LOP/area/
LOP/boards/
LOP/channels/
LOP/clans/
LOP/color/
LOP/councils/
LOP/deity/
LOP/src/specials/
#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   1252364567
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>.
     waitstate   <#> Makes the one it's used on have the specified waitstate.
 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 VERSION'~
Updated   1232902559
UpdatedBy Remcon~
Text      Usage: cset majorversion/minorversion <#>
 
This allows you a way to set the major and minor versions for the mud online.
~
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-J   | f-F-g |    i - Bank
  |       |       |    I - Companions and Mounts
  #-#-#-#-#-G     #    j - Skills, Spells and Languages
  |       |       |    J - Trapper
  |   h H | j i I |    @ - Darkhaven Square
  |   | | | | | | |
  #-#-#-#-#-#-#-#-#
          |
          #
~
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:
 
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:
 
A - Charisma      H - Hit Points    U - Luck
B - Hitroll       I - Intelligence  V - Movement
C - Constitution  L - Level         W - Wisdom
D - Dice          M - Mana          X - Dexterity
E - Damroll       S - Strength      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 CONTOBJCOUNT'~
Updated   1223070541
UpdatedBy Remcon~
Text      Example: if contobjcount($n) == 12

This will check the target object to see if it contains 12 objects.
~
End

#HELP
Perm      1
Keyword   'IFCHECK CONTOBJVNUM'~
Updated   1223070517
UpdatedBy Remcon~
Text      Example: if contobjvnum($n) == 1200

This will check the target object to see if it contains object vnum 1200.
~
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       silence
        nomove
~
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    carryingvnum
   con    vnum   goldamt   isimmort     moveprcnt    contobjcount
   day    year   isalign   isleader     otypehere    isclanleader
   dex   class   isclan1   islocked     otyperoom   mobinvislevel
   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   contobjvnum
  perm  mmonth   wearing  manaprcnt   numfighting
  race  nation  canpkill  mobinarea   timeskilled
  rand  pkills  hitprcnt  mobinroom   wearingvnum

*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      &GThe 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 AUTORETURN'~
Updated   1252547080
UpdatedBy Remcon~
Text      .      Flags:  Description
  AUTORETURN  Means it will go back to the way it was after being used.
 
The flags are in v0 (Value[0]) of the lever.
~
End

#HELP
Perm      1
Keyword   'LEVERFLAGS CAST'~
Updated   1252634883
UpdatedBy Remcon~
Text      .      Flags:  Description
        CAST  Will cast the spell on the actor.
 
The flags are in v0 (Value[0]) of the lever.
The spell (slot) number to use is v1 (Value[1]) of the lever.
The level of the spell is v2 (Value[2]) of the lever.
   You can leave the v2 as 0 if you want it to use the actor level.
~
End

#HELP
Perm      1
Keyword   'LEVERFLAGS CONTAINER'~
Updated   1252635229
UpdatedBy Remcon~
Text      .      Flags:  Description
   CONTAINER  Will cast the spell on the actor.
 
The flags are in v0 (Value[0]) of the lever.
The room vnum to look for the container is v1 (Value[1]) of the lever.
The container vnum to look for in the room is v2 (Value[2]) of the lever.
The flags to use on the container is v3 (Value[3]) of the lever.
   (HELP CONTAINERFLAGS).
~
End

#HELP
Perm      1
Keyword   'LEVERFLAGS DEATH'~
Updated   1252547458
UpdatedBy Remcon~
Text      .      Flags:  Description
       DEATH  Kills the one that activated it.
              (Not a full DT, leaves a corpse in the room).
 
The flags are in v0 (Value[0]) of the lever.
~
End

#HELP
Perm      1
Keyword   'LEVERFLAGS DOOR' 'LEVERFLAGS PASSAGE' 'LEVERFLAGS CLOSE' 'LEVERFLAGS OPEN' 'LEVERFLAGS D_SOMEWHERE' 'LEVERFLAGS D_SOUTHEAST' 'LEVERFLAGS D_NORTHWEST' 'LEVERFLAGS D_NORTHEAST' 'LEVERFLAGS D_DOWN' 'LEVERFLAGS D_UP' 'LEVERFLAGS D_WEST' 'LEVERFLAGS D_EAST' 'LEVERFLAGS D_SOUTH' 'LEVERFLAGS D_NORTH' 'LEVERFLAGS UNLOCK' 'LEVERFLAGS LOCK'~
Updated   1252636896
UpdatedBy Remcon~
Text      .      Flags:  Description
        DOOR  Will have it check exits in the room.
     PASSAGE  Will allow it to make a new passage if it doesn't exist.
       CLOSE  Will allow it to close an open door.
              (Probably should make it so it fully removes the PASSAGES).
              (If it created them or something).
        OPEN  Will allow it to open a door if it is closed.
 D_SOMEWHERE  Will make it look at the somewhere exit for the door.
 D_SOUTHEAST  Will make it look at the southeast exit for the door.
 D_NORTHWEST  Will make it look at the northwest exit for the door.
 D_NORTHEAST  Will make it look at the northeast exit for the door.
      D_DOWN  Will make it look at the down exit for the door.
        D_UP  Will make it look at the up exit for the door.
      D_WEST  Will make it look at the west exit for the door.
      D_EAST  Will make it look at the east exit for the door.
     D_SOUTH  Will make it look at the south exit for the door.
     D_NORTH  Will make it look at the north exit for the door.
      UNLOCK  Will allow it to unlock a locked door.
        LOCK  Will allow it to lock an unlocked door.
 
The flags are in v0 (Value[0]) of the lever.
The room vnum to look for the exit in is v1 (Value[1]) of the lever.
The room vnum to connect it to is v2 (Value[2]) of the lever.
   (Used if making a new PASSAGE only).
   (Maybe make it check to see if the existing exit is pointing to that room).
      (Would help if you had more then one exit etc... in that room).
~
End

#HELP
Perm      1
Keyword   'LEVERFLAGS MLOAD' 'LEVERFLAGS OLOAD'~
Updated   1252634718
UpdatedBy Remcon~
Text      .      Flags:  Description
       MLOAD  Will load the specified mobile in the specified room.
       OLOAD  Will load the specified object in room or on actor.
 
The flags are in v0 (Value[0]) of the lever.
The vnum to load is v1 (Value[1]) of the lever.
The room would be v2 (Value[2]) of the lever.
   You don't have to specify the room vnum.
   If you want it to load the mobile in the current room set it to 0.
   If you want the object to load in the current room set it to 0.
      If it is an item that can be picked up it puts it on the actor.
The level of the object is v3 (Value[3]) of the lever.
~
End

#HELP
Perm      1
Keyword   'LEVERFLAGS RAND4' 'LEVERFLAGS RAND6' 'LEVERFLAGS RAND10' 'LEVERFLAGS RAND11'~
Updated   1252547051
UpdatedBy Remcon~
Text      .      Flags:  Description
       RAND4  Will randomize exits in the room 0 - 3.
              (North, East, South, West).
       RAND6  Will randomize exits in the room 0 - 5.
              (North, East, South, West, Up, Down).
      RAND10  Will randomize exits in the room 0 - 9.
              (North, East, South, West, Up, Down,).
              (NorthEast, NorthWest, SouthEast, SouthWest).
      RAND11  Will randomize exits in the room 0 - 10.
              (North, East, South, West, Up, Down,).
              (NorthEast, NorthWest, SouthEast, SouthWest,).
              (Somewhere).
 
The flags are in v0 (Value[0]) of the lever.
The room it will randomize exits in is v1 (Value[1]) of the lever.
~
End

#HELP
Perm      1
Keyword   LEVERFLAGS SWITCHFLAGS BUTTONFLAGS PULLCHAINFLAGS~
Updated   1195001224
UpdatedBy Remcon~
Text      .
          UP       UNLOCK          LOCK       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      1
Keyword   'LEVERFLAGS TELEPORT' 'LEVERFLAGS TELEPORTALL' 'LEVERFLAGS TELEPORTPLUS' 'LEVERFLAGS SHOWROOMDESC'~
Updated   1252547105
UpdatedBy Remcon~
Text      .      Flags:  Description
    TELEPORT  Means this should be used to teleport the actor.
 TELEPORTALL  Means it should teleport everyone in the room.
TELEPORTPLUS  Means it should teleport everyone and everything in the room.
SHOWROOMDESC  Means it will show the room description once it teleports them.
 
The flags are in v0 (Value[0]) of the lever.
The room it will teleport them to is v1 (Value[1]) of the lever.
~
End

#HELP
Perm      1
Keyword   'LEVERFLAGS UP'~
Updated   1252636982
UpdatedBy Remcon~
Text      .      Flags:  Description
          UP  Just used to let it know if the lever is up or not.
~
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       silence
        nomove
~
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          <keyword / phrase>  [when someone gives the mobile something]
                                  [can also use object vnums]

*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   MPASUPPRESS~
Updated   1242530088
UpdatedBy Remcon~
Text      Usage: mpasuppress <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
Perm      2
Keyword   'MSET CLASS'~
Updated   1236823201
UpdatedBy Remcon~
Text      Usage: mset <victim> class add <class>
This allows you to add a new class to a player.

Usage: mset <victim> <class> <class>
This allows you to change the class to another one.

Usage: mset <victim> <class> -1
This allows you to remove a class from a player.
~
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       silence
        nomove
~
End

#HELP
Perm      1
Keyword   OBJECTFLAGS~
Updated   1223067464
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)
 NOCONTAINER | Can't put this object into a container.
~
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
Perm      1
Keyword   'PARSE ABSORB'~
Updated   1252370860
UpdatedBy Remcon~
Text      This is a check you can put in room descriptions to
check to see if the looker is able to absorb something.
SEE ALSO: "HELP RIS".
 
Examples:
[#absorb = fire: You will absorb fire.]
[#absorb ! fire: You won't absorb fire.]
 
Note: They will only absorb it if more then 100 resistance.
~
End

#HELP
Perm      1
Keyword   'PARSE AFFECTED'~
Updated   1252024030
UpdatedBy Remcon~
Text      This is a check you can put in room descriptions to
check to see if the looker is affected by something.
SEE ALSO: "HELP OBJAFFECTED".
 
Examples:
[#affected = fly: You are affected by fly.]
[#affected ! fly: You aren't affected by fly.]
~
End

#HELP
Perm      1
Keyword   'PARSE CARRY'~
Updated   1252024636
UpdatedBy Remcon~
Text      This is a check you can put in room descriptions to
check to see if the looker is carrying something.
 
Examples:
[#carry = 1200: You're carrying item 1200.]
[#carry ! 1200: You're not carrying item 1200.]
~
End

#HELP
Perm      1
Keyword   'PARSE CHARISMA'~
Updated   1252024187
UpdatedBy Remcon~
Text      This is a check you can put in room descriptions to
check the charisma of the looker.
 
Examples:
[#charisma > 30: You have more then 30 charisma.]
[#charisma < 30: You have less then 30 charisma.]
[#charisma = 30: You have 30 charisma.]
[#charisma ! 30: You don't have 30 charisma.]
~
End

#HELP
Perm      1
Keyword   'PARSE CONSTITUTION'~
Updated   1252024148
UpdatedBy Remcon~
Text      This is a check you can put in room descriptions to
check the constitution of the looker.
 
Examples:
[#constitution > 30: You have more then 30 constitution.]
[#constitution < 30: You have less then 30 constitution.]
[#constitution = 30: You have 30 constitution.]
[#constitution ! 30: You don't have 30 constitution.]
~
End

#HELP
Perm      1
Keyword   'PARSE DEXTERITY'~
Updated   1252023622
UpdatedBy Remcon~
Text      This is a check you can put in room descriptions to
check the dexterity of the looker.
 
Examples:
[#dexterity > 30: You have more then 30 dexterity.]
[#dexterity < 30: You have less then 30 dexterity.]
[#dexterity = 30: You have 30 dexterity.]
[#dexterity ! 30: You don't have 30 dexterity.]
~
End

#HELP
Perm      1
Keyword   'PARSE EXIT'~
Updated   1252023901
UpdatedBy Remcon~
Text      This is a check you can put in room descriptions to
check to see if an exit going in a direction.
 
Examples:
[#exit = north: There is an exit North.]
[#exit ! north: There isn't an exit going North.]
~
End

#HELP
Perm      1
Keyword   'PARSE GOLD'~
Updated   1252024752
UpdatedBy Remcon~
Text      This is a check you can put in room descriptions to
check the gold of the looker.
 
Examples:
[#gold > 300: Your gold is above 300.]
[#gold < 300: Your gold is less then 300.]
[#gold = 300: Your gold is 300.]
[#gold ! 300: Your gold is not 300.]
~
End

#HELP
Perm      1
Keyword   'PARSE HP'~
Updated   1252023471
UpdatedBy Remcon~
Text      This is a check you can put in room descriptions to
check the hp of the looker.
 
Examples:
[#hp > 300: Your hp is above 300.]
[#hp < 300: Your hp is less then 300.]
[#hp = 300: Your hp is 300.]
[#hp ! 300: Your hp is not 300.]
~
End

#HELP
Perm      1
Keyword   'PARSE IMMUNE'~
Updated   1252370779
UpdatedBy Remcon~
Text      This is a check you can put in room descriptions to
check to see if the looker is immune to something.
SEE ALSO: "HELP RIS".
 
Examples:
[#immune = fire: You are immune to fire.]
[#immune ! fire: You aren't immune to fire.]
 
Note: They are only immune if they have a resistance of 100.
~
End

#HELP
Perm      1
Keyword   'PARSE INTELLIGENCE'~
Updated   1252023588
UpdatedBy Remcon~
Text      This is a check you can put in room descriptions to
check the intelligence of the looker.
 
Examples:
[#intelligence > 30: You have more then 30 intelligence.]
[#intelligence < 30: You have less then 30 intelligence.]
[#intelligence = 30: You have 30 intelligence.]
[#intelligence ! 30: You don't have 30 intelligence.]
~
End

#HELP
Perm      1
Keyword   'PARSE LEVEL'~
Updated   1252023803
UpdatedBy Remcon~
Text      This is a check you can put in room descriptions to
check the level of the looker.
 
Examples:
[#level > 30: Your level is above 30.]
[#level < 30: Your level is less then 30.]
[#level = 30: Your level is 30.]
[#level ! 30: Your level is not 30.]
~
End

#HELP
Perm      1
Keyword   'PARSE LIGHT'~
Updated   1252023501
UpdatedBy Remcon~
Text      This is a check you can put in room descriptions to
check the amount of light in the room.
 
Examples:
[#light > 3: There are more then 3 lights in the room.]
[#light < 3: There are less then 3 lights in the room.]
[#light = 3: There are 3 lights in the room.]
[#light ! 3: There aren't 3 lights in the room.]
~
End

#HELP
Perm      1
Keyword   'PARSE LUCK'~
Updated   1252023543
UpdatedBy Remcon~
Text      This is a check you can put in room descriptions to
check the luck of the looker.
 
Examples:
[#luck > 30: You have more then 30 luck.]
[#luck < 30: You have less then 30 luck.]
[#luck = 30: You have 30 luck.]
[#luck ! 30: You don't have 30 luck.]
~
End

#HELP
Perm      1
Keyword   'PARSE MANA'~
Updated   1252023709
UpdatedBy Remcon~
Text      This is a check you can put in room descriptions to
check the mana of the looker.
 
Examples:
[#mana > 300: Your mana is above 300.]
[#mana < 300: Your mana is less then 300.]
[#mana = 300: Your mana is 300.]
[#mana ! 300: Your mana is not 300.]
~
End

#HELP
Perm      1
Keyword   'PARSE MDAY'~
Updated   1252101474
UpdatedBy Remcon~
Text      This is a check you can put in room descriptions to
check the mday of the area.
 
MDay (Mud Day) depends on the number of days in the month.
 
Examples:
[#mday > 3: The mday of the mud is above 3.]
[#mday < 3: The mday of the mud is less then 3.]
[#mday = 3: The mday of the mud is 3.]
[#mday ! 3: The mday of the mud is not 3.]
~
End

#HELP
Perm      1
Keyword   'PARSE MHOUR'~
Updated   1252101359
UpdatedBy Remcon~
Text      This is a check you can put in room descriptions to
check the mhour of the area.
 
MHour (Mud Hour) time goes 0 - 23
 
Examples:
[#mhour > 3: The mhour of the mud is above 3.]
[#mhour < 3: The mhour of the mud is less then 3.]
[#mhour = 3: The mhour of the mud is 3.]
[#mhour ! 3: The mhour of the mud is not 3.]
~
End

#HELP
Perm      1
Keyword   'PARSE MMONTH'~
Updated   1252101527
UpdatedBy Remcon~
Text      This is a check you can put in room descriptions to
check the mmonth of the area.
 
MMonth (Mud Month) depends on the number of months in a year.
 
Examples:
[#mmonth > 3: The mmonth of the mud is above 3.]
[#mmonth < 3: The mmonth of the mud is less then 3.]
[#mmonth = 3: The mmonth of the mud is 3.]
[#mmonth ! 3: The mmonth of the mud is not 3.]
~
End

#HELP
Perm      1
Keyword   'PARSE MOVE'~
Updated   1252023450
UpdatedBy Remcon~
Text      This is a check you can put in room descriptions to
check the movement points of the looker.
 
Examples:
[#move > 300: Your moves is above 300.]
[#move < 300: Your moves is less then 300.]
[#move = 300: Your moves is 300.]
[#move ! 300: Your moves isn't 300.]
~
End

#HELP
Perm      1
Keyword   'PARSE MWDAY'~
Updated   1252101430
UpdatedBy Remcon~
Text      This is a check you can put in room descriptions to
check the mwday of the area.
 
MWDay (Mud Week Day) depends on the number of days you have a week.
 
Examples:
[#mwday > 3: The mwday of the mud is above 3.]
[#mwday < 3: The mwday of the mud is less then 3.]
[#mwday = 3: The mwday of the mud is 3.]
[#mwday ! 3: The mwday of the mud is not 3.]
~
End

#HELP
Perm      1
Keyword   'PARSE MYEAR'~
Updated   1252101588
UpdatedBy Remcon~
Text      This is a check you can put in room descriptions to
check the myear of the area.
 
MYear (Mud Year).
 
Examples:
[#myear > 3: The myear of the mud is above 3.]
[#myear < 3: The myear of the mud is less then 3.]
[#myear = 3: The myear of the mud is 3.]
[#myear ! 3: The myear of the mud is not 3.]
~
End

#HELP
Perm      1
Keyword   'PARSE NAME'~
Updated   1252024498
UpdatedBy Remcon~
Text      This is a check you can put in room descriptions to
check to see if the looker's name does or doesn't match.
 
Examples:
[#name = testing: Your name is Testing.]
[#name ! testing: Your name isn't Testing.]
~
End

#HELP
Perm      1
Keyword   'PARSE OHERE'~
Updated   1252024691
UpdatedBy Remcon~
Text      This is a check you can put in room descriptions to
check to see if there is a specific object in the room.
 
Examples:
[#ohere = 1200: Item 1200 is in the room.]
[#ohere ! 1200: Item 1200 is not in the room.]
~
End

#HELP
Perm      1
Keyword   'PARSE PRECIPITATION'~
Updated   1252101254
UpdatedBy Remcon~
Text      This is a check you can put in room descriptions to
check the precipitation of the area.
 
Examples:
[#precipitation > 30: The precipitation of the area is above 30.]
[#precipitation < 30: The precipitation of the area is less then 30.]
[#precipitation = 30: The precipitation of the area is 30.]
[#precipitation ! 30: The precipitation of the area is not 30.]
~
End

#HELP
Perm      1
Keyword   'PARSE RESISTANT'~
Updated   1252024320
UpdatedBy Remcon~
Text      This is a check you can put in room descriptions to
check to see if the looker is resistant by something.
SEE ALSO: "HELP RIS".
 
Examples:
[#resistant = fire: You are resistant to fire.]
[#resistant ! fire: You aren't resistant to fire.]
~
End

#HELP
Perm      1
Keyword   'PARSE ROOM'~
Updated   1251510798
UpdatedBy Remcon~
Text      This stuff allows you to make it so a room description can be more dynamic.

Syntax: [#<check> <?> <checking>: Message sent if the check was valid.]

Example: [#name = Remcon: Your name is Remcon.]
Example: [#hp > 3000: You have over 3000 hp.]

Checks:
  HP  NAME  MHOUR    AFFECTED  CONSTITUTION
EXIT  WIND  MWDAY    CHARISMA INNTELLIGENCE
GOLD  WORN  MYEAR    STRENGTH PRECIPITATION
LUCK CARRY ABSORB   DEXTERITY
MANA LEVEL IMMUNE   RESISTANT
MDAY LIGHT MMONTH SUSCEPTIBLE
MOVE OHERE WISDOM TEMPERATURE

?s: < = > !
 
Checkings: That is what your checking against.
~
End

#HELP
Perm      1
Keyword   'PARSE STRENGTH'~
Updated   1252023484
UpdatedBy Remcon~
Text      This is a check you can put in room descriptions to
check the strength of the looker.
 
Examples:
[#strength > 30: You have more then 30 strength.]
[#strength < 30: You have less then 30 strength.]
[#strength = 30: You have 30 strength.]
[#strength ! 30: You don't have 30 strength.]
~
End

#HELP
Perm      1
Keyword   'PARSE SUSCEPTIBLE'~
Updated   1252024388
UpdatedBy Remcon~
Text      This is a check you can put in room descriptions to
check to see if the looker is susceptible by something.
SEE ALSO: "HELP RIS".
 
Examples:
[#susceptible = fire: You are susceptible to fire.]
[#susceptible ! fire: You aren't susceptible to fire.]
~
End

#HELP
Perm      1
Keyword   'PARSE TEMPERATURE'~
Updated   1252101180
UpdatedBy Remcon~
Text      This is a check you can put in room descriptions to
check the temperature of the area.
 
Examples:
[#temperature > 30: The temperature of the area is above 30.]
[#temperature < 30: The temperature of the area is less then 30.]
[#temperature = 30: The temperature of the area is 30.]
[#temperature ! 30: The temperature of the area is not 30.]
~
End

#HELP
Perm      1
Keyword   'PARSE WIND'~
Updated   1252101210
UpdatedBy Remcon~
Text      This is a check you can put in room descriptions to
check the wind of the area.
 
Examples:
[#wind > 30: The wind of the area is above 30.]
[#wind < 30: The wind of the area is less then 30.]
[#wind = 30: The wind of the area is 30.]
[#wind ! 30: The wind of the area is not 30.]
~
End

#HELP
Perm      1
Keyword   'PARSE WISDOM'~
Updated   1252023524
UpdatedBy Remcon~
Text      This is a check you can put in room descriptions to
check the wisdom of the looker.
 
Examples:
[#wisdom > 30: You have more then 30 wisdom.]
[#wisdom < 30: You have less then 30 wisdom.]
[#wisdom = 30: You have 30 wisdom.]
[#wisdom ! 30: You don't have 30 wisdom.]
~
End

#HELP
Perm      1
Keyword   'PARSE WORN'~
Updated   1252024583
UpdatedBy Remcon~
Text      This is a check you can put in room descriptions to
check to see if the looker is wearing something.
 
Examples:
[#worn = 1200: You're wearing item 1200.]
[#worn ! 1200: You're not wearing item 1200.]
~
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
    candoall  can be scribed, brewed, concocted, carved and imbued
~
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 | Increases if you level and charisma is lower then your level.
              | Decreases if you aren't wearing something on body or legs.
              | Decreases if you are wearing bloody or blood stained objects.
         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   1250902947
UpdatedBy Remcon~
Text      Usage: oset <item> affect stat <stat> <amount>
 
Stats:
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   1235862824
UpdatedBy Remcon~
Text      |-----------| MOVEMENT |-----------|-------------| GROUP |------------|
|north east south west northeast up| follow group gtell split         |
|northwest southeast southwest down|---------| INFORMATION |----------|
|somewhere open close lock unlock  |death damage areas commands score |
|leave enter climb fly float look  |title weather channels description|
|where scan scry sleep wake stand  |who report password typo note MOTD|
|rest sit                          |wizlist news bug time slist report|
|---------| CONFIG OPTIONS |-------|languages idea                    |
|autoloot autogold autoexit autosac|------------| COMBAT |------------|
|nice norecall ansi blank pager gag|kill flee wimpy rescue aid murder |
|nointro prompt telnetga brief solo|cast                              |
|combine keepalive compass hints   |---------| COMMUNICATION |--------|
|groupaffects finfo suicide sparing|yell chat racetalk classtalk music|
|autosplit nosummon noassist drag  |quest immtalk wartalk traffic     |
|smartsac noinduct groupwho wimpy  |fchat                             |
|-----------------------------| OBJECTS |-----------------------------|
|get put drop give sacrifice recite wield wear remove inventory list  |
|appraise buy sell compare examine hold quaff zap brandish equipment  |
|empty fill eat drink pick value open close lock unlock look auction  |
|---------------------------------------------------------------------|
 
Also 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.
~
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 (Under a Billion)
V1 = Amount (Billions)
~
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   1239582475
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.
 
Program Variables:
VARIABLE          ACTOR    RANDOM  VICTIM  MOBILE  OBJECT   OBJECT2
----------------  -------  ------  ------  ------  -------  -------
Name              $n ($f)  $r      $t      $i      $o ($w)  $p ($z)
Short Desc/Title  $N ($F)  $R      $T      $I      $O ($W)  $P ($Z)
a/an                                               $a       $A
he/she/it         $e       $J      $E      $j
him/her/it        $m       $K      $M      $k
his/hers/its      $s       $L      $S      $l

$w $W $z $Z is for the wearer of the object.
$f $F is for who is fighting the actor.

Action Variables:
VARIABLE          ACTOR  VICTIM  OBJECT   OBJECT2
----------------  -----  ------  -------  -------
Short Desc/Title  $n     $N      $p       $P
he/she/it         $e     $E
him/her/it        $m     $M
his/hers/its      $s     $S
 
$q adds an s to something when shown to others besides the actor.
$Q shows "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