.
 
Npcrace: A mob race protected by the deity.  The _npcrace fields only apply
to this race.
 
Npcfoe: A mob race detested by the deity.  The _npcfoe fields only apply to
this race.
 
Race: A race the deity is restricted to.
Class: A class the deity is restricted to.
 
Sex: A sex the deity only accepts.
 
Element: Resistance deity bestows on followers.
 
Suscept: Susceptible deity bestows on followers.
 
Affected: Spell deity bestows on followers.
 
Object: vnum of deity object
 
Avatar: vnum of deity avatar
 
Scorpse, Savatar, Sdeityobj, Srecall: Prices (in favor) to supplicate for these
for a particular deity.
 
SEE HELP DEITYFIELDS2
~

58 DELAY~
Syntax: delay <victim> <rounds>
 
This command will allow an immortal to "pause" a player. All commands
received by the mud from that player will be delayed by the number of
round determined by the delaying immortal. After the rounds have
elapsed, anything input by the victim during the delay will take affect
on the mud.
NOTE: Mobiles cannot be delayed.
~

63 DESC~
This is the famous blue room, long regarded as one of the finest in its
hospitality.  A wall painting illustrates the history of The Symposium in
great detail.  It is here that anyone needing to speak with the Leader of
the Symposium is welcome to relax.  The council's secretary is often seen
here, buried beneath piles of parchments in an unending effort to perform
all of her duties for this very busy group.  The chamberlain, who works
here on a volunteer basis, is often distracted.  Enjoy your visit, and
please feel free to contact any Symposium member for help if the Symposium
head is unavailable.
To see further information regarding the Symposium, type:  help symposium
To see available members, type:  who 'the symposium'
~

0 DESCRIPTION BIO~
Syntax: description
        bio

The DESCRIPTION command puts you into an editor to edit your long character
description (what people see when they look at you).
The BIO command puts you into an editor to edit your personal bio: what
people see when they check WHOIS on you.
 
An Immortal can request you change your description or bio if it contains
inappropriate material.  Do not use profanity, racial slurs, sexual comments,
other players names (without their permission), or off-color remarks.  Refusal
to change your bio, description, or title on Immortal request is grounds for
loss of character privileges.

In Dragonball Z: Universe, we have a system called the GEMOTE CHANNEL, which is what is used when you conduct any RP
beyond personal things you do in your actual room. You are generally expected to roleplay your powerlevel, and to
not turn into a Super Saiyan if you are only at 500,000 powerlevel.

Hopefully regularly than occasionally, CRPs, Crucial Role Plots, will be held, to help progress the storyline
surrounding Dragonball Z: Universe. It will also be used to announce new areas to be explored, and even be used
to gain rare equipment, or items, and even bless.

To participate on the GEMOTE CHANNEL you will need to write an acceptable bio for your character. A bio should
consist of a third person telling of your character's history, up until the point where they are now. They should
also be formatted, or they will be ignored/told to be formatted. You are not to refer to knowing any characters from the
Dragonball Z/GT Universe, as this is in the far future, and they are dead or are Immortals.

See HELP BIOEXAMPLE for the proper and non proper ways to make a bio.

ASCII art in your description is now illegal, it spams when typing "look <person>"
~

65 DESTROY~
-----------------------------------------------------------
 
     SYNTAX:  destroy <target>
 
DESCRIPTION: The DESTROY command does exactly as it suggests: 
             destroys player files. Caution, the command 
             destroys the pfile in use, leaving only the 
             backup of the pfile, if there is one.
 
 
-----------------------------------------------------------
~

1 DEX DEXTERITY~
- The more dexterity you have the faster you are in combat. Meaning more
of your hits connect.
- High dex decreases your chances of dropping a bean during a fight.
- Can possibly make certain ki attacks more consistent in damage.

&CSee Also&Y:  &cHELP ATTRIBUTES
~

-1 DICEFORMULAS~
Welcome to Dragonball Z: Universe. The MUD you are trying to connect to
has been disabled by the DBZU Administration. We're sorry for the 
inconvinience to the players who truly liked this MUD. The disabling
of the MUD could very well be permanent.

The staff here has no desire to run a MUD comprised of this. Rest assure
if the MUD is down longer than a month. It has been deleted.

We ask that you please not AIM/Instant Message us with anything
regarding the MUD, it would be greatly appreciated.

As for the reason the MUD is no longer up. We messed up initially with
putting this game up. The playerbase was mostly comprised of our friends,
and that was the major downfall. We've read over many things that have
been said today. Whether it be on Clantalk, or OOC. We show respect to
ever player that joins the MUD, very few returned that respect.

With all that said, this little script will instantly disconnect you
after this has been displayed. Again, very sorry to those mentioned
above.

- The DBZU Staff(Vegeta, Krillin, Goku, Zarbon) 09/26/06
~

-1 DIKU~
.         SMAUG was originally based on the Merc 2.1 code which was
              based on the orignal DIKUMud code created by:

                       The Original DIKUMud Team:

          Katja Nyboe               [Superwoman] (katz@freja.diku.dk)
          Tom Madsen              [Stormbringer] (noop@freja.diku.dk)
          Hans Henrik Staerfeldt           [God] (bombman@freja.diku.dk)
          Michael Seifert                 [Papi] (seifert@freja.diku.dk)
          Sebastian Hammer               [Quinn] (quinn@freja.diku.dk)

                     Additional contributions from:

 Michael Curran  - the player title collection and additional locations.
 Bill Wisner     - for being the first to successfully port the game,
                   uncovering several old bugs, uh, inconsistencies,
                   in the process.

         And: Mads Haar and Stephan Dahl for additional locations.

  The Original DIKUMud was Developed at the Department of Computer Science
                     at the University of Copenhagen.
~

1 DIRECT~
Some attacks, such as Energy Sphere, Energy Ball, and Destructo Disk,
must be directed at an enemy. This command allows you to do so.

Syntax   :  Direct (opponent's name)

Threshold: 25,000

See Also&Y: &cHELP CHARGE
~

1 DISCLAIMER~
By continuing to play this MUD you are acknowledging that:
(1)  you are willing to abide by the decisions of the Immortals concerning
all issues involved in the game, and
(2)  conversation and situations may arise during the course of play that 
     may not be suitable for young children.

By these acknowledgments you hereby save and except this MUD and it's
Administrators from any and all liability that may arise during gameplay.
~

51 DISCLAIMER2~
OUR WAY OR THE HIGHWAY
~

1 DISCLOSURE~
Syntax c 'disclosure'
 
This spell will reveal any sneaking or hiding players in the area. However,
it will also reveal the caster.
~

57 DMESG~
Syntax: dmesg

Displays the contents of the boot log.

If you have the ability, please fix any problems found in the boot log.
~

51 DND~
On or off syntax: DND
 
This command toggles your personal dnd flag.
This command effectively secludes immortals from those of lower level. 
Each immortal has a personal dnd flag associated with their pfile. In
addition, each room can have a dnd flag associated with the room.
 
When your personal dnd flag is set, lower level imms can't 'at', 'goto',
'trans', sight you on 'where' or 'where (name). This does not affect LD 
immortals, they can still be transferred, even with the DND flag on. To 
see the flag's status, 'mstat self', it will be listed under 'pcflags'.
Syntax for room flag: redit flags DND
 
The DND room flag effectively blocks any 'at', and 'goto' commands
either to the room, or to a mob/object in the room. NOTE: It is only
in effect if:
a) there is an immortal in the room with their DND flag on.
b) the immortal attempting the commands is of lower level than the
   immortal with the activated DND flag in the room.
~

53 DOORDIRS~
Here is the order of the exits, and their corresponding values:

  ---------------------
  | Direction | Value |
  |--------------------
  | NORTH     |   0   |
  | EAST      |   1   |
  | SOUTH     |   2   |
  | WEST      |   3   |
  | UP        |   4   |
  | DOWN      |   5   |
  | NORTHEAST |   6   | Exits 6 - 10 are relatively new, and may not be
  | NORTHWEST |   7   | fully supported by all of the code yet.
  | SOUTHEAST |   8   |
  | SOUTHWEST |   9   |
  | SOMEWHERE |  10   |
  ---------------------

See REDIT, RSTAT and RESETCMDS.
~

1 DOUBLEKICK~
Through intense training, a Human is able to achieve enough control and
focus during combat to launch a devastating double kick. This strong melee
attack is only available to those Humans dedicated and strong enough to
endure the rigors of intense training.

Syntax   :  Doublekick

Threshold: 1,500,000

See Also&Y: &cHELP DOUBLEPUNCH
~

1 DOUBLEPUNCH~
Through intense training, a Human is able to achieve enough control and
focus during combat to launch a devastating double punch. This strong melee
attack is only available to those Humans dedicated and strong enough to
endure the rigors of intense training.

Syntax   :  Doublepunch

Threshold: 1,500,000

See Also&Y: &cHELP DOUBLEKICK
~

0 DROP GET GIVE PUT TAKE~
Syntax:  drop <object>
         drop <amount>  coins
Syntax:  get  <object>
         get  <object>  <container>
Syntax:  give <object>  <character>
         give <amount>  coins <character>
Syntax:  put  <object>  <container>
Syntax:  get/put/drop   <# amount>  <object>
Syntax:  get/put        <# amount>  <object> <container>
 
DROP drops an object, or some coins, on the ground.
 
GET takes an object, either lying on the ground, or from a container, or
even from a corpse (TAKE is a synonym for get).
 
GIVE gives an object, or some coins, to another character.
 
PUT puts an object into a container.
 
Use 'drop/get/put all' to reference all objects present.
Use 'drop/get/put all.<object>' to reference all objects of the same name.
 
Examples:
 - drop 1000 coins
 - get all.ball backpack
 - get 5 sword
 - put 15 potion backpack
 
~

1 DUEL~
Rules at the dueling dock are simple.

- No sparring.
- You must AGREE to fight.
- Do not stand around in duel chambers so other players cannot enter them.
- Attempting to loophole the chambers in any way will result in severe punishment.
- Logging off in the chamber and logging back on during a fight is illegal.
~

1 EARTHRP~
The people of Earth have lived through many hardships. With seemingly almost
unlimitedly adaptability, the citizens of Earth have slowly worked to
reestablish their once prosperous culture. As most of the history of Earth was 
was lost, their understanding of most of the universe has been distorted
through ancient stories and legends.
 
Most of their current technology has stemmed from the recovering of ancient
artifacts, and unlocking their secrets. One of the most astounding finds of all
time was when an excavator unearthed a large mostly preserved Capsule Corp
manufacturing facility. Over the course of a few hundred years, the discovery
allowed them to leapfrog their technological level to that of interstellar
space travel. As time went on, a new company emerged from the old as the
company was reincarnated. Capsule Corp would go on to be leading manufacturer
across the known universe, the first company to survive the latest dark ages.
 
As the humans began to explore the universe, they came across a buzzing
metropolis of sorts. A large spacestation had been constructed by a yet unknown
race, and had been discovered by the Icers and restored, and served as a
galactic hub of sorts, for all the different races. It was called Junction
Point Alpha. The humans learned that they were not the only ones to have lost
their histories, and even recognized some of the other races from some of their
lore.
 
As the human race begins to explore the universe with the other races it has
encountered, it has begun a renewed effort to research the history of Earth, in
hopes of finding the cause of the calamity that had befallen them and the
universe. Many hold these secrets close, with whatever means necessary, leading
to scattered reports of violence across the planet, and even space piracy.
~

52 ECHO RECHO~
Syntax:  echo      <color> <message>
         echo  imm <color> <message>
         echo  pc  <color> <message>
Syntax:  recho     <color> <message>
 
ECHO sends a message to all players in the game, without any prefix indicating
who sent it.  If 'echo imm <message>' is used, only level 51+ characters will 
see the message. If 'echo pc <message>' is used, only player characters will 
see the message. Echos should always adhere to the guidelines laid out in the 
Realm of Order (vnum 1214).
 
ECHO done in color should avoid the use of red and dark red unless it is a 
Urgent message containing important information related to the game.

RECHO sends a message to all players in your room, without any prefix
indicating who sent it.
 
See also : COLOR 'IMM ECHO'
~

1 EDITOR~
The SMAUG Editor is used when you're writing mail, notes, your bio,
description or other long bodies of text. The commands in the editor are
(these commands are shown with a space between the / and the command letter. 
Omit the space when using the commands in your notes):

/ ?              Displays editor help.
/ l              Lists the current contents of the note.
/ c              Clears the current contents of the note.
/ d [line]       Delete line. If no line number is given, the most
                  recent line is deleted.
/ g <line>       Goto line. This is useful for inserting lines,
                  deleting and fixing lines, etc.
/ i <line>       Insert line. Inserts a new blank line where specified.
/ r <old> <new>  Global replace. '/g' to the line you want to start
                  replacing at first, or no occurences will be found.
/ a              Abort editing. No changes you made are kept.
/ ! <command>    Execute mud command. '/! smile' sends the smile
                  command, without exiting the editor.
/ s              Save buffer, and exit the editor.
 
~

1 EMOTE~
Syntax:  emote <text>
 
Emote is a customized expression of emotions or actions.  For example:
 
emote justs smiles and nods.
 
... displays to everyone in the room:
 
<Your character's name> just smiles and nods.
 
See also SOCIALS
~

1 ENERGY~
A fighter's ki energy determines his potential and endurance when
employing ki-based attacks. The end result of your energy is based
solely on how much Con you trained in the early stages of your
character's development. Ki-Energy is used when firing ki-attacks,
when you're in a defensive fighting style to absorb your opponent's
attacks, and it is depleted when training Chikara. If your energy level
drops below zero, you enter a state known as a 'ki stun', which is the
same as a stun resulting in your lifeforce dropping below 1. You're
highly vulnerable, and can be easily killed.

See Also&Y:&c  HELP LIFEFORCE, HELP CON, HELP ATTRIBUTES
~

1 ENERGYBALL BALL EBALL~
A basic ki attack that even the most untrained fighters can learn, the
Energy Ball is just that, a pure ball of concentrated Ki energy. Usually
created at the chest between cupped hands, the attack is pushed towards
the enemy to deal considerable damage. The power behind one of these
attacks is usually underestimated by many.

~

1 ENERGYBARRIER BARRIER~
Some races have learned to control their Ki defensively as well as
offensively, and the Energy Barrier technique is a living testament
to their dedicated efforts. A cacoon of energy is wrapped around the
fighter's body, absorbing the damage of an enemy's blows.
hit is taken, the strength of the barrier fades.

Syntax   :  Barrier

Threshold: 50,000
~

0 ENTER LEAVE~
Syntax:  enter
Syntax:  leave
 
In rooms either 'somewhere' exits or exits responding only to keywords,
you can simply type 'enter' or 'leave' to pass through that exit.
 
The most common use of this is with portals cast by mages.  To use the
portal, simply type 'enter' on either side of it and you will pass
through to the other side.
 
~

0 EQUIPMENT INVENTORY~
Syntax: equipment
Syntax: inventory

EQUIPMENT lists your equipment (armor, weapons, and held items).
INVENTORY lists your inventory.
~

1 EVOLVE~
When biodroids obtain perfection, they grow extremely
stronger and evolve into other forms.  Already capable 
of many attacks, this adds to their already dangerous
capabilities. 

&pLarvae:&C
The Biodroid's hatchling stage, the weakest of all forms.
The larva crawls around on it's stomach, highly vulnerable.
&RMod:&c 1x
&CSyntax   :  Evolve Larvae

&pAdult:&C
Much stronger than the larval stage. The Biodroid has
absorbed enough biomass from his victims to become
bipedal. The form is still primitive though, the facial
features showing a beak-like mouth. His body is covered in
supple green scales.
&RMod:&c4x
&CSyntax   :  Evolve Adult

&pSemi-Perfect:&C
After having absorbed countless amounts of biomass, the
Biodroid has finally come one step closer to achieving
perfection: his features are remarkably more human in
appearance.
&RMod:&c8.5x
&CSyntax   :  Evolve Semi

&pPerfect:&C
This stage is the goal of every Biodroid: perfection in every
sense of the word. The Biodroid's body has now fully evolved,
mountains of biomass absorbed to attain a form that is, through
and through, organic. His physical appearance is now starkingly
similar to that of a human; a fully-formed nose, mouth, and muscle
composition, among other things. The Biodroid's power is now
second to none.
&RMod:&c10x
&RStat Mod:&c +2 Str, +3 Dex, -2 Con
&CSyntax   :  Evolve Perfect
~

0 EXAMINE LOOK~
Syntax: look
Syntax: look    <object>
Syntax: look    <character>
Syntax: look    <direction>
Syntax: look    <keyword>
Syntax: look in <container>
Syntax: look in <corpse>
Syntax: examine <container>
Syntax: examine <corpse>

LOOK looks at something and sees what you can see.

EXAMINE is short for 'LOOK container' followed by 'LOOK IN container'.
~

51 EXFLAGS~
The redit exflags <dir> [flag] ... command accepts the following flags:
 
ISDOOR        | There is a door in that direction
CLOSED        | The door is closed
LOCKED        | The door is locked
SECRET        | The door is a secret door
PICKPROOF     | Door is pickproof
FLY           | Must be able to fly to go that way
CLIMB         | Must be able to climb to go that way
DIG           | Passage is blocked and must be dug out
NOPASSDOOR    | Door is resistant to the passdoor spell
HIDDEN        | Door is not "obvious" -- doesn't appear with autoexits
CAN_CLIMB     | Can use the climb command to go this way
CAN_ENTER     | Can use the enter command to go this way
CAN_LEAVE     | Can use the leave command to go this way
AUTO          | Keyword can be typed to go this way
SEARCHABLE    | Searching in this direction can remove the SECRET flag
BASHED        | Denotes a door that has succesfully been bashed open
BASHPROOF     | Cannot bash the door
NOMOB         | Mobs may not pass through this exit
WINDOW        | Points to a destination, but does not allow direct access to it
CAN_LOOK      | Allows a person to view the destination room for a WINDOW exit
PUSHTYPE      | Players will be pushed or pulled by a type of force.
PUSH          | Players will be pushed or pulled with a degree of force.
~

51 EXITMAKING~
The 'redit exit' command is used to create, modify and remove exits in a room.
Currently there can only be one exit in a certain direction.
The syntax of the 'redit exit' command is as follows:
redit exit <direction> [vnum] [exit-type] [key] [keyword(s)]
direction: one of: n, s, e, w, u, d, ne, nw, se, sw or ?
vnum     : the room number in which the exit leads to.
exit-type: a number detailing the exit -- has a door, open/closed/locked etc.
key      : a number corresponding to a key object which can unlock the door.
keywords : keywords used to refer to the door, (or exit).

If only 'redit exit <direction>' is specified, the exit will be removed.
The 'key' field is optional when specifying keywords.  All other fields are
required previous to the field desired.

Examples:
redit exit n 3001           - Creates an exit north to room 3001
redit exit n 3001 3 gate    - Changes the exit north to have a closed "gate"
redit exit n 3001 3 15 gate - Changes the gate to allow use of a key vnum 15
redit exit n                - Removes the north exit

See EXITTYPES for generating the exit-type value.
~

0 EXITS~
Syntax: exits

Tells you the visible exits of the room you are in.  Not all exits are visible.
You can use the 'bump' technique to find hidden exits.  (Try to walk in a
certain direction and see what you bump into).
~

51 EXITTYPES~
These are the currently valid exit-types:
      0 - Plain exit
      1 - Door exists         (Required to be closed or locked)
      2 - Door is Closed
      4 - Door is Locked
      8 - Door is Secret      (Trying to go that way won't reveal door)
     32 - Door is Pickproof   (Door can't be picked by spell or skill)
     64 - Need to be able to fly to go that way
    128 - Need to be able to climb to go that way
   1024 - Door is Passdoor proof

NOTE: You must ADD the values together to generate an exit-type:
        3 = a closed door
        7 = a closed and locked door
       11 = a closed secret door
       15 = a closed, locked and secret door

-- Use the 'redit exflags' command to change these flags, and to set the
   advanced exit flags, most of which are not shown above.

See EXFLAGS and EXITMAKING.
~

1 EXTRACT~
In order to build on to clan head quarters,
members must extract the building materials.
In order to use Extract, you must get the
tools needed out of a clan vault.  From
there you need to find a room with a 
'resources' flag.  All rooms that contain
this flag are pk zones.

Ganging characters to get their resources
is legal in all areas except the asteroid.

Syntax:  Extract
~

1 EYEBEAM~
Androids are capable of firing two precise beams of energy from their
eyes, burning holes through their enemies with a mere passing glance.

Syntax   :  Eyebeam

Threshold: 4,000,000
~

1 FINAL TRANSFORMATIONS~
Some people may find it hard to decide what race they want to be. In the
MUD Environment, the fun starts when your training ends, so here is a list of
all final transformations and their strengths.

&RRace(Final Trans)      PL Mod  STR INT WIS DEX CON CHA LCK
&z----------------------------------------------------------

&YSaiyan(SSJ3)           PL: 9x  +6  -2   0  +2   0   0   0
Halfbreed(Mystic)      PL:8.9x -4   0   0  +6   0   0  +4
Human(Super Human)     PL:8.5x  0   0   0  +6   0   0  +3
Android(Super Android) PL:8.9x +3  +3   0  +3  -2   0  +2
Namek(Super Namek)     PL:8.9x -2  +3   0  +4   0   0   0
Icer(Stage 5)          PL: 9x  +1  +4   0  +4   0   0  -2
Biodroid(Perfect Form) PL: 10x +2   0   0  +3  -2   0   0
Mutant(Form 4)         PL:8.6x  0   0   0   0   0   0   0

&z----------------------------------------------------------
~

1 FINGERBEAM~
Androids, Biodroids, and Icers are able to fire a pinpointed beam of
pure energy from their fingertips. This is a deadly attack, as it can burn
holes through even the toughest fighter's body.

Syntax   :  Fingerbeam

Threshold: 1,000,000
~

51 FIXED~
Syntax:  fixed <message>
         fixed list
 
This command records your message (250 chars or so max) to a permanent
record file.  All changes made to live areas, made with foldarea, etc.
should have some kind of entry recorded here.
 
Your name and the roomvnum in which you are standing at the time are
automatically recorded when you use the command.
 
If you post a note about the change, please make a fast entry pointing
it out.  (The board in 1215 is best for such notes.)
 
Using 'fixed list' will display the contents of the current fix record.
 
NOTE:  This file supports color tokens, be careful with them.
~

2 FLAG FLAGS~
&P(ATTACKER)&W, &P(KILLER) &Wand &P(THIEF) &Wflags are given to players who
violate laws regarding Pkilling and/or Theft. Having one of these flags
will cause Darkhaven mobs to treat you differently. You may be placed before
Judge Kendra and be fined or thrown in jail until an immortal can impose
a sentence upon you. For help on &P(ATTACKER) &Wor &P(KILLER) &Wflags, see
&CHELP ATTACKER &Wor &CHELP KILLER&W. To find out what constitutes illegal
theft, see &YLAWS STORES&W.
~

0 FLEE RESCUE~
Syntax: flee
Syntax: rescue   <character>

Once you start a fight, you can't just walk away from it.  If the fight
is not going well, you can attempt to FLEE, or another character can
RESCUE you.

If you lose your link during a fight, then your character will keep
fighting, and will attempt to RECALL from time to time.  Your chances
of making the recall are reduced, and you will lose much more experience.

In order to RESCUE successfully, you must practice the appropriate skill.
~

1 FLY~
Through long hours of concentration, fighters can train themselves
to manipulate their ki energy and attain flight.

Syntax   :  Fly

Threshold: 25,000
~

56 FOLDAREA~
Syntax:  foldarea <area filename>
 
This command saves an area file, usually after modification.
 
&rThis command must be used with extreme care.  If you aren't
exactly and intimately familiar with the changes being made
or what the command does -- don't use it.&w
 
*NOTE* 
Area files have backups that record the file as it was prior to foldarea.
If you folda something and realize there's a mistake, and you've only
folded it once -- don't do anything else.  Post a note or find Blodkai.
 
Do not fold changes into non-quest areas that are quest related.  If you
must do this, write a note or ensure it's changed back.
 
Any time an area is folded, document it with the fixed command.
(check 'help fixed')
 
See ASET, UNFOLDAREA and INSTALLAREA.
 
~

1 FOLLOW~
Syntax:  follow <character>
 
'Follow' starts you following another character.  To stop following, type
'follow self'.  You cannot follow those more than ten levels above you.
 
You may follow lower level characters or characters up to ten levels higher.
You must first follow someone before you can join their group.
 
See also GROUP
~

52 FORCE~
Syntax: force <character> <command>
Syntax: force all <command>

FORCE forces one character or mob to execute a command.

FORCE 'all' forces all player characters to execute a command.
This is typically used for 'force all save'.
 
Force is restricted to mob use only until level 57.
  *Note.. NEVER force a mob to drop eq and give to a player..lest God
   smite thee down in your very tracks.
~

51 FQUIT~
Syntax: fquit <character>
 
FQUIT forces a level one player to quit.
 
It is used in case you accidently authorize a bad name.
 
Please be sure to send a tell to the player explaining why you are
forcing them to quit before using FQUIT.
 
~

1 FREEZARRP~
As with most of the universe, the Icers of Freezar were in the midst of a
terrible dark age, in their history. Almost all of their records destroyed,
and only small traces of their once great technology riddled the planet, most
having forgotten how to even use the technology. The Icers however, wouldn't
be denied their seemingly chosen role in the universe, which was to pioneer
exploration and technological advancements. As their society began to
reconstruct itself, a primitive rocket ship was sent into space, on a mission
to locate much needed resources that seemed to be dwindling on their home
planet. As the ship eventually left their planetary system, they encountered
what appeared to be an enormous space station. 
 
As the Icerian expedition team approached the space station, they received a
transmission, seemingly a log of the last days of its operation. It outlined
that business was going as usual until a large ship appeared just outside
the space station's defenses. They were not able to make contact, yet the ship
launched a repair ship, thinking the ship might be damaged, the ship began to
glow before a large beam shot out and destroyed the repair ship, and even
damaged the space station. The transmission from the space station ended with
the energy blast, leaving the Icers with many questions about what had happened
and even raised some fears as to what may still be out there.
 
As the Icers began to explore the space station, and work was begun to restore 
it, they began learning and even improving on the technology found within the
station, adapting the technology to their own needs. Over the course of the
next hundred years, the Icers had completely restored the station, and even
raised their own technological level in the process. As they began to explore
the universe, they encountered many other ships and races, whom they had
learned about from the station's database, and invited all the races to meet
each other peacefully at Junction Point Alpha, in hopes of uncovering the truth
behind the seemingly universe-wide dark age.
~

58 FSHOW~
-----------------------------------------------------------
 
     SYNTAX: fshow <moblog | plevel>
 
DESCRIPTION: The FSHOW command when used with the MOBLOG
             variable, displays the current log of MPLOG. When
             FSHOW is used with the PLEVEL variable, it will
             display the current log of all character levels
             that have occurred since the last reboot.
 
-----------------------------------------------------------
~

1 GALIC GALICGUN~
This attack can only be done if the user has at least 30,000 ki.
It will attempt to hit all those in the same room. This attack releases
one giant energy blast that does massive damage against an opponent(s).
&RThis attack may only be used in Pkill flagged rooms.&C
&RThis attack consumes all remaining ki when used.&C
&RThis attack may NOT be used during a KOTH if there is more than one
other person besides you in the room.&C

Syntax   :  Galic

Threshold: 85,000,000
~

51 GATE~
Syntax: cast gate

This spell gates in a guardian vampire.  Player characters don't have much use
for it, but high demons, and guardian vampires themselves, like it a lot.
~

1 GEMOTE~
Gemote is used for roleplaying, primarily.  It's a simple enough concept.
Type gemote, followed by what you would like to portray your character
doing or saying.  Usually when RPing, things being said are put in quot-
ation marks, and things being thought are in apostrophes. (')  It is proper
RP etiquette to type fairly cleanly when RPing, and not to do closed
gemotes. Try avoiding using abbreviations for words, such as replacing "you"
with "u" and the like.  A note on closed gemotes:  A closed gemote is when
you 'force' your RP partner or partners into doing something by stating that
they do it.  This is punishable, unless of course all parties involved
agree on it.

Bad Post:  gemote punches u in teh face n he iz so strong dat u die!!

Good Post:  gemote , in an act of pure instinct, drops below the quickly
approaching fist and retaliates by aiming a punch of his own at his foes
open and undefended stomach.
&R

Correcting typos from GEMOTE belong on OOC, do NOT repeat your gemote twice after
fixing a typo for extra PL.

&CSee Also&Y:&c  HELP RP, HELP CRP, HELP BIO, HELP RPRULES
~

1 GEROKRP~
~

61 GFIGHTING~
-----------------------------------------------------------
 
     SYNTAX: gfighting
             gfighting <low> <high>
             gfighting <low> <high> mobs
 
DESCRIPTION: The GFIGHTING command does a global search 
             for the fighting targets specified, where 
             <low> <high> indicates the target's level.
 
    EXAMPLE: gfighting 1 5 would display a list of PCs 
             levels one through five that are fighting, 
             who they are fighting and their level, what 
             vnum/room name they are fighting in, and the 
             name of the area they are fighting in. By 
             adding the 'mobs' variable, the command 
             would display the same information for mobs 
             of the levels specified.
 
-----------------------------------------------------------
~

1 GLANCE~
syntax:  glance
syntax:  glance <victim>
 
Glance alone shows you only the contents of the room you are in,
eliminating the description.  Glance <victim> shows only the health
condition, eliminating their description and equipment from your
screen.
 
Glance may be abbreviated as 'gl'.
~

115 GOKU~
&O_|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|
_|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__    
__|                                                                  |__|_
_||                                                                  ||__
__|&G       Goku is the god of everything AMEN &O                    |__|_
_||                                                                  ||__
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_||                                                                  ||__
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_||                                                                  ||__
_||                                                                  ||__
__|                                                                  |__|_
_||                                                                  ||__
__|                                                                  |__|_
_||                                                                  ||__
__|                                                                  |__|_
_||                                                                  ||__
__|                                                                  |__|_
_||                                                                  ||__
_|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|
__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__
~

1 GOLD~
Syntax:  gold
 
Displays the current total amount of gold you are carrying.
~

51 GOTO~
Syntax: goto <location>

GOTO takes you to a location.  The location may be specified as a vnum,
as the name of a mobile, or as the name of an object.

If the location is a vnum, and it does not already exist, and it is within
your room vnum range; it shall be created for your to edit further with
REDIT.

You may not GOTO a room if it is PRIVATE and has two (or more) characters
already present, or if it is SOLITARY and has one (or more) characters
already present.

You may also "GOTO pk" to go to the site of the most recent illegal pkill.
See REDIT.
~

63 GOTO 25199~
~

1 GRAVITY~
&RSyntax:&c Setgrav <Level> 
        &cPushup   

&CGravity Training is a system used by fighters who are not satisfied with
the powerlevel they are gaining by fighting mobs alone.  Some start as
early as 10,000 pl while others wait till 100,000 pl.  It is recommended to
train at approximately 1 level for every 10,000 pl you have.  Training at
higher levels may be lethal as your body is not strong enough to take the
force. There will be no reimbursements for death due to mistyping
levels, so double check them.  The amount of power you gain is dependent
upon your powerlevel, the level trained on, and how long you've trained at
said level.   

A set of four numbers appear when you attempt this training. They are:
Current gravity level, Successes, Series, Needed. Current gravity is self
explanatory. 'Success' is the number of time total you have trained under
current gravity since your last pl gain. 'Series' is the number of times
in a row you have trained successfully.  Needed is the Series number you
need in order to achieve a pl gain. You MUST get your Series equal to
Needed for pl gain. 

 Gravity Training is so intense that once you finish with one training
session you will need to wait for 5-6 minutes before your body is able to
continue training. You will also need to wait 5-6 minutes after you log onto
the mud before you are able to train. Copyovers do not effect this in any
way.
~

1 'GREAT EASTERN DESERT'~
Recommended level range: 10 - 20
 
The Great Eastern Desert lies far to the east of Darkhaven, just south
of the majestic New Thalos. It is a barren wasteland, inhabitated only
by nomads and desert wildlife. Those who have found shelter from the
sweltering sun often describe an encounter with a great brass dragon who
resides in a chamber which prevents the usage of magic...
~

-1 GREETING~
.     &b____                               &B__          &b__&b__   _____
     &b/ __ \_____&B____ _____ &W_____  &W____  &B/ /_  ____ _&b/ / /  /__  /
    &b/ / / / ___&B/ __ `/ __ `&W/ __ \&W/ __ \&B/ __ \/ __ `&b/ / /     / / 
   &b/ /_/ / /  &B/ /_/ / /_/ &W/ /_/ &W/ / / &B/ /_/ / /_/ &b/ / /     / /__
  &b/_____/_/   &B\__,_/\__, /&W\____&W/_/ /_&B/_.___/\__,_&b/_/_/     /____/
                   &B/____/                                        

               &b__  __      &B_                         
              &b/ / / /&B___  (_)&W   _____  &B__________&b___
             &b/ / / /&B __ \/ &W/ | / / _ )&B/ ___/ ___&b/ _ )
            &b/ /_/ /&B / / / /&W| |/ /  __&B/ /  (__  )&b  __/
            &b\____/&B_/ /_/_/ &W|___/\___&B/_/  /____/&b\___/

             &O .-.   .-.   .-.   .-.   .-.   .-.   .-.
             &O( &R*&O ) ( &R:&O ) (&R'*.&O) (&R: :&O) (&R:-:&O) (&R:::&O) (&R(-)&O)
              &O`-'   `-'   `-'   `-'   `-'   `-'   `-'

&b----------------------------------------------------------------------------
&CSMAUG 1.4: Thoric (Derek Snider) with Altrag, Blodkai, Haus, Narn, Scryn,
Swordbearer, Tricops, Gorog, Rennard, Grishnakh, Fireblade and Nivek.
Original MERC 2.1 by: Hatchet, Furey, and Kahn.  Original DikuMUD by:
Hans Staerfeldt, Katja Nyboe, Tom Madsen, Michael Seifert & Sebastian Hammer
&b----------------------------------------------------------------------------
&CDBZU Final: Goku (Jessie Reidl)
&b----------------------------------------------------------------------------

&z Administrative Contacts:
- Unused (Email)


&WEnter your character's name, or type new:
~

1 GRIP~
Grip is an automatic skill. The better you have trained your grip the
better you can hold onto an enemy when you absorb his powerlevel.
Because you can hold on longer you are able to drain more power.
&RYou must be in aggressive stance to use Grip.
&C
Syntax   :  Absorb

Threshold: 1,000,000

See Also&Y:  &cHELP ABSORB
~

1 GROUNDING~
Syntax:  c grounding
 
Grounding renders the victim resistant to electricity attacks.
This spell may not be used on a target.
~

63 'GROUP DISPALY~
.
&gLead by Zed             [hitpnts]   [ magic ]  [mvs] [mst] [race] [to lvl]
[&G43 -a Dru&g]  Zed         &w35/94        &C66/80       &g90  &Y-==   &gelf
 
In the display, the group leader is listed on the first line as the character
the group is following.  Lines begin [&wLevel Alignment Class&g] for each char.
Classes are displayed by their first three letters.  Alignment reads:
   A... 750+          -a... 350 to  749  +n...  150 to  349   N...-149 to 149
  -n...-349 to -150   +s...-749 to -350   S...-1000 to -750
&w[hitpnts]&g lists current hps followed by maximum hps for each character.
          Current hitpoints under 40% of maximum will be displayed in yellow,
          while current hitpoints under 25% will be displayed in flashing red.
&w[ magic ]&g lists current magic points (mana or blood) followed by maximum
          magic points for each character.  Warrior mana is not displayed.
&w[mvs]&g     lists current moves only.
&w[mst]&g     tracks mentalstate.  A normal or near-normal state, where the
          char is neither tired (negative mentalstate) or delirious (high),
          is represented by a === bar.  As mentalstate lifts into delirium,
          sections are replaced with +, the greater the number of +'s the more
          delirious the char.  As mentalstate sinks below into exhaustion,
          sections of the bar are replaced with -, the more -'s the greater
          the greater the character's exhaustion.
&w[race]&g    is the character's race.
&w[to lvl]  &gdisplays exp required to attain the next level (non-Avatars only)
~

-1 'GROUP DISPLAY~
.
&gFollowing Zed           [hitpnts]   [ magic ] [mvs] [mst] [race]  [to lvl]
[&G43- A Dru&g] Zed           &w35/94       &C66/80     &G90   &Y-==     &GElf
&g
Each line begin with the [&wLevel Alignment Class&g] for each char.  Classes
are displayed by their first three letters.  Alignment reads:
 A... 750+          -A... 350 to  749  +N...  150 to  349   N...-149 to 149
-N...-349 to -150   +S...-749 to -350   S...-1000 to -750

&w[hitpnts]&g lists current hitpoints for each character:
          Current hitpoints under 40% of maximum will be displayed in yellow,
          while current hitpoints under 25% will be displayed in flashing red.
&w[ magic ]&g lists current magic points (mana or blood) followed by maximum
          magic points for each character.  Warrior mana is not displayed.
&w[mst]&g     tracks mentalstate.  A normal or near-normal state, where the
          char is neither tired (negative mentalstate) or delirious (high),
          is represented by a === bar.  As mentalstate lifts into delirium,
          sections are replaced with +, the greater the number of +'s the more
          delirious the char.  As mentalstate sinks below into exhaustion,
          sections of the bar are replaced with -, the more -'s the greater
          the character's exhaustion.
&w[mvs]&g     lists current moves only
&w[race]&g    is the character's race.
&w[to lvl]  &gdisplays exp required to attain the next level (non-Avatars only)
~

1 GROUP GROUPING~
Syntax:  group <character>, group all, group, group disband
 
'Group <character>' adds someone who is following you into your group, making
them a group member.  Group members share experience from kills, and may use
the GTELL and SPLIT commands.  If anyone in your group is attacked, you will
automatically join the fight.
 
If character is already a member of your group, 'group <character>' again to
remove them from your party.  Removing the character from the group does not
stop them from following you, however.  A character can also leave a group
by using the 'follow self' command, in which case they will both leave your
group and stop following you.
 
'Group' with no argument shows statistics for each character in your group.
 
'Group all' groups all eligible players following you in the room.
 
'Group disband' allows the leader to disband his group (members will stop
following and are ungrouped).
 
You may group only characters within eight levels of your own.  See section
10 of your Adventurer's Guide for more information on groups and grouping.
 
See also GROUP DISPLAY
~

51 'GRUB EXAMPLES'~
Here are some examples illustrating common usages:
 
Example:
 
grub 20 or hitroll>150 damroll>150 gold>200000000
 
Suppose you want to search for "suspicious players". Suppose you want
to see players who have more than 200 million gold or whose damroll
exceeds 150 or whose hitroll exceeds 150 you can do that as follows:
 
Normally GRUB lists players who satisfy all the conditions you specify.
But it can also be used like this to list players who satisfy any one of
the conditions.
 
The operand "or" ensures GRUB will list players who satisfy any one of
the conditions.
 
If you had specified:
 
grub 20 hitroll>150 damroll>150 gold>200000000
 
That would show you players whose hitroll exceeds 150 and whose damroll
exceeds 150 and whose gold exceeds 200 million. It would be a much
smaller list and you would miss many suspicous players.
 
Example:
 
grub 20 name>ska name<skb room>=21000 room<=21499
 
Suppose someone complains that a player with a name like "Skathamaga"
picked up some of their eq and promptly quit the game. The player isn't
sure of the exact name of the thief but is sure it starts with "Ska".
The thief quit the game somewhere in New Darkhaven (vnums 21000-21499).
 
This example will show you players whose name starts with "Ska" and who
last quit the mud somewhere in New Darkhaven.
 
~

54 GRUB2~
Syntax: grub # <or> field operator ## <field operator ##>
Where:  &g#         &GAny valid number.
        &g<or>      &GUsed with multiple expressions to denote that only one of
                  them need be true.
        &gField     &GName, Sex, Class, Race, Level, Room, Gold, Hitroll,
                  Damroll, Site, Last, Pkill.
        &gOperator  &GValid operators are:   =   !=   >   <   >=   <=
        &g##        &GNumeric except for Name and Pkill. For name it is a full
                  or partial name. For Pkill it is a Y or N.
 
&GLast is:  &WExpressed as "YYMMDD". ie, 970122 is Jan. 22/97.
&GSex is:   &W0 Neutral  1 Male       2 Female 
&GClass is: &W0 Mage     1 Cleric     2 Thief     3 Warrior     4 Vampire
          5 Druid    6 Ranger     7 Augurer
&GRace is:  &W0 Human    1 Elf        2 Dwarf     3 Halfling    4 Pixie   
          5 Vampire  6 Half Ogre  7 Half Orc  8 Half Troll  9 Half Elf
         10 Gith&w
&GYou can have more than one conditional expression in a Grub search. "And" is
assumed unless "or" is placed before the arguements. ie:
&W    Grub 10    class=3 sex=2    (Gives back a list of 10 female warriors)
    Grub 10 or class=3 sex=2    (Gives back a list of 10 characters that
                                 are either female, or warriors).
You must always specify how many lines the Grub will produce. This prevents
your getting a list 15000+ lines long.
 
&YSee also: &W'GRUB EXAMPLES', OGRUB
~

0 GTELL ; REPLY SAY TELL~
Syntax: gtell <message>
Syntax: say   <message>
Syntax: tell  <character> <message>
 
All of these commands send messages to other players.  GTELL sends a message to
all of the characters in your group, wherever they are, even if they are
sleeping or stunned or dying.  ';' is a synonym for GTELL.
 
SAY sends a message to all awake players in your room.  The single quote '''
is a synonym for SAY.
 
TELL sends a message to one awake player anywhere in the world.
 
REPLY sends a message to the last player who sent you a TELL.  REPLY will work
even if you can't see the player, and without revealing their identity.  This
is handy for talking to invisible or switched immortal players.
~

1 GUIDE~
All players get a copy of The adventurer's guide to the Realms of Despair
when they enter the game.  To use this guide, type LOOK BOOK.  This guide
has been created to answer the most commonly asked questions and to give
you a general grasp of the commands and rules of the game. 
 
This first section of the Guide deals with commonly asked questions.  It's
advised that you take the time to read this section first if you are new
to our Realms.  
 
Please enclose in text or subject that you would like a copy of the guide.
If you have problems understanding matters in the guide type:  &BHELP NC
~

2 GUILD GUILDS~
Guilds are special organizations for each class within the realms. Belonging
to a Guild has many advantages, such as gaining new knowledge of your class,
making new friends in the Realms, exciting quests, the great feeling of 
helping other players, and many other aspects of Guild life make being in a
Guild a memorable experience.  Each Guild has its own separate headquarter
with a healer, a practice room, a Guild store, and many other rooms that makes
each Guild unique unto itself.
 
Membership in a Guild is not something that is easily obtained, and you must
be a law-abiding player.  Deadly players are not allowed to join Guilds.
There are rules within each Guild, and along with these rules, you must
follow the rules of this MUD.
 
To gain entry into a Guild, you should speak with a leader of the Guild.  The
leaders are those people who have the title <Leader>, <First> and <Second>.
To find out who is on from a Guild, type "who 'Guild of *****'.  For example,
if you are a Druid, and you wish to find out who is on from the Guild of 
Druids, type "who 'Guild of Druids'", and you will be given a list of players
that belong to the Guild.
 
Type &Ghelp guild rules&w for a list of rules about Guild equiment and items.
~

2 'GUILD RULES'~
.
&RIt is illegal to sell, trade, auction or give away Guild items.&w Including
potions, pills, scrolls, equipment and containers.  Anything you can buy in
a Guild house is off limits for selling.  If you are found to be trading in
these illegal items, you stand the chance of not only being outcast from your
Guild, but your Guild may lose the ability to sell those items.
 
Please do not engage in buying such items either, as the Immortals reserve
the right to remove Guild items from ANY person not belonging to that Guild.
Just because you can buy it on the "black market" does not mean the Immortals
will allow you to keep it.
 
If you are in doubt whether an item is a Guild item, you are free to ask an
Immortal. Most Guild items have the name "guild" on it when you use identify.
 
There are rules that are specific to Guilds.  If you are not sure if something
is legal or illegal within your Guild, please contact a leader.
~

0 GUILDTALK~
Syntax:  guildtalk <message>
 
Provided that you are in a Guild, guildtalk will send the message to
all members currently online.
~

63 GWHERE~
-----------------------------------------------------------
 
     SYNTAX: gwhere
             gwhere <low> <high>
             gwhere <low> <high> mobs
 
DESCRIPTION: The GWHERE command displays a global location
             list of the targets specified; name of target
             and level, vnum/name of room, and name of area
             are all displayed, where <low><high> indicates
             the level of the players or MOBs. If level
             criterias are note defined, all will be displayed.
 
-----------------------------------------------------------
 
SEE ALSO: GFIGHTING
~

1 HALFBREED~
Half-breeds are not a simple mix of just any two races. They are, more
specifically, half human, and half saiyan. Half-breeds, for the most part,
live on Earth. Like Saiyans, they are born with a monkey tail also, like
their Saiyan parents, they have the ability to become a Super Saiyan, as
well as transform into the giant monkey-beasts known as Oozaru, though the
latter is only possible if their tails are still attached during a full
moon. Rumor has it that half-breeds are incapable of attaining as high
of a level of Super Saiyan, though this is hard to prove, since so few
attain such unheard-of power.

&cKi Attacks:&C
               Kamehameha
               Masenko
&cKi Techniques:&C
               Energy Barrier
               Kaioken

See Also&Y: &c HELP RAGE, HELP SSJ, HELP MYSTIC
~

1 HEAL~
Through training in advanced Ki Control, Nameks have learned to actually
mend their own, or another's body using their own energy. This ability
is available exclusively to Nameks and Biodroids.

Syntax   :  Heal (name)

Threshold: 100,000
~

54 HEDIT~
Syntax: hedit [help topic]
 
This command allows you to edit a help topic.  If the specified help topic
does not exist, it will be created for you. The default help page (summary)
will be selected if you do not specify a page.
 
NOTE - Always, when creating a new help entry, type Help <new entry name> 
       prior to creating your entry. A pre-existing help file associated 
       with that keyword may already exist.
&Y
Colors &wcan now be added to help files using the same command set that changes
a player's prompt. &bMultiple &Ycolor &wcombinations can be set on a given line
including ^bbackground^x colors. However there are a couple of quirks to take 
note of:
&Y
    1) At the very least, the first character of a help file cannot be
       either the symbol '&&' or the symbol '^^'.
    2) Color changes have to be separated by at least one character. ie,
       '&&Y.^^r' will work, '&&Y^^r' will cause problems. 
    3) Color codes are imbedded within text and _do_ count in note buffers
       for line length. ie, watch out for <Long Line Trimmed>.
&w
Colors should be used to &Yenhance &wthe help file, or specific parts of the 
help file. Tact and restraint should be used if considering the use of colors.
 
 
See HSET, PCOLORS.
~

51 HELL UNHELL~
Syntax: hell <character> <number> <hours or days>
Syntax: unhell <character>
 
The hell command sends a character to hell for a given period of time.  It
automatically releases the character when their time has been served.  Upon
being helled, the character receives the message, "The immortals are not
pleased with your actions.  You shall remain in hell for <time period>".
 
Hell takes arguments of either hours or days.  To hell someone for 3 hours,
"hell <character> 3 hours".  To hell someone for three days, "hell <character>
3 days".  Hell will default to hours if hours or days is not specified.
 
You may not hell someone for more than thirty days with the hell command.
 
To release a player from hell, simply "unhell <character>".
~

1 HELLING~
Being in hell means you did something against the MUD rules. Or were
just plain acting like an asshole. If you have 3+ hells on your character
via comments on your pfile. That character will be destroyed. No questions
asked. If you find a way out of hell, ie. hell evasion, you will recieve a 
temporary 1 week ban. And that character will also be destroyed.
~

58 HELPDELETE~
~

1 HLIST~
Syntax: hlist <low level range> <high level range>
 
This command will give you a listing of available help files. The list
is in alphabetical order based on the first triggering keyword. While
this command was initially designed as a maintenance tool to help us
track help files, it is also available to players so that they can
capture a listing of the help files available to them. 
 
Note - You may only view help files that are coded for viewing by your
       level or lower.
 
Note - The list of help files is quite extensive, and the command does
       not as yet have a way to filter/shorten the list. Screen capture
       is, at present, your only recourse.
~

0 HOLD REMOVE WEAR WIELD~
Syntax:  hold   <object>
Syntax:  remove <object>
Syntax:  remove all
Syntax:  wear   <object>
Syntax:  wear   all
Syntax:  wield  <object>
 
Three of these commands will cause you to take an object from your inventory
and use it as equipment:
 
HOLD is for lights, wands and staves; WEAR is for armor; WIELD is for weapons.
 
You may not be able to HOLD, WEAR, or WIELD an item if its alignment does not
match yours, if it is too heavy for you, or if you are not experienced enough
to use it properly.
 
WEAR ALL will attempt to HOLD/WEAR/WIELD each suitable item in inventory.
 
REMOVE will take an object from your equipment and place it into inventory.
 
REMOVE ALL will remove all your equipment and place it into inventory.
 
~

51 HOLYLIGHT INVIS~
Syntax: holylight
Syntax: invis

HOLYLIGHT is a toggle that allows you to see (almost) every character and
mobile in the game.  With holy light, you can see what's in the game more
easily.  Without holy light, you can see what mortal players see.

INVIS is a toggle which makes you completely invisible to all player characters
of lower level than you, and to all mobiles.

When an immortal is INVIS, they will have a flag on the who list which 
indicates their level of invisibility, such as (51) for INVIS 51.  A 
similar flag will also appear when you 'LOOK' in a room - this flag will 
say (Invis 51).

HOLYLIGHT will not allow you to see immortal INVIS characters who are
higher level than you.

INVIS is a command for Immortals who are BUSY and don't want to be
bothered, not for them to sit around and chat. Any Immortal caught
talking crap to players about RAIDS, QUESTS etc. Report it
immediatly to Goku in a personal Gnote. This will NOT be tollerated.
~

1 HOMEPAGE~
syntax: homepage <url>
 
example: homepage http://www.idirect.com/test.html
 
If you have a web page somewhere, you can use the homepage
command to show people a link to that page whenever they
select the 'see who's on' link from this MUD's home page.
 
To remove your homepage setting, type 'homepage clear'.
 
~

80 HQBUILDING~
.
This is something ALL HQ's must follow.
 
- Jails must let out at LEAST once a day, any longer won't be tollerated.
- All teleporting must have an if isfight ifcheck, to prevent people from
getting attacked and just wandering back to dock.
- Absolutely NO autoslay programs, deathtraps etc.
- A maximum of 5 guards can be placed. As for the strength, make them with
your discretion, if you have 3 of your 5 guards in 1 room, make them weaker
than if you have 1 stronger guard protecting a post.
- All guards, shopkeepers etc, should yell if someone who isn't in the clan
enters the room. They don't have to but it would be a good idea.
- All guards MUST be sentinel, wandering guards is just retarded.
- Mazes can be put in, they must be kept simple and not impossible, also can't
make it so the raider must rely on another person in the group. People like
solo raiding.
- Each clan gets 4 wear locations, including a weapon for there clan equipment.
- Remember to check ALL your resets, if you have a mob that you need to kill to
get into the HQ. Make sure he respawns. Raiders shouldn't have to wait 15mins
for the area to reset in order to get another member through. Meanwhile the
clan being raided could come and flank the shit outta the leftover raiders.
- ALL echos must have a MEA, and MER after you've been transported
none of that just appearing and entering a ship crap.
~

1 HQS~
Peaceful players are not to enter deadly hq's.  If found there you will be 
escorted out if you don't do so voluntarily.  Non compliance will result
in punishment.
~

54 HSET~
Syntax: hset  <command> [value] [help topic]
 save                            Saves all help pages (to help.are)
 level <level> <help topic>      Sets help topic to specified level
 keyword <keyword> <help topic>  Sets help keyword to specified keyword
 remove <level.><help topic>     Removes the specified help page
 
Note:  If you wish to set more than one keyword to a help topic, enclose all
       the keywords, space separated inside quotes.  (Like in spellcasting)
Note:  If you have instances of multiple help files with the same keyname,
       using Hset Remove without a level designation will remove the one with
       the lowest level of access. ie:
 
       Help file XYZZY at level 57, and help file 'SAVE XYZZY' at level 58.
       Typing 'HSET REMOVE XYZZY' will remove the level 57 XYZZY.
       Typing 'HSET REMOVE 58.XYZZY' will remove the level 58 'SAVE XYZZY'.

Setting a help entry level to -1 prevents the header from showing up 
when you view the help with the help command.
See also: HEDIT
 
~

0 HUMAN HUMANS~
Humans are beings from the planet Earth. While not as powerful
as other races in the Dragonball Universe, they have honed their
skills beyond those of other races. Some humans have perfected
their punches and kicks so well, that they can dish out more than
one in succession. Even more powerful humans can even reach the
level of Superhuman.
 
&cKi Attacks:&C
               Destructo Disk
               Kamehameha
               Tribeam
&cMelee Attacks:&C
               Doublekick
               Doublepunch
&cKi Techniques:&C
               Energy Barrier

See Also&Y: &cHELP SUPERHUMAN
~

1 ICER~
Icers are a race of changelings from the frigid planet Freezar. While at
first they may appear to be small and fragile, do not be fooled, even the
youngest Icer has the ability to transform its body, doubling its power.
Even stronger Icers can transform further upon reaching higher thresholds
of power.
 
 &cKi Attacks:&C
                Destructo Disk
                Dual Destructo Disk
                Fingerbeam
                Mental Throw

See Also&Y: &cHELP TRANSFORM
~

51 'IFCHECK CANPKILL'~
&r*-------------------------------------------------------------------*

     &GEXAMPLE:     &cif canpkill($n)
                  mpechoat 0.$n Your fate awaits, $n.
 &GDESCRIPTION:     &cThe CANPKILL ifcheck is used to determine
                  if the target is a:
                     - Minimum age of 18,
                     - Minimum level of 5, and
                     - pkiller.

&r*-------------------------------------------------------------------*&w

  &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

52 'IFCHECK CANSEE'~
&r*-------------------------------------------------------------------*

              &GEXAMPLE:    &cif cansee($n)
                          '$n can see just fine!

          &GDESCRIPTION:    &cThe CANSEE ifcheck is used to determine if
                          the target is able to see.

&r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

52 'IFCHECK CHA'~
&r*-------------------------------------------------------------------*

            &GEXAMPLE:     &cif cha($n) > 18
                         'You're very charismatic, $n! 

        &GDESCRIPTION:     &cThe CHA ifcheck is used to direct a command
                         based on the charisma stat of the target.

 &r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

51 'IFCHECK CHARCOUNT'~
&r*-------------------------------------------------------------------*
 
          &GEXAMPLE:    &cif charcount(21000) > 10
 
      &GDESCRIPTION:    &cCHARCOUNT ifcheck counts the number of chars
                      in the specified room. This example returns TRUE if
                      there are more than 10 chars in room 21000.
                      You can use this form in room or mob programs and
                      you can have one room program check the number of
                      chars in a different room.
                      Note the number of characters is defined as the
                      number of mortals plus the number of mobs.
 
          &GEXAMPLE:    &cif charcount(0) > 10
 
      &GDESCRIPTION:    &cUse a zero room number if you want to have
                      a mob check the number of chars in its room.
                      Note that if the mob changes rooms, the ifcheck
                      applies to whatever room the mob is in.
                      You should use this form in mob programs only.
 
&r*-------------------------------------------------------------------*
 
    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3
 
~

51 'IFCHECK CLAN'~
&r*-------------------------------------------------------------------*

      &GEXAMPLE:   &cif clan($n) == inconnu
                 tell 0.$n You're an Inconnu!

  &GDESCRIPTION:   &cThe CLAN ifcheck is used to determine if the
                 target belongs to a Clan or Order.

&r*-------------------------------------------------------------------*

  &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

51 'IFCHECK CLANTYPE'~
&r*-------------------------------------------------------------------*

              &GEXAMPLE:    &cif clantype($n) == 15
                          '$n belongs to an Order.

          &GDESCRIPTION:    &cThe CLANTYPE is used to determine what
                          type of clan the target belongs to.
&r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

51 'IFCHECK CLASS'~
&r*-------------------------------------------------------------------*

     &GEXAMPLE:        &cif class($n) == 0
                     t 0.$n You're a mage!

 &GDESCRIPTION:        &cThe CLASS ifcheck is used to determine the
                     class of the target. (HELP NPCCLASSES)   

 &r*-------------------------------------------------------------------*

  &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

52 'IFCHECK CON'~
&r*-------------------------------------------------------------------*

            &GEXAMPLE:     &cif con($n) < 5
                         'You're constitution is low, $n.

        &GDESCRIPTION:     &cThe CON ifcheck is used to direct a command
                         based on the constitution stat of the target.

 &r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

52 'IFCHECK COUNCIL~
&r*-------------------------------------------------------------------*

          &GEXAMPLE:   &cif council($n) == 1
                     '$n is from the Council of Elders. 

      &GDESCRIPTION:   &cThe COUNCIL ifcheck determines what
                     council the target belongs to.(HELP COUNCILNUMS)

 &r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

52 'IFCHECK DEITY'~
&r*-------------------------------------------------------------------*

        &GEXAMPLE:      &cif deity($n) == vl'arescht
                      'May Thoric save your evil soul!

    &GDESCRIPTION:      &cThe DEITY ifcheck is used to determine who
                      the target is devoted to.

 &r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

52 'IFCHECK DEX'~
&r*-------------------------------------------------------------------*

            &GEXAMPLE:     &cif dex($n) > 20
                         'You're pretty nimble, $n

        &GDESCRIPTION:     &cThe DEX ifcheck is used to direct a command
                         based on the dexterity stat of the target.

 &r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

51 'IFCHECK DOINGQUEST'~
EXAMPLE:
DESCRIPTION
SEE ALSO: mpedit, opedit, rpedit, ifchecks.
~

51 'IFCHECK ECONOMY'~
&r*-------------------------------------------------------------------*

              &GEXAMPLE:    &cif economy(21001) > 10000000
                          mpecho DH economy is booming!

          &GDESCRIPTION:    &cThe ECONOMY(rvnum) ifcheck is used to base
                          a command on the economy of the area the
                          checker is in. NOTE: area will be specified
                          by default to area the MOB is in, via rvnum.

&r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

52 'IFCHECK FAVOR'~
&r*-------------------------------------------------------------------*

            &GEXAMPLE:     &cif favor($n) == 2500
                         'You're well loved by your deity, $n.

        &GDESCRIPTION:     &cThe FAVOR ifcheck is used to determine the
                         amount of favor held by the target.

 &r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

51 'IFCHECK GOLDAMT'~
&r*-------------------------------------------------------------------*

     &GEXAMPLE:        &cif goldamt($i) > 10000
                    'I'm rich!

 &GDESCRIPTION:        &cThe GOLDAMT ifcheck determines the specified
                     amount of coins carried by the target.

 &r*-------------------------------------------------------------------*

  &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

52 'IFCHECK GUILD'~
&r*-------------------------------------------------------------------*

        &GEXAMPLE:       &cif guild($n) == guild of thieves
                       'You belong to the GoT!

    &GDESCRIPTION:       &cThe GUILD ifcheck is used to determine
                       what guild the target belongs to, if any.

 &r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

51 'IFCHECK HITPRCNT'~
&r*-------------------------------------------------------------------*

              &GEXAMPLE:   &cif hitprcnt($n) < 10
                         'You're going to dieeeeeee!

          &GDESCRIPTION:   &cThe HITPRCNT ifcheck is used to base a
                         command on the targets current hit points.

 &r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

52 'IFCHECK HPS'~
&r*-------------------------------------------------------------------*

            &GEXAMPLE:     &cif hps($n) > 1900
                         'You're buff, $n!!

        &GDESCRIPTION:     &cThe HPS ifcheck is used to base a command
                         on the target's current hit points.

 &r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

51 'IFCHECK INROOM'~
&r*-------------------------------------------------------------------*

     &GEXAMPLE:         &cif inroom($i) == 1200
                      'Look at all the notes to read!

 &GDESCRIPTION:         &cThe INROOM(target) ifcheck is used to
                      determine the target's rvnum location.

 &r*-------------------------------------------------------------------*

  &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

52 'IFCHECK INT'~
&r*-------------------------------------------------------------------*

            &GEXAMPLE:    &cif int($i) == 25
                        'I'm smart!

        &GDESCRIPTION:    &cThe INT ifcheck is used to direct a command
                        based on the intelligence of the target.

 &r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

52 'IFCHECK ISASUPRESSED'~
&r*-------------------------------------------------------------------*

              &GEXAMPLE:    &cif isasupressed($n) > 10
                          '$n's got a bit of wait ahead of them!

          &GDESCRIPTION:    &cThe ISASUPRESSED ifcheck checks the 
                          target's asupress timer.

&r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

51 'IFCHECK ISATTACKER' 'IFCHECK ISKILLER' 'IFCHECK ISTHIEF'~
-----------------------------------------------------------
 
     SYNTAX: if isattacker($n)
             say Didn't quite pull it off, did you?
 
DESCRIPTION: The ISATTACKER, ISTHIEF, and ISKILLER, if
             checks are used to determine if the target
             is flagged as an attacker/killer/thief.
 
-----------------------------------------------------------
 
SEE ALSO: MPPARDON, FLAGS, PARDON
~

51 'IFCHECK ISCHARMED'~
&r *-------------------------------------------------------------------*

     &GEXAMPLE:         &cif ischarmed($n)
                      'Wake up!

 &GDESCRIPTION:         &cThe ISCHARMED ifcheck determines if the 
                      target is charmed.   

 &r*-------------------------------------------------------------------*

  &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

52 'IFCHECK ISDEVOTED'~
&r*-------------------------------------------------------------------*

            &GEXAMPLE:     &cif isdevoted($n)
                         'I see you have devoted your soul, $n.

        &GDESCRIPTION:     &cThe ISDEVOTED ifcheck is used to determine
                         if the target is devoted to a Deity.

 &r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

52 'IFCHECK ISEVIL'~
&r*-------------------------------------------------------------------*

          &GEXAMPLE:    &cif isevil($n)
                      'Greetings, evil one.

      &GDESCRIPTION:    &cThe ISEVIL ifcheck is used to determine if
                      the targets alignment is lower than -350.

 &r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

51 'IFCHECK ISFIGHT'~
&r*-------------------------------------------------------------------*

     &GEXAMPLE:         &cif isfight($i)  
                      yell Lookie Mom! I'm fighting!

 &GDESCRIPTION:         &cThe ISFIGHT ifcheck determines if the target
                      is fighting.

 &r*-------------------------------------------------------------------*

  &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

51 'IFCHECK ISFOLLOW'~
EXAMPLE:
 
DESCRIPTION
SEE ALSO: mpedit, opedit, rpedit, ifchecks.
~

52 'IFCHECK ISGOOD'~
&r*-------------------------------------------------------------------*

          &GEXAMPLE:    &cif isgood($n)
                      'Always a pleasure, $n.

      &GDESCRIPTION:    &cThe ISGOOD ifcheck is used to determine if 
                      the target's alignment is +350 or higher.

 &r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

51 'IFCHECK ISIMMORT'~
&r*-------------------------------------------------------------------*

     &GEXAMPLE:        &cif isimmort($n)
                     bow 0.$n

 &GDESCRIPTION:        &cThe ISIMMORT ifcheck determines if the 
                     target is an Immortal.

 &r*-------------------------------------------------------------------*

   &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

52 'IFCHECK ISLEADER'~
&r*-------------------------------------------------------------------*
   
        &GEXAMPLE:      &cif isleader($n)
                      '$n is an Order, Guild, or Clan leader.

    &GDESCRIPTION:      &cThe ISLEADER ifcheck is used to determine if the 
                      target is a leader of an Order, Guild, or Clan.

 &r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

52 'IFCHECK ISLOCKED'~
&r*-------------------------------------------------------------------*

            &GEXAMPLE:     &cif islocked($n) == 6
                         'The northeast exit is locked.

        &GDESCRIPTION:     &cThe ISLOCKED(dir) ifcheck is used to
                         determine if a specified exit is locked.
                         (HELP DOORDIRS)

 &r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

52 'IFCHECK ISMORPHED'~
&r*-------------------------------------------------------------------*

              &GEXAMPLE:    &cif ismorphed($n)
                          '$n is not as they appear!

          &GDESCRIPTION:    &cThe ISMORPHED ifcheck is used to determine
                          if the target is morphed. (HELP MORPHTYPES)

&r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

51 'IFCHECK ISMOUNTED'~
&r*-------------------------------------------------------------------*

      &GEXAMPLE:        &cif ismounted($n)
                      mpforce 0.$n dismount

  &GDESCRIPTION:        &cThe ISMOUNTED ifcheck determines if the
                      target is mounted.

 &r*-------------------------------------------------------------------*

   &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

52 'IFCHECK ISNEUTRAL'~
&r*-------------------------------------------------------------------*

          &GEXAMPLE:    &cif isneutral($n)
                      'Make up your mind, $n.

      &GDESCRIPTION:    &cThe ISNEUTRAL ifcheck is used to determine if
                      the target's alignment is:
                      - less than +350 and
                      - greater than -350

 &r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

52 'IFCHECK ISNPC'~
&r*-------------------------------------------------------------------*

            &GEXAMPLE:     &cif isnpc($n)
                         '$N is a Non-player character.

        &GDESCRIPTION:     &cThe ISNPC ifcheck is used to determine if
                         the target is a Non-player character. (MOB)

 &r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

52 'IFCHECK ISNUISANCE'~
&r*-------------------------------------------------------------------*

              &GEXAMPLE:    &cif isnuisance($n)
                          '$n is a bit of a pest.

          &GDESCRIPTION:    &cThe ISNUISANCE ifcheck is used to determine
                          if the PC is nuisanced.

&r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

52 'IFCHECK ISOPEN'~
&r*-------------------------------------------------------------------*

          &GEXAMPLE:      &cif isopen($n) == 6
                        'The northeast exit is open.

      &GDESCRIPTION:      &cThe ISOPEN ifcheck is used to determine if
                        an exit is open in the specified direction.
                        (HELP DOORDIRS)

 &r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

52 'IFCHECK ISPACIFIST'~
&r*-------------------------------------------------------------------*

            &GEXAMPLE:     &cif ispacifist($n)
                         '$n will not fight.

        &GDESCRIPTION:     &cThe ISPACIFIST ifcheck is used to determine
                         if the target is flagged pacifist. (MOB)

 &r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

52 'IFCHECK ISPASSAGE'~
&r*-------------------------------------------------------------------*

            &GEXAMPLE:     &cif ispassage($n) == 6
                         'There is a passage leading northeast.

        &GDESCRIPTION:     &cThe ISPASSAGE(dir) ifcheck is used to
                         determine if there is an exit in the 
                         specified direction. (HELP DOORDIRS)

 &r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

52 'IFCHECK ISPC'~
&r*-------------------------------------------------------------------*

            &GEXAMPLE:     &cif ispc($n)
                         '$n is a Player Character.

        &GDESCRIPTION:     &cThe ISPC ifcheck is used to determine if
                         the target is a Player Character. (PC)

 &r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

52 'IFCHECK ISPKILL'~
&r*-------------------------------------------------------------------*

            &GEXAMPLE:     &cif ispkill($n)
                         '$n is a deadly character.

        &GDESCRIPTION:     &cThe ISPKILL ifcheck is used to determine
                         if the target is a deadly character. (pkiller)

 &r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

51 'IFCHECK ISSHELLED'~
&r*-------------------------------------------------------------------*
        
        &GEXAMPLE:       &cif isshelled($n)
                       mpat 0.$n 'Tsk, tsk.

    &GDESCRIPTION:       &cThe ISSHELLED ifcheck is used to determine 
                       if the target is helled.

 &r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

52 'IFCHECK LCK'~
&r*-------------------------------------------------------------------*

            &GEXAMPLE:     &cif lck($n) < 5
                         'Betcha don't feel very lucky, $n.

        &GDESCRIPTION:     &cThe LCK ifcheck is used to direct a command
                         based on the luck stat of the target.

 &r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

51 'IFCHECK LEADER'~
EXAMPLE:         if isleader($n)
                 $ is an order, guild, or clan leader
SEE ALSO: mpedit, opedit, rpedit, ifchecks.
~

52 'IFCHECK LEVEL'~
&r*-------------------------------------------------------------------*

        &GEXAMPLE:      &cif level($n) < 5
                      'You're just a wee baby, $n!

    &GDESCRIPTION:      &cThe LEVEL ifcheck is used to determine the
                      level of the target.

 &r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

52 'IFCHECK MANA'~
&r*-------------------------------------------------------------------*

          &GEXAMPLE:   &cif mana($n) > 100
                     'You're low on mana, $n.

      &GDESCRIPTION:   &cThe MANA ifcheck is used to determine the
                     amount of mana the target has.

 &r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

51 'IFCHECK MOBCOUNT'~
&r*-------------------------------------------------------------------*
 
          &GEXAMPLE:    &cif mobcount(21000) > 10
 
      &GDESCRIPTION:    &cMOBCOUNT ifcheck counts the number of mobs
                      in the specified room. This example returns TRUE if
                      there are more than 10 mobs in room 21000.
                      You can use this form in room or mob programs and
                      you can have one room program check the number of
                      mobs in a different room.
 
 
          &GEXAMPLE:    &cif mobcount(0) > 10
 
      &GDESCRIPTION:    &cUse a zero room number if you want to have
                      a mob check the number of mobs in its room.
                      Note that if the mob changes rooms, the ifcheck
                      applies to whatever room the mob is in.
                      You should use this form in mob programs only.
 
&r*-------------------------------------------------------------------*
 
    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3
 
~

51 'IFCHECK MOBINAREA'~
&r*-------------------------------------------------------------------*

        &GEXAMPLE:         &cif mobinarea(3) == 1
                         'The SuperMob is here working.  

    &GDESCRIPTION:         &cThe MOBINAREA(vnum) ifcheck is used to
                         determine if the target is in the area.

 &r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

51 'IFCHECK MOBINROOM'~
&r*-------------------------------------------------------------------*

        &GEXAMPLE:         &cif mobinroom(3) > 1
                         'We only need one SuperMob!

    &GDESCRIPTION:         &cThe MOBINROOM(vnum) ifcheck is used to 
                         determine if, and/or how many, of target
                         are present in the room.

 &r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

52 'IFCHECK MOBINVIS'~
&r*-------------------------------------------------------------------*

              &GEXAMPLE:    &cif ismobinvis($n)
                          '$N is mobinvis

          &GDESCRIPTION:    &cThe ISMOBINVIS ifcheck determines if the
                          target MOB is flagged mobinvis.

&r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

52 'IFCHECK MOBINVISLEVEL'~
&r*-------------------------------------------------------------------*

        &GEXAMPLE:       &cif mobinvislevel($i) == 50
                       'I'm invisible to all under lvl 50 

    &GDESCRIPTION:       &cThe MOBINVISLEVEL is used to determine
                       the level the target is invisible to. 

 &r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

51 'IFCHECK MOBINWORLD'~
&r*-------------------------------------------------------------------*

            &GEXAMPLE:     &cif mobinworld(21044) < 1
                         'Who killed Harakiem?

        &GDESCRIPTION:     &cThe MOBINWORLD(vnum) ifcheck is used to
                         determine if the specified MOB is anywhere
                         in the realms.

 &r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

52 'IFCHECK MORTAL'~
&r*-------------------------------------------------------------------*

            &GEXAMPLE:     &cif mortal($n)
                         'Greetings Mortal.

        &GDESCRIPTION:     &cThe MORTAL ifcheck is used to determine
                         if the target is level 50 or lower.

 &r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

51 'IFCHECK MORTCOUNT'~
&r*-------------------------------------------------------------------*
 
          &GEXAMPLE:    &cif mortcount(21000) > 10
 
      &GDESCRIPTION:    &cMORTCOUNT ifcheck counts the number of mortals
                      in the specified room. This example returns TRUE if
                      there are more than 10 mortals in room 21000.
                      You can use this form in room or mob programs and
                      you can have one room program check the number of
                      mortals in a different room.
 
 
          &GEXAMPLE:    &cif mortcount(0) > 10
 
      &GDESCRIPTION:    &cUse a zero room number if you want to have
                      a mob check the number of mortals in its room.
                      Note that if the mob changes rooms, the ifcheck
                      applies to whatever room the mob is in.
                      You should use this form in mob programs only.
 
&r*-------------------------------------------------------------------*
 
    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3
 
~

51 'IFCHECK MORTINROOM'~
&r*-------------------------------------------------------------------*

              &GEXAMPLE:    &cif mortinroom(Fred)
                          ruffle fred

          &GDESCRIPTION:    &cThe MORTINROOM ifcheck returns true everytime
                          the mortal is in the room. MORTINROOM will
                          work for link dead as well as link live players.

 &r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

51 'IFCHECK MORTINWORLD'~
&r*-------------------------------------------------------------------*

              &GEXAMPLE:    &cif mortinworld(Fred)
                          mpat 0.Fred say Hi Fred!
 
          &GDESCRIPTION:    &cMORTINWORLD ifcheck returns true if the
                          mortal is in the game. MORTINWORLD will
                          work for both link dead as well as link 
                          live players.

&r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

52 'IFCHECK MULTI'~
&r*-------------------------------------------------------------------*

              &GEXAMPLE:    &cif multi($n) > 4
                          '$n has more than four characters logged in.

          &GDESCRIPTION:    &cThe MULTI ifcheck is used to determine if/
                          how many PCs the target has logged in. Also
                          applies to MOBs, objects, rooms.

&r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

52 'IFCHECK NAME'~
&r*-------------------------------------------------------------------*

          &GEXAMPLE:      &cif name($n) == haus
                        bow 0.$n

      &GDESCRIPTION:      &cthe NAME ifcheck is used to determine
                        the name of the target.

 &r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

51 'IFCHECK NORECALL'~
EXAMPLE:
DESCRIPTION
SEE ALSO: mpedit, opedit, rpedit, ifchecks.
~

52 'IFCHECK NUISANCE'~
&r*-------------------------------------------------------------------*

              &GEXAMPLE:    &cif nuisance($n)
                          'How much of a pest are you....

          &GDESCRIPTION:    &cThe NUISANCE ifcheck is used to determine
                          at what level the target is nuisanced.

&r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

51 'IFCHECK NUMBER'~
EXAMPLE:
 
DESCRIPTION
SEE ALSO: mpedit, opedit, rpedit, ifchecks.
EXAMPLE:
DESCRIPTION
SEE ALSO: mpedit, opedit, rpedit, ifchecks.
~

51 'IFCHECK OBJTYPE'~
&r*-------------------------------------------------------------------*

        &GEXAMPLE:      &cif objtype($o) == 19
                      'Yummy! Food!
 
    &GDESCRIPTION:      &cThe OBJTYPE ifcheck is used to determine the
                      type of object the target is. (HELP OBJTYPENUMS)
 
 &r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

51 'IFCHECK OBJVAL0'~
&r*-------------------------------------------------------------------*

              &GEXAMPLE:    &cif objval($0) = 10
                          (and the object is a drink container)
                          This container has 10 units of fluid in it

          &GDESCRIPTION:    &cThe OBJVAL0(name) ifcheck returns the numeric
                          value of the val0 field of the object referenced
                          by name.  See 'help ITEMVALUES' for what val0 
                          can be used for.

&r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

51 'IFCHECK OBJVAL1'~
&r*-------------------------------------------------------------------*

              &GEXAMPLE:    &cif objval($1) == 20
                          (and the object is an armor)
                          The AC of the armor is 20 

          &GDESCRIPTION:    &cThe OBJVAL1(name) ifcheck returns the numeric
                          value of the val1 field of the object referenced
                          by name.  See 'help ITEMVALUES' for what val1
                          can be used for.

&r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

51 'IFCHECK OBJVAL2'~
&r*-------------------------------------------------------------------*

              &GEXAMPLE:    &cif objval($2) == 12
                          (And the item is a drinkcon)
                          This container holds coffee 

          &GDESCRIPTION:    &cThe OBJVAL(name) ifcheck returns the numeric
                          value of the val2 field of the object referenced
                          by name. See 'help ITEMVALUES' for what val2
                          can be used for.

&r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

51 'IFCHECK OBJVAL3'~
&r*-------------------------------------------------------------------*

              &GEXAMPLE:    &cif objval($3) == 12
                          (And the object is a weapon)
                          This is a suction type weapon

          &GDESCRIPTION:    &cThe OBJVAL(name) ifcheck returns the numeric
                          value of the val3 field of the object referenced
                          by name. See 'help ITEMVALUES' for what val3
                          can be used for.

&r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

51 'IFCHECK OBJVAL4'~
&r*-------------------------------------------------------------------*

              &GEXAMPLE:    &cif objval($4) == 135
                          (And the object is a salve)
                          The 1st spell this salve casts is poison

          &GDESCRIPTION:    &cThe OBJVAL(name) ifcheck returns the numeric
                          value of the val3 field of the object referenced
                          by name. See 'help ITEMVALUES' for what val4
                          can be used for.

&r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

51 'IFCHECK OBJVAL5'~
&r*-------------------------------------------------------------------*

              &GEXAMPLE:    &cif objval($4) == 135
                          (And the object is a salve)
                          The 2nd spell this salve casts is poison

          &GDESCRIPTION:    &cThe OBJVAL(name) ifcheck returns the numeric
                          value of the val3 field of the object referenced
                          by name. See 'help ITEMVALUES' for what val4
                          can be used for.

&r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

51 'IFCHECK OTYPEHERE'~
EXAMPLE:



DESCRIPTION
The OTYPEHERE(name)/OTYPEHERE(number) ifcheck is used to determine
if an object of the given objecttype is in the room.  See
'help OBJECTTYPES.'

SEE ALSO: mpedit, opedit, rpedit, ifchecks.
~

51 'IFCHECK OTYPEINV'~
EXAMPLE:



DESCRIPTION
The OTYPEINV(name)/OTYPEINV(number) ifcheck is used to determine
if an object of the given objecttype is in the checker's inventory.
See 'help OBJECTTYPES.'

SEE ALSO: mpedit, opedit, rpedit, ifchecks.
~

51 'IFCHECK OTYPEROOM'~
EXAMPLE:



DESCRIPTION
SEE ALSO: mpedit, opedit, rpedit, ifchecks.
The OTYPEROOM(name)/OTYPEROOM(number) ifcheck is used to determine
if an object of the given objecttype is in the checker's room.


See 'help OBJECTTYPES.'
SEE ALSO: mpedit, opedit, rpedit, ifchecks.
~

51 'IFCHECK OTYPEWEAR'~
EXAMPLE:



DESCRIPTION
The OTYPEWEAR(name)/OTYPEWEAR(number) ifcheck is used to determine
if an object of the given objecttype is worn by the checker.
See 'help OBJECTTYPES.'

SEE ALSO: mpedit, opedit, rpedit, ifchecks.
~

51 'IFCHECK OVNUMCARRY'~
&r*-------------------------------------------------------------------*
 
      &GEXAMPLE:   &cif ovnumcarry(1200) > 1
                 'Why do you have so many general imm boards?
 
  &GDESCRIPTION:   &cThe OVNUMCARRY(vnum) ifcheck is used to determine
                 if an object with the given vnum is worn OR carried
                 by the CHECKER.

 &r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

51 'IFCHECK OVNUMHERE'~
&r*-------------------------------------------------------------------*

      &GEXAMPLE:         &cif ovnumhere(1200)
                       'Reading Imm Sam, I see.

  &GDESCRIPTION:         &cThe OVNUMHERE(vnum) ifcheck is used to
                       determine if an object is:
                       - in the room of the checker
                       - in the inventory of the checker
                       - being worn by the checker
                       - carried by the checker

 &r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

51 'IFCHECK OVNUMINV'~
&r*-------------------------------------------------------------------*

      &GEXAMPLE:         &cif ovnuminv(1200) < 1
                       'Where's my Imm board?

  &GDESCRIPTION:         &cThe OVNUMINV(vnum) ifcheck is used to
                       determine if an object is in the checker's
                       inventory.

 &r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

51 'IFCHECK OVNUMROOM'~
&r*-------------------------------------------------------------------*
 
      &GEXAMPLE:         &cif ovnumroom(1200) > 1
                       'Why are there so many general Imm boards here?

  &GDESCRIPTION:         &cThe OVNUMROOM(vnum) ifcheck is used to determine
                       if an object is in the room the checker is in.

 &r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

51 'IFCHECK OVNUMWEAR'~
&r*-------------------------------------------------------------------*

              &GEXAMPLE:   &cif ovnumwear(1200)
                         'Why am I wearing the general imm board?

          &GDESCRIPTION:   &cThe OVNUMWEAR(vnum) ifcheck is used to
                         determine if the specified object is being
                         worn by the checker.

 &r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

52 'IFCHECK POSITION'~
&r*-------------------------------------------------------------------*

        &GEXAMPLE:         &cif position($i) == 6
                         stand 

    &GDESCRIPTION:         &cThe POSITION ifcheck is used to determine 
                         the position of the target.

 &r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

51 'IFCHECK RACE'~
&r*-------------------------------------------------------------------*

        &GEXAMPLE:           &cif race($n) == drow
                           ,eyes the Drow suspiciously

    &GDESCRIPTION:           &cThe RACE ifcheck is used to determine the
                           race of the target.(HELP NPCRACES)

 &r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

51 'IFCHECK RAND'~
&r*-------------------------------------------------------------------*

          &GEXAMPLE:    &cif rand(25)
                      'I will say this 25% of the time, or less.

      &GDESCRIPTION:    &cThe RAND ifcheck is used to vary command
                      strings given to the same trigger.

 &r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

52 'IFCHECK SEX'~
&r*-------------------------------------------------------------------*

          &GEXAMPLE:      &cif sex($n) == 2
                        'Greetings M'Lady!

      &GDESCRIPTION:      &cThe SEX ifcheck is used to determine the
                        gender of the target.

 &r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

52 'IFCHECK STR'~
&r*-------------------------------------------------------------------*

            &GEXAMPLE:    &cif str($n) < 5
                        'You need to work out, $n.

        &GDESCRIPTION:    &cThe STR ifcheck is used to direct a command
                        based on the target's strength stat.

 &r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

52 'IFCHECK TIME'~
&r*-------------------------------------------------------------------*

          &GEXAMPLE:      &cif time($n) == 1201
                        'Noon, and all is well.

      &GDESCRIPTION:      &cThe TIME ifcheck is used to determine the
                        time of day in military time. <,>, ! and ==
                        also apply in any combination.

 &r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

51 'IFCHECK TIMESKILLED'~
&r*-------------------------------------------------------------------*

            &GEXAMPLE:     &cif timeskilled($n) > 200
                         'Try an easier MUD, $n :)

        &GDESCRIPTION:     &cThe TIMESKILLED(name) ifcheck is used
                         to base a command on the specified number of
                         times the target has been killed.

 &r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

52 'IFCHECK WAITSTATE'~
&r*-------------------------------------------------------------------*

              &GEXAMPLE:    &cif waitstate($n) > 5
                          '$n is a bit lagged.

          &GDESCRIPTION:    &cThe WAITSTATE ifcheck is used to check
                          the amount of "wait" a PC has. Does not
                          apply to NPCs.

&r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

51 'IFCHECK WASINROOM'~
&r*-------------------------------------------------------------------*

     &GEXAMPLE:   &centry_prog 100
                if ispc($n)
                if wasinroom($n) == 1200
                mpe $n was in room 1200

 &GDESCRIPTION:   &cThe WASINROOM ifcheck is used to determine if the
                target was in a specified room. NOTE: wasinroom checks
                for the 'last' room the target was in only.

&r*-------------------------------------------------------------------*

  &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

52 'IFCHECK WIS'~
&r*-------------------------------------------------------------------*

            &GEXAMPLE:    &cif wis($n) > 20
                        'You're a wise person, $n.

        &GDESCRIPTION:     &cThe WIS ifcheck is used to direct a command
                         based on the wisdom stat of the target. 

 &r*-------------------------------------------------------------------*

    &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3

~

51 IFCHECKS~
VALUE CHECKS (If check == #/string/vnum)
Ifcheck        Question                      Ifcheck    Question
&r------------   ---------------------------   ---------  ------------------
&GHitprcnt       &cPercentage of hit/max_hit?    &GSex        &cSex?
&GDeity          &cName of deity?  (STRING)      &GName       &cName?  (STRING)
&GLevel          &cExperience level?             &GInroom     &cRoom #?  (VNUM)
&GObjtype        &cType of Object?               &GStr        &c# of strength?
&GObjval#        &cValue# equal to this?         &GInt        &c# of intelligen
&GNumber         &cIs its vnum equal to this?    &GWis        &c# of wisdom?
&GPosition       &cPosition #?                   &GDex        &c# of dexterity?
&GClan           &cClan name?  (STRING)          &GCon        &c# of constituti
&GRace           &cRace name?  (STRING)          &GCha        &c# of charisma?
&GMobinarea      &cIs mob in area?               &GMobinworld &cDoes mob exist?
&GMobinroom      &cHow many of mob?  (VNUM)      &GLck        &c# of luck?
&GGuild          &cGuild name?  (STRING)         &GGoldamt    &c# of gold ya go
&GClass          &cClass name?  (STRING)         &GFavor      &c# of favor?
&GMobinvislevel  &cLevel of invis?               &GEconomy    &c# of economy?
&GCouncil        &cMember of council?            &GHps        &c# of hps?
&GMana           &c# of mana?                    &GMortal      &c*Not In Use*
&r------------   ---------------------------   ---------  ------------------
 
&wValue checks can use == (equals) > (greater than) < (less than) 
and ! (not).  Combine for:  != (not equal) >= (greater than or equal).

&YSee individual help files for each ifcheck: &Whelp 'ifcheck mortcount'
 
&YContinued on: IFCHECKS2, IFCHECKS3 
&rSee Also:     MPSTAT RPSTAT OPSTAT MPEDIT RPEDIT OPEDIT TRIGGER MPTRIGGERS
              RPTRIGGERS OPTRIGGERS MPCOMMANDS RPCOMMANDS OPCOMMANDS VARIABLES
              AFFECTEDBY (for a list of affect types)&w
~

51 IFCHECKS2~
&r----------  ------------------------    -----------  ------------------
&GIsgood      &cAlign +350 or higher?       &GIsdevoted    &ctarget devoted?
&GIsneutral   &cAlign < 350 and > -350?     &GIsimmort     &cImmortal?
&GIsevil      &cAlign -350 or lower?        &GIsmounted    &cMounted?
&GIsfollow    &cFollow master in room?      &GIsnpc        &cMob?
&GRand (#)    &cEqual to or less?           &GIspc         &cPlayer character?
&GIsaffected  &cAffected_by name?           &GIspkill      &cPkill?
&GCanpkill    &cPkill lev>4 and age>17      &GIsfight      &cFighting?
&GIsmobinvis  &cMobinvis? (versus invis)    &GIscharmed    &cCharmed?
&GNorecall    &cIs target's room norecall?  &GIspacifist   &cPacifist?
&GMortinworld &cIs mort anywhere?           &GMortinarea   &cin area?
&GMortinroom  &cIs mort in room?            &GIspassage    &c(DIR)Exit exists?
&GWasInRoom   &cWas target in X room?       &GIsMulti      &cMulti-playing?
&GIsopen      &c(DIR)Exit open?             &GIslocked     &c(DIR)Exit locked?
&GTime        &c(Military)Time of day?      &GWeight       &cTarget's weight?
&GMortCount   &cMortals in room?            &GMobCount     &cNPCs in room?
&GCharCount   &cNPCs + Mortals in room?
&r----------  ------------------------    -----------  ------------------
 
&wValue checks can use == (equals) > (greater than) < (less than)
and ! (not).  Combine for:  != (not equal) >= (greater than or equal).
 
&YSee individual help files for each ifcheck: &Whelp 'ifcheck mortcount'
 
&YContinued on: IFCHECKS, IFCHECKS3
&rSee Also:   MPSTAT RPSTAT OPSTAT MPEDIT RPEDIT OPEDIT TRIGGER MPTRIGGERS
            RPTRIGGERS OPTRIGGERS MPCOMMANDS RPCOMMANDS OPCOMMANDS VARIABLES
            AFFECTEDBY (for a list of affect types)&w

~

51 IFCHECKS3~
.
&GTimesKilled
&c        If timeskilled($* OR vnum) == amount
For character checks only, can use any normal mobprog operator
           
&GOvnumHere  OvnumRoom  OvnumCarry  OvnumWear  OvnumInv
&c        If ovnum<place>(vnum) == amount
For objects only, counts how many objects of vnum 'vnum' exist in <place>
 
&GOtypeHere  OtypeRoom  OtypeCarry  OtypeWear  OtypeInv
&c        If otype<place>(type OR value) == amount
For objects only, counts how many objects of type 'value' are in <place>
Will convert the type names (light is 1, for example)
 
&gDefinitions: 
Room  In the room the mobile is in.  Wear   Worn by the mobile as equipment.
Inv   In the mobile's inventory.     Carry  Worn or in inventory
Here  All of the above
 
&YContinued on: IFCHECKS, IFCHECKS2 
&rSee Also:     MPSTAT RPSTAT OPSTAT MPEDIT RPEDIT OPEDIT TRIGGER MPTRIGGERS
              RPTRIGGERS OPTRIGGERS MPCOMMANDS RPCOMMANDS OPCOMMANDS VARIABLES
              AFFECTEDBY (for a list of affect types)&w
~

54 IFCHECKS4~
&GThe following are ifchecks available to port 4000 immortals only:

&Yifcheck           syntax                 usage
&Wisasupressed      if isasupressed($n)    is the target asupressed?
ismorphed         if ismorphed($n)       Is the target morphed? (not in use)
isnuisance        if isnuisance($n)      Is the target nuisanced?
ishelled          if ishelled($n)        Is the target currently helled?
ismulti           if ismulti($n) (value) Is the target multying?
waitstate         if waitstate($n) (val) Is the target in waitstate?
 
&YAdditional help on each of these subjects is available through
'IFCHECK (IFCHECK NAME)'.

&WSee Also: IMMPROGS
~

1 IGNORE~
Syntax:  ignore
Syntax:  ignore <character>
Syntax:  ignore reply/none
 
Ignore allows you to ignore other characters in the Realms.  All tells,
says, socials, and emotes from these characters will be blocked (gagged
out).  You will still see their communications through public channels,
however.
 
Simply typing ignore will give you a list of all the characters you are
currently ignoring.
 
Ignore <character> allows you to add or remove a character from your list
of ignored players.  If the name is already on the list it will be removed.
If the name is not on the list it will be added.  Note that only the names
of actual characters will be accepted and that it is not necessary for
them to be logged on at the time.
 
Ignore reply will cause you to ignore the last person to send you a tell.
This can be used to prevent invisible people from spamming you.
 
Ignore none will set you to ignoring no one.
 
~

55 IMMHOST~
Syntax:  immhost add    <name> <host>
Syntax:  immhost delete <name> <host>
Syntax:  immhost save
Syntax:  immhost
This command is for setting the hosts allowed for immortals that are added
with this command.  Wildcards are allowed (*), so *edu, would allow any domain
from edu connect and 127*, would allow any local domain to connect.
IMMHOST without arguments will show a list of names and what domains they are
allowed to connect from.
To delete a command you need to provide the name and the host, this allows
for multiple hosts for a certain name.
This file won't be saved until the immhost save command is issued.
~

51 IMMPROMPT~
In addition to the normal prompt tokens, the following are available for
immortal use only:
 
  %r  - 'vnum' of current room           %i  - '(Invis Lv) ' wizinvis 
  %R  - '<#vnum> ' of current room       %I  - 'Lv' wizinvis
        (with config +vnum set) 
 
See also PROMPT
~

100 IMMRULES~
1) Msetting yourself to a certain race, then testing all the stats out
to find out which stat affects which attack, will get you de-imm'd and
a very long ban.

2) Immortals can roid in SEMI by typing SEMI, you may not have more than
20 beans in your inventory. You must finish the fight, unless you flee into
a ship. Setting yourself back to IMM in a pk zone while you're fighting
is unacceptable.

3) In PK zones, you may only fight if the majority of the MORTALS, your
vote not counting. Agree to let you fight. The same rules here apply for
rule #2.

4) Any transferring, corpse retrieving, aiding, restoring will not be
tollerated. That goes under immortal abuse.

5) Each immortal may not have over 5mill gold in there pfile, this is to
prevent imms from msetting there gold, and dropping it. (You will be caught
if you try this, everythings logged)

6) Any bashing of mortals and you will recieve the same punishment as them.
If they bash you first, in a joking manner, it's aloud. Follow the same
guidelines in help rules. ***If you want to get on your mortal char. Log off your Imm char.

7) ANY tampering of another immortals work will be an instant ban.

8) Treat other IMM's with respect, regardless of their level. If you go around
talking like you're better than everyone else because of a higher level, you'll
be gone very fast.

9) DO NOT TEST OUT COMMANDS! If you aren't sure what a command does, ask another
IMM. If you're caught testing random commands out, you'll be fired immediately.
This will also follow under immortal abuse.

10) After dying in a PKill fight, (This does not count for defending YOUR HQ
(meaning you've been set to that clan). You must wait 5 minutes before returning
back to semi to fight again. Feeding mortals pks, is unacceptable.

11) When using a mortal character you are not an immortal. What that means is:
As long as you're on your mortal character you are NOT to use or jump on your
immortal character. So if you see someone break a rule on your mortal character
you are not to log onto your immortal character to hand out punishment. Your 
mortal is exactly that; MORTAL. If I hear or see of this rule being broke
you will be fired on the spot. No excuses.

12) You are not to set yourself to aclan without the permisson of the Deity. If
there is no deity then you get the permission of an upper imm before doing so.

13) No Immortal is to give out or make a weapon for anyone, clan eq included.
No exceptions!

14) Immortals should be visable 99% of the time. You should only go invisable if
you are working on something or monitoring players for breaking the rules. Other
than that you should be visible.

15) Immortals like mortals are not allowed to multiplay. If you want to sign on
your mortal character then log off of your immortal one. This rule will be
strictly enforced!

~

51 IMOTD~
Final warning to ALL IMMS WITH ALTS.
If you're caught multiplaying while pk'ing, or preparing to PK. Your
IMM alt and character will be destroyed. We have VERY few rules, and
this is getting extremely out of hand. If you can't do the very least
we don't want you here.
-Goku


&RVote!!! &bVote!!! &Owww.DBZU-2007.com &zVote!!! &CVote!!!
&RVote!!! &bVote!!! &Owww.DBZU-2007.com &zVote!!! &CVote!!!
&RVote!!! &bVote!!! &Owww.DBZU-2007.com &zVote!!! &CVote!!!
&YVote as soon as you come on, this way the mud rank shall go up faster&w.
~

50 INDUCT OUTCAST~
Syntax:  induct  <player>
         outcast <player>
 
Induct and outcast are clan commands.  The leader and number 1 of the 
clan receive the induct commands, while the deity, leader, number 1 and 
number 2 all receive outcast.  Induct will bring a new player into the 
clan, while outcast will remove them.
~

1 INFORMATION~
SLIST   - a command that lists all your spells and skills and the level at
          which you may practice them.
AREAS   - Typing AREAS will get you a list of all areas.  You may get more
          information on each area by typing HELP <full area name>.
WIZLIST - This is a list of all Immortals of the game.
COMMANDS- This is a list of all commands available to you.
SOCIALS - This is a list of all socials available. 
TIME    - This will tell you the current times inside the Realms, the time
          the Realms was last rebooted, and the current time in Toronto.
WHERE   - Where will give you a list of other players in the same area.
SAVE    - After level two, typing SAVE will save your process.
QUIT    - If you want to leave the game, type QUIT.
WHO     - A list of other players visible to you in the Realms.
TITLE   - Once you reach level five, you may make your own title.
PASSWORD- Your password can be changed with PASSWORD <new> <new>
DESC    - You may set up a personal description, type DESC to edit.
 
This is only a brief list of commands that will help you do things with your
character.  More detailed information on each command can be found in the
HELP files.  You may also read sections 1 and 20 in your Adventurer's Guide
book to learn more about these commands.
~

59 INSTALLAREA~
Syntax: installarea <area filename> <full area name/title>

Installs a prototype area into the mud as a non-prototype area.
The filename can be fixed with aset, (don't forget to foldarea the new name.)

Currently the builder should quit and have his/her vnums cleared manually.
(This should be fixed soon).
~

1 INSTANTTRANSMISSION~
By remembering a room, you may instantly transport yourself to that room
from any non-Pkill room through Instant Transmission.

syntax: <remember> - Remembers current room.
syntax: <instant> - Transports you to that room.

Threshold: 95,000,000
~

1 INSTANTTRANSMISSION INSTANT TRANSMISSION IT~
By remembering a room, you may transport to it at any time through
Instant Transmission.

syntax: <remember> - Remembers current room.
syntax: <instant> - Transports to room.

Threshold: 95,000,000
~

1 INT INTELLIGENCE~
- More chance you have to anticipate your opponents attacks.
- Makes certain melee attacks stronger.
- Makes certain ki attacks stronger.

&CSee Also&Y:  &cHELP ATTRIBUTES
~

65 IPCOMPARE~
Syntax: ipcompare <name>
        ipcompare <site>
        ipcompare <name or site> <room|area|world> <#>
 
This takes * as a wild card.
Ipcompare will compare online users to search for multiplayers. A positive
match using ipcompare does not always mean it is a multiplayer..but shows
that there are more than one user from a site on simultaneously.
Ipcompare <field> <#> will limit the output to x number of lines based on #.
* may be used as a wild card, for example ipcompare 207.18.3.* will return
matches from any that begin with the ip prior to the asterisk.
Ipcompare <field> <room|area|world> will limit the search based on that
criteria.  The room|area|world limitation will be judged on the room that
the immortal issued the command in.  So if you are in a different area
than the victim, it will show only players matching the site in the area
you are in.
~

53 ITEMVALUES~
In these values, 'sn' is a spell number;  a negative value means 'no spell'.
Item Type |V0         |V1          |V2         |V3         |V4       |V5
----------|-----------|------------|-----------|-----------|---------|-------
armor     |current AC |original AC |           |           |         |
container |capacity   |flags       |key vnum   |condition  |         |
drinkcon  |capacity   |quantity    |liquid #   |poison?    |         |
food      |food value |(condition) |           |poison?    |         |
herb      |           |charges     |herb #     |           |         |
key       |(lock #)   |            |           |           |         |
keyring   |capacity   |            |           |           |         |
lever     |leverflags |vnum/sn     |vnum       |vnum/value |         |
light     |           |            |hours left |           |         |
money     |# of coins |coin type   |           |           |         |
pill      |spell level|sn 1        |sn 2       |sn 3       |food val |
pipe      |capacity   |# of draws  |herb (sn)  |flags **   |         |
potion    |spell level|sn 1        |sn 2       |sn 3       |         |
projectile|           |            |           |           |         |
salve     |spell level|charges     |max charges|delay      |sn       |sn
scroll    |spell level|sn 1        |sn 2       |sn3        |         |
staff     |spell level|max charges |charges    |sn         |         |
switch    |leverflags |vnum/sn     |vnum       |vnum/value |         |
trap      |charges    |type        |level      |flags      |         |
treasure  |(type)     |(condition) |           |           |         |
wand      |level      |max charges |charges    |sn         |         |
weapon    |condition  |num dice    |size dice  |weapontype |         |
missiles  |condition  |            |dam bonus  |weapontype |range    |
quiver    |capacity   |flags       |key vnum   |condition  |         |

** pipe flags : see help pipeflag
See OBJECTTYPES, WEAPONTYPES, SLOOKUP, LIQUIDTYPES, LEVERFLAGS, OSET,
ARMORCLASS, WEAPONCONDITION and MISSILES.
~

1 KAIOKEN~
A technique known for it's unique, blazing red aura, only Saiyan and
Halfbreeds are capable of using it, and only King Kai can teach them.

Syntax   :  Kaioken # (highest is 16)
Modifier   :  +6 Str, +8 Dex. x8.2 PL (in Kaioken 16)

&RKaioken can only be attained by visiting King Kai.
~

1 KAMEHAMEHA~
The Kamehameha Wave was originally developed by the Human known
as Master Roshi. To execute the move, a fighter plants his feet on the
ground, his arms on one side, his hands forming an outward-facing cup,
the attack is released upon the finished recitation of it's name, a large,
destructive beam of ki energy flowing forward into the unlucky target.
Saiyans, Halfbreeds, and Biodroids may learn and use this devastating
technique.

Syntax   :  Kame (opponent's name)

Threshold: 5,000,000
~

58 KHISTORY~
Syntax: khistory <player>
 
This command will display a list of mobs recently killed by the
character in question.
This is an imm only command.
~

1 KICK~
Kick is a skill which can only be used once a fight has started, and
can only be used against your primary opponent.  If it successfully
lands, it inflicts damage on your opponent.
 
Syntax   :  Kick

Threshold: 5,000
~

1 KILL MURDER~
KILL MURDER
Syntax:  kill     <character>
Syntax:  murder   <character>   -- must be level 5 or higher to murder
 
KILL starts a fight, and, hopefully, kills something.
 
MURDER is used to initiate attacks on other player characters (WARNING:
see 'laws pkill' for restrictions on attacking other players).  You must
be level 5 or higher to be able to use the murder command.
 
Murder is logged, always has and always will be, spamming it to attack someone
is deemed illegal. No skill in spamming and always catching someone.
~

2 KILLER KILLERFLAG KILLERFLAGS~
&WThe mud will automatically assign you a &PKiller &Wflag if you cause the
death of another player. Only situations which involve peacefuls being
killed by mortals, or &RDeadlies &Wkilling fellow clanmembers will result
in the assignment of this flag. You will receive a &PKiller &Wflag if:
 
  1. You caused the DEATH of another player, regardless of who attacked first.
  To help prevent yourself from acquiring a &PKiller &Wflag after being
  attacked, set yourself to &YConfig +Nice &W(See &CHelp Config &Wfor info).
 
  2. You were the Master of a mobile which killed another player while
  under the influence of your charm. PLEASE NOTE that you will receive a
  &PKiller &Wflag even if the player that died attacked the charmed
  mobile without the Master's permission. Charmers and Pet Owners are held
  responsible for the actions of their Pets/Charmies. (See &CHelp Charm
  &Wand &CHelp Pets &Wfor more info on these topics).

  3. You are a &RDeadly &Wplayer and caused the death of a fellow Clanmember.
 
&WDarkhaven Guards, shopkeepers and special function mobs now respond
differently to illegal flags. You may find yourself barred from making
puchases, placed before Judge Kendra for a hearing, sentenced to
jail, or SLAYED by Harakiem.  You may apply to Judge Kendra in person to
seek removal of the flag. She is located one west of the Main Lobby in 
the Townhall. (See &CHelp TOwnhall &Wfor info)
Kendra in person if you wish. Her Honour is located one west of the
Main Lobby in Townhall (See &CHelp Townhall &Wfor info).
~

1 KITABLE~
&YRelated Topics: Ki

&Y(Absorb)      &WAndroids &R---------- &G----- &B---- &r------ &c----- &z------ &gBiodroid
&Y(SBC)         &W-------- &R---------- &G----- &B---- &r------ &cNamek &z------ &gBiodroid
&Y(Claw)        &W-------- &R---------- &G----- &B---- &rMutant &c----- &z------ &g--------
&Y(DDD)         &W-------- &R---------- &G----- &BIcer &r------ &c----- &z------ &g--------
&Y(D.Kick)      &W-------- &R---------- &GHuman &B---- &r------ &c----- &z------ &g--------
&Y(D.Punch)     &W-------- &R---------- &GHuman &B---- &r------ &c----- &z------ &g--------
&Y(Barrier)     &W-------- &RHalfbreeds &GHuman &B---- &rMutant &cNamek &z------ &g--------
&Y(Sphere)      &WAndroids &R---------- &G----- &BIcer &r------ &cNamek &zSaiyan &gBiodroid
&Y(Disk)        &W-------- &R---------- &GHuman &BIcer &r------ &c----- &z------ &g--------
&Y(Eye Beam)    &WAndroids &R---------- &G----- &B---- &r------ &c----- &z------ &g--------
&Y(Finger Beam) &WAndroids &R---------- &G----- &BIcer &r------ &c----- &z------ &gBiodroid
&Y(Heal)        &W-------- &R---------- &G----- &B---- &r------ &cNamek &z------ &gBiodroid
&Y(Kamehameha)  &W-------- &RHalfbreeds &GHuman &B---- &r------ &c----- &zSaiyan &gBiodroid
&Y(Kick)        &WAndroids &RHalfbreeds &GHuman &BIcer &rMutant &cNamek &zSaiyan &gBiodroid
&Y(Punch)       &WAndroids &RHalfbreeds &GHuman &BIcer &rMutant &cNamek &zSaiyan &gBiodroid
&Y(Tail)        &W-------- &R---------- &G----- &BIcer &r------ &c----- &z------ &g--------
&Y(Blast)       &WAndroids &RHalfbreeds &GHuman &BIcer &rMutant &cNamek &zSaiyan &gBiodroid
&Y(Masenko)     &W-------- &RHalfbreeds &G----- &B---- &r------ &c----- &z------ &g--------
&Y(Tribeam)     &W-------- &R---------- &GHuman &B---- &r------ &c----- &z------ &g--------
&Y(ScatterShot) &W-------- &R---------- &G----- &B---- &rMutant &cNamek &z------ &g--------
&Y(MentalThrow) &W-------- &R---------- &G----- &BIcer &r------ &c----- &z------ &g--------
&Y(Galic Gun)   &W-------- &R---------- &G----- &B---- &r------ &c----- &zSaiyan &g--------
&Y(Regenerate)  &W-------- &R---------- &G----- &B---- &r------ &c----- &zSaiyan &gBiodroid
~

1 KITAP~
&cSee also:&C Namek, Supernamek

There is a rumour that a select group nameks have discovered a new ability
which allows a namek to look within themselves and discover a way to recover
a small amount of their energy. In order to achieve such a skill a namek must
show a certain amount of power and mental focus. This technique can be shown
to be very useful in between battles and even when training.

Syntax: Kitap
Required PL: 25,000,000
~

1 KNOCKOUTS~
&W- &Y15 Min Time Limit &W-

Name:               Knockouts:
&W1. &BGabirel               &W{&B14&W}
&W2. &BKlardirk               &W{&B8&W}
&W3. &BHeineken               &W{&B7&W}

&W- &YKOTH &B(&WJesusness&B) &wi think the virgin said. &G{&Wshrugs&G}

&WName:               Knockouts:
&W1. &GKaniek                &W{&G36&W}
&W2. &GVash                  &W{&G26&W}
&W3. &GSarea                 &W{&G23&W}
~

1 KOTH~
- No ganging
- If you're standing around not attacking anyone, you will be trans'd out
- All ki attacks are aloud except galic gun, it can only be used when 2 people
are remaining
- NO grouping
- NO feeding beans
 
If you break these rules, you will most likely be trans'd out, if you argue
most likely slain, a few times. For second offenders you get gamebanned, meanin
you can't join ANY mortal games. Follow the rules, keep the MUD fun for
everyone.
~

1 KOTH2~
- No ganging
- All ki attacks are legal
- No grouping
- No feeding beans

The object of this mortal game is to conquer the top of the hill. To do so you
must use the "climb" command and get up the hill. Battling opponents on the levels
below the top is also a good strategy. After the hill closes (You can no longer enter
the hill again and are transferred to the loser room) the last person on hill standing
wins.

~

52 LAYERS~
.
&gLayers are currently available on the following wear locations:
 
&GAbout, Arms, Body, Feet, Hands, Legs, Waist.
 
&gLayers are set with a numeric value, or combination of values. The lower the
value, the lower the layer, or thinner the item of clothing/armor is. Valid
numeric values are:
 
&G0, 1, 2, 4, 8, 16, 32, 64, 128.
 
&gOr any combination of the above. A value of zero means no other items came
be layered with this item. Items of clothing can be layered over one another
as long as their layer values do not overlap. ie, if leather armor were set
to a value of 56 (8, 16, and 32), it could not layer with, say, a set of
heavy chain that is set to a value of 96 (32 and 64), as they overlap on the
layer value of 32.
 
It is suggested that only those items that will occupy the highest value 
slots, or a slot of 0, have any special affects added to them. Underclothing
should only have a.c. settings.
 
See also OSET, AFFECTTYPES, WEARFLAGS, OBJECTFLAGS, OBJECTTYPES, ITEMVALUES,
WEAPONTYPES, VARIABLES, ARMORCLASS, LAYERS2, and OMENU.
 
~

52 LAYERS2~
.
&gLayer Bit Vectors 
&G|1              |       |
|2|6|3|1        |       |
|8|4|2|6|8|4|2|1| Layer | Suggested Armor Type                   
+-+-+-+-+-+-+-+-+-------+---------------------------------------------
|0 0 0 0 0 0 0 0|   0   | (Default - Nothing Layers)
|0 0 0 0 0 0 0 1|   1   | silk shirt, light cloth tunic (Lowest Layer)
|0 0 0 0 0 0 1 0|   2   | leather vest, heavy cloth
|0 0 0 0 0 1 0 0|   4   | light chainmail, padded gambeson
|0 0 0 0 0 1 1 0|   6   | padded chainmail
|0 0 0 0 1 0 0 0|   8   | leather jacket, reinforced chainmail
|0 0 0 0 1 1 0 0|  12   | platemail, similarly rigid armor
|0 0 0 1 0 0 0 0|  16   | light cloak, loose robes
|0 0 0 1 1 0 0 0|  24   | heavy fur cloak
|0 0 1 0 0 0 0 0|  32   | loose cloaks, surcoats
|0 1 0 0 0 0 0 0|  64   | capes
|1 0 0 0 0 0 0 0| 128   | magical effects (auras, clouds of dust, etc)
|1 1 1 1 1 1 1 1| 255   | (Highest Layer - Nothing Layers)
+-+-+-+-+-+-+-+-+-------+---------------------------------------------
&g* Thick or bulky items may need to occupy more than one layer.
  (example; padded chain covers 2 layers)
* Any items with layer bit(s) should NOT have any/many magical effects
  as they will be overpowerful when mixed with other layered equipment.
* Lower layers (thinner layers) should have a lower AC than higher layers.
* A "body" wear position will have more layers than other positions such
  as "arms", "hands", "legs", and "feet".
  (example for "hands"; silk gloves | leather gloves | chain gauntlets)
 
See also OSET, AFFECTTYPES, WEARFLAGS, OBJECTFLAGS, OBJECTTYPES, ITEMVALUES,
WEAPONTYPES, VARIABLES, ARMORCLASS, LAYERS, and OMENU.
~

1 LCK LUCK~
- More of a chance to inflict and defend from a luck hit against your opponent.

&CSee Also&Y:  &cHELP ATTRIBUTES
~

1 LEVERFLAGS SWITCHFLAGS BUTTONFLAGS PULLCHAINFLAGS DIALFLAGS~
FLAG NAME     |  BITVECTOR  |  DESCRIPTION
----------------------------------------------------------------------
UP            |          1  |  Trigger is UP 
UNLOCK        |          2  |  Trigger unlocks something
LOCK          |          4  |  Trigger locks something
D_NORTH       |          8  |  Affects the north exit
D_SOUTH       |         16  |  Affects the south exit
D_EAST        |         32  |  Affects the east exit
D_WEST        |         64  |  Affects the west exit
D_UP          |        128  |  Affects the exit up
D_DOWN        |        256  |  Affects the exit down
DOOR          |        512  |  Affects a door
CONTAINER    *|       1024  |  Affects a container
OPEN          |       2048  |  Opens something
CLOSE         |       4096  |  Closes something
PASSAGE       |       8192  |  Creates a passage
OLOAD        *|      16384  |  Loads up an object
MLOAD        *|      32768  |  Loads up a mobile
TELEPORT      |      65536  |  Teleports the puller
TELEPORTALL  *|     131072  |  Teleports everyone in the room
TELEPORTPLUS *|     262144  |  Teleports everything in the room
DEATH        *|     524288  |  Causes instant death
CAST         *|    1048567  |  Casts a spell (sn in value1)
FAKEBLADE    *|    2097152  |  Lever is a wax covered sword blade (OUCH)
RAND4         |    4194304  |  Randomizes the exits N, S, E, W
RAND6         |    8388608  |  Randomizes the exits N, S, E, W, U, D
TRAPDOOR     *|   16777216  |  Opens a trap door, everthing falls down

See OSET and ITEMVALUES.  * = not yet implemented.
~

1 LIFEFORCE LIFE~
Your lifeforce is a measurement of how much damage your fighter
can take in combat. If it drops below zero, your character becomes
stunned and highly vulnerable.

You regenerate approximately 1 Lifeforce every 'tick' while stunned.
If knocked to..
&R 0 LF&W-&C 1 tick until fighter may take action again.
&R-1 LF&W-&C 2 ticks until fighter may take action again.
&R-2 LF&W-&C 3 ticks until fighter may take action again.
&R-3 LF&W-&C 4 ticks until fighter may take action again.
&R-4 LF&W-&C 5 ticks until fighter may take action again.
&YNote:&c-4 LF is also known as a 'near death' state.
&R-5 LF&W-&C Fighter is DEAD.

A player may aid you if he wishes, bringing you out of the stunned state.

These numbers are only in relation to players. Mobs die when they
reach 0 lifeforce.

See Also&Y:&c  HELP ENERGY, HELP NEARDEATH, HELP AID
~

1 LIMBO~
The limitless void known as Limbo is a strange plane fabricated by
the Gods to hold mortals who have been rendered unconscious or have
been mortally wounded. It is a well known fact that only Gods may travel
here of their own volition.
~

65 LOADUP~
Syntax:  loadup <player>
 
LOADUP allows one to load up a player's character (playing or not), to do
whatever needs be done to the character.  (Modifying a flag, changing a
password... etc).  Use FORCE to make the character do your bidding.
 
If we make any changes to the char, we comment the char and place a note in
their inventory explaining who loaded them up and what changes were made.
The character is transed to room 99 and forced to quit there (unless they
are going to be left in hell).  If we don't make any changes to the char, we
trans them back from where they came and force quit them there.  Loadup is
used primarily when a player quits to avoid dealing with immortals or if
they quit before you finish writing a comment.  But it is also used to
investigate chars for duping and other allegations made against them.
 
So... there is actually a wide range of reasons to use loadup and you are
encouraged to use your discretion in this area.
 
If you load up a character to slay or purge them, you must post in 1205.
 
See FORCE
~

55 LOG SNOOP~
Syntax: log   <character>
Syntax: log   all
Syntax: snoop <character>

LOG <character> causes all of a character's commands to be logged into
the server's log file.  Like FREEZE, it is a permanent character toggle.

Certain commands (PASSWORD) are protected against LOG.  Conversely, certain
commands (especially immortal commands) are always logged.

LOG ALL logs all character commands.  It is a server-wide toggle; it does not
persist across reboots.

SNOOP shows you a copy of all the input and output going to a character.
The character must have an open channel.  You may snoop more than one
character at a time.
The input from the player will be displayed with a header of the players 
name and a percentage sign (i.e. Mudder%)
SNOOP yourself to cancel all outstanding snoops.
-- Do not snoop people being intimate. <i.e. Mudsex, voyeurism, etc...>
-- Do not repeat information learned in snoop casually, especially to mortals
-- Only snoop a person talking to a higher level Immortal with the higher
   Immortals "Express Permission".
-- If a higher level Immortal begins communication with someone you are
     snooping, inform that higher Immortal immediately of the snoop.
-- Any incidental references learned in snoop should be disregarded
    ** For example, you hear someone is having a mud affair, it is not
    ** important to the reason you are snooping.  Do not judge or pass
    ** on information learned in this manner.
-- "Spot check" snooping of lower level Immortals is part of being a higher
   level immortal.  All Immortals may be snooped at any time, for any reason.
-- Do not snoop for the purpose of gaining information for personal reasons.
-- Being an Immortal is a privilege and a job.  Snoop is a tool to assist
   you do your job properly.  Snoop is neither a toy nor a right.
 
~

100 MAKESHIP~
&cSyntax:&C makeship <filename> <shipname>
 
This command makes/writes a new ship file.
~

54 MAKESHOP~
Syntax: makeshop <mobile vnum>

Creates a new shop and assigns it to a mobile.

The levels of the items in the shop are picked randomly based on item type:

--------------------------------------------
|Item Type | Level Range                   |
--------------------------------------------
| default  | 0                             |
| pill     | 0 to 10                       |
| potion   | 0 to 10                       |
| scroll   | value[0] of the scroll object |
| wand     | 10 to 20                      |
| staff    | 15 to 25                      |
| armor    | 5 to 15                       |
| weapon   | 5 to 15                       |
--------------------------------------------

See SHOPSTAT, SHOPSET and SHOPS.
~

1 MASENKO~
Masenko is the Halfbreed fighter's signature ki attack. No
other race is capable of using it, even their close relatives,
the Saiyan.

Syntax: Masenko (opponent's name)

Threshold: 55,000,000
~

53 MCREATE OCREATE~
Syntax: mcreate <vnum> <keywords>
Syntax: ocreate <vnum> <keywords>

Create and new mobile / object.
A prototype monster or object will be created with the selected vnum, and
set up with the plainest of default values.  A material image of the magical
prototype will appear before you, for you to futher modify with MSET or OSET.

See MSET or OSET.
~

57 MEMORY~
Syntax: memory

MEMORY reports the current counts of objects, mobiles, affects, rooms,
areas, etc, etc.
~

1 MENTALTHROW MENTAL THROW~
Mental Throw is a technique that only the most powerful Icerian warriors
have learned to master. Using complete focus and unwavering discipline
they lift and hurl a giant boulder at their enemy, dealing devastating
amounts of damage.

Syntax   :  Mental

Threshold: 55,000,000
~

53 MENU~
When in one of the menu systems (RMENU, OMENU, MMENU), to switch from one
page to another, type '- <letter>'.  (For example, '- a' will bring you to
the first page in the current menu system).

'- h' will bring up a help file in any menu system.

'+ <name>' in OMENU or MMENU will change the object or mobile being edited
if it exists in your inventory/room respectively.

See RMENU, OMENU, MMENU.
~

51 MFIND OFIND~
Syntax: mfind <name>
Syntax: ofind <name>

MFIND finds all mobile types with a particular name.

OFIND finds all object types with a particular name.
~

53 MINPOS~
Minimum Positions affect both spells and skills. For example, if the minimum
position for a spell was 8, it would work while sitting, fighting or any
position higher than that. The same spell would not work in the resting
position as it's ranked at 6.
0 POS_DEAD
1 POS_MORTAL
2 POS_INCAP
3 POS_STUNNED
4 POS_SLEEPING
5 POS_BERSERK
6 POS_RESTING
7 POS_AGGRESSIVE
8 POS_SITTING
9 POS_FIGHTING
10 POS_DEFENSIVE
11 POS_EVASIVE
12 POS_STANDING
13 POS_MOUNTED
14 POS_SHOVE
15 POS_DRAG
See also : Help STYLE
~

54 MINVOKE OINVOKE~
Syntax:  minvoke <vnum>
         minvoke <keyword of mob>
Syntax:  oinvoke <vnum>
         oinvoke <keyword of obj>
         oinvoke <vnum/keyword of obj> <level>
 
MINVOKE invokes an instance of the mobile specified.
 
OINVOKE invokes an copy of the object specified.  It accepts an optional
parameter for the level of the object to be invoked.
 
~

54 MLIST~
Syntax: mlist
      :	mlist <first mob>
      :	mlist <first mob> <last mob>

This command will list all of the prototype mobs in your area, when used 
with no arguments.  When used with a single argument it will list all 
mobs including and after the argument, and when used with two arguments, 
it will list all mobs including and between the two. 
~

53 MMENU~
Syntax: mmenu <mob name> [menu page] (defaults to 'a' if none given)

Mmenu will bring you into a menu system of editing mobiles.  To use mmenu,
the mobile that you are editing should be in the same room as you.  To
choose an option in the menu, type the number of the section followed by the
desired letter, and any variables that may follow.

See MENU for generic menu commands.
~

58 MOBLOGSTATS~
October 22nd through 12/19
  ... 74 kills on Lord Xyranthas
  ... 102 kills on Onyx Golem
  ... 45 kills on Jagr -  5 Destiny loaded, 20 sacced for 0 Uncertainties
  ... 12 kills on Lord Seth - one Genesis, one Blasting Oblivion
  ... 28 kills on Dracula
  ... 52 kills on Emerald
  ... 337 kills on Bahamut - 35 Justices loaded
  ... 3 kills on Divine Retribution
  ... 52 kills on Froghemoth
~

-1 MOBPROG MOBPROGRAMS OBJPROG ROOMPROG MUDPROG~
.
         The MOBprograms have been contributed by N'Atas-ha.

         Haus hacked together room && obj programs 'cause
          he got sick of failing to add lever bitvectors,
               and cause he thought Carnage was a
                  Trancendentally Cool Mud.
~

51 MOBTRIGGERS MUDTRIGGERS MPTRIGGERS~
Trigger Optnl Triggering Variable Explanation
------- ----- ------------------- -----------
Act      {p}  <keyword / phrase>  [emotes, socials, actions, bamfs]
Speech   {p}  <keyword / phrase>  [says or tells from same room as mob]
Rand          <percentage>        [randomly triggered based on percentile]
Fight         <percentage>        [random, within a fight, based on percentile]
Hitprcnt      <percentage>        [percent is % of mob's max H.P.]
Greet         <percentage>        [entry that mob can see, by mob/player]
Allgreet      <percentage>        [entry by a mob/player, regardless if seen]
Entry         <percentage>        [when the mob itself enters a room]
Bribe         <amount of gold>    [when a player gives the mob money]
Death         <percentage>        [when the mob dies]
Script {hour}                     [loops a line at a time. Hour triggers start]
Time          <hour>              [script prog, runs once on hour specified]
Hour          <hour>              [loops as Script for an hour from start hour]

*NOTE* {hour}/<hour> is in military time. ie, 15 hours is 3p.m. mud time.
*NOTE* The mpcommand MPDONOTHING currently only works in Script progs,
       NOT in Time or Hour progs.

For mobs, see also: MPSTAT, MPEDIT, TRIGGER, MPCOMMANDS, IFCHECKS, VARIABLES.
~

-1 MOTD~
&b==================================================================

&wWe're on TMC, help WWW.
&YPlease make sure you vote. Help this mud grow by supporting it.


&CWelcome to the Dragonball Z: Universe. The MUD is currently still in
BETA. Meaning changes are constantly happening.

As you all know the mud is being updated constantly. We are working on getting
more quests and skills. Keep looking at the changes and help rumors help file. 
I think within the next few weeks you all will like the new additions that will
be implemented. 

-Cell

&b==================================================================

&RVote!!! &bVote!!! &Owww.DBZU-2007.com &zVote!!! &CVote!!!
&RVote!!! &bVote!!! &Owww.DBZU-2007.com &zVote!!! &CVote!!!
&RVote!!! &bVote!!! &Owww.DBZU-2007.com &zVote!!! &CVote!!!
&YVote as soon as you come on, this way the mud rank shall go up faster&w.

&GAlso IM your friends on msn/yahoo/aim with the help www link and have
our votes go up dramatically.
~

1 MOVE MOVEMENT~
This discusses the process of moving your character from one place in the
Realms to another.  The common movements are north, east, south, west, up
down, northeast, southeast, southwest, and northwest.  You may also move
in these directions by the use of n, e, s, w, u, d, ne, se, sw, and nw.
If you need to pass through a door, at times they require being unlocked
and opened. To unlock a door, you type UNLOCK <direction or door name>.
To open a door, you type OPEN <direction or door name>.
 
At times, you may run out of movement points or require healing.  To allow
for faster recovery, you may SIT, REST, or SLEEP.  When are finished with
your recovery, and wish to continue adventuring, type WAKE or STAND.
 
~

53 MPADVANCE~
Syntax: MPADVANCE <name> <level>

Advances the level of a player (not functional in prototype programs).
~

52 MPAPPLY MPAPPLYB~
Syntax:  mpapply <victim>
Syntax:  mpapplyb <victim>
 
These commands are used in the pre-auth area to signal a new character's
authorization status.  When a character first enters the game, it will
be targeted by an 'mpapply <victim>' which will inform the immortals that
the character is waiting for authorization.  Once the character is
authorized, a mob will attempt to 'mapplyb <victim>' the character, and
the character will be sent into the actual game.
 
~

53 MPASOUND~
Syntax: MPASOUND <phrase>

Displays a phrase to all surrounding rooms.
~

53 MPAT~
Syntax: MPAT <vnum> <command>

Lets the mobile perform a command at another location.
~

53 MPCOMMANDS RPCOMMANDS OPCOMMANDS~
The following commands can be used for Room, Mob and Object progs.  The
commands listed at the bottom are for mob progs only.  Each command also
has its own help file.  Type HELP <COMMAND>.
 
MPCOMMAND       PARAMETERS            MPCOMMAND      PARAMETERS
--------------  --------------------  -------------  --------------------
MPASOUND        <phrase>              MPJUNK         <name/var>
MPECHOAROUND    <name/var> <phrase>   MPECHOAT       <name/var> <phrase>
MPECHO          <phrase>              MPMLOAD        <mob vnum>
MPOLOAD         <object vnum>         MPPURGE        <object/mobile name>
MPADVANCE       <player name> <level> MPTRANSFER     <name/all>
MPFORCE         <name/all> <actions>  MPSLAY         <victim>
MPDREAM         <name> <phrase>       MPDAMAGE       <name> <#hps> 
MPCLOSEPASSAGE  <room> <direction>    MPOPENPASSAGE  <origin> <dest> <dir>
MPPRACTICE      <victim> (skill|spell) (max_percent)
MPFAVOR         <victim> <favor>
 
Mobs only:
MPKILL           <name>                 MPGOTO <vnum>
MPAT             <vnum> <command>
 
See also: MPSTAT, RPSTAT, OPSTAT, MPEDIT, RPEDIT, OPEDIT, TRIGGER, MPTRIGGERS,
          RPTRIGGERS, OPTRIGGERS, IFCHECKS, VARIABLES.
~

52 MPDAMAGE~
Syntax:  mpdamage <victim> <amount>
 
This command inflicts a specified amount of damage on the victim.
This damage will be affected by sanctuary, but is not affected by
protect, saving throws or resists.
 
A mob should _never_ mpdamage itself.
~

52 MPDEPOSIT MPWITHDRAW~
Syntax:  mpdeposit <amount>
Syntax:  mpwithdraw <amount>
 
This command orders the mobile to deposit or withdraw a specified number
of gold coins from an area.  These can be used in conjunction with mpat
to tell the mob which area to withdraw/deposit money in.
 
Example:  mpat 21000 mpwithdraw 5000000
 
This would cause the mob to withdraw 5 million coins from the new Darkhaven
area, as that is the area vnum 21000 is in.
 
If no mpat is used, the mob will withdraw or deposit the gold from the
area in which it is located at the time.
~

53 MPDREAM~
Syntax: MPDREAM <name> <phrase>
Sends a message to a sleeping character.
~

53 MPECHO~
Syntax: MPECHO <phrase>

Displays a phrase to the entire room.
~

53 MPECHOAROUND~
Syntax: MPECHOAROUND <name> <phrase>

Displays a phrase to all in the room except victim.
The abbreviation "mer" may be used for mpechoaround.
~

53 MPECHOAT~
Syntax: MPECHOAT <name> <phrase>

Displays a phrase to only the victim.
The abbreviation "mea" may be used for mpechoat.
~

51 MPECHOZONE~
-----------------------------------------------------------
 
     SYNTAX: mpechozone <color> <string>
 
DESCRIPTION: The MPECHOZONE mpcommand works much like
             the ECHO and RECHO comands do except the
             specified string is only displayed within
             the area. 
 
-----------------------------------------------------------
 
SEE ALSO: COLOR, MPCOMMANDS
~

55 MPEDIT~
Syntax:  mpedit <mobile> <command> [number]  [program] [arguments]
Syntax:  mpedit <mobile> add       <program> <arguments>
Syntax:  mpedit <mobile> insert    <number>  <program> <arguments>
Syntax:  mpedit <mobile> edit      <number>  [program] [arguments]
Syntax:  mpedit <mobile> delete    <number>
Syntax:  mpedit <mobile> list
 
Add, insert and edit will put you into the line editor to edit your
program.  The arguments consist of a trigger, plus any arguments
associated with that trigger.
 
For complete infomation, reference the mob program documentation available
via FTP on realms.game.org:  (building.tar.gz/building.tar.Z/building.zip )
 
See MPSTAT, TRIGGER, MPTRIGGERS, MPCOMMANDS, IFCHECKS, IFCHECKS2, VARIABLES
~

51 MPFAVOR~
-----------------------------------------------------------
 
     SYNTAX: mpfavor <target> -#
             mpfavor <target> +#
             mpfavor <target> #
 
DESCRIPTION: The MPFAVOR mpcommand is used to take, give,
             or set a PCs favor by/to the specified amount.
 
   EXAMPLES: 
 
mpfavor 0.$n -10 -> decrease $n's favor by 10
mpfavor 0.$n +10 -> increase $n's favor by 10
mpfavor 0.$n 10  -> set $n's favor to 10
 
       NOTE: The current high/low settings for favor
             can not be exceeded: 2500 and -2500
 
-----------------------------------------------------------
 
SEE ALSO: MPCOMMANDS, 'IFCHECK FAVOR'
~

65 MPFILLIN~
Syntax: mpfillin <exit>
 
New mpfillin, this simply sets a closed door bit, so can be used for
several things, quietly closing a door, closing an exit that was dug, etc...
~

65 MPFIND~
.  Display a maxiumu of n lines.
 
mpfind n mud text
   Search all the mobs in the mud for
   mob progs that contain an occurrence of text.
   Display a maxiumu of n lines.
 
Example:
mpfind 20 901 969 if isnpc
  Search all mob progs in Olympus (vnums 901 thru 969)
  and display all mob vnums that contain text "if isnpc". 
  Display a maximum of 20 lines.
Example:
mpfind 100 mud mpslay
  Search all mob pros in the entire mud
  and display all mob vnums containing text "mpslay".
  Display a maximum of 100 lines.
~

53 MPFORCE~
Syntax: MPFORCE <name/all>

Forces a player/mob to do a command (non-functional on immortals, all will
only force all in room).
~

53 MPGOTO~
Syntax: MPGOTO <vnum>

Goes to any room which is not private.
~

52 MPINVIS~
Syntax:  mpinvis
Syntax:  mpinvis <level>
 
This command controls a mob's ability to use a modified form of wizinvis.
 
Use 'mpinvis' alone to toggle the invisibility.
 
Use 'mpinvis <level>' to set the level at which the mob will be invis.
 
Mortals under the mobinvis level of the mob will be unable to see the mob
when it goes mobinvis; they cannot see it with any spell, it will be
completely invisible to them.
 
Be warned, however, that its programs will still function as normal, the
mortal will simply see a 'someone' if it performs an action or an echo
that they see, just as if a wizinvis immortal performed the action.
 
Also be warned that at the present time, area attacks _will_ hit a mobinvis
creature even if it is invisible.
~

53 MPJUNK~
Syntax: MPJUNK <name>

Destroys an object in inventory/being worn - can be used with all.object .
~

53 MPKILL~
Syntax: MPKILL <name>

Kills a player without using murder.
~

53 MPMLOAD MPOLOAD~
Syntax: MPMLOAD <vnum>
        MPOLOAD <vnum> <level> <timer>

Loads a mob or object. In the case of objects, the level must be set, or
supermob will end up setting the level. Timer is optional, and is the decay
timer for objects.
~

53 MPOPENPASSAGE MPCLOSEPASSAGE~
Syntax: MPOPENPASSAGE <origin> <destination> <direction>

Opens a passage to a room (does not affect pre-existing doors)

Syntax: MPCLOSEPASSAGE <room> <direction>

Closes a passage to a room (does not affect pre-existing doors that were
not created with mpopenpassage)
~

51 MPPARDON~
-----------------------------------------------------------
 
     SYNTAX: mppardon <target> <flag>
 
DESCRIPTION: The MPPARDON mpcommand works just as the
             immortal PARDON command does.
 
-----------------------------------------------------------
 
SEE ALSO: PARDON, FLAGS, 'IFCHECK ISATTACKER', 'IFCHECK
          ISKILLER', 'IFCHECK ISTHEIF'
~

51 MPPEACE~
*-------------------------------------------------------------------*
 
     SYNTAX:     MPPEACE <name>
 
DESCRIPTION:     Any target name within the room can be forced
                 to cease all fighting.
 
*-------------------------------------------------------------------*
See Also:  MPCOMMANDS OPCOMMANDS RPCOMMANDS OPTRIGGERS MPTRIGGERS
~

51 MPPKSET~
-----------------------------------------------------------
 
     SYNTAX: mppkset <target> yes/no
 
DESCRIPTION: The MPPKSET mpcommand will set the 
             PC to deadly or peaceful based on what is
             specified regardless of their present state.
             No = peaceful Yes = deadly
 
-----------------------------------------------------------
~

52 MPPRACTICE~
Syntax:  mppractice <victim> <skill/spell/language> <amount>
 
This command will set the victim's percentage of proficiency in the
specified skill/spell/language to the specified amount.
 
It cannot train a character in a skill/spell/language the character does
not have as a part of its class and that it does not already have as a
result of its level.  In other words, it cannot train a warrior in
fireball, or a level 1 thief in gouge.
~

51 MPPURGE~
Syntax: MPPURGE <object/mobile>

Purges the room, or a specified object/mobile.
-----------------------------------------------------------
 
     SYNTAX: mppurge
             mppurge <item name>
             mppurge <mob name>
 
DESCRIPTION: The MPPURGE mpcommand works much like the
             immortal command PURGE, but for one exception:
             there must be something to purge. If there is
             nothing to be purged, the command will log a bug.
 
-----------------------------------------------------------
~

52 MPRESTORE~
Syntax:  mprestore <victim> <amount>
 
This command restores a specified number of hitpoints to the victim.
~

51 MPSCATTER~
*-------------------------------------------------------------------*
 
     SYNTAX:     MPSCATTER <target name> <low vnum> <hi vnum>
 
DESCRIPTION:     This command will send the victim to any one of
                 the rooms specified at random.
 
Example: mpscatter lascivias 1 50
         Will transfer Lascivias to a room between 1 and 50.
         The numbers you specify are inclusive in the formula.
 
*-------------------------------------------------------------------*
 
See also: MPCOMMANDS OPCOMMANDS RPCOMMANDS OPTRIGGERS MPTRIGGERS
~

51 MPSLAY~
-----------------------------------------------------------
 
     SYNTAX: mpslay <target>
 
DESCRIPTION: The mpcommand MPSLAY works exactly as the
             immortal slay command does, causing the
             PC/NPC target instant death. NOTE: This is
             a mob program command only.
 
-----------------------------------------------------------
 
SEE ALSO: MPCOMMANDS
~

53 MPSTAT~
Syntax:  mpstat <mob/mobvnum>
 
Mpstat will display all of the mobprograms that have been written for the
specified mob.  If an instance of that mob exists in the game, it can be
accessed with its vnum.
 
See MPEDIT, TRIGGER, MPTRIGGERS, MPCOMMANDS, IFCHECKS, IFCHECKS2, VARIABLES
~

58 MPTD~
~

53 MPTRANSFER~
Syntax: MPTRANSFER <name/all>

Transfers one or all in the room to a specified location.
~

54 MSET~
Syntax: mset <character> <field> <value>
        mset character on
 
MSET sets the properties of mobiles. If a mobile has the PROTOTYPE flag, 
modifying an instance of this mobile will also modify the index mobile, which 
all other instances of the mobile are based on.
 
MSET ON will lock you onto a particular mob/character. Once locked on, all
mset commands will imply 'mset <character>'. Hitting enter while in MSET ON
will give you an mstat of the mob/character you are working on. To get out
of MSET ON, simply type the word DONE. Example:
 
        mset gracca on
        long A large hulking figure stands here.
        sex 1
        done
 
See also: ACTFLAGS, SPECFUNCS, SAVINGTHROWS, RIS, NPC_RACES, ATTACKS,
          DEFENSES, MCREATE, MMENU and MSTAT.
~

54 MSETPKILL~
mset <target> pkill
 
Before msetting a player to pkill, ensure the following conditions are met:
 
Player has read HELP DEADLY and LAWS PKILL
Player understands he/she/it may not return to the peaceful side
Player is config -nice
Player is in an area appropriate for pkill.
~

52 MSTAT OSTAT RSTAT~
Syntax:  mstat <character/mob or mobvnum>
Syntax:  ostat <object/object vnum>
Syntax:  rstat 
Syntax:  rstat <location>
 
MSTAT shows you statistics on a character or mobile.  If a copy of the mobile
is present in the game, you can access it using its vnum.
 
OSTAT shows you statistics on an object.  If a copy of the object is present
in the game, you can acces it using its vnum.
 
RSTAT shows you statistics on a location.  The location may be specified as
a roomvnum, as the name of a mobile, or as the name of an object.  Rstat
with no argument returns the statistics on your present room.
 
See MSET OSET and REDIT
~

1 MULTIPLAY~
Multiplaying is having 2 IP's connected to the MUD at the same time.
If you have a network and your brother or something wants to play,
ask a higher IMM to issue a multiplay test.

Going linkdead on a character, and logging on your alt, IS multiplaying.
And it will be logged everytime the instance arises.

MAKE SURE YOU TYPE QUIT BEFORE YOU LOG ONTO ANOTHER CHARACTER.

Everytime a log is shown of a multiplay attempt, you will be punished.
It's not hard to type -----> q u i t

Logging off one character and transfering items to another is STILL multiplaying
and you will be punished.
~

1 MUTANT~
&C Mutants are a strange and unique race. Even their individual members
are unique, often looing completely diffrent from one another. All 
mutants possess the ability to mutate their body further than they
already are, granting them abilities, and often making them stronger
or quicker as well. Some are able to mutate so much that they look
completely diffrent from their original form. Rumor has it that there
have been members of the Ginyu Force that were mutants. 
 
&cKi Attacks:&C
               Scattershot
&cKi Techniques:&C
               Energy Barrier

See Also&Y:  &cHELP PRIMARY, HELP SECONDARY, HELP MUTATE
~

1 MUTATE~
&CSyntax:&R Mutate #
 
&CMutants, as they gain in power, eventually earn the ability
to mutate into a new form, granting themselves tremendous power,
strength, and sometimes even speed. Because of the diverse appearance
of the mutant race, and the unpredictable nature of their mutations,
it is impossible to describe these forms.  More often than not,
each mutant has forms unique to itself.
 
 
(&YForm 1&C)&R  Powerlevel:&C 0&R                        Modifier:&C 1
(&YForm 2&C)&R  Powerlevel:&C 1,500,000&R                Modifier:&C 2
(&YForm 3&C)&R  Powerlevel:&C 4,000,000&R                Modifier:&C 6
(&YForm 4&C)&R  Powerlevel:&C 15,000,000&R               Modifier:&C 8.6
~

52 MWHERE~
Syntax: mwhere <name>

MWHERE shows you the locations of all mobiles with a particular name.
~

1 MYSTIC~
&cSyntax:&R Mystic&C     - toggles mystic status
 
Using Dai Kaio-shin's special techniques, which involve various honing
methods meant to train the warrior to channel tremendous amounts of ki,
a halfbreed warrior may experience a tremendous increase in power, speed,
and battle prowess. This is similar to the Super Saiyan powerup, but
without the anger and emotions. Much like some martial arts, the learning
of the Mystic technique changes the attitude and mental stability of the
warrior. Though the use of mystic will not inherently make an evil person
into a virtuous one, it does tend to calm some of the more savage
characteristics that emerge in someone with only partial saiyan blood.
 
&RMystic
&RThreshold:&C 20,000,000&R Modifier:&C 8.9
&RStat Mods: &CStr - 4, Dex +6, Lck +4&W&w
~

1 MYUUTANTORP~
~

1 NAME NAMES~
&YSyntax:  name <newname>&W
 
This command allows a pre-authorization player to change their name to
a new one if their original choice has been denied.
  Example: A new player named Pete has his name denied. To change his
  name to 'Joe', Pete would simply type: &YName Joe&W.
 
When choosing a name, please try to choose one which is both medieval
and unique. Good names help add to gameplay and will allow you to forge
an identity for yourself. Simply put, your name should &YNOT &Wbe:&G

 - Nonsensical, unpronounceable or ridiculous.
 - Profane or derogatory as interpreted in any language.
 - Futuristic or common, such as 'Jill' or 'Laser'.
 - Similar to that of any Realms Immortal, major mob, or equipment.
 - Significant in history, mythology, or any religion.
 - Comprised of various capital letters, such as 'BrACkkA' or 'CORTO'.
 - Comprised of ranks or titles, such as 'Lord' or 'Master'.
 - Composed of singular descriptive nouns, adverbs or adjectives,
    as in 'Heart', 'Big', 'Flying', 'Broken', 'Slick' or 'Tricky'.
 - Any of the above in reverse, i.e., writing Jade as 'Edaj'.
 - Any combination of singular descriptive nouns/adverbs or adjectives, as
   in 'Metaljacket Heartbound Earthstone or Softheart'.
 &G - No names from Dragonball Z or GT, this also includes variations on their names (ie Goken, Joku, Joten)&W

&WPlease keep in mind that names which were authed in the past do
not validate current name authing. Above are the guidelines
which all immortals follow. In addition, they may have their own
reasons for denying your name. The final determination as to the
validity of a name on the Realms is the discretion of the Immortals
and is NOT subject to debate or discussion. If your name is denied,
simply follow the guidelines and try a new one.
~

51 NAME2~
&YSyntax:  name <newname>
&W
This command allows a pre-authorization player to change their name to
a new one if their original choice has been denied.
  Example: A new player named Pete has his name denied. To change his
  name to 'Joe', Pete would simply type: &YName Joe&W.
 
When choosing a name, please try to choose one which is both medieval
and unique. Good names help add to gameplay and will allow you to forge
an identity for yourself. Simply put, your name should &YNOT &Wbe:&G
 - Nonsensical, unpronounceable or ridiculous.
 - Profane or derogatory as interpreted in any language.
 - Futuristic or common, such as 'Jill' or 'Laser'.
 - Similar to that of any immortal or major mob.
 - Significant in history, mythology, or any religion.
 - Comprised of various capital letters, such as 'BrACkkA' or 'CORTO'.
 - Comprised of ranks or titles, such as 'Lord' or 'Master'.
 - Composed of singular descriptive nouns, adverbs or adjectives,
    as in 'Heart', 'Big', 'Flying', 'Broken', 'Slick' or 'Tricky'.
 - Any of the above in reverse, i.e., writing Jade as 'Edaj'.
&W
Please keep in mind that names which were authed in the past do
not validate current name authing. Above are the guidelines
which all immortals follow. In addition, they may have their own
reasons for denying your name. The final determination as to the
validity of a name on the Realms is the discretion of the Immortals
and is NOT subject to debate or discussion. If your name is denied,
simply follow the guidelines and try a new one.
~

1 NAMEK~
Nameks are a strange alien race from a planet of the same name. They
have green skin, with sections of pink, ribbed flesh on their arms
and legs. They tend to be peaceful, and above all, very wise. Their
abilities are diverse, ranging from healing those who have been
injured, to extending limbs to attack from a distance. They can
regenerate these limbs if they are severed, and are even rumored
to be the originators of the dragonballs. Despite their peaceful
tendencies, they are strangely suited to the arts of war, given
their many abilities, and some of their race do indeed take
advantage of this.
 
&cKi Attacks:&C
            Energy Sphere
            Special Beam Cannon
            Scatter Shot
&cKi Techniques:&C
             Energy Barrier
             Heal

See Also&Y: &cHELP SUPERNAMEK
~

1 NAMEKRP~
~

1 ND NEARDEATH~
A near-death is when your character gets knocked to -4 health. This
traumatizing experience gives the fighter a boost in strength, but is
very dangerous to achieve. You gain approximately 4% of your base PL
when you're knocked into a near-death state.
Near-death bonuses are given to Saiyan, Halfbreed, and Biodroid fighters.
~

1 'NEW' 'NEWBIE' 'NEWBIECHAT' 'START' 'BEGIN'~
&RWelcome to DragonBall Z: Universe!
  

&CThe follow in the helpfile will explain the basics of moving around in a MUD
for newbies. Movement is simple commands of north, south, east, west, up,
or down. For example, to proceed north type: north.

If you need any help or have questions ask on the newbiechat channel. 
Please do try to find help by using helpfiles before you ask questions, 
thats what they are there for.

Before you proceed you will have to read the following helpfiles about rules,
policies and current MUD status. Knowledge of these helpfiles is mandatory,
if you violate the rules you can not claim that you were unaware. To read
the current mandatory helpfiles type the following commands:

&cHELP RULES, HELP MOVEMENT, HELP BOTTING, HELP TRIGGERS
~

58 NEWBIE~
Newbiechat is a channel created for and use by only low-level new
players.  It is designed to lessen the confusion of their transition
into the Realms, and can be used to gain answers to any questions
or problems the player may have.
~

51 NEWBIESET~
Syntax: newbieset <character>

NEWBIESET puts the default (i.e. Darkhaven Academy) equipment into the
character's inventory.  Recipient must be level 5 or lower.
~

50 'NEWCLAN APPLICATIONS'~
In all cases new clan applications would be taken the old way:
 
 - you find your three leaders (no shared leaders here)

 - you find at least two additional avatars
   ... need five avatars total start clan (3 leaders, 2 more)

 - your theme is approved by the conclave; approval is defined
   here as little more than a straining process for quality.
   If you have a theme you're willing to build on/around and
   play and it's not something like a clan that fights for the
   glory of Metallica you're probably okay
 
- you find a deity that's willing to help you in upkeeping
   the clan (i.e. be a mediator with other imms, help you get
   changes made, help you keep the theme of your clan going).
   You won't _have_ to have a deity all the time if it just
   really ends up that you can't keep one, but it's necessary
   to get started (though have pondered linking the function
   of certain clan bonuses such as healers, etc. to the clan
   having a deity, but that's a completely different matter)

NOTE:  This isn't to say an imm-created clan or clans may not be
       introduced, but any such clans would have stipulations on
       them and be for specific use, such as any assassin type of
       clan.  This isn't being planned, just covering bases here
~

50 'NEWCLAN EQ2'~
Equipment option 2:  self-created
 
Created via purchase by the clan.  Either gold or glory or both used
to add affects to the items up to a cap.  Items would start off with
no affects, or perhaps a very, very low set of base stats
 - cap would be raised occasionally to allow more power to be added
   if stock item power overtakes it
   NOTE:  There are new areas coming in that are going to have stock
          items better than existing stock items, and some will have
          items that give unusual rewards.  The difficulty will be
          astronomical, but the value is pretty high
 
Affects could also be removed and replaced at the will of the clan
(i.e. adjusting the item for a cost, remove hps and add some dr, etc.)
or even stripped completely by the clan I suppose if it really wanted
to screw everyone up who had their stuff.
 -  changes to affects could either be retroactive or new eq only,
    meaning when you change a bracer every bracer out there would
    receive that change, or that change would only affect new items
    made.  This is something that would be decided at inception.
 
Yes, cost would be high for affects, and we have not decided on a scale
yet.  It's very unlikely that even the existing clans could foot the
bill for a set of eq comparable even to old clan stuff in a short time.
It's meant that it'll be a slower process, though I'm sure someone will
surprise us.  The advantages are a rising cap over time, the control to
adjust stats as you want and can afford, and that the eq will likely
be more powerful when capped than the divinated eq would be.
~

54 NEWZONES~
Syntax: newzones [low] [high]
Lists the vnum range for rooms/mobs/objects in prototype areas that have been
loaded.
~

-1 NEW_DEATH~
...Everything begins to fade to black.  You feel yourself leaving your body.
Rising up into the air, you feel more free than you have ever felt before...
 
However, before your deity comes to collect your soul, you feel a strange
pulling sensation as strange and colorful mists swirl around you...
 
&CA low voice fills your head with words of advice...
"When your character dies, you are reincarnated at the cathedral of Notre
 Dame de Sioux in New Darkhaven; should you one day become a member of a
 clan, guild or order you will be returned to your own altar."
 
"Your corpse, however, is left behind where you were killed, together with
 all of your equipment, so that you can attempt to return to the scene and
 loot your corpse.  Your gold stays with you.  Corpses decay after time,
 and when this happens the objects inside will decay with it."
 
"Once you have chosen a deity and gained sufficient favor, you may be able
 to supplicate to your deity for your corpse.  Type '&Whelp death&C' for more
 information.  This message will appear only on your first two deaths..."
~

1 NIVEK~
.&c
       -""\
    .-"  .`)     (
   j   .'_+     :[                )      .^--..
  i    -"       |l                ].    /      i
 ," .:j         `8o  _,,+.,.--,   d|   `:::;    b
 i  :'|          "88p;.  (-."_"-.oP        \.   :
 ; .  (            >,%%%   f),):8"          \:'  i
i  :: j          ,;%%%:; ; ; i:%%%.,        i.   `.
i  `: ( ____  ,-::::::' ::j  [:```          [8:   )
<  ..``'::::8888oooooo.  :(jj(,;,,,         [8::  <
`. ``:.      oo.8888888888:;%%%8o.::.+888+o.:`:'  |
 `.   `        `o`88888888b`%%%%%88< Y888P""'-    ;
   "`---`.       Y`888888888;;.,"888b."""..::::'-'
          "-....  b`8888888:::::.`8888._::-"Nivek--
             `:::. `:::::O:::::::.`%%'|  Coder God! 
              `.      "``::::::''    .'
                `.                   <
~

-1 NMOTD~
~

1 NORTH SOUTH EAST WEST UP DOWN~
Syntax: north or n
Syntax: south or s
Syntax: east or e
Syntax: west or w
Syntax: up or u
Syntax: down or d

Use these commands to walk in a particular direction.
~

1 NORTHEAST NORTHWEST SOUTHEAST SOUTHWEST~
Syntax: northeast or ne
Syntax: northwest or nw
Syntax: southeast or se
Syntax: southwest or sw
 
Use these commands to walk in a particular direction.
~

1 NOTE NOTES~
USAGE - 'note (command) [number or text]'
   (command) can be any of the following:
    List, Read, Write, Subject, To, Show, Post, Remove, Take, Date.
   [number or text] can be left blank, be a number, or be words
    depending on what (command) you use.  Usage is explained below.

LIST - Lists the notes you can read. List [number] lists all the notes
 including, and after [number]. You must be at a note board to List.
 example: 'note list'    shows all notes on the board.
          'note list 10' shows notes 10 and later on the board.

READ - Displays the contents of [number]. You must be at a note board to
 Read, and you must specify a [number].
 example: 'note read 5' displays note #5.

WRITE - Puts you in an editor where you can write a note. You must be
 holding a note, and have a quill in your inventory to Write.
 example: 'note write' puts you in the editor. See Help EDITOR.
 
See Also Help Note2
~

1 NOTE2~
SUBJECT - Sets the subject line of a new note to [text]. You must be
 holding a note, and have a quill in your inventory to set the Subject.
 example: 'note subject Hello World!' sets Hello World! as the subject.

TO - Sets the recipient(s) to [text]. ALL means all players. IMMORTAL
 means all immortals. You must be holding a note, and have a quill.
 example: 'note to Harakiem' sets Harakiem as the note's recipient.

SHOW - displays a note you are holding.
 example: 'note show' displays the note you're holding.

POST - takes a note you're holding and posts it to the board you are at,
 so others may read it.
 example: 'note post' puts it on the board.

REMOVE - erases note [number] from a note board. You must be at a note
 board and be the note's author or an immortal to use Remove.
 example: 'note remove 12' removes note #12, if you're its author.
 
TAKE - similar to 'Remove' but places the note in your inventory, rather
 than completely erasing it.
 example: 'note take 10' moves note 10 to your inventory from the board.

DATE - similar to 'list' but replaces who the message is to with the
 date that the note was written.
 
Also See Help &Wnote &w
 
~

51 NOTELL NOEMOTE NOTITLE SILENCE UNSILENCE~
Syntax: notitle <character>
Syntax: noemote <character>
Syntax: notell  <character>
Syntax: silence <character>
Syntax: unsilence <character>
 
NOTITLE, NOEMOTE, NOTELL, and SILENCE are used to muffle other characters, by
preventing them from setting their title, emoting, telling, and using
channels, respectively.  Characters who are notelled will also not recieve
those forms of communication.
 
Use UNSILENCE to remove a player's silence.  Simple use notell, noemote or
notitle on the character again to remove each of those restrictions.
~

53 NPCCLASSES~
CLASS #      CLASS              CLASS #      CLASS
-------      -----              -------      -----
  0          MAGE                 7          AUGURER
  1          CLERIC               20         BAKER
  2          THIEF                21         BUTCHER
  3          WARRIOR              22         BLACKSMITH
  4          VAMPIRE              23         MAYOR
  5          DRUID                24         KING
  6          RANGER               25         QUEEN
 
See also: ACTFLAGS, SPECFUNCS, BODYPARTS, SAVINGTHROWS, RIS, NPCRACES,
          ATTACKS, LANGUAGES, DEFENSES, MSTAT, MCREATE, MMENU.
~

53 NPCRACES NPC_RACES~
A mobile may be any of the following races:
 
human         elf         dwarf        halfling     pixie        vampire   
half-ogre     half-orc    half-troll   half-elf     gith         ant       
ape           baboon      bat          bear         bee          beetle       
boar          bugbear     cat          dog          dragon       ferret    
fly           gargoyle    gelatin      ghoul        gnoll        gnome       
goblin        golem       gorgon       harpy        hobgoblin    kobold       
lizardman     locust      lycanthrope  minotaur     mold         mule 
neanderthal   ooze        orc          rat          rustmonster  shadow 
shapeshifter  shrew       shrieker     skeleton     slime        snake 
spider        stirge      thoul        troglodyte   undead       wight 
wolf          worm        zombie       bovine       canine       feline
porcine       mammal      rodent       avis         reptile      amphibian 
fish          crustacean  insect       spirit       magical      horse 
animal        humanoid    monster      god
 
See also: ACTFLAGS, SPECFUNCS, BODYPARTS, SAVINGTHROWS, RIS, NPCCLASSES,
          ATTACKS, LANGUAGES, DEFENSES, MSTAT, MCREATE, MMENU.
~

51 OBJECTFLAGS~
Flags that objects can have:
 
Flag        Affect                Flag        Affect
&r====        ======                ====        ======
&Gglow        &cn/a                   &Ghum         &cn/a
&Gdark        &cn/a                   &Gloyal       &cloyalty ('help loyal')
&Gevil        &cglow on det. evil     &Ginvis       &cinvisible
&Gmagic       &cprevents enchant      &Gnodrop      &ccannot drop
&Gbless       &c+20% resist dam.      &Gantigood    &czap if align +350
            &cdbl. duration poison
            &cweapon
&Gantievil    &czap if align -350     &Gantineutral &czap if align -350 to +350
&Gnoremove    &ccannot remove         &Ginventory   &cpurge upon char. death
&Gantimage    &czap if mage           &Gantithief   &czap if thief
&Gantiwarrior &czap if warrior        &Ganticleric  &czap if cleric
&Gantivampire &czap if vampire        &Gantidruid   &czap if druid
&Gorganic     &c+20% suscept. dam.    &Gmetal       &c+20% resist damage
&Gdonation    &cprevents get all      &Gclanobject  &cn/a
&Gclancorpse  &cn/a                   &Gprototype   &cn/a
&Gnolocate    &cnot visible on locate
 
&YAdditional flags:
&Gcovering      &cItems inside this are 'covered', use 'look under <object>' to
              see 'inside'.  The object does not have to be a container to
              be a covering object.  Use 'reset put' to indicate objects to
              be covered by this object.&w
~

1 OBJECTS~
To see the objects you currently possess, type INVENTORY and EQUIPMENT>
INVENTORY is the items you are carrying, but are not currently wearing.
EQUIPMENT shows you the equipment you are currently wearing.
 
You may WEAR, WIELD, or HOLD equipment to use it.  To stop using a piece
of equipment, you REMOVE it.  Before you may wield a new weapon, you must
first REMOVE the old weapon. 
 
You can gain information on your objects by using LOOK or EXAMINE.  EXAMINE
tells you the condition of your item, as a more detailed form of LOOK.
 
To find out more information on objects, read sections 9, 10 and 17 of your
Adventurer's Guide book.
~

51 OBJECTTYPES~
Object types listed in bit order:
 
  None        Light     Scroll     Wand        Staff       Weapon
  Fireweapon  Missile   Treasure   Armor       Potion      Worn
  Furniture   Trash     Oldtrap    Container   Note        Drink_con
  Key         Food      Money      Pen         Boat        Corpse_npc
  Corpse_pc   Fountain  Pill       Blood       Bloodstain  Scraps
  Pipe        Herb_con  Herb       Incense     Fire        Book
  Switch      Lever     Pullchain  Button      Dial        Rune
  Runepouch   Match     Trap       Map         Portal      Paper
  Tinder      Lockpick  Spike      Disease     Oil         Fuel
  Short_bow   Long_bow  Crossbow   Projectile  Quiver      Shovel
  Salve
 
Not all are implemented.
 
See OSET ITEMVALUES ARMORCLASS.
~

51 OBJTRIGGERS OPTRIGGERS~
Trigger Optnl Triggering Variable Explanation
------- ----- ------------------- -----------
Wear          <percentage>        [when a player wears the object]
Remove        <percentage>        [when a player removes the object]
Speech   {p}  <keyword / phrase>  [says or tells from same room as mob]
Rand          <percentage>        [randomly triggered based on percentile]
Sac           <percentage>        [when a player sacrifices the object]
Zap           <percentage>        [when the player is zapped due to alignment]
Get           <percentage>        [when a player gets the object]
Drop          <percentage>        [when a player drops the object]
Damage        <percentage>        [when the object is damaged]
Repair        <percentage>        [when the object is repaired]
Greet         <percentage>        [when a mob/player enters the room]
Exa           <percentage>        [when the object is Examined or Looked upon]
Look          ** THIS TRIGGER IS NOT CURRENTLY IN USE **
Push          <percentage>        [when a player pushes an object]
Pull          <percentage>        [when a player pulls an object]
Use           <percentage>        [see 'help useprog' for details]
 
For objects see also: OPSTAT, OPEDIT, TRIGGER, OPCOMMANDS, IFCHECKS, VARIABLES.
~

52 OBJTYPENUMS~
.&r--------------------------------------------------------------------
  
                   &GNUMBER                 TYPE of OBJECT
  
                     &c1                       Light
                     2                       Scroll
                     3                       Wand
                     4                       Staff
                     5                       Weapon
                     9                       Armor
                    10                       Potion
                    15                       Container
                    16                       Note
                    18                       Key
                    19                       Food
                    23                       Mcorpse
                    24                       Pcorpse
                    26                       Pill
                    34                       Book
   
 &r--------------------------------------------------------------------
 
     &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3
                 ITEMVALUES, OBJECTTYPES, VARIABLES,
~

51 OGRUB~
Syntax: ogrub <num of lines> <sort order> [keywords] [operands]
 
ogrub 20 level<8 avg>12
Display weapons below level 8 that do more than 12 average damage.
 
ogrub 20 +wear type=armor hp>100 dr>20
Display armor with more than 100 added hp and 20 added dam roll. Sort
by wear location.
 
ogrub 20 +type nm ng vnum>=900 vnum<=951 level>45 hp>0
Display all eq from Olympus that is above level 45 and affects hp.
Sort by object type in ascending order. Display only that eq held
by players - ignore any on mobs or on the ground.
 
ogrub 20 +name name<>gloves
Display all eq with the substring "gloves" in the name field. Sort
by object name. Note that often objects are named with two or three
keywords like "gauntlets steel gloves". The substring operator <>
is used to search fields for substrings.
 
ogrub 20 +cname np ng type=light int>0
Display lights on mobs that raise intelligence. Sort by character name.
Ignore any lights on players or on the ground.
 
ogrub 20 -dr np ng luck>0 level>=10 level<=20
Display eq that raises luck and is between levels 10 thru 20. Sort by
object damroll in descending order. Only display eq on mobs.
 
ogrub 20 +level or hr>25 dr>25 hp>100 mp>100 ac<-100
Display eq that raises hit roll more than 25 or dam roll more than 25
or hit points more than 100 or mana points more than 100 or lowers
armor class by more than 100 (remember the lower the AC the better)
Sort by object level in ascending order.
 
ogrub 20 or d2 sav0>1 sav1>1 sav2>1 sav3>1 sav4>1
Display equipment that have affects resulting in any saving throws that are
greater than one. Note that positive saving throws are bad for characters
and negative ones are good. The more negative the better. The d2 keyword
requests an alternate form of display which shows the saving throws.
 
ogrub 20 nm cname=joe type=weapon    Display Joe the player's weapons
ogrub 20 np cname=joe type=armor     Display Joe the mob's armor 
 
See Also: HELP OGRUB DATA
 
~

52 'OGRUB DATA'~
Syntax: ogrub <num of lines> <sort order> [keywords] [operands]
 
Here is some reference data you will need in order to use OGRUB.
 
FIELDS                      TYPES      WEAR     MODIFIERS
cname - chr name          1 light      1 take     or - select any
count - obj count         2 scroll     2 finger  +field - sort up
vnum  - obj vnum          3 wand       3 neck    -field - sort down
type  - obj type          4 staff      4 body     np - no players
name  - obj name          5 weapon     5 head     nm - no mobs           
level - obj level         9 armor      6 legs     ng - not on the ground
wear  - obj wear locn    10 potion     7 feet     d2 - display saving throws
avg   - obj avg dam      15 container  8 hands
hr    - obj hit roll     16 note       9 arms     OPERATORS
dr    - ojj dam roll     18 key       10 shield    = equals
hp    - obj hit pts      19 food      11 about    != not equal
mp    - obj mana pts     23 mcorpse   12 waist    >  greater than
ac    - obj armor class  24 pcorpse   13 wrist    >= greater than or equal
str   - obj str affect   26 pill      14 wield    <  less than
dex   - obj dex affect   24 book      15 hold     <= less than or equal
con   - obj con affect                16 dual     <> substring
wis   - obj wis affect                17 ears
int   - obj int affect                18 eyes
luck  - obj luck affect               19 missile
sav0  - save_poison
sav1  - save_rod
sav2  - save_para
sav3  - save_breath
sav4  - save_spell
 
Don't be scared by the fact that things like "pill" are referenced by
a number like 26. If you want info about pills, you can request the
info either by the name "pill" or the number "26".  ***SMILE***
 
See also: HELP OGRUB
 
~

52 OGRUB2~
Syntax: &Wogrub <num of lines> <sort order> [keywords] [operands]
&w 
Here is some reference data you will need in order to use OGRUB.
&GFIELDS                      
&gcname - chr name   wear - obj wear locn  ac  - obj a.c.
count - obj count  avg  - obj avg dam    str - obj str 
vnum  - obj vnum   hr   - obj hit roll   dex - obj dex 
type  - obj type   dr   - ojj dam roll   con - obj con 
name  - obj name   hp   - obj hit pts    wis - obj wis 
level - obj level  mp   - obj mana pts   int - obj int 
luck  - obj luck                                     
&GTYPES
&g1 light        2 scroll  3 wand  4 staff  5 weapon    9 armor    10 potion 
15 container  16 note   18 key  19 food  23 mcorpse  24 pcorpse  26 pill 
24 book
&GWEAR
&g 1 take   2 finger   3 neck     4 body    5 head    6 legs    7 feet   8 hand
 9 arms  10 shield  11 about   12 waist  13 wrist  14 wield  15 hold  16 dual 
17 ears  18 eyes    19 missile
&GMODIFIERS
&gor - select any.  +field - sort up.  -field - sort down.
np - no players.  nm     - no mobs.  ng     - not on the ground.
&GOPERATORS
&g = equals                   != not equal     > greater than  
>= greater than or equal     < less than    <= less than or equal
<> substring
&wDon't be scared by the fact that things like "pill" are referenced by
a number like 26. If you want info about pills, you can request the
info either by the name "pill" or the number "26".  ***SMILE***
~

0 OLDSCORE~
Syntax: oldscore

Oldscore shows the score information in a different way than 'score'.
~

53 OLIST~
Syntax: olist
      :	olist <first object>
      :	olist <first object> <last object>

This command will list all of the prototype objects in your area, when used 
with no arguments.  When used with a single argument it will list all 
objects including and after the argument, and when used with two arguments, 
it will list all objects including and between the two. 
~

53 OMENU~
Syntax: omenu <object name> [menu page] (defaults to 'a' if none given)

Omenu will bring you into a menu system of editing objects.  To use omenu,
you must be holding the object that you are editing in your inventory.  To
choose an option in the menu, type the number of the section followed by the
desired letter, and any variables that may follow.

See MENU for generic menu commands.
~

1 OOC~
&cSyntax:&C OOC <message>
 
This is the out of character channel for FFW. Basically one can talk about
almost anything on this channel. Characters cannot talk on this channel if
their name has not yet been authorized.
~

1 OOZARU~
The Oozaru form is a transformation able to be achieved by those with
Saiyan blood in their veins. The Saiyan has to absorb a high amount
of radiation through their eyes from the sun being reflected off a moon
or other planetary body. Because of this, the Oozaru form is mostly
achieved during the full moon. It is an involuntary transformation, and
even the most benevolent Saiyan will be turned into a destructive,
unreasonable brute hell bent on laying waste to everything within his
grasp.

&RModifier:&c14.25x
&RStat Mod:&c+5 Str, -6 Dex
&YThe Oozaru transformation can be cancelled by going SSJ.

&CSee Also&Y:&c  HELP SAIYAN, HELP SSJ
~

53 OPEDIT~
Syntax:  opedit <object> <command> [number]  [program] [arguments]
Syntax:  opedit <object> add       <program> <arguments>
Syntax:  opedit <object> insert    <number>  <program> <arguments>
Syntax:  opedit <object> edit      <number>  [program] [arguments]
Syntax:  opedit <object> delete    <number>
Syntax:  opedit <object> list
 
Add, insert and edit will put you into the line editor to edit your program.
The arguments consist of a trigger, plus any arguments associated with that
trigger.  Object programs are like mobprograms, with trigger differences.
 
To edit an Objprogram, you must be holding the object in your inventory.
 
See OPSTAT, TRIGGER, OPTRIGGERS, OPCOMMANDS, IFCHECKS, IFCHECKS2, VARIABLES
~

53 OPSTAT~
Syntax: opstat <object/object vnum>
 
Opstat will display all of the objprograms that have been written for the
specified object.  If a copy of the object exists in the game, it can be
accessed by its vnum.
 
See OPEDIT, TRIGGER, OPTRIGGERS, OPCOMMANDS, IFCHECKS, IFCHECKS2 VARIABLES
~

62 ORANGE~
This function is under construction.
~

51 OSET~
Syntax:  oset <object>    <field> <value>
         oset object on
 
If the copy of the object you are currently modifying has the PROTOTYPE flag,
your modifications will also modify the index of that object, which all other
instances of the object are based on.  In the future, every copy of that obj
will reflect your modifications.
 
Also be aware that modifications to the object affect list (everything that
is listed after 'object values') will affect _every_ copy of that object in
the game, including old copies (even if they are not online).  Thus if you
change a prototype-flagged copy of a sword to +4 damroll, every copy of that
vnum ever made will reflect that change.  If you add a 'magic' flag to that
sword, however, only copies made after the change will be affected.
 
If the copy of the object you are modifying does NOT have the PROTOTYPE flag,
your modifications will affect only that copy.
 
OSET ON will lock you onto a particular object.  Once locked on, all commands
commands will imply 'oset <object>'.  Hitting enter while in OSET ON gives
you an ostat of the object you are working on.  To get out of OSET ON, simply
type the word DONE. Example:
 
        oset staff on
        long A long gnarled staff of burnished oak lies here.
        type staff
        done
 
See AFFECTTYPES, WEARFLAGS, OBJECTFLAGS, OBJECTTYPES, ARMORCLASS
ITEMVALUES, WEAPONTYPES, VARIABLES, OMENU, LAYERS and LAYERS2
~

53 OWHERE~
Syntax 'Owhere <object/keyword>

This command will allow you to search for a certain item by using its
keyword. This will list the name of the object, its' location, the name
of the player(s) carrying it and the number of the objects currently online.
are currently on-line.
 
~

0 PAGELENGTH~
Syntax: pagelength <number of lines>

This command sets your screen to only display a certain amount of lines.
After setting pagelength, type clear to reinitialize your screen.
~

0 PAGER~
Syntax:  Pager <# of lines per screen>
Syntax:  Config +pager       (turns page pausing on)
Syntax:  Config -pager       (turns page pausing off)
Syntax:  Pager               (toggles pager on/off)
 
Pager is a configurable item that will pause screen scrollage at the user
specified pager length.  To set it, first set a desired page length using:
 
Pager <# of lines>
 
Initially, page length is set to 24 lines.  Once page length is set, use
the Config command to turn it on and off, or simply type 'pager'.
 
Commands available within the pager are:
 
(C)ontinue, (R)efresh, (B)ack, (Q)uit.
 
With 'continue' being the default item.  When the screen pauses, hit the
enter key to continue, or type another choice and hit the enter key.
 
See also: CONFIG
~

51 PARDON~
Syntax: pardon <character> killer
Syntax: pardon <character> thief
Syntax: pardon <character> attacker

PARDON pardons a player for their crimes.
~

0 PASSWORD~
Syntax:  password  <new password>   <new password>
 
PASSWORD changes your character's password.  You repeat the new password only.
If you do not get it correctly it will not work.  This should end the typo
locking you out of your character.
The PASSWORD command is protected against being snooped or logged; it is
impossible for any immortal to in any way see, find or retrieve it.  It
is the responsibility of the player to ensure that the password of the
character is kept secure.
 
Passwords can not contain certain characters, or spaces.  We also advise
that you use an alphanumeric password (one containing both numbers and
letters) as they are harder to guess.  We also recommend that you choose
a password that is greater than 6 characters in length.  A good rule of
thumb is if it is in the dictionary, it is probably not a good password.
 
NOTE:  if you decide to trade a character, you do so at your own risk.
Immortals are not responsible for ensuring fair trades.  You may seek an
immortal to oversee a trade, but it is not their  responsibility.
 
&YThe password policy is:  password equals ownership.&w
 
See also PASSWORD_ZMUD
~

2 PASSWORD_ZMUD~
When you're using zMUD and want to change your password, remember to change
it in the zMUD character settings as well as on the mud.  The MUD's command
for this is:  password <new password> <new password>
In zMUD, click on 'File', then 'Another Character', or 'File', then 'Open'
to access the character settings - and change the password there.
If you have forgotten your character's password but can still log on with
the character, you can still find out what the password is.  Log on with
that character, click on 'View', then 'Preferences' and then click on
General Settings'.  Find the checkbox for 'Gag Password' and make sure the
box is not checked.  Click on 'Ok' to close the dialog box.
Type the command #say %pass [enter].  Your password will be shown on your
screen, but not sent to the mud.  Write it down, for future reference.

For more information, see HELP PASSWORD and the zMUD web site:
http://www.zuggsoft.com

See also PASSWORD
 
~

0 PCOLORS 'PROMPT COLORS'~
The following are the tags used for adding color in your text.
 
Foreground text tag: &&
Tokens for foreground text are:
&&x - Black           &&r - &rDark Red&D  &&g - &gDark Green&D
&&O - &OOrange (brown)&D  &&b - &bDark Blue&D &&p - &pPurple&D
&&c - &cCyan&D            &&w - &wGrey&D      &&z - &zDark Grey&D
&&R - &RRed&D             &&G - &GGreen&D     &&Y - &YYellow&D
&&B - &BBlue&D            &&P - &PPink&D      &&C - &CLight Blue&D
&&W - &WWhite&D
&&D - Resets to custom color for whatever is being displayed.
Blinking foreground text tag: }}
Tokens for blinking text are:
 
}}x - Black           }}r - }rDark Red&D  }}g - }gDark Green&D
}}O - }OOrange (brown)&D  }}b - }bDark Blue&D }}p - }pPurple&D
}}c - }cCyan&D            }}w - }wGrey&D      }}z - }zDark Grey&D
}}R - }RRed&D             }}G - }GGreen&D     }}Y - }YYellow&D
}}B - }BBlue&D            }}P - }PPink&D      }}C - }CLight Blue&D
}}W - }WWhite&D
 
When putting color in something, please try to remember to close your
colors with a &&D tag so that anyone viewing it won't have to deal with
color bleeding all over the place. The same holds for italic or underlined
text as well.
Background color tag: ^^
Tokens for background color are:
 
^^x - Black         ^^r - Red           ^^g - Green
^^O - Orange        ^^b - Blue          ^^p - Purple
^^c - Cyan          ^^w - Grey
If setting both foreground and background colors. The foreground must
be used before the background color. Also, the last color setting in your
prompt will wash over into the text you type. So, if you want a set
of colors for your typed text, include that at the end of your prompt set.
 
Example (assuming current h.p.'s of 43 and mana of 23):
 
Prompt &&Y^^b<%h/&&x^^r%m>&&w^^x = <43/23>
        {A}     {B}       {C}
A) Yellow with blue background.
B) Black with dark red background.
C) Light Grey with black background.
 
See also: PROMPT, ANSI&D
~

55 PCRENAME~
syntax pcrename <oldname> <newname>
 
This command permanently changes a players name and should be used
sparingly. It does a check to ensure there is no other player by that
name already in the files.
~

51 PEACE~
Syntax: peace

PEACE causes all characters in a room to stop fighting.
~

51 PIPEFLAG~
The following flags may be used with the item type pipe in the v3 item
value:
PIPE_TAMPEDPipe has been tamped (not really used yet)
PIPE_LITPipe is lit (required for smoking)
PIPE_HOTPipe is hot
PIPE_DIRTYPipe is dirty (not really used yet)
PIPE_FILTHYPipe is REALLY dirty (not used at all yet)
PIPE_GOINGOUTPipe is about to go out
PIPE_BURNTNot used yet.
PIPE_FULLOFASHPipe is full of ashes, and needs to be emptied.
 
~

1 POWERUP POWER POWERD~
Any fighter has the ability to focus and boost his powerlevel, even at the
weakest level. While these powerups grant no modifications to speed
or strength, they can provide a needed boost for a fighter who has not
yet achieved his transformations.

&R  PL &Y- &RMod
&R+&Y---------------------
&RBase &Y- &R1.1x
&R50K  &Y- &R1.2x
&R250K &Y- &R1.3x
&R500K &Y- &R1.4x
&R750K &Y- &R1.5x
&R1mil &Y- &R1.6x
&R2mil &Y- &R1.7x

&CSyntax   :  Powerup
Syntax   :  Powerd
~

1 PRACTICE~
Syntax: PRACTICE
Syntax: PRACTICE <skill|spell|weapon>

PRACTICE without an argument tells you your current ability level in all
the skills and spells available to you.  You can check this anywhere.

PRACTICE with an argument practice that skill or spell.  Your learning
percentage starts off at 0% (unlearned), and can be practiced once.  
After this initial practice, the skill/spell must be used to develop it 
to the level of 'adept' (Adept is not always necessarily 100%)  You must 
be at a guild master to practice.

The higher your wisdom, the more practice sessions you will have each time you
gain a level.  Unused sessions are saved until you do use them.
 
All characters may practice skills, spells, and weapons in the Academy.
 
For more information on spell, skills, weapons, and practicing, read section
15 of your Adventurer's Guide book.
~

5 PRIMARY SKILL~
&CMost mutants have found uses for their bodily deformations, and 
in time, can even come to learn how to manipulate them. Around the
time they reach a powerlevel of 1.5 million (when they experience their
first mutation) they can begin practicing their primary skill. When
this skill level reaches 50%, they will gain at random one of these special
primary skills:
 
&Y*&pLarge Size&W-
&CThis will increase your size and slow you down, but will
also increase your attacking power.
&RStat Mods:&c +10 Str, -5 Dex

&Y*&pSmall Size&W-
&CThis will transform your body in a way opposite that
of the Large Size mutation. Your body will be much quicker, but
you sacrifice brute strength.
&RStat Mods:&c +10 Dex, -5 Str

&Y*&pStoneskin&W-
&CThis will increase your body's natural defenses.
&RStat Mods:&c +2 Str, +2 Lck

&Y*&pMegabrain&W-
&CThis mutation increases your mental capacities beyond its normal
limitations.
&RNote:&CSkills cannot go above 100%.
&RStat Mods: &c+10 Wis, +2 Dex

&Y*&pHigh Ki&W-
&CThis mutation will multiply your max ki by 1.5x at the time
you recieve it.
&RStat Mods:&c -3 Str, +3 Dex, +3 Lck
 &C
The power that is harnessed in yourself is random. You cannot choose the
primary skill that you will gain.
 
 &RWisdom is NOT required in order to train Primary Mutation.&C

Syntax   :  Train Primary

 &RYou do NOT get these mods until you attain the Fourth Mutation.

&CSee Also&Y: &cHELP SECONDARY, HELP MUTATE
~

1 PRIMARYTECHNIQUE PRIMARYTECH~
All Biodroids, due to the process in which they're created, are granted
a Primary Technique from one of the other races when they reach a
certain level of power. This technique is recieved at random when it's
trained to 50% effectiveness.

&gScattershot&W-
&CMost similar to that of a Namek's scattershot in which different
energy balls are fired upon the opponent at once.

&gTribeam&W-
&CThe signature attack of the Human race, in which a triangular-shaped
energy beam is fired at an opponent.

&gMasenko&W-
&CThe signature attack of Halfbreeds, in which one large energy blast is
shot at an opponent.

&gDual Destructo Disk&W-&C
The signature attack of a full-fledged Icerian Warrior. Two deadly,
spinning disks of pure energy are flung at an opponent.

&gEnergy Barrier&W-
&CThis ability enables the Biodroid to envelope himself in a protective
shield of pure ki energy, increasing its defense.

Syntax   :  Train Primarytechnique

Threshold: 70,000,000

See Also&Y:  &cHELP BIODROID
~

51 PROJECT~
Syntax: project -- same as project list
        project save 
        project list [available]
        project code  --- Lists approved projects with no coders
        project mine -- Lists all projects that you own or are the coder
        project more --- Lists projects as well as coder/log info
        project add <name>
        project <number> coder  --- Assigns you as the coder of a project
        project <number> delete
        project <number> take
        project <number> log write
        project <number> log subject <subject>
        project <number> log post
        project <number> log list
        project <number> log <number> read
        project <number> log <number> delete
        project <number> description --- Buffer to describe the project
        project <number> show -- shows description of the project

You can remove yourself as a coder or owner by repeating the command.
Change status/post on other's projects, 60+, Code council, Vc heads.
List logs/read logs from others projects, 54+
Add/ delete logs  <Level 60+, Code council and VC heads)
~

0 PROMPT FPROMPT~
Syntax:   prompt  <string>
Syntax:   fprompt <string>
 
Sets your prompt to a given string.  The game automatically sets your prompt 
when your character is created, but you can use PROMPT to change your prompt
to more to your liking.  If you type 'default' as the string, your prompt
will be set back to the game default.

The fprompt sets your fighting prompt.  This is the prompt that is displayed
to you while you are fighting.  It follows the same format as the normal
prompt does.
Your prompt can be any string of characters that you wish. You can also embed
special characters and tokens into the string that you set. These special
characters are linked with specific groups of tokens. These tokens will add
specific sets of information to your prompt.
 
The first special character is:  %
Tokens for % are:
  %h  - current hitpoints                %m  - current mana (0 for vamp)
  %H  - maximum hitpoints                %M  - maximum mana (0 for vamp)
  %b  - current blood (0 for non-vamp)   %v  - current movement
  %B  - maximum blood (0 for non-vamp)   %V  - maximum movement
  %g  - gold held                        %x  - current experience
  %a  - your alignment                   %X  - experience needed to next level
  %A  - invisible/hide/sneak indicator   %S  - your current combat style
  
The other special characters are:
 &&  - Foreground color                  ^^  - Background color
 
Examples (assuming current hit points of 43, mana of 23, and movement of 120):
Prompt %h%m%v       =   4323120
Prompt <%h|%m|%v>>> =   <43|23|120>>>
Prompt %h %m %v     =   43 23 120
 
Please see HELP PCOLORS for a list of the color tokens. If you are immortal,
there are separate prompt options for your use. See HELP IMMPROMPT.
 
&w< &&YLifeforce&&w [&&G%h&&w]&&Y Energy&&w
[&&G%m&&w]&&Y Powerlevel&&w [&&g%x&&w/&&G%X&&w] >
~

51 PULLTYPES~
&YSyntax&W: redit pushtype <direction> <type>
&YSyntax&W: redit push <direction> <force>
 
Where type is equal to Current, Wave, Whirlpool, Geyser, Wind, 
Storm, and Vortex, to name a few . These equal the 'pushforce'
Other types include Vacuum, Slip, Coldwind, Sinkhole, Landslide,
Quicksand, Earthquake, Undefined, Lava, Hotair and Breeze (objects only).
 
The frequency of the push is controlled by the value set in
redit push <force>, and may be anything from -100 to 100. Positive
and negative values represent pulling and pushing, respectively.
The more positive (or negative) the number is, the sooner the force
will push or pull you.
~

1 PUNCH~
Punch is a skill which can only be used once a fight has started, and
can only be used against your primary opponent. If it successfully
lands, it inflicts damage on your opponent.

Syntax   :  Punch

Threshold: 5,000
~

57 PURGE~
Syntax: purge
Syntax: purge <character>

PURGE is used to clean up the world.  PURGE with no arguments removes all the
NPC's and objects in the current room.  PURGE with an argument purges one
character from anywhere in the world.

PURGE will not get rid of PC's.
~

51 QPSET~
This command is used for giving/taking Glory from players.  The syntax 
is as follows:
 
      qpset <player>  <give|take>  <amount>
 
Where one of give or take is used, and the amount is always a positive
integer.
 
Please see HELP GLORYIMM before affecting a player's Glory.
See also: GLORYIMM2, GLORY, GLORY RATES.
~

51 QPSTAT~
syntax ( qpstat target)
 
This command will show information regarding the amount of glory a
player has. The first number is their current glory, the second is
the amount of glory held over lifetime.
 
 See also : HELP GLORY, HELP GLORYRATES, HELP QPSET
~

1 QUEST~
&RSyntax:&C Quest [Message]&C

Usage: Quest Channel, is a channel that when an immortal is having a
a trivia or a game, OR when a player needs help on INFO on a quest, BUT NO
ANSWERING RIDDLES/HELPING the PLAYER.
~

1 QUIT~
Syntax: QUIT
 
QUIT leaves the game.  You may QUIT anywhere.  When you re-enter the game
you will be back in the same room, unless that room has a prog that moves
you upon re-entry.
 
QUIT automatically does a SAVE, so you can safely leave the game with just
one command.  Nevertheless, it's a good idea to SAVE before QUIT.  If you
get into the habit of using QUIT without SAVE, and then you play some other
mud that doesn't save before quitting, you're going to regret it.
 
There is no RENT here.  Just SAVE and QUIT whenever you want to leave.
~

0 RACE RACES~
&cRaces currently installed:
 
&z-&YSaiyans&z-
&z-&RHalfbreeds&z-
&z-&WHumans&z-
&z-&BAndroids&z-
&z-&GNameks&z-
&z-&CIcers&z-
&z-&cBiodroids&z-
&z-&gMutants&z-
~

2 RACETALK~
Syntax:  racetalk <message>
 
The racetalk channel will send your message to all the members of
your race currently online.  This channel can be used to roleplay
in accordance with the characteristics of your race, to plan runs
or grouping with a more focused body of players, or for general
chatter.  Please note that racetalk is partially designed to
promote roleplaying, so attempting to limit yourself to the
characteristics of your race may enhance your enjoyment of the mud,
and may provide a unique experience for those who have never
roleplayed previously.
 
~

1 RAGE~
Rage is what fuels a Saiyan, it enables him to surpass his own limitations
and achieve something greater. It is the driving force behind achieving the
legendary SSJ transformation. A Saiyan becomes enraged when he engages
in a battle that threatens his or her life.
~

1 RAID~
A raid is an attack by one clan on another.  Most of the time it is
initiated in order to enter the defending clans HQ and purchase their
armor. Sometimes it is done to boost the attacking clan's PKs, and
then every once in a while it is done out of sheer boredom.  Of course
there are rivalries between certain clans, and sometimes this is the
cause of a raid.  For the rules on raiding, see help raiding.
~

1 RAIDING~
.
- Raid odds must be kept even, defenders can outnumber raiders. If a defender
logs off and the attacker has already come out, they can stay out. A good
idea would be to when you log on, ASK if your being raided and not just log off
Incase you screw your clan over by adding another attacker.
 
- Raids must be seperated by an hr at least. Meaning if you raid a clan, that
clan can't be raided again by anyone for another hour.
 
- Clan deities count as 3 defenders, ONLY WHEN THEY'RE IN SEMI. A deity thats
just online does not count as a defender.

- Logging off in another clans HQ, is illegal. This only includes CLAN HQ's. Not
neutral pk zones(MHQ,Turks etc.). If you're caught doing this, your character will
be destroyed, and/or your clan raidbanned. This is NOT a hard rule, anyone who isn't
braindead can follow this.

- Unclanned cannot raid clan HQ's, stepping onto the dock is raiding.

- After a raid, all ships must be moved off the raided HQ's dock, to prevent spam raiding.

&G- &RIf a defender switches, that counts as ONE character being on, if that alt steps
into the HQ to defend, that alt now counts as 1, so the total between the two
characters is now 2, not 3, so the defend would be a 2v1 so the raiders can bring
another person on.

&G - &WAny clan that does not have a HQ cannot raid or defend another HQ, no matter what the leader says&w

&W- &RIF two clans land at the dock of another clan the clan the activates the raiding log will be declared the raiding clan and the other clan will be forced to leave.
~

51 RAP~
This command allows you to rap on a closed passageway and anyone on the
other side will "hear" it.  The message sent is an act_message, and
act_progs can be trigger by it.
~

58 RASSIGN MASSIGN OASSIGN~
Syntax: rassign
        oassign 
        massign

> Steps for creating a new area from scratch;
> 1. checkvnum rooms   low_vnum hi_vnum
>    checkvnum objects low_vnum hi_vnum
>    checkvnum mobs    low_vnum hi_vnum
>     (make sure the vnums don't overlap another area)
> 2. rassign (person) low_vnum hi_vnum
>    massign (person) low_vnum hi_vnum
>    oassign (person) low_vnum hi_vnum
> 3. mset (person) aloaded yes
> 4. goto low_vnum
>    goto hi_vnum
> 5. savea
> 6. save
> 
> This should create a new area listed as '{PROTO} (Person)'s area in
> progress', with the file name '(person).are' and it should load up after
> rebooting the MUD with 'loadarea' or 'loadarea (person).are' if it's not
> your area.
NEVER do this to someone who has an area assigned to them. This would
change the range for the area they have assigned and wipe out the area.
~

58 RAT~
Syntax: rat vnum1 vnum2 command [parameters]
 
Rat, or 'range at' is the at command with the added parameters of two
room vnums.  Assuming the vnums are valid, your 'at' command will be
executed in every room in the range you give.
 
Example: rat 100 110 redit flags 0
This will clear the room flags in all rooms from 100 to 110 inclusive.
~

1 'RB' 'RINGBEARERS'~
In ancient times, savage creatures of all different classes, races, and
sexes fought as individuals, with little regard for others.  Soon, these
creatures of the world began to see the wisdom of forming groups for survival.
The first of these groups was the family.  Husband, wife, and children all
worked together to benefit the family.  This method of organization still
lacked sufficient power and opportunity.  After a number of centuries, the
first of the great guilds appeared, offering members a chance to unite based
on their choosen class.  These guilds proved sufficient in providing for the
social needs of their members.  However, guild members were often forced to
look outside of their guild for needed resources...  In trying to fill this
void, several individuals begin grouping together, and began what is now called
the Order of Ringbearers.
 
The primary goal of the Ringbearers' is to grasp the rings of truth, honor,
and knowledge.  This is done through exploring the Realms, teaching and
learning from others, and staying respectful to all others.
 
Equality in all forms is a central ideal of the Order of Ringbearers.  No
one class or race shall receive preference over another.  All segments
must unite in a circle, or a ring of brotherhood, to deliver success.

In the Order of Ringbearers, all members shall have the right to voice
their opinions and vote on Order policy.  No member shall be sanctioned
nor outcast for words they say while in the confines of the Order's
headquarter, or over Ordertalk, as long as they remain respectful and
honest to themselves and their fellow members.
 
For more information, see HELP RB INDUCTION, HELP RB EFF, and HELP RB MAPPING
~

2 RCHANNELS~
Syntax: rchannels
        rchannels +/-<channel>
Rchannels alone will give you a list of current remote channels that
you have, and using rchannels with + or - followed by the channel name
will toggle that channel on or off.
~

0 RCHANNELS RCHAN RINVIS~
Syntax:  rchannels                  - display your current IMC channel state
         rchannels +<channel>       - turn on an IMC channel
         rchannels -<channel>       - turn off an IMC channel

rchannels on its own will show you which IMC channels you have access to, and
whether they are currently on or off.

rchannels with an argument will turn on or off a given IMC channel that you
have access to.

rchannels can also be used to block rtells and rbeeps if necessary.

One additional option is rinvis. rchannels +rinvis will make you totally
invisible to IMC: you cannot be contacted by rtell, rreply, or rbeep, and
you do not appear on rwho. However, you cannot use any IMC channels while
rinvis is active (you can still hear them, though). rchannels -rinvis will
reverse this state.

Immortals may allow you access to IMC channels, or revoke your access to 
them, as necessary.

See also: IMC RCHAT RBEEP RTELL
~

0 RCHANSET~
Syntax:  chanset <player>             - see a players current IMC flags
         chanset <player> +<channel>  - set 'allow' flag on a player
         chanset <player> -<channel>  - set 'deny' flag on a player
         chanset <player> =<channel>  - reset allow/deny flags on a player

This command allows you to view or change a players IMC channel priviliges.
In all cases <channel> can be the name of an IMC channel (rchat, rcode, etc)
or 'rtell' or 'rbeep'.

Setting the allow flag for a channel allows that player to see and use that
channel, regardless of their level. This can be used, for example, to give
mortals with coding experience access to rcode.

Setting the deny flag for a channel prevents that player from using or
seeing that channel, even if their level normally allows them to. This can be
used as a penalty for players who abuse the IMC channels or rtell/rbeep.

Resetting the allow/deny flags simply clears them, using only the player's
level to determing whether they can use the channel.

See also: IMC 'IMC IMMORTAL COMMANDS' RCHAT RCODE RIMM RINFO
~

51 RCHAT~
Syntax: rchat <message>

Rchat will send a message across the IMC network to all players.

At this time &Conly immortals&G (on this mud) are able to send rchat messages.
Currently there is no plan to change this policy.
 
&CTo turn rchat &WOFF&C type &Wrchan -rchat&G
 
~

57 RCODE~
Syntax: rcode <message>
Sends a message to all who can see rcode.
~

0 RDISCONNECT~
Syntax:  rdisconnect <mudname>             - terminate an IMC connection

rdisconnect reverses rconnect, severing all connections to the named mud.

See also: IMC 'IMC IMMORTAL COMMANDS' RCONNECT
~

1 'REALM OF WORSHIP'~
Recommended level range: 0 - 60

Very little is commonly known about the Realm of Worship, a series
of dark, lonely tunnels within the mountains of Moria. It was once the
residence of the Terror, the dreaded earthly manifestations of the Gods.
However, it is now empty save for the remaining guardians of Terror. Two
tales concerning this Realm's new purpose are being told lately. One claims
that the Realm now serves as a temple where the most desperate of followers
can come to convene with their God. The other dictates that the most powerful
Terror guardian has made a lair out of the dark tunnels. Whether these tales
are true or not, the Realm of Worship is wandered by only the most powerful
adventurers, and occasionally by those who seek a quick death.
~

100 REBOOT SHUTDOWN WIZLOCK~
Syntax: reboot <nosave>
Syntax: shutdown <nosave>
Syntax: wizlock

REBOOT shuts down the server.  When the normal 'startup' script is used
to control the server, a delay of sixty seconds will ensue (to allow
old connections to die), followed by a reboot.

SHUTDOWN shuts down the server and prevents the normal 'startup' script
from restarting it.

WIZLOCK is a toggle command.  When the server is WIZLOCKed, players
below level 51 may not log in.  Players who lose their links, however,
may reconnect.

If nosave is specified for reboot or shutdown, it will not automatically 
save all of the players.
~

1 RECALL~
With a scroll or potion of 'word of recall' you can instantly return from
most areas to your attuned recall spot (Thoth's Rune in Darkhaven for any
those who are not deadly, clanned or a member of an Order or Guild).
 
Scrolls of recall are available in Darkhaven's section of magic shoppes.
 
See also: 'word of recall'
 
~

0 'RECHARGE'~
Syntax: cast 'recharge' <wand/staff>

This spell is used to recharge wands and staves after use.  The mage
or cleric performing the recharge should always insure the item is
not fully charged, as overcharging is considered dangerous.  Also,
there is always a small chance of destroying the staff, or in even 
rarer instances multiplying the charges available.
~

53 REDIT~
Syntax: REDIT FIELD [parameter list]
        REDIT ON
 
FIELD  | PARAMETERS             -- DESCRIPTION / NOTES
---------------------------------------------------------------------
name   | <room name>            -- sets the room name / short description
exit   | <direction> [vnum] [exit-type] [key] [keywords]
bexit  | same as above, but does the exit in both directions
desc   | none                   -- you will be placed into the buffer editor
exdesc | <direction> [text]     -- sets/clears an exit's description
ed     | <keyword(s)>           -- adds/edits an extra description to the room
rmed   | <keyword(s)>           -- removes an extra description from the room
sector | <value>                -- sets the sector type
flags  | <flag> [flag]          -- toggles room flags
exflags| <direction> [flags]    -- displays/toggles exit flags
exname | <direction> [keywords] -- sets an exit's keywords
exkey  | <direction> <key vnum> -- sets an exit's key vnum/value
 
Note: Put a '+' before the direction to force ADDing of that exit
      and use a '#' to specify the exit by sequential order.
 
REDIT ON will lock you into a mode in which 'redit' is implied in each command
sequence, and hitting enter will give you an instant rstat of whichever room
you are in at the time. To get out of REDIT ON, simply type the word DONE. 
Example:
 
        redit on
        name A dark and forboding hallway
        flags dark indoors
        done
 
 
See EXITTYPES, EXFLAGS, EXITMAKING, SECTORTYPES and ROOMFLAGS.
 
~

52 REDRAW~
Syntax: redraw

This will redraw the whole screen, and update the menu that is being worked
on if any.

See REFRESH.
~

52 REFRESH~
Syntax: refresh

This will refresh the information in the menu that is being worked on without
redrawing the screen.

See REDRAW.
~

0 REFRESH~
Syntax: cast refresh <character>

This spell refreshes the movement points of a character who is out of movement
points.
~

1 REGENERATE~
Saiyans and Biodroids possess a rare ability to rejuvenate
health in battle more so then other races. A must have
for every Saiyan and Biodroid.

Threshold:  250,000

Syntax:  Regeneration is an automatic technique.
         After it's practiced, it works on it's own.
~

1 REKEY~
Rekey changes the keyword of an item.
It differs from rename in that it is not the name that is seen, but the
name the object is identified as and can be looked at or picked up as.
For example, if a sword of legend was rekeyed to blade , get sword would
no longer work with this item. (get blade would pick up the item)

   When an item is rekeyed, one of the words from the short description
     &GMUST&W be used in the rekey.
 
Rekey is included in the rename fee. See help glory for more information.
~

1 REMAINS~
Syntax:  remains
 
A worshipper may request knowledge on the disposition of their remains
from his or her deity (meaning the location and remaining time before
complete decay).  However, the imposition comes at the cost of a small
amount of favor -- approximately twice that of the character's level.
 
If no remains exist, there is no penalty to favor.
 
SEE ALSO:  supplicate
~

114 REMOVE ALERTNESS~
~

0 'REMOVE CURSE'~
Syntax: cast 'remove curse' <character>

This spell removes a curse from a character, or one of the objects a
character is carrying or using.
~

0 'REMOVE TRAP'~
Syntax: cast 'remove trap' <object>

This spell will magically disarm a trap on an object.
~

1 RENT~
Syntax: RENT ... characters never have to rent!
 
There is no RENT here.  Just SAVE and QUIT whenever you want to leave
the game.
~

53 REPAIRSET~
Syntax:  repairset <mobile vnum> <field> <value>
 
This command allows you to set the following fields for repair shops:
 
-----------------------------------------------
| Fields | Meaning                            |
-----------------------------------------------
| fix#   | Types of items the keeper will fix |
|        |  - armor, weapon, wand, staff      |
| profit | Profit on fixing items             |
| type   | Repair shop type                   |
|        |   type 1 = standard                |
|        |   type 2 = recharge                |
| open   | Hour shop opens                    |
| close  | Hour shop closes                   |
| keeper | Vnum of repair shop keeper         |
-----------------------------------------------
 
See MAKEREPAIR, REPAIRSTAT and REPAIRSHOPS
~

53 REPAIRSHOPS~
Syntax: repairshops

Displays statistics on all the repair shops.

See MAKEREPAIR, REPAIRSET and REPAIRSTAT.
~

53 REPAIRSTAT~
Syntax: repairstat <mobile vnum>

Shows statistics on a mobile's repair shop.

See MAKEREPAIR, REPAIRSET and REPAIRSHOPS.
~

51 REPEAT~
Syntax: repeat <letter>
 
This command will repeat tell messages which you
have already received. If no parameters are given
it will simply produce the last tell you received.
If a single letter is given, then the last tell
sent to you by a character with a name starting
with that letter will be displayed. This is an imm
only command.
~

1 REPOP~
Area resetting happens roughly every 3 minutes if there are no characters in
in the area; less often (15 minutes) if any characters are present.  Also
note that objects lying on the ground will not be regenerated if anyone
is in the area when it resets.
 
Area resets are indicated by 'squeaking noises' just prior to the reset.
~

1 'REPORT' 'TIME' 'WEATHER'~
Syntax: report;  Syntax: time;  Syntax: weather
 
REPORT shows your current statistics to you and also announces them to other
players in the room.
 
TIME shows the game time, as well as the time the mud was last started,
and the current local time for the host computer.
 
WEATHER shows the current game weather.  You must be in an outside room
to see the weather.
~

51 RESERVE~
.
The "Reserve" command enables us to specify certain names that are
reserved and cannot be used by players.
 
We can specify names that we want to reserve because they belong to
former imms (like Narn and Dominus). We can specify names that are
often tried and are a bit of a pain (like Killer or Satan or Seth).
 
We can specify parts of names by preceding the string with an "*">
e.g.  reserve *goof
This will prevent any name with the substring "goof" ... like ...
"goofface", "biggoof" or "biggoofface".
All deity names should be reserved.
 
reserve                        list current reserved names
reserve joe                    add joe to the list if he's not on it
reserve joe                    remove joe to the list if he is on it
reserve *goof                  add the substring "goof" to the list
 
~

53 RESET~
Syntax: reset list   [start] [end]
Syntax: reset delete [number]
Syntax: reset add    <command> <parameters>
Syntax: reset insert <number> <command> <parameters>
Syntax: reset edit   <number> <command> <parameters>
Syntax: reset area   (will "reset" your area based on the defined resets)

WARNING:
  The order that resets are in is VERY important.  You cannot equip
  a mobile with an object before putting the mobile into a room first.
  Likewise, you cannot put an object into a container until the container is
  put into a room first.

This command is used to display, edit, delete, add and insert resets for
your area.
See INSTAZONE and RESETCMDS.
~

53 RESETCMDS RESETCOMMANDS~
Syntax: reset edit   <number> <commands>
Syntax: reset insert <number> <commands>
Syntax: reset add    <commands>

Commands:
MOB   <mobile vnum> <room vnum> [limit]  loads a mobile into a room
OBJ   <object vnum> <room vnum> [limit]  loads an object into a room
GIVE  <object vnum> [limit]              gives object to last loaded mobile
EQUIP <object vnum> <position> [limit]   equips object on last loaded mobile
PUT   <object vnum> <object vnum>        puts and object into another object
DOOR  <room vnum> <door dir> <state>     resets a door to a certain state
RAND  <room vnum> <last door dir>        randomizes a range of exits
TRAP  <vnum> <type> <charges> <flags>    sets a trap
HIDE  <object vnum>                      hides an object

For EQUIP position, see WEARLOCS.
For DOOR door dir, see DOORDIRS.
For TRAP setting see TRAPSETTING.

See RESETS.
~

1 RESILIENCE~
Syntax:  c resilience <target>
 
Resilience renders the victim resistant to draining attacks.
~

0 REST SLEEP STAND WAKE~
Syntax:  rest
Syntax:  sleep
Syntax:  stand
Syntax:  wake
 
These commands change your position.
 
When you REST or SLEEP, you regenerate hit points, mana points, and movement
points at a much faster rate.  However, you are more vulnerable to attack,
and if you SLEEP you won't hear many things happen.
 
Use STAND or WAKE to come back to a standing position.  You can also WAKE
other sleeping characters.
 
SEE ALSO:  help 'sleep spell'
~

1 RESTORATION~
This spell casts heal upon every member in a cleric's group, and requires
the combined power of two casters.
~

1 RESTORE~
Syntax: restore <character>
        restore all

RESTORE restores full hit points, mana points, and movement points to the
target character.  RESTORE ALL does this for all mortals except player
killers and any who happen to be in the arena.
 
A note on RESTORE ALL: This is a gift from the gods, and it is never 
planned in advance or done on request.  The best way to ensure that a
restore all will NOT be done is to ask for one.
~

53 RESTORETIME~
Restoretime shows you how much time has passed since you last did a
restore all. All Immortals between the levels of 53 and 56 can do one
restore all per 18 hours of Real Time. Those of level 57+ can restore
all at any given time, upon their discretion.
~

57 RESTRICT~
restrict<command>      -Displays the current level of the command.
restrict <command>          -Displays the current level of the command
 
Please remember to set the command back to its original level when you
are done with it. Some commands may not be restricted.
~

51 RETELL~
Syntax: retell <message>
 
The command will send a message to the last character you replied to
or sent a tell to.
~

51 RETIRE~
Syntax: retire <victim>
 
This command will set or remove the 'retired' flag on the immortal
you use it on.
 
See also: RETIRED
~

52 RETRAN~
Syntax: retran <player>
 
This command will return that player or mob to the room from which
you last transferred it from.
~

51 RGRUB~
.
 
Syntax:
 
RGRUB st n lo hi  -  list all room vnums between "lo" and "hi" that match
                     sectortype "n"
 
e.g.
 
RGRUB st 1 900 969  -  list all sectortype 1 rooms in Olympus
RGRUB st 3          -  list all sectortype 3 rooms in the whole mud
 
Please use this command with caution. If you're not careful ... you can
get 1,000 lines of output.
 
~

0 RIGNORE~
Syntax:  rignore                           - list current rignores
         rignore ignore  <pattern>         - ignore player(s) or mud(s)
         rignore notrust <pattern>         - don't trust player(s) or mud(s)
	 rignore delete  <pattern>         - remove a rignore

rignore ignores or restricts the access, at a mud-wide level, everything
coming in over IMC for a specified player or group of players. Currently
two possible actions are possible: ignore and notrust.

Ignore means:

- rtells/rbeeps/rwhos will be ignored, and a rtell sent back to say that the
  mud is ignoring them.
- no messages from them on rchat, rcode, etc will appear on your mud.

Notrust means:

- any rwho/rfinger/etc requests from a mud/player matching the pattern will
  be treated as if they were from a level 1 mortal - ie. wizi imms will never
  be revealed on rwho, and rtells won't see them, etc.
- any incoming channel messages from something matching the pattern are
  stripped of wizi status - they will be visible to everyone in general.

Patterns can be one of:

  player@mud              - matches a specific player at a specific mud
  *suffix                 - matches anything ending with that suffix
                            (commonly used as *@mud)
  prefix*                 - matches anything beginning with that prefix
                            (for example, player@*)
  *substring*             - matches anything containing that substring

Use with care.

See also: IMC 'IMC IMMORTAL COMMANDS'
~

54 RIMM~
Syntax: rimm <message>
Sends a message to all imms on IMC.
~

0 RIP~
Syntax: rip <on/off>

The rip command will either enable or disable rip graphics.  Rip graphics 
will only work provided you are using a rip compatible terminal program.
~

52 RLIST~
Syntax: rlist
      :	rlist <first room>
      :	rlist <first room> <last room>

This command will list all of the prototype rooms in your area, when used 
with no arguments.  When used with a single argument it will list all 
rooms including and after the argument, and when used with two arguments, 
it will list all rooms including and between the two. 
~

1 RNF~
&O_|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|_
_|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__    
__|                                                                  |__|_
_|| &GIn times gone past, the knights whose names have gone down in    &O||__
__| &Ghistory and all those who assisted them strove to fight against   &O|__|_
_|| &Gthe powers let loose by selfish gods. After a time, they did     &O||__
__| &Gsucceed and balance still remains keeping the gods at bay.       &O|__|_
_||                                                                  ||__
__| &GToday, the descendants of those brave knights and allies,        &O|__|_
_|| &Gbelonging to the Order of Rol Na Feinne stand an ever vigilant   &O||__
__| &Gwatch, waiting for the day when those gods use their minions to  &O|__|_
_|| &Gmake another attempt at conquest, for evil rests not. Many of    &O||__
__| &Gthese gods' advocates have already slid unnoticed into the order &O|__|_
_|| &Gitself quietly waiting, seeking a perfect moment to destroy. Yet &O||__
__| &Gthe order remains strong, for its Deity oversees forever breath- &O|__|_
_|| &Ging into these knights and their allies the rallying cry, "Though&O||__
__| &Gthe gods may trifle with us and evil have her macabre way for a  &O|__|_
_|| &Gtime, we shall prevail for chilvary is not dead and magik still  &O||__
__| &Gabounds!"                                                        &O|__|_
_||                                                                  &O||__
__|           &W"Go mbeiri muid beo ar an am seo aris!"                &O|__|_
_||                                                                  ||__
_|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|
__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__&w
~

1 ROID~
.
- The Asteroid is PK, if you plan on going there, there is a HIGH chance
someone will attack you.
 
- After a fight the victor must be given a 5min grace period to leave and
rebean.
 
- The second you step onto the roid you are vulnerable to getting attacked.
 
- Absolutely NO ganging on the roid.
 
- Group fights must be agree'd to on wartalk.
 
- If you enter a ship, the fight is over.

- Using the aid command is illegal on the roid, if you spar you let them unstun.

- There will no longer be any logging while on the roid while fighting.
  If you do this you shall be helled for a minimum of 24hrs.
  If you wish to stop fighting, get in your ship and lock it...or simply just die!

- If two people are sparring on the roid, feel free to jump them.

*** If you don't know someones sparring, don't bother trying it. An easy way to tell
people sparring is if their in the same clan ** DO NOT attack them unless they are in
the same clan, or one person stuns and leaves, or stuns and aids. ***

&RIf you are attempting to flee the roid and follow someone into your ship to bypass the
adrenaline timer, expect extreme consequences (ban/destroy).
~

52 ROOMFLAGS~
FLAG NAME     |  BITVECTOR  |  DESCRIPTION
----------------------------------------------------------------------
DARK          |          1  |  Room is always dark 
DEATH         |          2  |  Room causes instant death
NOMOB         |          4  |  Mobs cannot wander into this room
INDOORS       |          8  |  Room is indoors - MUST also use sectortype 0
LAWFUL        |         16  |  Room is oriented to those of lawful alignment
NEUTRAL       |         32  |  Room is oriented to those of neutral alignment
CHAOTIC       |         64  |  Room is oriented to those of chaotic alignment
NOMAGIC       |        128  |  Magic cannot be used in this room
TUNNEL        |        256  |  Room is a tunnel - x number of players allowed
                               (use 'redit tunnel #' to  set the number)
PRIVATE       |        512  |  Room is private (restricted to 2 people)
SAFE          |       1024  |  Room is safe... no violence allowed
SOLITARY      |       2048  |  Room is solitary (restricted to 1 person)
PETSHOP       |       4096  |  Petshop (next vnum must be the storeroom)
NORECALL      |       8192  |  Players cannot recall out of this room
DONATION      |      16384  |  Donation room... cannot get all
NODROPALL     |      32768  |  Cannot drop all in this room
SILENCE       |      65536  |  Not a sound can be made or heard in this room
LOGSPEECH     |     131072  |  All speech in this room is logged
NODROP        |     262144  |  Nothing can be dropped in this room
CLANSTOREROOM |     524288  |  Clan storage room
NOSUMMON      |    1048576  |  Player cannot be summoned out of this room
NOASTRAL      |    2097152  |  People cannot astral to this room
TELEPORT      |    4194304  |  People in this room will be teleported out
TELESHOWDESC  |    8388608  |  Players will see the room desc of the dest room
NOFLOOR       |   16777216  |  Room has no floor: exit down + no fly = fall
PROTOTYPE     | 1073741824  |  Room is a prototype, (under construction)
-------------
NOSNIPE - Cannot snipe into this room
HEAL - Room is a heal chamber
GRAVITY - Room is a gravity chamber (NOT UGT)
UGT - Room is a UGT chamber
SPAR - Room is a sparring chamber
~

51 ROOMTRIGGERS RPTRIGGERS~
Trigger Optnl Triggering Variable Explanation
------- ----- ------------------- -----------
Act      {p}  <keyword / phrase>  [emotes, socials, actions, bamfs]
Speech   {p}  <keyword / phrase>  [says or tells from within the room]
Rand          <percentage>        [randomly triggered based on percentile]
Sleep         <percentage>        [when a player sleep within the room]
Rest          <percentage>        [when a player rests within the room]
Entry         <percentage>        [when a mob/player enters the room]
Fight         <percentage>        [when a player is fighting in the room]
Death         <percentage>        [when a player dies in the room]
Leave         <percentage>        [when a player leaves the room]
Time          <hour>              [script prog, runs once on hour specified]
Hour          <hour>              [loops as Script for an hour from start hour]
 
*NOTE* {hour}/<hour> is in military time. ie, 15 hours is 3p.m. mud time.
*NOTE* The mpcommand MPDONOTHING currently only works in Script progs,
       NOT in Time or Hour progs.
 
For rooms, see also: RPSTAT, RPEDIT, TRIGGER, RPCOMMANDS, IFCHECKS, VARIABLES.
~

1 RP~
Roleplaying involves you, the player, assuming the identity of your DBZU
character, his moods, actions, tendencies, down to as much detail as you
feel is necessary. Roleplaying takes place on the GEMOTE channel, and can
include as many people as you are comfortable with, the exception being
that you can NOT roleplay with yourself.
For example: You want to RP, but you're unsure if others are interested, you
may make a few posts in the GEMOTE channel to see if anyone else will 
join you, but if there's no interest after a few minutes, it would be best to stop.

Depending upon the skill and effort you put into your RP sessions, the
Immortals may bestow bless upon your character or you may be asked to
participate in a large, organize RP in which the very storyline of the MUD
is shaped and changed through your actions.

To participate in RP, you must have a bio authorized by an Immortal.

&CSee Also&Y:  &cHELP GEMOTE, HELP BIO, HELP RPRULES, HELP CRP


&RSend RP logs to pockets1615@hotmail.com if there are no immortals online to see the RP. 
Please entitle them "RP Log" so I know what to look for in my junkmail.
~

53 RPEDIT~
Syntax:  rpedit <command> [number]  [program] [arguments]
Syntax:  rpedit add       <program> <arguments>
Syntax:  rpedit insert    <number>  <program> <arguments>
Syntax:  rpedit edit      <number>  [program] [arguments]
Syntax:  rpedit delete    <number>
Syntax:  rpedit list
 
Add, insert and edit will put you into the line editor to edit your
program.  The arguments consist of a trigger, plus any arguments 
ssociated with that trigger.
 
To edit a toomprogram you must be in the room.
 
See RPSTAT, TRIGGER, RPTRIGGERS, RPCOMMANDS, IFCHECKS, IFCHECKS2, VARIABLES
~

65 RPFIND~
.  for room progs that contain an occurrence of text. 
   Display a maxiumu of n lines.
 
rpfind n mud text 
   Search all the rooms in the mud for
   room progs that contain an occurrence of text. 
   Display a maxiumu of n lines.
 
Example:
rpfind 20 901 969 if isnpc 
   Search all room progs in Olympus (vnums 901 thru 969)
   and display all vnums that contain the text "if isnpc".
   Display a maximum of 20 lines.
 
Example:
rpfind 100 mud mpslay 
   Search all room progs in the entire mud
   and display all vnums that contain the text "mpslay".
   Display a maximum of 100 lines.
~

1 RPRULES~
During any roleplaying session, the Immortals request that you follow
these simple, common sense guidelines to ensure that both you
and the people you're roleplaying with have an enjoyable time. Any
deviation from these rules without the direct consent of an immortal
may result in the suspension or banning of your roleplaying priveledges,
depending on the severity of the incident.

&Y1.&cUnder no circumstances are you able to destroy a city, no matter
what size, much less an entire planet.
&RThe basic, fundamental state of -any- major city on -any- of the planets is to remain 
fundamentally unchanged outside of a CRP. If you're not sure what "fundamentally unchanged"
consists of, ask or gnote an RP Immortal BEFORE you try to implement something.

&Y2.&cExercise caution when unloading attacks within the walls of a city,
many cities, even those on planets that hug the outskirts of the galaxy,
employ mercenary militia units which are more than capable of capturing
a trigger-happy fighter.

&Y3.&cYou must roleplay within the guidelines of your actual powerlevel.
If you are below 25,000 PL, for instance, you may not fly. The same goes
for any ki attack.

&Y4.&cIf a roleplaying battle has gotten to the point where neither party
can decide upon it's outcome using roleplaying alone, they would be
advised to battle in either a full-PK flagged area, or a sparring room.
they can then use the outcome of the fight to finish the roleplaying battle.
&RNote: Losing a spar/pk match and deviating from the outcome
within the roleplaying battle is frowned upon.

&Y5.&cYou are not able to open rifts in time, space, or travel backwards/
forwards in time.

&Y6.&cExercise restraint when using flashbacks. The idea of roleplaying
is to involve others, not tell them about your backstory.

&Y7.&cHave fun. Roleplaying is all about immersing yourself within the
DBZ Universe and enjoying yourself. Try to keep squabbling to a minimum
and roleplay to your fullest ability. Even those who refuse to roleplay can
find a well-written post to be an interesting read.

&Y8.&cA "closed gemote" is a roleplaying post that affects another players character 
directly, without giving them a chance to respond. This is the difference between posting
One throws his fist towards Two's head, aiming to smash him to the ground and "One slams
his fist into Two's face, spraying the ground with his blood before kicking him through
three mountains". The only time you can closed gemote is with -the express permission of 
the player your post affects-.

&CSee Also&Y:&c  HELP RP, HELP BIO, HELP CRP, HELP GEMOTE
~

53 RPSTAT~
Syntax:  rpstat
 
Rpstat will display all of the roomprograms that have been written for a 
room.  You must be standing in the room that you are rpstatting (though
you can also use 'rpstat' in conjunction with the 'at' command to rpstat
a room remotely).
 
See RPEDIT, TRIGGER, RPTRIGGERS, RPCOMMANDS, IFCHECKS, IFCHECKS2, VARIABLES
~

0 RSOCKETS~
Syntax:  rsockets                   - display IMC socket usage

rsockets displays the current connection state for the direct IMC connections
that your mud has. The various fields are:

Desc  : the system-level descriptor used for this connection

Mud   : which mud this connection is for

State : how far through the connection process this connection is:
        - connecting: waiting for the other end to accept our TCP connection
        - wait1:      waiting for the password from an incoming client
        - wait2:      waiting for the server to respond to our password
        - connected:  the connection is completely 'up'

Inbuf : the size of data waiting in the input and output queues for this
Outbuf: connection.

Spam1 : spam-protection counters
Spam2 :

See also: IMC 'IMC IMMORTAL COMMANDS'
~

1 RUINS UMBRAGEOUS~
Recommended level range: 5 - 50 (pkill)

After the last Clan Wars, the gods looked down upon the ruins of old
Darkhaven and shifted them into another plane, one that can only be
reached by those who follow a dark and shadowy path. Now decayed beyond
recognition, the shambled remnants of once great structures cover all
signs that this was once the prosperous center of Despair. Burning lava
flows through the city and moving shadows hide killers in their shroud
of darkness. It is said that those who venture through the ruins, and
lived to tell about it, that there are secret portals and passages hidden
within that will lead to the main plane of Despair. It is also rumored
that the spirit of Gravoc oversees the ruins, enforcing his own brand
of death and destruction.
 
~

1 RULES~
The rules of the universe are simple. If you choose to ignore them,
your punishment will be up to the discretion of the immortal staff.

Remember, we are still an extremely new MUD. Report ALL bugs immediatly.

1) No advertising other MUDs.
2) No advertising for this MUD on other MUDs.
3) On public channels, keep colors to a minimum. OOC aliases won't be
tollerated.
4) Do &RNOT&C mislead new players to the MUD.
5) Bashing on public channels will get you severly punished. 
6) Respect the Immortal staff, as they should do the same to you.
7) Report &RALL&C bugs, failure to do so and you will be punished.
8) Botting is illegal, in any way. Help BOTTING.
9) Triggers are allowed, PK triggers are illegal, in any way/form.
10) Command stacking is illegal. Help COMMANDSTACKING.
11) NO &RMULTI-PLAYING&C. Help Multiplay.
12) No racial slurs, bashing or any other form of slander will be 
allowed on public channels.
13) No religous talk or religous bashing is allowed on pulic channels.
~

57 'RULES HQ'~
Only deadly clanned characters may enter a deadly clan's headquarters.
All others risk death at the hands of the headquarter guardians, or
a worse fate at the hands of the gods.
~

1 RUMORS~
&c* &CA hidden government mine has collapsed on Planet Vegeta, it
has been reported that there are still miners trapped inside.

&c* &CA devious mutant terrorist he has been reported to have been
sighted in a cave on the mutant planet. Take caution!

&c* &CThe big game is coming up in North City and tickets are running out fast!
better go try and score some before its too late!

&c*&C Rumor has it, someones been lurking around in the basement of TurksHQ.

* It has been heard that Frieza has come back to Freezar to celebrate his
  victories

* A mysterious black orb as been seen at MHQ along with many disappearances.

*A new spacestation has been found somewhere in the galaxy. spaceg might be the 
new coordinates to get there. 

*A new HQ has been added. the coordinates is to_hq. Have fun
~

1 SACRIFICE~
Syntax:  sacrifice <object>
 
Sacrifice offers an object to the gods, or to your Order or Clan's deity.
The gods may reward you for the sacrifice, and the nature of the reward
depends upon the type of object.
 
Hint: the gods like corpses.
~

0 SAGACITY~
This spell increases your wisdom for its duration.
~

1 SAIYAN~
.
 A brutal, primitive race, the Saiya-jins were a race of bandits on
Planet Plant. Their long-time rivals, the Tsufuru-jin, managed to keep
the physically strong race in check with their technology. However, the
Saiya-jins took over the planet when Plant had its first full moon in a
long time. The planet was renamed Vegeta, and the Saiya-jins adopted 
Tsufuru-jin machines for themselves. Ignorance brought the downfall of
their race when they refused to heed Bardock's warning about Frieza.
Their home world was smashed to bits, and only a handful of Saiya-jins
survived. All members of their race (even half-bloods) possess the 
ability to become Oozaru, though few reach the level of Super Saiyan.
 
&cKi Attacks:&C
            Energy Sphere
            Kamehameha
            Galic Gun
&cKi Techniques:&C
             Kaioken

&CSee Also&Y:&c  HELP RAGE, HELP SSJ, HELP OOZARU
~

62 SAVE GREETING~
~

1 SAVE POSITIONS~
At current time, there are 14 "positions" in the game. Positions
are in a special order.  If position b is below position a on the
list, that indicates that while in position b, you have more 
physical or mental energy to spend on a task, be it a command,
a spell, or a skill.
 
For example, while standing, you have a greater ability to do things
than while sitting.  While fighting evasively, you have more options
than while fighting aggressively.
 
The ordered list is as follows, left to right, top to bottom:
Dead          Mortally Wounded        Incapacitated
Stunned       Sleeping                Fighting (Berserk)
Resting       Fighting (Aggressive)   Sitting
Fighting (Std)Fighting (Defensive)    Fighting (Evasive)
Standing      Mounted
 
See Also: STYLES
~

52 SAVEAREA LOADAREA~
Syntax: savearea
        loadarea

Savearea and loadarea will save or load your prototype area.
~

53 SAVINGTHROWS~
Saving throws:
  sav1 - Saving vs. poison or death
  sav2 - Saving vs. wands
  sav3 - Saving vs. paralysis or petrification
  sav4 - Saving vs. breath
  sav5 - Saving vs. spells or staves

See MSET or type MSET by itself.
~

51 SAVIOR~
The following are guidelines of level 54 responsibilities:
 
   - An Immortal must spend at least 5-7 hours per week or at least
     25 hours per month online to remain active and productive
   - Must be visible to all mortals, unless involved in running a
     quest, watching someone or building
   - Authorization of new characters
   - Channel monitoring -- should keep most channels on
   - Appraising higher Immortals of Mortal rule violations
   - Advise a 55+ of all reimbursement requests from mortals
   - The bodybag command, for doing CRs for peaceful characters
     (at the discretion of the immortal)
   - Mastering proper mortal discipline techniques and punishments
   - Helping 51's && 52's with problems and questions
   - Possible object and mob building work
   - Possible work at 5500 if interested in building or coding
   - Council work suggested
 
Type 'wizhelp' to view your privileged commands.  For a list of Immortal
rules, 'help imm'.  Visit note boards at 1200, 1213, and 1214 regularly.
~

1 SBC SPECIALBEAMCANNON BEAMCANNON~
Both Nameks and Biodroids have the ability to use this technique. It's
a very powerful beam attack that can pierce even the toughest of opponents.
The attack is normally fired through the middle and forefingers, which are
aimed at the intended target, the main beam is large, and moves straight
for the foe, while being circled by two separate energy beams.

Syntax   : SBC (opponent's name)

Threshold: 5,000,000
~

1 SCATTERSHOT~
A technique employed by both the Namekians and Mutants. It is
a devastating attack that fires multiple energy balls towards an
opponent at once.

&GThis is a snipeable attack when used by a Namek.
&OA Mutant can increase the number of balls thrown, thus
increasing the damage of this attack, through Cortex.
&C
Syntax   :  Scatter (opponent's name)

Threshold: 55,000,000

See Also&Y: &cHELP SECONDARY
~

1 SCORE~
Syntax: score
 
SCORE is a sheet filled with your characters statistics.  When you type
score, only you can see what is listed there.  Should you want to let
others see your characters health, you can type REPORT.  
 
To get a breakdown of what each slot in your score means, read section 4
in your Adventurer's Guide book.
~

1 SDQUEST~
The Shadow Dragon Quest is a quest that you go on to collect all the
dragonballs for the chance to make a wish.

&RThings that you can wish for are&W:&D

&Y* &WGold &R(&W10 million&R)&D
&Y* &WHide of the Dragons &R(&W180%&R)&D
&Y* &WGohans Wristband &R(&W160%&R)&D
&Y* &WA Cell Mask &R(&W160%&R)&D
More to come
~

1 SECONDARY~
As a Mutant progresses in power there body will go through a second
change. When a Mutant reaches 85 million powerlevel he will be able
to access this skill. When this skill level reaches 50%, they will gain
at random one of these special secondary skills:
 
 &Y*&pSpikes&W-
&CThis will increase the damage of your melee attacks.

&Y*&pImproved Skin&W-
&CThis will harden your flesh and make it harder to damage.

&Y*&pUltra Body&W-
&CThis will increase your body's natural defensive and offensive
capabilities.

&Y*&pCortex&W-
&CThis will increase the damage you do with scattershot.

&Y*&pKi Control&W-
&CThis mutation grants you better control over your ki-based
attacks, making them more potent.
&R*New*&C Ki control now upgrades your bodys ki defense, based fully on stats.

The power that is harnessed in yourself is random. You cannot choose the
secondary skill that you will gain.

&RWisdom is NOT required in order to train Secondary Mutation.&C
 
Syntax   :  Train Secondary
 
&RYou do NOT get these mods until you attain the Fourth Mutation.

&CSee Also&Y:  &cHELP PRIMARY, HELP MUTATE
~

1 SECONDATTACK~
Through intense martial arts training, fighters can learn to attack
well enough to land two blows in a single round without leaving
themselves vulnerable to a counterattack.
&RNote:&cThis is an automatic skill.
&C
Syntax   :  Train Secondattack
~

52 SECTORTYPES~
INSIDE              0
CITY                1
FIELD               2
FOREST              3
HILLS               4
MOUNTAIN            5
WATER_SWIM          6
WATER_NOSWIM        7
UNDERWATER          8
AIR                 9
DESERT             10
UNKNOWN            11
OCEANFLOOR         12
UNDERGROUND        13
~

51 SEDIT~
View, create, edit or delete socials online.
Sytanx:  sedit <social>
Syntax:  sedit <social> [field]
Syntax:  sedit <social> create
Syntax:  sedit <social> delete
Syntax:  sedit <save>
 
Use sedit <social> to view the current settings of an existing social.
Use sedit <social> [field] to set one of the fields:
  CNoArg: response to character if no argument given
  ONoArg: response to room if no argument given
  CFound: Response to character if target is someone else
  OFound: Response to room if target is someone else
  VFound: Response to target if target is someone else
  CAuto : Response to character if target is self
  OAuto : Response to room if target is self
 
Variables you can use are:
  $n - Name of the user of the social.
  $N - Name of the target of the social.
  $m - him/her/it for the user the social.
  $M - him/her/it for the target of the social.
  $s - his/her/its for the user of the social.
  $S - his/her/its for the targt of the social.
  $e - he/she/it for the user of the social.
  $E - he/she/it for the target of the social.
 
Use sedit <social> create to create a new social, then edit with sedit field.
Use sedit <social> delete to delete an existing social.
Use sedit save to save the new social or changes to existing socials.
 
~

1 SENSE~
Through intense training, a fighter can hone his skills to search out and
locate friends and enemies by tracing their energy level. This skill allows
fighters to 'snipe' or fire certain ki attacks over long distances, and to
locate enemies.

Syntax   : Sense (direction) - Senses as far as it can in given direction.

&rIf no direction is given for sense, it will check one room away in all directions.
&C
Threshold: 5,000,000
~

57 SETBOOT~
Syntax: setboot time <hour> <minute>
 	setboot manual <0|1>

The setboot command is useful for planning a reboot, (to save you from 
the trouble of all those echos :) ) and for the daily boot.  The manual
bit is used by the mud to determine whether the boot time was set by 
hand.  When the mud starts up, the boot time is set to 0600hrs (6am)
and the manual bit to 0.  If 'setboot time' is used, the mud sets the
manual bit to 1.  When it comes time to do the reboot, the mud checks
how long it has been running.  If it has been running less than 18 
hours and the reboot time has not been set manually, the reboot does
not take place (nor do the automatic warning echoes).

Echoes: when a scheduled reboot is coming up, the mud will send out
echoes to that effect.  The echoes start 30 minutes before the reboot
and are repeated at t minus 15, 10, 5, 4, 3, 2 and 1 minute(s). 
~

65 SETCLAN~
Usage: setclan <clan> <field> <deity|leader|number1|number2> <player>
Field being one of:
 deity leader number1 number2
 members board recall storage guard1 guard2
 align (not functional) memlimit obj1 obj2 obj3 obj4 obj5
 name filename motto desc
 favour strikes type class
 pkill1-7 pdeath1-7
ex: to set a new person in the number 1 spot of guild of warriors..
setclan 'guild of warriors' number1 <name>
~

51 SETRACE~
.&w
Syntax: Setrace <racename> <field> 

Setrace &g<name> &wwill name your newly created race
Setrace <name> &gsave&w will save the creation and changes.

Setrace <name> &g<language> &wdetermines the races native language.
Field &gclasses&w  will set the allowed classes. IE.. setrace elf classes
cleric paladin would allow those classes for the race. This is a toggle feature
that will disallow the same classes if repeated.

Field(s) &gstrplus dexplus wisplus intplus conplus chaplus lckplus &w apply
the set modifier to the race.(setrace elf str 2 gives elves +2 bonus to str).
Setrace <race> &ghit &wor &gmana  &wwill determine the amnt of hps or mana
gained by leveling. Example: Setrace drow hit 5 would yield a 5pnt hp gain with
each level.
 
Setrace &galign &wdetermines the alignment default for the race.
(Setrace mage align 500 sets the mage default alignment to 500)

Setrace <racename> &g minalign&w/&gmaxalign &w sets min and maxs  from
 -1000  to 1000 to determine if a penalty will be applied.  If the max align is
500 - character would suffer a mental state penalty for straying above 500.

See also &ghelp showrace &wand &ghelp setrace2 &w
~

61 SETRACE 2~
~

51 SETRACE2~
.&W
.&w
&wSetrace racename &gaffected /attack/resist/suscept/defense&w are similar 
to msetting mobs. Setrace elf affected resist poison would make the race 
resistant to poison attacks

Setrace <racename> &gheight/weight &w<value> do not have  affects..yet.

Setrace with a field of  &ghungermod/thirstmod &w will determine the rate of
thirst or hunger  is affected by upon each round.

Setrace  <racename> &gexpmultiplier &w determines the rate of experience 
acquired from leveling, adepting or successfully using skills and spells .
Example: If a race with an experience modifier of 80 , the race would gain 80 %
of the exp.that a human would by having completed the same task.

Setrace <racename> &gacplus &w <variable> sets the armor class for the race
without any equipment or spells. See also &ghelp AC &w

Setrace <race> <save>
&gsaving_poison,death,saving_wand,saving_,para_petri,saving_breath, 
saving_spell_staff &wwill modify the races saving throw capabilities.

See also &ghelp showrace   &wand &g help setrace1 &w
.&w
~

100 SETSHIP~
&cSyntax:&C setship <ship> <field> <values>
 
Field being one of:
filename - filename (dont use an extension)
name - ships name
entrance - the ships room vnum
firstroom - the ships first room vnum
lastroom - the ships last room vnum
shipyard - the vnum of the dock(room) where the ship starts
time - the ammount(in seconds) it takes for the shuttle to reach
its destination.
description - the ships description(what shows up in look)
target - the vnum of the opposing dock in which the shuttle flys to
~

1 SHIPBUY~
&CPersonal Spaceship        - 75million gold
Gravity Room Flag         - 10million gold
Healing Room Flag         - 15million gold
Parasec Upgrade           - 10million gold (Per 10 parasec) *MAX 80*
Extra Description         - 5million gold
Customized Program        - 10million gold(There are limits)
Extra Spaceship Room      - 7.5 Million gold
Pkill Room Flag           - 7.5 Million gold
UGT Room Flag             - 25 Million gold


&RUGT Rooms have to be set to PK and has to be accessable to everyone!



Personal Spacepod         - 25million gold

&RTo order a ship or spacepod or to upgrade a spaceship, send a 
gnote to Cell or Sixteen. If you dont have the money when you
gnote then we will strip the money you do have for wasting our time.
~

1 SHIPDESC~
syntax: shipdesc
 
This allows you to change the description inside your personal spaceship
and/or spacepod. If you break these rules you will have your ship destroyed
and not be reimbursed any gold.
 
- NO ansii art
- Nothing racist
- Nothing spamming
- No battle messages
 
A description describes what the room looks like, it doesn't tell about
what you did with your friend at the roid.
~

1 SHIRK~
[ 272] Stile: Shirk
Date:  Tue Apr 24 03:45:00 2007
To:    goku
===========================================================================
Ahh you're right I do lead a pathetic life. 
Causing drama on the internet is the way I unwind.
I know I have a very pathetic life.I really don't care what others think of
me.I enjoy trolling I really do.The reason I started this is because you are
one of those admins who bans people over retarded shit like saying something
stupid.I despise admins like that and since I enjoy destroying things I
troll
their muds Now I admit I did respond a little badly to my destruction and I
will keep with my promise but first I will need to get material to justify my
trolling. So it will be a while before I actually begin. Also if you don't like
retardedness on general board why not make a board for it?

Sincerely,
Shirk

PS sorry bout repeat but went ld while writing the note and starting it up like
the mud said just gave me a piece of a note (leftover from old code?) might want
to check that out.
~

53 SHOPS~
Syntax: shops

Displays statistics on all the shops.

See MAKESHOP, SHOPSET and SHOPSTAT.
~

53 SHOPSET~
Syntax: shopset <mobile vnum> <field> <value>

-----------------------------------------------
| Fields | Meaning                            |
-----------------------------------------------
| buy#   | Types of items the keeper will buy |
| buy    | Profit on buying items             |
| sell   | Profit on selling items            |
| open   | Hour shop opens                    |
| close  | Hour shop closes                   |
| keeper | Vnum of shop keeper                |
-----------------------------------------------

Lets you set certain stats on a shop.

See MAKESHOP, SHOPSTAT, SHOPS and SHOPVALUES.
~

53 SHOPSTAT~
Syntax: shopstat <mobile vnum>

Shows statistics on a mobile's shop.

See MAKESHOP, SHOPSET and SHOPS.
~

51 SHOPVALUES~
Syntax: shopset <mobile vnum> buy# <value>
 
1  - light               21 - pen                41 - rune
2  - scroll              22 - boat               42 - runepouch
3  - wand                23 - corpse             43 - match
4  - staff               24 - corpse_pc          44 - trap
5  - weapon              25 - fountain           45 - map
6  - _fireweapon         26 - pill               46 - portal
7  - _missile            27 - blood              47 - paper
8  - treasure            28 - bloodstain         48 - tinder
9  - armor               29 - scraps             49 - lockpick
10 - potion              30 - pipe               50 - spike
11 - _worn               31 - herbcon            51 - disease
12 - furniture           32 - herb               52 - oil
13 - trash               33 - incense            53 - fuel
14 - _oldtrap            34 - fire               54 - shortbow
15 - container           35 - book               55 - longbow
16 - _note               36 - switch             56 - crossbow
17 - drinkcon            37 - lever              57 - projectile
18 - key                 38 - pullchain          58 - quiver
19 - food                39 - button             59 - shovel
20 - money               40 - dial               60 - salve
~

1 SHOVE~
Syntax:  shove <character> <direction>
 
Deadly characters can shove other deadly characters in the direction
specified if the victim is standing up.
 
Characters who have been in a safe room for longer than 30 seconds
will be unable to be shoved or dragged out of that room until they
either leave of their own choice or they shove/drag another player. 
 
You cannot shove a character into a death trap, and cannot shove
someone outside the 5-level pkill range.
~

51 SHOWCLAN~
Syntax: showclan <clan name>

Displays statistics on a clan.
~

65 SHOWCOUNCIL~
Syntax: showcouncil '<name> council'
 
Shows the statistics on the council.
~

51 SHOWGUILD~
Syntax: showguild 'guild of <guild name>'
 
Displays the statistics on a guild.
~

65 SHOWLAYERS~
Syntax: showlayers <number of lines>
 
Example: showlayers 100   (lists a maximum of 100 lines)
 
This command is used by builders to show all equipment in the game
that is layerable.
 
It is used by builders to help decide what eq should be made layerable
and what kind of stats to give the eq.
 
We don't want players to be able to wear 10 pieces of eq on the same
wear location and get huge stats as a result.
~

51 SHOWRACE~
Syntax: Showrace <name of race>
 
This will give vital statistics on pc races. IE.. showrace lizardmen
would net the following:

Disallowed Classes:Mage Cleric Thief Vampire Druid Augurer
Paladin Nephandi
Allowed Classes:Warrior Ranger
Str Plus: 002   Dex Plus: -003  Wis Plus: -006  Int Plus: -006
Con Plus: 002   Cha Plus: -002  Lck Plus: -004
Hit Pts:  002   Mana: 000       Align:0 AC: 0
Min Align:  -1000       Max Align: 500  XP Mult:91%
Height:  78 in. Weight: 215 lbs.         HungerMod: 0    ThirstMod: 0
Affected by:aqua_breath
Resistant to:slash
Susceptible to:
Saves: (P/D) 0 (W) 0 (P/P) 0 (B) 0 (S/S) 0
Innate Attacks:tail
Innate Defenses:

See also help &WSETRACE 
&w
~

100 SHOWSHIP~
&cSyntax:&C showship <ship>
 
This command shows the stats of the ship.
~

1 SKILLS~
Type 'practice' to get a list of skills currently available to you and
to see to what extent you have them practiced.  Type 'slist' to view a
list of all skills available at each level to your class.
~

55 SLAY~
Syntax: slay <victim> [immolate/shatter/demon]

SLAY kills a character in cold blood, no saving throw.

The optional parameters cause different messages to be sent to the actor,
the victim and the room, just for a bit of variety.
 
Slay bypasses auto actions such as autoloot and autosac.
~

0 SLEEP~
Syntax: cast sleep <victim>

This spell puts its victim to sleep.
~

1 SLIST~
&RSyntax&r: &CSlist/Alist 

&CType 'practice' to get a list of skills currently available to you and
to see to what extent you have them practiced.  Type 'slist' to view a
list of all skills available at each level to your class.
~

52 SLOOKUP~
Syntax: slookup <skill-or-spell>
Syntax: slookup all

SLOOKUP shows you the internal 'sn' and external 'slot' for the given skill
or spell.  The 'sn' is used for OSET and OSTAT.  The 'slot' is used for area
files.  Neither 'sn' nor 'slot' is used for player files; these operate with
the actual skill and spell names.

SLOOKUP ALL shows this information for all skills and spells.
~

-1 SMAUG THORIC~
.                               [WWW.SMAUG.ORG]
         /     _      _            _      _    _____
        /      |\    /|     /\     |      |   /     \     ***************
       /       | \  / |    /  \    |      |  |            *   \\._.//   *
      /        |  \/  |   /    \   |      |  |            *   (0...0)   *
     /_______  |      |  |______|  |      |  |            *    ).:.(    *
            /  |      |  |      |  |      |  |            *    {o o}    *
           /   |      |  |      |  |      |  |     __     *   / ' ' \   *
          /    |      |  |      |  |      |  |       |    *-'^.VxvxV.^'-*
         /     |      |  |      |   \____/    \_____/     ***************
        /
            [S]imulated [M]edieval multi-[U]ser [A]dventure [G]ame

SMAUG 1.4 is a Merc2.1 derivative written by Thoric (Derek Snider) with help
from Altrag, Blodkai, Haus, Narn, Scryn, Swordbearer, Tricops, Gorog, Rennard,
Grishnakh, Fireblade and Nivek.
~

56 SMAUGSPELLS~
SMAUG has a specially coded spell type "spell_smaug", which is a generic
spell handler that uses the extra spell fields to determine what the spell
is going to achieve.
 
damtype   the class of damage done (see DAMTYPES)
acttype   the action of the spell (see ACTTYPES)
classtype the class of spell (see CLASSTYPES)
powertype the power ranking of the spell (see POWERTYPES)
flag      special extra flags this spell has (see SPELLFLAGS)
hit       Message displayed when spell is successful
miss      Message displayed when spell misses or fails
die       Message sent if spell causes death
imm       Message sent if victim is immune
(Messages must specify char, vict or room, ie: hitchar, hitvict, hitroom)
dice      a dice formula used for rolling things like damage (see DICEFORMULAS)
saves     saving throw victim gets (see SPELLSAVES)
bitvector see AFFECTED_BY, the bitvector applied by the spell, if any
affects   see AFFECTTYPES, the effect the spell has, if any
value     an extra field reserved for things like the vnum used in spells
          that create objects, or summon monsters to the caster's aid.
 
~

1 SNIPING~
Saiyans, Half-breeds, Biodroids, Humans, and Namekians all
have the ability to shoot certain energy attacks
from 1 to 2 rooms away.  This attack requires
that you have the ability sense.

Syntax:  (Ki attack being used) '(opponent's name)
       ex:  Kamehameha 'Goku

*Only attacks that can be used to snipe are
kamehameha, masenko, special beam cannon,
scattershot (Namekians only), and Tri-beam.
~

51 SOBER~
syntax 'Sober <player>'
This command can be used to Sober a player or your self when they/you
are in a drunken state.
 
~

51 SOCIAL~
The following information is needed to create a social:
Use sedit <social> [field] to set one of the fields:
  CNoArg: response to character if no argument given
  ONoArg: response to room if no argument given
  CFound: Response to character if target is someone else
  OFound: Response to room if target is someone else
  VFound: Response to target if target is someone else
  CAuto : Response to character if target is self
  OAuto : Response to room if target is self
Variables you can use are:
  $n - Name of the user of the social.
  $N - Name of the target of the social.
  $m - him/her/it for the user the social.
  $M - him/her/it for the target of the social.
  $s - his/her/its for the user of the social.
  $S - his/her/its for the targt of the social.
  $e - he/she/it for the user of the social.
  $E - he/she/it for the target of the social.
 
~

1 SPACESHIPS~
.
enter spaceship <NAME>
 
leave spaceship
 
If you use another clans keycard, you will be destroyed, and if you've been
a problem in the past, banned for a good ammount of time.

"look monitor" inside a clan/personal spaceship, it will list all the locations
you can travel to using "calc <coord>"

board <spaceship> can also be used

Glaring someone into a pk zone is illegal, if you do so you will be punished.
~

1 SPAM~
No, we are not talking about a luncheon meat here.  Spam is the repeated use
of a phrase, command, or channel that causes screen scroll for others.  Not
only is spam considered rude, but excessive screen scroll can interfere with
the game play of anyone seeing it (not to mention combat situations).  The
game will also tell you to PUT A LID ON IT and force-quit you after the 20th
repeat of a single command
 
It is also considered spam to use the same phrase over several different
channels.  The use of all-caps can also be considered spam.  Only use
capitals to add emphasis to key words in a sentence.
 
Moving a large number of items into and out of a container in a crowded, 
non-store room is considered spam.  Using multiple characters to chat the
same message at the same time is considered spam.  Making charmed mobs
or pets to cause screen scroll through movement or orders is considered
spam. ANYTHING that causes excessive or irritating screen scroll can be
considered spam.

&RSpamming in any way or form is illegal and it won't be tolerated.
~

53 SPECFUNCS~
These special functions are available to assign to mobiles.
Use them sparingly:

To add spec:  mset <mob> spec <function> (ex. mset guard spec spec_guard)
To remove:    mset <mob> spec none

spec_breath_any          Mobiles breathes one of the four breaths randomly.
spec_breath_acid         Mobile has breath of acid.
spec_breath_fire         Mobile has breath of fire.
spec_breath_frost        Mobile has breath of frost
spec_breath_gas          Mobile has gas breath.
spec_breath_lightning    Mobile has lightning breath.
spec_cast_adept          Mobile casts helpful spells.
spec_cast_cleric         Mobile casts healing spells.
spec_cast_mage           Mobile casts offensive spells during battle.
spec_cast_undead         Mobile casts offensive spells during battle.
spec_guard               Mobile attacks KILLERS and THIEVES.
spec_executioner         Same as above except summons guards to help.
spec_fido                Mobile eats corpses.
spec_janitor             Mobile picks up trash.
spec_mayor               Reserved for the mayor... don't use.
spec_poison              Mobile poisons during battle.
spec_thief               Mobile steals gold from players.
~

56 SPELLCOMPONENTS~
T###         check for item of type ###
V#####       check for item of vnum #####
Kword        check for item with keyword 'word'
G#####       check if player has ##### amount of gold
H####        check if player has #### amount of hitpoints
 
Special operators:
+ don't consume this component
@ decrease component's value[0], and extract if it reaches 0
# decrease component's value[1], and extract if it reaches 0
$ decrease component's value[2], and extract if it reaches 0
% decrease component's value[3], and extract if it reaches 0
decrease component's value[4], and extract if it reaches 0
decrease component's value[5], and extract if it reaches 0
and ! will make the spell fail if the caster is carrying that component.
 
Example: V1100 V+1101
The spell will only succeed if the caster is carrying objects of vnums
1100 and 1101.  The object of vnum 1100 will get consumed by the spell,
and the object of vnum 1101 will not.
 
With the decremental operators (@#$%), the object must have at least
a value of 1 in the respective location for the spell to succeed.
 
~

0 SPLIT~
Syntax: SPLIT <amount>

SPLIT splits some gold between you and all the members of your
group who are in the same room as you.  It's customary to SPLIT
the gold after a kill.
~

55 SSET~
Syntax: sset <victim> <skill> <value>
or:     sset <victim> all     <value>
or:     sset <sn>     <field> <value>
 
name          the name of the skill or spell
code          for spells, the code executed when the spell is cast
target        for spells, the target of the spell (see TARGETTYPES)
minpos        the minimum position required to use this skill/spell
slot          for spells, the slot number used in area files
mana          for spells, the amount of mana consumed by the spell
beats         how long this skill takes to be used (in 1/4 seconds)
dammsg        a word to describe the damage done by this skill or spell
wearoff       for spells, the message given when the spell wears off
type          the type of skill (Spell, Skill, Weapon, Tongue)
difficulty    how difficult the spell/skill is to learn and/or use
damtype       for spells, the class of damage it does
components    the components required for this spell (see SPELLCOMPONENTS)
teachers      will restrict the teaching of this skill to these mob vnums
participants  the minimum number of required participants (for spells)
 
For the special fields used by SMAUG spells (spell_smaug) see SMAUGSPELLS
~

1 SSJ~
Syntax: &Rssj #&C - transform into the form numbers you state, after training
Syntax: &Rssj #&C - transform into the form numbers you state, after training
        &Rssj&C - revert back to your normal state

Saiyans and half-breeds possess the ability to transform into a form known
as that of a Super Saiyan. This form is actually divided into four stages,
known simply as SSJ, SSJ2, SSJ3, and SSJ4. Though all those with any saiyan 
blood at all may attempt this transformation, only those that are truly 
powerful will survive the process. When a saiyan or half-breed turns into a 
Super Saiyan, they are surrounded by a glowing golden ki energy. In addition,
their hair often grows long and yellow. Rumors persist that there are ways
of identifying someone who has achieved a higher form of Super Saiyan,
but one would have to find out for oneself. And that might be dangerous.

It is impossible for a half-breed to achieve SSJ3, no matter how hard
they may train. Also, it is important to know that the first time one
transforms into any given level of Super Saiyan, it must be triggered

&Y(SSJ1)&C Threshold:&R 5,000,000&C Modifier:&R 4
&Y(SSJ2)&C Threshold:&R 10,000,000&C Modifier:&R 7
&Y(SSJ3)&C Threshold:&R 25,000,000&C Modifier:&R 9

&YStat Mods:&C
[SSJ1] - Str +2, Int -1
[SSJ2] - Str +4, Int +2, Dex +2
&C[SSJ3] - Str +6, Int -2, Dex +2
~

-1 STORY~
Coming soon!
~

-1 STORY2~
&b_|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|
&b_|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__   
&b_||                                                                  ||__ 
&b__|&C                           -Story-&b                                |__|_
&b_||                                                                  ||__
&b__|&C  During the course of time, there have been instances where&b      |__|_
&b_||&C  all recorded history throughout the universe has for some&b       ||__
&b__|&C reason or another has been lost. The most recent of those times&b  |__|_
&b_||&C  has all but just finished. Many planets inhabitants began&b       ||__
&b__|&C working together to enhance the society for all their peoples.&b   |__|_
&b_||&C As each civilization began to grow in technology and strength&b    ||__
&b__|&C          they began to grow in population and skill.&b             |__|_
&b_||                                                                  ||__
&b__|&C  As their civilizations expanded into space, the slowly began&b    |__|_
&b_||&C making contact with one another, though, only thought to have&b    ||__
&b__|&C been legends, since all history of them was gone. There were&b     |__|_
&b_||&C were brief skirmishes between some of the planets, though war&b    ||__
&b__|&C                      was never declared.&b                         |__|_
&b_||                                                                  ||__
&b__|&C    As time went on, individual members of the different races&b    |__|_
&b_||&C  formed alliances amongst one another, eventually establishing&b   ||__
&b__|&C     the clans that now vie for control over the universe.&b        |__|_
&b_||                                                                  ||__
&b__|&C As the cultures began to grow to their once prosperous states,&b   |__|_
&b_||&C  they started to explore more planets in an effort investigate&b   ||__
&b__|&C   investigate their history and find out what had happened.&b      |__|_
&b_||&C   Upon searching the remains of an underground sanctuary on&b      ||__
&b_||&C     Earth, a survey team uncovered tomes that detailed&b           ||__
&b__|&C  a relative tranquil world, protected by warriors of awesome&b     |__|_
&b_||&C  might. Hinting to the possibility of some of the other races&b    ||__
&b__|&C  being enemies of Humans and their Half-breed cousins. One of&b    |__|_
&b_||&C    the tomes outlined directions to various planets still&b        ||__
&b__|&C uncharted by the new galactic community, though as the tome was&b  |__|_
&b_||&C being prepared for transport back to a museum for study, space&b   ||__
&b__|&C  pirates attacked them on a surprise raid, stealing the tome.&b    |__|_
&b_||&C         The pirates quickly vanished vowing to uncover&b           ||__
&b__|&C                   uncover the ancient powers.&b                    |__|_
&b_||                                                                  ||__
&b_|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|
&b__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__
~

1 STR STRENGTH~
- The harder you hit with regular melee, and some melee abilities.
- The more natural resistance to melee you have.
- Can possibly make certain ki attacks cause more damage.

&CSee Also&Y:  &cHELP ATTRIBUTES
~

1 STYLE STYLES~
Usage: style <style name>
 
Styles, when effectively used, can change the tide of battle. The more
experienced one is in a particular style, the better the chances that it
will work for the fighter's advantage. There are five different known
styles. Styles can be changed within combat to better ones advantage
and knowledge of each of the different forms of combat.

See help files on AGGRESSIVE, BERSERK, DEFENSIVE, EVASIVE, STANDARD.
 
 
~

-1 SUMMARY~
.           &B
|----------------------------------|----------------------------------|
|&C              MOVEMENT&B            |&C               GROUP              &B|
|&Cnorth east south west northeast up&B|&C follow group gtell ; split       &B|
|&Cnorthwest southeast southwest down&B|----------------------------------|
|&Csomewhere open close lock unlock  &B|&C           INFORMATION            &B|
|&Cleave enter climb fly float look  &B|&Cdeath CR reimb rules damage areas &B|
|&Cwhere scan scry sleep wake stand  &B|&Ccommands experience score title   &B|
|&Crest sit&B |------------------------|&Cweather channels description story&B|
|---------|&C CONFIG OPTIONS         &B|&Cwho report tick password typo note&B|
|&Cautoloot autogold autoexit autosac&B|&Cwizlist MOTD news bug weapons mail&B|
|&Cnice flee norecall ansi blank rip &B|&Ctime slist report languages spells&B|
|&Cnointro prompt telnetga shovedrag &B|&Cskills idea&B |---------------------|
|&Ccombine&B  |------------------------|------------|&C COMBAT              &B|
|---------|&C    OBJECTS             &B|&Ckill flee wimpy rescue aid murder &B|
|&Cget put drop give sacrifice recite&B|&Ccast&B |----------------------------|
|&Csay tell chat question answer yell&B|-----|&C     COMMUNICATION          &B|
|&Cwield wear remove inventory list  &B|&Csocial quest clan ordertalk newbie&B|
|&Cappraise buy sell compare examine &B|&Cavatar counciltalk quildtalk shout&B|
|&Chold quaff zap brandish equipment &B|&Csay tell chat question answer yell&B|
|&Cempty fill eat drink pick value   &B|&Cauction&B  |------------------------|
|----------------------------------|----------|
&CAlso see help on: !, SAVE, QUIT, PAGELENGTH, PRACTICE.
To use the help menu, just type "help <topic>".
To see help on individual areas, you can now type "help <full area name>".
If you are new to the Realms, type HELP NEW to see a special help series.
~

1 SUPERANDROID SUPER ANDROID~
&cSyntax&C : &RPowerup  &C - toggles Super Android

With the aid of an A4 Power Chip, an Android can tap into the full
potential locked away within his power core and achieve the
deadly level of Super Android.

The Android becomes much stronger, and, oddly, is cloaked by a
powerful and menacing aura. It is a phenomenon that has yet to be
fully understood.

The Super Android transformation is required to unlock the stat mods
of an A4 Power Chip.

&RThreshold:&C25,000,000
&RModifier: &C8.9x
&RStat Mod: &C+3 Str, +3 Int, +3 Dex, -2 Con, +2 Lck

&RYou may only achieve this transformation while wearing an
A4 Power Chip.
&C
See Also&Y: &cHELP COMPONENTLIST, HELP ANDROID
~

1 SUPERHUMAN~
&cSyntax:&RSuperhuman&C-toggles Super Human status

Some humans have the ability to surpass their normal capabilities
and achieve strength beyond their comprehension. The awakening of this power
is called Superhuman. While not all humans have this ability, those that
push their bodies to the absolute limit will discover a newfound power.

&RThreshold:&C2,500,000
&RModifier: &C8.5x
&RStat Mod: &C+6 Dex, +3 Lck

See Also&Y: &cHELP HUMAN
~

1 SUPERNAMEK~
&cSyntax:&R   SN&C - toggles Supernamek status
 
&CNameks possess the ability to enhance their power, once their PL has
surpassed a certain threshold. This state, which they may turn on and
off at will, is named, aptly enough 'Supernamek'. While this enhanced
mode of being is difficult to achieve, it is well worth it, as they
are greatly changed. Unlike most races' powerful forms and powerups,
that of a namek is virtually unnoticeable, making it a subtle ability,
well-suited to fooling an opponent.
 
&RThreshold:&C 3,500,000&R Modifier:&C 8.9
&RStat Mods: &CStr -2, Int +3, Dex +4

See Also&Y: &cHELP NAMEK
~

1 SUPPRESS~
By concentrating, you may suppress, or lower, your max PL. This skill
is trainable by all races, and has many functions.

syntax: <suppress> <PL> - Suppresses to desired PL.
syntax: <suppress> - Reveal your true PL.

Threshold: 1,000,000
~

52 SWITCH RETURN~
Syntax: switch <character>
Syntax: return

SWITCH switches you into the body of another character (who must not
already have a descriptor, e.g. you can't switch into a PC).

RETURN returns you to your original body.
~

1 TAIL~
Tail is a skill which can only be used once a fight has started, and
can only be used against your primary opponent.  If it successfully
lands, it inflicts damage on your opponent.

Syntax   :  Tail
~

55 TARGETTYPES~
Target                Function
--------------------------------------------------------------------
ignore                Spell affect relies on the casting argument
offensive             Spell will initiate combat
defensive             Can be cast on anyone safely
self                  Spell only affects the caster
objinv                Casted onto an object in the caster's inventory
 
~

60 TEST1~
.           &B/|                                           |\
          /||                                           ||\
         / \\__          //               \\          __// \
        /  |_  \         | \   /     \   / |         /  _|  \
       /  /  \  \         \  \/ \---/ \/  /         /  /     \
      /  /    |  \         \  \/\   /\/  /         /  |       \
     /  /     \   \__       \ ( &G0&B\ /&G0 &B) /       __/   /        \
    /  /       \     \___    \ \_/|\_/ /    ___/     /\         \
   /  /         \_)      \___ \/-\|/-\/ ___/      &b(_/\ &B\      `  \
  /  /           /&b\__)       &B\/  oVo  \/       &b(__/   ` &B\      `  \
 /  /           /,   &b\__)    &B(_/\ _ /\_)    &b(__/        &B\`      \  \
/  '           //       &b\__)  &B(__V_V__)  &b(__/             &B\\     \  \
\  /                                                               \/
&B|           &wWelcome &BDelphya &wto the immortal family.                &B|
&B|           &wCongrats to &BBede&w! Demi God's will never be the same!   &B|
&B|           &wWelcome &BJulie &was the newest SLAYBAIT!                  &B|
&B|           &wCongrats to the groggy one! &BBlackmane &wpromoed!         &B|
&B|           &wCoE's senility has set in and &BRanma &wwas promoted!      &B|
&B|           &wDEATH this way comes! &BLascivias &whit Savior!            &B|
&B|           &wCoE re-affirms their grip on reality...&BMyra &wpromoed!   &B|
&B|           &wFrom Creator to Demi Goddess, &BKattia &wearns her claws!  &B|
&B|           &wWanted: &BJorbin &w- For the theft of promotion warrants!  &B|
&B|           &wPhhilostrate rises another level! &BCongrats!            &B|
&B|           &wThe Hounds have arrived with fresh &BAyesh &wmeat!         &B| 
&B|           &wThe CoderGods have bestowed us with &BMayhem&w! Be ready   &B|
&B|           &wfor complete chaos and thank a coder today!            &B|
 
                        &wI.M.O.T.D. Updated: &B6/14/98
~

61 THIEFSKILLS~
.   aggressive style  21%                  aid  39%             backstab  95%
                bash  22%        berserk style  17%               circle  95%
               climb  17%      defensive style  17%               detrap  17%
                 dig  17%               disarm  90%                dodge  95%
          dual wield  85%      enhanced damage  55%        evasive style  22%
       fourth attack  30%                gouge  95%                 hide  85%
               mount  17%                 peek  95%            pick lock  95%
       poison weapon  38%                punch  50%                 scan  90%
              search  85%        second attack  90%                sneak  95%
      standard style  17%                steal  95%         third attack  70%
               track  85%               tumble  95%
 
~

61 THIEFSPELLS~
~

62 'THIS IS A TEST'~
yadda yadda yadda
~

0 TICK~
Many of the actions in the Realms are based upon interval timers, including
combat, most autonomous monster actions, hp/mana/move regeneration, spell
duration, weather, and area resetting.
 
Of these timers, the hp/mana/move regeneration timer is popularly called the
'tick'.  Ticks in these Realms average 60 seconds of real time, but the
actual amount varies randomly from 45 seconds to 75 seconds.
 
Area resetting happens roughly every 3 minutes if there are no characters in
in the area; less often (15 minutes) if any characters are present; Also,
some lower level areas have shorter reset periods, while some higher level
areas have longer reset periods.
 
Note that objects lying on the ground will not be regenerated if anyone is
in the area when it resets.
 
Area resets are indicated by 'squeaking noises' or other messages just prior
to the reset itself.
 
~

51 TIMER~
Associated help files: help corpse, help imm cr, help bodybag
 
31 to 40                "is lying here."
23 to 30                "is buzzing with flies."
15 to 22                "fills the air with a foul stench."
07 to 14                "is crawling with vermin."
01 to 06                "is in the last stages of decay."
 
Since a corpse now lasts from 40 to 60 minutes, we are requested to wait
until the corpse has reached below a timer of 23 or has hit the
"fills the air with a foul stench." stage in decay.
 
You can see what stage of decay a corpse is in by either typing:
ostat <player name>       (i.e. ostat Brittany)    OR
at 'corpse <name>' look   (i.e. at 'corpse Brittany' look)
~

0 TITLE~
Syntax: title <string>
 
This command allows you to set your title the text of your choice. The
game supplies a title when your character is created and each time you
advance a level. 

 * Your title may be set only when you gain 45 million PL

** Titles are subject to the same guidelines for use of language as channels
 
*** Black may NOT be used in your title.

**** You MUST have a filled out title. Periods are not titles.

***** Just having a Last name doesnt constitute a Full Title.

****** You must have a space or a , after your name, adding on so your name
looks like something else is highly unacceptable.

Adding flags to make yourself look like you're part of a clan/organization is
illegal.
~

1 TODOLIST~
1) Redo the powerlevel formula(Yet again) to lower gains and force people
into taking more care with their chars.

2) Strong quest mobs deflect your ki back at you (Done, just needs a hotboot)
when snipped.

3) Minor tweaks to the pk system.

4) Add more mortal games.

5) Make a buyspaceship command, sets your ship, key and everything up in 1
command, granted you have the money.

6) Raise spaceship cost or pwipe the MUD, pbases choice. (You can thank the
people who abused sniping hildes for this one.
~

0 TRAIN~
Help ATTRIBUTES
~

52 TRANSFER~
Syntax: transfer <character>
Syntax: transfer all
Syntax: transfer <character> <location>
Syntax: transfer all         <location>

TRANSFER transfers the target character, or ALL player characters,
to your current location (default) or to a specified location.
~

1 TRANSFORM~
&cSyntax:&R transform # &C- transform into # given
 
 
&cStage 1:&C This is the stage an icer is when is born: they spend the most
of their time in this form, being the easiest to maintain, and often
causing their opponents to underestimate them. On this form they are tiny,
with small muscles, and small black spikes protruding from their heads
and body.
 
&cStage 2:&C All icers are able to transform into a second form, far more
fearsome than their original form. This creature has tremendous muscle
mass, but hardly loses any speed at all. The increased muscle mass of this
form gives it a good boost to stre ngth while not hindering its speed in
the slightest.
 
&cStage 3:&C When an icer reaches this form, they have gone as far as most
icers will ever go. Though its a bit smaller than the previous, its
muscles are much more compact, allowing it to be even stronger than the
previous form. Thanks to the less size and greater strength, this form is
also faster than the previous two stages allowing them to move faster.
 
&cStage 4:&C This form is the smallest of the forms, even smaller than the
first stage. The compact muscles and the tiny size of this form gives it
an a larger boost in speed while not losing any strength from the previous
form making it more deadly.
 
 
&cStage 5:&C The final form of the icers race. Identical to the previous
form, but with heightened intelligence, speed and power. Those who have
achieved their fifth form demonstrate great endurance in battle and
determination to succeed in any battle.
 
(&YStage 1&C)&R  Powerlevel:&C 0                   &RModifier:&C 1
(&YStage 2&C)&R  Powerlevel:&C 0                   &RModifier:&C 2
(&YStage 3&C)&R  Powerlevel:&C 4,000,000           &RModifier:&C 4
(&YStage 4&C)&R  Powerlevel:&C 10,000,000          &RModifier:&C 6
(&YStage 5&C)&R  Powerlevel:&C 25,000,000          &RModifier:&C 9

 
&R                   Stat Modifiers
&O            STR     INT     WIS     DEX     CON     CHA     LCK
(&YStage 2&C)   +2       0       0       0       0       0       0
(&YStage 3&C)   +3      +2       0      +2       0       0       0    
(&YStage 4&C)   +3       0       0      +2       0       0       0
(&YStage 5&C)   +1      +4       0      +4       0       0      -2
~

1 TRANSFPROM~
~

53 TRAPFLAGS~
Flags to describe a trap and what triggers it:

ROOM    - Trap is in a room
OBJ     - Trap is on an object
ENTER   - Trap is triggered by entering the room
LEAVE   - Trap is triggered by leaving the room
OPEN    - Trap is triggered by opening
CLOSE   - Trap is triggered by closing
GET     - Trap is triggered by getting the object
PUT     - Trap is triggered by putting the object
EXAMINE - Trap is triggered by examining the object
PICK    - Trap is triggered by picking the object
UNLOCK  - Trap is triggered by unlocking the object
NORTH   - Trap is triggered by moving north
SOUTH   - Trap is triggered by moving south
EAST    - Trap is triggered by moving east
WEST    - Trap is triggered by moving west
UP      - Trap is triggered by moving up
DOWN    - Trap is triggered by moving down

See RESET, TRAPSETTING and TRAPTYPES.
~

52 TRAPSETTING~
Setting a trap is a little tricky.

Parameters: <vnum> <type> <charges> <flags>
VNUM    - The vnum of either the room or object to be trapped.
TYPE    - The type of trap.  (See TRAPTYPES)
CHARGES - The number of charges this trap should contain.
FLAGS   - Flags specifying the characteristics of the trap.
          (ie: room trap or object trap, what triggers the trap, etc.)

See RESETS, TRAPTYPES and TRAPFLAGS.
~

1 TRIBEAM~
The signature attack of the Human race, it may only be used by Humans
and Biodroids. To execute the attack, the hands must be held up with
both the forefingers and thumbs meeting in the shape of a triangle. It
is a devastating attack, those who have mastered it can inflict massive
damage on any enemy foolish enough to underestimate it's power.

Syntax   :  Tribeam (opponent's name)

Threshold: 55,000,000
~

53 TRIGGERS~
A trigger is an action, phrase, or game event that causes a program
held within a room, mob or object, to begin playing out its commands.
 
Triggers can be anything from a player or mob entering a room, to a
player stating a particular phrase within a room, or to a mob or an
object.
 
For detailed information on triggers, see:
 
RPTRIGGERS, MPTRIGGERS, OPTRIGGERS
~

60 TRUST~
Syntax: trust <character> <level>

TRUST sets a character's trust to the specified level.  This is similar to
advancing the character for accessing immortal commands, but has no effect
on combat strength, et cetera.  You can give more trust to mortal (or
immortal) characters to give them access to more power without messing up
the character.  You can also restrict a player's trust to less than their
natural level.

A trust of 0 means to use the character's natural level again.
~

59 UNFOLDAREA~
Syntax:  unfoldarea <area filename>
 
This command will load up an area file.
 
NOTE:  It could be quite dangerous to unfold an area that is already
       loaded, or one that has not been tested.
 
~

54 USEPROG~
Syntax: opedit <object> <command> [number] [use_prog] [percentage]
 
The use_prog is an objtrigger that can be used in object programs.  The
use_prog will be executed when the item is used.  To define what will
trigger the use_prog, here is a list:

* Wands - when you zap
* Staves - when you brandish
* Food/pills - when you eat
* Blood/fountains/drink containers - when you drink
* Lights/armour/weapons - when you wear/wield/hold
* Potions - when you quaff
* Pipes - when you smoke
 
When the use_prog is executed you will not see the standard 'use message'
(ie You quaff a violet potion). What you will will be any mpechoes placed
in the program.  Also, any mobprog commands can be used in use_prog (see 
MPCOMMANDS).

**NOTE** The use_progs on lights, armour, and weapons are executed BEFORE
the player wears/holds/wields any item. Therefore, a mpforce to remove the
item will not work in the use_prog.  You will have to use a wear trigger
to accomplish this.
~

54 USERS~
Syntax: users <host ip>
Syntax: users <playername>

USERS reports all of the visible users connected to the server, including users
in the process of logging in.
If used with an argument, it will show all users from that host ip.
Shortforms of host will work -- e.x. 205, or 205.113, etc.
Shortened names will also work.  e.x., users fre would show
Fredrick and Fred if they were on at the time.
The first number, (desc), is the descriptor number that this user is on.
The second number is the user's connected state.  (See CONSTATES)
The third number is the number of seconds the user has been idle.
The fourth number is the remote TCP port on the user's host machine.
Next is the user's character name, then the user's host address.
(Usually the IP number as name resolving is normally disabled.)

The FORCECLOSE command can be used to force a connect to close by its
descriptor number.
~

53 VARIABLE VARIABLES~
This is the list of variables to be used in actiondescs for objects and in
mob/room/object programs.
 
VARIABLE         MOBILE  ACTOR  VICTIM  RANDOM  OBJECT  2ND_OBJECT
---------------  ------  -----  ------  ------  ------  ----------
Name               $i     $n      $t      $r      $o        $p
shrt_desc/title    $I     $N      $T      $R      $O        $P
he/she/it          $j     $e      $E      $J      --        --
him/her/it         $k     $m      $M      $K      --        --
his/her/its        $l     $s      $S      $L      --        --
 
See also: MPSTAT, RPSTAT, OPSTAT, MPEDIT, RPEDIT, OPEDIT, TRIGGER, MPTRIGGERS,
          RPTRIGGERS, OPTRIGGERS, MPCOMMANDS, RPCOMMANDS, OPCOMMANDS, IFCHECKS.
~

1 VEGETARP~
Planet Vegeta like all the other core worlds of the universe, experienced a
prolonged dark age sparked by a still unknown calamity. Though unlike most of
the other planets, Planet Vegeta had more troubles than most. As the first few 
centuries flew by, and the Saiyans slowly worked to rebuild their society, an
unexplainable gold flash engulfed the planet, leaving a large hole in the
southern hemisphere of Vegeta. Reports from other planets acknowledge seeing a 
large flash in the sky in their new histories.
 
As the people of Vegeta tried to investigate the crater, they felt the very
ground beneath them begin to shake and break apart. Reports from nearby
inhabitants who arrived on the scene shortly after the quakes, reported a
brutal massacre. The only survivor was a young man with yellow hair, lying
unconscious on the ground, a bright yellow aura surrounding him. The Saiyans
quickly noticed the man's bloodied hands and knew he was the one who was
responsible for the massacre. The people quickly ended the man's life while he 
was still unconscious, saving themselves and possibly their planet in the
process.
 
As time went on, people of Vegeta began experiencing similar changes to that of
the young man, though very few had the same experience of the young man, those 
immense power and used it to help expand their civilization. Eventually Saiyan 
scientists were able to construct a large spaceship. Though not quite as
technological as they would have liked, they made up for it with larger engines
and extravagant defenses.
 
As the Saiyans searched the universe in search of greater power for their
people, they encountered a vessel of great power. They were contacted by the
vessel and made first contact with the Icerians. The Icers led the Saiyans to
their space station, and allowed the Saiyans to meet the other races of the
universe. The Saiyans were for the most part oblivious to the fact that they
had been in a period of darkness, and were quite surprised to find out that
they had once been a great and powerful people, though not that surprised.
~

1 VIGOR~
This is a halfbreed only ability, it channels your innermost strength
and will store it for your next ENERGY attack. However it costs 15 LF.
Vigor lasts until your next ENERGY attack.

Syntax: Vigor
~

55 VNUMS~
Syntax: vnums [low] [high]

Lists the vnum range for rooms/mobs/objects in all prototype areas.
~

58 VSEARCH~
Syntax: Vsearch <vnum>
 
This command will list all instances of an object with that vnum that
are currently in the game. 
~

1 WAR WARTALK~
Syntax:  war <message>
 
Wartalk is a channel created as a haven for those players who like to openly
discuss their exploits in combat - and brag against their opponents.  It is
most often used for those who declare war on other deadlies and is desirable
for those who like to invite others to battles in player versus player
whether it be in the arena or around the Realms.
 
Wartalk can be seen by all players in the game, and has the same
rules as other channels.  No harassment, profanity, spamming, or
inappropriate subject matter.

Fake warcrys are illegal. You will be punished for doing so.
~

100 WARN ~
Syntax: warn class <field>
Syntax: warn race  <field>
Syntax: warn site  <field>
Field is either #(ban_number) or the site/class/race.
Example:  warn class #1
~

100 WATCH~
. &w
&W Syntax: &G watch                  &W Shows you a help screen
&W Syntax: &G watch size             &W Shows the size of your watch file
&W Syntax: &G watch clear            &W Deletes your watch file
&W Syntax: &G watch show             &W Shows all your active watches
&W Syntax: &G watch player <name>    &W Starts watching a player
&W Syntax: &G watch site <site>      &W Starts watching all players from site
&W Syntax: &G watch delete <number>  &W Stops a watch
&W Syntax: &G watch print 1          &W Shows file starting at line 1
&W Syntax: &G watch print 500        &W Shows file starting at line 500
&W Syntax: &G watch print 500 100    &W Shows 100 lines starting at line 500

Watch will work 24 hours a day from the time you put a watch on a player until
you take it off. You can also watch all players from a specific site.
 
We need you to be real careful about the size of your watch file. If you
are watching a number of players or sites, please do not just forget about
your watches and allow your watch file to grow to outrageous sizes. You
should never have more than 5,000 or 10,000 lines in your watch file.
If you are doing some watching, be sure you check your watch file daily
and either print it, display it, copy it to your hard drive or do whatever
you need to do with it but then ... please ... please ... be sure you
clear it so that it don't grow huge and eat up all our hard drive space.
If you clear your watch file daily ... there should be no problem. If you
aren't watching anyone ... you don't have to worry about this. But if you
start a watch, it is your responsibility to know how big your watch file
is and to stop the watch when you no longer need it. The command
&G"watch size" &W tells you how many lines are in your watch file.
The command &G"watch clear"&W clears (deletes) your watch file.
For the time being the maximum number of lines you can display at one time
is 1000. So ... even if you have 5,000 lines in your watch file ... you can
only display 1,000 at a time.
 
~

100 WEAPONCONDITION WEAPONCONDITIONS~
Value0  Condition
------  ---------
  12    in superb condition.
  11    in excellent condition.
  10    in very good condition.
   9    in good shape.
   8    showing a bit of wear.
   7    a little run down.
   6    in need of repair.
   5    in great need of repair.
   4    in dire need of repair.
   3    very badly worn.
   2    practically worthless.
   1    almost broken.
   0    broken.
 
See also OSET, OBJECTTYPES, WEAPONTYPES, ITEMVALUES and OMENU.
~

100 WEAPONTYPES~
For items of type "weapon", the value3 field specifies the weapon type:

Value3 | Type     | Weapons     | Skill
-------------------------------------------------------------
   0   | hit      | general     |pugilism
   1   | slice    | knife/sword |long blades
   2   | stab     | dagger      |short blades
   3   | slash    | sword       |long blades
   4   | whip     | whip        |flexible arms
   5   | claw     | claw        |talonous arms
   6   | blast    | magical     |pugilism
   7   | pound    | club/hammer |bludgeons
   8   | crush    | club/hammer |bludgeons
   9   | grep     |             |
  10   | bite     |             |pugilism
  11   | pierce   | dagger      |short blades
  12   | suction  |             |pugilism
  13   | bolt     | crossbow    |missile weapons
  14   | arrow    | bow         |missile weapons
  15   | dart     | pipe        |missile weapons
  16   | stone    | sling       |missile weapons
  17   | pea      | peashooter  |missile weapons

See OSET, MISSILES, WEAPONCONDITION and ITEMVALUES.
~

100 WEARFLAGS~
These flags should be self explanatory:

 take   finger   neck    body    head   legs
 feet   hands    arms    shield  about  waist
 wrist  wield    hold    ears    eyes

See OSET, RESETCMDS, and ARMORCLASS.
~

100 WEARLOCS~
Here are the various locations where items may be equipped:

 ---------------------------------------------------------
 |  0 | light       |  1 | finger1     |  2 | finger2    |
 |  3 | neck1       |  4 | neck2       |  5 | body       |
 |  6 | head        |  7 | legs        |  8 | feet       |
 |  9 | hands       | 10 | arms        | 11 | shield     |
 | 12 | about       | 13 | waist       | 14 | wrist1     |
 | 15 | wrist2      | 16 | wield       | 17 | hold       |
 | 18 | dual_wield  | 19 | ears        | 20 | eyes       |
 ---------------------------------------------------------

See RESETS and RESETCMDS.
~

1 WEBSITE WEBPAGE~
http://dbzu.awardspace.com

If you have any information, ideas, suggestions, or announcements for
the website send a personal gnote to Kaizik, i'm sure he'll oblige.
Good work, Kaizik.  Keep it up.
~

1 WHISPER~
whisper <name> msg
 
To whisper to another, you must be in the same room as the recipient
of the whisper.
~

1 WHO~
WHO shows the characters currently in the Realms.  Invisible characters will
not appear on this list if you cannot detect invisible.  Immortals who are
wizinvis higher than your own level also will not appear.
 
Syntax:  who                 who <class>    who <class> race>
         who <level range>   who deadly     who <class> <race> <level range>
 
With arguments, WHO can show players of certain classes, races, or levels:
For example:
 
 who 10                  lists all characters level 10 or above
 who 15 20               lists all characters between level 15 and 20
 who cleric              lists all clerics playing
 who cleric elf          lists all cleric elfs playing
 who imm                 lists all Immortals playing
 who cleric 1 5          lists all clerics between levels 1 and 5
 who deadly              lists all deadly (pkill) characters playing
 
NEW ADDITIONS:
 who 'guild of mages'    lists all online members of the specified Guild
 who <order name>        lists all online members of the specified Order
 who <clan name>         lists all online members of the specified Clan
 who 'newbie council'    lists all online members of the specified Council
 who <deity name>        lists all online worshippers of the specified deity
 who group               lists all online grouped players
 who group 10 20         will list all players level 1 thru 10 who are grouped
                         or who desire to group. (see also help CONFIG)
 who leader              will list all leaders of clans, orders, guilds and
                         councils.  This can be used in conjuction with a
                         specific order if it is listed after the name.
                         For example who 'guild of mages' leader
~

0 WHOIS~
Syntax: whois <player>
 
The WHOIS command will tell you a bit of information about a player
who is online.
~

0 WIMPY~
Syntax:  wimpy
Syntax:  wimpy <value>
Syntax:  wimpy max
 
This command sets your wimpy value.  When your character takes damage that
reduces your hit points below your wimpy value, you will automatically
attempt to flee.
                                                      
'Wimpy' by itself sets your wimpy to about 20% your maximum hitpoints.
 
'Wimpy <value>' allows you to set your wimpy at a level you determine,
but it cannot exceed about 75% of your maximum hitpoints.
 
'Wimpy max' sets your wimpy at its maximum level for you.
 
Some monsters are wimpy.
 
See also FLEE
 
~

1 WIS~
- Needed in order to raise your maximum skill % higher.
 
&RNote:&C100% Wis is required in order for your ki attacks to always hit.
 
&RWisdom does NOT affect Chikaras. They can ALWAYS be trained
100% regardless of your wisdom.

&CSee Also&Y:  &cHELP ATTRIBUTES
~

100 WIZHELP~
Syntax: wizhelp

WIZHELP provides a list of all the immortal commands.
~

100 WIZINVIS~
All immortals have the responsibility to be available to others whenever
possible, be they mortal or immortal.  When the use of wizinvis is called
for, the following are parameters for its use:
 
 - Immortals level 51 through 54 should be visible at all times, save
   for when snooping, running a quest or some similar circumstance.
 
 - Immortals level 55 and up may invis to any level at their discretion.
 
Guidelines for use of wizinvis by 55 and higher:
It is considered mandatory to be visible to all other immortals whenever
reasonably able to do so.  Using wizinvis beyond 51 to facilitate work on
a project, allow concentration on something, avoid excessive tells or the
like is fine, but it should only be used while necessary.
 
Guidelines for use of wizinvis beyond 51 in immortal channels:
Sightings of Someones in immortal channels should be kept to a minimum.
If you are free enough to be able to use an immortal channel, you should
be visible to the lowest immortal in that channel; no higher than 54 in
Muse, no higher than 51 in immtalk, etc.  Being a Someone to anyone on
an immortal channel should only occur if you're too tied up to go
visible but need to make a comment.
 
The same applies to all situations using channels, tells or actions.
Avoid being a Someone to mortals and immortals alike unless you have
a good reason to do otherwise.
~

0 WIZLIST~
Syntax: wizlist

Displays a list of the powerful beings who govern this SMAUG MUD!
~

101 WIZRANK~
115: Owner
114: Co owner
113: Supervisor
112: Head Builder
111: Head Roleplay
110: Anc. Builder
109: Senior Builder
108: Enforcer
107: Player Relations
106: Jr. Builder
105: Builder
104: New Builder
103: Player Tester
102: RP Assistant
~

1 WWW~
http://www.mudconnector.com/mud-bin/vote_rank.cgi?mud=Dragonball+Z:+Universe
^^^^ Vote!!

&RNEW:
&Owww.DBZU-2007.com

~

100 ZONES~
Syntax: zones [low] [high]

Lists the name of the file, and room/mob/object vnum range for each
non-prototype zone in the mud.
~

-1 _DIEMSG_~
&ROuch&r!&B You find yourself in an abyss. Floating down, you can see
millions of people walking to their destination. You find that your body
must of went limp. Arms and legs still numb, you feel yourself getting the
hang of this new feeling. Bruises and bumps all over your body. You feel
your heart beating faster and faster, as you try to figure out where you
are. You collide into the ground, as you make a full landing. You gulp, 
as you look forward, you can see that you died.
 
&WRealizing that your on snakeway, clouds are ascending forward and backward,
along with a huge runway place. You are now on a huge snake, thats ascending
northward. You can see a huge yellowish halo on your head. You should try to
navigate the snake, to figure out how to get your body back.
 
&RYou have now been reincarnated!
~

0 $~


#$