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com/planet_ink/coffee_mud/Abilities/Common/
com/planet_ink/coffee_mud/Abilities/Diseases/
com/planet_ink/coffee_mud/Abilities/Druid/
com/planet_ink/coffee_mud/Abilities/Fighter/
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com/planet_ink/coffee_mud/Abilities/Prayers/
com/planet_ink/coffee_mud/Abilities/Properties/
com/planet_ink/coffee_mud/Abilities/Skills/
com/planet_ink/coffee_mud/Abilities/Songs/
com/planet_ink/coffee_mud/Abilities/Specializations/
com/planet_ink/coffee_mud/Abilities/Spells/
com/planet_ink/coffee_mud/Abilities/Thief/
com/planet_ink/coffee_mud/Abilities/Traps/
com/planet_ink/coffee_mud/Behaviors/
com/planet_ink/coffee_mud/CharClasses/
com/planet_ink/coffee_mud/CharClasses/interfaces/
com/planet_ink/coffee_mud/Commands/
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com/planet_ink/coffee_mud/Common/
com/planet_ink/coffee_mud/Common/interfaces/
com/planet_ink/coffee_mud/Exits/interfaces/
com/planet_ink/coffee_mud/Items/Armor/
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		<center><table width=90% cellpadding=10 cellspacing=0 border=1 bordercolor=gray><tr>
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		<h1> Archon Help </h1>
		<h2> CoffeeMud 5.9 </h2>
		</td></tr><tr><td width=20% valign=top align=left>
		<ul>
			
			
			<li> <a href="#ABILITY_PREREQS">ABILITY_PREREQS</a>
			
			<li> <a href="#ACCOUNT">ACCOUNT</a>
			
			<li> <a href="#ACCUSE">ACCUSE</a>
			
			<li> <a href="#AFFECT">AFFECT</a>
			
			<li> <a href="#AFTER">AFTER</a>
			
			<li> <a href="#AHELP">AHELP</a>
			
			<li> <a href="#ANNOUNCE">ANNOUNCE</a>
			
			<li> <a href="#ARCHON_MATRIX_POSSESS">ARCHON_MATRIX_POSSESS</a>
			
			<li> <a href="#AREAS">AREAS</a>
			
			<li> <a href="#AS">AS</a>
			
			<li> <a href="#ASSIST">ASSIST</a>
			
			<li> <a href="#ASYNC">ASYNC</a>
			
			<li> <a href="#AT">AT</a>
			
			<li> <a href="#ATOPICS">ATOPICS</a>
			
			<li> <a href="#BAN">BAN</a>
			
			<li> <a href="#BANISH">BANISH</a>
			
			<li> <a href="#BEACON">BEACON</a>
			
			<li> <a href="#BOOT">BOOT</a>
			
			<li> <a href="#BUG">BUG</a>
			
			<li> <a href="#CATALOG">CATALOG</a>
			
			<li> <a href="#CHARGEN">CHARGEN</a>
			
			<li> <a href="#CLOAK">CLOAK</a>
			
			<li> <a href="#CMFS">CMFS</a>
			
			<li> <a href="#COLORCODES">COLORCODES</a>
			
			<li> <a href="#COLORLIST">COLORLIST</a>
			
			<li> <a href="#COMMAND_JOURNALS">COMMAND_JOURNALS</a>
			
			<li> <a href="#COMPONENTS">COMPONENTS</a>
			
			<li> <a href="#COPY">COPY</a>
			
			<li> <a href="#CREATE">CREATE</a>
			
			<li> <a href="#CRECORD">CRECORD</a>
			
			<li> <a href="#DESTROY">DESTROY</a>
			
			<li> <a href="#DEVIATIONS">DEVIATIONS</a>
			
			<li> <a href="#DUMPFILE">DUMPFILE</a>
			
			<li> <a href="#EVERY">EVERY</a>
			
			<li> <a href="#EXPERTISES">EXPERTISES</a>
			
			<li> <a href="#EXPIRE">EXPIRE</a>
			
			<li> <a href="#EXPORT">EXPORT</a>
			
			<li> <a href="#FREEZE">FREEZE</a>
			
			<li> <a href="#GENERATE">GENERATE</a>
			
			<li> <a href="#GMODIFY">GMODIFY</a>
			
			<li> <a href="#GOTO">GOTO</a>
			
			<li> <a href="#HOLIDAYS">HOLIDAYS</a>
			
			<li> <a href="#HUSH">HUSH</a>
			
			<li> <a href="#I3">I3</a>
			
			<li> <a href="#I3_ADD">I3_ADD</a>
			
			<li> <a href="#I3_CHANNELS">I3_CHANNELS</a>
			
			<li> <a href="#I3_DELETE">I3_DELETE</a>
			
			<li> <a href="#I3_INFO">I3_INFO</a>
			
			<li> <a href="#I3_LIST">I3_LIST</a>
			
			<li> <a href="#I3_LISTEN">I3_LISTEN</a>
			
			<li> <a href="#I3_LOCATE">I3_LOCATE</a>
			
			<li> <a href="#I3_SILENCE">I3_SILENCE</a>
			
			<li> <a href="#IDEA">IDEA</a>
			
			<li> <a href="#IMPORT">IMPORT</a>
			
			<li> <a href="#INFECT">INFECT</a>
			
			<li> <a href="#INJURE">INJURE</a>
			
			<li> <a href="#JCONSOLE">JCONSOLE</a>
			
			<li> <a href="#JRUN">JRUN</a>
			
			<li> <a href="#LINK">LINK</a>
			
			<li> <a href="#LIST">LIST</a>
			
			<li> <a href="#LIST_ABILITIES">LIST_ABILITIES</a>
			
			<li> <a href="#LIST_ABILITYCODES">LIST_ABILITYCODES</a>
			
			<li> <a href="#LIST_ABILITYDOMAINS">LIST_ABILITYDOMAINS</a>
			
			<li> <a href="#LIST_ABILITYFLAGS">LIST_ABILITYFLAGS</a>
			
			<li> <a href="#LIST_ACCOUNTS">LIST_ACCOUNTS</a>
			
			<li> <a href="#LIST_ACHIEVEMENTS">LIST_ACHIEVEMENTS</a>
			
			<li> <a href="#LIST_ALLQUALIFYS">LIST_ALLQUALIFYS</a>
			
			<li> <a href="#LIST_AREA">LIST_AREA</a>
			
			<li> <a href="#LIST_AREARESOURCES">LIST_AREARESOURCES</a>
			
			<li> <a href="#LIST_AREAS">LIST_AREAS</a>
			
			<li> <a href="#LIST_AREATYPES">LIST_AREATYPES</a>
			
			<li> <a href="#LIST_ARMOR">LIST_ARMOR</a>
			
			<li> <a href="#LIST_ASSISTS">LIST_ASSISTS</a>
			
			<li> <a href="#LIST_BANKS">LIST_BANKS</a>
			
			<li> <a href="#LIST_BANNED">LIST_BANNED</a>
			
			<li> <a href="#LIST_BEHAVIORS">LIST_BEHAVIORS</a>
			
			<li> <a href="#LIST_BUGS">LIST_BUGS</a>
			
			<li> <a href="#LIST_CHANTS">LIST_CHANTS</a>
			
			<li> <a href="#LIST_CLANITEMS">LIST_CLANITEMS</a>
			
			<li> <a href="#LIST_CLANS">LIST_CLANS</a>
			
			<li> <a href="#LIST_CLASSES">LIST_CLASSES</a>
			
			<li> <a href="#LIST_COMMANDJOURNAL">LIST_COMMANDJOURNAL</a>
			
			<li> <a href="#LIST_COMMANDJOURNALS">LIST_COMMANDJOURNALS</a>
			
			<li> <a href="#LIST_COMMANDS">LIST_COMMANDS</a>
			
			<li> <a href="#LIST_COMMON">LIST_COMMON</a>
			
			<li> <a href="#LIST_COMPONENTS">LIST_COMPONENTS</a>
			
			<li> <a href="#LIST_CONQUERED">LIST_CONQUERED</a>
			
			<li> <a href="#LIST_CONTENTS">LIST_CONTENTS</a>
			
			<li> <a href="#LIST_CURRENTS">LIST_CURRENTS</a>
			
			<li> <a href="#LIST_DEBUGFLAG">LIST_DEBUGFLAG</a>
			
			<li> <a href="#LIST_DISABLEFLAG">LIST_DISABLEFLAG</a>
			
			<li> <a href="#LIST_DISEASES">LIST_DISEASES</a>
			
			<li> <a href="#LIST_ENABLEFLAG">LIST_ENABLEFLAG</a>
			
			<li> <a href="#LIST_ENVRESOURCES">LIST_ENVRESOURCES</a>
			
			<li> <a href="#LIST_EXITS">LIST_EXITS</a>
			
			<li> <a href="#LIST_EXPERTISES">LIST_EXPERTISES</a>
			
			<li> <a href="#LIST_EXPIRED">LIST_EXPIRED</a>
			
			<li> <a href="#LIST_EXPIRES">LIST_EXPIRES</a>
			
			<li> <a href="#LIST_FACTIONS">LIST_FACTIONS</a>
			
			<li> <a href="#LIST_FILEUSE">LIST_FILEUSE</a>
			
			<li> <a href="#LIST_GENSTATS">LIST_GENSTATS</a>
			
			<li> <a href="#LIST_GOVERNMENTS">LIST_GOVERNMENTS</a>
			
			<li> <a href="#LIST_HELPFILEREQUESTS">LIST_HELPFILEREQUESTS</a>
			
			<li> <a href="#LIST_HOLIDAYS">LIST_HOLIDAYS</a>
			
			<li> <a href="#LIST_IDEAS">LIST_IDEAS</a>
			
			<li> <a href="#LIST_ITEMS">LIST_ITEMS</a>
			
			<li> <a href="#LIST_JOURNALS">LIST_JOURNALS</a>
			
			<li> <a href="#LIST_LANGUAGES">LIST_LANGUAGES</a>
			
			<li> <a href="#LIST_LIBRARIES">LIST_LIBRARIES</a>
			
			<li> <a href="#LIST_LINKAGES">LIST_LINKAGES</a>
			
			<li> <a href="#LIST_LOCALES">LIST_LOCALES</a>
			
			<li> <a href="#LIST_LOG">LIST_LOG</a>
			
			<li> <a href="#LIST_MAGIC">LIST_MAGIC</a>
			
			<li> <a href="#LIST_MANUFACTURERS">LIST_MANUFACTURERS</a>
			
			<li> <a href="#LIST_MATERIALS">LIST_MATERIALS</a>
			
			<li> <a href="#LIST_MOBS">LIST_MOBS</a>
			
			<li> <a href="#LIST_NEWS">LIST_NEWS</a>
			
			<li> <a href="#LIST_NOPURGE">LIST_NOPURGE</a>
			
			<li> <a href="#LIST_OBJCOUNTERS">LIST_OBJCOUNTERS</a>
			
			<li> <a href="#LIST_ONEWAYDOORS">LIST_ONEWAYDOORS</a>
			
			<li> <a href="#LIST_PLANETS">LIST_PLANETS</a>
			
			<li> <a href="#LIST_POISONS">LIST_POISONS</a>
			
			<li> <a href="#LIST_POLLS">LIST_POLLS</a>
			
			<li> <a href="#LIST_POSTOFFICES">LIST_POSTOFFICES</a>
			
			<li> <a href="#LIST_PRAYERS">LIST_PRAYERS</a>
			
			<li> <a href="#LIST_PROPERTIES">LIST_PROPERTIES</a>
			
			<li> <a href="#LIST_QUESTNAMES">LIST_QUESTNAMES</a>
			
			<li> <a href="#LIST_QUESTS">LIST_QUESTS</a>
			
			<li> <a href="#LIST_QUESTWINNERS">LIST_QUESTWINNERS</a>
			
			<li> <a href="#LIST_RACECATS">LIST_RACECATS</a>
			
			<li> <a href="#LIST_RACES">LIST_RACES</a>
			
			<li> <a href="#LIST_REALESTATE">LIST_REALESTATE</a>
			
			<li> <a href="#LIST_RECIPES">LIST_RECIPES</a>
			
			<li> <a href="#LIST_REPORTS">LIST_REPORTS</a>
			
			<li> <a href="#LIST_RESOURCES">LIST_RESOURCES</a>
			
			<li> <a href="#LIST_ROOMS">LIST_ROOMS</a>
			
			<li> <a href="#LIST_SCRIPTS">LIST_SCRIPTS</a>
			
			<li> <a href="#LIST_SESSIONS">LIST_SESSIONS</a>
			
			<li> <a href="#LIST_SKILLS">LIST_SKILLS</a>
			
			<li> <a href="#LIST_SOCIALS">LIST_SOCIALS</a>
			
			<li> <a href="#LIST_SOFTWARE">LIST_SOFTWARE</a>
			
			<li> <a href="#LIST_SONGS">LIST_SONGS</a>
			
			<li> <a href="#LIST_SPACE">LIST_SPACE</a>
			
			<li> <a href="#LIST_SPACESHIPAREAS">LIST_SPACESHIPAREAS</a>
			
			<li> <a href="#LIST_SPELLS">LIST_SPELLS</a>
			
			<li> <a href="#LIST_STAFF">LIST_STAFF</a>
			
			<li> <a href="#LIST_STATS">LIST_STATS</a>
			
			<li> <a href="#LIST_SUPERPOWERS">LIST_SUPERPOWERS</a>
			
			<li> <a href="#LIST_TASKS">LIST_TASKS</a>
			
			<li> <a href="#LIST_TECH">LIST_TECH</a>
			
			<li> <a href="#LIST_TECHSKILLS">LIST_TECHSKILLS</a>
			
			<li> <a href="#LIST_THIEFSKILLS">LIST_THIEFSKILLS</a>
			
			<li> <a href="#LIST_THREAD">LIST_THREAD</a>
			
			<li> <a href="#LIST_THREADS">LIST_THREADS</a>
			
			<li> <a href="#LIST_TICKS">LIST_TICKS</a>
			
			<li> <a href="#LIST_TIMEZONES">LIST_TIMEZONES</a>
			
			<li> <a href="#LIST_TITLES">LIST_TITLES</a>
			
			<li> <a href="#LIST_TYPOS">LIST_TYPOS</a>
			
			<li> <a href="#LIST_UNLINKEDEXITS">LIST_UNLINKEDEXITS</a>
			
			<li> <a href="#LIST_USERS">LIST_USERS</a>
			
			<li> <a href="#LIST_WEAPONS">LIST_WEAPONS</a>
			
			<li> <a href="#LIST_WORLD">LIST_WORLD</a>
			
			<li> <a href="#LOAD">LOAD</a>
			
			<li> <a href="#MARKOOC">MARKOOC</a>
			
			<li> <a href="#MASKS">MASKS</a>
			
			<li> <a href="#MATH_FORMULA">MATH_FORMULA</a>
			
			<li> <a href="#MERGE">MERGE</a>
			
			<li> <a href="#MESSAGE_TYPES">MESSAGE_TYPES</a>
			
			<li> <a href="#METACRAFT">METACRAFT</a>
			
			<li> <a href="#MODIFY">MODIFY</a>
			
			<li> <a href="#MPRUN">MPRUN</a>
			
			<li> <a href="#MQL">MQL</a>
			
			<li> <a href="#MULTIWATCH">MULTIWATCH</a>
			
			<li> <a href="#NEWS">NEWS</a>
			
			<li> <a href="#NOPURGE">NOPURGE</a>
			
			<li> <a href="#NOWIZINFO">NOWIZINFO</a>
			
			<li> <a href="#NOWIZINV">NOWIZINV</a>
			
			<li> <a href="#ORDER">ORDER</a>
			
			<li> <a href="#PAUSE">PAUSE</a>
			
			<li> <a href="#PEACEFULLY">PEACEFULLY</a>
			
			<li> <a href="#PLAYERVERSUSPLAYER">PLAYERVERSUSPLAYER</a>
			
			<li> <a href="#POOF">POOF</a>
			
			<li> <a href="#POSSESS">POSSESS</a>
			
			<li> <a href="#PURGE">PURGE</a>
			
			<li> <a href="#PVP">PVP</a>
			
			<li> <a href="#QUESTS">QUESTS</a>
			
			<li> <a href="#RECORD">RECORD</a>
			
			<li> <a href="#RESET">RESET</a>
			
			<li> <a href="#RESTRING">RESTRING</a>
			
			<li> <a href="#SAVE">SAVE</a>
			
			<li> <a href="#SECURITY">SECURITY</a>
			
			<li> <a href="#SHELL">SHELL</a>
			
			<li> <a href="#SHUTDOWN">SHUTDOWN</a>
			
			<li> <a href="#SNOOP">SNOOP</a>
			
			<li> <a href="#STAT">STAT</a>
			
			<li> <a href="#STINKIFY">STINKIFY</a>
			
			<li> <a href="#SYSMSGS">SYSMSGS</a>
			
			<li> <a href="#TAKE">TAKE</a>
			
			<li> <a href="#TASK">TASK</a>
			
			<li> <a href="#TATTOO">TATTOO</a>
			
			<li> <a href="#TEMPLATE">TEMPLATE</a>
			
			<li> <a href="#TEST">TEST</a>
			
			<li> <a href="#TICKTOCK">TICKTOCK</a>
			
			<li> <a href="#TRAILTO">TRAILTO</a>
			
			<li> <a href="#TRANSFER">TRANSFER</a>
			
			<li> <a href="#TYPO">TYPO</a>
			
			<li> <a href="#UNLINK">UNLINK</a>
			
			<li> <a href="#UNLOAD">UNLOAD</a>
			
			<li> <a href="#VFS">VFS</a>
			
			<li> <a href="#WHERE">WHERE</a>
			
			<li> <a href="#WHO">WHO</a>
			
			<li> <a href="#WIZEMOTE">WIZEMOTE</a>
			
			<li> <a href="#WIZINFO">WIZINFO</a>
			
			<li> <a href="#WIZINV">WIZINV</a>
			
			<li> <a href="#WRATH">WRATH</a>
			
			<li> <a href="#XML">XML</a>
			
			<li> <a href="#ZAPPERMASKS">ZAPPERMASKS</a>
			
		</ul>
		</td><td valign=top align=left>
			
			
			<p>
			<a name="ABILITY_PREREQS"><B>ABILITY_PREREQS</B></a>
			<pre>Ability Prerequisites is a comma delimited list of skills or skill masks that<BR>describe what skills or set of skills must be learned, and at what optional<BR>proficiency, before a player of a given class can learn that skill.  The list<BR>is comma delimited, and each item in the list consists of a valid Ability ID<BR>(like Spell_Fireball), or a wildcard mask of Ability_IDs (like Spell_F* to<BR>select all Ability IDs beginning with Spell_F). Following the Ability_ID is an<BR>optionally number in parenthesis, which would represent the minimum proficiency<BR>of the aforementioned Ability that is required. <BR>Example: <BR>Skill_Trip(50),Fighter_*(10) <BR>The above means that the current ability requires that the player have Trip at<BR>50% proficiency and any Fighter skill at 10% proficiency or better.</pre>
			</P>
			
			<p>
			<a name="ACCOUNT"><B>ACCOUNT</B></a>
			<pre>Command : ACCOUNT <BR>Usage   : ACCOUNT [ACCOUNT/PLAYER NAME] <BR>Example : account bob <BR>Short(s):  <BR>If this mud supports accounts, this command will show the account name, a list<BR>of characters, and the account expiration date, if applicable.</pre>
			</P>
			
			<p>
			<a name="ACCUSE"><B>ACCUSE</B></a>
			<pre> <BR>Skill    : Accuse <BR>Domain   : Archon <BR>Use Cost : Movement (50)  <BR>Quality  : Malicious <BR>Targets  : Creatures  <BR>Range    : Touch - Range 1 <BR>Commands : ACCUSE <BR>Usage    : ACCUSE [PLAYER NAME] [crime description] ([SENTENCE NUM]) (!) <BR>Example  : accuse gunther making me mad <BR>Example  : accuse joe of being joe 7 ! <BR>From anywhere on the map, the player with this skill can cause the target<BR>player to be accused of a crime in either the area they are currently in, their<BR>starting area, or the area the accuser is in, depending on what's available<BR>when the skill is used.  This will cause the law in that area to go after the<BR>target player.  The default sentence is prison time, but this can be lowered or<BR>raised by specifying a number from 0 (warning) to 10 (death) at the end.  An<BR>exclamation mark may be optionally also added to do a worldwide announcement.  </pre>
			</P>
			
			<p>
			<a name="AFFECT"><B>AFFECT</B></a>
			<pre>Command : AFFECT <BR>Usage   : AFFECT ([TARGET]) <BR>Example : affect <BR>Example : affect room <BR>Example : affect area <BR>Example : affect orc <BR>Short(s): AFF <BR>List the spell or other affects that your character is currently under the<BR>influence of.  If targeted, it will show what the given target is affected by.</pre>
			</P>
			
			<p>
			<a name="AFTER"><B>AFTER</B></a>
			<pre>Command : AFTER <BR>Usage   : AFTER (EVERY/STOP/LIST) [NUMBER] [SECONDS/TICKS/MINUTES/HOURS]<BR>[COMMAND] <BR>Example : after 5 seconds smile <BR>Example : after every 5 seconds at bob smile <BR>Example : after 10 minutes shutdown noprompt <BR>Example : after stop <BR>Example : after list <BR>Short(s):  <BR>A command to delay the execution of a command.  The every parameter may be used<BR>to make a command automatically recurring.  after stop should be used to cancel<BR>commands created with the every parameter.</pre>
			</P>
			
			<p>
			<a name="AHELP"><B>AHELP</B></a>
			<pre>Command : AHELP <BR>Usage   : AHELP [TOPICNAME] <BR>Example : ahelp ahelp <BR>Short(s):  <BR>A command to view the Administrative help commands.</pre>
			</P>
			
			<p>
			<a name="ANNOUNCE"><B>ANNOUNCE</B></a>
			<pre>Command : ANNOUNCE <BR>Usage   : ANNOUNCE message <BR>Usage   : ANNOUNCETO [ALL/HERE/PLAYER NAME] message <BR>Usage   : ANNOUNCEMSG new personalized announce message prefix <BR>Example : announce A new area is discovered! <BR>Example : announceto all A new area is discovered! <BR>Example : announceto bob Hi Bob! <BR>Example : announcemsg A squeeky voice screeches  <BR>Short(s):  <BR>A command to make annoucements to players -- even those who don't want to be<BR>announced to.  This command can be used to announce to all players or selected<BR>players using the announceto syntax.  This is also the command used to<BR>personalize your announce prefix message by using the announcemsg syntax.</pre>
			</P>
			
			<p>
			<a name="ARCHON_MATRIX_POSSESS"><B>ARCHON_MATRIX_POSSESS</B></a>
			<pre> <BR>Skill    : Matrix Possess <BR>Domain   : Archon <BR>Use Cost : Movement (50)  <BR>Quality  : Malicious <BR>Targets  : Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : MPOSSESS <BR>Usage    : MPOSSESS [PLAYER NAME] <BR>Example  : mpossess bob <BR>This skill will allow you automatically possess a new mob in the same room as<BR>the target player whenever the target moves to a new room.  Just like possess,<BR>use QUIT to shut it down.</pre>
			</P>
			
			<p>
			<a name="AREAS"><B>AREAS</B></a>
			<pre>See the normal HELP AREAS for usage information. The Archon version of this<BR>command will color the area names based on whether the area is active or<BR>passive, frozen or stopped.  Also, area names will be in parenthesis if they<BR>are currently Hidden from normal users.</pre>
			</P>
			
			<p>
			<a name="AS"><B>AS</B></a>
			<pre>Command : AS <BR>Usage   : AS [PLAYERNAME/MOBNAME]/(PORT X) (HERE) [COMMAND] <BR>Example : as "bob" inventory <BR>Example : as bob here drop all <BR>Example : as bob cast fireball monster <BR>Example : as port 2325 list users <BR>Short(s):  <BR>A command that allows one to issue other commands as if they were another<BR>player or mob.  This is the best way to manage a players inventory or bank<BR>accounts from the command line. The optional "here" parameter should follow the<BR>name if the command is to be issued with the player in the same room as the<BR>archon. The optional "port x" parameter can be used to execute commands on<BR>other mud hosts, so long as the admin qualifies as a SysOp on the target port. <BR> <BR></pre>
			</P>
			
			<p>
			<a name="ASSIST"><B>ASSIST</B></a>
			<pre>A COMMAND JOURNAL.  See Archon Help (AHELP) on COMMAND JOURNALS</pre>
			</P>
			
			<p>
			<a name="ASYNC"><B>ASYNC</B></a>
			<pre>Command : ASYNC <BR>Usage   : ASYNC [COMMAND] <BR>Example : async where mob the <BR>Short(s):  <BR>A command that allows one to issue other commands on their own separate thread,<BR>so that you can continue to issue other commands while the other one is ongoing<BR>and giving you its output.  Be careful not to lock up all of your muds threads<BR>this way!</pre>
			</P>
			
			<p>
			<a name="AT"><B>AT</B></a>
			<pre>Command : AT <BR>Usage   : AT [ROOM ID/DESC/MOB/AREA] [COMMAND] <BR>Example : at "the greasy pub" smile <BR>Example : at Midgaard#3001 bow <BR>Example : at bob cast fireball bob <BR>Short(s):  <BR>A command that allows one to issue other commands elsewhere in the mud.</pre>
			</P>
			
			<p>
			<a name="ATOPICS"><B>ATOPICS</B></a>
			<pre>Command : ATOPICS <BR>Usage   : ATOPICS [TOPICNAME] <BR>Example : atopics <BR>Short(s):  <BR>A command to view the Administrative help topics. <BR></pre>
			</P>
			
			<p>
			<a name="BAN"><B>BAN</B></a>
			<pre>Command : BAN <BR>Usage   : BAN [PLAYER TYPE/IP ADDRESS] <BR>Example : ban bob <BR>Example : ban io.com <BR>Example : ban isp3.io.com <BR>Example : ban 123.32.23.1 <BR>Example : ban 123.32.23.* <BR>Example : ban *the great <BR>Example : ban *penis* <BR>Short(s):  <BR>A command to ban the given player or ip address from the system.  See also<BR>LIST, DESTROY</pre>
			</P>
			
			<p>
			<a name="BANISH"><B>BANISH</B></a>
			<pre> <BR>Skill    : Banish <BR>Domain   : Archon <BR>Use Cost : Movement (50)  <BR>Quality  : Malicious <BR>Targets  : Creatures  <BR>Range    : Touch - Range 1 <BR>Commands : BANISH <BR>Usage    : BANISH [PLAYER NAME] ([MAP ROOM]) (RL TIME) <BR>Example  : banish gunther <BR>Example  : banish gunther Midgaard#3001 <BR>Example  : banish gunther 3 hours <BR>Example  : banish gunther 14 years <BR>From anywhere on the map, the player with this skill can send the target<BR>mob/player to a prison from which they can not escape magically.  Use this<BR>skill again on the same player to release them.  The Archon can optionally<BR>specify a room on the map which this skill will copy and use as the jail.  The<BR>Archon can also optionally end the command with the number of seconds, ticks,<BR>minutes, hours, days, weeks, or years in which to keep the player imprisoned. <BR>It is up to the Archon to make sure there are no mundane ways out of the<BR>prison; Banish will take care of the magical ways of escape.</pre>
			</P>
			
			<p>
			<a name="BEACON"><B>BEACON</B></a>
			<pre>Command : BEACON <BR>Usage   : BEACON ([PLAYER TYPE]/[SHIP NAME]) <BR>Example : beacon <BR>Example : beacon bob <BR>Short(s):  <BR>A command to change the start room of a player, or the home port of a given<BR>ship.  If no player or ship is named, this command will change your own start<BR>room to the room you occupy.  If a player is named, this command changes the<BR>players start room to the room the player currently occupies.  If a ship is<BR>named, then the current ships location will become their home port.</pre>
			</P>
			
			<p>
			<a name="BOOT"><B>BOOT</B></a>
			<pre>Command : BOOT <BR>Usage   : BOOT [PLAYER NAME/IP ADDRESS] <BR>Example : boot bob <BR>Example : boot 192.168.0.1 <BR>Short(s):  <BR>A command to boot off a player.</pre>
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			<p>
			<a name="BUG"><B>BUG</B></a>
			<pre>Command : BUG <BR>Usage   : BUG [MESSAGE]/REVIEW (FILTER) (STARTING MSG) <BR>Usage   : BUG TRANSFER (FILTER) [MESSAGE NUMBER] [TARGET] <BR>Example : bug nothing is spelled right in this room! <BR>Example : bug review <BR>Example : bug review 7 <BR>Example : bug review bob 7 <BR>Short(s):  <BR>This command can be used to submit bugs to the system.  When the REVIEW<BR>parameter is given, the bugs will be iterated through one at a time to give the<BR>archon a chance to delete, comment on, or email each one.  An optional starting<BR>number can be given to REVIEW. An optional filter can be given to list only<BR>messages assigned to a particular user.</pre>
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			<p>
			<a name="CATALOG"><B>CATALOG</B></a>
			<pre>Command  : CATALOG <BR>Usage    : CATALOG LIST (MOBS/ITEMS/CATEGORIES/) [NAME MASK] <BR>Usage    : CATALOG (DELETE) [ITEM/MOB NAME] <BR>Usage    : CATALOG (ROOM/AREA/WORLD) (MOBS/ITEMS/) <BR>Usage    : CATALOG EDIT [ITEM NAME] <BR>Usage    : CATALOG CATEGORY [CATEGORY NAME] <BR>Usage    : CATALOG SCAN/DBSCAN (ROOM/AREA/WORLD) (MOBS/ITEMS/) <BR>Usage    : CATALOG OVERLOOK/DBOVERLOOK (ROOM/AREA/WORLD) (MOBS/ITEMS/) <BR>Example  : catalog list <BR>Example  : catalog list mobs the st <BR>Example  : catalog list mob categories <BR>Example  : catalog the waiter <BR>Example  : catalog delete the waiter <BR>Example  : catalog edit the sword <BR>Example  : catalog room mobs <BR>Example  : catalog scan area <BR>Example  : catalog dboverlook area mobs <BR>Short(s) :  <BR>This command is used to manage your muds global catalog of generic mobs and/or<BR>items. The catalog is a place where you can store templates of mobs and items<BR>for reuse, or for quick global modification and analysis.  Mobs and items in<BR>your catalog can be changed globally simply by creating and then changing any<BR>instance of one of them.  You can create new instances of a cataloged object<BR>simply by entering CREATE &lt;cataloged object name>. Your catalog is keyed by<BR>name, so once the name of a cataloged item or mob is set, it should not be<BR>changed.  <BR> <BR>Cataloged items can be placed into categories by issueing the catalog category<BR>command before adding or modifying catalog entries.  Mobs and items so<BR>cataloged must still have a unique global name, but flagging them this way can<BR>make listing them must easier.  <BR> <BR>You may review the objects in your catalog using the catalog list command. You<BR>can also check the catalog synchronicity of the objects in your live rooms with<BR>scan, or your saved rooms with dbscan.  You can check for uncataloged objects<BR>in live rooms with the overlook parameter, or in your saved rooms with<BR>dboverlook.  <BR> <BR>You may delete an object from your catalog to stop using it as a global<BR>template. Deleting an object from the catalog only detaches instances of a<BR>cataloged object from all others, but does not destroy any actual instances. <BR> <BR>The catalog is also used to manage a global random item-drop table.  Items can<BR>be set to randomly appear in the inventories of selected mobs when those mobs<BR>are brought to life, or at the moment of their death. Use CATALOG EDIT &lt;item<BR>name> to change drop settings.</pre>
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			<p>
			<a name="CHARGEN"><B>CHARGEN</B></a>
			<pre>Skill    : CHARGEN <BR>Usage    : CHARGEN (COMBAT/NEW/PLAYER/EQUIP) (CHARCLASS/ALL) (LEVEL) <BR>Example  : chargen combat figher 10 <BR>Example  : chargen equip bob <BR>Example  : chargen weapon ([ARG]=[VALUE] ...) <BR>Short(s) :  <BR>A little utility designed to give example characters and weapons of various<BR>levels, for comparison with MOBs of similar level.  It's basically a class<BR>balancing tool.</pre>
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			<p>
			<a name="CLOAK"><B>CLOAK</B></a>
			<pre>Command  : CLOAK <BR>Usage    : CLOAK (OFF) <BR>Example  : cloak <BR>Example  : cloak off <BR>Short(s) :  <BR>Cloak makes the player unable to be seen in the WHO list.  They can still be<BR>seen by players in the same room, however.</pre>
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			<p>
			<a name="CMFS"><B>CMFS</B></a>
			<pre>CoffeeMud File System <BR>The CoffeeMud File System is a means of accessing files inside your main<BR>CoffeeMud folder along side files stored in your CoffeeMud database.  Files in<BR>the CMFS can be stored either in the local file system, in CoffeeMud's<BR>database, or in both.  The CMFS sees both sets of files and folders/directories<BR>as if they were part of a single file system. <BR> <BR>Normally, the files required for operation of CoffeeMud, such as text files,<BR>class files, help files, images, and other files, are loaded from the<BR>appropriate directories on your LOCAL file system inside the main CoffeeMud<BR>folder.  If you installed CoffeeMud into D:\games\engines\coff, for instance,<BR>the file intro.txt (the intro screen) would be loaded from<BR>D:\games\engines\coff\ resources\text\intro.txt.  <BR> <BR>Under the CoffeeMud system, however, you should always think of your CoffeeMud<BR>folder as a file system unto itself.  The same file discussed above, even when<BR>referring to the local file system inside CoffeeMud, would be accessed using<BR>the path:  resources/text/intro.txt. You'll notice that the path separators are<BR>forward slashes / like in UNIX, instead of the normal back-slashes \ used in<BR>DOS.  This is the standard for the CMFS.  You'll also notice that the resources<BR>directory is accessed as if it were at the root of its own drive.  This is also<BR>part of the CoffeeMud File System.  Because of this, CoffeeMud is utterly<BR>unable to access any files outside of its installation directory.  Keep this in<BR>mind! <BR> <BR>Within this installation directory structure, CoffeeMud is able to store files<BR>both on your local file system drive, and in your database (VFS Files).  The<BR>VFS, or Virtual File System, refers specifically to files and folders which are<BR>saved in your database, and accessible through the MUDGrinder's File Browser,<BR>or the MUD's SHELL command (see HELP SHELL).  When the CoffeeMud directory<BR>structure is viewed through those two screens, files in the CoffeeMud database<BR>and files in the local file system are both viewable as if they were part of a<BR>single file system, the CMFS. <BR> <BR>The files referenced in CoffeeMud are case-insensitive, except where dealing<BR>with the local file system, where it may be case-sensitive depending upon your<BR>operating system.  Any filename or path may be preceded by a :: string to<BR>denote forced VFS/database access, or // to denote forced local file-system<BR>access.  When neither is specified for a given file path, the VFS file is<BR>always preferred over the local one. For instance, the path<BR>::resources/text/intro.txt would refer ONLY to a copy of the intro.txt file<BR>stored in the database as a VFS file. If that file is not in the database when<BR>the :: string is used, the file will not be found.  The path<BR>//resources/text/intro.txt would refer ONLY to the copy of the intro.txt file<BR>stored in the local file system, even if the same file appears in the VFS.  The<BR>path resources/text/intro.txt will use the copy of intro.txt stored in the VFS<BR>*if* it exists there, or the one on the local file system otherwise. <BR> <BR>The / character is always used to separate directory paths and folders, such as<BR>/resources/text/intro.txt would refer to the file down.txt in the text folder,<BR>which in turn is in the resources folder, which in turn is located in the root<BR>directory. <BR> <BR>So, as we've seen, whenever you need to refer to a file in CoffeeMud, you<BR>should keep this system in mind.  Files which are part of your CMFS may be in<BR>the VFS database, or in the local file system.  They may even be in both! This<BR>system provides security for the server in which CoffeeMud is being run, and<BR>provides for the ability to grant folder-level (or even VFS-folder-level)<BR>security to builders and other administrative users.</pre>
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			<p>
			<a name="COLORCODES"><B>COLORCODES</B></a>
			<pre>The following codes are available for channels definitions: <BR><FONT COLOR=WHITE>WHITE, <FONT COLOR=LIGHTGREEN>LIGHTGREEN, <FONT COLOR=BLUE>LIGHTBLUE, <FONT COLOR=RED>LIGHTRED, <FONT COLOR=YELLOW>YELLOW, <FONT COLOR=CYAN>LIGHTCYAN, <FONT COLOR=VIOLET>LIGHTPURPLE, <FONT COLOR=LIGHTGREY>GREY,<BR>&lt;FONT COLOR=GREEN>GREEN, <FONT COLOR=#000099>BLUE, <FONT COLOR=#993300>RED, <FONT COLOR=#999966>BROWN, <FONT COLOR=DARKCYAN>CYAN, <FONT COLOR=PURPLE>PURPLE, <FONT COLOR=GRAY>DARKGREY, </I></U></BLINK></B></FONT>BLACK, NONE,<BR>BOLD, UNDERLINE, BLINK, ITALICS, <FONT COLOR=BLUE>^~wBGWHITE, <FONT COLOR=WHITE>^~gBGGREEN, <FONT COLOR=WHITE>^~bBGBLUE, <FONT COLOR=WHITE>^~rBGRED,<BR>&lt;FONT COLOR=#000099>^~yBGYELLOW, <FONT COLOR=GRAY>^~cBGCYAN, <FONT COLOR=WHITE>^~pBGPURPLE, </I></U></BLINK></B></FONT>BGBLACK, BGDEFAULT</pre>
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			<p>
			<a name="COLORLIST"><B>COLORLIST</B></a>
			<pre>Below are a list of the standard color codes for CoffeeMud. <BR> <BR></I></U></BLINK></B></FONT>^N Normal </I></U></BLINK></B></FONT></I></U></BLINK></B></FONT> <BR><B>^! Bold </I></U></BLINK></B></FONT></I></U></BLINK></B></FONT> <BR><FONT COLOR=CYAN>^H Highlight </I></U></BLINK></B></FONT></I></U></BLINK></B></FONT> <BR><U>^_ Underline </I></U></BLINK></B></FONT></I></U></BLINK></B></FONT> <BR><BLINK>^* Blink </I></U></BLINK></B></FONT></I></U></BLINK></B></FONT> <BR><I>^/ Italics </I></U></BLINK></B></FONT></I></U></BLINK></B></FONT> <BR>^. Reset (turns off reverse) </I></U></BLINK></B></FONT></I></U></BLINK></B></FONT> <BR>^^ Generates an untranslated "^" character </I></U></BLINK></B></FONT></I></U></BLINK></B></FONT> <BR></I></U></BLINK></B></FONT>^? Restores previous color </I></U></BLINK></B></FONT></I></U></BLINK></B></FONT> <BR><FONT COLOR=VIOLET>^f You-Fight </I></U></BLINK></B></FONT></I></U></BLINK></B></FONT> <BR><FONT COLOR=RED>^e Fight-You </I></U></BLINK></B></FONT></I></U></BLINK></B></FONT> <BR><FONT COLOR=#993300>^F Fight </I></U></BLINK></B></FONT></I></U></BLINK></B></FONT> <BR><FONT COLOR=YELLOW>^S Spell </I></U></BLINK></B></FONT></I></U></BLINK></B></FONT> <BR><FONT COLOR=VIOLET>^E Emote </I></U></BLINK></B></FONT></I></U></BLINK></B></FONT> <BR><FONT COLOR=BLUE>^T Talk </I></U></BLINK></B></FONT></I></U></BLINK></B></FONT> <BR><FONT COLOR=CYAN style="background-color: #000099">^Q Channel Background </I></U></BLINK></B></FONT></I></U></BLINK></B></FONT> <BR><FONT COLOR=CYAN>^q Channel Foreground </I></U></BLINK></B></FONT></I></U></BLINK></B></FONT> <BR><FONT COLOR=CYAN style="background-color: #000099">^x Important message 1 </I></U></BLINK></B></FONT></I></U></BLINK></B></FONT> <BR><FONT COLOR=YELLOW style="background-color: #000099">^X Important message 2 </I></U></BLINK></B></FONT></I></U></BLINK></B></FONT> <BR><FONT COLOR=YELLOW style="background-color: #993300">^Z Important message 3 </I></U></BLINK></B></FONT></I></U></BLINK></B></FONT> <BR><FONT COLOR=CYAN>^O Room Title </I></U></BLINK></B></FONT></I></U></BLINK></B></FONT> <BR><FONT COLOR=WHITE>^L Room Description </I></U></BLINK></B></FONT></I></U></BLINK></B></FONT> <BR><FONT COLOR=CYAN style="background-color: #000099">^D Direction </I></U></BLINK></B></FONT></I></U></BLINK></B></FONT> <BR><FONT COLOR=BLUE>^d Door </I></U></BLINK></B></FONT></I></U></BLINK></B></FONT> <BR><FONT COLOR=LIGHTGREEN>^I Item </I></U></BLINK></B></FONT></I></U></BLINK></B></FONT> <BR><FONT COLOR=VIOLET>^M MOB </I></U></BLINK></B></FONT></I></U></BLINK></B></FONT> <BR><FONT COLOR=WHITE>^w White </I></U></BLINK></B></FONT></I></U></BLINK></B></FONT> <BR><FONT COLOR=LIGHTGREEN>^g Green </I></U></BLINK></B></FONT></I></U></BLINK></B></FONT> <BR><FONT COLOR=BLUE>^b Blue </I></U></BLINK></B></FONT></I></U></BLINK></B></FONT> <BR><FONT COLOR=RED>^r Red </I></U></BLINK></B></FONT></I></U></BLINK></B></FONT> <BR><FONT COLOR=YELLOW>^y Yellow </I></U></BLINK></B></FONT></I></U></BLINK></B></FONT> <BR><FONT COLOR=CYAN>^c Cyan </I></U></BLINK></B></FONT></I></U></BLINK></B></FONT> <BR><FONT COLOR=VIOLET>^p Purple </I></U></BLINK></B></FONT></I></U></BLINK></B></FONT> <BR><FONT COLOR=LIGHTGREY>^W Dark White </I></U></BLINK></B></FONT></I></U></BLINK></B></FONT> <BR><FONT COLOR=GREEN>^G Dark Green </I></U></BLINK></B></FONT></I></U></BLINK></B></FONT> <BR><FONT COLOR=#000099>^B Dark Blue </I></U></BLINK></B></FONT></I></U></BLINK></B></FONT> <BR><FONT COLOR=#993300>^R Dark Red </I></U></BLINK></B></FONT></I></U></BLINK></B></FONT> <BR><FONT COLOR=#999966>^Y Dark Yellow </I></U></BLINK></B></FONT></I></U></BLINK></B></FONT> <BR><FONT COLOR=DARKCYAN>^C Dark Cyan </I></U></BLINK></B></FONT></I></U></BLINK></B></FONT> <BR><FONT COLOR=PURPLE>^P Dark Purple</I></U></BLINK></B></FONT></I></U></BLINK></B></FONT> <BR><FONT COLOR=DARKCYAN style="background-color: #000099">^U Unexplored Direction </I></U></BLINK></B></FONT></I></U></BLINK></B></FONT> <BR><FONT COLOR=BLUE>^u Unexplored Door </I></U></BLINK></B></FONT></I></U></BLINK></B></FONT> <BR><FONT COLOR=BLUE>^~w^~w White Background </I></U></BLINK></B></FONT></I></U></BLINK></B></FONT> <BR><FONT COLOR=WHITE>^~g^~g Green Background </I></U></BLINK></B></FONT></I></U></BLINK></B></FONT> <BR><FONT COLOR=WHITE>^~b^~b Blue Background </I></U></BLINK></B></FONT></I></U></BLINK></B></FONT> <BR><FONT COLOR=WHITE>^~r^~r Red Background </I></U></BLINK></B></FONT></I></U></BLINK></B></FONT> <BR><FONT COLOR=BLUE>^~y^~y Yellow Background </I></U></BLINK></B></FONT></I></U></BLINK></B></FONT> <BR><FONT COLOR=BLUE>^~c^~c Cyan Background </I></U></BLINK></B></FONT></I></U></BLINK></B></FONT> <BR><FONT COLOR=WHITE>^~p^~p Purple Background</I></U></BLINK></B></FONT></I></U></BLINK></B></FONT> <BR>^#rgb 256 foreground (r=red, g=green, b=blue: 0 to 5 only)</I></U></BLINK></B></FONT></I></U></BLINK></B></FONT> <BR>^##xx 256 foreground (xx = hex number from 00 - ff)</I></U></BLINK></B></FONT></I></U></BLINK></B></FONT> <BR>^|rgb 256 color background (r=red, g=green, b=blue: 0 to 5 only)</I></U></BLINK></B></FONT></I></U></BLINK></B></FONT> <BR>^||xx 256 color background (xx = hex number from 00 - ff)</I></U></BLINK></B></FONT></I></U></BLINK></B></FONT> <BR> <BR>* Note: when using background colors, the foreground must always come first.</pre>
			</P>
			
			<p>
			<a name="COMMAND_JOURNALS"><B>COMMAND_JOURNALS</B></a>
			<pre>Usage      : [JOURNAL_NAME] (REVIEW/TRANSFER) [MSG NUMBER] <BR>Example    : list ideas <BR>Example    : idea review 10 <BR>Example    : idea transfer 10 bug <BR>A command journal is a special kind of command that can be created and modified<BR>from the MUDGrinder Control Panel or the coffeemud.ini file.  It is a special<BR>kind of journal that users can write to from the command line with the command<BR>journal command word, such as BUG, or IDEA, or TYPO.  The Command Journal's<BR>entries can then be listed by those with the necessary security clearance by<BR>using the LIST [JOURNALNAME] command.  Entries can also be stepped through<BR>using the command [JOURNALNAME] REVIEW ([MSG NUMBER]) syntax.  They can be<BR>transferred from the step-through menu to other journals, or they can be<BR>transferred directly from the command line with [JOURNALNAME] TRANSFER [MSG<BR>NUMBER] [2ND_JOURNALNAME]. Lastly, entries in a command journal can be deleted<BR>from the step-through menu, or by entering DESTROY [JOURNALNAME] [MSG NUMBER].</pre>
			</P>
			
			<p>
			<a name="COMPONENTS"><B>COMPONENTS</B></a>
			<pre>Components refers to spell components/materials.  This is an optional system in<BR>CoffeeMud where you can create spell material, equipment, or component<BR>requirements for the casting of spells, or usage of skills. Archons, mobs, and<BR>those with the COMPONENTS security flag are exempt. You can enter LIST<BR>COMPONENTS to see current definitions, or CREATE COMPONENT to see how to define<BR>a new one.  You can DESTROY them too, of course. The list of components is<BR>maintained in resources/skills/components.txt</pre>
			</P>
			
			<p>
			<a name="COPY"><B>COPY</B></a>
			<pre>Command : COPY <BR>Usage   : COPY ([NUMBER]) [ITEM TYPE]/[DIRECTION]  <BR>Example : copy joe <BR>Example : copy beast sword <BR>Example : copy Longsword@room <BR>Example : copy Longsword@an orc <BR>Example : copy east <BR>Short(s):  <BR>A command for the creation of items, mobs, and rooms. Enter COPY for more<BR>information on command usage.</pre>
			</P>
			
			<p>
			<a name="CREATE"><B>CREATE</B></a>
			<pre>Command : CREATE <BR>Usage   : CREATE [ITEM TYPE] ...  <BR>Example : create room e StdRoom <BR>Example : create item Longsword <BR>Example : create item Longsword@room <BR>Example : create item Longsword@an orc <BR>Example : create StdExit east <BR>Example : create news <BR>Short(s):  <BR>A command for the creation of items, mobs, quests, rooms, polls, exits,<BR>classes, races, etc. Enter CREATE for more information on command usage on<BR>items, mobs, components, and exits. Use AHELP QUESTS for more information on<BR>creating quests.  </pre>
			</P>
			
			<p>
			<a name="CRECORD"><B>CRECORD</B></a>
			<pre>Usage    : CRECORD LIST/START [MINS]/STOP/MINLEVEL [LEVEL]/... <BR>Usage    : .../ADD [PLAYER]/DEL [PLAYER] <BR>Example  : crecord start 15 <BR>This tool automatically creates a combat log for a player when they gain a<BR>level, if they are above a minimum level, and if they gained the current level<BR>within a minimum number of minutes. It will continue to log until the next<BR>level is gained.  To activate the tool, enter CRECORD START [number of<BR>minutes]. Players will then start being recorded automatically.  Combat<BR>recording can also be managed manually using ADD/DEL.  The default minimum<BR>level is 10, but can be modified with the MINLEVEL command.  Logs are kept in<BR>the dbfs directory '::/resources/clogs/'.</pre>
			</P>
			
			<p>
			<a name="DESTROY"><B>DESTROY</B></a>
			<pre>Command : DESTROY <BR>Usage   : DESTROY [ITEM TYPE] ...  <BR>Example : destroy room e <BR>Example : destroy orc <BR>Example : destroy item longsword <BR>Example : destroy item longsword@an orc <BR>Short(s):  <BR>A command for the destruction of items, quests, components, mobs, rooms, exits,<BR>polls, classes, races, and listed bugs, typos, ideas, and ban. Enter DESTROY<BR>for more information on command usage.</pre>
			</P>
			
			<p>
			<a name="DEVIATIONS"><B>DEVIATIONS</B></a>
			<pre>Command : DEVIATIONS <BR>Usage   : DEVIATIONS [MOBS/ITEMS/BOTH] [MASK]/ROOM/AREA  <BR>Example : deviations mobs area <BR>Short(s):  <BR>A command for showing items in a room or area, and how they deviate from<BR>established norms for their type and level.  This is done by comparing the base<BR>stats.  Magical ability is applied only to the level of the item.</pre>
			</P>
			
			<p>
			<a name="DUMPFILE"><B>DUMPFILE</B></a>
			<pre>Command  : DUMPFILE <BR>Usage    : DUMPFILE (RAW) [USER/ALL] [FILENAME] <BR>Example  : dumpfile all classes.txt <BR>Short(s) :  <BR>Unloads most resource text and help files for easy refreshing.</pre>
			</P>
			
			<p>
			<a name="EVERY"><B>EVERY</B></a>
			<pre>Command : EVERY <BR>Usage   : EVERY [ROOM/ITEM/MOB/EXIT] (INAREA/INWORLD) (+PLAYERS)<BR>(&lt;MASK>[ZAPPERMASK]&lt;/MASK>) [COMMAND] <BR>Example : every room inarea look <BR>Example : every mob cast tourettes * <BR>Short(s):  <BR>This command allows you to execute a command against every room, item, mob, or<BR>exit in the same room as the Archon.  The name of the target can be substituted<BR>in your command with an asterisk *.  The INAREA or INWORLD flag may be given to<BR>expand the rooms affected.  The +PLAYERS flag will include players when the MOB<BR>argument is given.  A ZapperMask may be placed between &lt;MASK> and &lt;/MASK><BR>strings to filter out the type of mob/item affected; see HELP ZAPPERMASK for<BR>more information on that.</pre>
			</P>
			
			<p>
			<a name="EXPERTISES"><B>EXPERTISES</B></a>
			<pre>Expertises are flags that modify the effects of the numeric/gradiant aspects of<BR>spells, skills, prayers etc.  This includes things like range, durations, cost,<BR>damage, etc.  Players can gain expertises to enhance their skills by spending<BR>trains using the GAIN command. You can enter LIST EXPERTISE to see current<BR>definitions, or CREATE EXPERTISE to see how to define a new one.  You can<BR>DESTROY them too, of course. The list of components is maintained in<BR>resources/skills/expertises.txt</pre>
			</P>
			
			<p>
			<a name="EXPIRE"><B>EXPIRE</B></a>
			<pre>Command : EXPIRE <BR>Usage   : EXPIRE [PLAYERNAME] ([NEW DAYS REMAINING])  <BR>Example : expire bob <BR>Example : expire bob 15 <BR>Short(s):  <BR>This command sets and displays the amount of active days a user has left.  This<BR>command is only relevant if the account expiration system is enabled in your<BR>coffeemud.ini file.</pre>
			</P>
			
			<p>
			<a name="EXPORT"><B>EXPORT</B></a>
			<pre>Command : EXPORT <BR>Usage   : EXPORT (AREA/ROOM/WORLD) (DATA/ITEMS/MOBS/WEAPONS/ARMOR)<BR>([FILE]/SCREEN/EMAIL) <BR>Usage   : EXPORT (CATALOG) (DATA/ITEMS/MOBS/WEAPONS/ARMOR)<BR>([FILE]/SCREEN/EMAIL) <BR>Usage   : EXPORT (PLAYER/PLAYERS) (DATA/ITEMS/MOBS/WEAPONS/ARMOR)<BR>([FILE]/SCREEN/EMAIL) <BR>Example : export room myroom <BR>Example : export area /home/users/myarea <BR>Example : export area weapons /home/users/myarea <BR>Example : export area screen <BR>Example : export area email <BR>Example : export catalog mobs <BR>Example : export world data /exportfiles/ <BR>Example : export player bob <BR>Short(s):  <BR>The export command will generate the official coffeemud area files, whose<BR>extension is "*.cmare".  This command may also be used to export individual<BR>rooms, player data, or unique items or mobs as well.  If the second parameter<BR>(ITEMS/MOBS/WEAPONS/etc) is NOT specified, export will produce full room data<BR>for the scope of the first parameter (AREA, ROOM, or WORLD). If the second<BR>parameter IS specified, then only the specified data will be generated. <BR>The results will be written to the file given in the last argument, or to the<BR>screen if "screen" is given as the last argument, or sent to your email address<BR>if that is enabled.  The extension need not be included, as coffeemud will add<BR>it if not present.  If a directory name is given (no file name), the system<BR>will reference the AREA ARCHIVE file name for an Area, assuming EXPORT AREA or<BR>EXPORT WORLD is used. The default directory for this command is the CoffeeMud<BR>root.</pre>
			</P>
			
			<p>
			<a name="FREEZE"><B>FREEZE</B></a>
			<pre> <BR>Skill    : Freeze <BR>Domain   : Archon <BR>Use Cost : Movement (50)  <BR>Quality  : Malicious <BR>Targets  : Creatures  <BR>Range    : Touch - Range 1 <BR>Commands : FREEZE <BR>Usage    : FREEZE [PLAYER NAME] <BR>Example  : freeze gunther <BR>From anywhere on the map, the player with this skill can render the target<BR>mob/player unable to move.  Use this skill again on the same player to release<BR>them.  Magic won't help the player, though the TRANSFER Archon command will<BR>still work.</pre>
			</P>
			
			<p>
			<a name="GENERATE"><B>GENERATE</B></a>
			<pre>Command : GENERATE <BR>Usage   : GENERATE [OBJ TYPE] [ID] (FROM [FILENAME]) ([VAR]=[VAL]...)<BR>([DIRECTION]) <BR>Example : generate area maze_dungeon from randareas/example.xml areasize=50<BR>"areaname= the test" level_range=10?20 aggrochance=50 theme=kobolds south <BR>Example : generate string list <BR> <BR>This command uses an xml file to generate random content for your mud.  This<BR>content can be anything from whole areas, to rooms, mobs, items, or simple<BR>strings. By default, the content is built from the file in<BR>resources/randareas/example.xml, though the builder may specify his or her own<BR>xml file path as one of the many arguments.  The arguments, briefly, are: <BR> <BR>OBJ TYPE: One of the following: AREA, ROOM, MOB, ITEM, or STRING. <BR> <BR>ID      : one of the "id" xml attributes defined on any tag in the XML file.<BR>Use GENERATE STRING LIST for a list of all "id" attributes defined in your<BR>file. <BR> <BR>FROM "F": An optional argument to specify your own xml file, with the resources<BR>directory being the default root. <BR> <BR>VAR=VAL : One or more variables and their definitions.  Many tags will have a<BR>specific set of required variables which must be defined in order for the<BR>content to be generated.  Failing to specify one of the required variables will<BR>cause an error message listing the variables which must be defined, and the<BR>type of data required for the variable.  Variable types which list numbers as<BR>their data types may also have math expressions values (so you can use random<BR>numbers).  See the help on MATH EXPRESSION for more information on this.  In<BR>addition to required variables, you may also use the space to enter one or more<BR>"override" values.  Many object fields (such as LEVEL for mobs and items, or<BR>NAME, etc) as well as the XML id tags, can have their "random" values<BR>overridden by defining them using the generate command.  If you need to use a<BR>space in a variable value, enclose the ENTIRE definition in quotes, such as<BR>"areaname=the dungeon" instead of areaname="the dungeon". <BR> <BR>DIRECTION: This applies only to ROOM and AREA object types.  The object, if<BR>successfully generated, will be linked to the current room that the player is<BR>standing in, in the direction they specify. <BR> <BR>In closing, the GENERATE command is an interesting way to deliver large amounts<BR>of dynamic content for your world, though it can never replace the caring touch<BR>of a real, creative builder.  If anyone is interested in writing their own xml<BR>content, please open up the /resources/randareas/example.xml file and begin<BR>reading. Use that file as an example on how to construct your own.</pre>
			</P>
			
			<p>
			<a name="GMODIFY"><B>GMODIFY</B></a>
			<pre>Command : GMODIFY <BR>Usage   : GMODIFY (AREA/ROOM/WORLD) [FIELD=VAL](&&/||[...])<BR>(CHANGE=[FIELD=VAL]) <BR>Example : gmodify area class=genmob&&name=the cityguard change=name=the guard <BR>Example : gmodify world class=[cs]GenMob&&name=[ss]city change=name=[ss] <BR>Example : gmodify world class=[cs]GenItem&&name=a rusty sword<BR>change=destroy=true <BR>Example : gmodify ? <BR>Short(s):  <BR>A command to select objects in a given area, room, or the whole world based on<BR>the specified field values, and optionally change some of those specified<BR>fields. <BR> <BR>Searching the entire world is implied, but the first parameter may be the word<BR>AREA or ROOM to narrow the search.  You may also enter WORLD to make the world<BR>search explicit. <BR> <BR>The next parameter is the search criteria.  The key phrase WHEN= may optionally<BR>precede it to make explicit that you are specifying the search criteria.  The<BR>search criteria fields may be separated by && strings to specify that all of<BR>the preceding criteria AND the next single criteria must be true.  The criteria<BR>fields may also be separated by || strings to specify that all of the preceding<BR>criteria OR the next single criteria may be true.  One of those strings must be<BR>present when specifying more than one criteria. <BR> <BR>Each field in the search criteria must be of the form FIELD=VALUE,<BR>FIELD!=VALUE, FIELD$VALUE, FIELD>VALUE, FIELD&lt;VALUE, FIELD>=VALUE, or<BR>FIELD&lt;=VALUE.  Where FIELD must be a valid search field.  Enter GMODIFY ?<BR>for a complete list of all valid fields.  Not all fields will apply to all<BR>object types, so take this into account especially when using &lt; or !=<BR>operators.  The operators are all normal except for the new one, $, which means<BR>that the value is really a regular expression. The VALUE portion of the<BR>criteria may be prefixed with modifiers, which include:  <BR>[ss] to specify that the value refers to a substring of the fields whole value.<BR><BR>[cs] to specify that the search is case sensitive (case insensitive is<BR>implied). <BR> <BR>The last parameter is the optional change specifications.  These specifications<BR>must be prefixed with the key phrase CHANGE=.  If these specifications are not<BR>included, GMODIFY will display the results of the search.  The change<BR>specifications are similar to the search criteria in that they consist of<BR>groupings of FIELD=VALUE separated by && strings.  Unlike search criteria,<BR>however, operators other than =, and strings other than || have no special<BR>meaning.  The fields, like in the search criteria, must be valid fields for the<BR>options selected by the search criteria.  A special field name "DESTROY", when<BR>set to true, will obliterate the item in question.  Otherwise, the ordinary<BR>fields on the object will be changed to the specified value UNLESS the<BR>following conditions are met: the VALUE portion of a field is prefixed with the<BR>modifier [ss], and the VALUE portion of an identical field in the search<BR>criteria was also prefixed with the modifier [ss].  Under those special<BR>conditions, instead of substituting the entire field value on the object with<BR>the new value, ONLY the portion of the string selected in the search criteria<BR>will be substituted. <BR> <BR>* Be very careful with this command! It is wise to try the command WITHOUT<BR>change= ... first, to make sure you are matching Exactly what you expect,<BR>before doing a change pass.</pre>
			</P>
			
			<p>
			<a name="GOTO"><B>GOTO</B></a>
			<pre>Skill    : GOTO <BR>Usage    : GOTO [ROOM ID/DESC/MOB/AREA]/PREVIOUS (!) <BR>Example  : goto Midgaard#3001 <BR>Example  : goto #3001 <BR>Example  : goto north <BR>Example  : goto hassan <BR>Example  : goto temple of mota <BR>Example  : goto midgaard <BR>Example  : goto previous <BR>Short(s) :  <BR>The invoker and his or her followers will be transported, with very little<BR>fanfare, to the destination listed.  This ability is not magical in nature, and<BR>is thus not affected by no-teleport areas and rooms.  Appending an exclaimation<BR>point to the room will ADD fanfare to the entrance.</pre>
			</P>
			
			<p>
			<a name="HOLIDAYS"><B>HOLIDAYS</B></a>
			<pre>Holidays are a special/reserved quest defined by file<BR>/resources/quests/holidays/holidays.quest. They are very simple Scriptless<BR>quests that can be started at random intervals, or on certain mud dates, or<BR>real-life dates.  The holidays will only impact the areas specified by the<BR>holiday settings, and only the mobs in those areas specified in the settings,<BR>and only with the features you specify.  Use LIST HOLIDAYS to see a list of all<BR>defined holidays and the areas hey are defined for.  By default, 3 special-case<BR>weather related holidays are included which impact any area that meets their<BR>criteria.  You can use MODIFY HOLIDAY &lt;name> to change the settings for a<BR>holiday, DESTROY HOLIDAY &lt;name> to delete one, or CREATE HOLIDAY name to create<BR>a new one that will automatically apply to the area the creator is standing in.</pre>
			</P>
			
			<p>
			<a name="HUSH"><B>HUSH</B></a>
			<pre> <BR>Skill    : Hush <BR>Domain   : Archon <BR>Use Cost : Movement (50)  <BR>Quality  : Malicious <BR>Targets  : Creatures  <BR>Range    : Touch - Range 1 <BR>Commands : HUSH <BR>Usage    : HUSH [PLAYER NAME] <BR>Example  : hush gunther <BR>From anywhere on the map, the player with this skill can render the target<BR>mob/player unable to communicate on any channels, or use the tell command.  Use<BR>this skill again on the same player to release them.</pre>
			</P>
			
			<p>
			<a name="I3"><B>I3</B></a>
			<pre>This refers to the InterMud3 system, which may or may not be available on your<BR>system.  Enter I3 by itself for a list of available commands.  For more help,<BR>enter HELP I3 LIST, HELP I3 CHANNELS, HELP I3 ADD, HELP I3 DELETE, HELP I3<BR>LISTEN, HELP I3 LOCATE, HELP I3 SILENCE, or HELP I3 INFO.</pre>
			</P>
			
			<p>
			<a name="I3_ADD"><B>I3_ADD</B></a>
			<pre>Command : I3 ADD <BR>Usage   : I3 ADD [REMOTE CHANNEL NAME] <BR>Example : i3 add BADCHAN <BR>Short(s):  <BR>Sends an add-channel message to the InterMud3 router.  The channel listed must<BR>already appear in your coffeemud.ini file.</pre>
			</P>
			
			<p>
			<a name="I3_CHANNELS"><B>I3_CHANNELS</B></a>
			<pre>Command  : I3 CHANNELS <BR>Usage    : I3 CHANNELS <BR>Example  : i3 channels <BR>Short(s) :  <BR>Lists all the channels available on the InterMud3 network, even those which<BR>your mud does not subscribe to.</pre>
			</P>
			
			<p>
			<a name="I3_DELETE"><B>I3_DELETE</B></a>
			<pre>Command : I3 DELETE <BR>Usage   : I3 DELETE [LOCAL CHANNEL NAME] <BR>Example : i3 delete BADCHAN <BR>Short(s):  <BR>Sends a remove-channel message to the InterMud3 router.  The channel listed<BR>must already appear in your coffeemud.ini file.</pre>
			</P>
			
			<p>
			<a name="I3_INFO"><B>I3_INFO</B></a>
			<pre>Command : I3 INFO <BR>Usage   : I3 INFO [MUD NAME] <BR>Example : i3 info coffeemud <BR>Short(s):  <BR>Give some special information about the InterMud3 mud listed.</pre>
			</P>
			
			<p>
			<a name="I3_LIST"><B>I3_LIST</B></a>
			<pre>Command : I3 LIST <BR>Usage   : I3 LIST <BR>Example : i3 list <BR>Short(s):  <BR>Lists all the muds available on the InterMud3 channels.</pre>
			</P>
			
			<p>
			<a name="I3_LISTEN"><B>I3_LISTEN</B></a>
			<pre>Command : I3 LISTEN <BR>Usage   : I3 LISTEN [REMOTE CHANNEL NAME] <BR>Example : i3 listen BADCHAN <BR>Short(s):  <BR>Sends a listen-channel message to the InterMud3 router.  The channel listed<BR>must already appear in your coffeemud.ini file.</pre>
			</P>
			
			<p>
			<a name="I3_LOCATE"><B>I3_LOCATE</B></a>
			<pre>Command : I3 LOCATE <BR>Usage   : I3 LOCATE [NAME] <BR>Example : i3 locate bob <BR>Short(s):  <BR>Sends a player locate message to the InterMud3 router, which will hopefully<BR>respond some day with the name of a mud where a player of the given name is<BR>located.</pre>
			</P>
			
			<p>
			<a name="I3_SILENCE"><B>I3_SILENCE</B></a>
			<pre>Command : I3 SILENCE <BR>Usage   : I3 SILENCE [REMOTE CHANNEL NAME] <BR>Example : i3 silence BADCHAN <BR>Short(s):  <BR>Sends a no-listen-channel message to the InterMud3 router.  The channel listed<BR>must already appear in your coffeemud.ini file.  This command will silence all<BR>traffic to your server from that channel.</pre>
			</P>
			
			<p>
			<a name="IDEA"><B>IDEA</B></a>
			<pre>Command : IDEA <BR>Usage   : IDEA [MESSAGE]/REVIEW (FILTER) (STARTING MSG) <BR>Usage   : IDEA TRANSFER (FILTER) [MESSAGE NUMBER] [TARGET] <BR>Example : idea nothing is spelled right in this room! <BR>Example : idea review <BR>Example : idea review 7 <BR>Example : idea review bob 7 <BR>Short(s):  <BR>This command can be used to submit ideas to the system.  When the REVIEW<BR>parameter is given, the ideas will be iterated through one at a time to give<BR>the archon a chance to delete, comment on, or email each one.  An optional<BR>starting number can be given to REVIEW. An optional filter can be given to list<BR>only messages assigned to a particular user.</pre>
			</P>
			
			<p>
			<a name="IMPORT"><B>IMPORT</B></a>
			<pre>Command  : IMPORT <BR>Usage    : IMPORT (NOPROMPT) (NODELETE) (AREATYPE=TYPE) [FILE NAME(S)]  <BR>Example  : import /areas/myarea.cmare <BR>Example  : import noprompt nodelete /areas/midgaard.are <BR>Example  : import areatype=stdthininstance /areas/midgaard.are<BR>/areas/school.are <BR>Example  : import noprompt /areas/areas.lst <BR>Example  : import noprompt /areas/ <BR>Short(s) :  <BR>The import command will allow you to import official coffeemud area files,<BR>whose extension is "*.cmare" <BR>CoffeeMud may also import, with varying levels of success, the "*.are" files<BR>used by other muds.  Some formats are better supported than others, so be sure<BR>to carefully examine the imported area afterwards. <BR>The import command will auto detect, based on the file given, whether the file<BR>refers to a coffeemud area file, room file, a "*.are" from another mud, or a<BR>"*.lst" list of other area files. <BR>The CoffeeMud "resources" directory is the default path.  Remember that all<BR>paths in CoffeeMud treat the install directory as "root'. This means that the<BR>files being imported must be copied into a folder underneath your install<BR>directory before use.  See the help on VFS for more information on this<BR>concept.</pre>
			</P>
			
			<p>
			<a name="INFECT"><B>INFECT</B></a>
			<pre> <BR>Skill    : Infect <BR>Domain   : Archon <BR>Use Cost : Movement (50)  <BR>Quality  : Malicious <BR>Targets  : Creatures  <BR>Range    : Touch - Range 1 <BR>Commands : INFECT <BR>Usage    : INFECT [PLAYER/MOB NAME] [DISEASE NAME] <BR>Example  : infect gunther flu <BR>The player with this skill can cause the target to become infected with a given<BR>disease.</pre>
			</P>
			
			<p>
			<a name="INJURE"><B>INJURE</B></a>
			<pre> <BR>Skill    : Injure <BR>Domain   : Archon <BR>Use Cost : Movement (50)  <BR>Quality  : Malicious <BR>Targets  : Creatures  <BR>Range    : Touch - Range 1 <BR>Commands : INJURE <BR>Usage    : INJURE [PLAYER NAME] [body part] <BR>Example  : injure gunther left hand <BR>From anywhere on the map, the player with this skill can cause the target to<BR>have one of their body parts instantly injured by 20%.</pre>
			</P>
			
			<p>
			<a name="JCONSOLE"><B>JCONSOLE</B></a>
			<pre>Command : JCONSOLE <BR>Usage   : JCONSOLE [TOPICNAME] <BR>Example : jconsole ([statement]) <BR>Short(s):  <BR>When entered with a statement, this command will execute the single javascript<BR>statement and exit.  When entered alone, it will enter a console where the user<BR>can enter as many javascript statements as they want, and the system will even<BR>remember any variables or functions they've defined later one (does NOT survive<BR>reboots!).  All the Scriptable/MOBPROG commands and functions are also<BR>available, though the commands and functions must be entered in ALL UPPERCASE,<BR>and commands must have their parameters separated by commas instead of spaces,<BR>be put into quotes, and surrounded by parenthesis like javascript function<BR>calls.  Lastly, for entering multi-line data, you can enter multi line mode by<BR>entering &lt; by itself, and exiting by entering > by itself.</pre>
			</P>
			
			<p>
			<a name="JRUN"><B>JRUN</B></a>
			<pre>Command  : JRUN <BR>Usage    : JRUN [FILENAME] [PARM1] ...  <BR>Example  : jrun resources/myscript.js parm1 parm2 <BR>Short(s) :  <BR>Runs the given file as Javascript.  See the Programming Guide for more<BR>information on how to write Javascript for CoffeeMud.</pre>
			</P>
			
			<p>
			<a name="LINK"><B>LINK</B></a>
			<pre>Command : LINK <BR>Usage   : LINK [ROOMID] [DIRECTION] <BR>Example : link midgaard#3001 north <BR>Example : link Smurfy Road east <BR>Example : link midgaard#3001#(3,2) north <BR>Short(s):  <BR>A command for the linking of rooms to each other, including grid rooms.</pre>
			</P>
			
			<p>
			<a name="LIST"><B>LIST</B></a>
			<pre>Command : LIST <BR>Usage   : LIST ([SHOPKEEPER]) <BR>Example : list <BR>Example : list quests <BR>Example : list reports <BR>Example : list areas <BR>Example : list log last 10 <BR>Short(s):  <BR>The normal player version of this command will display the items which a<BR>particular shopkeeper MOB may be selling, along with the prices being offered<BR>to your characters.  <BR> <BR>The Admin version can also be qualified with UNLINKEDEXITS, ITEMS, ARMOR,<BR>ENVRESOURCES, WEAPONS, MOBS, ROOMS, AREA, LOCALES, BEHAVIORS, EXITS, RACES,<BR>CLASSES, STAFF, SPELLS, SONGS, PRAYERS, PROPERTIES, THIEFSKILLS, COMMON,<BR>JOURNALS, SKILLS, QUESTS, DISEASES, POISONS, TICKS, MAGIC, TECH, CLANITEMS,<BR>COMMANDJOURNAL, TITLES, NOPURGE, BANNED, RACECATS, LOG, USERS, LINKAGES,<BR>REPORTS, THREADS, RESOURCES, ONEWAYDOORS, CHANTS, POWERS, SUPERPOWERS, CLANS,<BR>GOVERNMENTS, FACTIONS, MATERIALS, OBJCOUNTERS, POLLS, CONTENTS, BUGS, TYPOS,<BR>IDEAS, TASKS, NEWS, AREAS, SESSIONS, AREATYPE, REALESTATE, or ASSISTS...<BR>depending upon the listers security. <BR> <BR>Additional help *may* be available by entering HELP LIST [X] where X is one of<BR>the above.</pre>
			</P>
			
			<p>
			<a name="LIST_ABILITIES"><B>LIST_ABILITIES</B></a>
			<pre>Command  : LIST  <BR>Usage    : LIST ABILITIES (DOMAIN) <BR>Example  : list abilities <BR>Example  : list abilities enchantment/charm <BR>Shows the list of java classes (ability ids) available to archons.</pre>
			</P>
			
			<p>
			<a name="LIST_ABILITYCODES"><B>LIST_ABILITYCODES</B></a>
			<pre>Command  : LIST <BR>Usage    : LIST ABILITYCODES <BR>Example  : list abilitycodes <BR>Lists the general categories of abilities, sometimes called ACODES.</pre>
			</P>
			
			<p>
			<a name="LIST_ABILITYDOMAINS"><B>LIST_ABILITYDOMAINS</B></a>
			<pre>Command  : LIST <BR>Usage    : LIST ABILITYDOMAINS <BR>Example  : list abilitydomains <BR>Shows the list of domains that abilities, skills, spells, chants, etc belong<BR>to.</pre>
			</P>
			
			<p>
			<a name="LIST_ABILITYFLAGS"><B>LIST_ABILITYFLAGS</B></a>
			<pre>Command  : LIST <BR>Usage    : LIST ABILITYFLAGS <BR>Example  : list abilityflags <BR>Lists the complete set of flags that can be assigned to a general ability id.</pre>
			</P>
			
			<p>
			<a name="LIST_ACCOUNTS"><B>LIST_ACCOUNTS</B></a>
			<pre>Command  : LIST <BR>Usage    : LIST ACCOUNTS ([COLUMN NAME]) <BR>Example  : list accounts <BR>Example  : list accounts email <BR>If your mud is using the account system, this will list all the accounts in the<BR>game, along with their last login date, email address, and all players<BR>associated with that account. If you specify a column name of NAME, LAST,<BR>EMAIL, or IP, then that column will be shown if it is not available, and the<BR>list will be sorted by that column.  You can specify column name </pre>
			</P>
			
			<p>
			<a name="LIST_ACHIEVEMENTS"><B>LIST_ACHIEVEMENTS</B></a>
			<pre>Command  : LIST <BR>Usage    : LIST ACHIEVEMENTS <BR>Example  : list achievements <BR>Shows all the achievements available to players.</pre>
			</P>
			
			<p>
			<a name="LIST_ALLQUALIFYS"><B>LIST_ALLQUALIFYS</B></a>
			<pre>Command  : LIST <BR>Usage    : LIST ALLQUALIFYS <BR>Example  : list allqualifys <BR>Lists all the multi-class-qualified skills defined in your All-Qualifies list<BR>in your game, along with the level of the skill, whether it is auto-gained or<BR>not, the default proficiency, and a qualifying mask.</pre>
			</P>
			
			<p>
			<a name="LIST_AREA"><B>LIST_AREA</B></a>
			<pre>Command  : LIST <BR>Usage    : LIST AREA (ROOM/MOB/ITEM/SHOPS/MOBMASK/ITEMMASK) ([MASK]) <BR>Example  : list area <BR>Example  : list area mob creeper <BR>Example  : list area mobmask -race +elf <BR>Lists all the rooms in the current area, along with the locale type of each<BR>room. Optionally, a specifier can be added to search for rooms, mobs, items by<BR>name, or mobs and items by zapper mask using the mobmask/itemmask parameters. </pre>
			</P>
			
			<p>
			<a name="LIST_AREARESOURCES"><B>LIST_AREARESOURCES</B></a>
			<pre>Command  : LIST <BR>Usage    : LIST AREARESOURCES <BR>Example  : list arearesources <BR>Lists all the rooms int the current area, along with the locale id, and the<BR>type of raw resource that can be gathered in that room at this moment. </pre>
			</P>
			
			<p>
			<a name="LIST_AREAS"><B>LIST_AREAS</B></a>
			<pre>Command  : LIST <BR>Usage    : LIST AREAS (SORTBY [COLUMN]...) (COLS [COLUMN]...)) <BR>Example  : list areas <BR>Example  : list areas sortby name cols name population <BR>Example  : list areas sortby name <BR>Lists all the standard areas in your game.  By default, it also shows whether<BR>the area is Hidden, how many rooms are in the area, whether it is in a passive<BR>or active state, its current population, and the median level.  If the sortby<BR>parameter is used, then you can follow it with the order of columns to sort by.<BR> Valid columns include: NAME, AUTHOR, DESCRIPTION , ROOMS, STATE, HIDDEN,<BR>POPULATION, MIN_LEVEL, MAX_LEVEL, AVG_LEVEL, MED_LEVEL, AVG_ALIGNMENT,<BR>MED_ALIGNMENT, TOTAL_LEVELS, TOTAL_INTELLIGENT_LEVELS, VISITABLE_ROOMS,<BR>INDOOR_ROOMS.  If the columns parameter is used, then you can follow it with<BR>columns to substitute in the table.</pre>
			</P>
			
			<p>
			<a name="LIST_AREATYPES"><B>LIST_AREATYPES</B></a>
			<pre>Command  : LIST <BR>Usage    : LIST AREATYPES <BR>Example  : list areatypes <BR>Shows the list of the area type ids (class ids).</pre>
			</P>
			
			<p>
			<a name="LIST_ARMOR"><B>LIST_ARMOR</B></a>
			<pre>Command  : LIST <BR>Usage    : LIST ARMOR <BR>Example  : list armor <BR>Shows the armor java classes (item ids) available to archons.</pre>
			</P>
			
			<p>
			<a name="LIST_ASSISTS"><B>LIST_ASSISTS</B></a>
			<pre>Command  : LIST <BR>Usage    : LIST ASSISTS <BR>Example  : list assists <BR>Lists the temporary request for assistance from the players.</pre>
			</P>
			
			<p>
			<a name="LIST_BANKS"><B>LIST_BANKS</B></a>
			<pre>Command  : LIST <BR>Usage    : LIST BANKS <BR>Example  : list banks <BR>Lists all the bank mobs in the world.</pre>
			</P>
			
			<p>
			<a name="LIST_BANNED"><B>LIST_BANNED</B></a>
			<pre>Command  : LIST <BR>Usage    : LIST BANNED <BR>Example  : list banned <BR>Lists the player names, ip addresses, or ip masks that are banned from your<BR>mud.</pre>
			</P>
			
			<p>
			<a name="LIST_BEHAVIORS"><B>LIST_BEHAVIORS</B></a>
			<pre>Command  : LIST <BR>Usage    : LIST BEHAVIORS <BR>Example  : list behaviors <BR>Shows the list of behavior java classes (behavior ids) available to archons.</pre>
			</P>
			
			<p>
			<a name="LIST_BUGS"><B>LIST_BUGS</B></a>
			<pre>Command  : LIST <BR>Usage    : LIST BUGS (TO) <BR>Example  : list bugs <BR>Example  : list bugs bob <BR>Lists all the entries in the SYSTEM_BUGS journal.  An optional name can be<BR>appended to show entries assign to that name.</pre>
			</P>
			
			<p>
			<a name="LIST_CHANTS"><B>LIST_CHANTS</B></a>
			<pre>Command  : LIST <BR>Usage    : LIST CHANTS (DOMAIN) <BR>Example  : list chants <BR>Shows all the chant spell java class names (ability ids) available to your<BR>archons.</pre>
			</P>
			
			<p>
			<a name="LIST_CLANITEMS"><B>LIST_CLANITEMS</B></a>
			<pre>Command  : LIST <BR>Usage    : LIST CLANITEMS <BR>Example  : list clanitems <BR>Shows the list of clan item java classes (item ids) available to archons.</pre>
			</P>
			
			<p>
			<a name="LIST_CLANS"><B>LIST_CLANS</B></a>
			<pre>Command  : LIST <BR>Usage    : LIST CLANS <BR>Example  : list clans <BR>Lists all the clans in your mud, along with the number of members each clan<BR>has. </pre>
			</P>
			
			<p>
			<a name="LIST_CLASSES"><B>LIST_CLASSES</B></a>
			<pre>Command  : LIST CLASSES <BR>Usage    : LIST CLASSES (SHORT) <BR>Example  : list classes <BR>Example  : list classes short <BR>Shows the list of char class java classes (charclass ids) available to archons.<BR>Charclasses will have their base classes shown in () next to the ID.<BR>Charclasses with an * next to them are Generic.  Adding the short parameter<BR>will only show a simple list of char class ids.</pre>
			</P>
			
			<p>
			<a name="LIST_COMMANDJOURNAL"><B>LIST_COMMANDJOURNAL</B></a>
			<pre>Command  : LIST <BR>Usage    : LIST COMMANDJOURNAL <BR>Example  : list commandjournal <BR>Further help is not yet available. May be unimplemented.</pre>
			</P>
			
			<p>
			<a name="LIST_COMMANDJOURNALS"><B>LIST_COMMANDJOURNALS</B></a>
			<pre>Command  : LIST  <BR>Usage    : LIST COMMANDJOURNALS <BR>Example  : list commandjournals <BR>Shows the list of all Command Journals (message/note areas) that exist in your<BR>system, along with the number of entries in each journal in the database.</pre>
			</P>
			
			<p>
			<a name="LIST_COMMANDS"><B>LIST_COMMANDS</B></a>
			<pre>Command  : LIST <BR>Usage    : LIST COMMANDS ([PLAYER]) <BR>Example  : list commands <BR>Example  : list commands bob <BR>Shows the list of all trigger/command words.  A player may optionally be given<BR>to change the available commands list. </pre>
			</P>
			
			<p>
			<a name="LIST_COMMON"><B>LIST_COMMON</B></a>
			<pre>Command  : LIST  <BR>Usage    : LIST COMMON (DOMAIN) <BR>Example  : list common <BR>Shows the list of common skill java classes (ability ids) available to archons.</pre>
			</P>
			
			<p>
			<a name="LIST_COMPONENTS"><B>LIST_COMPONENTS</B></a>
			<pre>Command  : LIST <BR>Usage    : LIST COMPONENTS <BR>Example  : list components <BR>Lists all the Ability IDs (skills, spells, etc) for which a physical component<BR>requirement has been defined using the engine's component system.  It will also<BR>list a friendly description of what those component requirements are.</pre>
			</P>
			
			<p>
			<a name="LIST_CONQUERED"><B>LIST_CONQUERED</B></a>
			<pre>Command  : LIST <BR>Usage    : LIST CONQUERED <BR>Example  : list conqured <BR>Lists all the areas in the game, along with the names of the clans that control<BR>them. Areas that list "The Archons" as controllers are un-conquerable (do not<BR>have the Conquerable behavior on them).  Others are as listed, or blank for<BR>unconquered-at-present.</pre>
			</P>
			
			<p>
			<a name="LIST_CONTENTS"><B>LIST_CONTENTS</B></a>
			<pre>Command  : LIST <BR>Usage    : LIST CONTENTS (AREA/[AREA NAME]) <BR>Example  : list contents <BR>Lists all the mobs and items in the current room, along with their level and<BR>alignment. Adding an AREA parameter will do this for the whole current area, or<BR>you can enter the name of a particular area. </pre>
			</P>
			
			<p>
			<a name="LIST_CURRENTS"><B>LIST_CURRENTS</B></a>
			<pre>Command  : LIST <BR>Usage    : LIST CURRENTS <BR>Example  : list currents <BR>Lists all the electronic devices receiving electronic current processing in the<BR>game. This could be groups of computers in a lab, or devices aboard a single<BR>space ship.</pre>
			</P>
			
			<p>
			<a name="LIST_DEBUGFLAG"><B>LIST_DEBUGFLAG</B></a>
			<pre>Command  : LIST <BR>Usage    : LIST DEBUGFLAG <BR>Example  : list debugflag <BR>Lists all the debug flags that have been turned on in your system.  These flags<BR>cause extra messaging to appear in your mud log (mud.log), assuming DBGMSGS has<BR>been appropriately set in your coffeemud.ini file.</pre>
			</P>
			
			<p>
			<a name="LIST_DISABLEFLAG"><B>LIST_DISABLEFLAG</B></a>
			<pre>Command  : LIST <BR>Usage    : LIST DISABLEFLAG <BR>Example  : list disableflag <BR>Lists all the disabled subsystems in your mud.</pre>
			</P>
			
			<p>
			<a name="LIST_DISEASES"><B>LIST_DISEASES</B></a>
			<pre>Command  : LIST <BR>Usage    : LIST DISEASES <BR>Example  : list diseases <BR>Shows the list of all diseases (ability ids) available to archons.</pre>
			</P>
			
			<p>
			<a name="LIST_ENABLEFLAG"><B>LIST_ENABLEFLAG</B></a>
			<pre>Command  : LIST <BR>Usage    : LIST ENABLEFLAG <BR>Example  : list enableflag <BR>Lists all the currently enabled (but normally disabled) subsystems in your mud.</pre>
			</P>
			
			<p>
			<a name="LIST_ENVRESOURCES"><B>LIST_ENVRESOURCES</B></a>
			<pre>Command  : LIST <BR>Usage    : LIST ENVRESOURCES (SHORT) (MASK) <BR>Example  : list envresources <BR>Example  : list envresources short <BR>Example  : list envresources Vegetation <BR>Lists all the raw material resources defined for your mud, along with its<BR>material type, money value, frequency of occurrence, strength, and what kinds<BR>of Locales the resource may be gathered from using the appropriate skill. <BR> <BR>Adding the short parameter just shows a raw list of resource names.  Adding a<BR>mask will limit the list to those things that contain the mask.</pre>
			</P>
			
			<p>
			<a name="LIST_EXITS"><B>LIST_EXITS</B></a>
			<pre>Command  : LIST <BR>Usage    : LIST EXITS <BR>Example  : list exits <BR>Shows the list of exit java classes (exit ids) available to archons.</pre>
			</P>
			
			<p>
			<a name="LIST_EXPERTISES"><B>LIST_EXPERTISES</B></a>
			<pre>Command  : LIST <BR>Usage    : LIST EXPERTISES <BR>Example  : list expertises <BR>Lists all the expertise IDs, along with their friendly names and requirements<BR>to learn.</pre>
			</P>
			
			<p>
			<a name="LIST_EXPIRED"><B>LIST_EXPIRED</B></a>
			<pre>Command  : LIST <BR>Usage    : LIST EXPIRED <BR>Example  : list expired <BR>Lists all the accounts which have expired.</pre>
			</P>
			
			<p>
			<a name="LIST_EXPIRES"><B>LIST_EXPIRES</B></a>
			<pre>Command  : LIST <BR>Usage    : LIST EXPIRES <BR>Example  : list expires <BR>Lists all the rooms in the current area, along with when that room expires (or<BR>*).</pre>
			</P>
			
			<p>
			<a name="LIST_FACTIONS"><B>LIST_FACTIONS</B></a>
			<pre>Command  : LIST <BR>Usage    : LIST FACTIONS <BR>Example  : list factions <BR>Lists the friendly names of all the factions defined in your game, along with<BR>the file/path that defines that faction.</pre>
			</P>
			
			<p>
			<a name="LIST_FILEUSE"><B>LIST_FILEUSE</B></a>
			<pre>Command  : LIST  <BR>Usage    : LIST FILEUSE [PATH] <BR>Example  : list fileuse progs/knucklebones.script <BR>Shows the currently loaded objects in the game that are making use of the given<BR>script. The path may be a full path, or a partial-resources-path.</pre>
			</P>
			
			<p>
			<a name="LIST_GENSTATS"><B>LIST_GENSTATS</B></a>
			<pre>Command  : LIST <BR>Usage    : LIST GENSTATS ([CLASS]/[ID]/[ITEM/MOB/WHATEVER NAME]) <BR>Example  : list genstats GenWeapon <BR>Example  : list genstats orc <BR>Example  : list genstats GenItem <BR>Example  : list genstats door <BR>Shows the Generic Item stat names for the given class or item.  These names are<BR>used in scripting, in random area xml, and the gmodify command.</pre>
			</P>
			
			<p>
			<a name="LIST_GOVERNMENTS"><B>LIST_GOVERNMENTS</B></a>
			<pre>Command  : LIST <BR>Usage    : LIST GOVERNMENTS <BR>Example  : list governments <BR>Lists all the clan governments that have been defined in your mud.</pre>
			</P>
			
			<p>
			<a name="LIST_HELPFILEREQUESTS"><B>LIST_HELPFILEREQUESTS</B></a>
			<pre>Command  : LIST <BR>Usage    : LIST HELPFILEREQUESTS <BR>Example  : list helpfilerequests <BR>Lists all the entries in your help help log, if your mud is configured to keep<BR>one.</pre>
			</P>
			
			<p>
			<a name="LIST_HOLIDAYS"><B>LIST_HOLIDAYS</B></a>
			<pre>Command  : LIST <BR>Usage    : LIST HOLIDAYS <BR>Example  : list holidays <BR>Lists all the official Holidays defined in your game, along with the areas that<BR>they are specified to apply in (or *special* if they are multi-area).</pre>
			</P>
			
			<p>
			<a name="LIST_IDEAS"><B>LIST_IDEAS</B></a>
			<pre>Command  : LIST <BR>Usage    : LIST IDEAS (TO) <BR>Example  : list ideas <BR>Example  : list ideas bob <BR>Lists all the entries in the SYSTEM_IDEAS journal.  An optional name can be<BR>appended to show entries assign to that name.</pre>
			</P>
			
			<p>
			<a name="LIST_ITEMS"><B>LIST_ITEMS</B></a>
			<pre>Command  : LIST <BR>Usage    : LIST ITEMS <BR>Example  : list items <BR>Shows the item java classes (item ids) available to archons.</pre>
			</P>
			
			<p>
			<a name="LIST_JOURNALS"><B>LIST_JOURNALS</B></a>
			<pre>Command  : LIST  <BR>Usage    : LIST JOURNALS <BR>Example  : list journals <BR>Shows the list of all Journals (message/note areas) that exist in your<BR>database, along with the number of entries in each journal.</pre>
			</P>
			
			<p>
			<a name="LIST_LANGUAGES"><B>LIST_LANGUAGES</B></a>
			<pre>Command  : LIST <BR>Usage    : LIST LANGUAGES <BR>Example  : list languages <BR>Shows the list of all languages (ability ids) available to archons.</pre>
			</P>
			
			<p>
			<a name="LIST_LIBRARIES"><B>LIST_LIBRARIES</B></a>
			<pre>Command  : LIST <BR>Usage    : LIST LIBRARIES <BR>Example  : list libraries <BR>Lists all the librarian mobs in the world.</pre>
			</P>
			
			<p>
			<a name="LIST_LINKAGES"><B>LIST_LINKAGES</B></a>
			<pre>Command  : LIST <BR>Usage    : LIST LINKAGES (WORLD) (SUBSTATS) <BR>Example  : list linkages <BR>This bizarre command will list area rooms, showing number of rooms, number of<BR>mobs, average mob levels, and average alignment.  It will also show how many<BR>groups of rooms refer back to other rooms in the area, and which areas rooms in<BR>this area link to. If you add the WORLD parameter, then all areas are listed. <BR>If you add the SUBSTATS parameter, then the linking areas stats are shown<BR>instead of the linking room ids.</pre>
			</P>
			
			<p>
			<a name="LIST_LOCALES"><B>LIST_LOCALES</B></a>
			<pre>Command  : LIST <BR>Usage    : LIST LOCALES <BR>Example  : list locales <BR>Shows the list of room java classes (locale ids) available to archons.</pre>
			</P>
			
			<p>
			<a name="LIST_LOG"><B>LIST_LOG</B></a>
			<pre>Command  : LIST <BR>Usage    : LIST LOG (FRONT [NUMBER]/BACK [NUMBER]/SKIP [NUMBER]) <BR>Example  : list log <BR>Example  : list log first 10 <BR>Example  : list log last 20 <BR>Example  : list log skip 50 <BR>Displays the server log.  If you use the first X param, it will only show the<BR>first X lines of the log.  If you use the last X param, it will only show the<BR>last X lines.  If you use the skip X param, it will show the entire log after<BR>the first X lines.</pre>
			</P>
			
			<p>
			<a name="LIST_MAGIC"><B>LIST_MAGIC</B></a>
			<pre>Command  : LIST <BR>Usage    : LIST MAGIC <BR>Example  : list magic <BR>Shows the list of magic item java classes (item ids) available to archons.</pre>
			</P>
			
			<p>
			<a name="LIST_MANUFACTURERS"><B>LIST_MANUFACTURERS</B></a>
			<pre>Command  : LIST <BR>Usage    : LIST MANUFACTURERS <BR>Example  : list manufacturers <BR>Lists all the tech manufacturers that have been defined in your mud.</pre>
			</P>
			
			<p>
			<a name="LIST_MATERIALS"><B>LIST_MATERIALS</B></a>
			<pre>Command  : LIST <BR>Usage    : LIST MATERIALS <BR>Example  : list materials <BR>Lists all the base material types.  Use list ENVRESOURCES for what you probably<BR>want.</pre>
			</P>
			
			<p>
			<a name="LIST_MOBS"><B>LIST_MOBS</B></a>
			<pre>Command  : LIST <BR>Usage    : LIST MOBS <BR>Example  : list mobs <BR>Shows the mob java classes (mob ids) available to archons.</pre>
			</P>
			
			<p>
			<a name="LIST_NEWS"><B>LIST_NEWS</B></a>
			<pre>Command  : LIST <BR>Usage    : LIST NEWS ([ENTRY NUMBER]/NEW/ALL) <BR>Example  : list news <BR>Example  : list news 5 <BR>Example  : list news new <BR>Example  : list news all <BR>Lists all the news items currently active in your game (these are the bulletins<BR>seen at login). If a number is specified, only that full news item will be<BR>shown.  If the NEW parameter is used, then only NEW news is shown.  If the ALL<BR>parameter is used, all news is shown.</pre>
			</P>
			
			<p>
			<a name="LIST_NOPURGE"><B>LIST_NOPURGE</B></a>
			<pre>Command  : LIST <BR>Usage    : LIST NOPURGE <BR>Example  : list nopurge <BR>Lists the names of accounts or players who are exempt from the account/player<BR>purging rules defined in your coffeemud.ini file.  In short, these users will<BR>never be deleted, even if they never ever log in again.</pre>
			</P>
			
			<p>
			<a name="LIST_OBJCOUNTERS"><B>LIST_OBJCOUNTERS</B></a>
			<pre>Command  : LIST <BR>Usage    : LIST OBJCOUNTERS <BR>Example  : list objcounters <BR>Deprecated, but may be revived again in the future if I start seeing memory<BR>consumption issues.</pre>
			</P>
			
			<p>
			<a name="LIST_ONEWAYDOORS"><B>LIST_ONEWAYDOORS</B></a>
			<pre>Command  : LIST <BR>Usage    : LIST ONEWAYDOORS (LOG) <BR>Example  : list onewaydoors <BR>Example  : list onewaydoors log <BR>Lists all the rooms in your world with at least one direction where it links to<BR>another room, but that room does NOT link back to it.  Could be indicative of a<BR>problem?  Adding a log parameter will dump this list to your mud.log.</pre>
			</P>
			
			<p>
			<a name="LIST_PLANETS"><B>LIST_PLANETS</B></a>
			<pre>Command  : LIST <BR>Usage    : LIST PLANETS (SORTBY [COLUMN]...) (COLS [COLUMN]...)) <BR>Example  : list planets <BR>Example  : list planets sortby name cols name population <BR>Example  : list planets sortby name <BR>Lists all the planets in your game.  By default, it also shows whether the<BR>planet is Hidden, how many rooms are in the planet, whether it is in a passive<BR>or active state, its current population, and the median level.  If the sortby<BR>parameter is used, then you can follow it with the order of columns to sort by.<BR> Valid columns include: NAME, AUTHOR, DESCRIPTION , ROOMS, STATE, HIDDEN,<BR>POPULATION, MIN_LEVEL, MAX_LEVEL, AVG_LEVEL, MED_LEVEL, AVG_ALIGNMENT,<BR>MED_ALIGNMENT, TOTAL_LEVELS, TOTAL_INTELLIGENT_LEVELS, VISITABLE_ROOMS,<BR>INDOOR_ROOMS.  If the columns parameter is used, then you can follow it with<BR>columns to substitute in the table.</pre>
			</P>
			
			<p>
			<a name="LIST_POISONS"><B>LIST_POISONS</B></a>
			<pre>Command  : LIST <BR>Usage    : LIST POISONS <BR>Example  : list poisons <BR>Shows the list of all poisons (ability ids) available to archons.</pre>
			</P>
			
			<p>
			<a name="LIST_POLLS"><B>LIST_POLLS</B></a>
			<pre>Command  : LIST <BR>Usage    : LIST POLLS <BR>Example  : list polls <BR>Lists all the player polls currently defined in the game.</pre>
			</P>
			
			<p>
			<a name="LIST_POSTOFFICES"><B>LIST_POSTOFFICES</B></a>
			<pre>Command  : LIST <BR>Usage    : LIST POSTOFFICES <BR>Example  : list postoffices <BR>Lists all the post office mobs in the world.</pre>
			</P>
			
			<p>
			<a name="LIST_PRAYERS"><B>LIST_PRAYERS</B></a>
			<pre>Command  : LIST  <BR>Usage    : LIST PRAYERS (DOMAIN) <BR>Example  : list prayers <BR>Shows the list of prayer java classes (ability ids) available to archons.</pre>
			</P>
			
			<p>
			<a name="LIST_PROPERTIES"><B>LIST_PROPERTIES</B></a>
			<pre>Command  : LIST  <BR>Usage    : LIST PROPERTIES <BR>Example  : list properties <BR>Shows the list of property java classes (ability ids) available to archons.</pre>
			</P>
			
			<p>
			<a name="LIST_QUESTNAMES"><B>LIST_QUESTNAMES</B></a>
			<pre>Command  : LIST  <BR>Usage    : LIST QUESTNAMES <BR>Example  : list questNAMEs <BR>Lists all the quests being managed by the quest manager, along with the display<BR>name of the quests (if any).</pre>
			</P>
			
			<p>
			<a name="LIST_QUESTS"><B>LIST_QUESTS</B></a>
			<pre>Command  : LIST  <BR>Usage    : LIST QUESTS <BR>Example  : list quests <BR>Lists all the quests being managed by the quest manager, along with the current<BR>status of the quest (running, or not), and if it is time-delayed, how long<BR>until the quest will attempt to start again.</pre>
			</P>
			
			<p>
			<a name="LIST_QUESTWINNERS"><B>LIST_QUESTWINNERS</B></a>
			<pre>Command  : LIST  <BR>Usage    : LIST QUESTWINNERS (NAME) <BR>Example  : list questwinners <BR>Example  : list questwinners myquest <BR>Lists all the quests being managed by the quest manager, along with all the<BR>winners of the quests.  A name may be optionally given to narrow down which<BR>quests are shown.</pre>
			</P>
			
			<p>
			<a name="LIST_RACECATS"><B>LIST_RACECATS</B></a>
			<pre>Command  : LIST <BR>Usage    : LIST RACECATS (SHORT) <BR>Example  : list racecats <BR>Example  : list racecats short <BR>Lists the unique racial categories of all the races in coffeemud. Adding the<BR>short param will just make the list look different.</pre>
			</P>
			
			<p>
			<a name="LIST_RACES"><B>LIST_RACES</B></a>
			<pre>Command  : LIST <BR>Usage    : LIST RACES (SHORT) (MASK) <BR>Example  : list races <BR>Example  : list races short <BR>Example  : list races avian <BR>Shows the list of race java classes (race ids) available to archons. Races will<BR>have their racial categories shown in () next to the ID. Races with an * next<BR>to them are Generic.  Adding the short parameter will only show a simple list<BR>of race ids.  Adding a mask will limit the list to races containing the word.</pre>
			</P>
			
			<p>
			<a name="LIST_REALESTATE"><B>LIST_REALESTATE</B></a>
			<pre>Command  : LIST <BR>Usage    : LIST REALESTATE (/AREA/WORLD) ([OWNER NAME]) <BR>Example  : list realestate <BR>Example  : list realestate world bob <BR>Example  : list realestate area <BR>Lists all the rooms for sale in the current area, along with the current name<BR>of the room, the current owner (if any) and the price.</pre>
			</P>
			
			<p>
			<a name="LIST_RECIPES"><B>LIST_RECIPES</B></a>
			<pre>Command  : LIST <BR>Usage    : LIST RECIPES ([SKILL ID]) <BR>Example  : list recipes <BR>Example  : list recipes Cooking <BR>By default, this will list the names of all the common skills (ability ids)<BR>that have editable recipe lists.  If a valid ability id is specified as a<BR>parmeter, then it will list all the editable recipes for that common skill.</pre>
			</P>
			
			<p>
			<a name="LIST_REPORTS"><B>LIST_REPORTS</B></a>
			<pre>Command  : LIST <BR>Usage    : LIST REPORTS <BR>Example  : list reports <BR>Shows a brief report on resource usage of your mud, such as memory, total cpu<BR>times, average cpu times for ticking objects, number of tick groups and ticking<BR>objects, etc. It will also enumerate the several main service threads of the<BR>mud, and show their status as well.</pre>
			</P>
			
			<p>
			<a name="LIST_RESOURCES"><B>LIST_RESOURCES</B></a>
			<pre>Command  : LIST <BR>Usage    : LIST RESOURCES ([MASK]) <BR>Example  : list resources <BR>Example  : list resources dragons den <BR>Lists all the cached binary and text data objects in your mud.  This will<BR>include stuff like parsed MOBPROG programs, MOBPROG variables, text files, help<BR>files, area statistics, and so forth. Adding a mask parameter will limit the<BR>view of resources only to those with those keywords.</pre>
			</P>
			
			<p>
			<a name="LIST_ROOMS"><B>LIST_ROOMS</B></a>
			<pre>Command  : LIST <BR>Usage    : LIST ROOMS ([FILTER]) <BR>Example  : list rooms <BR>Example  : list rooms garden <BR>Lists all the rooms in the current area, along with the short display name of<BR>each room.  The room id and display name can be filtered by a given string.</pre>
			</P>
			
			<p>
			<a name="LIST_SCRIPTS"><B>LIST_SCRIPTS</B></a>
			<pre>Command  : LIST <BR>Usage    : LIST SCRIPTS COUNT/DETAILS/CUSTOM <BR>Example  : list scripts count <BR>Example  : list scripts details <BR>Example  : list scripts custom <BR>Lists all the scripts in use in your game.  The COUNT param will show all the<BR>scripts, and how many objects are referring to that script.  List scripts<BR>details will show the first part of the script name, the name of the object<BR>that it is attached to, and the room where that object is located.  List<BR>scripts custom will show all the objects with custom scripts, the objects<BR>location, and a full listing of the custom script (a custom script is simply<BR>one that is hard coded into the behavior instead of coming from a file).</pre>
			</P>
			
			<p>
			<a name="LIST_SESSIONS"><B>LIST_SESSIONS</B></a>
			<pre>Command  : LIST <BR>Usage    : LIST SESSIONS (STATUS/VALID/NAME/IP/IDLE) <BR>Example  : list sessions <BR>Example  : list sessions name <BR>Lists the players online, their idle time, status, and ip address.  An optional<BR>parameter may be given to sort by one of the fields.</pre>
			</P>
			
			<p>
			<a name="LIST_SKILLS"><B>LIST_SKILLS</B></a>
			<pre>Command  : LIST  <BR>Usage    : LIST SKILLS (DOMAIN) <BR>Example  : list skills <BR>Shows the list of all skills (ability ids) available to archons.</pre>
			</P>
			
			<p>
			<a name="LIST_SOCIALS"><B>LIST_SOCIALS</B></a>
			<pre>Command  : LIST <BR>Usage    : LIST SOCIALS <BR>Example  : list socials <BR>Shows the list of all base socials.</pre>
			</P>
			
			<p>
			<a name="LIST_SOFTWARE"><B>LIST_SOFTWARE</B></a>
			<pre>Command  : LIST  <BR>Usage    : LIST SOFTWARE <BR>Example  : list software <BR>Shows the list of all software (tech item ids) available to archons.</pre>
			</P>
			
			<p>
			<a name="LIST_SONGS"><B>LIST_SONGS</B></a>
			<pre>Command  : LIST  <BR>Usage    : LIST SONGS (DOMAIN) <BR>Example  : list songs <BR>Shows the list of song java classes (ability ids) available to archons.</pre>
			</P>
			
			<p>
			<a name="LIST_SPACE"><B>LIST_SPACE</B></a>
			<pre>Command  : LIST <BR>Usage    : LIST SPACE (ALL)/((WITHIN [DIST]) (AROUND [X])) (SORTBY [COL]) <BR>Usage    : LIST MOONS (ALL)/((WITHIN [DIST]) (AROUND [X])) (SORTBY [COL]) <BR>Usage    : LIST BODIES (ALL)/((WITHIN [DIST]) (AROUND [X])) (SORTBY [COL]) <BR>Usage    : LIST STARS (ALL)/((WITHIN [DIST]) (AROUND [X])) (SORTBY [COL]) <BR>Usage    : LIST SPACESHIPS (ALL)/((WITHIN [DIST]) (AROUND X])) (SORTBY [COL]) <BR>Example  : list planets all sortby name <BR>Example  : list space around tattooine within 100 ly <BR>Shows the objects in space, or just the moons, planetary bodies, stars, or<BR>spaceships.  You can specify to only see the ones within a particular distance<BR>(in dm, km, ly, lm, lh, etc..of either the current planet/ship or the specified<BR>space object X.  Lastly, you can sort the list by name, coordinates, or<BR>whatever.</pre>
			</P>
			
			<p>
			<a name="LIST_SPACESHIPAREAS"><B>LIST_SPACESHIPAREAS</B></a>
			<pre>Command  : LIST <BR>Usage    : LIST SPACESHIPS (SORTBY [COLUMN]...) (COLS [COLUMN]...)) <BR>Example  : list spaceships <BR>Example  : list spaceships sortby name cols name population <BR>Example  : list spaceships sortby name <BR>Lists all the spaceships in your game.  By default, it also shows whether the<BR>ship is Hidden, how many rooms are in the ship, whether it is in a passive or<BR>active state, its current population, and the median level.  If the sortby<BR>parameter is used, then you can follow it with the order of columns to sort by.<BR> Valid columns include: NAME, AUTHOR, DESCRIPTION , ROOMS, STATE, HIDDEN,<BR>POPULATION, MIN_LEVEL, MAX_LEVEL, AVG_LEVEL, MED_LEVEL, AVG_ALIGNMENT,<BR>MED_ALIGNMENT, TOTAL_LEVELS, TOTAL_INTELLIGENT_LEVELS, VISITABLE_ROOMS,<BR>INDOOR_ROOMS.  If the columns parameter is used, then you can follow it with<BR>columns to substitute in the table.</pre>
			</P>
			
			<p>
			<a name="LIST_SPELLS"><B>LIST_SPELLS</B></a>
			<pre>Command  : LIST  <BR>Usage    : LIST SPELLS (DOMAIN) <BR>Example  : list spells <BR>Example  : list spells enchantment/charm <BR>Shows the list of spell java classes (ability ids) available to archons.</pre>
			</P>
			
			<p>
			<a name="LIST_STAFF"><B>LIST_STAFF</B></a>
			<pre>Command  : LIST <BR>Usage    : LIST STAFF <BR>Example  : list staff <BR>Lists all the areas, along with any Area SubOps defined for those areas.</pre>
			</P>
			
			<p>
			<a name="LIST_STATS"><B>LIST_STATS</B></a>
			<pre>Command  : LIST <BR>Usage    : LIST STATS [CLASS ID]/[NAME]/HERE/[DIRECTION] <BR>Example  : list stats GenItem <BR>Example  : list stats bob <BR>Example  : list stats sword <BR>Example  : list stats north <BR>Example  : list stats here <BR>Lists the readable and modifiable stat variables for a given class or object.<BR>These are the keys used in GMODIFY and GSTAT Scriptable command and so forth.</pre>
			</P>
			
			<p>
			<a name="LIST_SUPERPOWERS"><B>LIST_SUPERPOWERS</B></a>
			<pre>Command  : LIST <BR>Usage    : LIST POWERS (DOMAIN) <BR>Example  : list powers <BR>Shows all the superpower java class names (ability ids) available to your<BR>archons.</pre>
			</P>
			
			<p>
			<a name="LIST_TASKS"><B>LIST_TASKS</B></a>
			<pre>Command  : LIST <BR>Usage    : LIST TASKS <BR>Example  : list tasks <BR>Lists the entries in the task channel, if it exists.</pre>
			</P>
			
			<p>
			<a name="LIST_TECH"><B>LIST_TECH</B></a>
			<pre>Command  : LIST <BR>Usage    : LIST TECH <BR>Example  : list tech <BR>Shows the list of tech item java classes (item ids) available to archons.</pre>
			</P>
			
			<p>
			<a name="LIST_TECHSKILLS"><B>LIST_TECHSKILLS</B></a>
			<pre>Command  : LIST  <BR>Usage    : LIST TECHSKILLS <BR>Example  : list techskills <BR>Shows the list of tech skill java classes (ability ids) available to archons.</pre>
			</P>
			
			<p>
			<a name="LIST_THIEFSKILLS"><B>LIST_THIEFSKILLS</B></a>
			<pre>Command  : LIST  <BR>Usage    : LIST THIEFSKILLS (DOMAIN) <BR>Example  : list thiefskills <BR>Shows the list of thief skill java classes (ability ids) available to archons.</pre>
			</P>
			
			<p>
			<a name="LIST_THREAD"><B>LIST_THREAD</B></a>
			<pre>Command  : LIST <BR>Usage    : LIST THREAD (NAMED) <BR>Example  : list thread Worker0#12 <BR>This will just give a stack dump of a thread of the given name.  See LIST<BR>THREADS for more information.</pre>
			</P>
			
			<p>
			<a name="LIST_THREADS"><B>LIST_THREADS</B></a>
			<pre>Command  : LIST <BR>Usage    : LIST THREADS (SHORT) (EXTEND) <BR>Example  : list threads <BR>Example  : list threads short <BR>Lists all the threads running in the mud, along with what they are doing, if<BR>that information is available.  Threads are generally idle, so that should be<BR>reflected most of the time. The short parameter will filter out those threads<BR>sleeping, waiting, or parked in an executor. The extend parameter will show a<BR>little more information about the thread.</pre>
			</P>
			
			<p>
			<a name="LIST_TICKS"><B>LIST_TICKS</B></a>
			<pre>Command  : LIST <BR>Usage    : LIST TICKS ([GROUP NUMBER]/ACTIVE/PROBLEMS/[MASK]) (COL) <BR>Example  : list ticks <BR>Example  : list ticks 7 <BR>Example  : list ticks active <BR>Example  : list ticks problems <BR>Shows the list of ticking objects in the game.  A ticking object is simply one<BR>that may get thread time at some point from the engine.  By default, each entry<BR>consists of a group id, the name of the object that is ticking, the ID of the<BR>tick-type, and a status or ! if the object is not ticking. <BR> <BR>Valid parameters include a tick group number, the word "active" to only show<BR>ticks that are currently receiving thread time, "problems" to receive a list of<BR>the ticks that have consumed the most average thread time, or a string mask to<BR>filter by object name. <BR> <BR>The last column of each report may be replaced by adding a valid column name to<BR>the end of the list command.  Valid columns include: tickername, tickerid,<BR>tickerstatus, tickerstatusstr, tickercodeword, tickertickdown,<BR>tickerretickdown, tickermillitotal, tickermilliavg, tickerlaststartmillis,<BR>tickerlaststopmillis,tickerlaststartdate, tickerlaststopdate,<BR>tickerlastduration, tickersuspended</pre>
			</P>
			
			<p>
			<a name="LIST_TIMEZONES"><B>LIST_TIMEZONES</B></a>
			<pre>Command  : LIST <BR>Usage    : LIST TIMEZONES <BR>Example  : list timezones <BR>Lists all areas grouped by their shared calendar/time.</pre>
			</P>
			
			<p>
			<a name="LIST_TITLES"><B>LIST_TITLES</B></a>
			<pre>Command  : LIST <BR>Usage    : LIST TITLES <BR>Example  : list titles <BR>Lists all the auto-applied player titles defined in your game, along with the<BR>requirements, that is, the trigger, that will make them available.</pre>
			</P>
			
			<p>
			<a name="LIST_TYPOS"><B>LIST_TYPOS</B></a>
			<pre>Command  : LIST <BR>Usage    : LIST TYPOS (TO) <BR>Example  : list typos <BR>Example  : list typos bob <BR>Lists all the entries in the SYSTEM_TYPOS journal.  An optional name can be<BR>appended to show entries assign to that name.</pre>
			</P>
			
			<p>
			<a name="LIST_UNLINKEDEXITS"><B>LIST_UNLINKEDEXITS</B></a>
			<pre>Command  : LIST <BR>Usage    : LIST UNLINKEDEXITS (LOG) <BR>Example  : list unlinkedexits <BR>Example  : list unlinkedexits log <BR>Lists all the rooms which have directions for which an exit has been defined,<BR>but does not link to any room. Adding the log parameter will dump all that<BR>stuff to your mud.log</pre>
			</P>
			
			<p>
			<a name="LIST_USERS"><B>LIST_USERS</B></a>
			<pre>Command  : LIST <BR>Usage    : LIST USERS (COLUMN NAME) <BR>Example  : list users <BR>Example  : list users ip <BR>Lists all the players in your game database, showing by default their race,<BR>current class, level, hours played, last login time/date, and name.  If you<BR>specify a column name of NAME, CLASS, RACE, LEVEL, AGE, LAST, EMAIL, or IP,<BR>then that column will be shown if it is not available, and the list will be<BR>sorted by that column.</pre>
			</P>
			
			<p>
			<a name="LIST_WEAPONS"><B>LIST_WEAPONS</B></a>
			<pre>Command  : LIST <BR>Usage    : LIST WEAPONS <BR>Example  : list weapons <BR>Shows the weapon java classes (item ids) available to archons.</pre>
			</P>
			
			<p>
			<a name="LIST_WORLD"><B>LIST_WORLD</B></a>
			<pre>Command  : LIST <BR>Usage    : LIST WORLD (SORTBY [COLUMN]...) (COLS [COLUMN]...)) <BR>Example  : list world <BR>Example  : list world sortby name cols name population <BR>Example  : list world sortby name <BR>Lists all the areas in your current world, meaning areas that share the same<BR>time zone.  By default, it also shows whether the area is Hidden, how many<BR>rooms are in the area, whether it is in a passive or active state, its current<BR>population, and the median level.  If the sortby parameter is used, then you<BR>can follow it with the order of columns to sort by.  Valid columns include:<BR>NAME, AUTHOR, DESCRIPTION , ROOMS, STATE, HIDDEN, POPULATION, MIN_LEVEL,<BR>MAX_LEVEL, AVG_LEVEL, MED_LEVEL, AVG_ALIGNMENT, MED_ALIGNMENT, TOTAL_LEVELS,<BR>TOTAL_INTELLIGENT_LEVELS, VISITABLE_ROOMS, INDOOR_ROOMS.  If the columns<BR>parameter is used, then you can follow it with columns to substitute in the<BR>table.</pre>
			</P>
			
			<p>
			<a name="LOAD"><B>LOAD</B></a>
			<pre>Command : LOAD <BR>Usage   : LOAD [OBJECT TYPE] [PATH/NAME] <BR>Example : load resource banned.ini <BR>Example : load ability /myclasses/blah.class <BR>Example : load weapon /myclasses/blah2.class <BR>Example : load class com.planet_ink.coffee_mud.Items.Weapons.Sword.class <BR>Example : load weapon com/planet_ink/coffee_mud/Items/Weapons/Sword.java <BR>Short(s):  <BR>A command for the loading of resources, faction ini files, unloaded areas, or<BR>class files of java or javascript. <BR> <BR>Use LIST RESOURCES to see a list of resources. <BR> <BR>Use LOAD AREA area name re-load areas in the database that have been unloaded. <BR> <BR>For class files, the LIST command can also show whats already loaded.  This<BR>command will automatically attempt to unload a class if it is already loaded. <BR>If the specified class is a java source file or javascript, it will attempt to<BR>compile it first.  For loading classes, the second parameter may be the word<BR>"class" and the system will attempt to correct your ambiguity.  If it is unable<BR>to determine the type of class being loaded, however, you may get an error.  It<BR>is therefore better just to use the load [CLASS-TYPE] syntax instead.</pre>
			</P>
			
			<p>
			<a name="MARKOOC"><B>MARKOOC</B></a>
			<pre>Usage    : MARKOOC [PLAYER NAME] <BR>Example  : MARKOOC gunther <BR>From anywhere on the map, the player with this skill can render the target<BR>mob/player unable to receive any further RolePlay experience.  Use this skill<BR>again on the same player to release them.</pre>
			</P>
			
			<p>
			<a name="MASKS"><B>MASKS</B></a>
			<pre>In numerous parameters, places, and input fields, CoffeeMud will ask you for<BR>something called a "Zapper Mask".  The mask is used to help select particular<BR>mobs, items, etc from the universe of available selections by "filtering out"<BR>those you don't want. For example, if you wanted to only select mobs named Bob,<BR>you would compose a mask that Disallows non-mobs, and Disallows things that<BR>dont have the name Bob.  This is done using the Zapper Mask syntax, shown<BR>below: <BR>+SYSOP (allow archons to bypass the rules), -SYSOP (disallow archons) <BR>+SUBOP (allow local area staff to bypass the rules), -SUBOP (disallow) <BR>-PLAYER (disallow all players),  -MOB (disallow all mobs/npcs) <BR>-CHANCE 50 (disallow the given % of the time) <BR>-JAVACLASS "+GENMOB" etc.. (disallow only objects of +java class) <BR>+JAVACLASS "-GENITEM" etc.. (Do not disallow objs of -classes) <BR>-CLASS +thief +mage +ranger (disallow all but excepted char classes) <BR>+CLASS -thief -mage  -ranger (disallow only listed classes) <BR>-BASECLASS +thief +mage (disallow all but excepted base char classes) <BR>+BASECLASS -thief -mage  -ranger (disallow only listed base char classes) <BR>-RACE +elf +dwarf (disallow all but excepted races) <BR>+RACE -elf -dwarf -human -half -gnome (disallow only listed races) <BR>-RACECAT +elf +insect +humanoid (disallow all but listed racial categories) <BR>+RACECAT -elf -humanoid (disallow only listed racial categories) <BR>-ALIGNMENT +evil +neutral +good (disallow all but excepted alignments) <BR>+ALIGNMENT -evil -good -neutral (disallow only listed alignments) <BR>-GENDER (disallow genders), -GENDER +male +neuter (create exceptions) <BR>+GENDER -male -female -neuter (disallow only listed genders) <BR>-FACTION (disallow all faction and values, even a lack of faction) <BR>-FACTION +myfactionrange +faction.rangecode (create exceptions) <BR>+FACTION -rangecode -faction.rangecode (disallow only faction range code) <BR>-NAMES +bob "+my name" (disallow all except those with given names) <BR>+NAMES -bob "-my name" (disallow only those with one of the given names) <BR>-SUBNAMES +*ending +*inside* (disallow all except those with partial name) <BR>+SUBNAMES -*ending -*insid* (disallow only those with partial name mask) <BR>-ACCOUNTS +bob "+my name" (disallow all except those in the given accts) <BR>+ACCOUNTS -bob "-my name" (disallow only those with one of the given accts) <BR>-TATTOOS +mytatto +thistattoo (disallow all but those with excepted tatts) <BR>+TATTOOS -mytatt -anytattoo, (disallow only those with a listed tattoo) <BR>-EXPERTISES +myedu +thisedu (disallow all but those with listed expertise) <BR>+EXPERTISES -myedu -anyedu (disallow those with a listed expertise) <BR>-LEVEL +=1 +>5 +>=7 +&lt;13 +&lt;=20 (disallow all but those player level ranges) <BR>-=1 ->5 ->=7 -&lt;13 -&lt;=20 (disallow only listed levels range) <BR>-CLASSLEVEL +=1 +>5 +&lt;=20 (disallow all except those with current class lvl) <BR>-MAXCLASSLEVEL +=1 +&lt;13 (disallow only those with current class level range) <BR>+ANYCLASS -thief -mage (disallow only those with a listed multi-class) <BR>-ANYCLASSLEVEL +thief +>5 +mage +&lt;10 (disallow all except multi-class lvl) <BR>+ANYCLASSLEVEL -thief ->5 -mage -&lt;10 (disallow only these multi-class lvls) <BR>-SECURITY +cmdrooms +area cmditems (disallow all but listed security flags) <BR>+SECURITY -cmdrooms +area cmditems,(disallow only those with listed flags) <BR>-MOOD +grumpy +normal (disallow all except those with given moods) <BR>+MOOD -grumpy -normal (disallow only those with subtracted moods) <BR>-CLAN +Killers "+The Avengers" (disallow all except those in listed clan) <BR>+CLAN -Killers "-Avengers" (disallow only those in a listed clan) <BR>-DEITY +Apollo "+Grothon" (disallow all except worshippers of listed deity) <BR>+DEITY -God "-Rothon 1" (disallow only worshippers of a listed deity) <BR>-ANYCLASS +thief +ranger (disallow all except those with a multi-class) <BR>-STR X (disallow those with strength greater than X) <BR>+STR X (disallow those with strength less than X) <BR>-INT, -WIS, -CON, -CHA, -DEX (Same as -STR, for other current stats) <BR>+INT, +WIS, +CON, +CHA, +DEX (Same as +STR, for other current stats) <BR>+-ADJSTR...ADJCON (Same as above, but uses current values) <BR>-GROUPSIZE X (disallow those in groups larger than X) <BR>+GROUPSIZE X (disallow those in groups smaller than X) <BR>-AREA +thatarea "+my areaname" (disallow all except those in listed area) <BR>+AREA -thatarea "-my areaname" (disallow only those in listed area) <BR>-HOME "+area name" (disallow all except those from listed home/beacon area) <BR>+HOME "-my areaname" (disallow only those from listed home/beacon area) <BR>-ISHOME (disallow all npcs not currently in their home/beacon areas) <BR>+ISHOME (disallow all npcs unless they are in their home/beacon areas) <BR>-LOCATION +OWNED +CLANOWNED +PRIV +ROOMID(X) +ROOMSTR(X) (disallow all but) <BR>+LOCATION -OWNED -CLANOWNED -PRIV -ROOMID(X) -ROOMSTR(X) (disallow listed) <BR>-ITEM "+item name" etc... (disallow only those with an item name) <BR>-WORN "+item name" etc... (disallow only those wearing item name) <BR>-MATERIAL "+WOODEN" etc.. (disallow only items of added materials) <BR>+MATERIAL "-WOODEN" etc.. (Do not disallow items of -materials) <BR>-RESOURCES "+OAK" etc.. (disallow only items of added resources) <BR>+RESOURCES "-OAK" etc.. (Do not disallow items of -resources) <BR>-IF &lt;CONDITION> (disallow, unless they meet Scriptable conditions) <BR>+IF &lt;CONDITION> (never disallow anyone who meets Scriptable cond) <BR>-IFSTAT +STAT=VALUE +STAT=VALUE (disallow, unless a stat value is true) <BR>+IF -STAT=VALUE -STAT=VALUE (disallow those with a stat value) <BR>-VALUE X (disallow those with value or money less than X) <BR>+VALUE X (disallow those with value or money greater than X) <BR>-WEIGHT X (disallow those weighing less than X) <BR>+WEIGHT X (disallow those weighing more than X) <BR>-ARMOR/-DAMAGE/-ATTACK X (disallow armor/damage/attack bonus less than X) <BR>+ARMOR/+DAMAGE/+ATTACK X (disallow armor/damage/attack bonus more than X) <BR>+-WEAPONTYPE, +-WEAPONCLASS, and +-WEAPONAMMO for wielded weaponchecks <BR>-WORNON "+TORSO" etc.. (disallow only items wearable on +locations) <BR>+WORNON "-NECK" etc.. (Do not disallow items wearable on -locations) <BR>-DISPOSITION "+ISHIDDEN" etc.. (disallow only with +dispositions) <BR>+DISPOSITION "-ISHIDDEN" etc.. (Do not disallow only with sub disp) <BR>-SENSES "+CANSEEDARK" etc.. (disallow only those with +senses) <BR>+SENSES "-CANSEEDARK" etc.. (Do not disallow those with -senses) <BR>-ABILITY X (disallow those with magical ability less than X) <BR>+ABILITY X (disallow those with magical ability greater than X) <BR>-HOUR/-MONTH/-DAY +X (disallow always, unless the hour/month/day is X) <BR>+HOUR/+MONTH/+DAY -X (disallow those only when the hour/month/day is X) <BR>-SEASON +FALL (disallow those only when season is FALL) <BR>+SEASON -SPRING (disallow those whenever the season is SPRING) <BR>-WEATHER +DROUGHT (disallow those only when weather is DROUGHT) <BR>+WEATHER -BLIZZARD (disallow those whenever the weather is BLIZZARD) <BR>-QUESTWIN "+MY QUEST" (disallow those who have not my MY QUEST) <BR>+QUESTWIN "-MY QUEST" (disallow those who have won MY QUEST) <BR>-EFFECTS +Sleep "+Wood Chopping" (disallow all except those with effects) <BR>+EFFECTS -Sleep "-Wood Chopping" (disallow only those with listed effect) <BR>-SKILLS +Spell_Sleep(75) (disallow all except those with skill proficiency) <BR>+SKILLS -Spell_Sleep(75) (disallow only those with skill proficiency) <BR>-SKILLFLAG +ENCHANTMENT etc.. (disallow all except those with skillflag) <BR>+SKILLFLAG -ENCHANTMENT etc.. (disallow only those with listed skillflag) <BR>-ACCCHIEVES +mytatto etc..  (disallow all except those with achievements) <BR>+ACCCHIEVES -mytattoo etc.. (disallow only those with listed achievements) <BR></pre>
			</P>
			
			<p>
			<a name="MATH_FORMULA"><B>MATH_FORMULA</B></a>
			<pre>In certain fields and specifications, CoffeeMud will allow you to enter a<BR>mathematical formula in place of a simple number in order to calculate a number<BR>at run-time.  This is useful for occasions where you want the number to have a<BR>random element, or where the value of the number is calculated based on certain<BR>variables only available at run-time. <BR> <BR>The formulas can be anything from a simple number, to numbers combined with<BR>mathematical operators + - \ *, grouped with parenthesis ( ), and may also<BR>include certain special operators. <BR> <BR>One special operator, ? , is for generating a random number (ex: 2?5 refers to<BR>a random number between 2 and 5).  Another special operator, >, is for bounding<BR>the result of an operation (ex: 5 * 10 > 10 will evaluate to the greater of 10<BR>or 5 * 10.  The &lt; operator does the opposite.</pre>
			</P>
			
			<p>
			<a name="MERGE"><B>MERGE</B></a>
			<pre>Command  : MERGE <BR>Usage    : MERGE (AREA/ROOM) (CHANGE=[FIELD,..]) (ON=[FIELD,..])<BR>(IGNORE=[FIELD,..]) [PATH & FILE NAME] <BR>Usage    : MERGE (AREA/ROOM) DATABASE (MOBS/ITEMS/ROOMS) DBCLASS=[JAVACLASS]<BR>DBSERVICE=[DB SERVICE URL] <BR>:        :       DBUSER=[USERNAME] DBPASS=[PASSWORD] (IGNORE=[FIELD,..])<BR>(MASK=[ZAPPERMASK]) <BR>Example  : merge /myfiles/myitems.cmare <BR>Example  : merge change=damage,level,ability /myfiles/myweapons.cmare <BR>Example  : merge area change=material ignore=level /myfiles/myweapons.cmare <BR>Example  : merge change=damage on=name /myfiles/weapons.cmare <BR>Example  : merge area database dbclass=com.mysql.jdbc.Driver<BR>dbservice=jdbc:mysql://localhost:3306/db <BR>:        :            dbuser=username dbpass=password ignore="IMG,ATTACK"<BR>MASK="-NAMES +Bob" <BR>Short(s) :  <BR>Allows you to selectively modify all instances of a mob or item in the world<BR>based on the contents of a CMARE file containing items or mobs, or another<BR>CoffeeMud database.  <BR> <BR>When using CMARE files, the files must be generated using the EXPORT<BR>(WORLD/AREA/ROOM) (ITEMS/WEAPONS) command. The first parameter specifies<BR>whether the items in the text file are to be merged with those in the entire<BR>world, in your current area, or just the room. The second parameter (CHANGE) is<BR>implied to be ALL unless specified otherwise. It denotes which fields in the<BR>existing items may be changed based on what changes are seen to the item inside<BR>the CMARE file.   The third parameter (ON) is implied to be ALL unless<BR>specified otherwise.  It denotes how an item in the CMARE file is matched with<BR>an existing item in your world.  If the listed fields from the CMARE file and<BR>the existing item are equal, the items will be considered a match for the<BR>purposes of merging.  The fourth parameter (IGNORE) is implied to be NONE<BR>unless specified otherwise.  It denotes exceptions to the (ON) parameter,<BR>namely which fields are allowed to differ between items in the CMARE file and<BR>an existing item in cases where they would otherwise be considered a match<BR>according to the (ON) parameter.  Matched items in your existing world, in<BR>every room, will be modified accordingly, and the room will be resaved to your<BR>database.  The log will reflect all changes made to your world.  Every room in<BR>every area in your world will be reloaded from the database prior to any<BR>evaluations or changes. <BR> <BR>When using a database as a source, the merge command will compare and match the<BR>database version of the room contents with the local world.  The user is then<BR>given the opportunity to make changes to the local world depending on<BR>differences. The merge requires DBCLASS, DBSERVICE, DBUSER, and DBPASS<BR>parameters be set.  The IGNORE parameters is a comma delimited list of fields<BR>to ignore when displaying differences.  To mask the types of objects checked,<BR>the user can specify mobs, items, or the whole rooms after the word database,<BR>and a zappermask can be included after the mask parameters.</pre>
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			<p>
			<a name="MESSAGE_TYPES"><B>MESSAGE_TYPES</B></a>
			<pre>The following are valid message codes in CoffeeMud.  They are usable as such in<BR>Scriptable for the EXECMSG_PROG and CNCLMSG_PROG triggers: <BR> <BR>"AREAAFFECT", "PUSH", "PULL", "RECALL", "OPEN", "CLOSE", "PUT", "GET",<BR>"UNLOCK", "LOCK", "WIELD", "GIVE", "BUY", "SELL", "DROP", "WEAR", "FILL",<BR>"DELICATE_HANDS_ACT", "VALUE", "HOLD", "NOISYMOVEMENT", "QUIETMOVEMENT",<BR>"WEAPONATTACK", "LOOK", "READ", "NOISE", "SPEAK", "CAST_SPELL","LIST", "EAT",<BR>"ENTER", "FOLLOW", "LEAVE", "SLEEP", "SIT", "STAND", "FLEE", "NOFOLLOW",<BR>"WRITE", "FIRE", "COLD", "WATER", "GAS", "MIND", "GENERAL", "JUSTICE", "ACID",<BR>"ELECTRIC", "POISON", "UNDEAD", "MOUNT", "DISMOUNT", "OK_ACTION", "OK_VISUAL",<BR>"DRINK", "HANDS", "PARALYZE", "WAND_USE", "SERVE", "REBUKE", "ADVANCE",<BR>"DISEASE", "DEATH", "DEPOSIT", "WITHDRAW", "EMOTE", "QUIT", "SHUTDOWN", "VIEW",<BR>"RETIRE", "RETREAT","PANIC", "THROW", "EXTINGUISH", "TELL", "SITMOVE", "KNOCK",<BR>"PRACTICE", "TEACH", "REMOVE", "EXPCHANGE", "DAMAGE", "HEALING", "ROOMRESET",<BR>"RELOAD", "SNIFF", "ACTIVATE", "DEACTIVATE", "FACTIONCHANGE", "LOGIN", "LEVEL",<BR>"EXAMINE", "BORROW", "HUH",<BR>"LIFE","BID","CLANEVENT","UNLOAD","DUELCHALLENGE","LEGALWARRANT". <BR> <BR>And here are some general message code types that may also be used: <BR>"TO<BR><BR><BR><BR><BR><BR><BR><BR><BR><BR><BR><BR><BR><BR><BR><BR><BR><BR><BR><BR><BR><BR><BR><BR><BR><BR><BR><BR>SOUND","GENERAL","MAGIC","DELICATE","MALICIOUS","CHANNEL","OPTIMIZE","INTERMSG"</pre>
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			<p>
			<a name="METACRAFT"><B>METACRAFT</B></a>
			<pre>Usage    : METACRAFT (EVERY) [ITEM NAME] ([MATERIAL NAME]) (TO SELF/HERE/FILE<BR>[FILENAME]) <BR>Usage    : METACRAFT ALL [SKILL NAME] ([MATERIAL NAME]) (TO SELF/HERE/FILE<BR>[FILENAME]) <BR>Example  : metacraft wagon oak <BR>Example  : metacraft wagon <BR>Example  : metacraft "every sword" bronze <BR>Example  : metacraft "every sword" <BR>Example  : metacraft "every sword" iron to file /items.cmare <BR>Example  : metacraft "all carpentry" <BR>This skill will allow you to create any item that is craftable from the<BR>numerous common skills.  The item created may be made of a material specified,<BR>or automatically crafted by a random material valid to the appropriate skill. <BR>You can also specify the destination of the items, whether it be the room, your<BR>inventory, or an xml file.</pre>
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			<p>
			<a name="MODIFY"><B>MODIFY</B></a>
			<pre>Command : MODIFY <BR>Usage   : MODIFY [ITEM TYPE] ...  <BR>Example : modify room name The Grassy Knole <BR>Example : modify mob orc <BR>Example : modify item longsword <BR>Example : modify item "longsword@an orc" <BR>Example : modify jscript <BR>Example : modify news <BR>Short(s):  <BR>A command for the modification of items, mobs, users, quests, rooms, polls,<BR>classes, races, news, areas, and exits. Enter MODIFY for more information on<BR>command usage.</pre>
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			<p>
			<a name="MPRUN"><B>MPRUN</B></a>
			<pre>Command  : MPRUN <BR>Usage    : MPRUN ([USER]:[PASS]) [SCRIPT] <BR>Example  : mprun once_prog;mpecho hello!;~; <BR>Example  : mprun load=mine.script <BR>Example  : mprun archons:password once_prog;mpecho hello!;~; <BR>Short(s) :  <BR>Runs the given script as per the Scriptable behavor.  Since Scriptable scripts<BR>are event-triggered, any commands executed must be in a ONCE_PROG trigger (or<BR>perhaps a RAND_PROG). <BR> <BR>For use as part of automated testing, MPRUN can also be executed by<BR>unauthorized users so long as they know the username and password of an<BR>authorized user.  Any failed attempts to use this command will cause the user<BR>to be marked as unable to use this command for two minutes.</pre>
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			<p>
			<a name="MQL"><B>MQL</B></a>
			<pre>MQL Stands for MUD Query Language.  It's purpose is to allow the Archon, or a<BR>random quest xml document, to select existing objects in the game, or the<BR>properties of existing objects.   <BR> <BR>The structure of MQL is similar to SQL in that all MQL statements are of this<BR>structure: <BR> <BR>SELECT: [property, property, ..] FROM [object set]  WHERE [object comparison,<BR>object comparison] <BR>* note the colon : after the word SELECT above. <BR> <BR>The SELECT clause defines the properties you wish to be returned from the MQL<BR>statement. <BR>The FROM clause defines the set of objects that you might want to return the<BR>properties of. <BR>The WHERE clause defines the conditions under which any member of the set in<BR>the FROM clause may be included in the final results. <BR> <BR>A FROM clause can be a simple world set term, such as one of the following: <BR> <BR>* A CMFS file path to a CMARE file, such as ::/resources/map/plains.cmare <BR>* AREAS to use the set of all world areas <BR>* ROOMS to use the set of all existing world rooms <BR>* MOBS to use the set of all existing world mobs <BR>* ITEMS to use the set of all existing world items <BR>* In case where a qualifying object is implied, AREA can be used to refer to<BR>that specific area. <BR>* Another SELECT: statement in parenthesis, such as: SELECT: name from (SELECT<BR>* from AREA) <BR> <BR>The FROM clause can also include narrowing suffixes.  A narrowing suffix comes<BR>after the simple term, and is separated from it by a backslash \.   For<BR>example, if your from clause looks like SELECT * FROM AREAS\ROOM  , then the<BR>ROOM portion is the narrowing suffix of the AREAS term.  You can also continue<BR>adding more narrowing suffixes as needed.  For example: SELECT * FROM<BR>AREAS\MOBS\EQUIPMENT  .  Each suffix narrows or alters the term immediate<BR>before it, and the entire FROM clause will end up reflecting the type of object<BR>described by the final term, whether it be simple, or a narrowing term. <BR> <BR>The following are useful narrowing terms: <BR> <BR>* AREAS to use the unique set of areas in which the prior term is located <BR>* ROOMS to use the unique set of rooms in which the prior term is located, or<BR>which the prior term contains <BR>* MOBS, MOB to use the set of all mobs contained in the prior term <BR>* ITEMS, ITEM to use the set of all items contained in the prior term <BR>* OWNER to use the set of all item owners of the prior term, if it was items <BR>* EQUIPMENT to use the set of all  worn items of the prior term <BR> <BR>Be careful when using narrowing terms to make sure they make sense for the term<BR>prior to them.  For example, if importing mobs from a cmare file, AREAS will<BR>not likely resolve to anything, since the mobs aren't in the world yet. <BR> <BR>The SELECT: clause can include one or more comma-delimited properties of  the<BR>objects in the from clause, or it can be an asterisk *, or a period ., to refer<BR>simply to the from objects themselves.  It can also be a string or numeric<BR>literal, or an XML tag when embedding MQL in a random quest document.   <BR>Different kinds of objects have different kinds of properties, so it is tricky<BR>to define precisely what a legal and illegal object property might be. <BR>Choosing incorrectly will usually just result in an empty string "". <BR> <BR>An example of a legal property might be the property CLASS, since it applies to<BR>everything from areas and rooms, to mobs, and items.  NAME is also a property<BR>that almost all objects have.  Beyond this. using the GMODIFY command might be<BR>the simplest way to get a list of valid properties for a specific type of world<BR>object, or objects imported from cmare files. <BR> <BR>As mentioned previously, SELECT: clause properties can be separated by commas<BR>in order to select more than one.  For example: SELECT: class, name FROM<BR>areas\mobs would show the class id and name of every mob in your game. <BR> <BR>SELECT: clauses can also include an AS qualifier for each property selected. <BR>This has only the effect of changing the apparent name of the property for<BR>other parts of the system.  For an example using the WHERE command to issue<BR>MQL: WHERE AREA SELECT: class as classid, name as mob_name FROM areas\mobs<BR>would show the same results as the previous example statement, but with<BR>different name tags for the class and name properties.  This might be important<BR>when using an embedded SELECT: statement as your FROM clause, since you can<BR>only select properties that the embedded clause has returned, by the names they<BR>were given. <BR> <BR>SELECT: clauses, similar to FROM clauses above, can include narrowing terms. <BR>Like FROM clauses, these narrowing terms are separated by backslashes \.  <BR>SELECT clauses, at the moment, only support one narrowing term: COUNT.  The<BR>purpose of the COUNT term is to report the number of times the value of the<BR>previous terms appears in the rest of the FROM: clause.  For example, suppose<BR>you wanted to know the number of times each mob name is used, to do that, you<BR>might enter SELECT: name, name\count FROM areas\mobs <BR> <BR>Lastly, SELECT: clause can contain aggregating prefixes before a property term,<BR>which will transform the final result set in some way by aggregating the rows<BR>according to the prefix.  Prefixes, like suffixes, are separated from the<BR>property term by a backslash \.  The value aggregating prefixes are: <BR> <BR>* MEDIAN to return only the median value of all the property terms in the<BR>existing result set <BR>* MEAN to return the mean value of all the property terms in the existing<BR>result set <BR>* COUNT to return the count of the number of  items in the result set <BR>* UNIQUE to include only one row where the property is of any given value <BR> <BR>For example, to quickly count the mobs in your game, you might enter SELECT:<BR>COUNT\* from AREAS\MOBS <BR> <BR>The WHERE clause contains one or more conditions, which you can further compare<BR>using connectors like AND, OR, or parenthesis to group conditions together. <BR>Each condition consists of  two terms separated by a comparator.  Value<BR>comparitors include = (equal to), &lt;> (not equal to), > (greater than), &lt; (less<BR>than), >= (greater or equal), &lt;= (less or equal), IN (in a set or object group,<BR>or a substring of), or LIKE (matching a ZAPPERMASK). <BR> <BR>A condition consists of two property terms, similar to those described in the<BR>SELECT: clause above, except that condition terms can not use aggregating<BR>prefixes.  Narrowing suffixes, however, are permitted.  For example NAME =<BR>'Bob' is checking whether the NAME property of an item in the FROM clause is<BR>equal to the string literal "BOB".  If it is, when that condition is true. <BR>Putting it together then, to show the mobs in your game whose names are EXACTLY<BR>"BOB", you might do SELECT: * FROM areas\mobs WHERE name="BOB". This works<BR>because NAME is a property of every mob in the AREAS\MOBS from set, and can be<BR>compared with the word "BOB". <BR> <BR>Condition statements are grouped together into conditions using AND or OR.  For<BR>example, changing the above condition to WHERE name="BOB" OR name="JOE" would<BR>expand the number of possible results by one name.</pre>
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			<p>
			<a name="MULTIWATCH"><B>MULTIWATCH</B></a>
			<pre>Ability    : Multiwatch <BR>Usage      : MULTIWATCH (AUTO/STOP/ADD [NAME] ... [NAME]) <BR>Example    : multiwatch add playerone playertwo <BR>Example    : multiwatch auto <BR>Example    : multiwatch stop <BR>Description:  <BR>This is an archon skill to assist in determining if a set of players who are<BR>connected from the same ip address are the same person.  It does this by<BR>tracking certain pieces of data which together may be taken as rather<BR>circumstantial evidence of someone multiplaying.  The definition of the numbers<BR>are as follows: <BR>SYNC - The number of commands entered by more than one member of an IP group<BR>within a single 4 second period.  <BR>SPEECH - This refers to SAY commands, broken into three sections.  The first<BR>number represents the number of SAY commands done in the same room with a<BR>player who has the same IP address.  The second number represents the number of<BR>SAY commands directed at another player.  The last number is the number of SAY<BR>commands total. <BR>SOCIALS - These are also divided into three numbers where, again, the first is<BR>the number of socials in the same room with a player with the same IP, the<BR>second being socials directed at another player, and the last being the number<BR>of total socials. <BR>CMD - The number of commands entered which are different than the previous<BR>command entered. <BR>ORDER - The number of times one of the players in the group gave an ORDER to<BR>another player in the group.  A sure sign indeed.</pre>
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			<p>
			<a name="NEWS"><B>NEWS</B></a>
			<pre>The channel where logon news is shown.  Try LIST NEWS and MODIFY NEWS.</pre>
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			<p>
			<a name="NOPURGE"><B>NOPURGE</B></a>
			<pre>Command : NOPURGE <BR>Usage   : NOPURGE [PLAYER NAME] <BR>Example : nopurge bob <BR>Short(s):  <BR>Makes a player inelligible for purging by the autopurge system.  Use LIST<BR>NOPURGE, or DESTROY NOPURGE for maintaining the list.</pre>
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			<p>
			<a name="NOWIZINFO"><B>NOWIZINFO</B></a>
			<pre>Command : NOWIZINFO <BR>Usage   : NOWIZINFO <BR>Example : nowizinfo <BR>Short(s):  <BR>Turn off the automatic information channel available to admins and area admins.<BR></pre>
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			<p>
			<a name="NOWIZINV"><B>NOWIZINV</B></a>
			<pre>Command  : WIZARD INVISIBILITY <BR>Usage    : VISIBLE <BR>Example  : visible <BR>Short(s) : nowizinv <BR>Wizard Invisibility makes the invoker completely undetectable by other mobs or<BR>players.  This command turns wizard invisibility off.  See WIZINV for more<BR>information.</pre>
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			<p>
			<a name="ORDER"><B>ORDER</B></a>
			<pre>Command : ORDER <BR>Usage   : ORDER [TARGET NAME] [COMMAND(S)] <BR>Example : order dog flee <BR>Short(s):  <BR>This command will allow you to force a mob to perform any command listed in the<BR>COMMANDS or SOCIALS list.</pre>
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			<p>
			<a name="PAUSE"><B>PAUSE</B></a>
			<pre>Command : PAUSE <BR>Usage   : PAUSE [ROOM/AREA/OBJECTNAME] <BR>Example : pause <BR>Example : pause area <BR>Example : pause orc <BR>Short(s):  <BR>This very powerful and dangerous command allows you to suspend all thread and<BR>ticking services in the entire mud.  It can be a quick and easy way to discern<BR>locked up threads, or to free up CPU time for other purposes.  Enter PAUSE<BR>alone to suspend and resume all objects, or specify room, area, or an object<BR>name to suspend the ticking of just that object.</pre>
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			<p>
			<a name="PEACEFULLY"><B>PEACEFULLY</B></a>
			<pre> <BR>Skill    : Peacefully <BR>Domain   : Archon <BR>Use Cost : Mana (50)  <BR>Quality  : Circumstantial <BR>Targets  :  <BR>Range    : Touch - Range 10 <BR>Commands : PEACEFULLY <BR>Usage    : PEACEFULLY [COMMAND] <BR>Example  : peacefully kill bob <BR>Allows the player to issue a command that would start combat, but then<BR>immediately end combat before things get out of control.  </pre>
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			<p>
			<a name="PLAYERVERSUSPLAYER"><B>PLAYERVERSUSPLAYER</B></a>
			<pre>PLAYERKILL</pre>
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			<p>
			<a name="POOF"><B>POOF</B></a>
			<pre>Command : POOF <BR>Usage   : POOF <BR>Short(s):  <BR>For those with access to the GOTO command, this command will allow the admin to<BR>change the messages seen when they leave and enter a room via GOTO.  The<BR>S-NAME, S-HIM-HER and other codes may be used so that the admins name is<BR>properly presented.  Remember to surround the codes with the less-than and<BR>greater-than tag markers!  You can also change your death poof. as per the<BR>non-archon version of this command.</pre>
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			<p>
			<a name="POSSESS"><B>POSSESS</B></a>
			<pre>Command  : POSSESS <BR>Usage    : POSSESS [MOB NAME] <BR>Example  : possess dragon <BR>Example  : possess dragon@MyArea#23 <BR>Example  : possess dragon@MyArea <BR>Short(s) :  <BR>This command will allow your character to possess and control any given mob. <BR>That mob will be controlled as if it were your own character.  Use the QUIT<BR>command to return to your own characters body.  Should the mob die, you will be<BR>returned automatically.  POSSESS does not transfer your security levels to the<BR>possessed mob UNLESS you have turned on your SYSMSGS flag before possessing.</pre>
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			<p>
			<a name="PURGE"><B>PURGE</B></a>
			<pre>Command : PURGE <BR>Usage   : PURGE [ITEM TYPE] ...  <BR>Example : purge orc <BR>Example : purge item longsword <BR>Example : purge item longsword@an orc <BR>Short(s):  <BR>This command is a weak form of DESTROY, allowing only items and mobs to be<BR>destroyed.  Rejuvinating mobs will still rejuvenate when purge is used, unlike<BR>destroy.</pre>
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			<p>
			<a name="PVP"><B>PVP</B></a>
			<pre>PLAYERKILL</pre>
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			<p>
			<a name="QUESTS"><B>QUESTS</B></a>
			<pre>Command : QUESTS <BR>Usage   : QUESTS (WON/[QUEST NAME]/[PLAYER NAME]) <BR>Example : quests <BR>Example : quests won <BR>Example : quests bob <BR>Short(s):  <BR>This command is for listing quests one is either involved in, or were involved<BR>in. The admin version of this command allows a player name to be specified when<BR>retreiving information, or if the quest name is supplied, the winners of the<BR>quest.  Enter HELP QUESTS for more information on the mundane use of the<BR>command.</pre>
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			<p>
			<a name="RECORD"><B>RECORD</B></a>
			<pre> <BR>Skill    : Record <BR>Domain   : Archon <BR>Use Cost : Movement (50)  <BR>Quality  : Malicious <BR>Targets  : Creatures  <BR>Range    : Touch - Range 1 <BR>Commands : RECORD <BR>Usage    : RECORD [PLAYER NAME] <BR>Example  : record gunther <BR>From anywhere on the map, the player with this skill can begin recording all<BR>activity of the target to a file in the local file system as if they were<BR>snooping them.</pre>
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			<p>
			<a name="RESET"><B>RESET</B></a>
			<pre>Command  : RESET <BR>Usage    : RESET (REJUV) ROOM/AREA (ITEMS/MOBS) <BR>Usage    : RESET MOBSTATS ROOM/AREA/WORLD/CATALOG (NOSAVE) ([AREANAME]) <BR>Usage    : RESET ITEMSTATS ROOM/AREA/WORLD/CATALOG (NOSAVE) ([AREANAME]) <BR>Usage    : RESET INIFILE <BR>Usage    : RESET PASSWORD [NAME] <BR>Usage    : RESET RELEVEL <BR>Example  : reset room <BR>Example  : reset area <BR>Example  : reset rejuv area items <BR>Example  : reset mobstats world <BR>Example  : reset itemstats catalog nosave midgaard <BR>Example  : reset password krogon <BR>Short(s) :  <BR>The reset room or area command will revive any wandered or dead mobs whose<BR>location is the same as the invokers.  Any removed items which are resettable<BR>will also return.  Any items or mobs which do not belong in the location will<BR>be returned to their proper homes. <BR> <BR>The reset rejuv room or area command will revive any dead mobs or resettable<BR>items at the location of the invoker.  Mobs that have wandered away will not be<BR>returned.  No other mobs or items in the room will be affected. <BR> <BR>The reset itemstats and reset mobstats commands serve a similar purpose.  Both<BR>will modify the vital statistics of all the mobs or items in the room, area,<BR>world, or catalog specified.  The statistics will be "normalizations" of vital<BR>combat scores based on the mob or items level, and the game engine's definition<BR>of nominal ratings for that level.  They will allow a "preview" of changes to<BR>be made by specifying the "nosave" parameter on the command line, which<BR>prevents permanent changes.  Area names may also be specified on the command<BR>line to cause the command to skip certain areas (for use with WORLD parameter<BR>only). <BR> <BR>Reset relevel is a dangerous but potentially time saving command to change the<BR>levels of all mobs and items in the same area as the user from falling within<BR>its current range of levels to a new range.  See help [areaname] to see the<BR>existing minimum and maximum levels of the area.  <BR>The reset password command will let you generate a random password for the<BR>given player or account and email it to their address on file, or change it to<BR>a neutral word when no email address is on file. <BR> <BR>You can also reload your ini settings, or the lists.ini file using reset<BR>inifile.</pre>
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			<p>
			<a name="RESTRING"><B>RESTRING</B></a>
			<pre>Command : RESTRING <BR>Usage   : RESTRING [ITEM NAME] <BR>Example : restring longsword <BR>Example : restring "longsword@an orc" <BR>Short(s):  <BR>This command is a weak for of MODIFY.  It allows you to modify an items name,<BR>display text, and description.</pre>
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			<p>
			<a name="SAVE"><B>SAVE</B></a>
			<pre>Command : SAVE <BR>Usage   : SAVE [ROOM, MOBS, ITEMS, QUESTS, FACTION, USERS] <BR>Example : save room <BR>Example : save users <BR>Example : save quests <BR>Example : save faction area_my_area <BR>Short(s):  <BR>A command to permanently save the contents of a room, the mobs in the room, the<BR>current quests list, a specific faction, or the users who are logged in.  The<BR>command will apply to the room in which your Character is located.</pre>
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			<p>
			<a name="SECURITY"><B>SECURITY</B></a>
			<pre>SECURITY in CoffeeMud is on a player by player basis.   <BR>SYSOP status is defined as the ultimate security to do anything, anywhere, at<BR>any time.  Access to all commands in all areas will be available.  SYSOP status<BR>is defined in the CoffeeMud ini file entry SYSOPMASK which establishes the<BR>player characteristics that designate SYSOPS. All players who meet the<BR>requirements of the mask are automatically SYSOPS. <BR> <BR>Players who are not SYSOPS may also be granted specific privileges.  Each of<BR>the privileges may be limited to specific areas, or available globally.<BR>Privileges are defined in the Security section of a players settings.  Each<BR>security code listed for a player may be either a list of security Groups, or a<BR>specific security code. <BR> <BR>Security GROUPS are also defined in the ini file.  A Security GROUP consists of<BR>a group name, and a set of strings or codes representing privileges for that<BR>group.  Each group is prefixed in the INI file with the "GROUP_".  However, you<BR>should not use the "GROUP_" when adding group priviledges to the Security field<BR>of a player.  For instance, if you have "GROUP_BUILDER" defined in the INI<BR>file, then you would add "BUILDER" to Security when modifying a player in order<BR>to make that user part of the BUILDER group.  The security codes which make up<BR>each group are implicitly global, but can be qualified as area-only using the<BR>keyword "AREA". <BR> <BR>The following are the default strings or codes which, when found in a players<BR>security settings or in a group definition, confer the listed privileges. Each<BR>of these settings may be entered as listed below, or prefixed with the word<BR>"AREA" followed by a space, followed by the key.  This has the effect of making<BR>that privilege only available in or at areas where the Player is listed in the<BR>areas "Staff" setting.  For example, the security code "ANNOUNCE" by itself<BR>confers the global ability to use the ANNOUNCE command.  The security code<BR>"AREA ANNOUNCE" means that the ANNOUNCE command can only be used inside areas<BR>where the player is listed as Staff. <BR> <BR> <BR>ABOVELAW=Immunity to the Arrest behavior. <BR>AFTER=The ability to use the command of the same name. <BR>AHELP=The ability to access administrative help files. <BR>ALLSKILLS=This code gives the player access to ALL skills,songs,prayers,spells<BR>at their next login. <BR>ANNOUNCE=The ability to use the command of the same name. <BR>AS=The ability to use the command of the same name. <BR>AT=The ability to use the command of the same name. <BR>BAN=The ability to use the command of the same name, as well as DESTROY BAN,<BR>LIST BAN, and access the BAN MUDGrinder feature. <BR>BEACON=The ability to use the command of the same name. <BR>BOOT=The ability to use the command of the same name. <BR>CHARGEN=The ability to use the command of the same name. <BR>CLOAK=The ability to use the command of the same name, as well as see those who<BR>are cloaked. <BR>CMDAREAS=The ability to Create, Modify, and Destroy areas.  Also gains access<BR>to the MUDGrinder area tool. <BR>CMDCLANS=The ability to Modify or Destroy clans. <BR>CMDCLASSES=The Ability to Create, Modify, Destroy custom classes. <BR>CMDABILITIES=The Ability to Create, Modify, Destroy custom abilities. <BR>CMDEXITS=The Ability to Create, Modify, Link, Unlink, or Destroy exits. <BR>CMDITEMS=The Ability to Create, Modify, Destroy items in rooms.  <BR>CMDMOBS=The Ability to Create, Modify, Destroy mobs in rooms.  This code also<BR>prevents Mobile mobs from wandering away and confers other similar priviledges.<BR><BR>CMDRECIPES=The Ability to Create, Modify, Destroy Common Skill recipe items. <BR>CMDPLAYERS=The Ability to Modify or Destroy players.  Also has the ability to<BR>view Player settings in the MUDGrinder. <BR>CMDQUESTS=The Ability to Create, Modify, Destroy quests.  Also has the ability<BR>to access the quests and file editors in the MUDGrinder. <BR>CMDRACES=The Ability to Create, Modify, Destroy custom races. <BR>CMDFACTIONS=The Ability to Create, Modify, and Destroy factions. <BR>CMDROOMS=The ability to Create, Modify, and Destroy rooms.  Also gains access<BR>to the MUDGrinder area tool. <BR>CMDSOCIALS=The Ability to Create, Modify, Destroy socials. <BR>COMPONENTS=The Ability to Create, Modify, Destroy spell/skill components. <BR>EXPERTISE=The Ability to Create, Modify, Destroy spell/skill expertises. <BR>TITLES=The Ability to Create, Modify, Destroy player auto-titles. <BR>CARRYALL=Overrides item carrying restrictions. <BR>CATALOG=The ability to use the catalog command of mobs and items. <BR>COPYITEMS=The Ability to copy existing items. <BR>COPYMOBS=The Ability to copy existing items. <BR>COPYROOMS=The ability to copy existing rooms. <BR>DUMPFILE=The ability to use the command of the same name. <BR>EXPORT=The ability to export mobs, items, or rooms. <BR>EXPORTFILE=The ability to export to a file.  Requires EXPORT or EXPORTPLAYERS. <BR>EXPORTPLAYERS=The ability to export player data. <BR>FS: &lt;path>=The ability to read/write files in the local path given. No<BR>preceding / chars!  <BR>GMODIFY=The ability to use the command of the same name. <BR>GOTO=The ability to use the command of the same name, as well as walk through<BR>doors. <BR>IDLEOK=This code makes the player exempt from any idletimer settings from the<BR>coffeemud.ini file. <BR>I3=The ability to manage the CHANNELS aspect of I3. <BR>IMMORT=Players with this code never ever die. <BR>IMPORTITEMS=The ability to import items into a room. <BR>IMPORTMOBS=The ability to import mobs into a room. <BR>IMPORTPLAYERS=The ability to import players from a file. <BR>IMPORTROOMS=The ability to import rooms or areas from a file. <BR>JOURNALS=The ability to administer all journals. <BR>JSCRIPTS=The ability to approve javascript in Scriptabler behaviors. <BR>KILLASSIST=The ability to LIST and DESTROY entries in the ASSIST list. <BR>KILLBUGS=The ability to LIST and DESTROY entries in the BUG list. <BR>KILLDEAD=The ability to kill anyone by entering 'kill [name] dead' <BR>KILLIDEAS=The ability to LIST and DESTROY entries in the IDEAS list. <BR>KILLTYPOS=The ability to LIST and DESTROY entries in the TYPOS list. <BR>LISTADMIN=The ability to LIST ticks, the log, reports, or threads. <BR>LOADUNLOAD=The ability to load and unload resources.  Also gains access to<BR>resource manager in MUDGrinder. <BR>MERGE=The ability to merge mob or item changes from a file or database. <BR>MXPTAGS=The ability to insert MXP tags using the ^&lt; ^> ^& syntax. <BR>NOEXPIRE=This character never expires, but always remains active. <BR>NOPURGE=The ability to add, LIST, or DESTROY entries on the NOPURGE list. <BR>ORDER=The ability to order mobs around.  Also grants the ability to GIVE<BR>without failure, and use Take and Dress without failure.  The global version of<BR>this code also allows ordering players. <BR>PKILL=The ability to override PKILL flag settings. <BR>POSSESS=The ability to use the command of the same name. <BR>PURGE=The ability to use the command of the same name. <BR>RESET=The ability to use the command of the same name as it applies to rooms or<BR>areas. <BR>RESETUTILS=The ability to use the command of the same name as it applies to the<BR>miscellaneous RESET tools. <BR>RESTRING=The ability to use the command of the same name. <BR>SESSIONS=The ability to use the command of the same name. <BR>SHUTDOWN=The ability to use the command of the same name. <BR>SNOOP=The ability to use the command of the same name. <BR>STAT=The ability to use the command of the same name. <BR>SUPERSKILL=This code makes it impossible for the player to fumble a spell or<BR>skill that they have. <BR>SYSMSGS=The ability to use the command of the same name. <BR>TASKS=The ability to ADD, LIST and DESTROY entries in the TASKS list. <BR>TICKTOCK=The ability to use the command of the same name. <BR>TRAILTO=The ability to use the command of the same name. <BR>TRANSFER=The ability to use the command of the same name. <BR>VFS: &lt;path>=The ability to read/write files in the vfs path given. No preceding<BR>/ chars!  <BR>WHERE=The ability to use the command of the same name. <BR>WIZINV=The ability to use the command of the same name, as well as see those<BR>who are WIZINV. <BR> <BR>Here is an example Security setting for a player: <BR>Security: BUILDER, AREA GOTO, SNOOP, VFS: RESOURCES/TEXT/  <BR>The above would give a player access to the BUILDER group defined by<BR>GROUP_BUILDER in your INI file.  It would also give access to the GOTO command,<BR>but only insofar as it relates to areas where the player is listed as Staff. <BR>Lastly, it gives global access to the Snoop command.</pre>
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			<a name="SHELL"><B>SHELL</B></a>
			<pre>Command : SHELL <BR>Usage   : SHELL [COMMAND] [PARAMETERS] <BR>Example : shell <BR>Example : shell ? <BR>Example : shell directory <BR>Example : shell cd /resources/text <BR>Example : shell copy thisfile.txt :: <BR>Example : shell del ::thisfile.txt <BR>Example : shell edit thisfile.txt <BR>Short(s): . <BR>This command allows the archon, and users with appropriate FS: and/or VFS:<BR>security flags to access the file system and/or the virtual file system.  See<BR>help on CMFS or VFS for the difference between the two. <BR> <BR>The commands are case-insensitive, except where dealing with the local file<BR>system, where it may be case-sensitive depending upon the host system.  As<BR>mentioned in the CMFS docs, filenames and paths may be preceded by a :: string<BR>to denote forced VFS access, or // to denote forced local file-system access. <BR>When neither is specified for a given shell command, the VFS file is always<BR>preferred. The / character is always used to separate directory paths and<BR>folders, such as /resources/text/down.txt would refer to the file down.txt in<BR>the text folder, which in turn is in the resources folder, which in turn is<BR>located in the root directory. <BR> <BR>The shell command may be entered with no parameter to see the players current<BR>directory. When viewing directories, a "-" character will precede a file which<BR>exists only in the VFS system.  A "+" character will precede a file which<BR>exists in both the local file system and the VFS system.  Since folders always<BR>exist in the VFS, they will always be seen with the "+" character preceding<BR>them. <BR> <BR>The shell command can be used to create directories, delete files or<BR>directories, copy files, search for files with given names, search inside text<BR>files for a text string, display a text file, or edit a text file.  Many<BR>commands support a mask to limit the files displayed. The mask may include "*"<BR>characters anywhere in the string to match 0 or more unknown characters in the<BR>filenames.  A "?" character always matches a single unknown character in a<BR>filename.  <BR> <BR>See HELP CMFS for more information on CoffeeMuds file system.</pre>
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			<a name="SHUTDOWN"><B>SHUTDOWN</B></a>
			<pre>Command : SHUTDOWN <BR>Usage   : SHUTDOWN (IN [NUMBER] [MINS/HOURS..]) (RESTART) (NOPROMPT)  <BR>Example : shutdown <BR>Example : shutdown noprompt <BR>Example : shutdown in 10 minutes restart <BR>Short(s):  <BR>With no argument, this command will bring down the CoffeeMud server. With the<BR>restart argument, it will "bounce" (restart) the server. You can also specify<BR>how long before the shutdown will begin.  This will also cause periodic<BR>warnings to your players.</pre>
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			<a name="SNOOP"><B>SNOOP</B></a>
			<pre>Command : SNOOP <BR>Usage   : SNOOP [TARGET NAME] <BR>Example : snoop player <BR>Short(s):  <BR>This command will allow you to watch a player play -- seeing everything they<BR>type in, and everything they read on their screen.</pre>
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			<a name="STAT"><B>STAT</B></a>
			<pre>Command : STAT <BR>Usage   : STAT ((SKILL/STAT TYPE) [TARGET NAME])/([NUMBER]<BR>[DAYS/WEEKS/MONTHS/YEARS] <BR>Usage   : ... (/SKILLUSE/QUEST/AREA)) <BR>Example : stat <BR>Example : stat 2 weeks <BR>Example : stat tom <BR>Example : stat equipment bob <BR>Example : stat combat bob <BR>Example : stat inventory bob <BR>Example : stat questwins bob <BR>Example : stat tattoos bob <BR>Example : stat titles bob <BR>Example : stat scripts bob <BR>Example : stat charstats bob <BR>Example : stat roomsexplored bob <BR>Example : stat factions bob <BR>Example : stat spell bob <BR>Example : stat skill hassan <BR>Example : stat chant hassan <BR>Example : stat prayer hassan <BR>Example : stat area midgaard <BR>Example : stat item my longsword <BR>Example : stat clan bob <BR>Example : stat fountain <BR>Short(s):  <BR>This command serves two purposes.  The first is to allow you to view a usage<BR>statistics report on your mud.  Entering STAT alone allows you to see<BR>information gathered since midnight.  You may also enter a number and a scale<BR>(days, weeks, months, or years) to view information going farther back. <BR> <BR>STAT will also allow you to retrieve basic stat information on a player, mob,<BR>item, room, or exit in the game.  Entering STAT and the objects name brings up<BR>the most basic information.  Specifying AREA, MOB, ITEM, ROOM, or EXIT before<BR>the name will make the search more specific. Including a skill type before a<BR>mob or player name will list their abilities of that type.  Valid skill types<BR>include: SKILL, SPELL, PRAYER, SONG, TRAP, PROPERTY, "THIEF SKILL", LANGUAGE,<BR>CHANT, "COMMON SKILL", DISEASE, POISON.  You can also get special reports by<BR>entering one of the following before the name: EQUIPMENT, COMBAT, INVENTORY,<BR>STINK, DEITY, QUESTWINS, TATTOOS, TITLES, SCRIPTS, WORLDEXPLORED,<BR>AREASEXPLORED, ROOMSEXPLORED, ALIGNMENT, INCLINATION, FACTIONS, FACTIONID,<BR>FACTIONAMT, MATTRIB, OBJATTRIB, CLAN, CLANROLE, LEVELTIMES, and CHARSTATS.  As<BR>per the player version of this command, you can also use basic stats, such as:<BR>HITS, MANA, MOVE, HUNGER, THIRST, FATIGUE, MAXHITS, MAXMANA, MAXMOVE,<BR>MAXHUNGER, MAXTHIRST, MAXFATIGUE, STRENGTH, INTELLIGENCE, DEXTERITY,<BR>CONSTITUTION, CHARISMA, WISDOM, GENDER, PARALYSIS, FIRE, COLD, WATER, GAS,<BR>MIND, GENERAL, JUSTICE, ACID, ELECTRICITY, POISON, UNDEAD, MAGIC, DISEASE,<BR>TRAPS, MAXSTRENGTH, MAXINTELLIGENCE, MAXDEXTERITY, MAXCONSTITUTION,<BR>MAXCHARISMA, MAXWISDOM, AGE, DETECTION, CONVERSION, WEIGHTADJ, LEVEL, SENSES,<BR>ARMOR, DAMAGE, ATTACK, DISPOSITION, REJUV, WEIGHT, ABILITY, HEIGHT, XP<BR>(experience), XPFNL (experience for next level), and XPTNL (experience to next<BR>level), QUESTPOINTS, TRAINS, PRACTICES, and any factions shown in the score<BR>command, such as ALIGNMENT.  Many of the basic character stats, such as<BR>INTELLIGENCE, etc, can also be prefixed like CURRENT_INTELLIGENCE to ensure you<BR>are getting the fully adjusted value.</pre>
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			<a name="STINKIFY"><B>STINKIFY</B></a>
			<pre> <BR>Skill    : Stinkify <BR>Domain   : Archon <BR>Use Cost : Movement (50)  <BR>Quality  : Malicious <BR>Targets  : Creatures  <BR>Range    : Touch - Range 1 <BR>Commands : STINKIFY <BR>Usage    : STINKIFY [PLAYER NAME] <BR>Example  : stinkify gunther <BR>From anywhere on the map, the player with this skill can cause the target to<BR>become 1 level stinkier than they were before.  </pre>
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			<a name="SYSMSGS"><B>SYSMSGS</B></a>
			<pre>Command : SYSMSGS <BR>Usage   : SYSMSGS <BR>Example : sysmsgs <BR>Short(s):  <BR>A command to toggle debug mode, or extended messages.  A mobile NPC will not be<BR>able to enter or leave a room if a player in this mode is present.</pre>
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			<a name="TAKE"><B>TAKE</B></a>
			<pre>Command : TAKE <BR>Usage   : TAKE (ALL) [ITEM NAME] ([MOB NAME]) <BR>Example : take all dagger Horice <BR>Example : take qp Horice <BR>Example : take all Horice <BR>Example : take pie Horice <BR>Short(s):  <BR>This is A command that forces the specified mob or character to give item that<BR>is in his or her inventory or equipment to you.  If the item is inside a<BR>specified container, it will be retrieved from the container.  The very special<BR>item name "qp" may be used to take Quest Points from players using this<BR>command. </pre>
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			<a name="TASK"><B>TASK</B></a>
			<pre>Command : TASK <BR>Usage   : TASK [MESSAGE]/REVIEW (FILTER) (STARTING MSG) <BR>Usage   : TASK TRANSFER (FILTER) [MESSAGE NUMBER] [TARGET] <BR>Example : task nothing is spelled right in this room! <BR>Example : task review <BR>Example : task review 7 <BR>Example : task review bob 7 <BR>Short(s):  <BR>This command can be used to submit builder tasks to the system.  When the<BR>REVIEW parameter is given, the tasks will be iterated through one at a time to<BR>give the builder a chance to delete, comment on, or email each one.  An<BR>optional starting number can be given to REVIEW. An optional filter can be<BR>given to list only messages assigned to a particular user. The player must be<BR>either an Archon, or a player with the TASKS security string to use this<BR>feature. </pre>
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			<a name="TATTOO"><B>TATTOO</B></a>
			<pre>Tattoo's are intended to act as miscellaneous flags which players may obtain,<BR>not unlike a quest point.  These tattoo's can then be checked for as<BR>requirements to enter rooms or exits, or to possess certain items.  If the<BR>common account system is used, accounts can also have tattoos on them as well. <BR><BR>An example would be like this:  The completion of a specific quest occurs when<BR>Gunther defeats the evil sorcerer Nunder and enters his inner chamber (where<BR>all the treasure is hidden).  Entering this inner chamber automatically grants<BR>Gunther a Tatto called "NUNDERKILLER".  Now, elsewhere in the realm is the<BR>second quest where Nunder's apprentice has escaped with an ancient artifact and<BR>is up to no good.  However, to even ENTER the area where Nunder's apprentice is<BR>operating, the system (via the Prop_ReqTattoo property on this other Area)<BR>requires that Gunther already have the "NUNDERKILLER" Tattoo.  If Gunther had<BR>not defeated Nunder and obtained the "NUNDERKILLER" Tattoo, he would not be<BR>allowed into the realm of Nunder's apprentice.</pre>
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			<a name="TEMPLATE"><B>TEMPLATE</B></a>
			<pre>Command : TEMPLATE <BR>Usage   : TEMPLATE LIST (MOBS/ITEMS/EXITS/ROOMS) (MASK) <BR>Usage   : TEMPLATE TEMPLATE ADD [NEW ID] [mob/item name/exit direction/here or<BR>room id] <BR>Usage   : TEMPLATE DELETE [ID] <BR>Usage   : TEMPLATE TOGGLE [ID] <BR>Example : template list mobs myswords <BR>Example : template list <BR>Example : template add myroomid here <BR>Example : template add myswordid the greatest longsword ever <BR>Example : template delete myswordid <BR>Short(s):  <BR>The template command allows builders to maintain a personal favorites<BR>collection of items, rooms, mobs, or exit objects for quick duplication using<BR>the create command.  Each object must have a unique id, which is typically a<BR>short friendly word.  Objects in your templates can also be shared with other<BR>builders, and you will be able to access objects shared by others.  Sharing<BR>status is toggled using the template toggle syntax.</pre>
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			<a name="TEST"><B>TEST</B></a>
			<pre>Command  : TEST <BR>Usage    : TEST ALL/[TEST NAME] <BR>Example  : test all <BR>Short(s) :  <BR>Runs a series of internal tests.  This command is only for code developers, and<BR>takes a lot of time and resources to complete, so use it only if you know why<BR>you are doing it.</pre>
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			<a name="TICKTOCK"><B>TICKTOCK</B></a>
			<pre>Command : TickTock <BR>Usage   : [NUM HOURS]/CLANTICK/[THREAD NAME] <BR>Example : ticktock 10 <BR>Example : ticktock -4 <BR>Example : ticktock CLANTICK <BR>Example : ticktock THPLAYERS0 <BR>Advance the time by specified number of hours, or cause one of the specified<BR>maintenance threads to immediately go through a cycle.  Use LIST REPORTS to get<BR>a list of maintenance threads.  The CLANTICK argument forces the timed clan<BR>maintenance.</pre>
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			<a name="TRAILTO"><B>TRAILTO</B></a>
			<pre>Command : TRAILTO <BR>Usage   : TRAILTO (CONFIRM) (AREANAMES) (IGNOREROOMS=[ROOMS LIST]) [AREA NAME]<BR>/[ROOM ID] /EVERYROOM /EVERYAREA <BR>Example : trailto MyArea#394 <BR>Example : trailto everyarea <BR>Example : trailto confirm areanames "ignorerooms=myarea#10,myarea#20" everyarea<BR><BR>Short(s):  <BR>This command shows the directions one must travel to get from their current<BR>position to the destination given. You can end the areas with 'areanames',<BR>'ignorerooms=', and 'confirm!' flags.  You can also include one of these flags:<BR>NOHOMES, OPENONLY, UNLOCKEDONLY, AREAONLY, NOHIDDENAREAS, NOEMPTYGRIDS, NOAIR,<BR>NOWATER, WATERSURFACEONLY, UNDERWATERONLY, FLOORSONLY, CEILINGSSONLY, NOCLIMB,<BR>NOCRAWL, OUTDOORONLY, FALLBACK, RADIUS=X, or MINSIZE=X. MINSIZE will change the<BR>minimum area size for use with EVERYAREA, FALLBACK will remove flags in reverse<BR>order until a trail is found. RADIUS changes the width of the space to look for<BR>trails in.</pre>
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			<a name="TRANSFER"><B>TRANSFER</B></a>
			<pre>Skill    : TRANSFER <BR>Usage    : TRANSFER [ALL/[MOB NAME]/"ITEMS X"] [ROOM ID/DESC/MOB/AREA] <BR>Example  : transfer all Midgaard#3001 <BR>Example  : transfer all midgaard <BR>Example  : transfer all north <BR>Example  : transfer bob #3001 <BR>Example  : transfer smurf hassan <BR>Example  : transfer bobbyjoe temple of mota <BR>Example  : transfer "item sword" north <BR>Example  : transfer "all item sword" north <BR>Example  : transfer "all items" north <BR>Short(s) :  <BR>The targets and their followers will be transported, with very little fanfare,<BR>to the destination listed.  This ability is not magical in nature, and is thus<BR>not affected by no-teleport areas and rooms.  If all or item is used, it will<BR>refer only to those in the same room as the admin.  Otherwise, the admins<BR>present area will be checked for all instances of the name and transfers all of<BR>them.  If none are found in the same area, the whole world will be checked.  If<BR>the word items is used, then an item can also be transported to a room<BR>destination, though the word INVENTORY is also a valid destination to move the<BR>item into your inventory.</pre>
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			<a name="TYPO"><B>TYPO</B></a>
			<pre>Command : TYPO <BR>Usage   : TYPO [MESSAGE]/REVIEW (STARTING MSG) <BR>Example : typo nothing is spelled right in this room! <BR>Example : typo review <BR>Example : typo review 7 <BR>Short(s):  <BR>This command can be used to submit typos to the system.  When the REVIEW<BR>parameter is given, the typos will be iterated through one at a time to give<BR>the archon a chance to delete, comment on, or email each one.  An optional<BR>starting number can be given to REVIEW.</pre>
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			<a name="UNLINK"><B>UNLINK</B></a>
			<pre>Command : UNLINK <BR>Usage   : UNLINK [DIRECTION] <BR>Example : unlink north <BR>Short(s):  <BR>A command for the unlinking of rooms from each other.</pre>
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			<a name="UNLOAD"><B>UNLOAD</B></a>
			<pre>Command  : UNLOAD <BR>Usage    : UNLOAD CLASS/HELP/USER/AREA/FACTION/ALL/FILE <BR>Usage    : UNLOAD RESOURCE/INIFILE/ACHIEVEMENTS/[FILENAME] <BR>Usage    : UNLOAD VFS/[RESOURCE NAME] <BR>Example  : unload help <BR>Example  : unload all <BR>Example  : unload armorsmith <BR>Example  : unload class Thief_Search <BR>Example  : unload user joe <BR>Short(s) :  <BR>Unloads most resource text, cached users, class objects, areas, coffeemud.ini,<BR>lists.ini, library caches, and help files for easy refreshing. </pre>
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			<a name="VFS"><B>VFS</B></a>
			<pre>VFS Refers specifically to those files in the CMFS (CoffeeMud File System)<BR>which are stored in your database, as opposed to directly in your local file<BR>system (hard drive).  VFS files are also mentioned to distinguish between local<BR>files, although VFS files appear to CoffeeMud to be right along side, or even<BR>on top of, your local files in your local directories.  VFS can even include<BR>its own directories which are not in your local file system.  See HELP CMFS for<BR>more information on this topic. </pre>
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			<a name="WHERE"><B>WHERE</B></a>
			<pre>Command : WHERE <BR>Usage   : WHERE (AREA) (ROOM/MOB/ITEM/MOBMASK/ITEMMASK) ([MASK]) <BR>Usage   : WHERE (AREA) SELECT: [REST OF MQL STATEMENT] <BR>Example : where <BR>Example : where dog <BR>Example : where area item knife <BR>Example : where area mobmask -race +orc -levels +>=10 <BR>Example: where area select: * from areamobs where 'farmer' in name <BR>Example : where ! <BR>Short(s):  <BR>Without an argument, this command displays the names and locations of all<BR>players online.  With the ROOM, MOB, ITEM, or no argument, it will show all<BR>mobs, rooms, and/or items the match the given key words in the mask, along with<BR>room locations.  With the MOBMASK, ITEMMASK arguments, it will show all mobs or<BR>items that match the given Zapper Mask (See ZAPPERMASKS). With the SELECT:<BR>prefix, it will show the results of an MQL query (see AHELP MQL. The arguments<BR>may be qualified with AREA to show only the Archons current area. The argument<BR>! will show the mundane/player version of the WHERE command.</pre>
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			<a name="WHO"><B>WHO</B></a>
			<pre>Command : WHO <BR>Usage   : WHO ([OPTIONAL PARAMETER]) <BR>Example : who <BR>Example : who @CoffeeMud <BR>Example : who friends <BR>Example : who account <BR>Example : who playerkill <BR>Short(s):  <BR>This command will list all of the characters presently online, regardless of<BR>where they are.  If an @ sign is used, this command will list all the players<BR>at a particular MUD.  If "friends" is given, then the list will consist only of<BR>those from the players friends list (see the FRIENDS command). If "Playerkill"<BR>is given, then the list will consist only of those players who have their<BR>playerkill flags on. If account is given, then a list of players with the<BR>account they belong to is shown.</pre>
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			<a name="WIZEMOTE"><B>WIZEMOTE</B></a>
			<pre>Command : WIZEMOTE <BR>Usage   : WIZEMOTE [ALL/HERE/ROOM NAME/AREA NAME/CLAN NAME/PLAYER NAME] message<BR><BR>Example : wizemote all You are having fun! <BR>Example : wizemote here We are having fun! <BR>Example : wizemote bob You are having more fun though. <BR>Example : wizemote "Death Area" Something bad happened here! <BR>Example : wizemote "Death Area#5320" Something bad happened there! <BR>Example : wizemote "The Artisans" Something bad happened to your clan! <BR>Short(s):  <BR>A command to send emote-type messages to everyone in an area, a room, a clan,<BR>or to a specific player, or to everyone everywhere.</pre>
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			<a name="WIZINFO"><B>WIZINFO</B></a>
			<pre>Command : WIZINFO <BR>Short(s):  <BR>The automatic information channel available to admins and area admins. Turned<BR>off with NOWIZINFO</pre>
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			<a name="WIZINV"><B>WIZINV</B></a>
			<pre>Skill    : WIZARD INVISIBILITY <BR>Usage    : WIZINV (OFF/NOCLOAK) <BR>Example  : wizinv <BR>Example  : wizinv nocloak <BR>Short(s) :  <BR>Wizard Invisibility makes the invoker completely undetectable by other mobs or<BR>players.  In addition, the invoker will not hunger or thirst, may pass through<BR>any terrain unhindered (except doors), and is invulnerable to sleep spells. <BR>Lastly, unless the nocloak parameter is specified, the Archon is completely<BR>cloaked as per the CLOAK command.</pre>
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			<a name="WRATH"><B>WRATH</B></a>
			<pre> <BR>Skill    : Wrath <BR>Domain   : Archon <BR>Use Cost : Movement (50)  <BR>Quality  : Malicious <BR>Targets  : Creatures  <BR>Range    : Touch - Range 1 <BR>Commands : WRATH <BR>Usage    : WRATH [PLAYER NAME] (!) <BR>Example  : wrath gunther <BR>Example  : wrath gunther ! <BR>From anywhere on the map, the player with this skill can immediately knock<BR>another mob out of their shoes, depriving them of half of their hit points,<BR>mana, and movement in the process. If the "!" flag is added, an announcement of<BR>the wrath will also be made.</pre>
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			<a name="XML"><B>XML</B></a>
			<pre>Command  :  <BR>Usage    : By MUDGrinder only <BR>Example  :  <BR>Short(s) :  <BR>This command exist to fascillitate the transfer of information between<BR>MUDGrinder and CoffeeMud.  Do not use this command for any reason.</pre>
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			<a name="ZAPPERMASKS"><B>ZAPPERMASKS</B></a>
			<pre>+SYSOP (allow archons to bypass the rules), -SYSOP (disallow archons) <BR>+SUBOP (allow local area staff to bypass the rules), -SUBOP (disallow) <BR>-PLAYER (disallow all players),  -MOB (disallow all mobs/npcs) <BR>-CHANCE 50 (disallow the given % of the time) <BR>-JAVACLASS "+GENMOB" etc.. (disallow only objects of +java class) <BR>+JAVACLASS "-GENITEM" etc.. (Do not disallow objs of -classes) <BR>-CLASS +thief +mage +ranger (disallow all but excepted char classes) <BR>+CLASS -thief -mage  -ranger (disallow only listed classes) <BR>-BASECLASS +thief +mage (disallow all but excepted base char classes) <BR>+BASECLASS -thief -mage  -ranger (disallow only listed base char classes) <BR>-RACE +elf +dwarf (disallow all but excepted races) <BR>+RACE -elf -dwarf -human -half -gnome (disallow only listed races) <BR>-RACECAT +elf +insect +humanoid (disallow all but listed racial categories) <BR>+RACECAT -elf -humanoid (disallow only listed racial categories) <BR>-ALIGNMENT +evil +neutral +good (disallow all but excepted alignments) <BR>+ALIGNMENT -evil -good -neutral (disallow only listed alignments) <BR>-GENDER (disallow genders), -GENDER +male +neuter (create exceptions) <BR>+GENDER -male -female -neuter (disallow only listed genders) <BR>-FACTION (disallow all faction and values, even a lack of faction) <BR>-FACTION +myfactionrange +faction.rangecode (create exceptions) <BR>+FACTION -rangecode -faction.rangecode (disallow only faction range code) <BR>-NAMES +bob "+my name" (disallow all except those with given names) <BR>+NAMES -bob "-my name" (disallow only those with one of the given names) <BR>-SUBNAMES +*ending +*inside* (disallow all except those with partial name) <BR>+SUBNAMES -*ending -*insid* (disallow only those with partial name mask) <BR>-ACCOUNTS +bob "+my name" (disallow all except those in the given accts) <BR>+ACCOUNTS -bob "-my name" (disallow only those with one of the given accts) <BR>-TATTOOS +mytatto +thistattoo (disallow all but those with excepted tatts) <BR>+TATTOOS -mytatt -anytattoo, (disallow only those with a listed tattoo) <BR>-EXPERTISES +myedu +thisedu (disallow all but those with listed expertise) <BR>+EXPERTISES -myedu -anyedu (disallow those with a listed expertise) <BR>-LEVEL +=1 +>5 +>=7 +&lt;13 +&lt;=20 (disallow all but those player level ranges) <BR>-=1 ->5 ->=7 -&lt;13 -&lt;=20 (disallow only listed levels range) <BR>-CLASSLEVEL +=1 +>5 +&lt;=20 (disallow all except those with current class lvl) <BR>-MAXCLASSLEVEL +=1 +&lt;13 (disallow only those with current class level range) <BR>+ANYCLASS -thief -mage (disallow only those with a listed multi-class) <BR>-ANYCLASSLEVEL +thief +>5 +mage +&lt;10 (disallow all except multi-class lvl) <BR>+ANYCLASSLEVEL -thief ->5 -mage -&lt;10 (disallow only these multi-class lvls) <BR>-SECURITY +cmdrooms +area cmditems (disallow all but listed security flags) <BR>+SECURITY -cmdrooms +area cmditems,(disallow only those with listed flags) <BR>-MOOD +grumpy +normal (disallow all except those with given moods) <BR>+MOOD -grumpy -normal (disallow only those with subtracted moods) <BR>-CLAN +Killers "+The Avengers" (disallow all except those in listed clan) <BR>+CLAN -Killers "-Avengers" (disallow only those in a listed clan) <BR>-DEITY +Apollo "+Grothon" (disallow all except worshippers of listed deity) <BR>+DEITY -God "-Rothon 1" (disallow only worshippers of a listed deity) <BR>-ANYCLASS +thief +ranger (disallow all except those with a multi-class) <BR>-STR X (disallow those with strength greater than X) <BR>+STR X (disallow those with strength less than X) <BR>-INT, -WIS, -CON, -CHA, -DEX (Same as -STR, for other current stats) <BR>+INT, +WIS, +CON, +CHA, +DEX (Same as +STR, for other current stats) <BR>+-ADJSTR...ADJCON (Same as above, but uses current values) <BR>-GROUPSIZE X (disallow those in groups larger than X) <BR>+GROUPSIZE X (disallow those in groups smaller than X) <BR>-AREA +thatarea "+my areaname" (disallow all except those in listed area) <BR>+AREA -thatarea "-my areaname" (disallow only those in listed area) <BR>-HOME "+area name" (disallow all except those from listed home/beacon area) <BR>+HOME "-my areaname" (disallow only those from listed home/beacon area) <BR>-ISHOME (disallow all npcs not currently in their home/beacon areas) <BR>+ISHOME (disallow all npcs unless they are in their home/beacon areas) <BR>-LOCATION +OWNED +CLANOWNED +PRIV +ROOMID(X) +ROOMSTR(X) (disallow all but) <BR>+LOCATION -OWNED -CLANOWNED -PRIV -ROOMID(X) -ROOMSTR(X) (disallow listed) <BR>-ITEM "+item name" etc... (disallow only those with an item name) <BR>-WORN "+item name" etc... (disallow only those wearing item name) <BR>-MATERIAL "+WOODEN" etc.. (disallow only items of added materials) <BR>+MATERIAL "-WOODEN" etc.. (Do not disallow items of -materials) <BR>-RESOURCES "+OAK" etc.. (disallow only items of added resources) <BR>+RESOURCES "-OAK" etc.. (Do not disallow items of -resources) <BR>-IF &lt;CONDITION> (disallow, unless they meet Scriptable conditions) <BR>+IF &lt;CONDITION> (never disallow anyone who meets Scriptable cond) <BR>-IFSTAT +STAT=VALUE +STAT=VALUE (disallow, unless a stat value is true) <BR>+IF -STAT=VALUE -STAT=VALUE (disallow those with a stat value) <BR>-VALUE X (disallow those with value or money less than X) <BR>+VALUE X (disallow those with value or money greater than X) <BR>-WEIGHT X (disallow those weighing less than X) <BR>+WEIGHT X (disallow those weighing more than X) <BR>-ARMOR/-DAMAGE/-ATTACK X (disallow armor/damage/attack bonus less than X) <BR>+ARMOR/+DAMAGE/+ATTACK X (disallow armor/damage/attack bonus more than X) <BR>+-WEAPONTYPE, +-WEAPONCLASS, and +-WEAPONAMMO for wielded weaponchecks <BR>-WORNON "+TORSO" etc.. (disallow only items wearable on +locations) <BR>+WORNON "-NECK" etc.. (Do not disallow items wearable on -locations) <BR>-DISPOSITION "+ISHIDDEN" etc.. (disallow only with +dispositions) <BR>+DISPOSITION "-ISHIDDEN" etc.. (Do not disallow only with sub disp) <BR>-SENSES "+CANSEEDARK" etc.. (disallow only those with +senses) <BR>+SENSES "-CANSEEDARK" etc.. (Do not disallow those with -senses) <BR>-ABILITY X (disallow those with magical ability less than X) <BR>+ABILITY X (disallow those with magical ability greater than X) <BR>-HOUR/-MONTH/-DAY +X (disallow always, unless the hour/month/day is X) <BR>+HOUR/+MONTH/+DAY -X (disallow those only when the hour/month/day is X) <BR>-SEASON +FALL (disallow those only when season is FALL) <BR>+SEASON -SPRING (disallow those whenever the season is SPRING) <BR>-WEATHER +DROUGHT (disallow those only when weather is DROUGHT) <BR>+WEATHER -BLIZZARD (disallow those whenever the weather is BLIZZARD) <BR>-QUESTWIN "+MY QUEST" (disallow those who have not my MY QUEST) <BR>+QUESTWIN "-MY QUEST" (disallow those who have won MY QUEST) <BR>-EFFECTS +Sleep "+Wood Chopping" (disallow all except those with effects) <BR>+EFFECTS -Sleep "-Wood Chopping" (disallow only those with listed effect) <BR>-SKILLS +Spell_Sleep(75) (disallow all except those with skill proficiency) <BR>+SKILLS -Spell_Sleep(75) (disallow only those with skill proficiency) <BR>-SKILLFLAG +ENCHANTMENT etc.. (disallow all except those with skillflag) <BR>+SKILLFLAG -ENCHANTMENT etc.. (disallow only those with listed skillflag) <BR>-ACCCHIEVES +mytatto etc..  (disallow all except those with achievements) <BR>+ACCCHIEVES -mytattoo etc.. (disallow only those with listed achievements) <BR></pre>
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