& help This is the MUSH online help facility. Notes on help descriptions: [text] - Text enclosed in []'s is optional. The []'s are never typed in as part of the command. <parameter> - Information parameter for a command. The <>'s are never typed in as part of the command. Syntax of help command: help [<command>] To get a list of MUSH topics: help topics To get a list of MUSH Commands: help commands (or @list commands) If there are any errors in the help text, please notify a Wizard. & commands Help available for MUSH Commands: drop enter examine get give goto gripe help inventory kill leave LOGOUT look move news OUTPUTPREFIX OUTPUTSUFFIX page pose QUIT read say score SESSION take throw use version whisper WHO " : ; & # \\ @@ @chown @clone @create @decompile @destroy @dig @doing @dolist @drain @edit @emit @entrances @femit @find @force @fpose @fsay @halt @last @link @list @listmotd @lock @mvattr @name @notify @oemit @open @parent @password @pemit @ps @quota @robot @search @set @stats @sweep @switch @teleport @trigger @unlink @unlock @verb @wait @whereis { 'help commands2' for more } & commands2 Help available for MUSH Commands (continued): @aahear @aclone @aconnect @adescribe @adisconnect @adrop @aefail @aenter @afail @ahear @akill @aleave @alfail @alias @amhear @amove @apay @asuccess @atport @aufail @ause @away @charges @cost @describe @drop @ealias @efail @enter @fail @filter @forwardlist @idesc @idle @infilter @inprefix @kill @lalias @leave @lfail @listen @move @odescribe @odrop @oefail @oenter @ofail @okill @oleave @olfail @omove @opay @osuccess @otport @oufail @ouse @oxenter @oxleave @oxtport @pay @prefix @reject @runout @sex @startup @success @tport @ufail @use & topics Help available on the following Topics: ARBITRARY COMMANDS ATTRIBUTE OWNERSHIP BEING KILLED BOGUS COMMANDS BOOLEAN VALUES COMMAND EVALUATION CONTROL COSTS CREDITS DROP-TO ENACTOR EXITS FAILURE FLAG LIST FLAGS FUNCTION LIST FUNCTIONS GENDER GOALS HERE HOMES LINKING LISTENING LISTS LOOPING ME MONEY MOVING OBJECT TYPES PARENT OBJECTS PUPPETS ROBBERY SACRIFICING SEMAPHORES SPOOFING STACK SUBSTITUTIONS SUCCESS SWITCHES VERBS WIZARDS & drop Command: drop[/<switch>] <object> drop[/<switch>] <exit> The first form removes <object> from your inventory and puts it in your location, except for the following special cases: Dropping a thing in the temple sacrifices it, dropping a STICKY thing sends it home, and dropping a thing in a room with a drop-to sends the thing to the drop-to location. The second form removes <exit> from your list of exits and adds it to the list of exits for the current location. Anyone in the same location as you may then use the exit to travel to the exit's destination. You can only drop exits when you own the location where you are dropping them. The following switch is recognized: /quiet - Don't perform the @odrop/@adrop attributes on the dropped object. This switch only works if you control the object. 'throw' is the same as 'drop'. See also: get, @adrop, @drop, @odrop, DROP-TO, SACRIFICING, STICKY. & enter Command: enter[/<switch>] <object> The enter command is used to enter an object. Insides of objects are best used for vehicles, or storage spaces when you don't have a home (or even as a floating home). In order to enter an object you must either own it or it must have its ENTER_OK flag set, and you must also pass the object's EnterLock (if it has one). The following switch is recognized: /quiet - Don't perform the @oenter/@aenter or @oefail/@aefail attributes on the entered object, and don't perform the @oxleave attribute on your current location. This switch only works if you control the object being entered. See also: leave, @aefail, @aenter, @efail, @enter, @idesc, @lock, @oefail, @oenter, @oxleave, ENTER_OK. & examine Command: examine[/<switches>] <object>[/<wild-attrib>] Displays all available information about <object>. <object> may be an object, 'me' or 'here'. You must control the object to examine it, or it must be set VISUAL. If you do not own the object, you will just see the name of the object's owner, and optionally any public attributes and attributes owned by you set on the object. If an attribute is owned by a player other than the owner of the object, the number of the attribute owner is shown in parentheses immediately following the attribute name. The characters + or $ may appear in parentheses also, to indicate the status of the attribute: + - The attribute is locked, it does not change ownership when the object is @chowned and may not be modified. $ - The attribute is not checked when looking for $-commands. Note that the predefined attributes DESC, IDESC, ODESC, FAIL, OFAIL, SUCC, OSUCC, DROP, ODROP, SEX, and CHARGES are never checked. { 'help examine2' for more } & examine2 If you specify a wildcarded attribute name, then only those attributes that match are shown. So, 'exam me/v?' will show all your attributes that start with v and are two characters long. The following switches are available: /brief - When examining an object you don't control, show only the owner's name. /full - When examining an object you don't control, show any public attributes set on the object in addition to the owner's name. /parent - When examining a single attribute (exam <obj>/<attr> where <attr> contains no wildcard characters), look for the attribute on <obj>'s parent if it is not present on <obj>. See also: look, @decompile, VISUAL, ATTRIBUTE OWNERSHIP. & get Command: get[/<switch>] <object> get[/<switch>] <exit> get[/<switch>] <object>'s <sub-object> The first form picks up <object> from your location and adds it to your inventory. It will fail if the object is locked against you, or if you are inside a player or object that you don't control and which isn't set ENTER_OK. The second form takes an exit from your location and adds it to you. Anyone inside you may then use the exit to travel to the exit's destination. You may take exits that you own, and exits owned by others in locations that you own. The third form takes <sub-object> from <object> and adds it to your inventory. <object> must be ENTER_OK and <sub-object> must not be locked against you for this to work. The lock on <object> is not checked. { 'help get2' for more } & get2 The following switch is recognized: /quiet - Don't perform the @osucc/@asucc or @ofail/@afail attributes on the target object. This switch only works if you control the object. <object> and <sub-object> may be either players or things. 'take' is the same as 'get'. See also: drop, @afail, @asucc, @fail, @ofail, @osucc, @succ, ENTER_OK, FAILURE, SUCCESS. & give Command: give <player>=<amount/object> Gives player the specified amount of money or <object>. You can't give someone money if their new total would be greater than 10000 (No reason to get greedy). You may also give players objects, but the other player must be set to ENTER_OK to recieve something you give. See also: @apay, @cost, @opay, @pay, ENTER_OK. & goto Command: goto[/<switch>] <direction> goto[/<switch>] home <direction> home Moves you in the specified direction, assuming that the direction is not locked against you. 'move home' is a special command that returns you to your home. The word 'move' may be omitted. The following switch is recognized: /quiet - Don't perform the @osucc/@asucc/@odrop/@adrop or @ofail/@afail attributes on the exit being used. This switch only works if you control the exit. 'move' is the same as 'goto'. See also: enter, home, leave, & gripe Command: gripe <complaint> Writes <complaint> to the game's log file for the game maintainers to see. A much better way of complaining about something is to talk with one of the wizards, as the game maintainer may not read the log for a long time, if at all. See also: WIZARDS. & inventory Command: inventory Lists what you are carrying and how much money you have. & kill Command: kill <player> [=<cost>] Attempts to kill the specified player. Killing costs <cost> coins, which gives you a <cost>% chance of killing the player. Thus, spending 100 coins always works (except against wizards and immortals, who can never be killed). Players cannot be killed in rooms which have been set HAVEN or which they control. If you don't specify a cost, the default is 10 (for a 10% chance of success). The player, if killed, receives <cost>/2 coins in insurance. See also: @akill, @kill, @okill, BEING KILLED, IMMORTAL, WIZARD. & leave Command: leave[/<switch>] This command leave allows you to exit an object you have entered, arriving in the same location as the object. You may not leave an object if you fail that object's LeaveLock (but you may still @teleport out, use an exit inside the object, or go home). The following switch is recognized: /quiet - Don't perform the @oleave/@aleave or @olfail/@alfail attributes on the entered object, and don't perform the @oxenter attribute on your new location. This switch only works if you control your current location. See also: enter, @lock, ENTER_OK, @aleave, @alfail, @leave, @lfail, @oleave, @olfail, @oxenter. & LOGOUT Command: LOGOUT Disconnects you from your character without breaking the network connection to the game. You may then log in to another character. The LOGOUT command must be entered in all capitals. See also: QUIT. & look Command: look [<object>] Displays the description of <object>, or the room you're in if you don't specify an object. Specifying object as <name> or #<dbref> or 'me' or 'here' is legal. You can also use look to look at objects held by other people, just use 'look <person>'s <object>'. 'read' is the same as 'look'. See also: @adesc, @describe, @odesc. & move Command: move[/<switch>] <direction> move[/<switch>] home <direction> home Moves you in the specified direction, assuming that the direction is not locked against you. 'move home' is a special command that returns you to your home. The word 'move' may be omitted. The following switch is recognized: /quiet - Don't perform the @osucc/@asucc/@odrop/@adrop or @ofail/@afail attributes on the exit being used. This switch only works if you control the exit. 'goto' is the same as 'move'. See also: enter, home, leave. & news Command: news [<topic>] Shows you the current news for the MUSH. It is highly recommended that you check the news daily for new information. Otherwise, the wizards will have no pity on you for messing up with the new commands. & OUTPUTPREFIX Command: OUTPUTPREFIX <string> Causes <string> to be output on a line by itself before printing the results of each command. This command is intended for use by external robot programs, and may be restricted to players whose ROBOT flag is set. The OUTPUTPREFIX command must be entered in all capitals. See also; @robot, OUTPUTSUFFIX, ROBOT. & OUTPUTSUFFIX Command: OUTPUTSUFFIX <string> Causes <string> to be output on a line by itself after printing the results of each command. This command is intended for use by external robot programs, and may be restricted to players whose ROBOT flag is set. The OUTPUTSUFFIX command must be entered in all capitals. See also; @robot, OUTPUTPREFIX, ROBOT. & page Command: page <player> [=[<control>]<message>] This command sends <message> to <player>. If you do not specify a message, it tells a player that you are looking for them, and tell the player where you are. You may use either the player's name or alias, and you may also give a string that uniquely matches the start of a player's name on the WHO list. You can format the message one of several ways by specifying ':', ';', or '"' as the first character of the message. ':' and ';' format the message as 'From afar, <player> <message>', with ';' omitting the space between <player> and <message>. '"' formats the message in normal page format (this is the default). If your Idle attribute is set to something, then it is sent to anyone who successfully pages you. This is useful for when you are away from your terminal for a short while. { 'help page2' for more } & page2 You can selectively disable pages from certain players with the '@lock/page' command (players must pass the lock in order to page you). If someone cannot page you, they will be sent a message including of your Reject attribute if they try. If someone pages you while you are not connected, they are sent a message including your Away attribute. See also: pose, say, whisper, :, ;, ", @pemit, @away, @idle, @reject. & pose Command: pose[/<switches>] <message> Displays <message> to everyone in your current room, preceded by your name and optionally a space. Example: the command 'pose jumps for joy' produces '<yourname> jumps for joy'. The following switches are available: /default - (default) Put a space between your name and the message (ie, display '<name> <message>'). /nospace - Don't put a space between your name and the message (ie, display '<name><message>'). See also: page, say, whisper, :, ;, ". & QUIT Command: QUIT Logs you out and disconnects you from the game. Must be in all capitals. See also: LOGOUT. & read Command: read [<object>] Displays the description of <object>, or the room you're in if you don't specify an object. Specifying object as <name> or #<dbref> or 'me' or 'here' is legal. You can also use look to look at objects held by other people, just use 'read <person>'s <object>'. 'look' is the same as 'read'. & ; Command: ;<message> This command is much like the ':' command, except that no space is inserted between your name and the action. Example: the command ';'s watch beeps.' produces '<youname>'s watch beeps.'. Warning: This command does not work in command lists run from an attribute because the ';' is treated as the command separator. Use pose/nospace instead. See also: page, pose, say, whisper, :, ". & : Command: :<message> Displays <message> to everyone in your current room, preceded by your name and a space. Example: the command ':jumps for joy' produces '<yourname> jumps for joy'. See also: page, pose, say, whisper, ;, ". & " Command: "<message> Says <message> out loud to everyone in your current room. Example: the command '"Where is the movie theater?' produces '<yourname> says "Where is the movie theater>"'. Note that the closing double quote is automatically added. See also: page, pose, say, :, ". & # Command: #<number> <command> Forces the object whose database number is <number> to perform <command>. Example: '#1033 move north' forces object #1033 to go north (assuming that you control it). The same restrictions that apply to @force also apply to this command. See also: @force. & \\ Command: \\<message> Outputs <message> to everyone in your current room without embellishment. Example: the command '\\A chill falls over the room.' produces 'A chill falls over the room.' See also: @emit, @oemit, NOSPOOF. & say Command: say <message> Says <message> out loud to everyone in your current room. You can also use '"<message>'. See also: page, pose, whisper, :, ;, ". & score Command: score Displays how much money you have. Helpful to see if any machines are looping. See also: @ps, LOOPING. & SESSION Command: SESSION Displays information on how many characters you have sent and received during this session, and which (Internal) port you are connected to on the mush. It must be typed in all uppercase. Example: > SESSION Characters Input---- Characters Output--- Player Name On For Idle Port Pend Lost Total Pend Lost Total Mortal 00:06 0s 16 0 0 44 156 0 2679 2 Players logged in. Pending characters are those waiting to be acted on as commands (for input) or waiting to be sent out over the network (output). Lost characters are due to overflowing either the MUSH's input or output buffers, either as the result of running a single command that produces too much output (such as @find and @search commands that match a large number of objects), or from typing too much on one line. Note: your Pending count for output will always be nonzero, as the output of the SESSION command hasn't been sent out over the network yet. & take Command: take[/<switch>] <object> take[/<switch>] <exit> take[/<switch>] <object>'s <sub-object> The first form picks up <object> from your location and adds it to your inventory. It will fail if the object is locked against you, or if you are inside a player or object that you don't control and which isn't set ENTER_OK. The second form takes an exit from your location and adds it to you. Anyone inside you may then use the exit to travel to the exit's destination. You may take exits that you own, and exits owned by others in locations that you own. The third form takes <sub-object> from <object> and adds it to your inventory. <object> must be ENTER_OK and <sub-object> must not be locked against you for this to work. The lock on <object> is not checked. { 'help take2' for more } & take2 The following switch is recognized: /quiet - Don't perform the @osucc/@asucc or @ofail/@afail attributes on the target object. This switch only works if you control the object. <object> and <sub-object> may be either players or things. 'get' is the same as 'take'. See also: drop, @afail, @asucc, @fail, @ofail, @osucc, @succ, ENTER_OK, FAILURE, SUCCESS. & throw Command: throw[/<switch>] <object> throw[/<switch>] <exit> The first form removes <object> from your inventory and puts it in your location, except for the following special cases: Dropping a thing in the temple sacrifices it, dropping a STICKY thing sends it home, and dropping a thing in a room with a drop-to sends the thing to the drop-to location. The second form removes <exit> from your list of exits and adds it to the list of exits for the current location. Anyone in the same location as you may then use the exit to travel to the exit's destination. You can only drop exits when you own the location where you are dropping them. The following switch is recognized: /quiet - Don't perform the @odrop/@adrop attributes on the dropped object. This switch only works if you control the object. 'drop' is the same as 'throw'. See also: get, @adrop, @drop, @odrop, DROP-TO, SACRIFICING, STICKY. & use Command: use <object> Uses <object>. Some objects will do interesting, useful, or dangerous things when used, for instance, using a camera should result in a picture being taken. See also: @ause, @ouse, @use. & version Command: version Displays the version of MUSH that is running and the date it was last rebuilt. & whisper Command: whisper <player>=<message> Whispers the message to the named person, if they are in the same room as you. No one else can see the message that you whisper. You can format the message one of several ways by specifying ':', ';', or '"' as the first character of the message. ':' and ';' format the message as 'You sense <player> <message>', with ';' omitting the space between <player> and <message>. '"' formats the message in normal whisper format (this is the default). See also: page, pose, say, :, ;, ". & WHO Command: WHO <prefix> Displays a list of players currently connected to the MUSH. The WHO report tells you how long a player has been on, how long they have been inactive, and what they are doing (if they have used the @doing command). If <prefix> is specified, only players whose names start with <prefix> are listed. The WHO command must be entered in all capitals. See also: @doing. & & Command: &<attribute> <object>[=<value>] Synonym: @set <object> = <attribute>:[<value>] Sets the attribute named <attribute> on <object> to <value>. If <attribute> is not a predefined attribute (like ofail or va), then it is created. Attributes so created are called user-named attributes. Attribute names may only contain letters, numbers, and the characters < -_.@#$^&*~?=+| >, and must start with a letter. The names of user-named attributes may not be abbreviated (an attempt to get the value of the attribute will fail, and an attempt to set will create a new attribute). The & command may be used to set predefined attributes (in this instance, '&<attr> <object>=<value>' is equivalent to '@<attr> <object>=<value>'). See also: @set. & @@ Command: @@ <args> This command does nothing, therefore it is useful for putting comments into a MUSH program. Be careful that ()'s and {}'s in the (otherwise ignored) arguments are nested correctly, lest your command-ending ; be trapped inside. Example: @va me=$foobar *:@fo #1234=%0;@@ This controls my foobar puppet. & @chown Command: @chown <object>[=<player>] @chown <object>/<attr>[=<player>] The first form changes the ownership of <object> to <player> (default is to yourself). Objects may be things, rooms or exits. To chown things, you have to be carrying the thing. For rooms or exits, you have to be in the room. Objects must have the CHOWN_OK flag set before they may be @chowned. In a room, the command used must be @chown here = <name>, and for an object, you must be very specific. The second form changes the ownership of the indicated attribute on <object> to <player> (default is the owner of the object). You may only @chown unlocked attributes. You may @chown unlocked attributes on objects that you own to yourself, and you may also @chown attributes that you own on objects owned by others to the owner of the object. When an object is @chowned, all unlocked attributes on the object are automatically @chowned as well, locked attributes remain owned by their original owners. The HALTED flag is automatically set on the new copy of the object. Players can't be @chowned; they always own themselves. See also: @lock, @Unlock, CHOWN_OK, ATTRIBUTE OWNERSHIP. & @clone Command: @clone[/<switches>] <object>[=<newname/cost>] Creates an exact duplicate of <object> that is owned by you and (for things and exits) puts it in your current location. You may have the object put in your inventory (or your exitlist in the case of cloning exits) by using the /inventory switch. You may clone your own objects, plus VISUAL objects owned by others. The INHERIT and WIZARD bits of the (new) object are cleared when the object is cloned. If <newname> is specified, it is used as the name instead of the original name. If you clone a linked exit, an attempt is made to link the clone to the same location. Except when using the /inventory switch, you can only clone exits when you own your current location. If you clone a room with a drop-to, an attempt is made to link the drop-to to the same location. If the original object was owned by you, then the ACLONE attribute is run in the new attribute, otherwise the new object is set HALTED. Exits and contents of cloned objects are not cloned. { 'help @clone2' for more } & @clone2 The following switches are available: /cost - Treat the argument after the = as the cost of the new object, not the name. /inherit - Don't reset the INHERIT bit on the new object. /inventory - Create the new object in your inventory (or your exitlist, in the case of cloning exits). /location - Create the new object in your location (default). /parent - Set the new object's parent to be the template object and don't copy the attributes. See also: @create, @decompile, @destroy, VISUAL. & @create Command: @create <name> [=<cost>] Creates a thing with the specified name. Creation costs either <cost> or 10 coins, whichever is greater. The value of a thing is proportional to its cost, specifically, value=(cost/5)-1. The value may not be greater than 100, values that would be greater than 100 are rounded down to 100. See also: @destroy, SACRIFICING, TYPES OF OBJECTS. & @decompile Command: @decompile <thing> [=<newname>] Dumps the sequence of commands you would have to type to clone <thing>. This is handy for saving your objects in a text file in case the MUSH dies a horrible death, or for moving your pride-and-joy creation from one MUSH to another. @decompile works on all object types. If you specify <newname>, then the commands emitted will set attributes, locks, and flags on an object named <newname> and will omit the command to create the object. See also: examine, look. & @destroy Command: @destroy[/<switches>] <object> This command destroys <object> and refunds its cost of creation to its owner. You must own <object> in order to @destroy it, unless its DESTROY_OK flag is set, in which case anyone holding it may @destroy it. Rooms, exits, and objects may be destroyed, although the the actual destruction of rooms is delayed for up to ten minutes and the GOING flag is set on the victim room. Clearing the GOING flag on the room spares it from destruction. The @destroy command will not destroy objects with the SAFE flag set unless the /override switch is specified. The following switches are available: /override - Negate protection offered by the SAFE flag. See also: DESTROY_OK, SAFE. & @dig Command: @dig[/<switches>] <name> [= <exitlist> [, <exitlist>] ] Creates a new room with the specified name and displays its number. This command costs 10 coins. If the [= <exitlist>] option is used, an exit will be opened from the current room to the new room automatically. If the second <exitlist> option (after the comma) is specified, an exit from the new room back to the current room with the specified [Exits] name is opened. Either exit creation may fail if you do not have sufficient rights to the current room to open or link the new exit. Example: The command @dig Kitchen = Kitchen;k;north;n,south;s will dig a room called Kitchen, and open an exit called 'Kitchen' in your current room. The ; symbol means that you may enter the exit by typing 'k', 'north' or 'n' also. This command also opens the exit 'south;s' from 'Kitchen' back to where you are. Only the first Exit name is displayed in the Obvious exits list. If you specify the /teleport switch, then you are @teleported to the room after it is created and any exits are opened. See also: @destroy, @link, @open, LINKING, TYPES OF OBJECTS. & @doing Command: @doing[/<switches>] [<message>] Sets your doing message, which appears after your name in the WHO report. The following switches are available: /message - Sets your Doing string in the WHO report. (default) /poll - Displays the current Doing poll from the WHO report. See also: WHO. & @dolist Command: @dolist <list>=<action> <list> is a space-separated list of strings, which can be object numbers, attributes, or arbitrary words. <action> is a command to perform once for each item in <list>, replacing the special symbol ## with the corresponding item from <list>. This command is particularly handy with lcon() and lexits(). A few examples: @dolist [lcon(here)] = "[name(##)](##) @dolist [lcon(here)] = @switch [get(##/last)]=*1990*,"[name(##)] @va me = va vb vc @dolist [get(me/va)] = @emit [get(me/##)] @dolist Frodo Bilbo Gandalf = page ## = HELP!!!! I've fallen into a pit. See also: iter(). & @drain Command: @drain <object> Discards all commands waiting on the semaphore <object> and resets the semaphore to its initial state. See also: @notify, @ps, SEMAPHORES & @edit Command: @edit <object>/<wild-attr> = <search>,<replace> @edit <object>/<wild-attr> = ^,<text> @edit <object>/<wild-attr> = $,<text> This command edits the contents of one or more attributes of an object, eliminating the need to retype a long attribute in order to make a simple change. In the first form, all occurrences of <search> in the specified attribute of the named object are replaced with <replace>. Use curly braces ({ and }) around <search> or <replace> if they contain commas. The second and third form prepend and append <text> to the selected attributes, respectively. If <wild-attr> contains wildcard characters, then all attributes that match are edited. & @emit Command: @emit[/<switches>] <message> Sends <message> to everyone in your current location without prefixing it by your character name. You can also send the message to everyone in the room that contains the object you are inside with the /room switch. The following switches are available: /here - Sends the message to everyone in the same location as you. /room - Sends the message to everyone in the room that contains the object you are in. Starting from your location, this switch 'leaves' objects until it reaches a room, and @emits the message there. If both switches are specified, the message is sent to both places. If neither is specified, /here is assumed. Some MUSHes may restrict the use of this command. See also: @femit, @oemit, @pemit, SPOOFING. & @entrances Command: @entrances [<object>] Lists links from elsewhere to the specified object (default: your current room). For rooms, exits and drop-to's, leading to the room and players and objects whose home is in the room are listed. For players and objects, lists exits leading to them. Because this command is computationally expensive, it costs 100 coins. See also: @link, @unlink. & @femit Command: @femit <object>=<message> Forces <object> to emit <message>. This command is similar to the command '@force <object> = @emit <message>', except that it will work so long as you own the object, whereas @force may fail if the object has its INHERIT flag set and the object performing the @force does not. See also: @emit, @fpose, @fsay, INHERIT, SPOOFING. & @find Command: @find [name] Displays the name and number of every room, thing, or player that you control whose name matches <name>. Because the command is computationally expensive, it costs 100 coins. See also: @search. & @force Command: @force <player/object>=<command> Forces the game to act as though <player/object> had entered <command>. You may only force objects that you control. Objects may not force players unless either the object or the player has their INHERIT flag set, and objects that do not have their INHERIT flag set may not force objects that do. If the victim is specified by number, you may use an alternate form of the command, '#<number> <command>'. See also: puppets. & @fpose Command: @fpose[/<switches>] <object>=<message> Forces <object> to pose <message>. This command is similar to the command '@force <object> = :<message>', except that it will work so long as you own the object, whereas @force may fail if the object has its INHERIT flag set and the object performing the @force does not. The following switches are available: /default - (default) Put a space between the name of the object and the message (ie, send '<name> <message>'). /nospace - Don't put a space between the name of the object and the message (ie, send '<name><message>'). See also: @femit, @fsay, pose, :, ;, INHERIT. & @halt Command: @halt [<object>] Halts all commands being run by <object>, or by the object running the command if no <object> is given. If the object to be halted is a player, then all commands being run by objects owned by that player are halted. Use this command to stop runaway objects and infinite loops. The process of halting an object involves removing all commands waiting to be run by the object from the queue and refunding the queue deposit. Halting an object does not affect commands waiting on it as a semaphore. See also: @drain, @notify, kill, HALTED, SEMAPHORES. & @last Command: @last <player> This command displays a short 'connection history' for <player>, showing recent successful and failed connection attempts, as well as the total number of successful and failed connections. You can only display information about yourself. & @link Command: @link <object>=#<number>/here/home When used on a player or a thing, this command sets the object's home to the indicated location. The destination must be owned by you or be an ABODE room, and you must pass the destination's LinkLock. When used on a room, this command sets the room's drop-to, where objects dropped in the room go. The destination must be a room that is either owned by you or is LINK_OK, and you must pass the destination's LinkLock. For exits, this command sets the destination if the exit is currently unlinked, you control the destination or it is set LINK_OK, and you pass the destination's LinkLock. You can @link an unlinked exit regardless of who owns it or the lock set on it, you are made the owner if you successfully link to the destination. Linking an exit costs 1 coin, and if the exit was owned by someone else, you also reimburse the the former owner 1 coin (making the total cost to you 2 coins). { 'help @link2' for more } & @link2 Note that in all the above cases that it is the player performing the @link command that must pass the LinkLock, not the object being linked. Therefore, you should use the '$' lock qualifier if you want to prevent specific players from linking to your LINK_OK locations, as simply locking against '*<playername>' does not lock out their puppets. See also: @dig, @open, @unlink, DROP-TOS, HOMES, LINKING. & @list Command: @list [<option>] Lists information from internal databases. Information is available about the following options: attributes - Valid object attributes. commands - Commands that you may use (excluding the attribute-setting commands as well as any exits, and $-commands available). costs - Lists the costs associated with many commands and actions. default_falgs - Lists the flags that new objects receive by default when created. flags - Lists the name and letter of all the flags. functions - Lists all the available functions. options - Lists several global options and limits. switches - Lists what commands support switches and the switches that they do support. The information provided by the @list command is definitive, as it reads the internal tables to produce the information it displays. Specifying @list with no argument lists the options you may use. & @listmotd Command: @listmotd Displays the current message-of-the-day. Note that it is displayed when you connect to your character. & @lock Command: @lock[/<whichlock>] <object>=<key> @lock <object>/<attrib> The first form locks <object> to a specific key(s). <object> and <key> can be specified as <name> or #<number>, or as 'me' or 'here'. Boolean expressions are allowed in the key, using '&' (and), '|' (or), '!' (not), and parentheses ('(' and ')') for grouping. To lock to a player, prefix their name with '*' (ex. '*Wizard'). Example: '@lock purse = me|*Darling' locks the object Purse so that only you and the player Darling may take it. <whichlock> indicates which lock you want to set on the object. If you don't specify one, you set the Default lock. You can set the following locks: DefaultLock: Exits: controls who may traverse the exit to its destination. Rooms: controls whether the player sees the SUCC or FAIL message for the room following the room description when looking at the room. Players/Things: controls who may GET the object. { 'help @lock2' for more } & @lock2 EnterLock: Players/Things: controls who may ENTER the object if the object is ENTER_OK. GiveLock: Players/Things: controls who may give the object. LeaveLock: Players/Things: controls who may LEAVE the object. LinkLock: All but Exits: controls who may link to the location if the location is LINK_OK (for linking exits or setting drop-tos) or ABODE (for setting homes) PageLock: Players: controls who may page the player. ReceiveLock: Players/Things: controls who may give things to the object. TeloutLock: All but Exits: controls who may teleport out of the location. TportLock: Rooms: controls who may teleport there if the room is JUMP_OK. UseLock: All but Exits: controls who may USE the object, GIVE the object money and have the PAY attributes run, have their messages heard and possibly acted on by LISTEN and AxHEAR, and invoke $-commands stored on the object. { 'help @lock3' for more } & @lock3 The second form locks the indicated attribute of the named object, so that when the object is @chowned, the attribute will remain owned by you. It may also be used when you own an attribute on an object that you do not own, in this case it prevents the object's owner from @chowning the attribute to himself, and prevents anyone from modifying or removing the attribute. You can now lock to attributes. Example: '@lock thing=sex:m*' will lock thing to any one whose sex starts with an M. Wild cards, greater than and less than may be used, for example: '@lock a-f=name:<g' will lock the exit a-f against any one whose name is higher than f. When checking an attribute lock, the object trying to pass the lock and all of its contents are checked against the lock, if any one of these objects passes the attribute check then the object passes the lock. You may lock against any attribute, but the lock will fail if the locked object is not able to read the attribute from the player attempting to use the object. This will be the case, for instance, if you lock an object with the lock 've:foobar'. Any object that you own whose ve attribute is 'foobar' will pass the lock, as will objects owned by others on which you own the ve attribute (if the contents of the ve attribute is 'foobar'). { 'help @lock4' for more } & @lock4 You may also require that the player testing the lock either IS the target object or CARRIES the target object (by default, either will pass), or is OWNED BY the same player as the target object. To make a carry lock, prefix the object name with a '+'. Example: '@lock door = +key' keeps you out unless you carry key. If you are key, you won't be let in. Similarly, you make an is lock by prefixing the object name with a '='. Example: '@lock fred-exit = =*fred' keeps everyone but fred from using fred-exit. Carrying fred won't help. To make an owned-by lock, prefix the object name with a $, so '@lock/page me=!$*Fred' lets anyone but Fred (and any of Fred's objects page you. Owned-by locks are useful in page, use, and teleport locks. It is also possible to indirectly reference the lock of another object by prefixing the object name by a '@'. This causes the lock on the object to be evaluated and the result used. Example: '@lock fly = wings | @#1234' keeps you from the fly exit unless you have (ore are) the wings or you pass the lock set on object #1234. See also: @chown, @unlock, ATTRIBUTE OWNERSHIP. & @mvattr Command: @mvattr <object>=<old>,<new>[,<copy1>]... This command moves attributes around on an object. The attribute <old> is renamed <new> (and is copied to <copy1>, <copy2> and so on if specified). If you cannot modify the <old> attribute (for instance if you are trying to move the Last attribute, or if it were owned by another player), then a new copy is made and the original is not removed. See also: @set. & @name Command: @name <object>=<new name> [<password>] Changes the name of <object>. <object> can be a thing, player, exit, or room, specified as <name> or #<dbref> or 'me' or 'here'. For a player, it requires the player's password. & @notify Command: @notify[/<switches>] <object>[=<count>] Notifies the semaphore <object>, running the first command that waited on <object> using the '@wait <object>=<command>' or ' @wait <object>/<time>=<command>' forms of the @wait command. If <count> is specified, it indicates the number of times the semaphore is notified. If there are no commands (or less than <count> commands) pending for <object>, then subsequent @waits will not block until the semaphore count reaches zero again. The following switches are available: /first - (default) Notify the first command waiting on the indicated semaphore (or the first <count> commands). /all - Notify all commands waiting on the semaphore and reset the semaphore count to zero. <count> is ignored. See also: @drain, @ps, @wait, SEMAPHORES & @oemit Command: @oemit <player>=<message> Emits <message> to everyone in your current location except for <player>. See also: @emit, @pemit, SPOOFING. & @open Command: @open[/<switches>] <direction list> [=<number>[,<direction list>]] Creates an exit in the specified direction(s). If <number> is specified, it is linked to that room. Otherwise, it is created unlinked. You or anyone else may use the '@link' command to specify where the unlinked exit leads. Opening an exit costs 1 coin. If you specify <number>, linking costs 1 more coin. You can specify a second direction list (after the comma), which is automatically opened in the room that the new exit goes TO and which is linked back to where you are. I.e. @open north;n=#1234,south;s would open exit 'north;n' from here to #1234, and an exit 'south;s' from #1234 to here, assuming you have rights to open exits and link to the rooms in question. The following switches are available: /location - Create the exit in your location (default). /inventory - Create the exit on yourself. See also: @dig, @link, LINKING. & @parent Command: @parent <object> [=<parent>] This command sets the parent of <object> to <parent> (or clears the parent if <parent> is omitted. You must control <object>, and must own <parent>. See also: PARENT OBJECTS. & PARENT OBJECTS Topic: PARENT OBJECTS Parent objects provide a way for several objects to inherit common attributes, exits, and $-commands from a single object, so that changing the parent object affects all of its children. When searching for attributes or exits, first the object itself is checked, and the parent is checked only if the object does not have what was searched for. A parent object provides these items to its children: Attributes: If a child is searched for an attribute that it does not have, the parent is then searched. Exits: If a command entered while inside an object does not match an exit in the object, the parent is searched for matching exits before checking for internal MUSH commands. $-commands: When an object is checked for matching $-commands, its parent is checked as well. A parent object may itself have a parent, up to a configurable limit (usually 10 levels). The parent need not be the same type as its children, and flags and locks are not inherited from parent objects. You may not create parent loops. See also: @parent, parent(). & @password Command: @password <old password>=<new password> This command changes your password. & @pemit Command: @pemit[/switches] <what>=<message> Emits <message> only to <what>, or to <what>'s contents of the /contents switch is given. <what> must be either in the same location as you or be something you own. You can also @pemit to distant players if neither you or they are HAVEN, and this costs as much as a page <This feature is not present in all MUSHes>. You cannot @pemit to the contents of something you don't own. The following switches are available: /contents - Send the message to the contents of the named object. /object - Send the message to the named object. See also: page, @emit, @oemit, SPOOFING. & @ps Command: @ps[/<switches>] [<object>] Lists information about the commands you have on each of the queues. Unless the /summary switch is used, this command lists all the commands you have on the queues, optionally along with their enactor and arguments. Commands scheduled to be executed at a later time (by the @wait command) also show the number of seconds until they will be executed and/or the semaphore on which they are waiting. If <object> is specified, only commands run by <object> are listed, otherwise all commands run by any of your objects is listed. A summary of the number of commands listed and the total number of commands in the queues is also displayed. This command is useful for identifying infinite loops in programs. The following switches are available: /brief - (default) Display a brief summary that shows the semaphore number, time-to-wait, object running the command, and the command to be run. /long - In addition to the informatin in the /brief report, display the name and number of the object that caused the command to be run (the enactor) and the arguments to the command. /summary - Display just the queue counts. See also: @notify, @wait. & @quota Command: @quota Lists your total building quota and the amount you have remaining. Creating objects, digging rooms, and opening exits all consume quota. See also: @create, @dig, @open. & @robot Command: @robot <name>=<password> Creates a robot player owned by you. The robot has its ROBOT flag set, so it may use the OUTPUTPREFIX and OUTPUTSUFFIX commands that most publicly available robot programs require. This command costs 1000 coins. Note that some sites do not restrict OUTPUTSUFFIX and OUTPUTPREFIX to robots. See also: OUTPUTPREFIX, OUTPUTSUFFIX, ROBOT, TYPES OF OBJECTS. & @search Command: @search [<player>] [<class>=<restriction>] Displays information about objects that meet the search criteria. Because this command is computationally expensive, it costs 100 coins. <player> restricts the search to the named player, while <class> and <restriction> control the objects listed as follows: TYPE - Restricts to objects of the indicated type (OBJECTS, ROOMS, EXITS, PLAYERS). NAME - Restricts to objects whose names start with <restriction>. OBJECTS - A combination of TYPE=OBJECT and NAME=<restriction>. ROOMS - A combination of TYPE=ROOM and NAME=<restriction>. EXITS - A combination of TYPE=EXIT and NAME=<restriction>. PLAYERS - A combination of TYPE=PLAYER and NAME=<restriction>. FLAGS - Restricts to objects which have the flags listed in <restriction> set.. EVAL - Evaluates the restriction for each object, replacing ## with the object's database number. Evaluations that return TRUE (ie, not 0 or #-1) are selected. EOBJECT - A combination of TYPE=OBJECT and EVAL=<restriction>. EROOM - A combination of TYPE=ROOM and EVAL=<restriction>. EEXIT - A combination of TYPE=EXIT and EVAL=<restriction>. EPLAYER - A combination of TYPE=PLAYER and EVAL=<restriction>. { 'help @search2' for more } & @search2 Except when getting lists of players ('@search type=player' or '@search flags=P'), you may only search for objects that you own. Examples: @search flags=PWc <-- search for connected wizards. @search type=rooms <-- list all rooms owned by me. @search eval=gt(money(##),10) <-- search for things worth more than 10. See also: @find, search(). & @set Command: @set <object>=[!]<flag> @set <object>=<attribute>:<value> @set <object>/<attr>=[!]<attrflag> The first form sets (or clears) the indicated flag on <object>, the second form sets the <attribute> attribute on <object> to <value>, creating a new user-named attribute if there is no attribute named <attribute>, and the third form sets (or clears) an attribute flag on the <attr> attribute of <object>. When setting attributes on an object, you may also use the command '@<attribute> <object> = <value>' if the attribute is a predefined attribute. You may also use the command '&<attribute> <object> = <value>' to set either predefined attributes or user-named attributes. Either of these is equivalent to the second form of the @set command. The following flags may be set using the third form of the @set command: no_command - prevent $-commands and ^-patterns defined in the attribute from being performed. See also: @lock, @lock, examine, FLAGS, &. & @stats Command: @stats[/all] [<player>] Display the number of objects in the game. @stats/all gives a breakdown by object types. If <player> is specified, the breakdown for the named player is given. You may only list individual counts for yourself. If invoked with no arguments or switches this command is free, but if you specify either /all or <player>, then this command costs 100 coins to run, because it is computationally expensive. See also: stats(). & @sweep Command: @sweep[/<switches>] This command tells you all of the objects, players, and exits that are listening in the room you are currently in, as well as the objects you are carrying. Most objects only listen for a particular string or phrase, so they normally do not pose a problem if you need privacy. You will have to be careful of players, puppets, and audible exits since they will hear everything you say and do. There are several switches that may be used to limit the type of listeners that are checked for. They are: /here - Check the room I am in. /inventory - Check my inventory. /exits - Check exits in the room. /commands - Check for objects that have $-commands set on them. /connected - Check for connected players and their puppets. /listeners - Check for objects with @listen set to something. /players - Check for players and their puppets, whether or not they are connected. The default is to search for everything. If you specify one or more switches from either category (either location or listener type then only that location or listener type is checked. See also: @listen, AUDIBLE, PUPPETS. & @switch Command: @switch[/<switches>] <string>=<t1>,<c1> [,<tN>,<cN>]... [,<cD>] Compares <string> against the targets <t1>, <t2>, etc, until a match is found, at which time the corresponding list of commands is performed. Wildcards, and the < and > operators are allowed in the targets. By default, any list whose target matches the string is executed (the targets are not mutually exclusive). If no target matches, the default list <cD> is executed. The following switches are available: /all - (default) Perform the actionlists associated with all targets that match <string>. /first - Perform only the actionlist associated with the first target that matches <string>. & @teleport Command: @teleport [<object>=] <room/exit> Teleports <object> (or you, if not specified) to <room>. <object> must be a thing or a player. You must control the destination, or it must be set JUMP_OK, and the object being teleported must pass the TeloutLock for its present location. You can teleport objects that you control, if you control the room you are in you can also teleport objects owned by others to another room you control, a JUMP_OK room, or out an exit you control. If the destination room has a drop-to, the object will go to the drop-to instead. See also: JUMP_OK. & @trigger Command: @trigger <object>/<attr> [=<param> [, <param>]... ] Invokes an action list stored in an attribute on an object. The triggering object becomes the enactor and the positional parameters %0 through %9 are set to the supplied parameters. See also: LOOPING. & @unlink Command: @unlink <room/exit> This command removes drop-tos on rooms and clears the destination on exits. Once unlinked, an exit may be taken over by anyone with the @link command. See also: @link, LINKING. & @unlock Command: @unlock <object> @unlock <object>/<attrib> The first form removes the lock on <object>, so that anyone may pass through (if an exit) or pick it up (if a player or an object). The second form clears the locked flag on the indicated attribute of the named object. This allows the attribute to change ownership to the new owner automatically when the object is @chowned, and allows the owner of the object to @chown the attribute to themself or to overwrite it. You must own the attribute to be unlocked, but you do not need to own the object. See also: @chown, @lock, ATTRIBUTE OWNERSHIP. & @verb Command: @verb <victim>=<actor>,<what>,<whatd>,<owhat>,<owhatd>,<awhat>, <args> This command looks up the <what>, <owhat>, and <awhat> attributes on <victim>, and then does the following: - Sends the contents of <what> to <actor>. If <victim> does not have a <what> attribute, sends the <whatd> string instead. - Sends the contents of <owhat> to everyone in the same room as <actor>, except for <actor> and <victim>. If <victim> does not have an <owhat> attribute, sends the <owhatd> string instead. - <victim> performs the <awhat> attribute, if it exists. Note that this command provides a way to implement user-defined verbs that are similar to the predefined verbs such as use, pay, or drop. You must control both the victim and the actor. Note that unless player #1 invokes the @verb command, s/he cannot be affected by a @verb command (because only #1 controls #1). { 'help @verb2' for more } & @verb2 Here is a description of the arguments to @verb: victim - The object that is searched for attributes, and which runs the <awhat> attribute if it is found. actor - The object that 'did' the verb, this is the value for %#/%n/etc in substitutions, and this object's name is included in the message to others in the same location. what - The name of the attribute containing the message to be delivered to the actor. whatd - The message to deliver to the actor if the victim does not have a <what> attribute. owhat - The name of the attribute containing the message (prefixed by the actor's name) that is sent to everyone in the room with the actor. owhatd - The message (prefixed by the actor's name) to deliver to others in the room with the actor if the victim does not have an <owhat> attribute. awhat - The name of the attribute that is to be executed by the victim. args - The comma-separated arguments to be passed for substitution (%0-%9). If there is more than one argument, enclose all the arguments within curly braces. Any argument that contains an embedded comma needs to be enclosed in curly braces as well. { 'help @verb3' for more } & @verb3 Examples: > &xtest test1=You just xtested test1. > &oxtest test1=just xtested test1. > &axtest test1="I was xtested. Yikes. Arg1=%0, Arg2=%1, Arg3=%2. > @verb test1=me,xtest,XTEST DFLT,oxtest,OXTEST DFLT,axtest,{a,b c,de} You just xtested test1. test1 says "I was xtested. Yikes. Arg1=a, Arg2=b c, Arg3=de." > &xtest test1 > @verb test1=me,xtest,XTEST DFLT,oxtest,OXTEST DFLT,axtest,{a,b c,de} XTEST DFLT test1 says "I was xtested. Yikes. Arg1=a, Arg2=b c, Arg3=de." > @fo test1={@verb test1=me,xtest,XTEST D,oxtest,OXTEST D,axtest,{a,b,de}} test1 just xtested test1. test1 says "I was xtested. Yikes. Arg1=a, Arg2=b, Arg3=de." See also: locate(). & @wait Command: @wait <seconds>=<command> @wait <object>[/<seconds>]=<command> The first form of @wait executes <command> after <seconds> seconds. The second form increments the semaphore count for <object> and executes <command> after <object> is notified with the @notify command. If the semaphore count for <object> is negative (because it has been notified more times than it has been waited on), then <command> is run immediately. If <seconds> is specified in the second form, the command is automatically run after <seconds> seconds even if the semaphore isn't notified. This command charges a deposit of 10 coins, which is refunded when <command> is executed. See also: @drain, @notify, @notify_all, @ps, SEMAPHORES. & @whereis Command: @whereis <player> Tells you the location of the named player. If you wish to remain unlocatable, set your UNFINDABLE flag. The person being located will get a message to inform them that you have successfully or unsuccessfully located them. See also: UNFINDABLE, loc(). & @aahear Command: @aahear <object> = <command-list> Attribute: Aahear An Aahear on an object is activated whenever the listen pattern matches anything done/said by anything else in the room, including itself. (The Ahear ignores itself, helpful for keeping machines from triggering itself) Example: @aahear listener = "I heard someone (maybe me?) say the word! See also: @ahear, @amhear, @listen. & @aclone Command: @aclone <object> = <command-list> Attribute: Aclone Sets the actions to be taken by a new object that has just been created as the result of a @clone command. The contents of the Aclone attribute are run by the new object and not by the old object. This attribute is only meaningful for things, and will never be automatically triggered on other object types. Example: @aclone Time bomb = @wait 600=@trig me/va;@wait 10=@trig me/vb @va time bomb = :EXPLODES with a thundering roar;@destroy me @vb time bomb = :ticks.; @wait 10=@trig me/vb See also: @clone. & @aconnect Command: @aconnect <object> = <command-list> Attribute: Aconnect Sets the actions to be taken by a player right after connecting to the game. This attribute is only meaningful for players, and will never be automatically triggered on other object types. Example: @aconnect me = check.my.mailbox See also: @adisconnect. & @adescribe Command: @adescribe <object> = <command-list> Attribute: Adescribe Sets the actions to be taken when <object> is looked at. Example: @adesc kitten = :rubs against %n's legs affectionately. See also: look, @desc, @idesc, @odesc. & @adisconnect Command: @adisconnect <object> = <command-list> Attribute: Adisconnect Sets the actions to be taken by a player right after disconnecting from the game. This attribute is only meaningful for players, and will never be automatically triggered on other object types. Example: @adisconnect me = home See also: @aconnect. & @adrop Command: @adrop <object> = <command-list> Attribute: Adrop Sets the action to be taken by an object when it is dropped, or by an exit when it is successfully used. Example: @adrop plastique = kill %n=100; @destroy me See also: drop, @drop, @odrop, DROP-TO, EXITS. & @aefail Command: @aefail <object> = <command-list> Attribute: Aefail Sets the action to be taken by an object when someone tries to enter it but fails because the object is not ENTER_OK or the player fails the object's enter lock. The enter lock only affects the 'enter' command and its aliases (set via the @ealias command), it does not affect exits that lead to the object or teleporting in. This attribute is meaningful for players and things, and will never be automatically triggered on rooms or exits. Example: @aefail car = @emit ;'s alarm starts wailing when %n tries to break in. See also: @aenter, @efail, @ealias, @enter, @oefail, @oenter, enter, ENTER_OK. & @aenter Command: @aenter <object> = <command-list> Attribute: Aenter Sets the action to be taken by an object or room when someone enters it, whether by using an exit, the enter or leave commands, or by teleporting. This attribute is meaningful for players, things, and rooms, and will never be automatically triggered on exits. Example: @aenter car = :starts its engine, eagerly awaiting a road trip.; "Beep Beep! See also: enter, @enter, @oenter, ENTER_OK. & @afail Command: @afail <object> = <command-list> Attribute: Afail Sets the actions to be taken by an object when someone fails to pick it up (because it was locked), by an exit when someone fails to pass through it, or when someone looks at a room and fails the room's lock. Example: @afail vase = :falls to the floor and smashes to pieces.; @destroy me See also: @fail, @ofail, FAILURE. & @ahear Command: @ahear <object> = <command-list> Attribute: Ahear Sets the actions to be taken after the object hears a string that matches the pattern in the Listen attribute which was not produced by the object itself. Messages that are produced by the object itself are ignored. Example: @ahear clock = "The time is now [time()]. >> BONNNNGGGGG << See also: @aahear, @amhear, @listen. & @akill Command: @akill <object> = <command-list> Attribute: Akill Sets the actions to be taken by an object after it is killed and has returned to its home. This attribute is only meaningful for players and things, and will never be automatically triggered on other object types. Example: @akill lion = south; :leaps onto %n, roaring loudly.;kill %n=100 See also: kill, @kill and @okill, BEING KILLED, IMMORTAL, WIZARD. & @aleave Command: @aleave <object> = <command-list> Attribute: Aleave Sets the action to be taken by an object or room when someone leaves it, whether by using an exit, the enter or leave commands, or by teleporting. This attribute is meaningful for players, things, and rooms, and will never be automatically triggered on exits. Example: @aleave car = :stops to let %n out.;:revs its engine, hoping another brave soul would like a ride. See also: leave, @leave, @oleave. & @alfail Command: @alfail <object> = <command-list> Attribute: Alfail Sets the action to be taken by an object when someone tries to leave it but fails because the player fails the object's leave lock. The leave lock only affects the 'leave' command and its aliases (set via the @ealias command), it does not affect going home, using an exit in the location, or teleporting out. This attribute is meaningful for players and things, and will never be automatically triggered on rooms or exits. Example: @alfail box = :rattles around as %n tries to escape. See also: @aleave, @lalias, @leave, @lfail, @oleave, @olfail, leave. & @alias Command: @alias <object> = <name> Attribute: Alias Provides an alternate name by which the object is known. The alternate name is only used for players when referenced as '*<name>' or by commands that only take playernames (such as page or @stats), for all other object types it is purely documentary. When setting an alias for a player, the alias is checked to see that it is both a legal player name and not already in use. Only if both checks succeed is the alias set. These checks are not made for things, exits, or rooms. & @amhear Command: @amhear <object> = <command-list> Attribute: Amhear Sets the actions to be taken after the object hears a string that matches the pattern in the Listen attribute which was produced by the object itself. Messages that are produced by anything other than the object itself are ignored. Example: @amhear listener = "Wait a minute. I said the trigger word! See also: @aahear, @ahhear, @listen. & @amove Command: @amove <object> = <command-list> Attribute: Amove Sets the action to be taken by an object whenever it moves from one location to another, whether by using an exit, entering or leaving an object, teleporting, or going home. This attribute is meaningful for players, and things and will never be automatically triggered on other object types. Example: @amove car = @vz me=[extract(%vz,1,19)] [loc(me)] See also: @move, @omove. & @apay Command: @apay <object> = <command-list> Attribute: Apay Sets the actions to be taken after the object is given the number of coins specified in its Cost attribute. If the giver tries to give more than that number of coins, the excess is refunded, and if less than the necessary amount is given then it is all given back and a snide message is sent to the giver. This attribute is only meaningful for players and things, and will never be automatically triggered on other object types. Example: @apay Coke machine = @clone Can of Coke; :drops a can on the floor. See also: give, @cost, @opay, @pay. & @asuccess Command: @asuccess <object> = <command-list> Attribute: Asucc Sets the actions to be taken by an object when someone successfully picks it up (because they passed the lock), by an exit when someone passes through it, or when someone looks at a room and passes the room's lock. Example: @asucc kitten = :climbs up your sleeve and nuzzles your face. See also: @osucc, @success, SUCCESS. & @atport Command: @atport <object> = <command-list> Attribute: Atport Sets the actions to be performed by object whenever it teleports. The actions are performed after the object moves to its new location. This attribute is only meaningful for players and things, and will never be automatically triggered on other object types. Example: @atport me = &TEL.COUNT me=add(v(TEL.COUNT),1) See also: @otport, @oxtport, @tport, @teleport. & @aufail Command: @aufail <object> = <command-list> Attribute: Aufail Sets the list of commands to be run when someone 'use's the object but fails the object's use lock. Note that the other functions controlled by the use lock (paying, listening, and $-commands) do not trigger Aufail. Example: @aufail robot = "I _told_ you to leave me alone; kill %n=100 See also: @oufail, @ufail, @use. & @ause Command: @ause <object> = <command-list> Attribute: Ause Sets the actions to be taken when someone uses the object with the use command. This attribute is only meaningful for players and things, and will never be automatically triggered on other object types. Example: @ause grenade = :EXPLODES with a thundering roar; kill %n=100; @destroy me See also: use, @ouse, @use. & @away Command: @away <object> = <message> Attribute: Away This attribute is sent as a message to anyone who tries to page you when you are not connected. This attribute is only meaningful for players, and will never be automatically referenced on other object types. Example: @away me = Hey, I'm not even connected. So why are you paging me? See also: @idle, @reject, page. & @charges Command: @charges <object> = <count> Attribute: Charges This attribute allows you to limit the number of times an object can be used. If there is a charges attribute it is decremented each time an action on the object is triggered. Once it reaches zero, normal triggering stops and the Runout attribute (if one is present) is run instead. Example: @charges Fireball wand = 5 See also: @runout. & @cost Command: @cost <object> = <amount> Attribute: Cost Sets the number of coins that need to be given to an object to trigger the Pay, Opay, and Apay attributes. If the object is given more than this amount, the excess is returned to the giver, while if less than this amount is given the entire amount is returned, a snide message is sent to the giver, and the Apay, Opay, and Pay attributes are not used. This attribute is only meaningful for things, and will never be automatically triggered on other object types. Example: @cost Coke machine = 25 See also: give, @apay, @opay, @pay. & @describe Command: @describe <object> = <description> Attribute: Desc Sets the description for <object>, which others see when they look at the object. Giving all your objects, rooms, and exits good descriptions is considered to be good building practice. Function references and %-substitutions are allowed in descriptions, and are evaluated when someone looks at the object. In function references, 'me' refers to the object being looked at, while %-substitutions that refer to the enactor (such as %n, %#, %p, etc) refer to the looker. Examples: <object> @desc vase = You see a delicate Ming vase. <exit> @desc elevator = There is an elevator to the east. See also: look, @adescribe, @odescribe. & @drop Command: @drop <object> = <message> Attribute: Drop Sets the message that a player sees when he drops the object, or after he goes through the exit. Function references and %-substitutions are allowed in drop messages, and are evaluated when someone drops the object. In function references, 'me' refers to the object being dropped, while %-substitutions that refer to the enactor (such as %n, %#, %p, etc) refer to the dropper. This attribute is only meaningful for players and things, and will never be automatically triggered on other object types. Examples: <object> @drop vase = You gently put down the delicate vase. <exit> @drop elevator = The elevator doors close behind you. See also: drop, @adrop, @odrop, DROP-TO, EXITS. & @ealias Command: @ealias <object> = <entrance-list> Attribute: Ealias Sets up a set of alternate commands that may be used as synonynms for the command 'enter <object>' when you are in the same location as the object. The alternate commands are separated by semicolons just like in exit names. Entry aliases are checked for after exitnames, builtin MUSH commands, and leave aliases for the current location, but before $-commands. If more than one object has an entry alias that matches a player's command, the one on the object that occurs first in the location contents list is used. This attribute is meaningful for players and things, and will never be automatically looked at on rooms or exits. Example: @ealias car = get in car; car; climb in; go for a ride See also: @lalias, enter, leave. & @efail Command: @efail <object> = <command-list> Attribute: Efail Sets the message that a player sees when he tries to enter the object but fails because the object is not ENTER_OK or the player fails the object's enter lock. Function references and %-substitutions are allowed in efail messages, and are evaluated when someone fails to enter the object. In function references, 'me' refers to the object that the enactor tried to enter, while %-substitutions that refer to the enactor (such as %n, %#, %p, etc) refer to the the player who tried (and failed) to enter. The enter lock only affects the 'enter' command and its aliases (set via the @ealias command), it does not affect exits that lead to the object or teleporting in. This attribute is meaningful for players and things, and will never be automatically triggered on rooms or exits. Example: @efail car = The car's door is locked. See also: @aefail, @aenter, @ealias, @enter, @oefail, @oenter, enter, ENTER_OK. & @enter Command: @enter <object> = <message> Attribute: Enter Sets the message that a player sees when entering an object or room, whether by using an exit, the enter or leave commands, or by teleporting. Function references and %-substitutions are allowed in enter messages, and are evaluated when someone enters the object. In function references, 'me' refers to the object being entered, while %-substitutions that refer to the enactor (such as %n, %#, %p, etc) refer to the player entering the object. This attribute is meaningful for players, things, and rooms, and will never be automatically triggered on exits. Example: @enter car = You climb into the car and buckle your seatbelt. See also: enter, @aenter, @oenter, ENTER_OK. & @fail Command: @fail <object> = <message> Attribute: Fail Sets the failure message on <object>. This message is displayed to the player who fails to pick up the named player or thing, who fails to go through the named exit, or who looks at a room and fails the room's lock. Function references and %-substitutions are allowed in fail messages, and are evaluated when someone fails to get or look at the object. In function references, 'me' refers to the object the player tried to get or look at, while %-substitutions that refer to the enactor (such as %n, %#, %p, etc) refer to the player trying to get or look at the object. This attribute is only meaningful for players and things, and will never be automatically triggered on other object types. Example: <object> @fail table = It's too heavy to lift! <exit> @fail doorway = The dooknob does not turn. See also: get, @afail, @ofail, FAILURE. & @filter Command: @filter <object> = <pattern>[, <pattern>...] Attribute: Filter This attribute specifies a series of patterns to be used to suppress text normally forwarded by the AUDIBLE flag. If the desired pattern contains a comma, the pattern may be enclosed in curly braces {}. Example: > @fo test=out > @set #378=puppet test> test grows ears and can now hear. > @filter out = {* has arrived.},{* has left.} Set. > :has not arrived. Wizard has not arrived. test> From a distance, Wizard has not arrived. > :has arrived. Wizard has arrived. See also: AUDIBLE, @forwardlist, @infilter, @inprefix, @prefix. & @forwardlist Command: @forwardlist <object> = <dbref-list> Attribute: Forwardlist Specifies a list of locations (specified by their db numbers) that are to receive messages heard by <object> (filtered by the @filter attribute and prefixed by the @prefix attribute). The messages are only forwarded if <object> has its AUDIBLE flag set. See also: @filter, @prefix, AUDIBLE. & @idesc Command: @idesc <object> = <message> Attribute: Idesc Sets the internal description for <object>. The internal description of an object will be shown to any player entering it. If not set, the regular description in the Desc attribute is shown instead. Function references and %-substitutions are allowed in inside descriptions, and are evaluated when someone fails to get or look at the object. In function references, 'me' refers to the object being looked at, while %-substitutions that refer to the enactor (such as %n, %#, %p, etc) refer to the player doing the looking. This attribute is only meaningful for players and things, and will never be automatically triggered on other object types. Example: @idesc car = You are sitting in the driver's seat of a Volkswagen Beetle. See also: enter, @describe, ENTER_OK. & @idle Command: @idle <object> = <message> Attribute: Idle This attribute is sent as a message to anyone who successfully pages you. It can be used to tell someone who pages you when you will return (if you are going to be away for a while). This attribute is only meaningful for players, and will never be automatically referenced on other object types. Example: @idle me = At dinner. Back about 7PM. See also: @away, @reject, page. & @infilter Command: @infilter <object> = <pattern>[, <pattern>...] Attribute: Infilter This attribute specifies a series of patterns to be used to suppress text normally sent to the contents of <object> by @listen. If the desired pattern contains a comma, the pattern may be enclosed in curly braces {}. Example: > @listen sports car=* > @fo test=enter sports car test has left. test> Sports Car(#383Q) > :waves. test> Wizard waves. Wizard waves. > @infilter sports = *waves* > :waves. Wizard waves. > :knocks on the window. test> Wizard knocks on the window. Wizard knocks on the window. See also: @filter, @inprefix, @listen, @prefix. & @inprefix Command: @inprefix <object> = <prefix text> Attribute: Inprefix This attribute, when set, will prefix all text that is sent to the contents of <object> by @listen. The default is to have no prefix, the text is forwarded unadorned. Example: > @listen sports car=* > @fo test=enter sports car test has left. test> Sports Car(#383Q) > :waves. test> Wizard waves. Wizard waves. > @inprefix sports car = In the mundane world outside, test> In the mundane world outside, Wizard waves some more. Wizard waves some more. See also: @filter, @infilter, @listen, @prefix. & @kill Command: @kill <object> = <message> Attribute: Kill This command sets the message that is shown to anyone who kills <object>. This attribute is only meaningful for players and things, and will never be automatically triggered on other object types. Function references and %-substitutions are allowed in kill messages, and are evaluated when someone kills the object. In function references, 'me' refers to the object that was killed, while %-substitutions that refer to the enactor (such as %n, %#, %p, etc) refer to the player doing the killing. Example: @kill guard = The guard says "I'll get.. you... for... this... %n" as he falls down and dies. See also: kill, @akill, @okill, BEING KILLED, IMMORTAL, WIZARD. & @Lalias Command: Lalias <object> = <entrance-list> Attribute: Lalias Sets up a set of alternate commands that may be used as synonynms for the command 'leave' when you are inside a player or a thing. The alternate commands are separated by semicolons just like in exit names. Leave aliases are checked for after exitnames and builtin MUSH commands, but before enter aliases and $-commands. This attribute is meaningful for players and things, and will never be automatically looked at on rooms or exits. Example: @ealias car = get in car;car;climb in See also: @ealias, enter, leave. & @leave Command: @leave <object> = <message> Attribute: Leave Sets the message that a player sees when leaving an object or room, whether by using an exit, the enter or leave commands, or by teleporting. Function references and %-substitutions are allowed in leave messages, and are evaluated when someone leaves the object. In function references, 'me' refers to the object being left, while %-substitutions that refer to the enactor (such as %n, %#, %p, etc) refer to the player leaving the object. This attribute is meaningful for players, things, and rooms, and will never be automatically triggered on exits. Example: @leave car = You unbuckle your seatbelt and climb out of the car. See also: leave, @aleave, @oleave. & @lfail Command: @lfail <object> = <command-list> Attribute: Lfail Sets the message that a player sees when he tries to leave it but fails because the player fails the object's leave lock. The leave lock only affects the 'leave' command and its aliases (set via the @ealias command), it does not affect going home, using an exit in the location, or teleporting out. This attribute is meaningful for players and things, and will never be automatically triggered on rooms or exits. Example: @lfail plane = You don't have a parachute! See also: @aleave, @alfail, @lalias, @leave, @oleave, @olfail, leave. & @listen Command: @listen <object> = <string> Attribute: Listen This attribute contains a wildcard pattern that the object listens for. Anything spoken, posed, emitted, or whispered in the room that <object> is in, as well as messages resulting from using objects (such as Opay and Succ messages) are checked against the Listen attribute. When the object hears something that matches the pattern, it triggers the Ahear attribute, as well as either the Amhear or Aahear attributes, as appropriate, substituting %0 the string that matched the first wildcard character in the Listen, %1 for the second. etc. If the pattern in the Listen attribute is matched, objects in <object>'s inventory will also hear the message and have a chance to match it. Objects whose Listen attribute is set to anything will be listed when a @sweep command is run by someone in the same room. If the @listen pattern is matched, then the object's contents will hear the message also, prefixed by the text in @inprefix if it is set. Any text that matches any pattern specified in @infilter will not be sent to the contents. Example: @listen camera = * has arrived. @ahear camera = @va me = %va %0 See also: @aahear, @ahear, @amhear, @sweep, @inprefix, @infilter. & @move Command: @move <object> = <command-list> Attribute: Move Sets the message that an object sees after it moves from one location to another, whether by using an exit, entering or leaving an object, teleporting, or going home. This attribute is meaningful for players, and things and will never be automatically triggered on other object types. Example: @move bopper = OK. You're there now. See also: @amove, @omove. & @odescribe Command: @odescribe <object> = <message> Attribute: Odesc Sets the message (prefixed by the player's name) that is shown to others in the room when someone looks at <object>. Example: @odesc vase = carefully inspects the vase. See also: look, @adescribe, @describe, @idesc. & @odrop Command: @odrop <object> = <message> Attribute: Odrop Sets the message (prefixed by the player's name) that is shown to others in the room when someone drops <object>, or to others in the room that the player arrives in after taking an exit. Example: <object> @odrop loadstone = puts down the loadstone and then wipes sweat from %p brow. <exit> @odrop elevator = enters the elevator from the lobby. See also: drop, @adrop, @drop, DROP-TO, EXITS. & @oefail Command: @oefail <object> = <command-list> Attribute: Oefail Sets the message (prefixed by the player's name) that is shown to others in the same room as the player when he tries to enter the object but fails because the object is not ENTER_OK or the player fails the object's enter lock. The enter lock only affects the 'enter' command and its aliases (set via the @ealias command), it does not affect exits that lead to the object or teleporting in. This attribute is meaningful for players and things, and will never be automatically triggered on rooms or exits. Example: @oefail car = tries to open the car's door, but it is locked. See also: @aefail, @aenter, @ealias, @efail, @enter, @oenter, enter, ENTER_OK. & @oenter Command: @oenter <object> = <message> Attribute: Oenter Sets the message (prefixed by the player's name) that is shown to others in the location being entered when someone enters <object>. Note that the message is shown to those inside the object, not those outside. This attribute is meaningful for players, things, and rooms, and will never be automatically triggered on exits. Example: @oxenter wormhole = enters the wormhole from normal space. See also: enter, @aenter, @enter, @oxenter. & @ofail Command: @ofail <object> = <message> Attribute: Ofail Sets the message (prefixed by the player's name) that is shown to others in the room when someone fails to pick up the named player or thing, fails to go through the named exit, or looks at the room and fails the room's lock. Example: <object> @ofail table = tries to pick up the table, but it is too heavy. <exit> @ofail doorway = tries the knob on the door, to no avail. See also: get, look, @afail, @fail, FAILURE. & @okill Command: @okill <object> = <message> Attribute: Okill Sets the message (prefixed by the player's name) that is shown to others in the room when someone kills <object>. This attribute is meaningful for players, things, and rooms, and will never be automatically triggered on exits. Example: @okill guard = bashes in the guard's skull, killing him. See also: kill, @akill, @kill, BEING KILLED, IMMORTAL, WIZARD. & @oleave Command: @oleave <object> = <message> Attribute: Oleave Sets the message (prefixed by the player's name) that is shown to others in the location being left when someone leaves <object>. Note that the message is shown to those inside the object, not those outside. This attribute is meaningful for players, things, and rooms, and will never be automatically triggered on exits. Example: @oleave wormhole = departs the wormhole to return to normal space. See also: leave, @aleave, @leave, @oxleave. & @olfail Command: @olfail <object> = <command-list> Attribute: Olfail Sets the message (prefixed by the player's name) that is shown to others in the same room as the player when he tries to leave it but fails because the player fails the object's leave lock. The leave lock only affects the 'leave' command and its aliases (set via the @ealias command), it does not affect going home, using an exit in the location, or teleporting out. This attribute is meaningful for players and things, and will never be automatically triggered on rooms or exits. Example: @olfail plane = thinks about jumping out of the plane without a parachute, but wisely reconsiders. See also: @aleave, @alfail, @lalias, @leave, @lfail, @oleave, leave. & @omove Command: @omove <object> = <command-list> Attribute: Move Sets the message that others in the same location see after the object has moved to that location from somewhere else, whether by using an exit, entering or leaving an object, teleporting, or going home. This attribute is meaningful for players, and things and will never be automatically triggered on other object types. Example: @omove car = coasts to a stop. See also: @amove, @move. & @opay @opay <object> = <message> Attribute: Opay Sets the message (prefixed by the player's name) that is shown to others in the room when someone pays <object> enough to satisfy its Cost attribute. This attribute is only meaningful for players and things, and will never be automatically triggered on other object types. Example: @opay Coke machine = slips some change into the coin slot on the Coke machine. You hear some rumbling from inside the machine and a can of Coke appears in the tray at the bottom of the machine. See also: give, @cost, @apay, @pay. & @osuccess Command: @osuccess <object> = <message>] Attribute: Osucc Sets the message (prefixed by the player's name) that is shown to others in the room when someone picks up the named player or thing, goes through the named exit, or looks at the room and passes the room's lock. Setting Osuccess messages on all takeable objects and usable exits is considered good building practice. Examples: <object> @osucc vase = carefully picks up the vase. <exit> @osucc doorway = opens the door and leaves the room. The door closes behind %o with a click. See also: get, look, @asuccess, @success, SUCCESS. & @otport Command: @otport <object> = <message> Attribute: Otport Sets the message (prefixed by your name) that others in the room to which the object goes see when the object teleports there. This attribute is only meaningful for players and things, and will never be automatically triggered on other object types. Example: @otport me = appears in a flash of non-wizardly brilliance. See also: @atport, @oxtport, @tport, @teleport. & @oufail Command: @oufail <object> = <message> Attribute: Oufail Sets the message that others in the same room see when someone tries to use object but fails the object's use lock. Note that the other functions controlled by the use lock (paying, listening, and $-commands) do not trigger Oufail. Example: @oufail robot = tries to activate the robot, but to no avail. See also: @aufail, @ufail, @use. & @ouse Command: @ouse <object> = <message> Attribute: Ouse Sets the message (prefixed by the player's name) that is shown to others in the room when someone uses <object>. This attribute is only meaningful for players and things, and will never be automatically triggered on other object types. Example: @ouse camera = takes a picture with the camera. See also: use, @ause, @use. & @oxenter Command: @oxenter <object> = <message> Attribute: Oxenter Sets the message (prefixed by the player's name) that is shown to others in the location being left when someone enters <object>. Note that the message is shown to those outside the object, not those inside. This attribute is meaningful for players, things, and rooms, and will never be automatically triggered on exits. Example: @oxenter wormhole = climbs into the wormhole and vanishes. See also: enter, @aenter, @enter, @oenter. & @oxleave Command: @oxleave <object> = <message> Attribute: Oxleave Sets the message (prefixed by the player's name) that is shown to others in the location being entered when someone leaves <object>. Note that the message is shown to those outside the object, not those inside. This attribute is meaningful for players, things, and rooms, and will never be automatically triggered on exits. Example: @oxleave wormhole = steps out of a hyperspatial wormhole. See also: leave, @aleave, @leave, @oleave. & @oxtport Command: @oxtport <object> = <message> Attribute: Oxtport Sets the message (prefixed by your name) that others in the room from which the object comes see when the object teleports out. This attribute is only meaningful for players and things, and will never be automatically triggered on other object types. Example: @oxtport me = disappears in a flash of non-wizardly brilliance. See also: @atport, @otport, @tport, @teleport. & @pay Command: @pay <object> = <message> Attribute: Pay Sets the message that is shown to the player who gives <object> enough money to satisfy its Cost attribute. This attribute is only meaningful for things, and will never be automatically triggered on other object types. Example: @pay Coke machine = You slip some change into the slot. See also: give, @apay, @cost, @opay. & @prefix Command: @prefix <object> = <prefix text> Attribute: Prefix This attribute, when set, will be used as a prefix for all text forwarded by the 'audible' flag on an object or exit. The default if this attribute is not set is 'From <object name>,' for objects, and 'From a distance,' for exits. Example: > @fo test=out > @set #378=puppet test> test grows ears and can now hear. > :does something silly. Wizard does something silly. test> From a distance, Wizard does something silly. > @prefix out=From some strange place Set. > :does something even sillier. Wizard does something even sillier. test> From some strange place Wizard does something even sillier. See also: AUDIBLE, @filter, @forwardlist, @infilter, @inprefix. & @reject Command: @reject <object> = <message> Attribute: Reject This attribute is sent as a message to anyone who tries to page you but you have prevented them from paging you via your page lock (@lock/page). This attribute is only meaningful for players, and will never be automatically referenced on other object types. Example: @reject me = I _told_ you not to page me anymore... See also: @away, @idle, page. & @runout Command: @runout <object> = <command list> Attribute: Runout Sets the actions to be taken by <object> when another of its attributes is triggered (either automatically or via the @trigger command) and its Charges attribute is zero. When this occurs, the Runout attribute is run INSTEAD OF the attribute that would have run normally. Example: @runout magic wand = :fizzles and turns to dust.; @destroy me See also: @charges. & @sex Command: @sex <object> = <gender> Attribute: Sex Sets the gender for <object>, which is used to determine which pronouns to use when replacing %p, %o, and %s parameters in messages that apply to <object>. Genders that start with M or m are considered male, those starting with F, f, W, or w are considered female, and anything else is considered neuter. Example: @sex me = female @sex me = No thank you (Silly, but possible. Treated as neuter) See also: GENDER. & @startup Command: @startup <object> = <command list> Attribute: Startup Sets a list of commands to be performed by <object> when the game is started up. Typical actions include going home, cleaning visitors out of a room, resetting a puzzle or complex object to its initial state, or starting up an object that wants to run continuously. Example: @startup me = @vz me=MUSH was last restarted at [time()]. @startup me = home & @success Command: @success <object> = <message> Attribute: Succ Sets the message that is shown to the player who successfully picks up the named player or thing, goes through the named exit, or looks at the room and passes the room's lock. Example: <object> @succ vase = You carefully pick up the delicate vase. <exit> @succ doorway = You open the door and walk through the doorway. See also: get, look, @asuccess, @osuccess, SUCCESS. & @tport Command: @tport <object> = <message> Attribute: Tport Sets the message that an object sees whenever it teleports. The message is displayed after the object moves to its new location. This attribute is only meaningful for players and things, and will never be automatically triggered on other object types. Example: @tport me = Hey! I teleported. Wow! See also: @atport, @otport, @oxtport, @teleport. & @ufail Command: @ufail <object> = <message> Attribute: Ufail Sets the message that someone sees when they try to use object but fail the object's use lock. Note that the other functions controlled by the use lock (paying, listening, and $-commands) do not trigger Oufail. Example: @ufail robot = The robot pointedly ignores you. See also: @aufail, @oufail, @use. & @use Command: @use <object> = <message> Attribute: Use Sets the message that is shown to the player who uses <object>. This attribute is only meaningful for players and things, and will never be automatically triggered on other object types. Example: @use camera = You take a picture with the camera. Click. See also: use, @ause, @ouse. & ABODE ABODE If a room is set ABODE, players can set their homes there, and can set the homes of objects there. It does not mean that a player can open an exit to that room, only that they can set their home there. & AUDIBLE Flag: AUDIBLE(a) (all types) This flag may be set on an object or exit. When set on an object, everything from a say, pose, or emit inside the object will be sent to every object in the location of that object as well as to all objects mentioned in the object's Forwardlist attribute. When set on an exit, everything from a say, pose, or emit in the room the exit is in will be forwarded to the room the exit points to. In both cases the @prefix attribute will be inserted in front of the text, or a default prefix if no @prefix attribute is set. If the @filter attribute is present, it will be used to suppress those messages matching any of the patterns specified. Setting the audible flag on a room has no effect. See also: @filter, @forwardlist, @prefix. & CHOWN_OK CHOWN_OK This flag, when set, allows you to transfer ownership to another player. To set it, you must be carrying the object. You also have to be in the room if you want to set this flag on rooms or exits. After this flag is set, the new player may gain ownership of the object by using the @chown command (See @chown). & CONNECTED CONNECTED This flag applies only to players and it shows if the player is connected or not. Thus, each time you are connected to the game, you should see the 'c' flag set, otherwise, you are DEAD! You cannot reset this flag, and it is used internally by the code for things like tabulating players for the WHO list, etc. & DARK DARK If a room is DARK, then no items are shown when a person 'looks' there. If a thing is DARK, then "look" does not list that object in the room's Contents:, and if an exit is DARK, it doesn't show up in the Obvious Exits: list. Puppets and objects that can listen cannot be DARK. & DESTROY_OK DESTROY_OK When set on an object, it allows any player to destroy it as long as the object is not locked against them. This is good for things like notes, whereby the recipient can destroy the note after reading it, instead of having to look for you to destroy it. & ENTER_OK ENTER_OK If an object or person is ENTER_OK, other players may enter the object or person by using 'enter <object/person>. Players must also have the ENTER_OK set if they wish to be able to recieve things given to them by other players via the 'give <player> = <object>'. & GOING GOING Used internally for the @destroy command, it is set on rooms that are set to be destroyed. In the event that a player decides they don't want to destroy the room after all then they can unset it. & HAVEN HAVEN @set here=haven;@set me=haven. If a room is HAVEN, you cannot kill in that room. If a player is set HAVEN, he cannot be paged. Bummer. & KEY KEY When set on an object prevents puppets from picking it up. & LINK_OK LINK_OK If a room is LINK_OK, anyone can link exits to it (but still not from it). It has no meaning for people, things, or exits. See @link. & UNFINDABLE If a player is set UNFINDABLE, he cannot be found by the @whereis command or by the loc() or room() functions. Bummer. & FLOATING If a room is set floating, you will not be notified every 10 minutes or so that you have a disconnected room. & OPAQUE OPAQUE When set on a player, it prevents other players from seeing what you are carrying in your inventory. Only exception is when the object you are carrying belongs to the other player looking at you. & PLAYER PLAYER The PLAYER flag identifies you as a player. This flag cannot be reset by any player, not even a Wizard (not, yet, anyway *grin*). It is used mainly by the mush code to identify your commands, check for validity of commands or locks etc. Generally, just pretend it isn't even there. & JUMP_OK When a room is set JUMP_OK, then that room can be teleported into by anyone. See @teleport. & PUPPET PUPPET @set <object> = puppet. Causes an object to grow eyes and ears, and relay all it sees and hears to its owner. See: @force, PUPPETS & ROOM ROOM This flag is automatically set on rooms when you @dig a new room. It cannot be changed. Rooms have the added advantage that they can be saved from destruction by setting the room to !GOING (SEE GOING). However, this can only be done if no other room/object was created that overwrote your room when it was set for destruction. & VISUAL VISUAL The flag a lot of players have been waiting for. When set on your object, it allows other players to examine it and see all the object's attributes as if they owned the object. They cannot make any changes to the object. This was previously called SEE_OK in some MUSHes. & QUIET QUIET This flag when set on yourself prevents you from hearing the 'set' or 'triggered' messages from any objects you own. When set on an object, only that object will not relay its messages. & HALTED HALTED While this flag is set, the object cannot perform any mush actions, listen, be triggered, etc. & GAGGED GAGGED When set on a player, it disables him from doing anything except moving and looking. He cannot talk, page, build, pose, get or drop objects. (Yet another consequence of annoying the wizards.) Only wizards can set this flag. & STICKY STICKY If a thing is STICKY, it goes home when dropped (See HOMES). If a room is STICKY, its drop-to is delayed until the last person leaves (See DROP-TOs). Only meaningful for things and rooms. & TEMPLE TEMPLE If a room is TEMPLE, you can sacrifice things for money by dropping them there. It has no meaning for players, things, or exits. Only wizards can set this flag. & BUILDER BUILDER If a player has the BUILDER flag set, it means that all the building commands will work for them. Without it, you can only explore the world but not add to it. This is only settable by Wizards. Not all MUSHes use the BUILDER flag. Some allow all players to build. & WIZARD WIZARD If a person is WIZARD, they are a wizard, unkillable, subject to fewer restrictions, and able to use wizard commands. In general, WIZARDs can do anything using #<number> or *<player>. Only player #1 can set and unset the WIZARD flag of other players. No WIZARD can turn their own WIZARD flag off. & IMMORTAL IMMORTAL Objects set immortal cannot be killed and don't use up money. Only settable by wizards. This is useful when an object's location shouldn't be changed by Joe Player, but you don't want to have to relink it to its current location whenever it moves. & VERBOSE VERBOSE This flag causes all commands executed by the object having the flag to be sent to the owner of the object. i.e.: @create foo @set foo=VERBOSE @force foo="Hi. foo] "Hi. foo says "Hi." & INHERIT INHERIT Previously, Wizard-owned objects had wizard powers. This was a problem in many cases, so that behavior has changed. Now, only Wizard objects or Wizard-owned Inherit-set objects have wizard powers. Only players can set the Inherit flag, and the Inherit flag is reset during @chown. If a player is set Inherit, all his stuff is assumed to be inherit, so his objects can control him. If a player is NOT Inherit, his stuff does NOT control him. (i.e. cannot @force him.) This flag is not especially useful for non-wizards. & NOSPOOF Flag: NOSPOOF(N) (all types) This flag gives you mucho output when people @emit. It can be annoying, but you'll know who's spoofing. See also: @emit, @femit, @oemit, @pemit. & SLAVE Flag: SLAVE(s) (players) If set on a player, neither the player nor any of his objects may perform any commands that change the database. Some sites may restrict additional commands. This flag may only be set or cleared by wizards. & SAFE Flag: SAFE(s) (exits, things, rooms) When set, requires the use of the /override switch to @destroy in order to destroy the object. It does not prevent the destruction of the object, but merely requires some additional effort. See also: @destroy. & MONITOR Flag: MONITOR(M) (all types) When set, anytime the object hears something from someone who passes the object's use lock, the object's attributes are scanned for attributes of the form '^<pattern>:<commandlist>'. If the message matches the wildcarded <pattern>, then <commandlist> is executed, substituting %0 for the text that matched the first wildcard, %1 for the second, and so on. All matching attributes are executed, not just the first. See also: LISTENING. & ROBOT Flag: ROBOT(r) (players, exits, things) If set on a player, indicates that the player is a robot and is allowed to use the OUTPUTPREFIX and OUTPUTSUFFIX commands that many publicly available robot programs require. Some MUSHes do not restrict access to the OUTPUTPREFIX and OUTPUTSUFFIX commands. If set on an exit or a thing, indicates that robot players may not use the exit or pick up the thing, the player is treated as having failed the lock. See also: OUTPUTPREFIX, OUTPUTSUFFIX, @robot. & TRANSPARENT Flag: TRANSPARENT(t) (exits) If an exit is TRANSPARENT, then when you look at it you see the description of the room on the other side of the exit in addition to the description of the exit. & ARBITRARY COMMANDS Topic: ARBITRARY COMMANDS You may define commands that are triggered whenever someone enters a command that matches the command template (wildcarding allowed). These commands are called arbitrary commands, user-defined commands, or $-commands (for how they are defined), and they are checked for only after the check for single-character commands, exits, and internal commands have been performed and have failed (so an arbitrary command that matches 'page *' will never be performed). You define an arbitrary command by storing a string of the form '$<template>:<commandlist>' in an attribute of an object, then the command will be available to anyone who carries the object, is in the same room as the object, or is inside the object. Only use user-named attributes and VA-VZ for arbitrary commands, as many of the predefined attributes are not for arbitrary commands. <template> is the pattern to check for (it may contain wildcards), and <commandlist> is a semicolon-separated list of commands to perform. The text that the wildcard characters matched are available in the variables %0 through %9. { 'help arbitrary2' for more } & arbitrary2 Example: > @va testobj = $foobar *:"I was foobar'ed with %0. Set. > foobar xyzzy testobj says "I was foobar'ed with xyzzy" You can prevent individual attributes from being checked for $-commands with the command '@set <obj>/<attr> = no_program'. Attributes so set are reported with ($) following the attribute name when examined. The command '@set <obj>/<attr> = !no_program' clears the flag. The following attributes are never checked for $-commands: ALIAS CHARGES DESC DROP FAIL IDESC ODESC ODROP OFAIL OSUCC SEX SUCC. See also: @set. & ATTRIBUTE OWNERSHIP Topic: ATTRIBUTE OWNERSHIP The attributes on an object may be owned indepently from the object. Normally, the owner of the object owns all of its attributes. In addition to an owner, each attribute also has a locked flag, set or cleared with @lock <obj>/<attr> and @unlock <obj>/<attr>. This flag controls whether or not the owner of the object may @chown the attribute to himself with @chown <object>/<attrib>, as well as whether or not the attribute is automatically @chowned to the new owner when the object is @chowned. You may lock and unlock attributes that you own on any object (whether you own the object or not), and you may @chown an attribute that you own to the owner of the object if it is unlocked. The examine command will show you all attributes that you own on an object, even if you don't own the object. Locked attributes may not be modified or removed, and do not change ownership when the object containing them is @chowned. { 'help attrib2' for more } & attrib2 You may not modify or remove attributes that you own that are stored on objects that you do not own, but you may modify or remove attributes owned by others on your objects (if you do this, the attribute becomes owned by you). If an attribute is owned by someone other than the object's owner, then the number of the attribute's owner is shown in parentheses immediately after the attribute name. A + within the parentheses following the owner number (if present) means that the attribute is locked (which means that it will not change ownership of the object is @chowned), while a $ within the parentheses means that $-commands are not checked for that attribute. When checking an attribute lock against an object, the lock will always fail if the locked object is not owned by the same player as the attribute being tested. The comparison specified in the lock is only performed if the owner of the locked object also owns the attribute on the object being checked. See also: @chown, @lock, @set, @unlock, examine. & BEING KILLED Topic: BEING KILLED Getting killed is no big deal. If you are killed, you return to your home, and all things you carry return to their homes. You also collect 50 coins in insurance money (unless you have >= 10000 coins or you were killed via the Wizard slay command). Generally, killing is not encouraged unless absolutely necessary. (Note: Killing a wizard is a quick way to discover the many uses of the @boot command... and killing anyone can be very rude.) See also: kill, @akill, @kill, @okill, IMMORTAL, WIZARD. & BOGUS COMMANDS Topic: BOGUS COMMANDS Bogus commands can be made using exits. For example, to make a 'sit' command, one could "@open sit", then "@link sit=here" (because unlinked exits can be stolen), "@lock sit=#0" (impossible for a room to pass a lock, #0 is always a room, therefore the lock always fails), and "@fail sit=You sit on the chair."; "@ofail sit=sits on the chair.". Since nobody can go through it, it always fails. The @fail message is displayed to the player, and the @ofail message (preceded by the player's name) to everyone else. See also: @afail, @fail, @link, @lock, @ofail, @open. & BOOLEAN VALUES Topic: BOOLEAN VALUES Boolean values are internally considered to be either 1, generally interpreted as being true, and 0, which is generally interpreted as being false. Now, any string is interpreted as true(1), except for the null string (whose length is 0), which is false(0). A #-1 is interpreted as false(0), and any other #<dbref> is interpreted as true(1). Any number except 0 is interpreted as true(1), except 0 which is false(0). (Yes, even negative numbers are true(1)) Examples: not(foo) = 0 not(<null string>) = 1 not(-66) = 0 not(0) = 1 not(#-1) = 1 not(#12) = 0 And so on... Note: These rules only apply when a function expects a Boolean value, not for strings that expect other values. & CONTROL Topic: CONTROL There are 5 rules to controlling objects: 1) You control anything you own. 2) Anything you own that has its INHERIT flag set controls anything you own (including you). 3) Anything you own that does not have its INHERIT flag set only controls other things that you own that do not have their INHERIT flag set and do not control you, unless YOU have your inherit flag set. 4) A wizard controls everything. 5) Anybody controls an unlinked exit, even if it is locked. Builders should beware of 5, lest their exits be linked or stolen. Most of the commands for altering the database and many commands and functions that retrieve information only work on objects that you control. & COSTS Topic: COSTS Certain commands cost money to use, they will fail if you don't have enough. Use the @list costs command to find out what these commands are and how much they cost. See also: @list. & CREDITS Topic: CREDITS TinyMUSH 2.0 is derived from Larry Foard's TinyMUSH (which was itself derived from TinyMUD, written by Jim Aspnes). Ideas for features (and occasionally code) came from many places, including TinyMUSE, PernMUSH, and TinyTIM. We would like to thank the following people: - Jim Aspnes, for the original TinyMUD (from which TinyMUSH was derived) - Larry Foard, for the original implementation of TinyMUSH. - Marcus Ranum for the original Untermud database layer code, and Andrew Molitor for getting it to work with TinyMUSH. - Andrew Molitor (again) for the VMS port. - Russ(Random) and Jennifer(Moira) Smith, for ideas, comments, and coding help. - R'nice(TinyTIM) for more good ideas than we could shake a wand of coding at. (@doing, @edit enhancements, a REAL use command, lotsa minor fixes and tweaks) { 'help credits2' for more } & credits2 Topic: CREDITS (continued) - Coyote(TinyTIM, DungeonMUSH, NarniaMUSH), for finding some nasty bugs and NOT using them for evil purposes. - Ambar, Amberyl, Sh'dow, Jellan, and Miritha (all from PernMUSH) for numerous bug fixes, enhancements, and ideas. - Hcobb(TinyTIM) and Furie(DungeonMUSH) for inspiring the parser rewrite and other security-related fixes and enhancements. - The many other people who have contributed ideas, comments, or complaints about bugs. & DROP-TOS Topic: DROP-TOS When the @link command is used on a room, it sets a drop-to location. Any object dropped in the room (if it isn't STICKY) will go to that location. If the room is STICKY, the drop-to will be delayed until the last person in the room has left. See also: @link, STICKY. & ENACTOR Topic: ENACTOR The enactor is the object that caused an action list to be performed. So, the enactor of the Ahear action list is the player or object who said/emoted/etc the message that matched the Listen attribute, the enactor of the Apay attribute is the player who gave the object money, etc. The enactor of an attribute that is run by a @trigger command is the object that ran the @trigger command. The following substitutions can be performed in an action list to return information about the enactor: %# or [v(#)] - Database number of the enactor %N/%n or [v(N)]/[v(n)] - Name of the enactor. %O/%o ... - Objective pronoun for the enactor (him her it) %P/%p ... - Possessive pronoun for the enactor (his her its) %S/%s ... - Subjective pronoun for the enactor (he she it) See also: SUBSTITUTION. & MOVING Topic: MOVING A number of things happen when you leave one location and enter another (assuming you pass the lock on the exit or have permission to enter the object or to teleport to the location). The following list describes the actions that MUSH takes when an object moves from one place to another. Note that if an indicated attribute is not set, no message is displayed (or no action is performed). - If you are using an exit (as opposed to teleporting, entering an object, or going home), You receive the SUCC message for the exit, others in the old location receive the exit's OSUCC message, and the exit runs its ASUCC action list. - If you are teleporting or being teleported, others in the old location receive your OXTPORT attribute. - If you are a player or have your LISTEN attribute set to something, and if the old location is not dark and you are not dark, you receive the LEAVE message for the old location, others in the old location receive the OLEAVE message, and the old location runs its ALEAVE action list. Others in the new location receive the OXENTER message from the old location, and others in the old location receive the message '<yourname> has left.' { 'help moving2' for more } & moving2 - You are moved to the new location. If you are entering an object, teleporting, or going home, all KEY objects are stripped from you. - If the new location is a room, you receive the room's DESC, others in the room receive the ODESC, and the room runs its ADESC. If you pass the room's lock do the same with SUCC, OSUCC, and ASUCC, otherwise use FAIL, OFAIL, and AFAIL. - If the new location is a player or an object, you receive the location's IDESC (or DESC if the IDESC is not set). In either event, others in the same location see the ODESC message and the location runs its ADESC action list. - You are shown the contents and visible exits if the location is not DARK. - If you used an exit, then you receive the DROP message for the exit, others in the new room receive the exit's ODROP message, and the exit runs its ADROP action list. - If you are teleporting or being teleported, you receive your TPORT attribute, others in your new location receive your OTPORT attribute, and your ATPORT attribute is run. - You receive your MOVE attribute, others in your new location receive your OMOVE attribute, and your AMOVE attribute is run. { 'help moving3' for more } & moving3 - If you are a player, or have your LISTEN attribute set to something, and if the old location is not dark and you are not dark, you receive the ENTER message for the new room, others in the new room receive the OENTER message, and the new room runs its AENTER action list. Others in the room you just left receive the new room's OXLEAVE message, and others in the old location receive the message '<yourname> has arrived.' - If the old location is a STICKY room and has its drop-to set, see if objects in that room should be sent to the drop-to location. If so, do it. - If you are a player, you have a chance of finding some money. See also: @adesc, @adrop, @aenter, @afail, @aleave, @asucc, @atport, @desc, @drop, @enter, @fail, @leave, @listen, @odesc, @odrop, @oenter, @ofail, @oleave, @osucc, @oxenter, @oxleave, @oxtport, @succ, @tport, move, @teleport, home, KEY, STICKY, DROP-TOS, FAILURE, SUCCESS. & EXITS Topic: EXITS An exit links one location to another location, providing a way to travel on the MUSH. Although normally used to link rooms together, exits can be made to and from players and objects. You may pick up exits that you own, and drop exits into locations that you own. When you pick up or drop an exit, anyone in the exit's new location may use the exit and travel to its destination. If an exit is set DARK it will not show up in the list of obvious exits in a room. See also: @link, @open. & FAILURE Topic: FAILURE You fail to use a player or a thing when you cannot take it (because it's lock fails). You fail to use an exit when you cannot go through it (because it is unlinked or locked). You fail to use a room when you fail to look around (because it's locked). See also: get, look, @afail, @fail, @lock, @ofail, STRINGS. & FLAGS Topic: FLAGS Everything in the universe of this MUSH (Rooms, Exits, Things, Players, etc) are represented in the same way at the program level. A room merely has the room flag set and a player has the player flag set. In addition, flags also give objects abilities or qualities. For instance, a wizard has the wizard flag set. That is what lets the program know he may use wizard abilities. An object or room may have the dark flag set. In the case of an object, this makes the object invisible to normal eye-sight. In the case of a room, the room becomes too dark to see other objects or players. To get a list of the flags that are available, type '@list flags' or 'help flag list'. For more specific information on a particular flag, request help on the flag's name, as in 'help ENTER_OK'. & FLAG LIST Topic: FLAG LIST Flag Title Flag Title Flag Title Flag Title ------------------------------------------------------------------------- A - ABODE B - BUILDER C - CHOWN_OK D - DARK E - EXIT F - FLOATING G - GOING H - HAVEN I - INHERIT J - JUMP_OK K - KEY L - LINK_OK N - NOSPOOF O - OPAQUE P - PLAYER Q - QUIET M - MONITOR R - ROOM S - STICKY T - TEMPLE U - UNFINDABLE V - VISUAL W - WIZARD c - CONNECTED d - DESTROY_OK e - ENTER_OK g - GAGGED h - HALTED i - IMMORTAL p - PUPPET r - ROBOT s - SLAVE or SAFE t - TRANSPARENT v - VERBOSE For information on a particular flag, type 'help <flagname>'. & FUNCTIONS Topic: FUNCTIONS Functions are specialized commands used to manipulate strings and other input. The format for a function is of this form: [fun-name(<input>)] Although usually the []'s indicate an input that is optional, in this case they are necessary and tell the MUSH that this is a function, although nested functions (like [first(rest(This is a nice day))] returns 'is') do not require more than one pair of []'s. Nested brackets may be used when it is necessary to insert a function call in the middle of an argument, like [get(me/[get(me/vz)])], which returns the contents of the attribute named in the VZ attribute. See also: FUNCTION LIST & FUNCTION LIST Topic: FUNCTION LIST The following functions are available: ABS() ADD() AFTER() AND() BEFORE() CAPSTR() CAT() COMP() CON() DELETE() DIST2D() DIST3D() DIV() EDIT() ELOCK() EQ() ESCAPE() EXIT() EXTRACT() FIRST() FLAGS() GET() GET_EVAL() GT() GTE() HASFLAG() HOME() ITER() LATTR() LCON() LCSTR() LEXITS() LOCATE() LNUM() LOC() LOCK() LT() LTE() LWHO() MATCH() MAX() MEMBER() MID() MIN() MOD() MONEY() MUDNAME() MUL() NAME() NEARBY() NEQ() NEXT() NOT() NUM() OBJ() OR() OWNER() PARENT() POS() POSS() RAND() REMOVE() REST() REVERSE() REVWORDS() ROOM() S() SEARCH() SECS() SECURE() SIGN() SPACE() STARTTIME() STATS() STRLEN() SUB() SUBJ() SWITCH() TIME() TYPE() U() UCSTR() V() VERSION() WORDS() XOR() For information on a particular flag, type 'help <functionname>'. It may be necessary to include the parentheses in the function name, like 'help v()'. & GENDER Topic: GENDER A player's (virtual) gender is specified in the Sex attribute. This attribute controls how gender-specific pronoun substitutions are evaluated for the player. If the player's Sex attribute starts with an 'M' or an 'm' then the player is assumed to be male, 'F', 'f', 'W', and 'w' indicate female, and anything else indicates neuter. See also: SUBSTITUTIONS. & GOALS Topic: GOALS There is no ultimate goal to this game, except to have fun. There are objects and places to build, puzzles to solve, scenery to visit, and people to meet. There are no winners or losers, only fellow players. Enjoy. & HERE Topic: HERE The word 'here' refers to the room you are in (if you are inside an object, it refers to the object that you are in, not the room that the object is in). For example, to rename the room you are in (if you control it), you could enter '@name here= <new name>'. & HOMES Topic: HOMES Every thing or player has a home. This is where things go when sacrificed, players when they go home, or things with the STICKY flag set go when dropped. Homes are set with the @link command. A thing's home defaults to the room where it was created, if you control that room, or your home. You can link an exit to send players home with '@link <dir>=home'. Drop-tos can also be set to 'home'. See also: @link, DROP-TO, STICKY. & LINKING Topic: LINKING You can link to a room if you control it, or if it is set LINK_OK or ABODE. Being able to link means you can set the homes of objects or yourself to that room if it is set ABODE, and that you can set the destination of exits to that room if it is LINK_OK. See also: @link, ABODE, LINK_OK. & LISTENING Topic: LISTENING Thee are two ways to listen for something in a room. The easiest way is to use a combination of @listen and @ahear/@aahear/@amhear. The second way is to use a "^" pattern in an attribute, similar to the way "$" is used for user-defined commands. The attribute takes the form: '^<pattern>:<action>'. The ^-pattern check is only performed on objects with their MONITOR flag set. The criterion for triggering a pattern-listen is the same as that for triggering an @ahear - the object cannot trigger its own listen patterns. All matching attributes have their <action>s performed, not just the first. Also, attributes with the no_command flag set are not checked for ^-patterns. Example: > @va test = ^* says "foo *":say I got a foo with %1!. Set. > @set test=monitor test grows ears and can now hear. > say foo bar You say "foo bar" test says "I got a foo with bar!." See also: @ahear, @listen, @set. & LISTS Topic: LISTS A list is a string, usually stored in an attribute (currently any of the va-vz attributes), which is a series of words, separeated by one or more spaces. The following would be a list (denoted on the ends by ', which is not actually in the string): 'one two three four five'. The functions first(), rest(), cat(), member(), and remove(), all work on lists. See also: cat(), first(), member(), remove(), rest(). & LOOPING Topic: LOOPING Looping in an object can have its good parts and its bad parts. The good part is when you activate part of a program multiple times to exaustively preform an operation. This is usually done by: @va object = <list of commands>;@trigger me/vb @vb object = @switch <test> = <false>,@trigger me/va,<otherwise go on> Looping can be a problem when it goes on without stopping. The @ps command can be used to see if you are looping. Beware! A looping machine that isn't @halt'ed will drain your money supply while you are away! See also: @halt, @ps. & ME Topic: ME The word 'me' refers to yourself. Some things to do when starting out: 1) give yourself a description with '@describe me = <description>', then look at yourself with 'look me'. 2) set your gender, if you wish it known, with '@set me=male' or '@set me=female' (or '@set me=neuter' to be an 'it'). & MONEY Topic: MONEY You need money to build within the game, to run programmed objects or use certain other commands, or to buy things from vendors set up by other players. You can get money via one or more of these methods: 1. You receive a daily allownace for each day you connect. 2. You have a chance of finding money as you wander around areas that other people have built. 3. You can find valuable objects and sacrifice them at the temple. See also: @list costs, COSTS, SACRIFICING. & PUPPETS Topic: PUPPETS An object is made into a puppet by doing '@set <object>=puppet', once an object is a puppet it will relay all that it sees and hears to its master. All objects created by a puppet are owned by its master, when puppets spend or earn money, they use their master's money supply. In order to prevent puppets from screwing up puzzles, objects may have the KEY flag set, this will prevent puppets from picking the object up. A puppet may be commanded by its master by '@force <object>=command', or by the shorthand version, '#<number of puppet> command'. The puppet flag is handy for debugging, as it allows you to see the result messages your object generates. Example: @force fred="hi there. -or- #4342 "hi there. See also: VERBOSE. & ROBBERY Topic: ROBBERY Robbing is not allowed on this MUSH. If you really need money, ask your friendly neighborhood wizard. See also: MONEY. & SACRIFICING Topic: SACRIFICING You sacrifice a thing by dropping it in the temple. Sacrificing an object gives you the value of an object. You can't sacrifice something you own and get money for it. If you have more than 10000 coins, all sacrifices are worth only 1 coin. The sacrifice value of a thing is set at creation by '@create frob=cost', by the formula value=(cost/5)-1. & SEMAPHORES Topic: SEMAPHORES Semaphores may be used for synchronizing complex objects or for enforcing mutual exclusion. You may use any object you own or any LINK_OK object as a semaphore, and any type of object (thing, room, player, or exit) may be used. The semaphore state of an object is shown by the Semaphore attribute (which is read-only); a positive number indicates the number of commands awaiting notifies, and a negative number indicates the number of waits on that semaphore that will not block. Use the '@wait <object>' form of the @wait command to request a command be delayed until <object> is notified with the @notify command. The @drain and @notify_all clear the semaphore on <object>, either discarding or executing all pending commands. Remember that the object performing the @wait executes the command, not the object used as a semaphore. { 'help semaphores2' for more } & semaphores2 You may also combine the semaphore and timer options of @wait with '@wait <object>/<timeout> = <command>' If the time period expires before the semaphore is notified, then the command is executed and the semaphore count is decremented, just as if the command had been run because the semaphore had been notified. Examples: <simple> @wait semaphore="Foo @notify semaphore <mutex lock> @va mutex lock=@wait me=@trig me/vb @vb mutex lock="Got it!;@notify me @startup mutex lock=@notify me <timed wait> @wait timer/60 = "Sixty Second Timer. In the above examples you will say "Foo" after semaphore is notified, you will say "Got it" when you have the mutual exclusion lock mutex lock (You could have also modified object registers that need to be protected from concurrent update), and you will say "Sixty Second Timer." either when timer is notified or after sixty seconds pass. See also: @drain, @notify, @notify_all, @wait. & SPOOFING Topic: SPOOFING Spoofing is the act of making other characters think that a person said or did something that they did not. This is very easy to accomplish, and has some good effects, which is why it is allowed. Overabuse of this feature will result in its being made a wizard-only feature, not to mention perhaps bringing down a few @toads on people. & STACK Topic: STACK Command lists that are run on objects can have up to 10 stack values named %0 through %9 (or [v(0)] through [v(9)]). Stack values can be set by the @trigger command, or by matching wildcard characters in the Listen attribute (in the case of the Ahear, Aahear, and Amhear attributes). Example: @listen item=* foo * @ahear item= [v(1)] bar [v(0)]. & SUBSTITUTIONS Topic: SUBSTITUTIONS All messages may contain %-substitutions, which evaluate to gender-specific pronouns if the player's gender is set or to other useful information. Information returned is based on the player that caused the message to be displayed, not the object that stored the message or which is running the action list. The substutitions available are: %s, %S = Name, he, she, it. (subjective) %o, %O = Name, him, her, it. (objective) %p, %P = Name's, his, her, its. (possessive) %n, %N = the player's name. %r = carriage return %t = tab character %b = space character %% = literal '%' character %0-%9 = Stack value. %va-%vz = Contents of attribute va through vz %# = Database number of the object that caused the message to be diplayed or the action list to be run. %! = Database number of the object holding the message { 'help substitutions2' for more } & substitutions2 If the letter following the % is capitalized, the first letter of the result of the substitution is also capitalized. Note: %<whatever> is equivalent to [v(<whatever>)], but is more efficient. See also: GENDER, V(). & SUCCESS Topic: SUCCESS You successfully use a player or a thing when you take it (because you passed the lock). You successfully use an exit when you go through it. You successfully use a room when you look around and the room is not locked against you. See also: get, look, @asuccess, @lock, @osuccess, @success. & SWITCHES Topic: SWITCHES Some commands have command switches associated with them that can be used to modify their behavior. For instance, switches on the @ps command control the amount of information displayed, and switches on the @switch command indicate whether to perform all actionlists whose targets match the search string, or just the first. See also: @list. & OBJECT TYPES Topic: OBJECT TYPES There are 4 types of objects: things, players, exits, and rooms. The first letter following an object's ID number indicates the type: P(layer), E(xit), R(oom), otherwise, thing. Things are inanimate objects that can be carried. Players are animate objects that can move and carry. Exits are the means by which objects move from room to room. Rooms are locations that contain objects and linked exits. & COMMAND EVALUATION Topic: COMMAND EVALUATION When you submit a command to be executed by MUSH (whether by typing it in or by having a machine run it, the following steps are performed, in sequence. If the command matches something in a step, the matching actions are performed and the walk down the list stops. - If the command was typed in, it is checked against the uppercase-only commands (QUIT, WHO, etc). If so, the command is executed. - The first letter of the command is checked to see if it is a single- character command (", :, etc). If so, %-substitution and function evaluation may be performed (depending on the command), and the command is executed. - The command is checked to see if it is the 'home' command. If so, the player or object performing the command goes home. - The command is checked against the exits in its current room. If one matches, it is performed. If more than one matches, one is picked randomly from the exits for which the player passes the lock (If the player does not pass any locks, then the exit to be tried is picked randomly. { 'help command evaluation2' for more } & command evaluation2 - The first word of the command is checked to see if it is an internal MUSH command. If so, the remainder of the command is broken up into arguments, %-substitution and function evaluation may be performed on the (split up) arguments, and the command is executed. - %-substitution and function evaluation is performed on the command. - All objects in the player's inventory, all objects in the player's location, and the location itself are searched for $-commands that match the command. All that match are performed. The player may or may not be checked, depending on how the MUSH is configured. Note: Commands that can cause other commands to be executed (such as @wait, @switch, @trigger, etc) never perform substitution on their arguments, they leave the evaluation to the command that is to be executed. This prevents most of the problems with getting objects to perform unintended commands by putting a ';', '}', or ',' in an argument. The @force command is an exception in that it evaluates its argument, so it should be used with caution (preferably by never using it to pass information that someone else entered, use @trigger instead). Also, the construct '$xx *:%0' does not work (and is very dangerous programming), use '$xx *:@force me=%0' if you need this functionality. & VERBS Topic: VERBS For many verbs there are three attributes that specify messages and actions associated with the verb in addition to the verb's builtin action. The attributes are named Verb, Overb, and Averb. Verb is the message that the enactor sees, Overb is the message that everyone else in the same room as the enactor sees, and Averb is a list of commands that are run. These attributes may be set using the @<attribute> command, so the commands to set the attributes related to the 'drop' command are @drop, @odrop, and @adrop. & WIZARDS Topic: WIZARDS Wizards are the people that help run the game and make sure that everything is working properly. They have special powers to tweak reality in ways mortals can only dream of. Be nice to them, they are going out of their way to help keep the game running smoothly. & V() Function: v(<string>) The V function can be used as an alternative for percent (%) substitution and also as a replacement for get(me/<arg>). If the argument is two characters long or longer and starts with a letter, then the object performing the v() call (and its parent, if necessary) is searched for the named attribute, and its value is returned if possible. Otherwise, a percent substitution is performed on the argument (so that v(o) is equivalent to %o, for instance). The percent form (%o in the previous example) is preferred as it is faster, and there are no longer any security problems associated with it. Note that attributes with single-character names cannot be retrieved with v(). See also: GENDER, SUBSTITUTION, PARENT OBJECTS. & wordpos() Function: wordpos(<string>,<charpos)) Returns the number of the word within <string> where the character position <charpos> falls. Spaces between words are treated as belonging to the word that follows them. If <charpos> is not within the string, the value #-1 is returned. Both words and characters are numbered starting at 1. Example: > say wordpos(This is a test, 4) You say "1" > say wordpos(This is a test, 5) You say "2" > say wordpos(This is a test, 6) You say "2" > say wordpos(This is a test, 20) You say "#-1" & type() Function: type(<object>) Returns a string indicating the object type of <object>, either EXIT, PLAYER, ROOM, or THING. Example: > say type(me) You say "PLAYER" > say type(here) You say "ROOM" & hasflag() Function: hasflag(<object>,<flag>) Returns true if object <object> has the flag named <flag> set on it. You may not be able to retrieve information for objects that you do not own. Example: > say hasflag(me, wizard) You say "0" > say hasflag(me, connect) You say "1" & delete() Function: delete(<string>,<first>,<len>) Returns <string>, but with <len> characters starting after the character at position <first> removed. In other words, this function copies <first> characters, skips <len> characters, and then copies the remainder of the string. Example: > say delete(abcdefgh, 3, 2) You say "abcfgh" > say delete(Would you like coffee or perhaps tea?, 15, 18) You say "Would you like tea?" & lock() Function: lock(<object>) Returns the lock on <object>. You must control <object>. & elock() Function: elock(<object>,<victim>) Checks if <victim> would pass the lock on <object>. You must own <object>, but <victim> can be owned by anyone. & LWHO() Function: lwho() Returns a list of the db numbers of connected players. Example: > WHO Player Name On For Idle Doing Mortal 00:11 0s Evinar 00:12 6m Wizard 00:32 6s 3 Players logged in. > say lwho() You say "#226 #271 #1" See also: WHO & OBJ() Function: obj(<object>) Returns the proper objective pronoun (him, her, it) for referring to <object>, based on the object's Sex attribute. You must either control or be near <object>. & POSS() Function: poss(<object>) Returns the proper possessive pronoun (his, her, its) for referring to <object>, based on the object's Sex attribute. You must either control or be near <object>. & SUBJ() Function: subj(<object>) Returns the proper subjective pronoun (he, she, it) for referring to <object>, based on the object's Sex attribute. You must either control or be near <object>. & NEARBY() Function: nearby(obj1,obj2) Tests if obj1 is near obj2 (if it is in the same location, in obj2's inventory, or is obj2's location). You must control either obj1 or obj2, or be near either one of them, if both of these tests fail then 0 is returned. This function returns 1 if the two objects are nearby and 0 if not. & GET() Function: get(<object>/<attribute>) The get function fetches the specified attribute from the named object. It can be used to get attributes from objects you own, public attributes of objects near you, and public attributes other than the description of players wherever they may be. If the attribute is not present on <object>, its parent is searched for the attribute. Example: > read me > say get(me/desc) See also: get_eval(). & GET_EVAL() Function: get_eval(<object>/<attribute>) The get_eval function returns the specified attribute from the named object (just like the get function), except that function references and %-substitutions have already been performed. In function references, 'me' refers to the object being looked at, and %-substitutions that refer to the enactor (such as %n, %#, etc) refer to the object making the get_eval call. If the attribute is not present on <object>, its parent is searched for the attribute. Example: > @va test = This is a get_eval test on %n. The vb is [get(me/vb)] > @vb test = VB from test > @vb me = VB from me > say get(test/va) You say "This is a get_eval test on %n. The vb is [get(me/vb)]" > say get_eval(test/va) You say "This is a get_eval test on Foobar. The vb is VB from test" See also: get(). & TIME() Function: time() Gives you the current time. WARNING! This is the time on the machine that the mud is running on, and not where you are. Example: > say time() You say "Thu Dec 19 09:48:06 1991" See also: secs(). & RAND() Function: rand(<num>) Rand returns an interger between 0 and num-1. Example: > say rand(10) You say "6" > say rand(10) You say "1" > say rand(10) You say "4" > say rand(10) You say "9" > say rand(10) You say "1" & EXIT() Function: exit(<object>) Exit returns the first exit on the list of exits in the object. Dark exits are not listed, unless you own the object. Unlike LEXITS(), this function does not provide information about exits in parent objects. See also: con(), lcon(), lexits(), next(). & ABS() Function: abs(<integer>) Returns the absolute value of its argument. Examples: > say abs(4) You say "4" > say abs(-4) You say "4" > say abs(0) You say "0" & MAX() Function: max(<integer1>,<integer2>[,<integerN]...) Returns the largest integer from among its arguments. Up to 30 arguments may be specified. Examples: > say max(2,4) You say "4" > say max(-100,50,0,25) You say "50" See also: min() & MIN() Function: min(<integer1>,<integer2>[,<integerN]...) Returns the smallest integer from among its arguments. Up to 30 arguments may be specified. Examples: > say min(2,4) You say "2" > say min(-100,50,0,25) You say "-10" See also: max() & ADD() Function: add(<integer1>,<integer2>) Returns the integer sum of the two numbers. Example: > say add(2,4) You say "6" & SUB() Function: sub(<integer1>,<integer2>) Returns the integer result of subtracting <integer2> from <integer1>. Example: > say sub(5,2) You say "3" & MUL() Function: mul(<integer1>,<integer2>) Example: > say mul(3,5) You say "15" & DIV() Function: div(<integer1>,<integer2>) Returns the integer quotient from dividing <integer1> by <integer2>. Example: > say div(15,3) You say "5" > say div(16,3) You say "5" > say div(17,3) You say "5" > say div(18,3) You say "6" See also: mod(). & MOD() Function: mod(<integer1>,<integer2>) Returns the integer remainder from dividing <integer1> by <integer2>. Example: > say mod(15,3) You say "0" > say mod(16,3) You say "1" > say mod(17,3) You say "2" > say mod(18,3) You say "0" See also: div(). & DIST2D() Function: dist2d(x1, y1, x2, y2) Returns the integer distance between the Cartesian points in two dimensions (x1,y1) and (x2,y2). Example: > say dist2d(0,0,3,4) You say "5" See also: dist3d() & DIST3D() Function: dist3d(x1, y1, z1, x2, y2, z2) Returns the integer distance between the Cartesian points in three dimensions (x1,y1,z1) and (x2,y2,z2). Example: > say dist3d(0,0,0,10,15,20) You say "27" See also: dist2d() & FIRST() Function: first(<string>) Returns the first word of a string, that is, everything to the left of the first space in the string, or the entire string if there are no spaces in the string. Example: > say first(This is a test) You say "This" > say first(Would you like coffee, or perhaps tea) You say "Would" See also: rest(). & REST() Function: rest(<string>) Rest takes a string, returns all the string except the first word, that is, everything to the right of the first space, or an empty string, or the empty string if there are no spaces in the string. Example: > say rest(This is a test) You say "is a test" > say rest(Would you like coffee, or perhaps tea) You say "you like coffee, or perhaps tea" See also: first(). & STRLEN() Function: strlen(<string>) Returns the number of characters in <string>. Example: > say strlen(This is a test) You say "14" > say strlen(Would you like coffee, or perhaps tea) You say "37" & MID() mid(<string>, <first>, <length>) Mid returns a segment of the string, the <length> characters to the right of the <first> character. Note that the frist character in a string is numbered zero, and not one. & COMP() comp(<string1>, <string2>) Comp compares two strings. It returns 0 if they are the same, 1 if string2 is less than/preceeds alphabetically string1, and -1 elsewise. & S() s(string) This function preforms pronoun substitution in a string, and then returns that string. As usually, %n is the name, %s the subjective pronoun, %o the objective, and %p the possessive. It is important to note that the pronoun is that of the triggering object. So, if the ve of an object were: "[s(This is %n)], and I were to type @trigger <object>/ve, it would return "This is <myname>", but if vf were @trigger me/ve, then triggering the vf makes the ve return "This is <object>" & POS() pos(<string1>,<string2>) This function returns the position that string1 begins in string2, with the first position being 1. If string1 is not in string2, then it returns -1. Example: pos(man,superman) returns 6 & MATCH() Function: match(<string>,<pattern>) This function test pattern against each word of the string. The pattern can contain the wildcards * and ?. ? matches to any one character, while * matches to any number of characters, including none. So s?x would match to sex or six, but not to socx, but s*x would match to all of them. This function returns the number of the first word that matches the pattern, or 0 if it does not match any of the words in <string>. See also: LISTS, member(). & EXTRACT() extract(<string>,<first>,<length>) Extract returns a string of length words, starting with the first word. Unlike letters, the first word in a string is number 1, instead of 0. A word is assumed to be defined as a string beginning and ending with a space, or a string w/o any interior spaces. & FLAGS() flags(<object>) Flags returns a string consisting of the flags attached to the object. The string is, however, just one word. Note that @switch is case-INsensitive. i.e. p=P as far as it is concerned. I wish that P=NP.... & NUM() num(<object>) Returns the dbref number of the object, which must be in the same room as the object executing num. See also: locate(). & CON() con(<object>) Con returns the first object in the list of objects carried by thing. Just the first, and only the first. See NEXT. & LOC() Function: loc(<object>) Returns the number of the location where <object> is. You must either control the object or be nearby for it to work. When used on an exit it returns the destination of the exit. You can also use loc() to find the location of players that are not set UNFINDABLE. Example: > look Mortal's Room(#367R) A bare room with nothing in it but a bed and a chair. Contents: hat(#368) > say loc(me) You say "#367" > enter hat hat(#368) Contents: cat(#325) > say loc(me) You say "#368" > say loc(here) You say "#367" See also: room(). & OWNER() owner(<object>) Owner returns the dbref of the owner of the object. The object has to either be yours or else be in the same room as you. & NAME() name(<dbref>) Name returns the name of object (dbref). & NEXT() next(<thing>) If thing is an exit in a room, then next will return the next nondark exit in the list of exits for that room. If thing is an object, then next will return the next oject in the inventory list that the object is in. Otherwise, it returns a '#-1' string. & AND() [AND(<boolean value>,<boolean value>)] Takes two booleans, and returns 1 is the two boolean values are each equivalent to true(1). See BOOLEAN VALUES. & OR() [or(<boolean value>,<boolean value>)] Takes two booleans, and returns a 1 if at least one of the inputs is equivalent to true(1). See BOOLEAN VALUES. & NOT() [not(<boolean value>)] Takes a boolean value, and returns it's inverse. I.E. if the input is equivalent to true(1), it returns a 0, and if the input is equivalent to false(0), it returns a 1. See BOOLEAN VALUES. & XOR() [xor(<boolean value>,<boolean value>)] Takes two booleans, and returns a 1 if one, and only one of the two inputs is equivalent to true(1). See BOOLEAN VALUES. & gt() Function: gt(<integer1>,<integer2>) Takes two integers, and returns 1 if and only if <integer1> is greater than <integer2>, and 0 otherwise. Warning: passing anything but integers will produce unexpected results, as non-numeric strings usually are treated as numeric 0. Example: > say gt(4,5) You say "0" > say gt(5,5) You say "0" > say gt(6,5) You say "1" > say gt(foo, bar) You say "0" See also: lt(), lte(), gte(), eq(), neq(). & gte() Function: gte(<integer1>,<integer2>) Takes two integers, and returns 1 if and only if <integer1> is greater than or equal to <integer2>, and 0 otherwise. Warning: passing anything but integers will produce unexpected results, as non-numeric strings usually are treated as numeric 0. Example: > say gte(4,5) You say "0" > say gte(5,5) You say "1" > say gte(6,5) You say "1" > say gte(foo, bar) You say "1" See also: lt(), lte(), gt(), eq(), neq(). & lt() Function: lt(<integer1>,<integer2>) Takes two integers, and returns 1 if and only if <integer1> is less than <integer2>, and 0 otherwise. Warning: passing anything but integers will produce unexpected results, as non-numeric strings usually are treated as numeric 0. Example: > say lt(4,5) You say "1" > say lt(5,5) You say "0" > say lt(6,5) You say "0" > say lt(foo, bar) You say "0" See also: lte(), gte(), gt(), eq(), neq(). & lte() Function: lte(<integer1>,<integer2>) Takes two integers, and returns 1 if and only if <integer1> is less than or equal to <integer2>, and 0 otherwise. Warning: passing anything but integers will produce unexpected results, as non-numeric strings usually are treated as numeric 0. Example: > say lte(4,5) You say "1" > say lte(5,5) You say "1" > say lte(6,5) You say "0" > say lte(foo, bar) You say "1" See also: lt(), gte(), gt(), eq(), neq(). & eq() Function: eq(<integer1>,<integer2>) Takes two integers, and returns 1 if they are equal and 0 if they are not. Warning: passing anything but integers will produce unexpected results, as non-numeric strings usually are treated as numeric 0. Example: > say eq(1,-1) You say "0" > say eq(5,5) You say "1" > say eq(foo, bar) You say "1" See also: lt(), lte(), gte(), gt(), neq(). & neq() Function: neq(<integer1>,<integer2>) Takes two integers, and returns 1 if they are not equal and 0 if they are equal. Warning: passing anything but integers will produce unexpected results, as non-numeric strings usually are treated as numeric 0. Examples: > say neq(1,-1) You say "1" > say neq(5,5) You say "0" > say neq(foo, bar) You say "0" See also: lt(), lte(), gte(), gt(), eq(), not(). & cat() Function: cat(<string1>,<string2>) Cat returns a string made up of the contents of string1 followed by the contents of string2, separated by a space. Example: > say cat(this is, a test) You say "this is a test" & member() Function: member(<list>,<word>) Member takes a list and a word, and returns the position of that word within the list. If the word does not occur in the list, then 0 is returned. Unlike match(), member() does not check for wildcarding. A word is defined as a string which has no interior spaces. So ' hello ' would be one word, while 'hello there' would be two. Example: > say member(This is a member test, member) You say "4" > say member(This is a member test, Member) You say "0" > say member(This is a member test, *e*) You say "0" > say member(This is a member test, is a) You say "#-1 CAN ONLY TEST ONE ELEMENT" See also: LISTS, match(). & remove() Function: remove(<list>,<word>) Remove takes a list and a word, and returns the list, with the word deleted from it. A word is defined as a string which contains no interior spaces. If the word is not in the list, then the list is returned. Example: > say remove(this is a test, is) You say "this a test" > say remove(You can't remove, this) You say "You can't remove" > say remove(You can't remove multiple words, You can't) You say "#-1 CAN ONLY DELETE ONE ELEMENT" & STARTTIME() Function: starttime() Returns a string which is the time the MUSH last rebooted. The time is in the same format as the TIME() function returns. Example: > say starttime() You say "Sat Dec 7 00:09:13 1991 & SECS() Function: secs() Returns the number of elapsed seconds since midnight, January 1, 1970. This is an easy way to time things. Example: > say secs() You say "692636020" ... wait a bit ... > say secs() You say "692636043" See also: time(). & WORDS() words(<string>) Returns the number of words in <string>. Example: > say words(This is a test) You say "4" say words(Would you like coffee, or perhaps tea?) > You say "7" & VERSION() Function: version() Returns a string which contains various version information for the MUSH you're on. Example: > version TinyMUSH Beta version 2.0 patchlevel 0 #3 Build date: Thu Dec 5 10:10:07 EST 1991 > say version() You say "TinyMUSH Beta version 2.0 patchlevel 0 #3" & HOME() home(<object>) Returns the object's home. Example: > exam me Mortal(#226Pc) Type: PLAYER Flags: CONNECTED Desc:Just a plain, old boring Mortal. You know. Owner: Mortal Key: VA:foobar Clams: 920 Last:Thu Dec 19 08:57:21 1991 Home: Mortal's Room(#367R) Location: The Town Square > say home(me) You say "#367" & MONEY() Function: money(<object>) Returns an integer equal to the amount of money <object> has (if it is a player) or is worth (otherwise). Example: > score You have 1052 clams. > say money(me) You say "1052" > exam sac test Sac Test(#287V) Type: THING Flags: VISUAL Owner: Beaker Key: *UNLOCKED* Clams: 20 Home: Limbo(#0RLDAJ) Location: The Town Square > say money(sac test) You say "20" & LCON() Function: lcon(<object>) Returns a space-separated list of the contents of <object>. Example: > i t1(#366) radio(#223) The Wizard's Pointy Hat(#188SO) You have 42463 clams. > say lcon(me) You say "#366 #223 #188" See also: lexits(), @dolist. & LEXITS() Function: lexits(<loc>) Returns a space-separated list of the exits in <loc> and its parents. Dark exits are not returned unless you own the location. Example: > look here The Town Square You are in the town square. All around you ..... Obvious exits: foo up southeast sw north > say lexits(here) You say "#302 #10 #9 #8 #6" See also: lcon(), @dolist, PARENT OBJECTS. & SECURE() Function: secure(<string>) Returns <string> after replacing the characters [](){};%\$ with spaces. This prevents strings entered by players from causing undesired side effects when used, such as making your object perform unintended commands or give out information to which you have access. Note that this function is only needed when the resulting string is to be passed through the @force command or be used as an attribute for an object (like the success message for a mail message object). > @va me=Sneak a peek at Wiz's desc... [get(#1/desc)] > say secure(%va) You say "Sneak a peek at Wiz's desc... get #1/desc " > say secure($foobar:this {is} a really, tough ; test.) You say " foobar:this is a really tough test." Note: 'say secure(Sneak a peek at Wiz's desc... [get(#1/desc)])' does not produce the expected result because the argument is evaluated BEFORE being processed by secure(), therefore the [get()] call has already been performed. See also: escape(). & ESCAPE() Function: escape(<string>) Returns <string> after adding an escape character (\) at the start of the string and also before each of the characters %;[]{}\ that appear in the string. This prevents strings entered by players from causing undesired side effects when used, such as making your object perform unintended commands or give out information to which you have access. Note that this function is only needed when the resulting string is to be passed through the @force command or be used as an attribute for an object (like the success message for a mail message object). This function has the advantage over the secure() function in that the string the user sees after evaluating it is the same as the original string. Example: You say "\Sneak a peek at Wiz's desc... \[get(#1/desc)\]" Note: 'say escape(Sneak a peek at Wiz's desc... [get(#1/desc)])' does not produce the expected result because the argument is evaluated BEFORE being processed by escape(), therefore the [get()] call has already been performed. See also: secure(). & MUDNAME() Function: mudname() Returns the name of the MUD. This is usually (but not necessarily) the name that appears in the various mud lists, and is the name that the mud is listed under in reports from RWHO servers (that is, if the mud sends its WHO information to an RWHO server). Example: > say mudname() You say "TestMUSH" & CAPSTR() Function: capstr(<string>) Returns <string> with the first character capitalized. If the first character is not a letter, this function returns the string unmodified. Example: > say capstr(this is a string I want capitalized) You say "This is a string I want capitalized" See also: lcstr(), ucstr(). & LCSTR() Function: capstr(<string>) Returns <string> with all letters converted to lowercase. Example: > say lcstr(This is something I want to TEST) You say "this is something i want to test" See also: capstr(), ucstr(). & UCSTR() Function: capstr(<string>) Returns <string> with all letters converted to uppercase. Example: > say ucstr(This is a test, really!) You say "THIS IS A TEST, REALLY!" See also: capstr(), lcstr(). & LNUM() Function: lnum(<number>) Returns a list of numbers from 0 to <number>-1. Example: > say lnum(5) You say "0 1 2 3 4" & LATTR() Function: lattr(<object>) Returns a list of the attributes set on <object>. Example: > exam me Mortal(#226Pc) Type: PLAYER Flags: CONNECTED Desc:Just a plain, old boring Mortal. You know. Owner: Mortal Key: VA:foobar Clams: 920 VC:Mon Sep 9 12:09:01 1991 VE:baz Last:Thu Dec 19 08:57:21 1991 VV(#2+):Foof! Domain:Abusees Contents: testobject Home: Limbo(#0RLDAJ) Location: The Town Square > say lattr(me) You say "Desc VC VE Last VV Domain" See also: @dolist. & REVERSE() Function: reverse(<string>) Reverses the order of the characters of <string>. Examples: > say reverse(This is a test) You say "tset a si sihT" > say reverse(This is a test, Really...) You say "...yllaeR ,tset a si sihT" > say reverse(A man, a plan, a canal -- Panama!) You say "!amanaP -- lanac a ,nalp a ,nam A" See also: revwords(). & REVWORDS() Function: revwords(<string>) Reverses the order of the words of <string>. A word is considered to be any sequence of nonblank characters, separated by blanks, so punctuation characters that follow a word are considered part of the word. Examples: > say revwords(This is a test, Really...) You say "Really... test, a is This" > say revwords(Was it a cat I saw?) You say "saw? I cat a it Was" See also: reverse(). & BEFORE() Function: before(<string1>,<string2>) Returns the portion of <string1> that occurs before <string2>. If <string2> does not occur in <string1>, the entire string is returned. If you want to return the portion of the string after the first space, use the first() function instead. Examples: > say before(This is a test,a) You say "This is " > say before(This is a test,is) You say "Th" > say before(This is a test, nope) You say "This is a test" See also: after(), first(), rest(). & AFTER() Function: after(<string1>,<string2>) Returns the portion of <string1> that occurs after <string2>. If <string2> does not occur in <string1>, a null string is returned. If you want to return the portion of the string after the first space, use the rest() function instead. Examples: > say after(This is a test,a) You say " test" > say after(This is a test,is) You say " is a test" > say after(This is a test, nope) You say "" See also: before(), first(), rest(). & ROOM() Function: room(obj) Returns the number of the room that <obj> is in, or would be in if it executed LEAVE commands until it got to a room. You can find out the containing room of objects you own, nearby objects, and findable players. Example: > i You are carrying: hat(#368) cat(#325) > look Mortal's Room(#367R) A bare room with nothing in it but a bed and a chair. > say I am in [room(me)], the cat is in room [room(cat)]. You say "I am in #367, the cat is in room #367." > @fo hat=get cat cat has left. > say The cat is in [loc(#325)] within room [room(#325)]. You say "The cat is in #368 within room #367." See also: loc(), UNFINDABLE. & SEARCH() Function: search([<player>] [<class>=<restriction>]) The search() function returns a list of objects that match the search criteria, which are the same as with the @search command. This function costs as much as the @search command, so repeated use is expensive. Caution: if you use the [ and ] characters in an Eval selection you will need to escape them. Examples: > say search() You say "#226 #289 #325 #364 #368 #369" > @stats me 6 objects = 0 rooms, 0 exits, 5 things, 1 players. (0 garbage) > say search(eval=\[eq(money(##),1)\]) You say "#289 #325 #364 #368 #369" > say search(player=wizard) You say "#1" See also: @search. & STATS() Function: stats([<player>]) This function returns information about the number of objects on the MUSH, much like the @stats command. If the argumet is omitted or is 'all', then the stats for the entire MUSH are returned, otherwise the stats for the named player are returned. You can only get stats for yourself. The stats are returned as a set of 6 numbers, in the same order as reported by the @stats command: total objects, rooms, exits, things, players, and garbage. This command costs as much as the equivalent @stats command (ie: '@stats/all' or '@stats <player>', not the free '@stats'). Examples: > @stats me 6 objects = 0 rooms, 0 exits, 5 things, 1 players. (0 garbage) > say stats(me) You say "6 0 0 5 1 0" > say stats() You say "377 51 165 134 20 7" > @stats/all 377 objects = 51 rooms, 165 exits, 134 things, 20 players. (7 garbage) See also: @stats. & ITER() Function: iter(<list>,<eval>) <list> is a space-separated list of strings, which can be object numbers, attributes, or arbitrary words. <eval> is a string that is to be evaluated once for each item in <list>, replacing the special symbol ## with the corresponding item from <list>. A list of the results of these evaluations is returned to the caller. The effect is very similar to @dolist, except that the results are made into a list and returned, not executed. Warning: you need to put <eval> inside curly braces. This prevents <eval> from being evaluated before iter() gets a chance to see it. If you need to put [] delimiters in <eval> (because you want the result of more than one function) then you need to escape the [] delimiters. Examples: > say iter(This is a test,strlen(##)) << forgot the { } >> You say "2 2 2 2" > say iter(This is a test,{strlen(##)}) You say "4 2 1 4" > say iter(lnum(10),{mul(mul(##,##),10)}) You say "0 10 40 90 160 250 360 490 640 810" > say iter(lcon(me),{\[name(##)\]..\[money(##)\]}) << escaped [ ] >> You say "test..1 t1..1 radio..1 The Wizard's Pointy Hat..1" See also: @dolist. & LOCATE() Function: locate(<looker>,<string>,<where>) The locate function is used to look for an object from the perspective of <looker> (You must own <looker>). The database number of the item that is found is returned. The <where> parameter specifies a list of places to look, from this list: a - Look for absolute references (#<number>) c - Look for exits carried by <looker> (and by <looker>'s parents). e - Look for exits in <looker>'s location (and the location's parents). h - Look for 'here', which matches <looker>'s location. i - Look in <looker>'s inventory. m - Look for 'me', which matches <looker>. n - Look for <looker>'s neighbors (other objects in the same location). p - Look for player names prefixed by a '*' * - Look for everything in the above list. { 'help locate2' for more } & locate2 You may also specify qualifiers in <where> to help resolve possible ambiguities: E - Prefer exits over other types. L - Prefer unlocked exits over locked exits. P - Prefer players over other types. R - Prefer rooms over other types. T - Prefer things over other types. V - Report "Can't find..." and "Which one..." errors to <looker>. If nothing matches, the value #-1 is returned. If more than one thing matches, but nothing matches exactly, the value #-2 is returned. If more than one thing exactly matches, one is chosen at random. If you specify more than one type preference (E, P, R, or T), then the last one entered is the one that is obeyed. The default is for no type to be preferred. Examples: > i test1(#378) test(#376) You have 42463 clams. > look Nullspace(#250R) test1(#382) > say locate(me,test,i) You say "#376" { 'help locate3' for more } & locate3 > say locate(me,test,n) You say "#382" > say locate(me,test1,in) You say "#378" > say locate(me,test1,in) You say "#382" > say locate(me,tes,in) You say "#-2" > say locate(here,tes,*) You say "#382" > say locate(me,out,e) You say "#252" > say locate(me,here,*) You say "#250" See also: num(), PARENT OBJECTS. & EDIT() Function: edit(<string>,<from>,<to>) This function edits <string>, replacing all occurrences of the substring <from> with the string <to>. If <from> is '$', then <to> is appended to <string>, while if <from> is '^', then it is prepended. Examples: > say edit(This is a test,is,x) You say "Thx x a test" > say edit(Atlantic,^,Trans) You say "TransAtlantic" See also: @edit. & U() Function: u([<obj>/]<attr>[,<arg>]...) The u function evaluates an attribute, either from the object performing the function or from another object you own, passing in arguments and returning the result. Examples: > @va me=Word is [extract(v(vb),add(%0,1),1)], arg2 is %1. > @vb me=This is a test of the u function. > say u(va,4,Testing 123) You say "Word is of, arg2 is Testing 123." > say u(va,7) You say "Word is function., arg2 is ." > say u(me/va,6,Foobar) You say "Word is u, arg2 is Foobar." See also: s(), v(), get(), get_eval(). & SWITCH() Function: switch(<str>[,<pat1>,<res1>]...[,<dflt>]) The switch function compares <str> against <pat1>, <pat2>, etc (allowing * to match any number of characters and ? to match any 1 character), and returns the corresponding <resN> parameter for the first <patN> pattern that matches. If none match, then the default result <dflt> is returned. Example: > say switch(c,*a*,A,*b*,B,*c*,C,*d*,D,E) You say "C" > say switch(f,*a*,A,*b*,B,*c*,C,*d*,D,E) You say "E" > say switch(cab,*a*,A,*b*,B,*c*,C,*d*,D,E) You say "A" > say switch(f,*a*,A,*b*,B,*c*,C,*d*,D) You say "" See also: @switch, match(). & SPACE() Function: space(<count>) Returns the number of indicated spaces. If <count> is missing or cannot be converted to a number, one space is returned. This function is useful when you want to pass a single space (or more than one) as a function to an argument, because normally leading and trailing spaces are stripped from function arguments. Examples: > say space(4) You say " " > say edit(Foo bar bletch, space(), X) You say "FooXbarXbletch" & PARENT() Function: parent(<obj>) Returns the parent of <obj>. Returns #-1 if <obj> cannot be found or if you do not own <obj> and it is not set VISUAL. Example: > say parent(me) You say "#-1" > say My va is [v(va)]. You say "My va is " > @parent me=test Parent set. > say parent(me) You say "#323" > say My va is [v(va)]. You say "My va is Testing 123" See also: @parent, PARENT OBJECTS. & SIGN() Function: sign(<number>) Returns -1, 0, or 1 depending on whether its argument is negative, zero, or positive (respectively). Example: > say sign(-4) You say "-1" > say sign(4) You say "1" > say sign(0) You say "0" > say sign(-1) You say "-1"