& FLAGS @set <object>=[!]<flag name> Flags give objects certain abilities or qualities. For example, a wizard player has wiz powers because s/he has the WIZARD flag set. Some flags can only be set on certain types of objects, such as just players or just rooms. Other flags, like VISUAL, can be set on any type of object (player, room, exit, thing). To un-set a flag, use the exclamation point (!) before the flag name. For help on any particular flag, type: help <flag name> A descriptive list of flags is available in: help flag list A complete list of flags is available through: @flag/list (continued in help flags2) & FLAGS2 You can see the list of flags set on an object in several ways. 1. If you are allowed to examine the object. The flags are listed in expanded word format on the line just below the object's name, after the word "Flags:". 2. Flag abbreviations are also visible after the object's name in the room description (if the object is not set OPAQUE and you are not set MYOPIC). 3. The flags() function will also return the object's list of flag abbreviations. Note: ROOM, PLAYER, EXIT, and GARBAGE are special flags which indicate the TYPE of an object. The absence of these four special flags indicates the object is of type THING. See also: examine, flags(), hasflag(), orflags(), andflags(), orlflags(), andlflags(), types of objects, type(), hastype(), @flag & FLAG LIST & FLAGS LIST Flag Title Flag Title Flag Title ----------------------------------------------------------------------- A - Abode, Ansi C - Chown_Ok, Color D - Dark E - Exit (type) F - Floating, Fixed G - Going H - Haven I - Trust/Inherit J - Jump_Ok, Judge L - Link_Ok M - Monitor N - No_Tel, No_Leave O - Opaque P - Player (type) Q - Quiet R - Room (type) S - Sticky T - Thing (type) U - Unfindable V - Visual W - Wizard X - Safe Z - Shared, Z_Tel a - Audible b - Debug c - Connected d - Destroy_Ok e - Enter_Ok g - Gagged h - Halt i - Orphan j - Jury_Ok l - Light m - Myopic, Mistrust n - No_Command o - On-Vacation p - Puppet, Paranoid r - Royalty s - Suspect t - Transparent u - Uninspected v - Verbose w - No_Warn x - Terse, Cloudy ? - Unregistered ^ - Listen_Parent ~ - Noaccents " - NoSpoof ----------------------------------------------------------------------- Some flags may not be enabled on some MUSHes. @flag/list will show which are available. & ABODE Flag: ABODE (rooms) If a ROOM has the ABODE flag set, any PLAYER can set his home there, and can set the homes of THINGs there. It does not mean that a player can open an exit to that room, only that they can set their home there. This flag should not be set unless you want to make the room a public 'living area'. To make a room your home, type '@link me=here' while standing in the room. See also: @link & ANSI Flag: ANSI (players) When set on a player, this flag bold-hilites the names and owners of attributes when the player "examines" an object. This makes it much easier to pick out where attributes begin and end, when examining complex objects. You must be using a terminal which supports ANSI control codes in order for this to work. Additionally, some MUSHes may not support ANSI. Check @config to see. See also the COLOR flag. If COLOR is not set, and ANSI is, you will see vt100 ANSI codes, but not color ANSI codes. See also: COLOR, ansi(), @config & AUDIBLE Flag: AUDIBLE (all types) Exits that are AUDIBLE propagate sound to their destinations. In other words, any message - emit, say, or pose - that is heard in the source room of the exit is passed on to the contents of the exit's destination room. The message is prepended with the exit's @prefix attribute; if there is no @prefix, the default is used: "From <name of the exit's source room>," Messages matching a certain pattern may be filtered out by using @filter on an exit; read 'help @filter' for more. If the object has a @forwardlist, sounds that pass the @filter are sent on to the objects in the @forwardlist. In order for exits in a room to propagate sound, the room must also be set AUDIBLE. If the room is audible, exits that are audible show up on a @sweep, even if they are set DARK. See "help AUDIBLE2" for more. & AUDIBLE2 This flag is also valid for things. If an object is set AUDIBLE, any messages which originate from its contents will be broadcasted to the outside world. This makes it very simple to program vehicles. Like AUDIBLE on exits, the message is prepended with the thing's @prefix attribute, and messages matching certain patterns may be filtered with @filter. If there is no @prefix, the message will be prepended with "From <name of AUDIBLE object>," The AUDIBLE object does not receive its own propagated messages. The AUDIBLE flag allows most "emitters" (objects that listen for messages and broadcast them to other rooms) to be eliminated. The message is propagated only to the next room and no farther, so there is no danger of looping. & BUILDER BUILDER BUILDER is actually an @power rather than a flag. Some MUSHes choose to limit the building commands (@dig, @open, and sometimes even @create) to registered builders only. If you are on a MUSH that does this, you will not be able to use these commands unless you have the power. Only wizards can grant @powers. To see if building is limited, check @command for the various building commands. See also: POWERS, @power, @dig, @open, @create & CHOWN_OK Flag: CHOWN_OK (things, rooms, exits) You can set this flag on an object you own to allow other players to transfer ownership of the object to themselves (using @chown). You must be carrying the thing, or in the room in order to set the flag, unless you use the DBREF number. See also: @chown & CLOUDY Flag: CLOUDY (exits) If this flag is set on a (non-TRANSPARENT) exit, when a player looks at the exit they will see the contents of the destination room following the exit's description. If the flag is set on a TRANSPARENT exit, when a player looks at the exit they will see only the description of the destination room following the exit's description, and will not see contents. & COLOR Flag: COLOR (players) When set on a player, this flag allows the player to see ANSI color. The ANSI flag must also be set. See also: ANSI, ansi() & CONNECTED Flag: CONNECTED (players) This internal flag applies only to players and it shows if the player is connected or not. Only admin can see this flag. No one can set or reset this flag. Mortal code can't use hasflag(<x>,connected) to test if a player is connected. Consider using conn(), lwho(), or mwho() instead. See also: conn(), lwho(), mwho() & DARK Flag: DARK (all types) If a room is DARK, then no items are shown when a person 'looks' there. If a thing is DARK, then "look" does not list that object in the room's Contents:, and if an exit is DARK, it doesn't show up in the Obvious Exits: list. Puppets and audible objects with @forwardlist are not concealed by this flag. Note that players, puppets, and other "hearing" objects still trigger enter/leave messages when in DARK areas. There is a config option for "full invisibility": players and objects that are dark will be slightly disguised in speech and poses. Such actions by these objects will show as being from Someone or Something depending on whether it was an object or wizard player. See 'help DARK2' for more. & DARK2 Players who can hide from the WHO list should use @hide/on and @hide/off to control this, not the DARK flag. While any player can turn off their DARK flag, only Wizards can set their DARK flag. Wizards who are DARK "disappear" completely -- they are not on the WHO list, do not announce connects and disconnects, etc. & DEBUG Flag: DEBUG (all types) The DEBUG flag is used for debugging MUSHcode. It is meant to be used in conjunction with the VERBOSE flag. If an object is set DEBUG, all parser evaluation results will be shown to the object's owner and to any dbrefs in the object's DEBUGFORWARDLIST, in the format: #dbref! <string to evaluate> : #dbref! recursive evaluation of functions in string #dbref! <string to evaluate> => <evaluated string> Note that verbose output is "#obj]" - debug output is "#obj!". Because the parser does recursive evaluations, you will see successive messages evaluating specific parts of an expression. This enables you to pinpoint exactly which evaluation is going wrong. To add a target to an object's DEBUGFORWARDLIST, the object must pass the target's @lock/forward, or control the target. See "help DEBUG2" for more. & DEBUG2 Objects run under this flag are computationally expensive. Avoid leaving it set on objects. It can also generate huge amounts of spam from the output. Create test, and set it DEBUG. > @va test=$wc *:"String %0 has [strlen(%0)] letters and [words(%0)] words. > wc This is my test string #14! String %0 has [strlen(%0)] letters and [words(%0)] words. : #14! strlen(%0) : #14! %0 => This is my test string #14! strlen(%0) => 22 #14! words(%0) : #14! %0 => This is my test string #14! words(%0) => 5 #14! String %0 has [strlen(%0)] letters and [words(%0)] words. => String This is my test string has 22 letters and 5 words. Test says, "String This is my test string has 22 letters and 5 words." & DESTROY_OK Flag: DESTROY_OK (things) The DESTROY_OK flag allows anyone to @destroy it. This is good for "temporary" objects like "Can of Cola". If the object has a @lock/destroy set, a player who doesn't control the object must pass this lock in order to destroy it. DESTROY_OK takes precedence over SAFE. See also: @destroy & ENTER_OK Flag: ENTER_OK (all types) If an object or person is ENTER_OK, other players may enter the object or person by using 'enter <object/person>. Only objects which are ENTER_OK may be entered, regardless of the enter lock. Players must also have the ENTER_OK flag set if they wish to be able to receive things given to them by other players via the command 'give <player> = <object>'. This flag has no effect on rooms. See also: enter, leave, give, @lock & FIXED Flag: FIXED (players) When this flag is set on a player, it prevents them or any of their objects from using the @tel or home command. The only exception is that a player's objects are permitted to @tel themselves to the player's inventory. & FLOATING Flag: FLOATING (rooms) If a room is set floating, you will not be notified every 10 minutes or so that you have a disconnected room. A disconnected room may mean (depending on how the MUSH is configured) a room that can't be reached from room #0, or a room that can't be reached from room #0 and has no exits. & GAGGED Flag: GAGGED (players) When set on a player, it disables him from doing anything except moving and looking. He cannot talk, page, build, pose, get or drop objects. Normally used as a penalty for those who break MUSH rules. Only wizards can set this flag. & GOING Flag: GOING (all types) Used internally for the @destroy command, it is set on things that are scheduled to be destroyed. To prevent a GOING object from being destroyed, use the @undestroy (or @unrecycle) command. You can no longer @set the object !GOING. & HALT Flag: HALT (all types) While this flag is set, the object cannot perform any mush actions, listen, be triggered, evaluate functions or substitutions, etc. See also: @halt, @restart & HAVEN Flag: HAVEN (players, rooms) If a player is set HAVEN, she cannot be paged and anyone paging them will be sent a brief notification. You can also set a longer @HAVEN message if you wish. You may prefer to use @lock/page to block out only specific individuals. If a room is set HAVEN, the 'kill' command cannot be used in that room. See also: @haven, kill & HEAVY Flag: HEAVY (all types) A mortal player can teleport anything between two containers they own, unless the thing to be teleported is set HEAVY. This flag can only be set by royalty or wizards. See also: @tel & INHERIT & TRUST Flag: TRUST (all types) TRUST is a security flag used to prevent objects without authorization from using @force, @set, and @trigger on other objects. Authorization is successful if any of these are true: 1. The enactor is WIZARD ("wizards control all"). 2. The enactor's owner is TRUST ("the player trusts all their objects"). 3. The enactor is TRUST ("this object is trusted"). 4. The target is not TRUST ("this object isn't trusted"). That is, if a non-wizard player is set TRUST, all of their objects may act on each other (case 2). Otherwise, only TRUST objects may act on TRUST objects (case 3) but any of the player's object may act on non-TRUST objects (case 4). Only TRUST or WIZARD objects may force their owners. Players can always @force, @set, and @trigger their objects. This flag used to be called INHERIT, and INHERIT is still an alias for it, but TRUST better describes its action. Read "help trust2" for more. & TRUST2 & INHERIT2 Authorization is only denied if the enactor is neither a player nor TRUST, and the target is WIZARD, TRUST, or is a player. The TRUST protection against @trigger may be overridden by setting the target object LINK_OK. Objects which are WIZARD are not subject to any special criterion, although they are automatically considered to be TRUST. The normal criteria for object control still apply. The TRUST flag protects against an object from being controlled by anything not owned by its owner. This prevents someone who controls a zone master from doing things like @forcing an TRUST object to @force its owner. & JUDGE & JURY_OK Flags: JUDGE and JURY_OK (players) These flags may be used by the MUSH to support some form of Judged RP system. Or they may not be compiled in. See @config for more information. & JUMP_OK & TEL_OK Flag: JUMP_OK (or TEL_OK) (rooms) When a room is set JUMP_OK, then that room can be teleported into by anyone. See @teleport. & LIGHT Flag: LIGHT (all types) Objects, players, and exits which have the LIGHT flag set on them (and are not also set DARK) appear in the contents of DARK rooms. See also: DARK & LINK_OK Flag: LINK_OK (rooms, things) If a room or object is LINK_OK, anyone can link exits to it (but still not from it). Also, LINK_OK overrides the TRUST protection against @trigger (although not @force or @set). This also allows others to @parent their objects to the thing set LINK_OK. See @link, TRUST, @parent, PARENTS & MONITOR Flag: MONITOR (players) When set on a player, this flag notifies that player when anyone connects to or disconnects from the MUSH. It is valid only for players, and must be set by a wizard (although royalty may set themselves MONITOR). Flag: MONITOR (things, rooms) When set on a thing or room, this flag activates the ^ listen patterns on the object. Objects which have ^ listen patterns but are not set MONITOR do not check those patterns. & MORTAL The MORTAL flag is no longer available in PennMUSH. Please see help changes for more information. & MYOPIC Flag: MYOPIC (players) Myopic is a flag which suppresses the printing of an object's dbref number and abbreviated list of flags when it is looked at. It makes the world appear like you don't control any of it, even if you're a wizard or royalty. It's useful if you don't like to see object numbers. This flag is only valid for players; objects belonging to MYOPIC players are automatically considered to be MYOPIC. See also: DBREF & MISTRUST Flag: MISTRUST (things, rooms, exits) Mistrust prevents an object from controlling anything but itself. This will also usually prevent it from examining anything else non-VISUAL owned by the same player. It also prevents the object from benefitting from its owner's no_pay, no_kill, and no_quota powers, if any. This flag can be used when you wish a single player to retain ownership of objects that other players will use to run arbitrary commands, and don't want those objects to be able to affect your objects. (Note, however, that a Wizard object will ignore this flag, a see_all object will still be able to examine anything, a no_pay object will still have unlimited money, etc. This flag works best when no other privileges are granted to the object.) See also: control & NOACCENTS Flag: NOACCENTS (players) This flag causes all accented characters to be converted to non-accented before being sent to a connection. See HELP STRIPACCENTS() for caveats. See also: i18n, accent(), stripaccents() & NO_COMMAND Flag: NO_COMMAND (all types) The NO_COMMAND flag disables the checking of $-commands on an object. Most MUSHes will be configured to automatically set this flag on rooms and players. The server runs faster when fewer objects are checked for $-commands; thus, any object which does not have $-commands on it should be set NO_COMMAND. Many MUSHes choose to have all objects initially set NO_COMMAND at creation. The flag has no effect on exits. See also: USER-DEFINED COMMANDS & NO_LEAVE & NOLEAVE Flag: NO_LEAVE (objects) When this flag is set on an object, players can not "leave" it. Attempts to leave the object will trigger its @LFAIL, @OLFAIL, and @ALFAIL, if set. See also: leave & NO_TEL Flag: NO_TEL (rooms) The NO_TEL flag prevents objects in a room from being @teleported; mortals in the room cannot use @teleport, nor can other objects @teleport them out. This flag is checked on the "absolute room" of an object; thus, if you are in a container in a room which is NO_TEL, you cannot use @teleport from that container. There is no way to get out of a NO_TEL room except by exiting in some "normal" manner, or by going "home". Puzzle rooms, prisons, and similar locations would probably benefit from this flag. & NO_WARN & NOWARN Flag: NO_WARN (all types) This flag is enabled with the MUSH building warning system. When this flag is set on an object, its owner will not receive any building warnings from that object. When it is set on a player, that player will not receive any building warnings at all. See also 'help warnings', 'help @warnings', and 'help @wcheck' & NOSPOOF Flag: NOSPOOF (players) If a player is set NOSPOOF, @emits of all sorts will be tagged with the name of the person/object making them. This prevents spoofing and lets you see where such messages originated. Objects belonging to NOSPOOF players are automatically considered NOSPOOF. Note that NOSPOOF output can be spammy and that the output format of NOSPOOF can mess up @listen and ^ patterns, giving unexpected results. Sample output: @set me=nospoof > Flag set. @pemit me=Testing > [Cyclonus->Cyclonus] Testing See PARANOID, SPOOFING, @emit, @pemit, @remit, and @oemit. & PARANOID Flag: PARANOID (players) Used in conjunction with the NOSPOOF flag. If a player is set PARANOID and NOSPOOF, @emits of all sorts are tagged with the name and dbref of the person/object making them and the name of the object's owner, if the emit was not from a player. See NOSPOOF, SPOOFING, @emit, @pemit, @remit, and @oemit. & ON-VACATION Flag: ON-VACATION (players) This flag may be used by the MUSH to allow players to indicate when they have left for vacation, to prevent themselves from being purged for inactivity. Its usefulness depends on game policy. You will be notified (periodically and on connect) if you leave this flag set, to remind you to unset it when you return from vacation. & OPAQUE Flag: OPAQUE (all types) When set on yourself, it prevents other players from seeing what you are carrying in your inventory. This applies to everyone and everything, even wizards and royalty, or to stuff that you own. It works the same way on objects. This flag also prevents people inside an object from using look/outside. When set on an exit in a TRANSPARENT room, the exit is displayed as if the room weren't TRANSPARENT. Meaningless for rooms. See also: TRANSPARENT, look & ORPHAN Flag: ORPHAN (all types) The ORPHAN flag severs the connection between an object and its type ancestor, and prevents attributes from being retrieved from the ancestor. It has no effect on the object's true @parents, only on its use of the ancestor. See also: @parent, ancestors & PLAYER Flag: PLAYER (player) The PLAYER flag identifies you as a player. This flag cannot be reset by any player, not even a Wizard. It is used by hardcode to identify your commands, check for validity of commands or locks, etc. You can just pretend it isn't there. & PUPPET Flag: PUPPET (things) Setting this flag on a thing turns it into a sort of extension of its owner, making it grow eyes and ears. It then relays everything sees and hears back to its owner, unless the owner is in the same room. (If you set a puppet VERBOSE as well, it will relay even when the owner is in the same room). See: @force, PUPPETS & QUIET Flag: QUIET (all types) This flag when set on yourself prevents you from hearing the 'set', 'triggered', 'Teleported.', and several other messages from any objects you own. When set on an object, only that object will not relay its messages. & ROOM Flag: ROOM (rooms) This flag is automatically set on rooms when you @dig a new room. It cannot be changed. & ROYALTY Flag: ROYALTY (all types) If this flag is set on any type of object, then that object will be able to @tel and examine as if it was a wizard. Royalty players are not affected by quotas or restricted building. Royalty is not able to change things like a wizard could. Only wizards may set it on players, although players who are ROYALTY may set their objects ROYALTY. & SAFE Flag: SAFE (all types) The SAFE flag protects objects from destruction. If the REALLY_SAFE option was set when the MUSH was compiled (see @config), the only way to destroy an object set SAFE is to explicitly reset the SAFE flag and then @dest it. If the REALLY_SAFE option is not set, @destroy/override (or @nuke) will override the SAFE flag and destroy the object. & STICKY Flag: STICKY (all types) If a thing or player is STICKY, it goes home when dropped (See HOMES). It also goes home when an object carrying it teleports or goes home, unless the object controls it. If a room is STICKY, its drop-to is delayed until the last person leaves (See DROP-TOs). This flag is meaningless for exits. & SUSPECT Flag: SUSPECT (all types) This flag is only settable by wizards. Players with this flag have their connects, disconnects, name changes, and kills reported to all connected wizards. Actions by any object with this flag are also logged to the MUSH log files. & TEMPLE The TEMPLE flag is no longer available in PennMUSH. Please see help changes for more information. & TERSE Flag: TERSE (players, things) When an object is set TERSE, it does not see the descriptions or success/failure messages in rooms. This is a useful flag if you're on a slow connection or you're moving through a familiar area and don't want to see tons of text. When a player is TERSE, all of their objects are considered to be TERSE. & TRANSPARENT Flag: TRANSPARENT (all types) If this flag is set on a room, it will display exits in "long" format. Instead of putting all the exits on one line under "Obvious exits:" it prints each exit on a line by itself, in the format: <Exit Name> leads to <Exit Destination>. Thus, you might have: Obvious exits: South leads to Joe's Room. East leads to City Park. instead of Obvious exits: South East Exits set OPAQUE are still shown in the short format, so you can mix the two. (continued in help transparent2) & TRANSPARENT2 If this flag is set on an exit, when a player looks at the exit they will see the description and contents of the destination room following the exit's description. The exit list and succ/fail messages of the room will NOT be displayed. See also CLOUDY. See also: CLOUDY, OPAQUE, EXITS, @exitformat & UNFINDABLE Flag: UNFINDABLE (all types) If a player is set UNFINDABLE, he cannot be found by the @whereis command. You also cannot use loc(), locate(), and similar functions to find his location, unless you have the see_all power or equivalent. If a room is set UNFINDABLE, you cannot locate any of its contents via any means (@whereis, the loc() function, etc.) unless you are see_all or equivalent. If a player who can @hide and idle is set UNFINDABLE, and he is idle past the allowable maximum idle time, he will be hidden automatically. & UNINSPECTED Flag: UNINSPECTED (rooms) This flag may be used by the MUSH to indicate rooms which have not been inspected by the Building Council, Administration, etc. & UNREGISTERED Flag: UNREGISTERED (players) This flag may be used by the MUSH to support on-line registration. The only restriction on UNREGISTERED players is that they may not be granted @powers. & VERBOSE Flag: VERBOSE (all types) An object set VERBOSE echoes the commands it executes to its owner before executing them. This differs from the PUPPET flag in that the owner sees the command itself, rather than the output from the command. This flag is extremely useful in debugging, especially if used in conjunction with the PUPPET flag. VERBOSE output follows the format "#<object>] <command>". Something like "#1300] @trigger me/test" is a good example of typical VERBOSE output. See also: PUPPET, DEBUG & VISUAL Flag: VISUAL (all types) When this flag is set on an object, it allows any other player to examine it and see all the object's attributes as if they owned it. It does not enable them to make changes to the object. Very useful for getting help with code. See also: examine, brief & WIZARD Flag: WIZARD (all types) If a person is WIZARD, they are a wizard, unkillable, subject to fewer restrictions, and able to use wizard commands. In general, WIZARDs can do anything using #<number> or *<player>. Only player #1 can set and unset the WIZARD flag of other players. No WIZARD can turn their own WIZARD flag off. Other objects may also be set WIZARD, and they then have all the powers of a Wizard except that they cannot @nuke players. Only Wizards may set the WIZARD flag on objects. See also: ROYALTY, @power & Z_TEL Flag: Z_TEL (things, rooms) The Z_TEL flag, when set on a zoned room or on the ZMO of a room, prevents objects in the room from being @teleported out of the zone - that is, objects can only be @teleported to a room which is zoned to the same ZMO. Setting this flag on the ZMO affects all rooms zoned to it. Like NO_TEL, the "home" command will still work. This flag is intended for use in puzzle rooms and IC areas. See also: ZONES, ZONE MASTERS, @chzone, ZONE MASTER ROOMS & SHARED & ZONE Flag: SHARED (players) The SHARED flag is used to designate a player as a Zone Master. Objects owned by a Zone Master are controlled by anyone who passes the player's zone lock. See also: ZONE MASTERS & LISTEN_PARENT Flag: LISTEN_PARENT (things, rooms) When set on a thing or room which also has the MONITOR flag set, this flag causes ^ listen patterns to be checked on the object's parents as well as on the object. See also: MONITOR, LISTENING