In UnterMUD, there are certain attributes that are known by the "set" command, and that are used by other commands. You can get a list of what attributes are known in an UnterMUD by typing "set help". That will show you the longname, shortname, type, and a description. The longname is a full word that can be used, and the shortname is what the mud actually stores the attribute as. The "set" command recognizes most abbreviations, like both "descripti" and "descrip" for "description", and shortens them all to "desc". Below is a standard list of attributes and a short explanation of each of them. First though, you need to understand the data types. In an UnterMUD, there are seven types: str (string), int (integer), cmd (command), lst (list), boo (boolean), obj (object), and flg (flag). A string and an integer are exactly what they sound like. A command is a macro, and a list is a set of object ids separated by semicolons. A boolean is a set of object ids, along with the operators & (and), | (or), ! (not), and 'with'. Parentheses can also be used for grouping things in a boolean. A boolean can also be "T" or "F", meaning 'true' or 'false', respectively. A boolean can be as simple as "29@MyMUD", or as complex as "!(24@MyMUD|453@HisMUD)|with (1@MyMUD&45@FooMUD)". An object type is always one object id. A flag is either set or not. When setting any of the strings, remember to be careful about spaces. If your string has spaces in it, either quote the string with double or single quotes, or use an equals sign. Be aware, though, that everything after the equals sign is percieved by the mud to be a single string. For example, "set here desc 'This is a room'" is the same as set here desc=This is a room", which is the same as 'set here desc "This is a room"', but is NOT the same as 'set here desc="This is a room"'. (In the last case, the desc would be '"This is a room"', with extra quote marks.) description str desc; This is the description on an object, seen with "look object", and set with "set object desc string". text str txt; This is the text inscription on an object, seen with "read object", and set with "set object text string". failure str fail; This is the failure message, seen when an exit or a thing is locked, and set with "set object fail string". This attribute is a multi-type, but currently only the str and cmd types do anything. A type cmd is set by doing "set object cmd fail macro". ofailure str ofail; This is the other failure message, seen by other players when an exit or a thing is locked, and set with "set object ofail string". This attribute is a multi-type, but currently only the str and cmd types do anything. A type cmd is set by doing "set object cmd ofail macro". success str succ; This is the success message, seen when an exit is gone through or a thing is picked up, and set with "set object succ string". This attribute is a multi-type, but currently only the str and cmd types do anything. A type cmd is set by doing "set object cmd succ macro". osuccess str osucc; This is the other success message, seen by other players when an exit is gone through or a thing is picked up, and set with "set object osucc string". This attribute is a multi-type, but currently only the str and cmd types do anything. A type cmd is set by "set object cmd osucc macro". drop str drop; This is the drop message, seen when an exit is gone through or a thing is dropped up, and set with "set object drop string". This attribute is a multi-type, but currently only the str and cmd types do anything. A type cmd is set by doing "set object cmd drop macro". odrop str odrop; This is the other drop message, seen by other players when an exit is gone through or a thing is dropped, and set with "set object odrop string". This attribute is a multi-type, but currently only the str and cmd types do anything. A type cmd is set by "set object cmd odrop macro". subjective str subv; This is the subjective pronoun. It's substituted in strings, usually in osuccess, ofail, and odrop messages. A subjective pronoun is usually either he, she, or it. It is set with "set object subv string". Subjective str Subv; See above. This is the same thing, only capitalized. objective str objv; This is the objective pronoun. It's substituted in strings, usually in osuccess, ofail, and odrop messages. An objective pronoun is usually either him, her, or it. It is set with "set object objv string". Objective str Objv; See above. This is the same thing, only capitalized. possessive str posv; This is the possessive pronoun. It's substituted in strings, usually in osuccess, ofail, and odrop messages. A possessive pronoun is usually either his, her, or its. It is set with "set object posv string". Possessive str Posv; See above. This is the same thing, only capitalized. The subjective, objective, and possessive pronouns can be set at once by using the system macros, either with "male me" (or female or neuter), or with "pronouns me he him his He Him His" (or whatever). These pronouns (and indeed *any* attribute) are called by inserting $subv, $Subv, $objv, $Objv, $posv, or $Posv into whichever message you want pronoun substitutions in. You can also substitute in the player's name, with $nam. (If you wanted to, you could even substitute in the player's description, by using $desc.) name str nam; This is the object's name. It can be set with "set object name newname", but only wizards can change a player's name. password str pass; This is the player's encrypted password. It should never be fiddled with using set, not even by wizards. To set your password, use "password old new", or as a wizard, "_newpassword object new". owners lst own; This is the object's owner list. An object can have more than one owner, or no owner at all. An owner is added with "set object own +objid", or is removed with "set object own -objid", where 'objid' is the object id of the would-be owner. Players only have one owner, themselves. players lst ply; This is the list of players in a room. As such, only a wizard can mess with this list. contents lst con; This is the contents list of either a room or a player. As such, only a wizard can mess with this list. exits lst xit; This is the list of exits in a room. Only a wizard can mess with this list. wizardlist lst _wizards; This is a list on the system object identifying the valid wizards. Only the players in the list can use the _wizard command to turn their wizard bit on and off. This list is changeable only by wizards. location obj loc; This is the location of an object. Only a wizard can directly change this. destination obj dst; This is the destination of an exit. Only a wizard can directly change this. To relink an exit, use "build link exitname newdest". There is no way to make an unlinked exit; just link the exit anywhere, and then remove yourself from the owners list, making it an unowned exit. Then anyone can add themselves as an owner and relink it anywhere. dropto obj drpto; This is the destination of a dropto. Only a wizard can directly change this. Things dropped in a room with a dropto get sent automatically to the destination room. To set a dropto, use "build dropto place dest". using obj use; This is the object id of the thing a player is using. It can only be directly changed by a wizard. home obj home; This is an object's home location. It is set with "set object home place". Players can only be homed to rooms, although things may be homed to either rooms or players. lock boo lok; This is the lock on an object. It's checked on an exit when a player tries to go through the exit, or on a thing when a player tries to get it. Locks have no meaning on players or rooms yet. It is set with "set object lock expr", where "expr" is a boolean expression. To just make an object locked to everyone, do "set object lock F". linkok boo lnk; This is the link permissions on an object. This is a boolean, just like a lock, so an object can be link ok to only certain people, for instance. This attribute governs whether or not players are allowed to link exits to rooms, set homes to rooms, or use some of the teleport rules. It is set with "set object linkok expr". To just make an object linkok to everyone, do "set object linkok T". isdark flg dark; This is the flag to tell if an object is dark. Players can only set rooms dark; you must be a wizard to set a player or a thing dark. Dark exits have no meaning. When a room is dark, none of its contents or players in it show up in a 'look'. To set this flag, do "set object dark". local flg lcl; This flag, when set on a player, makes that player unable to go through cyberportals. If a player is carrying an object with this flag set, the player will not be allowed to go through the cyberportal. This is useful for players without nice clients, and also for people who don't want their objects wandering off of the local database. wizard flg _wz; This is the flag for wizards. It is only settable by another wizard. To turn your own wizard flag on, use the _wizard command. isplayer flg _pl; This is the flag for players. It is only settable by wizards, and is automatically set with the "build player" command. isroom flg _rm; This is the flag for rooms. It is only settable by wizards, and is automatically set with the "build room" command. newsarticle int newsarticle; This is the number of the last read news article. When you read news with the "NEWS" command, this number is automatically updated. There are only four types of objects: rooms, players, things, and exits. Room, players, things, and exits all have descriptions. Things and exits only have success, osuccess, fail, ofail, drop and odrop messages. Things and rooms may have text messages, although a 'look here' will show you both the room's description and it's txt attribute. You must both 'look thing' and 'read thing' to see both the description and the text of the thing.