#HELP Keyword ADVENTURE~ Updated 1185731973 UpdatedBy Remcon~ Text . In our efforts to give credit to everyone who deserves it, we almost forgot to give credit to one of the "grandfathers" of computer adventure games... David Platt, the author of the original "Adventure" (c)1979. Also credit to Ken Wellsch for porting the original Fortran-77 version to UNIX-C (over a period of about 3 years) (c)1984. ~ End #HELP Perm 4 Keyword AFFECTTYPES~ Updated 1195839207 UpdatedBy Remcon~ Text . affected HELP OBJECTAFFECTED weaponspell <sn> Cast a spell on victim with every blow of a weapon. wearspell <sn> Cast a spell on wearer when object is worn. removespell <sn> Cast a spell on wearer when object is removed. stripsn <sn> Strips the specified <sn> from the wearer. <skill> <modifier> Modifies a player's ability in a skill. hit <#> Increases the wearer's max hitpoints. mana <#> Increases the wearer's max mana/blood. move <#> Increases the wearer's max movement. hitroll <#> Increases the wearer's hitroll. damroll <#> Increases the wearer's damroll. armor <#> Increases the wearer's armor. resistant <ris> HELP RIS. Makes the wearer resistant to the <ris>. immune <ris> HELP RIS. Makes the wearer immune to the <ris>. susceptible <ris> HELP RIS. Makes the wearer susceptible to the <ris>. stat <stat> <#> HELP STATTYPES. Increases the wearer's specified stat. ~ End #HELP Keyword AMOTD~ Updated 1185732202 UpdatedBy Remcon~ Text &R \-,_ _,-/ , \ `-, &gThe SMAUG Avatar MOTD &R,-` / , _)\ | `\ &gUPDATED: &w7/29/07 &R/' | /(_ /, \_,/ \ `\ /' / \,_/ .\ `-, ,\ | \ / | /, ,-' |G,/ / ,-, | | &gAs the Gods rip the Realms &R| | ,-, \ \_3| _\_,/_ \ \|-, | &gasunder, a slew of changes &R| ,-|/ / ,_\,_/_ (_ ,__` | `\ | &grain down on you - the victims.&R| /' | __, _) `--._`-;' \| |/ `;-`_.--` __/ / | &gSome of these changes &R... | \ \__ ''&B,-,&R' `&B,-,&R`` &B((&C|&B)) &R<&W*&R> &B((&C|&B)) &B|&C|&B| &R<&W*&R> &B|&C|&B| &B|&C|&B| &R<&W*&R> &B|&C|&B| &B|&C|&B| &R<&W*&R> &B|&C|&B| &B|&C|&B| &R<&W*&R> &B|&C|&B| &B|&C|&B| &R<&W*&R> &B|&C|&B| &B//&C|&B\\ &R<&W*&R> &B//&C|&B\\ &B|||&C|&B|||&R<&W*&R> &B|||&C|&B||| &B|||&C|&B|||&R<&W*&R> &B|||&C|&B||| &B|||&C|&B|||&R<&W*&R> &B|||&C|&B|||&D ~ End #HELP Perm 4 Keyword AREAFLAGS~ Updated 1188747281 UpdatedBy Remcon~ Text Usage: aset <area filename> flags <flag(s)> Flags: NOPKILL FREEKILL NOTELEPORT PROTOTYPE NOQUEST ~ End #HELP Perm 1 Keyword BODYPARTS~ Updated 1193520057 UpdatedBy Remcon~ Text Body parts: HEAD ARMS LEGS HEART BRAINS GUTS HANDS FEET FINGERS EAR EYE LONG_TONGUE EYESTALKS TENTACLES FINS WINGS TAIL SCALES BEAK HAUNCHES HOOVES PAWS FORELEGS FEATHERS Used for attacking: CLAWS FANGS HORNS TUSKS TAILATTACK SHARPSCALES ~ End #HELP Keyword CHA CHARISMA~ Updated 1188858323 UpdatedBy Remcon~ Text Charisma (CHA in your 'score') represents your characters physical beauty and charm. Among other things, it affects: - a character's practice rate with a language scholar - prices charged to a character by shopkeepers ~ End #HELP Keyword CHAT~ Updated 1188422704 UpdatedBy Remcon~ Text Usage: chat <message> This channel is used for chatting. ~ End #HELP Keyword CLANTALK~ Updated 1188423734 UpdatedBy Remcon~ Text Usage: clantalk <message> This command allows a member of a clan to send a message to everyone online that is in that clan. ~ End #HELP Keyword CLASSTALK~ Updated 1188861971 UpdatedBy Remcon~ Text Usage: classtalk <message> This channel is used to send the message to everyone online that has the same class as you. ~ End #HELP Keyword COLORS~ Updated 1188856647 UpdatedBy Remcon~ Text &DForeground: &&x &&[black] = &xBlack&D &&r &&[dred] = &rDark Red&D &&g &&[dgreen] = &gDark Green&D &&O &&[orange] = &OOrange&D &&b &&[dblue] = &bDark Blue&D &&p &&[purple] = &pPurple&D &&c &&[cyan] = &cCyan&D &&w &&[gray] = &wGray&D &&z &&[dgray] = &zDark Gray&D &&R &&[red] = &RRed&D &&G &&[green] = &GGreen&D &&Y &&[yellow] = &YYellow&D &&B &&[blue] = &BBlue&D &&P &&[pink] = &PPink&D &&C &&[lblue] = &CLight Blue&D &&W &&[white] = &WWhite&D Blinking Foreground: }}x &&[blink] = }xBlack&D }}r &&[bdred] = }rDark Red&D }}g &&[bdgreen] = }gDark Green&D }}O &&[borange] = }OOrange&D }}b &&[bdblue] = }bDark Blue&D }}p &&[bpurple] = }pPurple&D }}c &&[bcyan] = }cCyan&D }}w &&[bgray] = }wGray&D }}z &&[bdgray] = }zDark Gray&D }}R &&[bred] = }RRed&D }}G &&[bgreen] = }GGreen&D }}Y &&[byellow] = }YYellow&D }}B &&[bblue] = }BBlue&D }}P &&[bpink] = }PPink&D }}C &&[blblue] = }CLight Blue&D }}W &&[bwhite] = }WWhite&D Background: ^^x = ^xBlack&D ^^r = ^rRed&D ^^g = ^gGreen&D ^^O = ^OOrange&D ^^b = ^bBlue&D ^^p = ^pPurple&D ^^c = ^cCyan&D ^^w = ^wGray&D Other: &&v - &&V = &vReverse the colors.&D &&u - &&U = &uUnderline the text.&D &&i - &&I = &iItalicize the text.&D &&s - &&S = &sStrikeover text.&D &&D = Resets to custom color for whatever is being displayed. &&d = Resets to terminal default color. When using color close out the colors with a &&D tag. When setting foreground and background set the foreground first. ~ End #HELP Keyword CON CONSTITUTION~ Updated 1188857887 UpdatedBy Remcon~ Text Constitution (CON in your 'score') represents your character's physical stamina. Among other things, it affects: - the number of hitpoints recovered or regenerated at each tick if resting or sleeping - improvement or worsening of a character's mental state, thus affecting general endurance ~ End #HELP Keyword 'CONFIG ANSI'~ Updated 1196031041 UpdatedBy Remcon~ Text Usage: config ansi If set you will receive ANSI color sequences. ~ End #HELP Keyword 'CONFIG AUTOEXIT'~ Updated 1196031524 UpdatedBy Remcon~ Text Usage: config autoexit If set you automatically see exits. ~ End #HELP Keyword 'CONFIG AUTOGOLD'~ Updated 1196031696 UpdatedBy Remcon~ Text Usage: config autogold If set you automatically get the gold from a corpse. ~ End #HELP Keyword 'CONFIG AUTOLOOT'~ Updated 1196031559 UpdatedBy Remcon~ Text Usage: config autoloot If set you automatically loot corpses. ~ End #HELP Keyword 'CONFIG AUTOSAC'~ Updated 1196031293 UpdatedBy Remcon~ Text Usage: config autosac If set you will automatically sacrifice corpses. ~ End #HELP Keyword 'CONFIG AUTOSPLIT'~ Updated 1196035299 UpdatedBy Remcon~ Text Usage: config autosplit If set when you get gold it will auto split the gold with party members that are in the same room that also auto split gold. ~ End #HELP Keyword 'CONFIG BLANK'~ Updated 1196031158 UpdatedBy Remcon~ Text Usage: config blank If set you will have a blank line before your prompt. ~ End #HELP Keyword 'CONFIG BRIEF'~ Updated 1196031186 UpdatedBy Remcon~ Text Usage: config brief If set you see only brief descriptions. ~ End #HELP Keyword 'CONFIG COMBINE'~ Updated 1196031322 UpdatedBy Remcon~ Text Usage: config combine If set you see object lists in a combined format. ~ End #HELP Keyword 'CONFIG COMPASS'~ Updated 1196031344 UpdatedBy Remcon~ Text Usage: config compass If set you see the compass. ~ End #HELP Keyword 'CONFIG DRAG'~ Updated 1196031076 UpdatedBy Remcon~ Text Usage: config drag If set others can drag you if you are incapacitated. ~ End #HELP Keyword 'CONFIG FINFO'~ Updated 1204595105 UpdatedBy Remcon~ Text Usage: config finfo If set you will see when people on your friends list (that also have this set) log in and out. ~ End #HELP Keyword 'CONFIG GAG'~ Updated 1196031008 UpdatedBy Remcon~ Text Usage: config gag If set you won't see all battle details. ~ End #HELP Keyword 'CONFIG GROUPAFFECTS'~ Updated 1196031991 UpdatedBy Remcon~ Text Usage: config groupaffects If set you will see affects in a grouped format. ~ End #HELP Keyword 'CONFIG GROUPWHO'~ Updated 1196031593 UpdatedBy Remcon~ Text Usage: config groupwho If set it lets others know that you seek to group on who display. ~ End #HELP Keyword 'CONFIG HINTS'~ Updated 1196031206 UpdatedBy Remcon~ Text Usage: config hints If set you see hints. ~ End #HELP Keyword 'CONFIG KEEPALIVE'~ Updated 1196031959 UpdatedBy Remcon~ Text Usage: config keepalive [<#>] If set you will receive keep alive messages from the mud. ~ End #HELP Keyword 'CONFIG NICE'~ Updated 1196031099 UpdatedBy Remcon~ Text Usage: config nice If set you won't attack back if attacked. ~ End #HELP Keyword 'CONFIG NOASSIST'~ Updated 1196031731 UpdatedBy Remcon~ Text Usage: config noassist If set no one can assist you in battle unless partied with you. ~ End #HELP Keyword 'CONFIG NOINDUCT'~ Updated 1196031764 UpdatedBy Remcon~ Text Usage: config noinduct If set no one can induct you. ~ End #HELP Keyword 'CONFIG NOINTRO'~ Updated 1196031377 UpdatedBy Remcon~ Text Usage: config nointro If set you won't see the graphic screen at login. ~ End #HELP Keyword 'CONFIG NORECALL'~ Updated 1196031796 UpdatedBy Remcon~ Text Usage: config norecall If set you won't recall from battle if you loose link. ~ End #HELP Keyword 'CONFIG NOSUMMON'~ Updated 1196031834 UpdatedBy Remcon~ Text Usage: config nosummon If set another player can not summon you. ~ End #HELP Keyword 'CONFIG PAGER'~ Updated 1196031246 UpdatedBy Remcon~ Text Usage: config pager [<# of lines>] If set your page pauses on long scrolls. ~ End #HELP Keyword 'CONFIG PROMPT'~ Updated 1196031263 UpdatedBy Remcon~ Text Usage: config prompt If set you have a prompt. ~ End #HELP Keyword 'CONFIG SMARTSAC'~ Updated 1196031917 UpdatedBy Remcon~ Text Usage: config smartsac If set you will not autosac a corpse with objects. ~ End #HELP Keyword 'CONFIG SOLO'~ Updated 1196031128 UpdatedBy Remcon~ Text Usage: config solo If set no one auto-follows you when you leave the room. ~ End #HELP Keyword 'CONFIG SPARING'~ Updated 1204595162 UpdatedBy Remcon~ Text Usage: config sparing If set you will be able to spar against someone for the fun of it. ~ End #HELP Keyword 'CONFIG SUICIDE'~ Updated 1196031402 UpdatedBy Remcon~ Text Usage: config suicide If set you will automatically die when you get to 0 hp. ~ End #HELP Keyword 'CONFIG TELNETGA'~ Updated 1196031462 UpdatedBy Remcon~ Text Usage: config telnetga If set you receive a telnet GA sequence. ~ End #HELP Perm 4 Keyword CONTAINERFLAGS~ Updated 1195004320 UpdatedBy Remcon~ Text CLOSEABLE PICKPROOF CLOSED LOCKED EATKEY Usage: oset <object> cflags <flag> *Note* The flags are only going to work correctly if the object is of the right object type (container, quiver). If you wish to know the bitvectors you start at 1 for CLOSEABLE and multiply it by 2 for the PICKPROOF bitvector and continue on for the others. Example: CLOSEABLE = 1, PICKPROOF = 2, CLOSED = 4, ... ~ End #HELP Keyword COPYRIGHT~ Updated 1187659146 UpdatedBy Remcon~ Text SMAUG (c)1995, 1996, 1997, 1998 D.S.D. Software. ~ End #HELP Keyword COUNCILTALK~ Updated 1188775396 UpdatedBy Remcon~ Text Usage: counciltalk <message> This channel is used to send the message to everyone online that is in the same council you are. ~ End #HELP Perm 4 Keyword 'CSET BANCLASS'~ Updated 1196382666 UpdatedBy Remcon~ Text Usage: cset banclass <#> This allows you to set the permission level required to ban a class. ~ End #HELP Perm 4 Keyword 'CSET BANRACE'~ Updated 1196382644 UpdatedBy Remcon~ Text Usage: cset banrace <#> This allows you to set the permission level required to ban a race. ~ End #HELP Perm 4 Keyword 'CSET BANSITE'~ Updated 1196382598 UpdatedBy Remcon~ Text Usage: cset bansite <#> This allows you to set the permission level required to ban a site. ~ End #HELP Perm 4 Keyword 'CSET BESTOWDIF'~ Updated 1196382105 UpdatedBy Remcon~ Text Usage: cset bestowdif <#> This allows you to set the max permission level difference for bestowed commands. ~ End #HELP Perm 4 Keyword 'CSET BUILD'~ Updated 1196384313 UpdatedBy Remcon~ Text Usage: cset build <#> This allows you to set the permission level required to see the build channel. ~ End #HELP Perm 4 Keyword 'CSET DENYNEWPLAYERS'~ Updated 1196381583 UpdatedBy Remcon~ Text Usage: cset denynewplayers Toggles on/off denying new players. ~ End #HELP Perm 4 Keyword 'CSET EXPMULTI'~ Updated 1203901834 UpdatedBy Remcon~ Text Usage: cset expmulti <#> This allows you to set the exp multiplier. ~ End #HELP Perm 4 Keyword 'CSET FORCEPC'~ Updated 1196382541 UpdatedBy Remcon~ Text Usage: cset forcepc <#> This allows you to set the permission level required to force a pc. ~ End #HELP Perm 4 Keyword 'CSET GETOBJNOTAKE'~ Updated 1196382124 UpdatedBy Remcon~ Text Usage: cset getobjnotake <#> This allows you to set the permission level to pick up items flagged as notake. ~ End #HELP Perm 4 Keyword 'CSET IDENT'~ Updated 1196380978 UpdatedBy Remcon~ Text Usage: cset ident <#> This will set the ident retries. ~ End #HELP Perm 4 Keyword 'CSET LOG'~ Updated 1196384290 UpdatedBy Remcon~ Text Usage: cset log <#> This allows you to set the permission level required to see the log channel. ~ End #HELP Perm 4 Keyword 'CSET MAXPET'~ Updated 1200887865 UpdatedBy Remcon~ Text Usage: cset maxpet <#> This allows you to set the maximum number of pets players can have at a time. ~ End #HELP Perm 4 Keyword 'CSET MLDEADLY'~ Updated 1196384590 UpdatedBy Remcon~ Text Usage: cset mldeadly <#> This allows you to set the deadly connections limit for multiplaying. ~ End #HELP Perm 4 Keyword 'CSET MLPEACEFUL'~ Updated 1196384624 UpdatedBy Remcon~ Text Usage: cset mlpeaceful <#> This allows you to set the peaceful connections limit for multiplaying. ~ End #HELP Perm 4 Keyword 'CSET MLTOTAL'~ Updated 1196384562 UpdatedBy Remcon~ Text Usage: cset mltotal <#> This allows you to set the total connections limit for multiplaying. ~ End #HELP Perm 4 Keyword 'CSET MORPHOPT'~ Updated 1196381543 UpdatedBy Remcon~ Text Usage: cset morphopt Toggles on/off morph optimizing. ~ End #HELP Perm 4 Keyword 'CSET MSET_PLAYER'~ Updated 1196382188 UpdatedBy Remcon~ Text Usage: cset mset_player <#> This allows you to set the permission level to mset a player. ~ End #HELP Perm 4 Keyword 'CSET MUDNAME'~ Updated 1196380943 UpdatedBy Remcon~ Text Usage: cset mudname <new mud name> This will change the name of the mud. ~ End #HELP Perm 4 Keyword 'CSET MULTICLASS'~ Updated 1208611594 UpdatedBy Remcon~ Text Usage: cset multiclass <#> This allows you to set the mutliclass limit. ~ End #HELP Perm 4 Keyword 'CSET MUSE'~ Updated 1196384233 UpdatedBy Remcon~ Text Usage: cset muse <#> This allows you to set the permission level required to see/use the muse channel. ~ End #HELP Perm 4 Keyword 'CSET NAMERESOLVING'~ Updated 1196381561 UpdatedBy Remcon~ Text Usage: cset nameresolving Toggles on/off host name resolving. ~ End #HELP Perm 4 Keyword 'CSET OVERRIDEPRIVATE'~ Updated 1196384497 UpdatedBy Remcon~ Text Usage: cset overrideprivate <#> This allows you to set the permission level required to override private/solitary. ~ End #HELP Perm 4 Keyword 'CSET PETSAVE'~ Updated 1196380999 UpdatedBy Remcon~ Text Usage: cset petsave Toggles on/off pet saveing. ~ End #HELP Perm 4 Keyword 'CSET PKLOOT'~ Updated 1196381030 UpdatedBy Remcon~ Text Usage: cset pkloot Toggles on/off PK looting. ~ End #HELP Perm 4 Keyword 'CSET PROTOMODIFY'~ Updated 1196384423 UpdatedBy Remcon~ Text Usage: cset protomodify <#> This allows you to set the permission level required to modify prototype objects. ~ End #HELP Perm 4 Keyword 'CSET ROOMALTAR'~ Updated 1200887923 UpdatedBy Remcon~ Text Usage: cset roomaltar <#> This allows you to set the room vnum for where some (Ones not in a clan or nation) go when they die. ~ End #HELP Perm 4 Keyword 'CSET ROOMAUTHSTART'~ Updated 1200887952 UpdatedBy Remcon~ Text Usage: cset roomauthstart <#> This allows you to set the room vnum for where new players start when waiting to be authorized. ~ End #HELP Perm 4 Keyword 'CSET ROOMDEADLY'~ Updated 1200887921 UpdatedBy Remcon~ Text Usage: cset roomdeadly <#> This allows you to set the room vnum for where deadly's recall to. ~ End #HELP Perm 4 Keyword 'CSET ROOMLIMBO'~ Updated 1200887866 UpdatedBy Remcon~ Text Usage: cset roomlimbo <#> This allows you to set the room vnum for limbo (Where the mud will send you when you idle to long). ~ End #HELP Perm 4 Keyword 'CSET ROOMPOLY'~ Updated 1200887951 UpdatedBy Remcon~ Text Usage: cset roompoly <#> This allows you to set the room vnum for where the supermob normaly hangs out. ~ End #HELP Perm 4 Keyword 'CSET ROOMSCHOOL'~ Updated 1200887965 UpdatedBy Remcon~ Text Usage: cset roomschool <#> This allows you to set the room vnum for where new players start when not waiting to be authorized, as well as where they are sent after being authorized (if you use the mpapply and mpapplyb in your authorization area). ~ End #HELP Perm 4 Keyword 'CSET ROOMTEMPLE'~ Updated 1200887981 UpdatedBy Remcon~ Text Usage: cset roomtemple <#> This allows you to set the room vnum for like a last chance to have a valid room incase the others are missing. What can I say don't really see another use for this one lol. ~ End #HELP Perm 4 Keyword 'CSET SAVE'~ Updated 1196380916 UpdatedBy Remcon~ Text Usage: cset save This will save the control settings. ~ End #HELP Perm 4 Keyword 'CSET SAVEFLAG'~ Updated 1196380964 UpdatedBy Remcon~ Text Usage: cset saveflag <flag> Flags: death kill passwd drop put give auto zap auction get receive idle fill empty ~ End #HELP Perm 4 Keyword 'CSET SAVEFREQUENCY'~ Updated 1196382063 UpdatedBy Remcon~ Text Usage: cset savefrequency <#> This allows you to set the save frequency. ~ End #HELP Perm 4 Keyword 'CSET SKIPCLASSES'~ Updated 1196384668 UpdatedBy Remcon~ Text Usage: cset skipclasses This allows you to toggle on/off if class picking on creation is skipped. ~ End #HELP Perm 4 Keyword 'CSET THINK'~ Updated 1196384265 UpdatedBy Remcon~ Text Usage: cset think <#> This allows you to set the permission level required to see/use the think channel. ~ End #HELP Perm 4 Keyword 'CSET WAITFORAUTH'~ Updated 1196381659 UpdatedBy Remcon~ Text Usage: cset waitforauth Toggles on/off waiting for authorization. ~ End #HELP Perm 4 Keyword 'CSET WIZLOCK'~ Updated 1196381055 UpdatedBy Remcon~ Text Usage: cset wizlock Toggles on/off wizlock. ~ End #HELP Keyword DAMAGE~ Updated 1193535797 UpdatedBy Remcon~ Text 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 in all caps and surrounded by * * indicate the highest levels. ~ End #HELP Perm 2 Keyword DAMTYPES ACTTYPES CLASSTYPES POWERTYPES SAVEEFFECTS SAVES~ Updated 1195741321 UpdatedBy Remcon~ Text .------------------------------------------------------------------------- | DAMAGE | ACTION | CLASS | POWER | SAVEEFFECT | SAVES | |-------------+----------+----------+---------+------------+--------------| | none | none | none | none | none | none | | fire | create | lunar | minor | negate | poison_death | | wind | destroy | solar | greater | eightdam | wands | | earth | resist | travel | major | quarterdam | para_petri | | water | suscept | summon |---------| halfdam | breath | | ice | divinate | life | | 3qtrdam | spell_staff | | cold | obscure | death | | reflect |-------------- | electricity | change | illusion | | absorb | | energy |--------------------- ------------ | acid | | poison | | drain | | holy | | shadow | ------------- ~ End #HELP Keyword DARKHAVEN~ Updated 1199238355 UpdatedBy Remcon~ Text . # a - Mortuary | A - Altar #-#-#-#-#-#-#-#-# b - Pond | | | B - Scribe # # # c - Alchemist | | | C - Wizard # a # # d - Butcher | | | | D - Bakery # A-#-# # #-b # e - Dairy | \|/ | E - Jeweler #-#-#-#-#-@-#-#-#-#-# f - Blacksmith | | | F - Armory # B-c-C # d-D-e # g - Weaponry | | | | | | | | | G - Questmaster #-#-#-#-#-#-#-#-# h - Tailor | | | | | | | H - Fisherman | E | f-F-g | i - Bank | | | I - Companions and Mounts #-#-#-#-#-G # j - Skills, Spells and Languages | | | @ - Darkhaven Square | h H | j i I | | | | | | | | | #-#-#-#-#-#-#-#-# | # ~ End #HELP Keyword DEATH~ Updated 1193578341 UpdatedBy Remcon~ Text When your character dies, you are reincarnated. Your corpse is left behind where you were killed, together with all of your equipment. Your gold stays with you. Any spells which were affecting you are canceled by death, and you lose experience points as well. Following/groups are not affected by death. Corpses decay after time. When this happens the objects inside a corpse will decay with it. Player corpses last roughly 30 minutes of real time. Only the player who died or someone in their group can retrieve objects from a player's corpse. The only exceptions are for deadly characters, who can loot each other's corpses at will. ~ End #HELP Keyword 'DEBUGGING CREDITS' 'CODING CREDITS'~ Updated 1185731568 UpdatedBy Remcon~ Text . @%#$%&&*!@#!?!?! -----------=======[ Debugging / Coding Credits ]=======----------- | Most of the extensive debugging and coding of Realms of Despair | | was done by Thoric in what little spare time he could set aside. | | | | Other credits go out to Haus for debugging work on the online | | building, and also to Strahd, Caine and all the gods who | | reported nasty bugs and crash causes. | | | | Nivek has been a crucial part of getting version 1.4 out as bug | | free possible. | ------------------------------------------------------------------ ~ End #HELP Keyword DEX DEXTERITY~ Updated 1188858018 UpdatedBy Remcon~ Text Dexterity (DEX in your 'score') represents your character's agility. Among other things, it affects: - the maximum number of items you can carry at once in your inventory; with each additional point of dex you can carry additional items. - each additional point of dexterity also lowers (improves) your natural armor class. - the number of moves you regenerate at each tick (when resting to refresh or regain movement points). - success chances with bash, stun and gouge, and helps determine whether a thief will be able to poison a weapon or tumble effectively. Dexterity is also very important for quaffing potions in combat. High dex will allow you to quaff without dropping many potions during the heat of battle, while a poor dexterity will cause you to accidentally drop many of the valuable vials. ~ End #HELP Perm 4 Keyword DICEFORMULAS~ Updated 1195741369 UpdatedBy Remcon~ Text To make the special SMAUG spells possible, special dice formula handling had to be coded in. (At least to make it nice). This dice formula code supports full BEDMAS expressions ( ) ^^ / * + -, plus extra mud related operators and variables: D dice L level H hit points M mana V movement S strength I intelligence W wisdom X dexterity C constitution A charisma U luck Y age } min { max R number range ~ End #HELP Keyword DIKU~ Updated 1193351318 UpdatedBy Remcon~ Text . SMAUG was originally based on the Merc 2.1 code which was based on the original 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. ~ End #HELP Keyword DISCLAIMER~ Updated 1193578417 UpdatedBy Remcon~ Text 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. (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. ~ End #HELP Perm 2 Keyword DOORDIRS~ Updated 1194561772 UpdatedBy Remcon~ Text Here is the order of the exits, and their value: ------------------- | Direction | Value | ------------------- | NORTH | 0 | | EAST | 1 | | SOUTH | 2 | | WEST | 3 | | UP | 4 | | DOWN | 5 | | NORTHEAST | 6 | | NORTHWEST | 7 | | SOUTHEAST | 8 | | SOUTHWEST | 9 | | SOMEWHERE | 10 | ------------------- ~ End #HELP Keyword DR DAMROLL~ Updated 1194306712 UpdatedBy Remcon~ Text Represents the damage you can inflict upon an opponent. The higher the number, the better. ~ End #HELP Keyword EDITOR~ Updated 1194794790 UpdatedBy Remcon~ Text The SMAUG Editor is used when editing long bodies of text. The commands in the editor are: /? 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. /a Abort editing. No changes you made are kept. /! <command> Execute mud command. '/! smile' sends the smile social, without exiting the editor. /s Save buffer, and exit the editor. ~ End #HELP Keyword EQDAMAGE~ Updated 1194561914 UpdatedBy Remcon~ Text While in combat, you may notice that your equipment is taking damage. Example: "Your lifebane gets damaged." Each time this happens, the AC of the item is damaged by one. To preserve the equipment, you must repair it by taking it to a blacksmith. (NOTE: Not all equipment is repairable) ~ End #HELP Perm 2 Keyword EXFLAGS~ Updated 1188832415 UpdatedBy Remcon~ Text Usage: redit exflags <dir> <flag(s)> Flags: DIG Passage is blocked and must be dug out FLY Must be able to fly to go that way AUTO Keyword can be typed to go this way SWIM Must be able to swim to go that way CLIMB Must be able to climb to go that way NOMOB Mobs may not pass through this exit BASHED Denotes a door that has successfully been bashed open BOLTED The door is bolted CLOSED The door is closed EATKEY The door will destroy the key when unlocked HIDDEN Door is not "obvious" -- doesn't appear with autoexits ISBOLT The door has a bolt ISDOOR There is a door in that direction LOCKED The door is locked NOFLEE Can't flee through the exit PORTAL The exit is a portal SECRET The door is a secret door WINDOW Points to a destination, but does not allow direct access to it PASSAGE The exit is a passage CAN_LOOK Allows a person to view the destination room for a WINDOW exit MCREATED A mobile created the exit BASHPROOF Cannot bash the door 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 PICKPROOF Door is pickproof NOPASSDOOR Door is resistant to the passdoor spell SEARCHABLE Searching in this direction can remove the SECRET flag ~ End #HELP Perm 2 Keyword EXITMAKING~ Updated 1188832002 UpdatedBy Remcon~ Text Usage: redit <field> FIELDS: exit <direction> [<to room vnum>] [<key vnum>] [<keyword(s)>] [<flags>] bexit <direction> [<to room vnum>] [<key vnum>] [<keyword(s)>] [<flags>] exdesc <direction> <text> Add an exit description on the exit exflags <direction> <flags> SEE HELP EXFLAGS exname <direction> <keyword(s)> Give an exit a keyword exkey <direction> <key vnum> Set the key vnum for an exit Possible Directions: nw n ne w u d e sw s se ? <? is a somewhere exit direction> If only 'redit <exit/bexit> <direction>' is used the exit in that direction will be removed. EXAMPLES: redit exit n Removes the north exit redit exit n 3001 Creates an exit north to room 3001 redit exflags n isdoor closed Sets the exit north to be a closed door redit exname n gate Changes the north exit name to gate redit exkey n 15 Sets the north exit to use key vnum 15 redit bexit n 3001 15 gate isdoor closed Creates an exit north to 3001 that has the keyword gate, uses key vnum 15 and gives it the flags isdoor and closed and creates the exit back and sets it to match. ~ End #HELP Keyword FAVOR~ Updated 1194561992 UpdatedBy Remcon~ Text Your favor reflects how much your deity favors you. Favor is used to receive gifts from your deity. ~ End #HELP Keyword FUSS SMAUGFUSS 'SMAUG FUSS'~ Updated 1188154136 UpdatedBy Remcon~ Text . The SMAUG FUSS Project www.smaugfuss.org FUSS stands for: [F]ixed [U]p [S]maug [S]ource It has also come to be known by the alias: [F]ixed [U]p [S]tock [S]ource The ongoing goal of this project is to find and eliminate as many of the bugs in the stock SMAUG source code as possible so as to provide for a clean, stable base for new admins to run a SMAUG mud from. The project is coordinated by Samson, lead developer of the AFKMud codebase. Contributions are made by various members of the SMAUG community. Most of the fixes are culled from forum posts, emails to the SMAUG mailing list, and from continuing work on other SMAUG derivative projects in which bugs are found that apply backward to the base distribution. ~ End #HELP Keyword GLORY~ Updated 1194568423 UpdatedBy Remcon~ Text Glory is a measure of how valiant you are, and is accumulated by taking part in quests. ~ End #HELP Keyword GREETING~ Updated 1185729999 UpdatedBy Remcon~ Text .***************************************************************** * Lands of __ * * | \ | | * * |__/ __ |__ _ _ | _ _ __ __ * * | / | | \ | | | | | | | | * * | \__| |__/ |__| | |__| | | | * ***************************************************************** * DikuMUD - Hans Staerfeldt, Katja Nyboe, Tom Madsen, * * Michael Seifert, Sebastian Hammer * * MERC 2.1 - Hatchet, Furey, and Kahn. * * SMAUG 1.4 - Thoric (Derek Snider) with Altrag, Blodkai, * * Haus, Narn, Scryn, Swordbearer, Tricops, * * Gorog, Rennard, Grishnakh, Fireblade, Nivek. * * SMAUG 1.7 FUSS - Samson and others of the SMAUG community. * * Their contributions are greatly appreciated. * * LoP - Lands of Pabulum team. * ***************************************************************** Enter your character's name, or type new: ~ End #HELP Perm 4 Keyword 'GRUB MOB'~ Updated 1204398326 UpdatedBy Remcon~ Text Usage: grub mob flags <flag> [<...>] Usage: grub mob sex <sex> Usage: grub mob <stat> <#> [<#>] Usage: grub mob affected <aff> [<...>] Usage: grub mob resistant/immune/susceptible/absorb <ris> [<...>] Usage: grub mob parts <part> [<...>] Usage: grub mob attacks <attack> [<...>] Usage: grub mob defenses <defense> [<...>] Usage: grub mob position/defposition <pos> Usage: grub mob <check> <#> [<#>] Checks: ac mgold minhit alignment savingparapetri gold height weight numattacks savingspellstaff count killed damroll savingwand savingpoisondeath level maxhit hitroll savingbreath This will allow you to check all mobile indexs in the mud for the specified things. ~ End #HELP Perm 4 Keyword 'GRUB OBJ'~ Updated 1204314773 UpdatedBy Remcon~ Text Usage: grub obj flags <flag> [<...>] Usage: grub obj weight <#> [<#>] Usage: grub obj type <type>/<#> Usage: grub obj level <#> [<#>] Usage: grub obj cost <#> [<#>] Usage: grub obj value<0-5> <#> [<#>] Usage: grub obj count <#> [<#>] Usage: grub obj class <class> [<...>] Usage: grub obj race <race> [<...>] Usage: grub obj layers <#> [<#>] Usage: grub obj wear <flag> [<...>] Usage: grub obj <stat> <#> [<#>] This will allow you to check all object indexs in the mud for the specified things. ~ End #HELP Perm 4 Keyword 'GRUB RESET'~ Updated 1204405207 UpdatedBy Remcon~ Text Usage: grub reset mob/obj <#> This will allow you to check all resets in the mud for the specified vnum. ~ End #HELP Perm 4 Keyword 'GRUB ROOM'~ Updated 1204164870 UpdatedBy Remcon~ Text Usage: grub room tunnel <#> [<#>] Usage: grub room sector <sector>/<#> Usage: grub room televnum [<#>] Usage: grub room flags <flag> [<...>] Usage: grub room light <#> [<#>] This will allow you to check all rooms in the mud for the specified things. ~ End #HELP Perm 1 Keyword 'HOWTO HIGHSCORE'~ Updated 1202662008 UpdatedBy Remcon~ Text The highscore code is used to give players a way of competing with others. The code is already set to handle these highscore tables: QCompleted PKills PDeaths MDeaths MKills Gold SudokuWins You will have to create the highscore tables online though because they are deleted in the release. To create them do these: makehightable QCompleted makehightable MDeaths makehightable SudokuWins makehightable PKills makehightable MKills makehightable PDeaths makehightable Gold What each table is for: QCompleted is for quest completed. MDeaths is for the amount of deaths caused by mobiles. SudokuWins is for the amount of sudoku puzzles they have won. PKills is for the amount of players they have legally killed. MKills is for the amount of mobiles they have killed. PDeaths is for the amount of deaths caused by players. Gold is for the amount of gold (In Millions) that they have on hand. The list are only updated upon saving of the player file. Commands: Highscore (Allows you to see the highscore tables.) Makehightable (Creates a new highscore table.) Deletehightable (Deletes the highscore table.) Clearhightable (Clears all scores on the table.) Sethightable (Allows you to change the stuff on a highscore table.) ~ End #HELP Keyword HR HITROLL~ Updated 1194795393 UpdatedBy Remcon~ Text Represents your chances of hitting your opponent. The higher the number, the better. ~ End #HELP Perm 1 Keyword 'IFCHECK ASUPRESSED'~ Updated 1194098535 UpdatedBy Remcon~ Text Example: if asupressed($n) >= 20 This will check the target to see if they are asupressed for 20 or more rounds. ~ End #HELP Perm 1 Keyword 'IFCHECK CANPKILL'~ Updated 1194110398 UpdatedBy Remcon~ Text Example: if canpkill($n) This will check to see if the target can pkill. ~ End #HELP Perm 1 Keyword 'IFCHECK CANSEE'~ Updated 1194110205 UpdatedBy Remcon~ Text Example: if cansee($n) This will check to see if the mobile can see the target. ~ End #HELP Perm 1 Keyword 'IFCHECK CARRYINGVNUM'~ Updated 1194099892 UpdatedBy Remcon~ Text Example: if carryingvnum($n) == 500 This will check everything the target is carrying to see if they are carrying vnum 500. ~ End #HELP Perm 1 Keyword 'IFCHECK CARRYWEIGHT'~ Updated 1194098728 UpdatedBy Remcon~ Text Example: if carryweight($n) >= 50 This will check the target's carry weight to see if they are carrying 50 or higher. ~ End #HELP Perm 1 Keyword 'IFCHECK CHA'~ Updated 1193969032 UpdatedBy Remcon~ Text Example: if cha($n) >= 50 This will check the target ($n) to see if their charisma is 50 or higher. ~ End #HELP Perm 1 Keyword 'IFCHECK CHARCOUNT'~ Updated 1194135198 UpdatedBy Remcon~ Text Example: if charcount(500) >= 1 This will check room vnum 500 to see if there is 1 or more mobiles or mortals there. ~ End #HELP Perm 1 Keyword 'IFCHECK CLAN'~ Updated 1194107192 UpdatedBy Remcon~ Text Example: if clan($n) == Testing This will check the target to see if they are in the Testing clan. ~ End #HELP Perm 1 Keyword 'IFCHECK CLASS'~ Updated 1194107255 UpdatedBy Remcon~ Text Example: if class($n) == Warrior This will check the target to see if their class is warrior. ~ End #HELP Perm 1 Keyword 'IFCHECK CON'~ Updated 1193969075 UpdatedBy Remcon~ Text Example: if con($n) >= 50 This will check the target ($n) to see if their constitution is 50 or higher. ~ End #HELP Perm 1 Keyword 'IFCHECK COUNCIL'~ Updated 1194107535 UpdatedBy Remcon~ Text Example: if council($n) == Newbie This will check to see if the target is in the Newbie council. ~ End #HELP Perm 1 Keyword 'IFCHECK DAY'~ Updated 1194100948 UpdatedBy Remcon~ Text Example: if day() == 5 This will check the current day to see if it is 5. This is for real time, use (1-31). ~ End #HELP Perm 1 Keyword 'IFCHECK DEITY'~ Updated 1194107380 UpdatedBy Remcon~ Text Example: if deity($n) == Iovlise This will check the target to see if they worship the deity Iovlise. ~ End #HELP Perm 1 Keyword 'IFCHECK DEX'~ Updated 1193969139 UpdatedBy Remcon~ Text Example: if dex($n) >= 50 This will check the target ($n) to see if their dexterity is 50 or higher. ~ End #HELP Perm 1 Keyword 'IFCHECK FAVOR'~ Updated 1193970391 UpdatedBy Remcon~ Text Example: if favor($n) >= 50 This will check the target ($n) to see if their favor is 50 or higher. May only be used on players. ~ End #HELP Perm 1 Keyword 'IFCHECK GOLDAMT'~ Updated 1194041108 UpdatedBy Remcon~ Text Example: if goldamt($n) >= 50 This will check the target ($n) to see if they have 50 or more gold. This one is only really useable for up to 1 million gold, for higher amounts use 'mgoldamt' ifcheck. ~ End #HELP Perm 1 Keyword 'IFCHECK HIT'~ Updated 1193969185 UpdatedBy Remcon~ Text Example: if hit($n) >= 50 This will check the target ($n) to see if their hitpoints is 50 or higher. ~ End #HELP Perm 1 Keyword 'IFCHECK HITPRCNT'~ Updated 1194041393 UpdatedBy Remcon~ Text Example: if hitprcnt($n) >= 50 This will check the target ($n) to see if their hitpoints are at 50 percent or higher. ~ End #HELP Perm 1 Keyword 'IFCHECK HOUR'~ Updated 1194101125 UpdatedBy Remcon~ Text Example: if hour() == 13 This will check the current hour to see if it is 13 (1pm). This is for real time, use (1-24). ~ End #HELP Perm 1 Keyword 'IFCHECK INROOM'~ Updated 1194040862 UpdatedBy Remcon~ Text Example: if inroom($n) == 500 This will check the target ($n) to see if they are in room 500. ~ End #HELP Perm 1 Keyword 'IFCHECK INT'~ Updated 1193969225 UpdatedBy Remcon~ Text Example: if int($n) >= 50 This will check the target ($n) to see if their intelligence is 50 or higher. ~ End #HELP Perm 1 Keyword 'IFCHECK ISAFFECTED'~ Updated 1194109876 UpdatedBy Remcon~ Text Example: if isaffected($n) == curse This will check to see if the target is affected by curse. blind invisible detect_evil detect_invis detect_magic detect_hidden sanctuary faerie_fire infrared curse poison protect paralysis sneak hide sleep charm flying pass_door floating truesight detect_traps scrying fireshield shockshield iceshield berserk aqua_breath acidmist venomshield detect_sneak ~ End #HELP Perm 1 Keyword 'IFCHECK ISALIGN'~ Updated 1194041169 UpdatedBy Remcon~ Text Example: if isalign($n) >= 50 This will check the target ($n) to see if their alignment is 50 or higher. ~ End #HELP Perm 1 Keyword 'IFCHECK ISCLAN1'~ Updated 1194110260 UpdatedBy Remcon~ Text Example: if isclan1($n) This will check to see if the target is number 1 of a clan. ~ End #HELP Perm 1 Keyword 'IFCHECK ISCLAN2'~ Updated 1194110286 UpdatedBy Remcon~ Text Example: if isclan2($n) This will check to see if the target is number 2 of a clan. ~ End #HELP Perm 1 Keyword 'IFCHECK ISCLANLEADER'~ Updated 1194110864 UpdatedBy Remcon~ Text Example: if isclanleader($n) This will check to see if the target is the leader of a clan. ~ End #HELP Perm 1 Keyword 'IFCHECK ISDEVOTED'~ Updated 1194110581 UpdatedBy Remcon~ Text Example: if isdevoted($n) This will check to see if the target is devoted to a deity. ~ End #HELP Perm 1 Keyword 'IFCHECK ISFIGHT'~ Updated 1194110338 UpdatedBy Remcon~ Text Example: if isfight($n) This will check to see if the target is fighting. ~ End #HELP Perm 1 Keyword 'IFCHECK ISFOLLOW'~ Updated 1194110455 UpdatedBy Remcon~ Text Example: if isfollow($n) This will check to see if the target is following someone. ~ End #HELP Perm 1 Keyword 'IFCHECK ISIMMORT'~ Updated 1194110545 UpdatedBy Remcon~ Text Example: if isimmort($n) This will check to see if the target is an immortal. ~ End #HELP Perm 1 Keyword 'IFCHECK ISLEADER'~ Updated 1194110908 UpdatedBy Remcon~ Text Example: if isleader($n) This will check to see if the target is the leader, number 1, or number 2 of a clan. ~ End #HELP Perm 1 Keyword 'IFCHECK ISLOCKED'~ Updated 1194109563 UpdatedBy Remcon~ Text Example: if islocked($n) == north This will check to see if the exit north is closed and locked. ~ End #HELP Perm 1 Keyword 'IFCHECK ISMORPHED'~ Updated 1194110830 UpdatedBy Remcon~ Text Example: if ismorphed($n) This will check to see if the target is morphed. ~ End #HELP Perm 1 Keyword 'IFCHECK ISMOUNTED'~ Updated 1194110762 UpdatedBy Remcon~ Text Example: if ismounted($n) This will check to see if the target is mounted. ~ End #HELP Perm 1 Keyword 'IFCHECK ISNPC'~ Updated 1194110109 UpdatedBy Remcon~ Text Example: if isnpc($n) This will check to see if the target is not a player character. ~ End #HELP Perm 1 Keyword 'IFCHECK ISNPCACT'~ Updated 1194108260 UpdatedBy Remcon~ Text Example: if isnpcact($n) == sentinel This will check to see if the target is set to be sentinel. npc sentinel scavenger aggressive stayarea wimpy pet practice immortal meta_aggr running mountable mounted scholar secretive hardhat mobinvis noassist pacifist noattack annoying statshield prototype banker questgiver undertaker ~ End #HELP Perm 1 Keyword 'IFCHECK ISOPEN'~ Updated 1194107434 UpdatedBy Remcon~ Text Example: if isopen($n) == north This will check to see if the exit north is open. ~ End #HELP Perm 1 Keyword 'IFCHECK ISPASSAGE'~ Updated 1194109920 UpdatedBy Remcon~ Text Example: if ispassage($n) == north This will check to see if the exit north is a passage. ~ End #HELP Perm 1 Keyword 'IFCHECK ISPC'~ Updated 1194110055 UpdatedBy Remcon~ Text Example: if ispc($n) This will check to see if the target is a player character. ~ End #HELP Perm 1 Keyword 'IFCHECK ISPCACT'~ Updated 1210620887 UpdatedBy Remcon~ Text Example: if ispcact($n) == keepalive This will check to see if the target has on the keepalive. npc shovedrag autoexits autoloot autosac blank brief combine prompt telnet_ga holylight wizinvis silence noemote notell deny freeze ansi nice flee autogold afk keepalive questor telloff whisperoff compass solo suicide noassist groupaffects nohints smartsac noinduct autosplit noinfo sparing ~ End #HELP Perm 1 Keyword 'IFCHECK ISPKILL'~ Updated 1194110364 UpdatedBy Remcon~ Text Example: if ispkill($n) This will check to see if the target is a pkiller. ~ End #HELP Perm 1 Keyword 'IFCHECK LCK'~ Updated 1193969274 UpdatedBy Remcon~ Text Example: if lck($n) >= 50 This will check the target ($n) to see if their luck is 50 or higher. ~ End #HELP Perm 1 Keyword 'IFCHECK LEVEL'~ Updated 1193970490 UpdatedBy Remcon~ Text Example: if level($n) >= 50 This will check the target($n) to see if their level is 50 or higher. May be used on objects, mobiles and players. ~ End #HELP Perm 1 Keyword 'IFCHECK LEVERPOS'~ Updated 1194137778 UpdatedBy Remcon~ Text Example: if leverpos($n) == up This will check to see if the lever position is up. Example: if leverpos($n) This will check to see if the lever position is down. ~ End #HELP Perm 1 Keyword 'IFCHECK MANA'~ Updated 1193969563 UpdatedBy Remcon~ Text Example: if mana($n) >= 50 This will check the target ($n) to see if their mana is 50 or higher. ~ End #HELP Perm 1 Keyword 'IFCHECK MANAPRCNT'~ Updated 1194045291 UpdatedBy Remcon~ Text Example: if manaprcnt($n) >= 50 This will check to see if the target's mana is 50 percent or higher. ~ End #HELP Perm 1 Keyword 'IFCHECK MDAY'~ Updated 1194101007 UpdatedBy Remcon~ Text Example: if mday() == 5 This will check the current mud day to see if it is 5. This is for mud time, use (1-31). ~ End #HELP Perm 1 Keyword 'IFCHECK MDEATHS'~ Updated 1194041228 UpdatedBy Remcon~ Text Example: if mdeaths($n) >= 50 This will check the target ($n) to see if they have died to a mobile 50 or more times. ~ End #HELP Perm 1 Keyword 'IFCHECK MGOLDAMT'~ Updated 1194042012 UpdatedBy Remcon~ Text Example: if mgoldamt($n) >= 50 This will check the target ($n) to see if they have 50 million or more gold. This one is only useable for gold in the millions, for amounts under 1 million use 'goldamt' ifcheck. ~ End #HELP Perm 1 Keyword 'IFCHECK MHOUR'~ Updated 1194101277 UpdatedBy Remcon~ Text Example: if mhour() == 13 This will check the current mud hour to see if it is 13 (1pm). This is for mud time, use (1-24). ~ End #HELP Perm 1 Keyword 'IFCHECK MKILLS'~ Updated 1194040975 UpdatedBy Remcon~ Text Example: if mkills($n) >= 50 This will check the target ($n) to see if they have killed 50 or more mobiles. ~ End #HELP Perm 1 Keyword 'IFCHECK MMONTH'~ Updated 1194101452 UpdatedBy Remcon~ Text Example: if mmonth() == 5 This will check the current mud month to see if it is 5. This is for mud time. ~ End #HELP Perm 1 Keyword 'IFCHECK MOBCOUNT'~ Updated 1194135128 UpdatedBy Remcon~ Text Example: if mobcount(500) >= 1 This will check room vnum 500 to see if there is 1 or more mobiles there. ~ End #HELP Perm 1 Keyword 'IFCHECK MOBINAREA'~ Updated 1194135403 UpdatedBy Remcon~ Text Example: if mobinarea(500) >= 1 This will check the area the mobile is in to see if there is 1 or more mobiles there that are vnum 500. ~ End #HELP Perm 1 Keyword 'IFCHECK MOBINROOM'~ Updated 1194135352 UpdatedBy Remcon~ Text Example: if mobinroom(500) >= 1 This will check the room the mobile is in to see if there is 1 or more mobiles in there that are vnum 500. ~ End #HELP Perm 1 Keyword 'IFCHECK MOBINVISLEVEL'~ Updated 1194100458 UpdatedBy Remcon~ Text Example: if mobinvislevel($n) >= 50 This will check the target mobile to see if they are invis at level is at 50 or higher. ~ End #HELP Perm 1 Keyword 'IFCHECK MOBINWORLD'~ Updated 1194135451 UpdatedBy Remcon~ Text Example: if mobinworld(500) >= 1 This will check the entire mud to see if there is 1 or more mobiles in it that are vnum 500. ~ End #HELP Perm 1 Keyword 'IFCHECK MONTH'~ Updated 1194101344 UpdatedBy Remcon~ Text Example: if month() == 5 This will check the current month to see if it is 5. This is for real time, use (1-12). ~ End #HELP Perm 1 Keyword 'IFCHECK MORPH'~ Updated 1194029480 UpdatedBy Remcon~ Text Example: if morph($n) == 50 This will check the target ($n) to see if they are morphed into 50. ~ End #HELP Perm 1 Keyword 'IFCHECK MORTCOUNT'~ Updated 1194135236 UpdatedBy Remcon~ Text Example: if mortcount(500) >= 1 This will check room vnum 500 to see if there is 1 or more mortals there. ~ End #HELP Perm 1 Keyword 'IFCHECK MOVE'~ Updated 1193969599 UpdatedBy Remcon~ Text Example: if move($n) >= 50 This will check the target ($n) to see if their movement is 50 or higher. ~ End #HELP Perm 1 Keyword 'IFCHECK MOVEPRCNT'~ Updated 1194047902 UpdatedBy Remcon~ Text Example: if moveprcnt($n) >= 50 This will check to see if the target's movement is 50 percent or higher. ~ End #HELP Perm 1 Keyword 'IFCHECK MULTI'~ Updated 1194040816 UpdatedBy Remcon~ Text Example: if multi($n) == 5 This will check the target ($n) to see if they are multiplaying 5 characters. ~ End #HELP Perm 1 Keyword 'IFCHECK MYEAR'~ Updated 1194101403 UpdatedBy Remcon~ Text Example: if myear() % 5 This will check the current mud year to see if it is a multiple of 5 (5, 10, 15, ...). This is for mud time. ~ End #HELP Perm 1 Keyword 'IFCHECK NAME'~ Updated 1194107300 UpdatedBy Remcon~ Text Example: if name($n) == Jobo This will check the target to see if their name is Jobo. ~ End #HELP Perm 1 Keyword 'IFCHECK NATION'~ Updated 1194107500 UpdatedBy Remcon~ Text Example: if nation($n) == Human This will check to see if the target belongs to the Human nation. ~ End #HELP Perm 1 Keyword 'IFCHECK NORECALL'~ Updated 1194110712 UpdatedBy Remcon~ Text Example: if norecall($n) This will check to see if the target can't recall. ~ End #HELP Perm 1 Keyword 'IFCHECK NUMFIGHTING'~ Updated 1194099460 UpdatedBy Remcon~ Text Example: if numfighting($n) >= 2 This will check the target to see if they are fighting 2 or more characters. ~ End #HELP Perm 1 Keyword 'IFCHECK OBJTYPE'~ Updated 1194136765 UpdatedBy Remcon~ Text Example: if objtype($n) == staff This will check the target object to see if it is a staff. Possible Types: none light scroll wand staff weapon treasure armor potion trash container drinkcon key food money boat corpse corpse_pc fountain pill blood bloodstain scraps pipe herbcon herb fire switch lever pullchain button trap map portal paper lockpick missileweapon projectile quiver shovel salve cook keyring chance gem mortar powder axe wood ~ End #HELP Perm 1 Keyword 'IFCHECK OBJVAL' 'IFCHECK OBJVAL0' 'IFCHECK OBJVAL1' 'IFCHECK OBJVAL2' 'IFCHECK OBJVAL3' 'IFCHECK OBJVAL4' 'IFCHECK OBJVAL5'~ Updated 1194135992 UpdatedBy Remcon~ Text Example: if objval0($n) >= 20 if objval1($n) >= 20 if objval2($n) >= 20 if objval3($n) >= 20 if objval4($n) >= 20 if objval5($n) >= 20 These will check the target object's values (0-5) and see if they are 20 or higher. ~ End #HELP Perm 1 Keyword 'IFCHECK OTYPECARRY'~ Updated 1193968894 UpdatedBy Remcon~ Text Example: if otypecarry(weapon) >= 1 This will check the objects being carried by the mobile to see if any of them are weapon types. ~ End #HELP Perm 1 Keyword 'IFCHECK OTYPEHERE'~ Updated 1193968499 UpdatedBy Remcon~ Text Example: if otypehere(weapon) >= 1 This will check the mobile's inventory and the room the mobile is in for a weapon type object. ~ End #HELP Perm 1 Keyword 'IFCHECK OTYPEINV'~ Updated 1193968432 UpdatedBy Remcon~ Text Example: if otypeinv(weapon) >= 1 This will check the mobile's inventory to see if they have a weapon type object. ~ End #HELP Perm 1 Keyword 'IFCHECK OTYPEROOM'~ Updated 1193968620 UpdatedBy Remcon~ Text Example: if otyperoom(weapon) >= 1 This will check the room the mobile is in for a weapon type object. ~ End #HELP Perm 1 Keyword 'IFCHECK OTYPEWEAR'~ Updated 1193968687 UpdatedBy Remcon~ Text Example: if otypewear(weapon) >= 1 This will check the objects that the mobile is wearing to see if it is wearing a weapon type object. ~ End #HELP Perm 1 Keyword 'IFCHECK OVNUMCARRY'~ Updated 1193968937 UpdatedBy Remcon~ Text Example: if ovnumcarry(400) >= 1 This will check the objects being carried by the mobile to see if any of them are vnum 400. ~ End #HELP Perm 1 Keyword 'IFCHECK OVNUMHERE'~ Updated 1193968737 UpdatedBy Remcon~ Text Example: if ovnumhere(400) >= 1 This will check the mobile's inventory and the room the mobile is in for object vnum 400. ~ End #HELP Perm 1 Keyword 'IFCHECK OVNUMINV'~ Updated 1193968570 UpdatedBy Remcon~ Text Example: if ovnuminv(400) >= 1 This will check the mobile's inventory to see if they have object vnum 400. ~ End #HELP Perm 1 Keyword 'IFCHECK OVNUMROOM'~ Updated 1193968779 UpdatedBy Remcon~ Text Example: if ovnumroom(400) >= 1 This will check the room the mobile is in for object vnum 400. ~ End #HELP Perm 1 Keyword 'IFCHECK OVNUMWEAR'~ Updated 1193968824 UpdatedBy Remcon~ Text Example: if ovnumwear(400) >= 1 This will check the objects worn by the mobile to see if it is wearing object vnum 400. ~ End #HELP Perm 1 Keyword 'IFCHECK PDEATHS'~ Updated 1194041286 UpdatedBy Remcon~ Text Example: if pdeaths($n) >= 50 This will check the target ($n) to see if they have died to a player 50 or more times. ~ End #HELP Perm 1 Keyword 'IFCHECK PERM'~ Updated 1193969775 UpdatedBy Remcon~ Text Example: if perm($n) >= 1 This will check the target ($n) to see if they are immortal or higher. 0 = all, 1 = immortal, 2 = builder, 3 = leader, 4 = head, 5 = implimentor ~ End #HELP Perm 1 Keyword 'IFCHECK PKILLS'~ Updated 1194041017 UpdatedBy Remcon~ Text Example: if pkills($n) >= 50 This will check the target ($n) to see if they have killed 50 or more players. ~ End #HELP Perm 1 Keyword 'IFCHECK POSITION'~ Updated 1194044591 UpdatedBy Remcon~ Text Example: if position($n) == 6 if position($n) == resting This will check to see if the target's position is resting. Positions: 0 - dead 1 - mortal 2 - incap 3 - stunned 4 - sleeping 5 - berserk 6 - resting 7 - aggressive 8 - sitting 9 - fighting 10 - defensive 11 - evasive 12 - standing 13 - mounted 14 - shove 15 - drag ~ End #HELP Perm 1 Keyword 'IFCHECK RACE'~ Updated 1194107226 UpdatedBy Remcon~ Text Example: if race($n) == Human This will check the target to see if their race is human. ~ End #HELP Perm 1 Keyword 'IFCHECK RAND'~ Updated 1194137560 UpdatedBy Remcon~ Text Example: if rand(50) This will check to see if 50 is higher then a random number from 1 - 100. ~ End #HELP Perm 1 Keyword 'IFCHECK RANK'~ Updated 1194107331 UpdatedBy Remcon~ Text Example: if rank($n) == Supreme This will check the target to see if their rank is supreme. ~ End #HELP Perm 1 Keyword 'IFCHECK SEX'~ Updated 1193969410 UpdatedBy Remcon~ Text Example: if sex($n) == 1 This will check the target ($n) is a male. 0 = Neutral, 1 = Male, 2 = Female ~ End #HELP Perm 1 Keyword 'IFCHECK STR'~ Updated 1193969470 UpdatedBy Remcon~ Text Example: if str($n) >= 50 This will check the target ($n) to see if their strength is 50 or higher. ~ End #HELP Perm 1 Keyword 'IFCHECK TIMESKILLED'~ Updated 1194099518 UpdatedBy Remcon~ Text Example: if timeskilled($n) >= 50 This will check the target mobile to see if they have been killed 50 or more times. ~ End #HELP Perm 1 Keyword 'IFCHECK VNUM'~ Updated 1193970313 UpdatedBy Remcon~ Text Example: if vnum($n) == 50 This will check the target ($n) vnum to see if it is 50. May be used on objects and mobiles. ~ End #HELP Perm 1 Keyword 'IFCHECK WAITSTATE'~ Updated 1194050687 UpdatedBy Remcon~ Text Example: if waitstate($n) >= 2 This will check the target's waitstate to see if it is 2 or higher. ~ End #HELP Perm 1 Keyword 'IFCHECK WASINROOM'~ Updated 1194050745 UpdatedBy Remcon~ Text Example: if wasinroom($n) == 500 This will check the target to see if they were in room 500. ~ End #HELP Perm 1 Keyword 'IFCHECK WEARING'~ Updated 1194109036 UpdatedBy Remcon~ Text Example: if wearing($n) == shoulder This will see if the target is wearing something on their shoulder. take head ears ear eyes eye face neck shoulders shoulder about body back arms arm wrists wrist hands hand fingers finger 2hand hold waist legs leg ankles ankle feet foot ~ End #HELP Perm 1 Keyword 'IFCHECK WEARINGVNUM'~ Updated 1194099641 UpdatedBy Remcon~ Text Example: if wearingvnum($n) == 500 This will check the target to see if they are wearing object vnum 500. ~ End #HELP Perm 1 Keyword 'IFCHECK WIS'~ Updated 1193969505 UpdatedBy Remcon~ Text Example: if wis($n) >= 50 This will check the target ($n) to see if their wisdom is 50 or higher. ~ End #HELP Perm 1 Keyword 'IFCHECK YEAR'~ Updated 1194101209 UpdatedBy Remcon~ Text Example: if year() % 5 This will check the current year to see if it is a multiple of 5 (5, 10, 15, ...). This is for real time. ~ End #HELP Perm 1 Keyword IFCHECKS~ Updated 1194140413 UpdatedBy Remcon~ Text . cha rank council isfollow mortcount isclanleader con vnum goldamt isimmort moveprcnt mobinvislevel day year isalign isleader otypehere dex class isclan1 islocked otyperoom hit deity isclan2 isnpcact otypewear int favor isfight leverpos ovnumhere lck isnpc ispcact mgoldamt ovnumroom sex level ispkill mobcount ovnumwear str morph mdeaths norecall waitstate wis multi objtype ovnuminv wasinroom clan mhour objval0 otypeinv asupressed hour month objval1 position isaffected ispc myear objval2 charcount mobinworld mana cansee objval3 isdevoted otypecarry mday inroom objval4 ismorphed ovnumcarry move isopen objval5 ismounted carryweight name mkills pdeaths ispassage numfighting perm mmonth wearing manaprcnt timeskilled race nation canpkill mobinarea wearingvnum rand pkills hitprcnt mobinroom carryingvnum *NOTICE* On ones with a <#> you may use == (equals) > (greater than) < (less than) ! (not) % (evenly divisible) != (not equal) >= (greater than or equal) <= (less than or equal) & (???) | (???) On ones with a <string> instead of a <#> you may use == (equals) != (not equal) / (???) !/ (???) ~ End #HELP Perm 1 Keyword IMMTALK~ Updated 1188862083 UpdatedBy Remcon~ Text Usage: immtalk <message> This channel is used to send the message to all immortals online. ~ End #HELP Perm 1 Keyword IMOTD~ Updated 1185732837 UpdatedBy Remcon~ Text &R \-,_ _,-/ , \ `-, &gThe SMAUG Immortal MOTD &R,-` / , _)\ | `\ &gUPDATED: &w7/29/07 &R/' | /(_ /, \_,/ \ `\ /' / \,_/ .\ `-, ,\ | \ / | /, ,-' |G,/ / ,-, | | &gAs the Gods rip the Realms &R| | ,-, \ \_3| _\_,/_ \ \|-, | &gasunder, a slew of changes &R| ,-|/ / ,_\,_/_ (_ ,__` | `\ | &grain down on you - the victims.&R| /' | __, _) `--._`-;' \| |/ `;-`_.--` __/ / | &gSome of these changes &R... | \ \__ ''&B,-,&R' `&B,-,&R`` &B((&C|&B)) &R<&W*&R> &B((&C|&B)) &B|&C|&B| &R<&W*&R> &B|&C|&B| &B|&C|&B| &R<&W*&R> &B|&C|&B| &B|&C|&B| &R<&W*&R> &B|&C|&B| &B|&C|&B| &R<&W*&R> &B|&C|&B| &B|&C|&B| &R<&W*&R> &B|&C|&B| &B//&C|&B\\ &R<&W*&R> &B//&C|&B\\ &B|||&C|&B|||&R<&W*&R> &B|||&C|&B||| &B|||&C|&B|||&R<&W*&R> &B|||&C|&B||| &B|||&C|&B|||&R<&W*&R> &B|||&C|&B|||&D ~ End #HELP Keyword INT INTELLIGENCE~ Updated 1188858106 UpdatedBy Remcon~ Text Intelligence (INT in your 'score') represents your character's mental capacity. Among other things, it affects: - affects the amount of mana regenerated or recovered at each tick if a character is resting or sleeping - the rate at which a character learns a new skill or spell - the percentage rate at which a character practices a new language Intelligence is an important factor in learning between combatants. If a character fights a creature several times, the more intelligent of the two opponents will gain an advantage over time... ~ End #HELP Keyword 'LAW ASSIST'~ Updated 1185738888 UpdatedBy Remcon~ Text &GA non-deadly may give, sell or trade scrolls, potions and equipment with a deadly character. A non-deadly character may spy for a deadly character. A non-deadly may _not_ shield, heal, summon, help, hinder, portal or otherwise assist a deadly character (this includes charm). ~ End #HELP Keyword 'LAW CHANNELS'~ Updated 1185738801 UpdatedBy Remcon~ Text &GSpam, Harassment, and Profanity are not allowed on channels. ~ End #HELP Keyword 'LAW CHARM'~ Updated 1185738389 UpdatedBy Remcon~ Text &GDo not bring aggressive mobs into or near Darkhaven, as when their charm wears off (either naturally or by attack) their aggressive nature will return. Also do not bring aggressive mobs into areas which are lower in level than the area from which the mob originally came. You can use the 'areas' command to check an area's level. See 'help charm' for more. ~ End #HELP Keyword 'LAW CHEATING'~ Updated 1185738275 UpdatedBy Remcon~ Text &GCheating is a very serious offense and will get you punished. What is considered cheating? - exploiting a bug to gain equipment or gold - intentionally causing the system to crash - intentionally duplicating equipment or gold - knowingly accepting illegal equipment from others - attempting to duplicate equipment or gold -- * even if not successful * - using or making profit from equipment that was accidentally duplicated - using gold that was accidentally duplicated Cheating hurts the game, and every player in the game. Protect yourself and report any bugs you find, and inform the Immortals if you have reason to believe someone is engaged in any of the above. If you find you have accidentally duplicated an item, turn the item over immediately to an Immortal or drop and sacrifice the item. ~ End #HELP Keyword 'LAW HARASSMENT'~ Updated 1185737371 UpdatedBy Remcon~ Text &GHarassment is giving any unwanted attention to someone. &RNo form of harassment will be tolerated.&D ~ End #HELP Keyword 'LAW KILLSTEAL'~ Updated 1185737070 UpdatedBy Remcon~ Text &GKilling something that is already being fought by someone else is considered kill stealing. It is annoying and considered illegal. If someone steals your kills: Inform the person of the rules and ask them to type 'laws killsteal' Type 'config noassist' (This will stop people from being able to steal kills) If they somehow manage to keep stealing your kills inform an immortal ~ End #HELP Keyword 'LAW MULTIPLAYING'~ Updated 1185735252 UpdatedBy Remcon~ Text &GMulti-playing is permitted within the Realms, with the following rules: - You may only have &Wone&G deadly character online. - You may have more than one character online as long as &Wnone&G of your characters are deadly. - You may not use multiple characters to spam any player or channel.&D ~ End #HELP Keyword 'LAW MURDER'~ Updated 1185735591 UpdatedBy Remcon~ Text Player killing is only allowed between deadly players. ~ End #HELP Keyword 'LAW OBJECTS'~ Updated 1185735911 UpdatedBy Remcon~ Text &GAny object on the ground with no player and no player corpse in the room is considered to be abandoned and free for the taking. If there is a player or a corpse in the room you must get the permission of the person before picking up the object. Don't take items from a mobile corpse unless you made the kill yourself or you have permission from the player that made the kill. ~ End #HELP Keyword 'LAW PKILL'~ Updated 1185736131 UpdatedBy Remcon~ Text &GDeadly Characters are characters who are able to kill other deadlys. Deadly characters may &Wnot&G: a) multi-play while using a deadly character b) be shared c) receive help (healing, shielding, portaling, etc.) from non-deadlies d) receive Immortal corpse retrievals or reimbursements - no exceptions e) attack players more than 5 levels outside their own - includes picking up disarmed weapons from someone outside your range - includes healing a fighting character outside your range - includes looting the corpse of someone outside your level range Deadly characters are allowed to: a) pkill another player who appears on the deadly list (who deadly) who is within 5 levels of their own. b) loot the corpse of the fallen deadly player, provided they were the tank or dealt the killing blow. c) use mobs within or lower than the pkill level range of the victim &RWarning&G: Going AFK or link-dead in a non-safe area leaves you open to attack; a deadly is open to attack every second online, link-live or not. ~ End #HELP Keyword 'LAW SHARING'~ Updated 1185736229 UpdatedBy Remcon~ Text &GCharacter sharing (when allowed) is always done at the risk of the players involved. Immortals will &Wnot&G recover any character lost to trading or sharing. Whoever owns the password owns the character. A character may &Wnot&G be shared if: - the character is a deadly character - the character holds any leadership position in a Guild or Order ~ End #HELP Keyword 'LAW SPAM'~ Updated 1185736473 UpdatedBy Remcon~ Text &WANYTHING&G that causes alot of screen scroll can be considered spam. Using the same phrase over different channels is considered spam. Using all caps can be considered spam.&D ~ End #HELP Keyword 'LAW STAKE'~ Updated 1185736545 UpdatedBy Remcon~ Text >he first player to attack a mob has the rights to the kill. Others should not get involved without being requested to do so. Those receiving aid are under no obligation to reward their benefactors. Monopolization of a mob and its repops will not be tolerated. Any disputes brought to the attention of an immortal for resolution will be handled according to the immortal's discretion. All such decisions are final. ~ End #HELP Keyword 'LAW STORES'~ Updated 1185736726 UpdatedBy Remcon~ Text &GDo not steal or kill any shopkeepers. &GDo not kill or steal from any shopkeeper. ~ End #HELP Perm 1 Keyword LAYERS~ Updated 1194796523 UpdatedBy Remcon~ Text &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 can 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. ~ End #HELP Perm 1 Keyword LEVERFLAGS SWITCHFLAGS BUTTONFLAGS PULLCHAINFLAGS~ Updated 1195001224 UpdatedBy Remcon~ Text . UP UNLOCK D_NORTH D_SOUTH D_EAST D_WEST D_UP D_DOWN D_NORTHEAST D_NORTHWEST D_SOUTHEAST D_SOUTHWEST D_SOMEWHERE DOOR CONTAINER OPEN CLOSE PASSAGE OLOAD MLOAD TELEPORT TELEPORTALL TELEPORTPLUS DEATH CAST RAND4 RAND6 RAND10 RAND11 SHOWROOMDESC AUTORETURN Usage: oset <object> tflags <flag> *Note* The flags are only going to work correctly if the object is of the right object type (lever, switch, button, pullchain). If you wish to know the bitvectors you start at 1 for UP and multiply it by 2 for the UNLOCK bitvector and continue on for the others. Example: UP = 1, UNLOCK = 2, LOCK = 4, ... ~ End #HELP Perm 2 Keyword LIQUIDTYPES~ Updated 1195749587 UpdatedBy Remcon~ Text | Value | Liquid Type | Value | Liquid Type | Value | Liquid Type ----- --------------- ----- ---------------- ----- ------------ | 0 | unknown | 1 | water | 2 | beer | 3 | wine | 4 | ale | 5 | dark ale | 6 | whiskey | 7 | lemonade | 8 | firebreather | 9 | local specialty | 10 | slime mold juice | 11 | milk | 12 | tea | 13 | coffee | 14 | blood | 15 | salt water | 16 | cola | 17 | mead | 18 | grog ~ End #HELP Keyword LUC LUCK~ Updated 1189028717 UpdatedBy Remcon~ Text Luck (LUC in your 'score') represents your characters luck. As in life, the exact extent of this factor remains and will always remain shrouded in uncertainty... ~ End #HELP Keyword MERC FUREY KHAN HATCHET~ Updated 1188756615 UpdatedBy Remcon~ Text SMAUG was originally based on the Merc 2.1 code which was created by Furey, Hatchet, and Kahn. This original code base is available as Merc_21.tar.gz via FTP from: ftp.tcp.com, ftp.math.okstate.edu and ftp.game.org. E-mail to 'merc-request@kpc.com' to join the merc mailing list. Merc would like to thank ... ... Diku Mud for their code base. ... The Free Software Foundation and DJ Delorie for kick-ass tools. ... Copper Mud and Alfa Mud for releasing their code and worlds. ... Aod of Generic for ... well, everything. You're a hoopy frood, Aod. ... Alander for many ideas and contributions. ... John Brothers of Silly for permission to use Silly code and worlds. ... Zrin for administering the mailing list. ... Abaddon for proofreading our comm.c. ... Hind, Quin, Vic, Diavolo, Oleg, Trienne, and others for porting help. ... Diavolo, Grodyn, Morgenes, and others for code and bug fixes. ... Raff, Doctor, VampLestat, Nirrad, Tyrst, PinkF, Chris, Glop for worlds. ... the players and imps of Mud Dome, Final Mud, Mud Lite, Vego Mud, Rivers of Mud, Ruhr Mud, and Mystic Realms for bug reports, ideas, new code, and hours of enjoyment. Share and enjoy. ~ End #HELP Perm 1 Keyword MOBAFFECTED~ Updated 1193350635 UpdatedBy Remcon~ Text Usage: mset <mob name> affected <affect flag> blind invisible detect_evil detect_invis detect_magic detect_hidden sanctuary faerie_fire infrared curse poison protect paralysis sneak hide sleep charm flying pass_door floating truesight detect_traps scrying fireshield shockshield iceshield berserk aqua_breath acidmist venomshield detect_sneak ~ End #HELP Perm 1 Keyword MOBATTACKS~ Updated 1193350871 UpdatedBy Remcon~ Text Usage: mset <mob vnum> attack <attack name(s)> bite claws tail punch kick trip bash stun gouge backstab feed drain firebreath frostbreath acidbreath lightnbreath gasbreath poison blindness causeserious earthquake causecritical curse fireball ~ End #HELP Perm 1 Keyword MOBDEFENSES~ Updated 1193351184 UpdatedBy Remcon~ Text Usage: mset <mob vnum> defense <defense name(s)> parry dodge heal curelight cureserious curecritical dispelmagic dispelevil sanctuary fireshield shockshield shield bless stoneskin teleport disarm venomshield ~ End #HELP Perm 1 Keyword MOBFLAGS~ Updated 1193350393 UpdatedBy Remcon~ Text . MOBFLAG | DESCRIPTION ------------|--------------------------------------------------------------- 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. pet | Mobile can be used in creating a petshop. practice | Players can "practice" at this mobile. immortal | Mobile is immortal. meta_aggr | Mobile is VERY aggressive. running | Mobile is running (moves twice as fast) mountable | Mobile can be mounted. mounted | Mobile is mounted. scholar | Mobile can teach languages. secretive | Mobile will not echo acts. MOBs actions are invisible. hardhat | Mobile not damaged by falling objects. mobinvis | Mobile is invisible to both pc's and non pc's. noassist | Mobile won't assist other mobs in a fight. pacifist | Mobile cannot be attacked. noattack | Mobile won't use any physical attacks. annoying | Mobile is aggressive. statshield | Keeps lower level imms from touching the mobile's stats. prototype | Mobile is under construction. banker | Players may use "bank" at this mobile. questgiver | Players may use "aquest" at this mobile. undertaker | Players may use "retrieve" at this mobile. ---------------------------------------------------------------------------- ~ End #HELP Perm 2 Keyword MOBPROGRAM OBJPROGRAM ROOMPROGRAM~ Updated 1195878554 UpdatedBy Remcon~ Text . 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 Transcendentally Cool Mud. ~ End #HELP Perm 2 Keyword MOBTRIGGERS~ Updated 1195828173 UpdatedBy Remcon~ Text 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 {h} [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] Give <percentage> [when someone gives the mobile something] *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. ~ End #HELP Keyword MOTD~ Updated 1185732989 UpdatedBy Remcon~ Text &R \-,_ _,-/ , \ `-, &gThe SMAUG MOTD &R,-` / , _)\ | `\ &gUPDATED: &w7/29/07 &R/' | /(_ /, \_,/ \ `\ /' / \,_/ .\ `-, ,\ | \ / | /, ,-' |G,/ / ,-, | | &gAs the Gods rip the Realms &R| | ,-, \ \_3| _\_,/_ \ \|-, | &gasunder, a slew of changes &R| ,-|/ / ,_\,_/_ (_ ,__` | `\ | &grain down on you - the victims.&R| /' | __, _) `--._`-;' \| |/ `;-`_.--` __/ / | &gSome of these changes &R... | \ \__ ''&B,-,&R' `&B,-,&R`` &B((&C|&B)) &R<&W*&R> &B((&C|&B)) &B|&C|&B| &R<&W*&R> &B|&C|&B| &B|&C|&B| &R<&W*&R> &B|&C|&B| &B|&C|&B| &R<&W*&R> &B|&C|&B| &B|&C|&B| &R<&W*&R> &B|&C|&B| &B|&C|&B| &R<&W*&R> &B|&C|&B| &B//&C|&B\\ &R<&W*&R> &B//&C|&B\\ &B|||&C|&B|||&R<&W*&R> &B|||&C|&B||| &B|||&C|&B|||&R<&W*&R> &B|||&C|&B||| &B|||&C|&B|||&R<&W*&R> &B|||&C|&B|||&D ~ End #HELP Perm 1 Keyword MPASUPRESS~ Updated 1189128528 UpdatedBy Remcon~ Text Usage: mpasupress <victim> <rounds> This command suppresses the victim for the specified number of rounds. ~ End #HELP Perm 2 Keyword MPCOMMANDS RPCOMMANDS OPCOMMANDS~ Updated 1195876690 UpdatedBy Remcon~ Text 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>. MPASOUND MPJUNK MPECHOAROUND MPECHOAT MPECHO MPMLOAD MPOLOAD MPPURGE MPADVANCE MPTRANSFER MPFORCE MPSLAY MPDREAM MPDAMAGE MPCLOSEPASSAGE MPOPENPASSAGE MPDELAY MPAPPLY MPAPPLYB MPMSET MPPRACTICE MPOSET MPFAVOR MPPEACE MPPKSET MPSCATTER MPRESTORE MPUNMORPH MPNOTHING MPECHOZONE MPASUPRESS MPINVIS MPMORPH MPKILL MPGOTO MPAT ~ End #HELP Keyword MUSIC~ Updated 1188422760 UpdatedBy Remcon~ Text Usage: music <message> This channel is used for singing. ~ End #HELP Keyword M_ADVHERO_~ Updated 1185734725 UpdatedBy Remcon~ Text You have mastered yourself as far as mortally possible. ~ End #HELP Keyword NATIONTALK~ Updated 1188153973 UpdatedBy Remcon~ Text Usage: nationtalk <message> This channel can be used to send a message to everyone online that belongs to the same nation as you. ~ End #HELP Keyword NEW_DEATH~ Updated 1185732348 UpdatedBy Remcon~ Text ...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..." ~ End #HELP Keyword NMOTD~ Updated 1185733549 UpdatedBy Remcon~ Text &R \-,_ _,-/ , \ `-, &gThe SMAUG New MOTD &R,-` / , _)\ | `\ &gUPDATED: &w7/29/07 &R/' | /(_ /, \_,/ \ `\ /' / \,_/ .\ `-, ,\ | \ / | /, ,-' |G,/ / ,-, | | &gAs the Gods rip the Realms &R| | ,-, \ \_3| _\_,/_ \ \|-, | &gasunder, a slew of changes &R| ,-|/ / ,_\,_/_ (_ ,__` | `\ | &grain down on you - the victims.&R| /' | __, _) `--._`-;' \| |/ `;-`_.--` __/ / | &gSome of these changes &R... | \ \__ ''&B,-,&R' `&B,-,&R`` &B((&C|&B)) &R<&W*&R> &WUse 'news' to keep informed of changes &B((&C|&B)) &B|&C|&B| &R<&W*&R> &WSee 'help start' for a list of helpful files &B|&C|&B| &B|&C|&B| &R<&W*&R> &WSee 'help pager' for pausing information &B|&C|&B| &B|&C|&B| &R<&W*&R> &WSee 'help deities' for devoting to a deity &B|&C|&B| &B|&C|&B| &R<&W*&R> &WSee 'help laws' You must abide by the laws &B|&C|&B| &B|&C|&B| &R<&W*&R> &B|&C|&B| &B//&C|&B\\ &R<&W*&R> &B//&C|&B\\ &B|||&C|&B|||&R<&W*&R> &B|||&C|&B||| &B|||&C|&B|||&R<&W*&R> &B|||&C|&B||| &B|||&C|&B|||&R<&W*&R> &B|||&C|&B|||&D ~ End #HELP Perm 2 Keyword OBJECTAFFECTED~ Updated 1193350610 UpdatedBy Remcon~ Text Usage: oset <item> affect affected <affect flag> blind invisible detect_evil detect_invis detect_magic detect_hidden sanctuary faerie_fire infrared curse poison protect paralysis sneak hide sleep charm flying pass_door floating truesight detect_traps scrying fireshield shockshield iceshield berserk aqua_breath acidmist venomshield detect_sneak ~ End #HELP Perm 1 Keyword OBJECTFLAGS~ Updated 1200881872 UpdatedBy Remcon~ Text Flags that objects can have: FLAG | DESCRIPTION -------------+------------------------------------------------- GLOW | Can be seen in the dark LOYAL | Returns to inventory on disarm INVIS | Invisible MAGIC | Prevents enchantment, 1 - 12 resist damage NODROP | Can't be dropped BLESS | 1 - 5 resist damage, * 2 poison weapon duration ANTI_GOOD | Zap if align above +350 ANTI_EVIL | Zap if align below -350 ANTI_NEUTRAL | Zap if align between -350 and +350 NOREMOVE | Can't be removed INVENTORY | + 20 resist damage, ( Normally store items ) ORGANIC | - 1 - 5 resist damage METAL | + 1 - 5 resist damage DONATION | Prevents get all on containers CLANOBJECT | CLANCORPSE | HIDDEN | Hidden POISONED | Poisoned COVERING | DEATHROT | Vanishes on death BURIED | Buried PROTOTYPE | Prototype object NOLOCATE | Can't be located using locate spell GROUNDROT | Slowly decays when on ground PKDISARMED | Disarmed by another player NOSCRAP | Won't scrap ENCHANTED | It has been enchanted QUEST | (Set on objects obtained from do_rewards) LODGED | (Set on objects when they get lodged in the body) PIERCED | (Set on objects when they have been pierced by a projectile) RANDOM | Object's stats and requirements are random (based on current settings) ~ End #HELP Perm 1 Keyword OBJECTTYPES~ Updated 1200881976 UpdatedBy Remcon~ Text Object types listed in order: None Light Scroll Wand Staff Weapon Treasure Armor Potion Trash Container Drinkcon Key Food Money Boat Corpse_npc Corpse_pc Fountain Pill Blood Bloodstain Scraps Pipe Herbcon Herb Fire Switch Lever Pullchain Button Trap Map Portal Paper Lockpick Missileweapon Projectile Quiver Shovel Salve Cook Keyring Gem Mortar Powder Axe Wood Fish Fishingpole Piece ~ End #HELP Perm 2 Keyword OBJTRIGGERS~ Updated 1195827869 UpdatedBy Remcon~ Text 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] Push <percentage> [when a player pushes an object] Pull <percentage> [when a player pulls an object] Use <percentage> [see 'help useprog' for details] Open <percentage> [when a player opens an object] Close <percentage> [when a player closes an object] Scrap <percentage> [when an object gets scrapped] Put <percentage> [when an object is put in another object] Act {p} <keyword / phrase> [emotes, socials, actions, bamfs] Script {h} [loops a line at a time. Hour triggers start] ~ End #HELP Keyword PFILES~ Updated 1196901000 UpdatedBy Remcon~ Text Player files (pfiles) are cleaned up daily going by the level of the player. A level 5 player will be deleted if they haven't logged on for 5 days. If you will be gone for more days then your current level ask an immortal to set the "nopdelete" flag on you and let them know why you won't be on for awhile. ~ End #HELP Perm 2 Keyword PIPEFLAGS~ Updated 1195847257 UpdatedBy Remcon~ Text These flags may be used with the item type pipe in the v3 item # | Flag | Description --- ---------------- ------------------------------------------------ 1 | PIPE_LIT | Pipe is lit (required for smoking) 2 | PIPE_GOINGOUT | Pipe is about to go out 4 | PIPE_FULLOFASH | Pipe is full of ashes, and needs to be emptied. ~ End #HELP Keyword POSITIONS~ Updated 1193520722 UpdatedBy Remcon~ Text Positions are in a special order. Example: You can do more standing then you can sitting. 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 (Standard) Fighting (Defensive) Fighting (Evasive) Standing Mounted ~ End #HELP Keyword PTOKENS~ Updated 1214006857 UpdatedBy Remcon~ Text 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: %a - your alignment %A - invisible/hide/sneak display %b - current blood/mana %B - maximum blood/mana %c - hp of who your fighting (%) %C - hp of the tank (%) %f - %F - room flags (IMMORTAL) %g - gold held (string) %G - %h - current hitpoints %H - maximum hitpoints %i - wizinvis/invis display %I - level of wizinvis %j - new line %J - new line %m - current blood/mana %M - maximum blood/mana %n - name of who your fighting %N - name of the tank %q - time left on/until quest %Q - %r - vnum of current room (IMMORTAL) %R - %s - %S - your current style %t - current mud time (number) %T - current mud time (string) %u - current connected descriptors %U - max players %v - current movement %V - maximum movement You can also use color in your prompt and fprompt. Examples (assuming current hit points of 43, mana of 23, and movement of 120): Prompt %h %m %v = 43 23 120 Prompt %h-%m-%v = 43-23-120 ~ End #HELP Perm 2 Keyword PULLTYPES PUSHTYPES~ Updated 1195875633 UpdatedBy Remcon~ Text Usage: redit pushtype <direction> <type> Usage: redit push <direction> <force> Pushtype/Pulltype where type is: undefined vortex vacuum slip ice mysterious current wave whirlpool geyser wind storm coldwind breeze landslide sinkhole quicksand earthquake lava hotair 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. ~ End #HELP Keyword QUEST~ Updated 1188862018 UpdatedBy Remcon~ Text Usage: quest <message> This channel is used to send the message to everyone online. ~ End #HELP Keyword RACETALK~ Updated 1188175087 UpdatedBy Remcon~ Text Usage: racetalk <message> This channel is used to send the message to everyone online that has the same race as you. ~ End #HELP Perm 1 Keyword RIS~ Updated 1198988766 UpdatedBy Remcon~ Text . FIRE WIND EARTH WATER ICE COLD ELECTRICITY ENERGY BLUNT PIERCE SLASH ACID POISON DRAIN SLEEP CHARM NONMAGIC MAGIC PARALYSIS HOLY SHADOW ~ End #HELP Perm 2 Keyword ROOMFLAGS~ Updated 1204993943 UpdatedBy Remcon~ Text Usage: redit flags <flag(s)> ROOM FLAGS: DND Room is DoNotDisturb DARK Room is always dark SAFE Room is safe... no violence allowed ARENA Room is an arena DEATH Room causes instant death NOMOB Mobs cannot wander into this room LOCKER Locker room... Can use locker command here NODROP Nothing can be dropped in this room TUNNEL Room is a tunnel - x number of players allowed (use 'redit tunnel #' to set the number) INDOORS Room is indoors (MUST also use sectortype inside) NOFLOOR Room has no floor: exit down + no fly = fall NOMAGIC Magic cannot be used in this room PETSHOP Petshop (next vnum must be the storeroom) PRIVATE Room is private (restricted to 2 people) SILENCE Not a sound can be made or heard in this room DONATION Donation room... cannot get all EXPLORER Players gain exp when entering (1 time) NOASTRAL People cannot astral to this room NORECALL Players cannot recall out of this room NOSUMMON Player cannot be summoned out of this room SOLITARY Room is solitary (restricted to 1 person) TELEPORT People in this room will be teleported out NODROPALL Cannot drop all in this room NOMISSILE Missiles won't be of any use LOGSPEECH All speech in this room is logged STORAGEROOM Storage room NOSUPPLICATE Players can't supplicate out TELESHOWDESC Players will see the room desc of the destination room ~ End #HELP Perm 2 Keyword ROOMTRIGGERS~ Updated 1195827896 UpdatedBy Remcon~ Text 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] Script {h} [loops a line at a time. Hour triggers start] *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. ~ End #HELP Perm 2 Keyword SAVINGTHROWS~ Updated 1195875546 UpdatedBy Remcon~ Text 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 ~ End #HELP Perm 2 Keyword SECTORTYPES~ Updated 1188831849 UpdatedBy Remcon~ Text Usage: redit sector <sector> SECTORS: 0 INSIDE 1 CITY 2 FIELD 3 FOREST 4 HILLS 5 MOUNTAIN 6 WATER_SWIM 7 WATER_NOSWIM 8 UNDERWATER 9 AIR 10 DESERT 11 DUNNO 12 OCEANFLOOR 13 UNDERGROUND 14 LAVA 15 SWAMP ~ End #HELP Keyword SHOUT~ Updated 1188422930 UpdatedBy Remcon~ Text Usage: shout <message> This channel is used to send a message to all awake players in the mud. ~ End #HELP Keyword 'SLEEP SPELL'~ Updated 1186968164 UpdatedBy Remcon~ Text Usage: cast sleep <target> This spell allows you to put the target into a deep slumber. ~ End #HELP Keyword SMAUG~ Updated 1185730909 UpdatedBy Remcon~ Text . [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. ~ End #HELP Perm 3 Keyword SMAUGSPELLS~ Updated 1195875511 UpdatedBy Remcon~ Text 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. ~ End #HELP Perm 2 Keyword SPECFUNCS~ Updated 1195767319 UpdatedBy Remcon~ Text To add special: mset <mob> spec <function>/none SPECIAL DESCRIPTION --------------------- -------------------------------------------- spec_breath_any Mobiles uses the breaths randomly. spec_breath_acid Mobile has acid breath. spec_breath_fire Mobile has fire breath. spec_breath_frost Mobile has frost breath. spec_breath_gas Mobile has gas breath. spec_breath_lightning Mobile has lightning breath. spec_cast_adept Mobile casts helpful spells. cure blindness, cure light, cure poison, cure serious, remove curse, cure critical, heal spec_cast_cleric Mobile casts offensive spells during battle. cause light, cause serious, cause critical, earthquake, blindness, dispel evil, curse, dispel magic spec_cast_mage Mobile casts offensive spells during battle. energy drain, fireball spec_cast_undead Mobile casts offensive spells during battle. curse, blindness, poison, energy drain, gate spec_fido Mobile eats corpses. spec_janitor Mobile picks up trash. spec_poison Mobile poisons during battle. spec_thief Mobile steals gold from players. ~ End #HELP Perm 2 Keyword SPELLCOMPONENTS~ Updated 1199155657 UpdatedBy Remcon~ Text . 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 M# check if player has # of movement 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. ~ End #HELP Perm 2 Keyword SPELLFLAGS~ Updated 1214069020 UpdatedBy Remcon~ Text . FLAGS DESCRIPTION ------------ ------------------------------------------------------- water water based (create water, ice spells) area an "area spell"... affects everyone in the room distant affects something far away noself can't be used on yourself accumulative can be cast repeatedly to have an increased effect recastable can be cast again to refresh the spell canscribe can be scribed onto a scroll canbrew can be brewed into a potion group affects everyone in the caster's group (same room only) object specifically affects an object (for target 'ignore') character specifically affect a character (for target 'ignore') secretskill only shows up on practice if they have learned it pksensitive affects target as if they were double your level stoponfail stops on failing nofight can't be cast while fighting nodispel not removed by dispel magic canmix can be mixed into a salve canconcoct can be concocted into a pill cancarve can be carved into a staff canimbue can be imbued into a wand nomount can't use this while mounted ~ End #HELP Perm 3 Keyword SPELLSAVES~ Updated 1195875425 UpdatedBy Remcon~ Text Here are the saving throws you can set for use in SMAUG spells: none victim doesn't get a saving throw poison_death save vs. poison or death wands save vs. wands para_petri save vs. paralysis or petrification breath save vs. (dragon) breath spell_staff save vs. spells or staves ~ End #HELP Perm 3 Keyword 'SSET CODE'~ Updated 1203981211 UpdatedBy Remcon~ Text Usage: sset <sn> code <code> This allows you to set the code on a spell, skill, etc... If there is a code added specific for it you can use it. If you want it to be a generic type of skill typically spell_smaug is used as the code. ~ End #HELP Perm 3 Keyword 'SSET DELETE'~ Updated 1213562698 UpdatedBy Remcon~ Text Usage: sset <sn> type deleted This will allow you to set the type of a spell/skill/etc... to deleted and it won't be saved to the file. It is an effective way of removing them online. ~ End #HELP Perm 3 Keyword 'SSET REQSKILL'~ Updated 1204476883 UpdatedBy Remcon~ Text Usage: sset <sn> reqskill <sn> This allows you to set it so the spell/skill/etc... requires a previous one to be learned. Example: Lets say we have fireball spell at sn 25 and another one called fireblast at 26. If we wanted fireball to be learned only by ones that know fireblast you would set fireball reqskill to 26. ~ End #HELP Keyword STATS~ Updated 1211839292 UpdatedBy Remcon~ Text . Stat | Ways to increase --------------+---------------------------- Strength | Heavy weapons | Pushups Wisdom | Wiser enemies Intelligence | More Intelligent enemies Dexterity | Moving around Constitution | Situps Charisma | Luck | Random These are ways you can increase your perm stats. No stat can be increased higher then your level. (Still looking for a way to have charisma increase that makes sense) ~ End #HELP Perm 2 Keyword STATTYPES~ Updated 1203178431 UpdatedBy Remcon~ Text Usage: oset <item> affect stat <stat> <#> luck wisdom charisma strength dexterity constitution intelligence ~ End #HELP Keyword STR STRENGTH~ Updated 1188858248 UpdatedBy Remcon~ Text Strength (STR in your 'score') represents your character's physical power. Among other things, it affects: - how much weight you can carry. - damage roll and hitroll; for each additional point of strength, each of these will increase - chances of success for bash, stun, bashdoor, shove and drag, and the ability to dual-wield heavier weapons ~ End #HELP Keyword SUMMARY~ Updated 1185730780 UpdatedBy Remcon~ Text &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|---------|&C INFORMATION &B|----------| |&Csomewhere open close lock unlock &B|&Cdeath CR reimb rules damage areas &B| |&Cleave enter climb fly float look &B|&Ccommands experience score title &B| |&Cwhere scan scry sleep wake stand &B|&Cweather channels description story&B| |&Crest sit &B|&Cwho report tick password typo note&B| |---------|&C CONFIG OPTIONS &B|-------|&Cwizlist MOTD news bug weapons mail&B| |&Cautoloot autogold autoexit autosac&B|&Ctime slist report languages spells&B| |&Cnice flee norecall ansi blank &B|&Cskills idea &B| |&Cnointro prompt telnetga shovedrag &B|------------|&C COMBAT &B|------------| |&Ccombine keepalive &B|&Ckill flee wimpy rescue aid murder &B| |------------|&C OBJECTS &B|-----------|&Ccast &B| |&Cget put drop give sacrifice recite&B|---------|&C COMMUNICATION &B|--------| |&Csay tell chat question answer yell&B|&Csocial quest clan ordertalk newbie&B| |&Cwield wear remove inventory list &B|&Cavatar counciltalk quildtalk shout&B| |&Cappraise buy sell compare examine &B|&Csay tell chat question answer yell&B| |&Chold quaff zap brandish equipment &B|&Cauction &B| |&Cempty fill eat drink pick value &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.&D ~ End #HELP Keyword TAMP~ Updated 1188752088 UpdatedBy Remcon~ Text Usage: tamp <pipe> This command empties your pipe so that you may fill it with fresh herbs. ~ End #HELP Perm 3 Keyword TARGETTYPES~ Updated 1195833577 UpdatedBy Remcon~ Text . 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 ~ End #HELP Keyword TRAFFIC~ Updated 1188169245 UpdatedBy Remcon~ Text Usage: traffic [<message>] This channel is used to buy/sell something. ~ End #HELP Perm 2 Keyword TRAPFLAGS~ Updated 1194561601 UpdatedBy Remcon~ Text .Trap Flag | Description ------------------------------------------------------- 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 NE | Trap is triggered by moving northeast NW | Trap is triggered by moving northwest SE | Trap is triggered by moving southeast SW | Trap is triggered by moving southwest ~ End #HELP Perm 2 Keyword TRAPSETTING~ Updated 1195875457 UpdatedBy Remcon~ Text 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.) ~ End #HELP Perm 2 Keyword TRAPTYPES~ Updated 1194561659 UpdatedBy Remcon~ Text Trap Types: ------------------------------------------------------ | Num. | Description | Num. | Description | ------------------------------------------------------ | 1 | Poison gas | 7 | Sleeping gas | | 2 | Poison dart | 8 | Flame | | 3 | Poison needle | 9 | Explosion | | 4 | Poison dagger | 10 | Acid Spray | | 5 | Poison arrow | 11 | Electric Shock | | 6 | Blindness gas | 12 | Blade | ------------------------------------------------------ ~ End #HELP Keyword TSR D&&D AD&&D~ Updated 1199155675 UpdatedBy Remcon~ Text . Dungeons && Dragons (tm) and TSR Hobbies Inc. Here we'd like to duplicate the original credits from the Basic Rules, Dungeons && Dragons (tm), (c) 1974, 1977, 1978, 1981, 1983 TSR Hobbies Inc. Acknowledgements: The following individuals have made this work possible through its years of evolution: Dave Arneson, Brian Blume, Dave Cook, Anne C. Gray, Ernie Gygax, E. Gary Gygax, Allen Hammack, Kevin Hendryx, John Eric Holmes, Harrold Johnston, Tim Kask, Jeff Key, Rob Kuntz, Alan Lucien, Steve Marsh, Tom Moldvay, Mike Mornard, Jon Pickens, Brian Pitzer, Michael Price, Patrick L. Price, Paul Reiche, Evan Robinson, Gordon Schick, Lawrence Schick, Don Snow, Edward G. Sollers, Garry Spiegle, Stephen D. Sullivan, Ralph Wagner, Jim Ward, Jean Wells, Bill Wilkerson, Donald Paterson, and Frank Mentzer. DIKUMud's concepts were directly based on TSR's D&&D concepts. ~ End #HELP Perm 2 Keyword USEPROG~ Updated 1199670499 UpdatedBy Remcon~ Text Usage: 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 * Potions - when you quaff * Pipes - when you smoke * Salves - when you apply it When the use_prog is executed you will not see the standard 'usage message' (EX: You quaff a violet potion). What you will see is any mpechoes placed in the program. ~ End #HELP Perm 1 Keyword 'VALUES ARMOR'~ Updated 1195039084 UpdatedBy Remcon~ Text V0 = Current Condition V1 = Original Condition ~ End #HELP Perm 1 Keyword 'VALUES AXE'~ Updated 1198968906 UpdatedBy Remcon~ Text V0 = Condition V1 = Original Condition ~ End #HELP Perm 1 Keyword 'VALUES BLOOD'~ Updated 1195861244 UpdatedBy Remcon~ Text V0 = Capacity V1 = Quantity ~ End #HELP Perm 1 Keyword 'VALUES BUTTON'~ Updated 1195039438 UpdatedBy Remcon~ Text V0 = Flags (Help LEVERFLAGS) V1 = Vnum or Spell Number V2 = Vnum V3 = Vnum or Value ~ End #HELP Perm 1 Keyword 'VALUES CONTAINER'~ Updated 1198966899 UpdatedBy Remcon~ Text V0 = Capacity V1 = Flags (Help CONTAINERFLAGS) V2 = Key Vnum V3 = Condition V4 = Original Condition ~ End #HELP Perm 1 Keyword 'VALUES COOK'~ Updated 1195441057 UpdatedBy Remcon~ Text V0 = Food Value V1 = Condition (0- = Bad - 10+ = Fresh) V2 = Condition (0 = raw, 1 = roasted, 2 = over cooked, 3+ = burnt) V3 = Poison ~ End #HELP Perm 1 Keyword 'VALUES DRINKCON'~ Updated 1195859815 UpdatedBy Remcon~ Text V0 = Capacity V1 = Quantity V2 = Liquid Number V3 = Poison ~ End #HELP Perm 1 Keyword 'VALUES FISH'~ Updated 1198359407 UpdatedBy Remcon~ Text V0 = Food Value V1 = Condition (0- = Bad - 10+ = Fresh) V2 = Condition (0 = raw, 1 = roasted, 2 = over cooked, 3+ = burnt) V3 = Poison ~ End #HELP Perm 1 Keyword 'VALUES FOOD'~ Updated 1198358717 UpdatedBy Remcon~ Text V0 = Food Value V1 = Condition (0- = Bad - 10+ = Fresh) V3 = Poison ~ End #HELP Perm 1 Keyword 'VALUES HERB'~ Updated 1195859552 UpdatedBy Remcon~ Text V1 = Charges V2 = Herb Spell Number ~ End #HELP Perm 1 Keyword 'VALUES HERBCON'~ Updated 1195859778 UpdatedBy Remcon~ Text V0 = Capacity V1 = Quantity V2 = Herb Spell Number ~ End #HELP Perm 1 Keyword 'VALUES KEY'~ Updated 1195431572 UpdatedBy Remcon~ Text V0 = (Number for the exit key) ~ End #HELP Perm 1 Keyword 'VALUES KEYRING'~ Updated 1198966928 UpdatedBy Remcon~ Text V0 = Capacity v3 = Condition V4 = Original Condition ~ End #HELP Perm 1 Keyword 'VALUES LEVER'~ Updated 1195039419 UpdatedBy Remcon~ Text V0 = Flags (Help LEVERFLAGS) V1 = Vnum or Spell Number V2 = Vnum V3 = Vnum or Value ~ End #HELP Perm 1 Keyword 'VALUES LIGHT'~ Updated 1198967016 UpdatedBy Remcon~ Text V0 = Current Condition V1 = Original Condition V2 = Hours Left ~ End #HELP Perm 1 Keyword 'VALUES LOCKPICK'~ Updated 1198980196 UpdatedBy Remcon~ Text V0 = Condition V1 = Original Condition ~ End #HELP Perm 1 Keyword 'VALUES MISSILEWEAPON'~ Updated 1195865334 UpdatedBy Remcon~ Text V0 = Condition (1 - 12) V1 = Number of Dice V2 = Size of Dice V3 = Weapon Type (Help WEAPONTYPES) V4 = Range ~ End #HELP Perm 1 Keyword 'VALUES MONEY'~ Updated 1195430691 UpdatedBy Remcon~ Text V0 = Amount ~ End #HELP Perm 1 Keyword 'VALUES MORTAR'~ Updated 1195430125 UpdatedBy Remcon~ Text V0 = Number of Uses Left ~ End #HELP Perm 1 Keyword 'VALUES PIECE'~ Updated 1200882628 UpdatedBy Remcon~ Text V0 = Vnum of what it connects to V1 = Vnum it creates when it's connected ~ End #HELP Perm 1 Keyword 'VALUES PILL'~ Updated 1198890809 UpdatedBy Remcon~ Text V0 = Spell Level V1 = Spell Number V2 = Spell Number V3 = Spell Number V4 = Food Value (How much it decreases hunger) V5 = (Set to 1 if you want it so spells can be concocted into it) ~ End #HELP Perm 1 Keyword 'VALUES PIPE'~ Updated 1195859502 UpdatedBy Remcon~ Text V0 = Capacity V1 = # of Draws Left V2 = Herb Spell Number V3 = Help PIPEFLAGS ~ End #HELP Perm 1 Keyword 'VALUES POTION'~ Updated 1198890419 UpdatedBy Remcon~ Text V0 = Spell Level V1 = Spell Number V2 = Spell Number V3 = Spell Number V5 = (Set to 1 if you want it so spells can be brewed onto it) ~ End #HELP Perm 1 Keyword 'VALUES PROJECTILE'~ Updated 1200872097 UpdatedBy Remcon~ Text V1 = Number of Dice V2 = Size of Dice V3 = Weapon Type (Help WEAPONTYPES) ~ End #HELP Perm 1 Keyword 'VALUES PULLCHAIN'~ Updated 1195039461 UpdatedBy Remcon~ Text V0 = Flags (Help LEVERFLAGS) V1 = Vnum or Spell Number V2 = Vnum V3 = Vnum or Value ~ End #HELP Perm 1 Keyword 'VALUES QUIVER'~ Updated 1198966874 UpdatedBy Remcon~ Text V0 = Capacity V1 = Flags (Help CONTAINERFLAGS) V2 = Key Vnum V3 = Condition V4 = Original Condition ~ End #HELP Perm 1 Keyword 'VALUES SALVE'~ Updated 1195172131 UpdatedBy Remcon~ Text V0 = Spell Level V1 = Charges V2 = Delay V3 = Spell Number V4 = Spell Number V5 = Spell Number ~ End #HELP Perm 1 Keyword 'VALUES SCROLL'~ Updated 1198890533 UpdatedBy Remcon~ Text V0 = Spell Level V1 = Spell Number V2 = Spell Number V3 = Spell Number V5 = (Set to 1 if you want it so spells can be scribed onto it) ~ End #HELP Perm 1 Keyword 'VALUES SHOVEL'~ Updated 1198981625 UpdatedBy Remcon~ Text V0 = Condition V1 = Original Condition ~ End #HELP Perm 1 Keyword 'VALUES STAFF'~ Updated 1195039032 UpdatedBy Remcon~ Text V0 = Spell Level V1 = Max Charges V2 = Charges V3 = Spell Number ~ End #HELP Perm 1 Keyword 'VALUES SWITCH'~ Updated 1195039395 UpdatedBy Remcon~ Text V0 = Flags (Help LEVERFLAGS) V1 = Vnum or Spell Number V2 = Vnum V3 = Vnum or Value ~ End #HELP Perm 1 Keyword 'VALUES TRAP'~ Updated 1195861840 UpdatedBy Remcon~ Text V0 = Charges V1 = Help TRAPTYPES V2 = Level V3 = Help TRAPFLAGS ~ End #HELP Perm 1 Keyword 'VALUES WAND'~ Updated 1195038999 UpdatedBy Remcon~ Text V0 = Spell Level V1 = Max Charges V2 = Charges V3 = Spell Number ~ End #HELP Perm 1 Keyword 'VALUES WEAPON'~ Updated 1195172051 UpdatedBy Remcon~ Text V0 = Condition (1 - 12) V1 = Number of Dice V2 = Size of Dice V3 = Weapon Type (Help WEAPONTYPES) ~ End #HELP Perm 1 Keyword 'VALUES WOOD'~ Updated 1195430259 UpdatedBy Remcon~ Text V0 = Time added to fire when using makefire. ~ End #HELP Perm 2 Keyword VARIABLE VARIABLES~ Updated 1198447368 UpdatedBy Remcon~ Text This is the list of variables to be used in actiondescs for objects and in mob/room/object programs. VARIABLE ACTOR VICTIM OBJECT 2ND_OBJECT --------------- ------ ------ ------ ---------- shrt_desc/title $n $N $p $P he/she/it $e $E -- -- him/her/it $m $M -- -- his/her/its $s $S -- -- $q = adds an s to something when shown to others besides the actor. $Q = your when shown to actor and his/her/its when shown to others. ~ End #HELP Keyword WARTALK~ Updated 1188169261 UpdatedBy Remcon~ Text Usage: wartalk [<message>] This channel is mostly used by deadlies. ~ End #HELP Perm 2 Keyword WEAPONTYPES~ Updated 1194477045 UpdatedBy Remcon~ Text 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 | bite | |pugilism 10 | pierce | dagger |short blades 11 | suction | |pugilism 12 | bolt | crossbow |missile weapons 13 | arrow | bow |missile weapons 14 | dart | pipe |missile weapons 15 | stone | sling |missile weapons 16 | pea | peashooter |missile weapons ~ End #HELP Perm 2 Keyword WEARFLAGS~ Updated 1194474992 UpdatedBy Remcon~ Text These flags should be self explanatory: notake head ears ear eyes face neck shoulders shoulder about arm wrists wrist hands hand fingers finger 2hand hold waist legs leg ankles ankle feet foot ~ End #HELP Perm 2 Keyword WEARLOCS~ Updated 1194474790 UpdatedBy Remcon~ Text Locations where items may be equipped: ------------------------------------------------------- | 0 | head | 1 | ears | 2 | ear1 | | 3 | ear2 | 4 | eyes | 5 | eye1 | | 6 | eye2 | 7 | face | 8 | neck | | 9 | shoulders | 10 | shoulder1 | 11 | shoulder2 | | 12 | about | 13 | body | 14 | back | | 15 | arms | 16 | arm1 | 17 | arm2 | | 18 | wrists | 19 | wrist1 | 20 | wrist2 | | 21 | hands | 22 | hand1 | 23 | hand2 | | 24 | fingers | 25 | finger1 | 26 | finger2 | | 27 | 2hand | 28 | hold1 | 29 | hold2 | | 30 | waist | 31 | legs | 32 | leg1 | | 33 | leg2 | 34 | ankles | 35 | ankle1 | | 36 | ankle2 | 37 | feet | 38 | foot1 | | 39 | foot2 | ------------------------------------------------------- ~ End #HELP Keyword WIS WISDOM~ Updated 1188857774 UpdatedBy Remcon~ Text Wisdom (WIS in your 'score') represents your character's wisdom and ability to incorporate learning. Among other things, it affects: - the percentage you learn of a new language each practice, though intelligence affects this slightly more - the ability to remove a trap or poison a weapon ~ End #HELP Keyword YELL~ Updated 1188422895 UpdatedBy Remcon~ Text Usage: yell <message> This channel is used to send a message to all awake players in the same area as you. ~ End #HELP Keyword _DIEMSG_~ Updated 1185732451 UpdatedBy Remcon~ Text ...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... ~ End #END