/
com/planet_ink/coffee_mud/Abilities/
com/planet_ink/coffee_mud/Abilities/Common/
com/planet_ink/coffee_mud/Abilities/Diseases/
com/planet_ink/coffee_mud/Abilities/Druid/
com/planet_ink/coffee_mud/Abilities/Fighter/
com/planet_ink/coffee_mud/Abilities/Prayers/
com/planet_ink/coffee_mud/Abilities/Properties/
com/planet_ink/coffee_mud/Abilities/Skills/
com/planet_ink/coffee_mud/Abilities/Songs/
com/planet_ink/coffee_mud/Abilities/Spells/
com/planet_ink/coffee_mud/Abilities/Thief/
com/planet_ink/coffee_mud/Abilities/Traps/
com/planet_ink/coffee_mud/Areas/interfaces/
com/planet_ink/coffee_mud/Behaviors/
com/planet_ink/coffee_mud/CharClasses/interfaces/
com/planet_ink/coffee_mud/Commands/
com/planet_ink/coffee_mud/Commands/interfaces/
com/planet_ink/coffee_mud/Exits/interfaces/
com/planet_ink/coffee_mud/Items/Armor/
com/planet_ink/coffee_mud/Items/Basic/
com/planet_ink/coffee_mud/Items/MiscMagic/
com/planet_ink/coffee_mud/Items/Software/
com/planet_ink/coffee_mud/Items/Weapons/
com/planet_ink/coffee_mud/Libraries/interfaces/
com/planet_ink/coffee_mud/Locales/
com/planet_ink/coffee_mud/Locales/interfaces/
com/planet_ink/coffee_mud/MOBS/
com/planet_ink/coffee_mud/MOBS/interfaces/
com/planet_ink/coffee_mud/Races/
com/planet_ink/coffee_mud/Races/interfaces/
com/planet_ink/coffee_mud/WebMacros/
com/planet_ink/coffee_mud/WebMacros/interfaces/
com/planet_ink/coffee_mud/application/
com/planet_ink/coffee_mud/core/smtp/
com/planet_ink/siplet/applet/
lib/
resources/examples/
resources/fakedb/
resources/quests/delivery/
resources/quests/diseased/
resources/quests/drowning/
resources/quests/gobwar/
resources/quests/holidays/
resources/quests/robbed/
resources/quests/smurfocide/
resources/quests/stolen/
resources/quests/templates/
resources/quests/treasurehunt/
resources/quests/vengeance/
web/
web/admin.templates/
web/admin/images/
web/pub.templates/
web/pub/images/mxp/
web/pub/sounds/
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	  <title>Archon Commands Help</title>
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		<center><table width=90% cellpadding=10 cellspacing=0 border=1 bordercolor=gray><tr>
		<td width=100% colspan=2 bgcolor=#DFDFDF align=left>
		<h1> Archon Commands Help </h1>
		<h2> CoffeeMud 5.2 </h2>
		</td></tr><tr><td width=20% valign=top align=left>
		<ul>
			
			
			<li> <a href="#AFTER">AFTER</a>
			
			<li> <a href="#AHELP">AHELP</a>
			
			<li> <a href="#ANNOUNCE">ANNOUNCE</a>
			
			<li> <a href="#AS">AS</a>
			
			<li> <a href="#AT">AT</a>
			
			<li> <a href="#ATOPICS">ATOPICS</a>
			
			<li> <a href="#BAN">BAN</a>
			
			<li> <a href="#BANISH">BANISH</a>
			
			<li> <a href="#BEACON">BEACON</a>
			
			<li> <a href="#BOOT">BOOT</a>
			
			<li> <a href="#BUG">BUG</a>
			
			<li> <a href="#CHARGEN">CHARGEN</a>
			
			<li> <a href="#CLOAK">CLOAK</a>
			
			<li> <a href="#CMFS">CMFS</a>
			
			<li> <a href="#COLORLIST">COLORLIST</a>
			
			<li> <a href="#COMPONENTS">COMPONENTS</a>
			
			<li> <a href="#COPY">COPY</a>
			
			<li> <a href="#CREATE">CREATE</a>
			
			<li> <a href="#DESTROY">DESTROY</a>
			
			<li> <a href="#DEVIATIONS">DEVIATIONS</a>
			
			<li> <a href="#DUMPFILE">DUMPFILE</a>
			
			<li> <a href="#EXPERTISES">EXPERTISES</a>
			
			<li> <a href="#EXPIRE">EXPIRE</a>
			
			<li> <a href="#EXPORT">EXPORT</a>
			
			<li> <a href="#FREEZE">FREEZE</a>
			
			<li> <a href="#GMODIFY">GMODIFY</a>
			
			<li> <a href="#GOTO">GOTO</a>
			
			<li> <a href="#HOLIDAYS">HOLIDAYS</a>
			
			<li> <a href="#HUSH">HUSH</a>
			
			<li> <a href="#I3">I3</a>
			
			<li> <a href="#I3_ADD">I3_ADD</a>
			
			<li> <a href="#I3_CHANNELS">I3_CHANNELS</a>
			
			<li> <a href="#I3_DELETE">I3_DELETE</a>
			
			<li> <a href="#I3_INFO">I3_INFO</a>
			
			<li> <a href="#I3_LIST">I3_LIST</a>
			
			<li> <a href="#I3_LISTEN">I3_LISTEN</a>
			
			<li> <a href="#I3_LOCATE">I3_LOCATE</a>
			
			<li> <a href="#I3_SILENCE">I3_SILENCE</a>
			
			<li> <a href="#IDEA">IDEA</a>
			
			<li> <a href="#IMPORT">IMPORT</a>
			
			<li> <a href="#JRUN">JRUN</a>
			
			<li> <a href="#LINK">LINK</a>
			
			<li> <a href="#LIST">LIST</a>
			
			<li> <a href="#LOAD">LOAD</a>
			
			<li> <a href="#MERGE">MERGE</a>
			
			<li> <a href="#MESSAGE_TYPES">MESSAGE_TYPES</a>
			
			<li> <a href="#METACRAFT">METACRAFT</a>
			
			<li> <a href="#MODIFY">MODIFY</a>
			
			<li> <a href="#MULTIWATCH">MULTIWATCH</a>
			
			<li> <a href="#NOPURGE">NOPURGE</a>
			
			<li> <a href="#NOWIZINFO">NOWIZINFO</a>
			
			<li> <a href="#NOWIZINV">NOWIZINV</a>
			
			<li> <a href="#ORDER">ORDER</a>
			
			<li> <a href="#PAUSE">PAUSE</a>
			
			<li> <a href="#POOF">POOF</a>
			
			<li> <a href="#POSSESS">POSSESS</a>
			
			<li> <a href="#PURGE">PURGE</a>
			
			<li> <a href="#QUESTS">QUESTS</a>
			
			<li> <a href="#RECORD">RECORD</a>
			
			<li> <a href="#RESET">RESET</a>
			
			<li> <a href="#RESTRING">RESTRING</a>
			
			<li> <a href="#SAVE">SAVE</a>
			
			<li> <a href="#SECURITY">SECURITY</a>
			
			<li> <a href="#SESSIONS">SESSIONS</a>
			
			<li> <a href="#SHELL">SHELL</a>
			
			<li> <a href="#SHUTDOWN">SHUTDOWN</a>
			
			<li> <a href="#SNOOP">SNOOP</a>
			
			<li> <a href="#STAT">STAT</a>
			
			<li> <a href="#SYSMSGS">SYSMSGS</a>
			
			<li> <a href="#TAKE">TAKE</a>
			
			<li> <a href="#TASK">TASK</a>
			
			<li> <a href="#TATTOO">TATTOO</a>
			
			<li> <a href="#TICKTOCK">TICKTOCK</a>
			
			<li> <a href="#TRAILTO">TRAILTO</a>
			
			<li> <a href="#TRANSFER">TRANSFER</a>
			
			<li> <a href="#TYPO">TYPO</a>
			
			<li> <a href="#UNLINK">UNLINK</a>
			
			<li> <a href="#UNLOAD">UNLOAD</a>
			
			<li> <a href="#VFS">VFS</a>
			
			<li> <a href="#WHERE">WHERE</a>
			
			<li> <a href="#WIZEMOTE">WIZEMOTE</a>
			
			<li> <a href="#WIZINFO">WIZINFO</a>
			
			<li> <a href="#WIZINV">WIZINV</a>
			
			<li> <a href="#WRATH">WRATH</a>
			
			<li> <a href="#XML">XML</a>
			
		</ul>
		</td><td valign=top align=left>
			
			
			<p>
			<a name="AFTER"><B>AFTER</B></a>
			<br>
			<br>
			<br>
			<pre>Command : AFTER<BR>Usage   : AFTER (EVERY/STOP/LIST) [NUMBER] [SECONDS/TICKS/MINUTES/HOURS]<BR>[COMMAND]<BR>Example : after 5 seconds smile<BR>Example : after every 5 seconds at bob smile<BR>Example : after 10 minutes shutdown noprompt<BR>Example : after stop<BR>Example : after list<BR>Short(s): <BR>A command to delay the execution of a command.  The every parameter may be used<BR>to make a command automatically recurring.  after stop should be used to cancel<BR>commands created with the every parameter.</pre>
			</P>
			
			<p>
			<a name="AHELP"><B>AHELP</B></a>
			<br>
			<br>
			<br>
			<pre>Command : AHELP<BR>Usage   : AHELP [TOPICNAME]<BR>Example : ahelp ahelp<BR>Short(s): <BR>A command to view the Administrative help commands.</pre>
			</P>
			
			<p>
			<a name="ANNOUNCE"><B>ANNOUNCE</B></a>
			<br>
			<br>
			<br>
			<pre>Command : ANNOUNCE<BR>Usage   : ANNOUNCE message<BR>Usage   : ANNOUNCETO [ALL/PLAYER NAME] message<BR>Usage   : ANNOUNCEMSG new personalized announce message prefix<BR>Example : announce A new area is discovered!<BR>Example : announceto all A new area is discovered!<BR>Example : announceto bob Hi Bob!<BR>Example : announcemsg A squeeky voice screeches <BR>Short(s): <BR>A command to make annoucements to players -- even those who don't want to be<BR>announced to.  This command can be used to announce to all players or selected<BR>players using the announceto syntax.  This is also the command used to personalize<BR>your announce prefix message by using the announcemsg syntax.</pre>
			</P>
			
			<p>
			<a name="AS"><B>AS</B></a>
			<br>
			<br>
			<br>
			<pre>Command : AS<BR>Usage   : AS [PLAYERNAME/MOBNAME] (HERE) [COMMAND]<BR>Example : as "bob" inventory<BR>Example : as bob here drop all<BR>Example : as bob cast fireball monster<BR>Short(s): <BR>A command that allows one to issue other commands as if they were another<BR>player or mob.  This is the best way to manage a players inventory or bank accounts<BR>from the command line. The optional "here" parameter should follow the name if the<BR>command is to be issued with the player in the same room as the archon.</pre>
			</P>
			
			<p>
			<a name="AT"><B>AT</B></a>
			<br>
			<br>
			<br>
			<pre>Command : AT<BR>Usage   : AT [ROOM ID/DESC/MOB/AREA] [COMMAND]<BR>Example : at "the greasy pub" smile<BR>Example : at Midgaard#3001 bow<BR>Example : at bob cast fireball bob<BR>Short(s): <BR>A command that allows one to issue other commands elsewhere in the mud.</pre>
			</P>
			
			<p>
			<a name="ATOPICS"><B>ATOPICS</B></a>
			<br>
			<br>
			<br>
			<pre>Command : ATOPICS<BR>Usage   : ATOPICS [TOPICNAME]<BR>Example : atopics<BR>Short(s): <BR>A command to view the Administrative help topics.<BR></pre>
			</P>
			
			<p>
			<a name="BAN"><B>BAN</B></a>
			<br>
			<br>
			<br>
			<pre>Command : BAN<BR>Usage   : BAN [PLAYER TYPE/IP ADDRESS]<BR>Example : ban bob<BR>Example : ban io.com<BR>Example : ban isp3.io.com<BR>Example : ban 123.32.23.1<BR>Example : ban 123.32.23.*<BR>Example : ban *the great<BR>Example : ban *penis*<BR>Short(s): <BR>A command to ban the given player or ip address from the system.</pre>
			</P>
			
			<p>
			<a name="BANISH"><B>BANISH</B></a>
			<br>
			<br>
			<br>
			<pre><BR>Skill    : Banish<BR>Domain   : Archon<BR>Use Cost : Movement (50) <BR>Quality  : Malicious<BR>Targets  : Creatures <BR>Range    : Touch - Range 1<BR>Commands : BANISH<BR>Usage    : BANISH [PLAYER NAME] ([MAP ROOM]) (RL TIME)<BR>Example  : banish gunther<BR>Example  : banish gunther Midgaard#3001<BR>Example  : banish gunther 3 hours<BR>Example  : banish gunther 14 years<BR>From anywhere on the map, the player with this skill can send the target<BR>mob/player to a prison from which they can never escape.  Use this skill again on<BR>the same player to release them.  The Archon can optionally specify a room on the<BR>map which this skill will copy and use as the jail.  The Archon can also optionally<BR>end the command with the number of seconds, ticks, minutes, hours, days, weeks, or<BR>years in which to keep the player imprisoned.</pre>
			</P>
			
			<p>
			<a name="BEACON"><B>BEACON</B></a>
			<br>
			<br>
			<br>
			<pre>Command : BEACON<BR>Usage   : BEACON ([PLAYER TYPE])<BR>Example : beacon<BR>Example : beacon bob<BR>Short(s): <BR>A command to change the start room of a player.  If no player is named, this<BR>command will change their own start room to the room they occupy.  If a player is<BR>named, this command changes the players start room to the room the player currently<BR>occupies.</pre>
			</P>
			
			<p>
			<a name="BOOT"><B>BOOT</B></a>
			<br>
			<br>
			<br>
			<pre>Command : BOOT<BR>Usage   : BOOT [PLAYER NAME/IP ADDRESS]<BR>Example : boot bob<BR>Example : boot 192.168.0.1<BR>Short(s): <BR>A command to boot off a player.</pre>
			</P>
			
			<p>
			<a name="BUG"><B>BUG</B></a>
			<br>
			<br>
			<br>
			<pre>Command : BUG<BR>Usage   : BUG [MESSAGE]/REVIEW (STARTING MSG)<BR>Example : bug nothing is spelled right in this room!<BR>Example : bug review<BR>Example : bug review 7<BR>Short(s): <BR>This command can be used to submit bugs to the system.  When the REVIEW<BR>parameter is given, the bugs will be iterated through one at a time to give the<BR>archon a chance to delete, comment on, or email each one.  An optional starting<BR>number can be given to REVIEW.</pre>
			</P>
			
			<p>
			<a name="CHARGEN"><B>CHARGEN</B></a>
			<br>
			<br>
			<br>
			<pre>Skill    : CHARGEN<BR>Usage    : CHARGEN<BR>Example  : chargen<BR>Short(s) : <BR>A little utility designed to give example characters of various levels, for<BR>comparison with MOBs of similar level.</pre>
			</P>
			
			<p>
			<a name="CLOAK"><B>CLOAK</B></a>
			<br>
			<br>
			<br>
			<pre>Command  : CLOAK<BR>Usage    : CLOAK (OFF)<BR>Example  : cloak<BR>Example  : cloak off<BR>Short(s) : <BR>Cloak makes the player unable to be seen in the WHO list.  They can still be<BR>seen by players in the same room, however.</pre>
			</P>
			
			<p>
			<a name="CMFS"><B>CMFS</B></a>
			<br>
			<br>
			<br>
			<pre>CoffeeMud File System<BR>The CoffeeMud File System is a means of accessing files inside your main<BR>CoffeeMud folder along side files stored in your CoffeeMud database.  Files in the<BR>CMFS can be stored either in the local file system, in CoffeeMud's database, or in<BR>both.  The CMFS sees both sets of files and folders/directories as if they were<BR>part of a single file system.<BR><BR>Normally, the files required for operation of CoffeeMud, such as text files,<BR>class files, help files, images, and other files, are loaded from the appropriate<BR>directories on your LOCAL file system inside the main CoffeeMud folder.  If you<BR>installed CoffeeMud into D:\games\engines\coff, for instance, the file intro.txt<BR>(the intro screen) would be loaded from D:\games\engines\coff\<BR>resources\text\intro.txt. <BR><BR>Under the CoffeeMud system, however, you should always think of your CoffeeMud<BR>folder as a file system unto itself.  The same file discussed above, even when<BR>referring to the local file system inside CoffeeMud, would be accessed using the<BR>path:  resources/text/intro.txt. You'll notice that the path separators are forward<BR>slashes / like in UNIX, instead of the normal back-slashes \ used in DOS.  This is<BR>the standard for the CMFS.  You'll also notice that the resources directory is<BR>accessed as if it were at the root of its own drive.  This is also part of the<BR>CoffeeMud File System.  Because of this, CoffeeMud is utterly unable to access any<BR>files outside of its installation directory.  Keep this in mind!<BR><BR>Within this installation directory structure, CoffeeMud is able to store files<BR>both on your local file system drive, and in your database (VFS Files).  The VFS,<BR>or Virtual File System, refers specifically to files and folders which are saved in<BR>your database, and accessible through the MUDGrinder's File Browser, or the MUD's<BR>SHELL command (see HELP SHELL).  When the CoffeeMud directory structure is viewed<BR>through those two screens, files in the CoffeeMud database and files in the local<BR>file system are both viewable as if they were part of a single file system, the<BR>CMFS.<BR><BR>The files referenced in CoffeeMud are case-insensitive, except where dealing<BR>with the local file system, where it may be case-sensitive depending upon your<BR>operating system.  Any filename or path may be preceded by a :: string to denote<BR>forced VFS/database access, or // to denote forced local file-system access.  When<BR>neither is specified for a given file path, the VFS file is always preferred over<BR>the local one. For instance, the path ::resources/text/intro.txt would refer ONLY<BR>to a copy of the intro.txt file stored in the database as a VFS file. If that file<BR>is not in the database when the :: string is used, the file will not be found.  The<BR>path //resources/text/intro.txt would refer ONLY to the copy of the intro.txt file<BR>stored in the local file system, even if the same file appears in the VFS.  The<BR>path resources/text/intro.txt will use the copy of intro.txt stored in the VFS *if*<BR>it exists there, or the one on the local file system otherwise.<BR><BR>The / character is always used to separate directory paths and folders, such as<BR>/resources/text/intro.txt would refer to the file down.txt in the text folder,<BR>which in turn is in the resources folder, which in turn is located in the root<BR>directory.<BR><BR>So, as we've seen, whenever you need to refer to a file in CoffeeMud, you<BR>should keep this system in mind.  Files which are part of your CMFS may be in the<BR>VFS database, or in the local file system.  They may even be in both! This system<BR>provides security for the server in which CoffeeMud is being run, and provides for<BR>the ability to grant folder-level (or even VFS-folder-level) security to builders<BR>and other administrative users.</pre>
			</P>
			
			<p>
			<a name="COLORLIST"><B>COLORLIST</B></a>
			<br>
			<br>
			<br>
			<pre>Below are a list of the standard color codes for CoffeeMud.<BR><BR></I></U></BLINK></B></FONT>^N Normal </I></U></BLINK></B></FONT></I></U></BLINK></B></FONT><BR><B>^! Bold </I></U></BLINK></B></FONT></I></U></BLINK></B></FONT><BR><FONT COLOR=CYAN>^H Highlight </I></U></BLINK></B></FONT></I></U></BLINK></B></FONT><BR><U>^_ Underline </I></U></BLINK></B></FONT></I></U></BLINK></B></FONT><BR><BLINK>^* Blink </I></U></BLINK></B></FONT></I></U></BLINK></B></FONT><BR><I>^/ Italics </I></U></BLINK></B></FONT></I></U></BLINK></B></FONT><BR>^. Reset (turns off reverse) </I></U></BLINK></B></FONT></I></U></BLINK></B></FONT><BR>^^ Generates an untranslated "^" character </I></U></BLINK></B></FONT></I></U></BLINK></B></FONT><BR></I></U></BLINK></B></FONT>^? Restores previous color </I></U></BLINK></B></FONT></I></U></BLINK></B></FONT><BR><FONT COLOR=VIOLET>^f You-Fight </I></U></BLINK></B></FONT></I></U></BLINK></B></FONT><BR><FONT COLOR=RED>^e Fight-You </I></U></BLINK></B></FONT></I></U></BLINK></B></FONT><BR><FONT COLOR=#993300>^F Fight </I></U></BLINK></B></FONT></I></U></BLINK></B></FONT><BR><FONT COLOR=YELLOW>^S Spell </I></U></BLINK></B></FONT></I></U></BLINK></B></FONT><BR><FONT COLOR=VIOLET>^E Emote </I></U></BLINK></B></FONT></I></U></BLINK></B></FONT><BR><FONT COLOR=BLUE>^T Talk </I></U></BLINK></B></FONT></I></U></BLINK></B></FONT><BR><FONT COLOR=CYAN style="background-color: #000099">^Q Channel Background </I></U></BLINK></B></FONT></I></U></BLINK></B></FONT><BR><FONT COLOR=CYAN>^q Channel Foreground </I></U></BLINK></B></FONT></I></U></BLINK></B></FONT><BR><FONT COLOR=CYAN style="background-color: #000099">^x Important message 1 </I></U></BLINK></B></FONT></I></U></BLINK></B></FONT><BR><FONT COLOR=YELLOW style="background-color: #000099">^X Important message 2 </I></U></BLINK></B></FONT></I></U></BLINK></B></FONT><BR><FONT COLOR=YELLOW style="background-color: #993300">^Z Important message 3 </I></U></BLINK></B></FONT></I></U></BLINK></B></FONT><BR><FONT COLOR=CYAN>^O Room Title </I></U></BLINK></B></FONT></I></U></BLINK></B></FONT><BR><FONT COLOR=WHITE>^L Room Description </I></U></BLINK></B></FONT></I></U></BLINK></B></FONT><BR><FONT COLOR=CYAN style="background-color: #000099">^D Direction </I></U></BLINK></B></FONT></I></U></BLINK></B></FONT><BR><FONT COLOR=BLUE>^d Door </I></U></BLINK></B></FONT></I></U></BLINK></B></FONT><BR><FONT COLOR=LIGHTGREEN>^I Item </I></U></BLINK></B></FONT></I></U></BLINK></B></FONT><BR><FONT COLOR=VIOLET>^M MOB </I></U></BLINK></B></FONT></I></U></BLINK></B></FONT><BR><FONT COLOR=WHITE>^w White </I></U></BLINK></B></FONT></I></U></BLINK></B></FONT><BR><FONT COLOR=LIGHTGREEN>^g Green </I></U></BLINK></B></FONT></I></U></BLINK></B></FONT><BR><FONT COLOR=BLUE>^b Blue </I></U></BLINK></B></FONT></I></U></BLINK></B></FONT><BR><FONT COLOR=RED>^r Red </I></U></BLINK></B></FONT></I></U></BLINK></B></FONT><BR><FONT COLOR=YELLOW>^y Yellow </I></U></BLINK></B></FONT></I></U></BLINK></B></FONT><BR><FONT COLOR=CYAN>^c Cyan </I></U></BLINK></B></FONT></I></U></BLINK></B></FONT><BR><FONT COLOR=VIOLET>^p Purple </I></U></BLINK></B></FONT></I></U></BLINK></B></FONT><BR><FONT COLOR=LIGHTGREY>^W Dark White </I></U></BLINK></B></FONT></I></U></BLINK></B></FONT><BR><FONT COLOR=GREEN>^G Dark Green </I></U></BLINK></B></FONT></I></U></BLINK></B></FONT><BR><FONT COLOR=#000099>^B Dark Blue </I></U></BLINK></B></FONT></I></U></BLINK></B></FONT><BR><FONT COLOR=#993300>^R Dark Red </I></U></BLINK></B></FONT></I></U></BLINK></B></FONT><BR><FONT COLOR=#999966>^Y Dark Yellow </I></U></BLINK></B></FONT></I></U></BLINK></B></FONT><BR><FONT COLOR=DARKCYAN>^C Dark Cyan </I></U></BLINK></B></FONT></I></U></BLINK></B></FONT><BR><FONT COLOR=PURPLE>^P Dark Purple</I></U></BLINK></B></FONT></I></U></BLINK></B></FONT><BR><FONT COLOR=DARKCYAN style="background-color: #000099">^U Unexplored Direction </I></U></BLINK></B></FONT></I></U></BLINK></B></FONT><BR><FONT COLOR=BLUE>^u Unexplored Door </I></U></BLINK></B></FONT></I></U></BLINK></B></FONT><BR></pre>
			</P>
			
			<p>
			<a name="COMPONENTS"><B>COMPONENTS</B></a>
			<br>
			<br>
			<br>
			<pre>Components refers to spell components/materials.  This is an optional system in<BR>CoffeeMud where you can create spell material, equipment, or component requirements<BR>for the casting of spells, or usage of skills. Archons, mobs, and those with the<BR>COMPONENTS security flag are exempt. You can enter LIST COMPONENTS to see current<BR>definitions, or CREATE COMPONENT to see how to define a new one.  You can DESTROY<BR>them too, of course. The list of components is maintained in<BR>resources/skills/components.txt</pre>
			</P>
			
			<p>
			<a name="COPY"><B>COPY</B></a>
			<br>
			<br>
			<br>
			<pre>Command : COPY<BR>Usage   : COPY ([NUMBER]) [ITEM TYPE]/[DIRECTION] <BR>Example : copy joe<BR>Example : copy beast sword<BR>Example : copy Longsword@room<BR>Example : copy Longsword@an orc<BR>Example : copy east<BR>Short(s): <BR>A command for the creation of items, mobs, and rooms. Enter COPY for more<BR>information on command usage.</pre>
			</P>
			
			<p>
			<a name="CREATE"><B>CREATE</B></a>
			<br>
			<br>
			<br>
			<pre>Command : CREATE<BR>Usage   : CREATE [ITEM TYPE] ... <BR>Example : create room e StdRoom<BR>Example : create item Longsword<BR>Example : create item Longsword@room<BR>Example : create item Longsword@an orc<BR>Example : create StdExit east<BR>Short(s): <BR>A command for the creation of items, mobs, quests, rooms, polls, exits,<BR>classes, races, etc. Enter CREATE for more information on command usage on items,<BR>mobs, components, and exits. Use AHELP QUESTS for more information on creating<BR>quests.  </pre>
			</P>
			
			<p>
			<a name="DESTROY"><B>DESTROY</B></a>
			<br>
			<br>
			<br>
			<pre>Command : DESTROY<BR>Usage   : DESTROY [ITEM TYPE] ... <BR>Example : destroy room e<BR>Example : destroy orc<BR>Example : destroy item longsword<BR>Example : destroy item longsword@an orc<BR>Short(s): <BR>A command for the destruction of items, quests, components, mobs, rooms, exits,<BR>polls, classes, races, and listed bugs, typos, and ideas. Enter DESTROY for more<BR>information on command usage.</pre>
			</P>
			
			<p>
			<a name="DEVIATIONS"><B>DEVIATIONS</B></a>
			<br>
			<br>
			<br>
			<pre>Command : DEVIATIONS<BR>Usage   : DEVIATIONS [MOBS/ITEMS/BOTH] [MASK]/ROOM/AREA <BR>Example : deviations mobs area<BR>Short(s): <BR>A command for showing items in a room or area, and how they deviate from<BR>established norms for their type and level.</pre>
			</P>
			
			<p>
			<a name="DUMPFILE"><B>DUMPFILE</B></a>
			<br>
			<br>
			<br>
			<pre>Command  : DUMPFILE<BR>Usage    : DUMPFILE (RAW) [USER/ALL] [FILENAME]<BR>Example  : dumpfile all classes.txt<BR>Short(s) : <BR>Unloads most resource text and help files for easy refreshing.</pre>
			</P>
			
			<p>
			<a name="EXPERTISES"><B>EXPERTISES</B></a>
			<br>
			<br>
			<br>
			<pre>Expertises are flags that modify the effects of the numeric/gradiant aspects of<BR>spells, skills, prayers etc.  This includes things like range, durations, cost,<BR>damage, etc.  Players can gain expertises to enhance their skills by spending<BR>trains using the GAIN command. You can enter LIST EXPERTISE to see current<BR>definitions, or CREATE EXPERTISE to see how to define a new one.  You can DESTROY<BR>them too, of course. The list of components is maintained in<BR>resources/skills/expertises.txt</pre>
			</P>
			
			<p>
			<a name="EXPIRE"><B>EXPIRE</B></a>
			<br>
			<br>
			<br>
			<pre>Command : EXPIRE<BR>Usage   : EXPIRE [PLAYERNAME] ([NEW DAYS REMAINING]) <BR>Example : expire bob<BR>Example : expire bob 15<BR>Short(s): <BR>This command sets and displays the amount of active days a user has left.  This<BR>command is only relevant if the account expiration system is enabled in your<BR>coffeemud.ini file.</pre>
			</P>
			
			<p>
			<a name="EXPORT"><B>EXPORT</B></a>
			<br>
			<br>
			<br>
			<pre>Command : EXPORT<BR>Usage   : EXPORT (AREA/ROOM/WORLD/PLAYER) (DATA/ITEMS/MOBS/WEAPONS/ARMOR)<BR>([FILE]/SCREEN/EMAIL)<BR>Example : export room myroom<BR>Example : export area /home/users/myarea<BR>Example : export area weapons /home/users/myarea<BR>Example : export area screen<BR>Example : export area email<BR>Example : export world data /exportfiles/<BR>Short(s): <BR>The export command will generate the official coffeemud area files, whose<BR>extension is "*.cmare".  This command may also be used to export individual rooms,<BR>player data, or unique items or mobs as well.  If the second parameter<BR>(ITEMS/MOBS/WEAPONS/etc) is NOT specified, export will produce full room data for<BR>the scope of the first parameter (AREA, ROOM, or WORLD). If the second parameter IS<BR>specified, then only the specified data will be generated.<BR>The results will be written to the file given in the last argument, or to the<BR>screen if "screen" is given as the last argument, or sent to your email address if<BR>that is enabled.  The extension need not be included, as coffeemud will add it if<BR>not present.  If a directory name is given (no file name), the system will<BR>reference the AREA ARCHIVE file name for an Area, assuming EXPORT AREA or EXPORT<BR>WORLD is used. The default directory for this command is the CoffeeMud root.</pre>
			</P>
			
			<p>
			<a name="FREEZE"><B>FREEZE</B></a>
			<br>
			<br>
			<br>
			<pre><BR>Skill    : Freeze<BR>Domain   : Archon<BR>Use Cost : Movement (50) <BR>Quality  : Malicious<BR>Targets  : Creatures <BR>Range    : Touch - Range 1<BR>Commands : FREEZE<BR>Usage    : FREEZE [PLAYER NAME]<BR>Example  : freeze gunther<BR>From anywhere on the map, the player with this skill can render the target<BR>mob/player unable to move.  Use this skill again on the same player to release<BR>them.  Magic won't help the player, though the TRANSFER Archon command will still<BR>work.</pre>
			</P>
			
			<p>
			<a name="GMODIFY"><B>GMODIFY</B></a>
			<br>
			<br>
			<br>
			<pre>Command : GMODIFY<BR>Usage   : GMODIFY (AREA/ROOM) [FIELD=VAL](&&/||[FIELD=VAL])<BR>(CHANGE=[FIELD=VAL])<BR>Example : gmodify area class=genmob&&name=the cityguard change=name=the guard<BR>Example : gmodify world class=[cs]GenMob&&name=[ss]city change=name=[ss]<BR>Example : gmodify ?<BR>Short(s): <BR>A command to select objects in a given area, room, or the whole world based on<BR>the specified field values, and optionally change some of those specified fields.<BR><BR>Searching the entire world is implied, but the first parameter may be the word<BR>AREA or ROOM to narrow the search.  You may also enter WORLD to make the world<BR>search explicit.<BR><BR>The next parameter is the search criteria.  The key phrase WHEN= may optionally<BR>precede it to make explicit that you are specifying the search criteria.  The<BR>search criteria fields may be separated by && strings to specify that all of the<BR>preceding criteria AND the next single criteria must be true.  The criteria fields<BR>may also be separated by || strings to specify that all of the preceding criteria<BR>OR the next single criteria may be true.  One of those strings must be present when<BR>specifying more than one criteria.<BR><BR>Each field in the search criteria must be of the form FIELD=VALUE,<BR>FIELD!=VALUE, FIELD$VALUE, FIELD>VALUE, FIELD&lt;VALUE, FIELD>=VALUE, or<BR>FIELD&lt;=VALUE.  Where FIELD must be a valid search field.  Enter GMODIFY ? for a<BR>complete list of all valid fields.  Not all fields will apply to all object types,<BR>so take this into account especially when using &lt; or != operators.  The<BR>operators are all normal except for the new one, $, which means that the value is<BR>really a regular expression. The VALUE portion of the criteria may be prefixed with<BR>modifiers, which include: <BR>[ss] to specify that the value refers to a substring of the fields whole value.<BR>[cs] to specify that the search is case sensitive (case insensitive is<BR>implied).<BR><BR>The last parameter is the optional change specifications.  These specifications<BR>must be prefixed with the key phrase CHANGE=.  If these specifications are not<BR>included, GMODIFY will display the results of the search.  The change<BR>specifications are similar to the search criteria in that they consist of groupings<BR>of FIELD=VALUE separated by && strings.  Unlike search criteria, however, operators<BR>other than =, and strings other than || have no special meaning.  The fields, like<BR>in the search criteria, must be valid fields for the options selected by the search<BR>criteria.  The fields on the object will be changed to the specified value UNLESS<BR>the following conditions are met: the VALUE portion of a field is prefixed with the<BR>modifier [ss], and the VALUE portion of an identical field in the search criteria<BR>was also prefixed with the modifier [ss].  Under those special conditions, instead<BR>of substituting the entire field value on the object with the new value, ONLY the<BR>portion of the string selected in the search criteria will be substituted.</pre>
			</P>
			
			<p>
			<a name="GOTO"><B>GOTO</B></a>
			<br>
			<br>
			<br>
			<pre>Skill    : GOTO<BR>Usage    : GOTO [ROOM ID/DESC/MOB/AREA]/PREVIOUS (!)<BR>Example  : goto Midgaard#3001<BR>Example  : goto #3001<BR>Example  : goto north<BR>Example  : goto hassan<BR>Example  : goto temple of mota<BR>Example  : goto midgaard<BR>Example  : goto previous<BR>Short(s) : <BR>The invoker and his or her followers will be transported, with very little<BR>fanfare, to the destination listed.  This ability is not magical in nature, and is<BR>thus not affected by no-teleport areas and rooms.  Appending an exclaimation point<BR>to the room will ADD fanfare to the entrance.</pre>
			</P>
			
			<p>
			<a name="HOLIDAYS"><B>HOLIDAYS</B></a>
			<br>
			<br>
			<br>
			<pre>Holidays are a special/reserved quest defined by file<BR>/resources/quests/holidays/holidays.quest. They are very simple Scriptless quests<BR>that can be started at random intervals, or on certain mud dates, or real-life<BR>dates.  The holidays will only impact the areas specified by the holiday settings,<BR>and only the mobs in those areas specified in the settings, and only with the<BR>features you specify.  Use LIST HOLIDAYS to see a list of all defined holidays and<BR>the areas hey are defined for.  By default, 3 special-case weather related holidays<BR>are included which impact any area that meets their criteria.  You can use MODIFY<BR>HOLIDAY &lt;name> to change the settings for a holiday, DESTROY HOLIDAY &lt;name><BR>to delete one, or CREATE HOLIDAY name to create a new one that will automatically<BR>apply to the area the creator is standing in.</pre>
			</P>
			
			<p>
			<a name="HUSH"><B>HUSH</B></a>
			<br>
			<br>
			<br>
			<pre><BR>Skill    : Hush<BR>Domain   : Archon<BR>Use Cost : Movement (50) <BR>Quality  : Malicious<BR>Targets  : Creatures <BR>Range    : Touch - Range 1<BR>Commands : HUSH<BR>Usage    : HUSH [PLAYER NAME]<BR>Example  : hush gunther<BR>From anywhere on the map, the player with this skill can render the target<BR>mob/player unable to communicate on any channels, or use the tell command.  Use<BR>this skill again on the same player to release them.</pre>
			</P>
			
			<p>
			<a name="I3"><B>I3</B></a>
			<br>
			<br>
			<br>
			<pre>This refers to the InterMud3 system, which may or may not be available on your<BR>system.  Enter I3 by itself for a list of available commands.  For more help, enter<BR>HELP I3 LIST, HELP I3 CHANNELS, HELP I3 ADD, HELP I3 DELETE, HELP I3 LISTEN, HELP<BR>I3 LOCATE, HELP I3 SILENCE, or HELP I3 INFO.</pre>
			</P>
			
			<p>
			<a name="I3_ADD"><B>I3_ADD</B></a>
			<br>
			<br>
			<br>
			<pre>Command : I3 ADD<BR>Usage   : I3 ADD [REMOTE CHANNEL NAME]<BR>Example : i3 add BADCHAN<BR>Short(s): <BR>Sends an add-channel message to the InterMud3 router.  The channel listed must<BR>already appear in your coffeemud.ini file.</pre>
			</P>
			
			<p>
			<a name="I3_CHANNELS"><B>I3_CHANNELS</B></a>
			<br>
			<br>
			<br>
			<pre>Command  : I3 CHANNELS<BR>Usage    : I3 CHANNELS<BR>Example  : i3 channels<BR>Short(s) : <BR>Lists all the channels available on the InterMud3 network, even those which<BR>your mud does not subscribe to.</pre>
			</P>
			
			<p>
			<a name="I3_DELETE"><B>I3_DELETE</B></a>
			<br>
			<br>
			<br>
			<pre>Command : I3 DELETE<BR>Usage   : I3 DELETE [LOCAL CHANNEL NAME]<BR>Example : i3 delete BADCHAN<BR>Short(s): <BR>Sends a remove-channel message to the InterMud3 router.  The channel listed<BR>must already appear in your coffeemud.ini file.</pre>
			</P>
			
			<p>
			<a name="I3_INFO"><B>I3_INFO</B></a>
			<br>
			<br>
			<br>
			<pre>Command : I3 INFO<BR>Usage   : I3 INFO [MUD NAME]<BR>Example : i3 info coffeemud<BR>Short(s): <BR>Give some special information about the InterMud3 mud listed.</pre>
			</P>
			
			<p>
			<a name="I3_LIST"><B>I3_LIST</B></a>
			<br>
			<br>
			<br>
			<pre>Command : I3 LIST<BR>Usage   : I3 LIST<BR>Example : i3 list<BR>Short(s): <BR>Lists all the muds available on the InterMud3 channels.</pre>
			</P>
			
			<p>
			<a name="I3_LISTEN"><B>I3_LISTEN</B></a>
			<br>
			<br>
			<br>
			<pre>Command : I3 LISTEN<BR>Usage   : I3 LISTEN [REMOTE CHANNEL NAME]<BR>Example : i3 listen BADCHAN<BR>Short(s): <BR>Sends a listen-channel message to the InterMud3 router.  The channel listed<BR>must already appear in your coffeemud.ini file.</pre>
			</P>
			
			<p>
			<a name="I3_LOCATE"><B>I3_LOCATE</B></a>
			<br>
			<br>
			<br>
			<pre>Command : I3 LOCATE<BR>Usage   : I3 LOCATE [NAME]<BR>Example : i3 locate bob<BR>Short(s): <BR>Sends a player locate message to the InterMud3 router, which will hopefully<BR>respond some day with the name of a mud where a player of the given name is<BR>located.</pre>
			</P>
			
			<p>
			<a name="I3_SILENCE"><B>I3_SILENCE</B></a>
			<br>
			<br>
			<br>
			<pre>Command : I3 SILENCE<BR>Usage   : I3 SILENCE [REMOTE CHANNEL NAME]<BR>Example : i3 silence BADCHAN<BR>Short(s): <BR>Sends a no-listen-channel message to the InterMud3 router.  The channel listed<BR>must already appear in your coffeemud.ini file.  This command will silence all<BR>traffic to your server from that channel.</pre>
			</P>
			
			<p>
			<a name="IDEA"><B>IDEA</B></a>
			<br>
			<br>
			<br>
			<pre>Command : IDEA<BR>Usage   : IDEA [MESSAGE]/REVIEW (STARTING MSG)<BR>Example : idea nothing is spelled right in this room!<BR>Example : idea review<BR>Example : idea review 7<BR>Short(s): <BR>This command can be used to submit ideas to the system.  When the REVIEW<BR>parameter is given, the ideas will be iterated through one at a time to give the<BR>archon a chance to delete, comment on, or email each one.  An optional starting<BR>number can be given to REVIEW.</pre>
			</P>
			
			<p>
			<a name="IMPORT"><B>IMPORT</B></a>
			<br>
			<br>
			<br>
			<pre>Command  : IMPORT<BR>Usage    : IMPORT (NOPROMPT) [COMPLETE PATH AND FILE NAME(S)] <BR>Example  : import /areas/myarea.cmare<BR>Example  : import noprompt /areas/midgaard.are<BR>Example  : import /areas/midgaard.are /areas/school.are<BR>Example  : import noprompt /areas/areas.lst<BR>Example  : import noprompt /areas/<BR>Short(s) : <BR>The import command will allow you to import official coffeemud area files,<BR>whose extension is "*.cmare"<BR>CoffeeMud may also import, with varying levels of success, the "*.are" files<BR>used by other muds.  Some formats are better supported than others, so be sure to<BR>carefully examine the imported area afterwards.<BR>The import command will auto detect, based on the file given, whether the file<BR>refers to a coffeemud area file, room file, a "*.are" from another mud, or a<BR>"*.lst" list of other area files.<BR>The CoffeeMud "resources" directory is the default path.  Remember that all<BR>paths in CoffeeMud treat the install directory as "root'. This means that the files<BR>being imported must be copied into a folder underneath your install directory<BR>before use.  See the help on VFS for more information on this concept.</pre>
			</P>
			
			<p>
			<a name="JRUN"><B>JRUN</B></a>
			<br>
			<br>
			<br>
			<pre>Command  : JRUN<BR>Usage    : JRUN [FILENAME] [PARM1] ... <BR>Example  : jrun resources/myscript.js parm1 parm2<BR>Short(s) : <BR>Runs the given file as Javascript.  See the Programming Guide for more<BR>information on how to write Javascript for CoffeeMud.</pre>
			</P>
			
			<p>
			<a name="LINK"><B>LINK</B></a>
			<br>
			<br>
			<br>
			<pre>Command : LINK<BR>Usage   : LINK [ROOMID] [DIRECTION]<BR>Example : link midgaard#3001 north<BR>Short(s): <BR>A command for the linking of rooms to each other.</pre>
			</P>
			
			<p>
			<a name="LIST"><B>LIST</B></a>
			<br>
			<br>
			<br>
			<pre>Command : LIST<BR>Usage   : LIST ([SHOPKEEPER])<BR>Example : list<BR>Short(s): <BR>The normal player version of this commannd will display the items which a<BR>particular shopkeeper MOB may be selling, along with the prices being offered to<BR>your characters. <BR><BR>The Admin version can also be qualified with UNLINKEDEXITS, ITEMS, ARMOR,<BR>ENVRESOURCES, WEAPONS, MOBS, ROOMS, AREA, LOCALES, BEHAVIORS, EXITS, RACES,<BR>CLASSES, STAFF, SPELLS, SONGS, PRAYERS, PROPERTIES, THIEFSKILLS, COMMON, JOURNALS,<BR>SKILLS, QUESTS, DISEASES, POISONS, TICKS, MAGIC, TECH, CLANITEMS, COMMANDJOURNAL,<BR>TITLES, NOPURGE, BANNED, RACECATS, LOG, USERS, LINKAGES, REPORTS, THREADS,<BR>RESOURCES, ONEWAYDOORS, CHANTS, POWERS, SUPERPOWERS, FACTIONS, MATERIALS,<BR>OBJCOUNTERS, POLLS, CONTENTS, BUGS, TYPOS, IDEAS, TASKS, or ASSISTS. depending upon<BR>the listers security.</pre>
			</P>
			
			<p>
			<a name="LOAD"><B>LOAD</B></a>
			<br>
			<br>
			<br>
			<pre>Command : LOAD<BR>Usage   : LOAD [OBJECT TYPE] [PATH/NAME]<BR>Example : load resource banned.ini<BR>Example : load ability /myclasses/blah.class<BR>Example : load weapon /myclasses/blah2.class<BR>Example : load class com.planet_ink.coffee_mud.Items.Weapons.Sword.class<BR>Example : load weapon com/planet_ink/coffee_mud/Items/Weapons/Sword.java<BR>Short(s): <BR>A command for the loading of resources, faction ini files, or class files of<BR>java or javascript.<BR><BR>Use LIST RESOURCES to see a list of resources.<BR><BR>For class files, the LIST command can also show whats already loaded.  This<BR>command will automatically attempt to unload a class if it is already loaded.  If<BR>the specified class is a java source file or javascript, it will attempt to compile<BR>it first.  For loading classes, the second parameter may be the word "class" and<BR>the system will attempt to correct your ambiguity.  If it is unable to determine<BR>the type of class being loaded, however, you may get an error.  It is therefore<BR>better just to use the load [CLASS-TYPE] syntax instead.</pre>
			</P>
			
			<p>
			<a name="MERGE"><B>MERGE</B></a>
			<br>
			<br>
			<br>
			<pre>Command  : MERGE<BR>Usage    : MERGE (AREA/ROOM) (CHANGE=[FIELD,..]) (ON=[FIELD,..])<BR>(IGNORE=[FIELD,..]) [PATH & FILE NAME]<BR>Example  : merge /myfiles/myitems.cmare<BR>Example  : merge change=damage,level,ability /myfiles/myweapons.cmare<BR>Example  : merge area change=material ignore=level /myfiles/myweapons.cmare<BR>Example  : merge change=damage on=name /myfiles/weapons.cmare<BR>Short(s) : <BR>Allows you to selectively modify all instances of a mob or item in the world<BR>based on the contents of a CMARE file containing items or mobs.  These files are<BR>generated using the EXPORT (WORLD/AREA/ROOM) (ITEMS/WEAPONS) command. The first<BR>parameter specifies whether the items in the text file are to be merged with those<BR>in the entire world, in your current area, or just the room. The second parameter<BR>(CHANGE) is implied to be ALL unless specified otherwise. It denotes which fields<BR>in the existing items may be changed based on what changes are seen to the item<BR>inside the CMARE file.   The third parameter (ON) is implied to be ALL unless<BR>specified otherwise.  It denotes how an item in the CMARE file is matched with an<BR>existing item in your world.  If the listed fields from the CMARE file and the<BR>existing item are equal, the items will be considered a match for the purposes of<BR>merging.  The fourth parameter (IGNORE) is implied to be NONE unless specified<BR>otherwise.  It denotes exceptions to the (ON) parameter, namely which fields are<BR>allowed to differ between items in the CMARE file and an existing item in cases<BR>where they would otherwise be considered a match according to the (ON) parameter. <BR>Matched items in your existing world, in every room, will be modified accordingly,<BR>and the room will be resaved to your database.  The log will reflect all changes<BR>made to your world.  Every room in every area in your world will be reloaded from<BR>the database prior to any evaluations or changes.</pre>
			</P>
			
			<p>
			<a name="MESSAGE_TYPES"><B>MESSAGE_TYPES</B></a>
			<br>
			<br>
			<br>
			<pre>The following are valid message codes in CoffeeMud.  They are usuble as such in<BR>Scriptable for the EXECMSG_PROG and CNCLMSG_PROG triggers:<BR><BR>"AREAAFFECT", "PUSH", "PULL", "RECALL", "OPEN", "CLOSE", "PUT", "GET",<BR>"UNLOCK", "LOCK", "WIELD", "GIVE", "BUY", "SELL", "DROP", "WEAR", "FILL",<BR>"DELICATE_HANDS_ACT", "VALUE", "HOLD", "NOISYMOVEMENT", "QUIETMOVEMENT",<BR>"WEAPONATTACK", "LOOK", "READ", "NOISE", "SPEAK", "CAST_SPELL","LIST", "EAT",<BR>"ENTER", "FOLLOW", "LEAVE", "SLEEP", "SIT", "STAND", "FLEE", "NOFOLLOW", "WRITE",<BR>"FIRE", "COLD", "WATER", "GAS", "MIND", "GENERAL", "JUSTICE", "ACID", "ELECTRIC",<BR>"POISON", "UNDEAD", "MOUNT", "DISMOUNT", "OK_ACTION", "OK_VISUAL", "DRINK",<BR>"HANDS", "PARALYZE", "WAND_USE", "SERVE", "REBUKE", "ADVANCE", "DISEASE", "DEATH",<BR>"DEPOSIT", "WITHDRAW", "EMOTE", "QUIT", "SHUTDOWN", "VIEW", "RETIRE",<BR>"RETREAT","PANIC", "THROW", "EXTINGUISH", "TELL", "SITMOVE", "KNOCK", "PRACTICE",<BR>"TEACH", "REMOVE", "EXPCHANGE", "DAMAGE", "HEALING", "ROOMRESET", "RELOAD",<BR>"SNIFF", "ACTIVATE", "DEACTIVATE", "FACTIONCHANGE", "LOGIN", "LEVEL", "EXAMINE",<BR>"BORROW"<BR><BR>And here are some general message code types that may also be used:<BR>"TO<BR><BR><BR><BR><BR><BR><BR><BR><BR><BR><BR><BR><BR>EYES","MOUTH","SOUND","GENERAL","MAGIC","DELICATE","MALICIOUS","CHANNEL","OPTIMIZE"</pre>
			</P>
			
			<p>
			<a name="METACRAFT"><B>METACRAFT</B></a>
			<br>
			<br>
			<br>
			<pre>Usage    : METACRAFT (EVERY) [ITEM NAME] ([MATERIAL NAME])<BR>Example  : metacraft wagon oak<BR>Example  : metacraft wagon<BR>Example  : metacraft "every sword" bronze<BR>Example  : metacraft "every sword"<BR>This skill will allow you to create any item that is craftable from the<BR>numerous common skills.  The item created may be made of a material specified, or<BR>automatically crafted by a random material valid to the appropriate skill.</pre>
			</P>
			
			<p>
			<a name="MODIFY"><B>MODIFY</B></a>
			<br>
			<br>
			<br>
			<pre>Command : MODIFY<BR>Usage   : MODIFY [ITEM TYPE] ... <BR>Example : modify room name The Grassy Knole<BR>Example : modify mob orc<BR>Example : modify item longsword<BR>Example : modify item "longsword@an orc"<BR>Example : modify jscript<BR>Short(s): <BR>A command for the modification of items, mobs, users, quests, rooms, polls,<BR>classes, races, and exits. Enter MODIFY for more information on command usage.</pre>
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			<p>
			<a name="MULTIWATCH"><B>MULTIWATCH</B></a>
			<br>
			<br>
			<br>
			<pre>Ability    : Multiwatch<BR>Usage      : MULTIWATCH (AUTO/STOP/ADD [NAME] ... [NAME])<BR>Example    : multiwatch add playerone playertwo<BR>Example    : multiwatch auto<BR>Example    : multiwatch stop<BR>Description: <BR>This is an archon skill to assist in determining if a set of players who are<BR>connected from the same ip address are the same person.  It does this by tracking<BR>certain pieces of data which together may be taken as rather circumstantial<BR>evidence of someone multiplaying.  The definition of the numbers are as follows:<BR>SYNC - The number of commands entered by more than one member of an IP group<BR>within a single 4 second period. <BR>SPEECH - This refers to SAY commands, broken into three sections.  The first<BR>number represents the number of SAY commands done in the same room with a player<BR>who has the same IP address.  The second number represents the number of SAY<BR>commands directed at another player.  The last number is the number of SAY commands<BR>total.<BR>SOCIALS - These are also divided into three numbers where, again, the first is<BR>the number of socials in the same room with a player with the same IP, the second<BR>being socials directed at another player, and the last being the number of total<BR>socials.<BR>CMD - The number of commands entered which are different than the previous<BR>command entered.<BR>ORDER - The number of times one of the players in the group gave an ORDER to<BR>another player in the group.  A sure sign indeed.</pre>
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			<p>
			<a name="NOPURGE"><B>NOPURGE</B></a>
			<br>
			<br>
			<br>
			<pre>Command : NOPURGE<BR>Usage   : NOPURGE [PLAYER NAME]<BR>Example : nopurge bob<BR>Short(s): <BR>Makes a player inelligible for purging by the autopurge system.  Use LIST<BR>NOPURGE, or DESTROY NOPURGE for maintaining the list.</pre>
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			<p>
			<a name="NOWIZINFO"><B>NOWIZINFO</B></a>
			<br>
			<br>
			<br>
			<pre>Command : NOWIZINFO<BR>Usage   : NOWIZINFO<BR>Example : nowizinfo<BR>Short(s): <BR>Turn off the automatic information channel available to admins and area admins.<BR></pre>
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			<p>
			<a name="NOWIZINV"><B>NOWIZINV</B></a>
			<br>
			<br>
			<br>
			<pre>Command  : WIZARD INVISIBILITY<BR>Usage    : VISIBLE<BR>Example  : visible<BR>Short(s) : nowizinv<BR>Wizard Invisibility makes the invoker completely undetectable by other mobs or<BR>players.  This command turns wizard invisibility off.  See WIZINV for more<BR>information.</pre>
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			<p>
			<a name="ORDER"><B>ORDER</B></a>
			<br>
			<br>
			<br>
			<pre>Command : ORDER<BR>Usage   : ORDER [TARGET NAME] [COMMAND(S)]<BR>Example : order dog flee<BR>Short(s): <BR>This command will allow you to force a mob to perform any command listed in the<BR>COMMANDS or SOCIALS list.</pre>
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			<p>
			<a name="PAUSE"><B>PAUSE</B></a>
			<br>
			<br>
			<br>
			<pre>Command : PAUSE<BR>Usage   : PAUSE [ROOM/AREA/OBJECTNAME]<BR>Example : pause<BR>Example : pause area<BR>Example : pause orc<BR>Short(s): <BR>This very powerful and dangerous command allows you to suspend all thread and<BR>ticking operations in the entire mud.  It can be a quick and easy way to discern<BR>locked up threads, or to free up CPU time for other purposes.  Enter PAUSE alone to<BR>suspend and resume all threads, or specify room, area, or an object name to suspend<BR>the ticking of just that object.</pre>
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			<p>
			<a name="POOF"><B>POOF</B></a>
			<br>
			<br>
			<br>
			<pre>Command : POOF<BR>Usage   : POOF<BR>Short(s): <BR>For players with access to the GOTO command, this command will allow the admin<BR>to change the messages seen when they leave and enter a room via GOTO.  The S-NAME,<BR>S-HIM-HER and other codes may be used so that the admins name is properly<BR>presented.  Remember to surround the codes with the less-than and greater-than tag<BR>markers!</pre>
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			<p>
			<a name="POSSESS"><B>POSSESS</B></a>
			<br>
			<br>
			<br>
			<pre>Skill    : POSSESS<BR>Usage    : POSSESS [MOB NAME]<BR>Example  : possess dragon<BR>Short(s) : <BR>This command will allow your character to possess and control any given mob. <BR>That mob will be controlled as if it were your own character.  Use the QUIT command<BR>to return to your own characters body.  Should the mob die, you will be returned<BR>automatically.  POSSESS does not transfer your security levels to the possessed mob<BR>UNLESS you have turned on your SYSMSGS flag before possessing.</pre>
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			<p>
			<a name="PURGE"><B>PURGE</B></a>
			<br>
			<br>
			<br>
			<pre>Command : PURGE<BR>Usage   : PURGE [ITEM TYPE] ... <BR>Example : purge orc<BR>Example : purge item longsword<BR>Example : purge item longsword@an orc<BR>Short(s): <BR>This command is a weak form of DESTROY, allowing only items and mobs to be<BR>destroyed.  Rejuvinating mobs will still rejuvinate when purge is used, unlike<BR>destroy.</pre>
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			<p>
			<a name="QUESTS"><B>QUESTS</B></a>
			<br>
			<br>
			<br>
			<pre>Quests are defined as a definable tasks which are completed by players for<BR>prizes. These tasks, the monitoring of their completion and status, as well as<BR>their availability, can all be automated by CoffeeMud.<BR><BR>A quest is created using the CREATE QUEST [SCRIPT] command.  Where [SCRIPT] is<BR>a either a complete quest script, where each command line is terminated by a<BR>semicolon (;), or a load command of the form LOAD=[SCRIPT PATH].  An example of a<BR>create script using a load command is as follows: CREATE QUEST<BR>LOAD=/resources/quests/myquest.txt. To load one of the built-in quests, for<BR>instance, use CREATE QUEST LOAD=quests/robbed/robbed.quest.<BR><BR>Quests may be started manually, or by making them autoquests using the SET WAIT<BR>and SET INTERVAL commands below.  Quests may be started manually by using the<BR>MODIFY QUEST [QUEST NAME] command.  Quests can be listed, to see their status,<BR>using the LIST QUESTS command.  Quests can be removed from the list using the<BR>DESTROY QUEST [QUEST NAME] command.  Quests can be saved using the SAVE QUESTS<BR>command.  Quests saved this way will be restored during the next CoffeeMud reboot. <BR><BR>When creating a new quest using the CREATE QUEST [SCRIPT] command, whether you<BR>use the load command to specify an external script, or include the script directly<BR>into the create command, the quest script commands are as follows:<BR><BR>SET NAME [QUEST NAME] - the *unique* name of your quest. This is a required<BR>command!<BR><BR>SET DURATION [#TICKS] - # of ticks (4 second periods) the quest will last once<BR>started. This is a required command!<BR><BR>SET WAIT [#TICKS] - minimum # ticks to wait between auto-starts of the quest.<BR>Required for auto-quests only!<BR><BR>SET DATE [#DAY]-[#MONTH] - The real-life start-date of the quest. This is a<BR>valid substitute for the SET WAIT requirement.<BR><BR>SET MUDDAY [#DAY]-[#MONTH] - The start mud-date of the quest, according to the<BR>default global mud calendar. This is a valid substitute for the SET WAIT<BR>requirement.<BR><BR>SET INTERVAL [#TICKS] - random # ticks (1-#TICKS) to wait between auto-starting<BR>the quest, AFTER the WAIT period (see above) is over. Required for auto-quests!<BR><BR>SET MINPLAYERS [#PLAYERS] - Minimum number of players who must be online for a<BR>timed quest to automatically start. See SET PLAYERMASK.<BR><BR>SET PLAYERMASK [MASKSTRING] - If this string is empty or not specified, then<BR>anyone is considered a player for the purposes of the MINPLAYERS setting above.<BR>However, you can specify a "zapper mask" to narrow down the definition of a player.<BR> See HELP Prop_HaveZapper for the list of valid mask values to put here.<BR><BR>SET RUNLEVEL [#LEVEL] - Normally, a timed quest will always run when its time<BR>comes up.  Setting a value above -1 will prevent this quest from running when its<BR>time comes up if another quest is also running at the same or LOWER run level.<BR><BR>IMPORT MOBS [XML FILE PATH] - this will import a list of custom mobs from a<BR>.CMARE file generated using the EXPORT ROOM MOBS command. The parameter must be the<BR>path and file name of the file, using the same format as the LOAD= command<BR>mentioned above.  This list can then be accessed with the LOAD MOB, or LOAD<BR>MOBGROUP command.<BR><BR>IMPORT ITEMS [XML FILE PATH] - this will import a list of custom items from a<BR>.CMARE file generated using the EXPORT ROOM ITEMS command. The parameter must be<BR>the path and file name of the file, using the same format as the LOAD= command<BR>mentioned above.  This list can then be accessed with the LOAD ITEM or LOAD<BR>ITEMGROUP command.<BR><BR>SET AREA ([AREA NAME OR NAMES]) - will set the current designated area to the<BR>area specified. Although this does nothing in itself, it is important for the<BR>several commands which load mobs and items. The area name ANY may be given to<BR>choose a random area. Several area names may be specified as choices by setting the<BR>first area name as ANY, followed by your other area name choices, separated by<BR>spaces. If no area name is given, this will CLEAR the area designation. This can<BR>have a profound impact on how subsequent mob or item loading, or room setting<BR>commands work.<BR><BR>SET AREA [OBJECT] - serves the same purpose as the above command of the same<BR>name, but the argument is an object specifier.  See Object Specifiers below this<BR>command listing.  If the object resolves to a group of objects, a random one from<BR>the group will be chosen.<BR><BR>SET AREAGROUP ([AREA NAME OR NAMES]) - will set the current designated<BR>ROOMGROUP to the areas specified. Although this does nothing in itself, it is<BR>important for the several commands which load mobs and items. The area name ANY may<BR>be given to choose a random area. Several area names may be specified as choices by<BR>setting the first area name as ANY, followed by your other area name choices,<BR>separated by spaces. If no area name is given, this will CLEAR the ROOMGROUP<BR>designation. This can have a profound impact on how subsequent mob or item loading,<BR>or room setting commands work.<BR><BR>SET ROOMGROUP ([ROOM NAME]) - will set the ROOMGROUP to the set specified. If<BR>an area has been previously designated, and not cleared (see SET ROOMGROUP), then<BR>the rooms will be selected from the designated area according to the room name<BR>criteria. Otherwise, rooms from the whole map will be chosen. If a area name of ANY<BR>is given, then the rooms will be chosen randomly from the world, or the area if<BR>designated.  Several room names may be specified as choices by setting the first<BR>room name as ANY, followed by your other room name choices, separated by spaces. <BR>If no room name is given, this will effectly clear the ROOMGROUP designation (but<BR>it will not clear the area designation!).  Valid room names include map room IDs<BR>such as MyArea#123, or key words from the titles or descriptions of rooms.<BR><BR>SET ROOMGROUP [OBJECT] - serves the same purpose as the above command of the<BR>same name, but the argument is an object specifier.  See Object Specifiers below<BR>this command listing.<BR><BR>SET ROOM ([ROOM NAME]) - will set the current designated room to the set<BR>specified. If a room or area has been previously designated, and not cleared (see<BR>SET AREA), then the room will be selected from the designated area according to the<BR>room name criteria. Otherwise, a room from the whole map will be chosen. If a room<BR>name of ANY is given, then the room will be chosen randomly from the world, or the<BR>area if designated.  Several room names may be specified as choices by setting the<BR>first room name as ANY, followed by your other room name choices, separated by<BR>spaces.  If no room name is given, this will effectly clear the room designation<BR>(but it will not clear the area designation!).   Valid room names include map room<BR>IDs such as MyArea#123, or key words from the titles or descriptions of rooms.<BR><BR>SET ROOM [OBJECT] - serves the same purpose as the above command of the same<BR>name, but the argument is an object specifier.  See Object Specifiers below this<BR>command listing.   If the object resolves to a group of objects, a random one from<BR>the group will be chosen.<BR><BR>SET ROOMGROUPAROUND [#RADIUS] ([ROOM NAME])- will set the ROOMGROUP to the set<BR>of rooms up to RADIUS rooms from the previously set ROOM. The rooms will be<BR>selected from the set of rooms which are up to RADIUS rooms away from the currently<BR>set ROOM (see SET ROOM/SET LOCALE). The radius must then be greater than 0.  If the<BR>following room name of ANY is given, then all rooms in the radius are grouped. <BR>Several room names may be specified as choices by setting the first room name as<BR>ANY, followed by your other room name choices, separated by spaces.  If no room<BR>name is given, this will effectly clear the ROOMGROUP designation (but it will not<BR>clear the area designation!).     Valid room names include map room IDs such as<BR>MyArea#123, or key words from the titles or descriptions of rooms.<BR><BR>SET LOCALEGROUP ([LOCALE]) - will set the ROOMGROUP to the ones with the<BR>specified class name. If an area has been previously designated, and not cleared<BR>(see SET AREA), then the rooms will be selected from the designated area according<BR>to the locale criteria. Otherwise, rooms from the whole map will be chosen. If a<BR>locale name of ANY is given, then the rooms will be chosen randomly from the world,<BR>or the area if designated.  Several locale types may be specified as choices by<BR>setting the first locale type as ANY, followed by your other locale type choices,<BR>separated by spaces.  If no locale is given, this will effectly clear the ROOMGROUP<BR>designation (but it will not clear the area designation!).  Valid locale names may<BR>be Locale class names such as MountainSurface, StdRoom, etc, or they may be locale<BR>types such as stone, wooden, underwater, mountains, etc.<BR><BR>SET LOCALEGROUP [OBJECT] - serves the same purpose as the above command of the<BR>same name, but the argument is an object specifier.  See Object Specifiers below<BR>this command listing.<BR><BR>SET LOCALEGROUPAROUND ([#RADIUS] [LOCALE]) - will set the ROOMGROUP to the ones<BR>with the specified class name. The rooms will be selected from the set of rooms<BR>which areup to RADIUS rooms away from the currently set ROOM (see SET LOCALE/SET<BR>ROOM). The radius must then be greater than 0.  If the following locale name of ANY<BR>is given, then all rooms in the radius are grouped.  Several room names may be<BR>specified as choices by setting the first locale name as ANY, followed by your<BR>other locale name choices, separated by spaces.  If no locale name is given, this<BR>will effectly clear the ROOMGROUP designation (but it will not clear the area<BR>designation!).   Valid locale names may be Locale class names such as<BR>MountainSurface, StdRoom, etc, or they may be locale types such as stone, wooden,<BR>underwater, mountains, etc.<BR><BR>SET LOCALE ([LOCALE]) - will set the current designated room to the one with<BR>the specified class name. If a room or area has been previously designated, and not<BR>cleared (see SET AREA), then the room will be selected from the designated area<BR>according to the locale criteria. Otherwise, a room from the whole map will be<BR>chosen. If a locale of ANY is given, then the room will be chosen randomly from the<BR>world, or the area if designated.  Several locale types may be specified as choices<BR>by setting the first locale type as ANY, followed by your other locale type<BR>choices, separated by spaces.  If no locale is given, this will effectly clear the<BR>room designation (but it will not clear the area designation!).   Valid locale<BR>names may be Locale class names such as MountainSurface, StdRoom, etc, or they may<BR>be locale types such as stone, wooden, underwater, mountains, etc.<BR><BR>SET LOCALE [OBJECT] - serves the same purpose as the above command of the same<BR>name, but the argument is an object specifier.  See Object Specifiers below this<BR>command listing.   If the object resolves to a group of objects, a random one from<BR>the group will be chosen.<BR><BR>SET MOBGROUP (RESELECT) ([MOB NAME]) - will designate a set of mobs with the<BR>given name. If the name ends with MASK=..., then a mask similar in functionality to<BR>the one described in the Prop_HaveZapper will apply in addition to the name mask<BR>entered before the MASK= string.  The mobs chosen will be selected from those in<BR>the designated ROOMGROUP (if one is designated),  AREA (if one is designated) or<BR>the world. The mobs must exist somewhere in the map for this command to work. <BR>Normally a mob will not be placed in the mobgroup if the mob has been previously<BR>set with SET MOB, or SET MOBTYPE.  The RESELECT flag is an optional first flag<BR>which, if specified, designates that  mobs may be placed in the mobgroup even if<BR>previously set, so long as the RESELECT flag was also used in the previous SET MOB<BR>or SET MOBTYPE command.<BR><BR>SET MOBGROUP [OBJECT] - serves the same purpose as the above command of the<BR>same name, but the argument is an object specifier.  See Object Specifiers below<BR>this command listing<BR><BR>SET MOB  (RESELECT)  ([MOB NAME]) - will set the current mob to one with the<BR>given mob name. If the name ends with MASK=..., then a mask similar in<BR>functionality to the one described in the Prop_HaveZapper will apply in addition to<BR>the mob name entered before the MASK= string. Ths mob chosen will be selected from<BR>a MOBGROUP if one has been set. Otherwise, the mob chosen will be selected from<BR>those in the designated ROOMGROUP (if one is designated), or the AREA (if one is<BR>designated) or finally the world. The mob must exist somewhere one of those groups<BR>for this command to work. If a room has been previously designated, then this<BR>command will bring the chosen mob to that room. If a room or area has not been<BR>designated (or was cleared), then this command will designate a new room and area. <BR>Normally a mob will not be chosen by this command if the mob has been previously<BR>set with SET MOB, or SET MOBTYPE.  The RESELECT flag is an optional first flag<BR>which, if specified, designates that a mob may be chosen if previously chosen, so<BR>long as the RESELECT flag was also used in the previous SET MOB or SET MOBTYPE<BR>command.<BR><BR>SET MOB [OBJECT] - serves the same purpose as the above command of the same<BR>name, but the argument is an object specifier.  See Object Specifiers below this<BR>command listing.   If the object resolves to a group of objects, a random one from<BR>the group will be chosen.<BR><BR>SET MOBTYPE (RESELECT) ([CLASS]) - will set the current mob to one with the<BR>given class name. Ths mob chosen will be selected from a MOBGROUP if one has been<BR>set. Otherwise, the mob chosen will be selected from those in the designated<BR>ROOMGROUP (if one is designated), AREA (if one is designated) or the world. The mob<BR>must exist somewhere in the map for this command to work. If a room has been<BR>previously designated, then this command will bring the mob to that room. If a room<BR>or area has not been designated (or was cleared), then this command will designate<BR>a new room and area.  Normally a mob will not be chosen by this command if the mob<BR>has been previously set with SET MOB, or SET MOBTYPE.  The RESELECT flag is an<BR>optional first flag which, if specified, designates that a mob may be chosen if<BR>previously chosen, so long as the RESELECT flag was also used in the previous SET<BR>MOB or SET MOBTYPE command.<BR><BR>SET MOBTYPE [OBJECT] - serves the same purpose as the above command of the same<BR>name, but the argument is an object specifier.  See Object Specifiers below this<BR>command listing.   If the object resolves to a group of objects, a random one from<BR>the group will be chosen.<BR><BR>SET ITEMGROUP (RESELECT)  ([ITEM NAME]) - will designate a set of items with<BR>the given name. If the name ends with MASK=..., then a mask similar in<BR>functionality to the one described in the Prop_HaveZapper will apply in addition to<BR>the item name entered before the MASK= string. The items chosen will be selected<BR>from those in the designated ROOMGROUP (if one is designated), the AREA (if one is<BR>designated) or the world. The items must exist somewhere in the map for this<BR>command to work.  Normally an item will not be placed in the itemgroup if the item<BR>has been previously set with SET ITEM, or SET ITEMTYPE.  The RESELECT flag is an<BR>optional first flag which, if specified, designates that items may be placed in the<BR>itemgroup even if previously set, so long as the RESELECT flag was also used in the<BR>previous SET ITEM or SET ITEMTYPE command.<BR><BR>SET ITEMGROUP [OBJECT] - serves the same purpose as the above command of the<BR>same name, but the argument is an object specifier.  See Object Specifiers below<BR>this command listing<BR><BR>SET ITEM (RESELECT) ([ITEM NAME]) - will set the current item to one with the<BR>given name. The item chosen will be selected from those in the designated ROOMGROUP<BR>(if one is designated), AREA (if one is designated) or the world. The item must<BR>exist somewhere in a room on the map for this command to work. If a room has been<BR>previously designated, then this command will bring the item to that room. If a<BR>room or area has not been designated (or was cleared), then this command will<BR>designate a new room and area.  Normally an item will not be chosen by this command<BR>if the item has been previously set with SET ITEM, or SET ITEMTYPE.  The RESELECT<BR>flag is an optional first flag which, if specified, designates that an item may be<BR>chosen if previously chosen, so long as the RESELECT flag was also used in the<BR>previous SET ITEM or SET ITEMTYPE command.<BR><BR>SET ITEM [OBJECT] - serves the same purpose as the above command of the same<BR>name, but the argument is an object specifier.  See Object Specifiers below this<BR>command listing.   If the object resolves to a group of objects, a random one from<BR>the group will be chosen.<BR><BR>SET ITEMTYPE (RESELECT) ([CLASS]) - will set the current item to one with the<BR>given class name. The item chosen will be selected from those in the designated<BR>ROOMGROUP (if one is designated), AREA (if one is designated) or the world. The<BR>item must exist somewhere in a room on the map for this command to work. If a room<BR>has been previously designated, then this command will bring the item to that room.<BR>If a room or area has not been designated (or was cleared), then this command will<BR>designate a new room and area.  Normally an item will not be chosen by this command<BR>if the item has been previously set with SET ITEM, or SET ITEMTYPE.  The RESELECT<BR>flag is an optional first flag which, if specified, designates that an item may be<BR>chosen if previously chosen, so long as the RESELECT flag was also used in the<BR>previous SET ITEM or SET ITEMTYPE command.<BR><BR>LOAD MOBGROUP ([#NUMBER]) [MOB NAME] - will instantiate all (or optionally, the<BR>given number) mobs of the given name from the set of mobs imported using the IMPORT<BR>MOBS command above. If the mob name ends with MASK=..., then a mask similar in<BR>functionality to the one described in the Prop_HaveZapper will apply in addition to<BR>the mob name entered before MASK= string. This selected mobs will be set as the<BR>current MOBGROUP. If a room, roomgroup, or area has been previously designated,<BR>then this command will create each mob in that room or random room in the area. If<BR>a room or area has not been designated (or was cleared), then this command will<BR>designate a random room and area.  This command will also designate the current mob<BR>to the last one loaded.<BR><BR>LOAD MOB [MOB NAME] - will instantiate a mob of the given name from the list of<BR>mobs imported using the IMPORT MOBS command above. If the name ends with MASK=...,<BR>then a mask similar in functionality to the one described in the Prop_HaveZapper<BR>will apply in addition to the name mask entered. This selected mob will be set as<BR>the current mob. If a room, roomgroup, or area has been previously designated, then<BR>this command will create the mob in that room. If a room or area has not been<BR>designated (or was cleared), then this command will designate a random room and<BR>area.<BR><BR>LOAD ITEMGROUP ([#NUMBER]) [ITEM NAME] - will instantiate all (or optionally,<BR>the given number) items of the given name from the list of items imported using the<BR>IMPORT ITEMS command above. This items will be set as the current ITEMGROUP. If a<BR>room, roomgroup, or area has been previously designated, then this command will<BR>create the item in that room. If a room or area has not been designated (or was<BR>cleared), then this command will designate a random room and area.  This command<BR>will also designate the current item to the last one loaded.<BR><BR>LOAD ITEM [ITEM NAME] - will instantiate an item of the given name from the<BR>list of items imported using the IMPORT ITEMS command above. This item will be set<BR>as the current item. If a room, roomgroup, or area has been previously designated,<BR>then this command will create the item in that room. If a room or area has not been<BR>designated (or was cleared), then this command will designate a random room and<BR>area. <BR><BR>GIVE ITEM - will give the currently designated item (designated using the SET<BR>ITEM, or LOAD ITEM command) to the last designated mob or mobs (designated using<BR>the SET MOB, SET MOBGROUP, LOAD MOBGROUP, or LOAD MOB commands).<BR><BR>GIVE BEHAVIOR [BEHAVIOR ID] ([PARAMETERS]) - The behavior ID must be a valid<BR>behavior class name. The parameters are any parameters you wish to pass to the<BR>behavior. This command will give the most recently designated mob, item, area, room<BR>or mobgroup (designated using the set or load commands), itemgroup, or roomgroup<BR>the above behavior.  The parameters above are optional, and include any text that<BR>would be valid for the behavior id specified.  The text may also optionally include<BR>embedded references to other quest objects.  See below Object Specifiers in<BR>Parameters below for more information on using this feature.<BR><BR>GIVE ABILITY [ABILITY ID] ([PARAMETERS]) - The ability ID must be a valid<BR>ability class name. The parameters are any parameters you wish to pass to the<BR>ability. This command will give the currently designated mob, or mobgroup<BR>(designated using the set or load commands) the above ability. The parameters above<BR>are optional, and include any text that would be valid for the ability id<BR>specified.  The text may also optionally include embedded references to other quest<BR>objects.  See below Object Specifiers in Parameters below for more information on<BR>using this feature.<BR><BR>GIVE AFFECT [ABILITY ID] ([PARAMETERS]) - The ability ID must be a valid<BR>ability class name. The parameters are any parameters you wish to pass to the<BR>ability. This command will give the currently designated mob, item, room, area, or<BR>mobgroup (designated using the set or load commands), itemgroup, or roomgroup the<BR>above affect. The parameters above are optional, and include any text that would be<BR>valid for the ability id specified.  The text may also optionally include embedded<BR>references to other quest objects.  See below Object Specifiers in Parameters below<BR>for more information on using this feature.<BR><BR>GIVE FOLLOWER [MOB NAME] - The mob name is a mob which will be selected from<BR>the list of previously designated mobs (designated using the LOAD MOB, SET MOB, or<BR>SET MOBTYPE commands). This mob will be made into a follower of the mob most<BR>recently designated using the SET MOB, SET MOBTYPE, or LOAD MOB command. This<BR>command does not change the current mob designation, nor does it change the<BR>location of either mob.<BR><BR>TAKE BEHAVIOR [BEHAVIOR ID] - The behavior ID must be a valid behavior class<BR>name. This command will take from the most recently designated mob, item, area,<BR>room or mobgroup (designated using the set or load commands), itemgroup, or<BR>roomgroup the above behavior.<BR><BR>TAKE ABILITY [ABILITY ID] - The ability ID must be a valid ability class name.<BR>This command will take from the currently designated mob, or mobgroup (designated<BR>using the set or load commands) the above ability. The parameters above are<BR>optional, and include any text that would be valid for the ability id specified.<BR><BR>TAKE AFFECT [ABILITY ID] - The ability ID must be a valid ability class name.<BR>This command will take from the currently designated mob, item, room, area, or<BR>mobgroup (designated using the set or load commands), itemgroup, or roomgroup the<BR>above affect. <BR><BR>RESET- If a ROOM has been designated using SET ROOM, or by any other previously<BR>described method, this command will cause that room to reset, or re-load from the<BR>database.  If a ROOM is not currently set (or has been unset), but a ROOMGROUP or<BR>an AREA has been set, this command will cause all rooms in that set (respectively)<BR>to reload from the database.  Doing either can be somewhat time consuming, and may<BR>disrupt any players in the rooms affected, as it will cause items to vanish from<BR>the floor, and make players and mobs unable to move until the process is completed.<BR><BR>&lt;SCRIPT> - This designates the beginning of embedded Javascript in your<BR>quest script.  The end is designated by a corresponding &lt;/SCRIPT> tag on its own<BR>line.  See the next section for more details.<BR><BR>LOAD= ([QUEST FILE]) ([ARGUMENT] ... [ARGUMENT])  - This command will cause the<BR>specified external quest script file to be loaded and executed as if it were <BR>embedded at the current point in the script.  The  quest  filename is of the same<BR>format mentioned above.  When LOAD= is used as a command inside a script, you can<BR>also specify one or more space-delimited arguments which will be accessible inside<BR>the target quest script as Object Specifiers.  The first argument given, whether it<BR>is itself an Object Specifier, or a simple string, will be accessible inside the<BR>target quest script as ARG1, the second as ARG2, and so forth.  A special case<BR>exists, however, if one of the arguments evaluates to an Object Specifier which<BR>represents a group of objects (such as MOBGROUP or ITEMGROUP).  If that case<BR>occurs, the LOAD= command will execute once for every object inside the group! See<BR>the discussion of Object Specifiers and Object Spcifiers in Parameters for more<BR>information.<BR><BR>&lt;OPTION> ([QUEST SCRIPT COMMANDS]) &lt;/OPTION> - Putting quest script<BR>commands inside of &lt;OPTION> tags means that, for every execution of the quest<BR>script, only ONE of the &lt;OPTION> tags will be have their script commands<BR>executed.  The one chosen will be selected at random.  If only one &lt;OPTION> tag<BR>exists, it will be chosen every time, of course.<BR><BR>* Note About #.  In a quest script, anywhere the # sign is used above (such as<BR>[#TICKS] or [#PLAYERS], you may enter a normal old every day number (34) or you may<BR>enter a valid arithmetic expression using real or integer numbers and any of the<BR>following operators: + - *  () ?<BR><BR>* Object Specifiers.  Many of the SET ... commands, such as SET MOBGROUP, SET<BR>MOB, SET ITEMGROUP, SET ROOM, etc, have forms which allow you to designate their<BR>value using an [OBJECT] string.  An [OBJECT] string is one of the following basic<BR>quest-script values: "LOADEDMOBS", "LOADEDITEMS", "AREA", "ROOM", "MOBGROUP",<BR>"ITEMGROUP", "ROOMGROUP", "ITEM", "ENVOBJ", "STUFF", "MOB", or one of the following<BR>mystery quest-script values:  "FACTION", "FACTIONGROUP", "AGENT", "AGENTGROUP",<BR>"ACTION", "ACTIONGROUP", "TARGET", "TARGETGROUP", "MOTIVE", "MOTIVEGROUP",<BR>"WHEREHAPPENED", "WHEREHAPPENEDGROUP", "WHEREAT", "WHEREATGROUP", "WHENHAPPENED",<BR>"WHENHAPPENEDGROUP", "WHENAT", "WHENATGROUP", "TOOL", "TOOLGROUP".  Using the SET<BR>command in this way allows you to either COPY an objects value, or re-designate it<BR>for the purposes of one of the GIVE ... commands.  If the quest script was executed<BR>from inside of another using the LOAD= script command, and arguments were specified<BR>from the above objects, you may also have access to argument object specifiers,<BR>such as ARG1, ARG2, ... ARGN.  There will be one such object specifier available<BR>for each argument passed to the script.  Please note that some object specifiers<BR>return single objects (such as MOB, ITEM, ROOM) and some return collections of<BR>objects (such as ROOMGROUP, MOBGROUP, ITEMGROUP).  Object specifiers can also be<BR>combined using + and - characters.  For instance, MOBGROUP-MOB would return the<BR>group of mobs in the MOBGROUP minus the specified MOB while the specifier MOB+ITEM<BR>would refer to an object group containing both the specified MOB and the specified<BR>ITEM.<BR><BR>* Object Specifiers in Parameters. When specifing parameters for the GIVE<BR>BEHAVIOR, GIVE ABILITY, or GIVE AFFECT command, you may embed the names of one or<BR>more of the Object Specifiers by prefixing the Object Specifier code string with a<BR>$ character, and concluding it with a space or other non-alphanumeric character. <BR>For instance, the command: "GIVE BEHAVIOR Scriptable GREET_PROG 100; say I love<BR>$MOB!!!;~;" would embed the name string for the MOB object specifier inside the<BR>in-line script.   In addition to this capability, you may also put a special<BR>character after the $ and before the object specifier to manipulate how the name of<BR>the object is generated.  Special characters are: '_' (to make the name in<BR>uppercase), '&' to remove any prefixed english article words from the name, or '|'<BR>to replace all spaces in the name with | characters (which is very useful for<BR>QuestChat parameters).<BR><BR>Mystery Objects in Quest scripts:<BR><BR>In addition to the normal quest objects mentioned above, such as MOB, ITEM,<BR>ROOM and so forth, there are also extranous objects and groups intended for use<BR>when building logic problem mysteries.  The commands for setting these are as<BR>follows:<BR><BR>SET AGENT [OBJECT] - Sets the AGENT variable to the [OBJECT].  Will also set<BR>the MOB object.  See Object Specifiers above this command listing.   If the object<BR>resolves to a group of objects, a random one from the group will be chosen.<BR><BR>SET AGENTGROUP [OBJECT] - Sets the AGENTGROUP variable to the [OBJECT].  Will<BR>also set the MOBGROUP object to the same, as well as designate one random mob from<BR>the group as the AGENT and the MOB.  See Object Specifiers above this command<BR>listing.<BR><BR>SET AGENTGROUP [#NUMBER] - Sets the AGENTGROUP variable to the currently set<BR>MOBGROUP, selecting at most NUMBER mobs randomly from that list.  Will also set the<BR>MOBGROUP object to the same, as well as designate one random mob from the group as<BR>the AGENT and the MOB.  See Object Specifiers above this command listing.<BR><BR>SET WHEREHAPPENED [OBJECT] - Sets the WHEREHAPPENED variable to the [OBJECT]. <BR>Will also set the ROOM object.  See Object Specifiers above this command listing.  <BR>If the object resolves to a group of objects, a random one from the group will be<BR>chosen.<BR><BR>SET WHEREHAPPENEDGROUP [OBJECT] - Sets the WHEREHAPPENEDGROUP variable to the<BR>[OBJECT].  Will also set the ROOMGROUP object to the same, as well as designate one<BR>random room from the group as the WHEREHAPPENED and the ROOM.  See Object<BR>Specifiers above this command listing.<BR><BR>SET WHEREHAPPENEDGROUP [#NUMBER] - Sets the WHEREHAPPENEDGROUP variable to the<BR>currently set ROOMGROUP, selecting at most NUMBER rooms randomly from that list. <BR>Will also set the ROOMGROUP object to the same, as well as designate one random<BR>room from the group as the WHEREHAPPENED and the ROOM.  See Object Specifiers above<BR>this command listing.<BR><BR>SET WHEREAT [OBJECT] - Sets the WHEREAT variable to the [OBJECT].  Will also<BR>set the ROOM object.  See Object Specifiers above this command listing.   If the<BR>object resolves to a group of objects, a random one from the group will be chosen.<BR><BR>SET WHEREATGROUP [OBJECT] - Sets the WHEREATGROUP variable to the [OBJECT]. <BR>Will also set the ROOMGROUP object to the same, as well as designate one random<BR>room from the group as the WHEREAT and the ROOM.  See Object Specifiers above this<BR>command listing.<BR><BR>SET WHEREATGROUP [#NUMBER] - Sets the WHEREATGROUP variable to the currently<BR>set ROOMGROUP, selecting at most NUMBER rooms randomly from that list.  Will also<BR>set the ROOMGROUP object to the same, as well as designate one random room from the<BR>group as the WHEREAT and the ROOM.  See Object Specifiers above this command<BR>listing.<BR><BR>SET WHENHAPPENED [OBJECT] - Sets the WHENHAPPENED variable to the timeclock<BR>[OBJECT].  See Object Specifiers above this command listing.   If the object<BR>resolves to a group of objects, a random one from the group will be chosen.<BR><BR>SET WHENHAPPENED [#HOURS-DIFFERENCE] - Sets the WHENHAPPENED variable to the<BR>current time plus or minus the hours difference specified.  See Object Specifiers<BR>above this command listing.   If the object resolves to a group of objects, a<BR>random one from the group will be chosen.<BR><BR>SET WHENHAPPENEDGROUP [OBJECT] - Sets the WHENHAPPENEDGROUP variable to the<BR>[OBJECT].  Will also designate one random time from the group as the WHENHAPPENED. <BR>See Object Specifiers above this command listing.<BR><BR>SET WHENHAPPENEDGROUP [#HOURS-DIFFERENCE] ... [#HOURS-DIFFERENCE] - Sets the<BR>WHENHAPPENEDGROUP list to the current time plus or minus the list of<BR>hours-differences given.  Will also designate one random time from the group as the<BR>WHENHAPPENED.  See Object Specifiers above this command listing.<BR><BR>SET WHENAT [OBJECT] - Sets the WHENHAPPENED variable to the timeclock [OBJECT].<BR> See Object Specifiers above this command listing.   If the object resolves to a<BR>group of objects, a random one from the group will be chosen.<BR><BR>SET WHENAT [#HOURS-DIFFERENCE] - Sets the WHENAT variable to the current time<BR>plus or minus the hours difference specified.  See Object Specifiers above this<BR>command listing.   If the object resolves to a group of objects, a random one from<BR>the group will be chosen.<BR><BR>SET WHENATGROUP [OBJECT] - Sets the WHENATGROUP variable to the [OBJECT].  Will<BR>also designate one random time from the group as the WHENAT.  See Object Specifiers<BR>above this command listing.<BR><BR>SET WHENATGROUP [#HOURS-DIFFERENCE] ... [#HOURS-DIFFERENCE] - Sets the<BR>WHENATGROUP list to the current time plus or minus the list of hours-differences<BR>given.  Will also designate one random time from the group as the WHENAT.  See<BR>Object Specifiers above this command listing.<BR><BR>SET FACTION [OBJECT] - Sets the FACTION variable to the faction string<BR>[OBJECT].  See Object Specifiers above this command listing.   If the object<BR>resolves to a group of objects, a random one from the group will be chosen.<BR><BR>SET FACTION [FACTION NAME] - Sets the FACTION variable to one of the given name<BR>or ANY to choose a random one.<BR><BR>SET FACTIONGROUP [OBJECT] - Sets the FACTIONGROUP variable to the [OBJECT]. <BR>Will also designate one random faction from the group as the FACTION.  See Object<BR>Specifiers above this command listing.<BR><BR>SET FACTIONGROUP [#NUMBER] - Sets the FACTIONGROUP variable to NUMBER random<BR>factions, or ALL to set it to all of them.  Will also designate one random faction<BR>from the group as the FACTION.  See Object Specifiers above this command listing.<BR><BR>SET FACTIONGROUP [FACTION NAME] ... [FACTION NAME] - Sets the FACTIONGROUP<BR>variable to the set of factions designated by the faction names.  Will also<BR>designate one random faction from the group as the FACTION.  The faction names are<BR>space delimited, and names grouped with double-quotes. <BR><BR>SET TARGET [OBJECT] - Sets the TARGET variable to the [OBJECT].  Will also set<BR>the MOB or ITEM object depending on what gets designated.  See Object Specifiers<BR>above this command listing.   If the object resolves to a group of objects, a<BR>random one from the group will be chosen.<BR><BR>SET TARGETGROUP [OBJECT] - Sets the TARGETGROUP variable to the [OBJECT].  Will<BR>also set the MOBGROUP or ITEMGROUP object to the same (depending on what type of<BR>group is designated), as well as designate one random object from the group as the<BR>TARGET, and either the MOB or ITEM.  See Object Specifiers above this command<BR>listing.<BR><BR>SET TARGETGROUP [#NUMBER] - Sets the TARGETGROUP variable to the currently set<BR>MOBGROUP (if one is currently set) or ITEMGROUP if not.  It will select at most<BR>NUMBER objects randomly from that list.  Will also re-set the MOBGROUP or ITEMGROUP<BR>object to the same, as well as designate one random mob or item from the group as<BR>the TARGET and either the MOB or ITEM.  See Object Specifiers above this command<BR>listing.<BR><BR>SET TOOL [OBJECT] - Sets the TOOL variable to the [OBJECT].  Will also set the<BR>MOB or ITEM object depending on what gets designated.  See Object Specifiers above<BR>this command listing.   If the object resolves to a group of objects, a random one<BR>from the group will be chosen.<BR><BR>SET TOOLGROUP [OBJECT] - Sets the TOOLGROUP variable to the [OBJECT].  Will<BR>also set the MOBGROUP or ITEMGROUP object to the same (depending on what type of<BR>group is designated), as well as designate one random object from the group as the<BR>TOOL, and either the MOB or ITEM.  See Object Specifiers above this command<BR>listing.<BR><BR>SET TOOLGROUP [#NUMBER] - Sets the TOOLGROUP variable to the currently set<BR>MOBGROUP (if one is currently set) or ITEMGROUP if not.  It will select at most<BR>NUMBER objects randomly from that list.  Will also re-set the MOBGROUP or ITEMGROUP<BR>object to the same, as well as designate one random mob or item from the group as<BR>the TOOL and either the MOB or ITEM.  See Object Specifiers above this command<BR>listing.<BR><BR>SET MOTIVE [OBJECT] - Sets the MOTIVE variable to the string [OBJECT].  See<BR>Object Specifiers above this command listing.   If the object resolves to a group<BR>of objects, a random one from the group will be chosen.<BR><BR>SET MOTIVE [STRING] - Sets the MOTIVE variable to the string.<BR><BR>SET MOTIVEGROUP [OBJECT] - Sets the MOTIVEGROUP variable to the [OBJECT].  Will<BR>also designate one random string from the group as the MOTIVE.  See Object<BR>Specifiers above this command listing.<BR><BR>SET MOTIVEGROUP [STRING] .. [STRING] - Sets the MOTIVEGROUP to the set of<BR>strings specified.  Will also designate one random string from the group as the<BR>MOTIVE.  The strings are space delimited, and words grouped with double-quotes.<BR><BR>SET ACTION [OBJECT] - Sets the ACTION variable to the string [OBJECT].  See<BR>Object Specifiers above this command listing.   If the object resolves to a group<BR>of objects, a random one from the group will be chosen.<BR><BR>SET ACTION [STRING] - Sets the ACTION variable to the string.<BR><BR>SET ACTIONGROUP [OBJECT] - Sets the ACTIONGROUP variable to the [OBJECT].  Will<BR>also designate one random string from the group as the ACTION.  See Object<BR>Specifiers above this command listing.<BR><BR>SET ACTIONGROUP [STRING] .. [STRING] - Sets the ACTIONGROUP to the set of<BR>strings specified.  Will also designate one random string from the group as the<BR>ACTION.  The strings are space delimited, and words grouped with double-quotes.<BR><BR>Final notes: This stuff may seem complicated, but just make sure you carefully<BR>examine the sample quests found in the CoffeeMud resources directory!  Also,<BR>remember that quest script errors are always sent out to your mud.log, so check<BR>their often when starting up a new quest!. <BR><BR></pre>
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			<p>
			<a name="RECORD"><B>RECORD</B></a>
			<br>
			<br>
			<br>
			<pre><BR>Skill    : Record<BR>Domain   : Archon<BR>Use Cost : Movement (50) <BR>Quality  : Malicious<BR>Targets  : Creatures <BR>Range    : Touch - Range 1<BR>Commands : RECORD<BR>Usage    : RECORD [PLAYER NAME]<BR>Example  : record gunther<BR>From anywhere on the map, the player with this skill can begin recording all<BR>activity of the target to a file in the local file system as if they were snooping<BR>them.</pre>
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			<p>
			<a name="RESET"><B>RESET</B></a>
			<br>
			<br>
			<br>
			<pre>Command  : RESET ROOM<BR>Usage    : RESET ROOM<BR>Example  : reset room<BR>Short(s) : <BR>This command will revive any wandered or dead mobs whose home is the same as<BR>the invokers room.  Any removed items which are resettable will also return.</pre>
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			<p>
			<a name="RESTRING"><B>RESTRING</B></a>
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			<br>
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			<pre>Command : RESTRING<BR>Usage   : RESTRING [ITEM NAME]<BR>Example : restring longsword<BR>Example : restring "longsword@an orc"<BR>Short(s): <BR>This command is a weak for of MODIFY.  It allows you to modify an items name,<BR>display text, and description.</pre>
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			<p>
			<a name="SAVE"><B>SAVE</B></a>
			<br>
			<br>
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			<pre>Command : SAVE<BR>Usage   : SAVE [ROOM, QUESTS, MOBS, ITEMS, USERS]<BR>Example : save room<BR>Short(s): <BR>A command to permanently save the contents of a room, the mobs in the room, the<BR>current quests list, or the users who are logged in.  The command will apply to the<BR>room in which your Character is located.</pre>
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			<p>
			<a name="SECURITY"><B>SECURITY</B></a>
			<br>
			<br>
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			<pre>SECURITY in CoffeeMud is on a player by player basis.  <BR>SYSOP status is defined as the ultimate security to do anything, anywhere, at<BR>any time.  Access to all commands in all areas will be available.  SYSOP status is<BR>defined in the CoffeeMud ini file entry SYSOPMASK which establishes the player<BR>characteristics that designate SYSOPS. All players who meet the requirements of the<BR>mask are automatically SYSOPS.<BR><BR>Players who are not SYSOPS may also be granted specific privileges.  Each of<BR>the privileges may be limited to specific areas, or available globally. Privileges<BR>are defined in the Security section of a players settings.  Each security code<BR>listed for a player may be either a list of security Groups, or a specific security<BR>code.<BR><BR>Security GROUPS are also defined in the ini file.  A Security GROUP consists of<BR>a group name, and a set of strings or codes representing privileges for that group.<BR> Each group is prefixed in the INI file with the "GROUP_".  However, you should not<BR>use the "GROUP_" when adding group priviledges to the Security field of a player. <BR>For instance, if you have "GROUP_BUILDER" defined in the INI file, then you would<BR>add "BUILDER" to Security when modifying a player in order to make that user part<BR>of the BUILDER group.  The security codes which make up each group are implicitly<BR>global, but can be qualified as area-only using the keyword "AREA".<BR><BR>The following are the default strings or codes which, when found in a players<BR>security settings or in a group definition, confer the listed privileges. Each of<BR>these settings may be entered as listed below, or prefixed with the word "AREA"<BR>followed by a space, followed by the key.  This has the effect of making that<BR>privilege only available in or at areas where the Player is listed in the areas<BR>"Staff" setting.  For example, the security code "ANNOUNCE" by itself confers the<BR>global ability to use the ANNOUNCE command.  The security code "AREA ANNOUNCE"<BR>means that the ANNOUNCE command can only be used inside areas where the player is<BR>listed as Staff.<BR><BR><BR>ABOVELAW=Immunity to the Arrest behavior.<BR>AFTER=The ability to use the command of the same name.<BR>AHELP=The ability to access administrative help files.<BR>ANNOUNCE=The ability to use the command of the same name.<BR>AS=The ability to use the command of the same name.<BR>AT=The ability to use the command of the same name.<BR>BAN=The ability to use the command of the same name, as well as DESTROY BAN,<BR>LIST BAN, and access the BAN MUDGrinder feature.<BR>BEACON=The ability to use the command of the same name.<BR>BOOT=The ability to use the command of the same name.<BR>CHARGEN=The ability to use the command of the same name.<BR>CLOAK=The ability to use the command of the same name, as well as see those who<BR>are cloaked.<BR>CMDAREAS=The ability to Create, Modify, and Destroy areas.  Also gains access<BR>to the MUDGrinder area tool.<BR>CMDCLANS=The ability to Modify or Destroy clans.<BR>CMDCLASSES=The Ability to Create, Modify, Destroy custom classes.<BR>CMDABILITIES=The Ability to Create, Modify, Destroy custom abilities.<BR>CMDEXITS=The Ability to Create, Modify, Link, Unlink, or Destroy exits.<BR>CMDITEMS=The Ability to Create, Modify, Destroy items in rooms. <BR>CMDMOBS=The Ability to Create, Modify, Destroy mobs in rooms.  This code also<BR>prevents Mobile mobs from wandering away and confers other similar priviledges.<BR>CMDPLAYERS=The Ability to Modify or Destroy players.  Also has the ability to<BR>view Player settings in the MUDGrinder.<BR>CMDQUESTS=The Ability to Create, Modify, Destroy quests.  Also has the ability<BR>to access the quests and file editors in the MUDGrinder.<BR>CMDRACES=The Ability to Create, Modify, Destroy custom races.<BR>CMDFACTIONS=The Ability to Create, Modify, and Destroy factions.<BR>CMDROOMS=The ability to Create, Modify, and Destroy rooms.  Also gains access<BR>to the MUDGrinder area tool.<BR>CMDSOCIALS=The Ability to Create, Modify, Destroy socials.<BR>COMPONENTS=The Ability to Create, Modify, Destroy spell/skill components.<BR>EXPERTISE=The Ability to Create, Modify, Destroy spell/skill expertises.<BR>TITLES=The Ability to Create, Modify, Destroy player auto-titles.<BR>CARRYALL=Overrides item carrying restrictions.<BR>COPYITEMS=The Ability to copy existing items.<BR>COPYMOBS=The Ability to copy existing items.<BR>COPYROOMS=The ability to copy existing rooms.<BR>DUMPFILE=The ability to use the command of the same name.<BR>EXPORT=The ability to export mobs, items, or rooms.<BR>EXPORTFILE=The ability to export to a file.  Requires EXPORT or EXPORTPLAYERS.<BR>EXPORTPLAYERS=The ability to export player data.<BR>FS: &lt;path>=The ability to read/write files in the local path given. No<BR>preceding / chars! <BR>GOTO=The ability to use the command of the same name, as well as walk through<BR>doors.<BR>I3=The ability to manage the CHANNELS aspect of I3.<BR>IMMORT=Players with this code never ever die.<BR>IMPORTITEMS=The ability to import items into a room.<BR>IMPORTMOBS=The ability to import mobs into a room.<BR>IMPORTPLAYERS=The ability to import players from a file.<BR>IMPORTROOMS=The ability to import rooms or areas from a file.<BR>JOURNALS=The ability to administer all journals.<BR>JSCRIPTS=The ability to approve javascript in Scriptabler behaviors.<BR>KILLASSIST=The ability to LIST and DESTROY entries in the ASSIST list.<BR>KILLBUGS=The ability to LIST and DESTROY entries in the BUG list.<BR>KILLDEAD=The ability to kill anyone by entering 'kill [name] dead'<BR>KILLIDEAS=The ability to LIST and DESTROY entries in the IDEAS list.<BR>KILLTYPOS=The ability to LIST and DESTROY entries in the TYPOS list.<BR>LISTADMIN=The ability to LIST ticks, the log, reports, or threads.<BR>LOADUNLOAD=The ability to load and unload resources.  Also gains access to<BR>resource manager in MUDGrinder.<BR>MERGE=The ability to merge mob or item changes from a file.<BR>MXPTAGS=The ability to insert MXP tags using the ^&lt; ^> ^& syntax.<BR>NOPURGE=The ability to add, LIST, or DESTROY entries on the NOPURGE list.<BR>ORDER=The ability to order mobs around.  Also grants the ability to GIVE<BR>without failure, and use Take and Dress without failure.  The global version of<BR>this code also allows ordering players.<BR>PKILL=The ability to override PKILL flag settings.<BR>POSSESS=The ability to use the command of the same name.<BR>PURGE=The ability to use the command of the same name.<BR>RESET=The ability to use the command of the same name as it applies to rooms or<BR>areas.<BR>RESETUTILS=The ability to use the command of the same name as it applies to the<BR>miscellaneous RESET tools.<BR>RESTRING=The ability to use the command of the same name.<BR>GMODIFY=The ability to use the command of the same name.<BR>SESSIONS=The ability to use the command of the same name.<BR>SHUTDOWN=The ability to use the command of the same name.<BR>SNOOP=The ability to use the command of the same name.<BR>STAT=The ability to use the command of the same name.<BR>SUPERSKILL=This code makes it impossible for the player to fumble a spell or<BR>skill that they have.<BR>ALLSKILLS=This code gives the player access to ALL skills,songs,prayers,spells<BR>at their next login.<BR>IDLEOK=This code makes the player exempt from any idletimer settings from the<BR>coffeemud.ini file.<BR>SYSMSGS=The ability to use the command of the same name.<BR>TASKS=The ability to ADD, LIST and DESTROY entries in the TASKS list.<BR>TICKTOCK=The ability to use the command of the same name.<BR>TRAILTO=The ability to use the command of the same name.<BR>TRANSFER=The ability to use the command of the same name.<BR>VFS: &lt;path>=The ability to read/write files in the vfs path given. No<BR>preceding / chars! <BR>WHERE=The ability to use the command of the same name.<BR>WIZINV=The ability to use the command of the same name, as well as see those<BR>who are WIZINV.<BR><BR>Here is an example Security setting for a player:<BR>Security: BUILDER, AREA GOTO, SNOOP, VFS: RESOURCES/TEXT/ <BR>The above would give a player access to the BUILDER group defined by<BR>GROUP_BUILDER in your INI file.  It would also give access to the GOTO command, but<BR>only insofar as it relates to areas where the player is listed as Staff.  Lastly,<BR>it gives global access to the Snoop command.</pre>
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			<p>
			<a name="SESSIONS"><B>SESSIONS</B></a>
			<br>
			<br>
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			<pre>Skill    : SESSIONS<BR>Usage    : SESSIONS (STATUS/VALID/NAME/IP/IDLE)<BR>Available: <BR>Example  : sessions<BR>Example  : sessions name<BR>Short(s) : <BR>Lists the players online, their idle time, status, and ip address.  An optional<BR>parameter may be given to sort by one of the fields.</pre>
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			<p>
			<a name="SHELL"><B>SHELL</B></a>
			<br>
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			<pre>Command : SHELL<BR>Usage   : SHELL [COMMAND] [PARAMETERS]<BR>Example : shell<BR>Example : shell ?<BR>Example : shell directory<BR>Example : shell cd /resources/text<BR>Example : shell copy thisfile.txt ::<BR>Example : shell del ::thisfile.txt<BR>Example : shell edit thisfile.txt<BR>Short(s): .<BR>This command allows the archon, and users with appropriate FS: and/or VFS:<BR>security flags to access the file system and/or the virtual file system.  See help<BR>on CMFS or VFS for the difference between the two.<BR><BR>The commands are case-insensitive, except where dealing with the local file<BR>system, where it may be case-sensitive depending upon the host system.  As<BR>mentioned in the CMFS docs, filenames and paths may be preceded by a :: string to<BR>denote forced VFS access, or // to denote forced local file-system access.  When<BR>neither is specified for a given shell command, the VFS file is always preferred.<BR>The / character is always used to separate directory paths and folders, such as<BR>/resources/text/down.txt would refer to the file down.txt in the text folder, which<BR>in turn is in the resources folder, which in turn is located in the root directory.<BR><BR>The shell command may be entered with no parameter to see the players current<BR>directory. When viewing directories, a "-" character will precede a file which<BR>exists only in the VFS system.  A "+" character will precede a file which exists in<BR>both the local file system and the VFS system.  Since folders always exist in the<BR>VFS, they will always be seen with the "+" character preceding them.<BR><BR>The shell command can be used to create directories, delete files or<BR>directories, copy files, search for files with given names, search inside text<BR>files for a text string, display a text file, or edit a text file.  Many commands<BR>support a mask to limit the files displayed. The mask may include "*" characters<BR>anywhere in the string to match 0 or more unknown characters in the filenames.  A<BR>"?" character always matches a single unknown character in a filename. <BR><BR>See HELP CMFS for more information on CoffeeMuds file system.</pre>
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			<p>
			<a name="SHUTDOWN"><B>SHUTDOWN</B></a>
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			<pre>Command : SHUTDOWN<BR>Usage   : SHUTDOWN (RESTART) (NOPROMPT) <BR>Example : shutdown<BR>Short(s): <BR>With no argument, this command will bring down the CoffeeMud server. With the<BR>restart argument, it will "bounce" (restart) the server.</pre>
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			<p>
			<a name="SNOOP"><B>SNOOP</B></a>
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			<pre>Command : SNOOP<BR>Usage   : SNOOP [TARGET NAME]<BR>Example : snoop player<BR>Short(s): <BR>This command will allow you to watch a player play -- seeing everything they<BR>type in, and everything they read on their screen.</pre>
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			<p>
			<a name="STAT"><B>STAT</B></a>
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			<pre>Command : STAT<BR>Usage   : STAT ((SKILL TYPE) [TARGET NAME])/([NUMBER]<BR>[DAYS/WEEKS/MONTHS/YEARS)]<BR>Example : stat<BR>Example : stat 2 weeks<BR>Example : stat tom<BR>Example : stat equipment bob<BR>Example : stat combat bob<BR>Example : stat inventory bob<BR>Example : stat questwins bob<BR>Example : stat tattoos bob<BR>Example : stat spell bob<BR>Example : stat skill hassan<BR>Example : stat chant hassan<BR>Example : stat prayer hassan<BR>Short(s): <BR>This command serves two purposes.  The first is to allow you to view a usage<BR>statistics report on your mud.  Entering STAT alone allows you to see information<BR>gathered since midnight.  You may also enter a number and a scale (days, weeks,<BR>months, or years) to view information going farther back.<BR><BR>STAT will also allow you to retreive basic stat information on a player or mob<BR>in the game.  Entering STAT and the players name brings up the most basic SCORE<BR>information.  Including a skill type before the name will list their abilities of<BR>that type.  Valid skill types include: SKILL, SPELL, PRAYER, SONG, TRAP, PROPERTY,<BR>"THIEF SKILL", LANGUAGE, CHANT, "COMMON SKILL", DISEASE, POISON.  You can also get<BR>special reports by entering one of the following before the name: EQUIPMENT,<BR>COMBAT, INVENTORY, QUESTWINS, TATTOOS</pre>
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			<p>
			<a name="SYSMSGS"><B>SYSMSGS</B></a>
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			<pre>Command : SYSMSGS<BR>Usage   : SYSMSGS<BR>Example : sysmsgs<BR>Short(s): <BR>A command to toggle debug mode, or extended messages.</pre>
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			<p>
			<a name="TAKE"><B>TAKE</B></a>
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			<pre>Command : TAKE<BR>Usage   : TAKE (ALL) [ITEM NAME] ([MOB NAME])<BR>Example : take all dagger Horice<BR>Example : take qp Horice<BR>Example : take all Horice<BR>Example : take pie Horice<BR>Short(s): <BR>This is A command that forces the specified mob or character to give item that<BR>is in his or her inventory or equipment to you.  If the item is inside a specified<BR>container, it will be retreived from the container.  The very special item name<BR>"qp" may be used to take Quest Points from players using this command. </pre>
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			<p>
			<a name="TASK"><B>TASK</B></a>
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			<pre>Command : TASK<BR>Usage   : TASK [MESSAGE]/REVIEW (STARTING MSG)<BR>Example : task nothing is spelled right in this room!<BR>Example : task review<BR>Example : task review 7<BR>Short(s): <BR>This command can be used to submit builder tasks to the system.  When the<BR>REVIEW parameter is given, the tasks will be iterated through one at a time to give<BR>the builder a chance to delete, comment on, or email each one.  An optional<BR>starting number can be given to REVIEW. The player must be either an Archon, or a<BR>player with the TASKS security string to use this feature.</pre>
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			<p>
			<a name="TATTOO"><B>TATTOO</B></a>
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			<pre>Tattoo's are intended to act as miscellaneous flags which players may obtain,<BR>not unlike a quest point.  These tattoo's can then be checked for as requirements<BR>to enter rooms or exits, or to possess certain items.<BR>An example would be like this:  The completion of a specific quest occurs when<BR>Gunther defeats the evil sorcerer Nunder and enters his inner chamber (where all<BR>the treasure is hidden).  Entering this inner chamber automatically grants Gunther<BR>a Tatto called "NUNDERKILLER".  Now, elsewhere in the realm is the second quest<BR>where Nunder's apprentice has escaped with an ancient artifact and is up to no<BR>good.  However, to even ENTER the area where Nunder's apprentice is operating, the<BR>system (via the Prop_ReqTattoo property on this other Area) requires that Gunther<BR>already have the "NUNDERKILLER" Tattoo.  If Gunther had not defeated Nunder and<BR>obtained the "NUNDERKILLER" Tattoo, he would not be allowed into the realm of<BR>Nunder's apprentice.</pre>
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			<p>
			<a name="TICKTOCK"><B>TICKTOCK</B></a>
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			<pre>Ability    : TickTock<BR>Parameters : [NUM HOURS]/CLANTICK/SAVETHREAD/UTILITHREAD<BR>Example    : <BR>Description: <BR>Advance the time by specified number of hours, or cause one of the specified<BR>maintenance threads to wake up and go through an iteration.</pre>
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			<p>
			<a name="TRAILTO"><B>TRAILTO</B></a>
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			<pre>Command : TRAILTO<BR>Usage   : TRAILTO (CONFIRM) (AREANAMES) (IGNOREROOMS=[ROOMS LIST]) [AREA NAME]<BR>/[ROOM ID] /EVERYROOM /EVERYAREA<BR>Example : trailto MyArea#394<BR>Example : trailto everyarea<BR>Example : trailto confirm areanames "ignorerooms=myarea#10,myarea#20" everyarea<BR>Short(s): <BR>This command shows the directions one must travel to get from their current<BR>position to the destination given.</pre>
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			<p>
			<a name="TRANSFER"><B>TRANSFER</B></a>
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			<pre>Skill    : TRANSFER<BR>Usage    : TRANSFER [ALL/[MOB NAME]/"ITEMS X"] [ROOM ID/DESC/MOB/AREA]<BR>Example  : transfer all Midgaard#3001<BR>Example  : transfer all midgaard<BR>Example  : transfer all north<BR>Example  : transfer bob #3001<BR>Example  : transfer smurf hassan<BR>Example  : transfer bobbyjoe temple of mota<BR>Example  : transfer "item sword" north<BR>Example  : transfer "all item sword" north<BR>Example  : transfer "all items" north<BR>Short(s) : <BR>The targets and their followers will be transported, with very little fanfare,<BR>to the destination listed.  This ability is not magical in nature, and is thus not<BR>affected by no-teleport areas and rooms.  If all or item is used, it will refer<BR>only to those in the same room as the admin.  Otherwise, the admins present area<BR>will be checked for all instances of the name and transfers all of them.  If none<BR>are found in the same area, the whole world will be checked.</pre>
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			<p>
			<a name="TYPO"><B>TYPO</B></a>
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			<pre>Command : TYPO<BR>Usage   : TYPO [MESSAGE]/REVIEW (STARTING MSG)<BR>Example : typo nothing is spelled right in this room!<BR>Example : typo review<BR>Example : typo review 7<BR>Short(s): <BR>This command can be used to submit typos to the system.  When the REVIEW<BR>parameter is given, the typos will be iterated through one at a time to give the<BR>archon a chance to delete, comment on, or email each one.  An optional starting<BR>number can be given to REVIEW.</pre>
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			<p>
			<a name="UNLINK"><B>UNLINK</B></a>
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			<pre>Command : UNLINK<BR>Usage   : UNLINK [DIRECTION]<BR>Example : unlink north<BR>Short(s): <BR>A command for the unlinking of rooms from each other.</pre>
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			<p>
			<a name="UNLOAD"><B>UNLOAD</B></a>
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			<pre>Command  : UNLOAD<BR>Usage    : UNLOAD HELP/CLASS/USER/FACTION/ALL/[RESOURCE NAME]<BR>Example  : unload help<BR>Example  : unload all<BR>Example  : unload armorsmith<BR>Example  : unload class Thief_Search<BR>Example  : unload user joe<BR>Short(s) : <BR>Unloads most resource text, cached users, class objects, and help files for<BR>easy refreshing.</pre>
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			<p>
			<a name="VFS"><B>VFS</B></a>
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			<pre>VFS Refers specifically to those files in the CMFS (CoffeeMud File System)<BR>which are stored in your database, as opposed to directly in your local file system<BR>(hard drive).  VFS files are also mentioned to distinguish between local files,<BR>although VFS files appear to CoffeeMud to be right along side, or even on top of,<BR>your local files in your local directories.  VFS can even include its own<BR>directories which are not in your local file system.  See HELP CMFS for more<BR>information on this topic. </pre>
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			<p>
			<a name="WHERE"><B>WHERE</B></a>
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			<pre>Command : WHERE<BR>Usage   : WHERE (AREA) (ROOM/MOB/ITEM/MOBMASK/ITEMMASK) ([MASK])<BR>Example : where<BR>Example : where dog<BR>Example : where area item knife<BR>Example : where area mobmask -race +orc -levels +>=10<BR>Example : where !<BR>Short(s): <BR>Without an argument, this command displays the names and locations of all<BR>players online.  With the ROOM, MOB, ITEM, or no argument, it will show all mobs,<BR>rooms, and/or items the match the given key words in the mask, along with room<BR>locations.  With the MOBMASK, ITEMMASK arguments, it will show all mobs or items<BR>that match the given Zapper Mask (See Prop_HaveZapper). The arguments may be<BR>qualified with AREA to show only the Archons current area. The argument ! will show<BR>the mundane/player version of the WHERE command.</pre>
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			<p>
			<a name="WIZEMOTE"><B>WIZEMOTE</B></a>
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			<pre>Command : WIZEMOTE<BR>Usage   : WIZEMOTE [ALL/HERE/ROOM NAME/AREA NAME/CLAN NAME/PLAYER NAME] message<BR>Example : wizemote all You are having fun!<BR>Example : wizemote here We are having fun!<BR>Example : wizemote bob You are having more fun though.<BR>Example : wizemote "Death Area" Something bad happened here!<BR>Example : wizemote "Death Area#5320" Something bad happened there!<BR>Example : wizemote "The Artisans" Something bad happened to your clan!<BR>Short(s): <BR>A command to send emote-type messages to everyone in an area, a room, a clan,<BR>or to a specific player, or to everyone everywhere.</pre>
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			<p>
			<a name="WIZINFO"><B>WIZINFO</B></a>
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			<pre>Command : WIZINFO<BR>Short(s): <BR>The automatic information channel available to admins and area admins. Turned<BR>off with NOWIZINFO</pre>
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			<p>
			<a name="WIZINV"><B>WIZINV</B></a>
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			<pre>Skill    : WIZARD INVISIBILITY<BR>Usage    : WIZINV (OFF/NOCLOAK)<BR>Example  : wizinv<BR>Example  : wizinv nocloak<BR>Short(s) : <BR>Wizard Invisibility makes the invoker completely undetectable by other mobs or<BR>players.  In addition, the invoker will not hunger or thirst, may pass through any<BR>terrain unhindered (except doors), and is invulnerable to sleep spells.  Lastly,<BR>unless the nocloak parameter is specified, the Archon is completely cloaked as per<BR>the CLOAK command.</pre>
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			<p>
			<a name="WRATH"><B>WRATH</B></a>
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			<pre><BR>Skill    : Wrath<BR>Domain   : Archon<BR>Use Cost : Movement (50) <BR>Quality  : Malicious<BR>Targets  : Creatures <BR>Range    : Touch - Range 1<BR>Commands : WRATH<BR>Usage    : WRATH [PLAYER NAME] (!)<BR>Example  : wrath gunther<BR>Example  : wrath gunther !<BR>From anywhere on the map, the player with this skill can immediately knock<BR>another mob out of their shoes, depriving them of half of their hit points, mana,<BR>and movement in the process. If the "!" flag is added, an announcement of the wrath<BR>will also be made.</pre>
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			<p>
			<a name="XML"><B>XML</B></a>
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			<pre>Command  : <BR>Usage    : By MUDGrinder only<BR>Example  : <BR>Short(s) : <BR>This command exist to fascillitate the transfer of information between<BR>MUDGrinder and CoffeeMud.  Do not use this command for any reason.</pre>
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