lance/data/socials/
#HELPS
102 TRANSIN TRANSOUT~
Syntax: transin <message>
        transout <message>

This command allows those with the transfer command to customize the message
to use, instead of the boring hard-coded message. A %s must be included in
the line. This will be replaced with the name of the person that was
transferred.
~

102 SMOTE~
Syntax: smote <action>

Smote works exactly like pmote, except you must place your name somewhere in
the string, and it will show that string to everyone in the room.
~

102 ADVANCE~
Syntax: advance <character> <level>

ADVANCE sets a character's level to the specified value.  It is the
only way to create new immortal characters within the game.  ADVANCE
may also be used to demote characters.
~

102 TRUST~
Syntax: trust <character> <level>

TRUST sets a character's trust to the specified level.  This is similar to
advancing the character for accessing immortal commands, but has no effect
on combat strength, et cetera.  You can give more trust to mortal (or
immortal) characters to give them access to more power without messing up
the character.  You can also restrict a player's trust to less than their
natural level.

A trust of 0 means to use the character's natural level again.
~

102 ALLOW BAN PERMBAN~
Syntax: allow   <site>
	ban     <site> <newbies|all|permit>
	ban

BAN <site> prohibits players from that site from logging in.  BAN with
no arguments lists the banned sites.  ALLOW <site> removes a site from
the ban list, if the remover is of equal or higher level than the banner.

A site may have all players, new players, or non-permitted players (set
by editing the player file) banned, by changing the argument after the site.
*s may be used to ban either by suffix (*.edu), prefix (labmac*), or 
content (*andrews*), but be careful not to accidently lock out too many
sites with a wildcard.  Bans do not save unless the permban command is used.
~

102 REBOOT SHUTDOWN~
Syntax: reboot
	shutdown

Reboot shuts down the server.  When the normal 'startup' script is used
to control the server, a delay of fifteen seconds will ensue (to allow
old connections to die), followed by a reboot.

Shutdown shuts down the server and prevents the normal 'startup' script
from restarting it.
~


102 WIZLOCK NEWLOCK~
Syntax: wizlock
	newlock

Wizlock and newlock both block login attempts to ROM. Wizlock locks
out all non-gods (i.e. level less than 51), except for link-dead players who
are returning.  Newlock only locks out new character generation, typically
used for preventing a spammer from returning.  Wizlocking should be avoided,
and newlocking should be accompanied by mail or a note to the imps.

A god must be at least Supreme level to wizlock the game.
~

102 DENY~
Syntax: deny <name>

Deny locks a character out of a game permanently, rendering their character
name unusable.  It may only be removed by editing the file, for this reason
freeze is usually preferred.
~

102 DISCONNECT~
Syntax: disconnect <name>

Disconnect breaks a player's link to the game, dumping them back to the telnet
prompt.  This is a non-lethal way of getting rid of spammers and annoying
players.
~

102 FREEZE~
Syntax: freeze <name>

FREEZE <character> is a toggle which prevents a character from issuing any
commands at all. It can be removed from within the game, so freezing a 
troublemaker is usually a better option than they deny command.
~

102 FORCE~
Syntax: force <character> <command>
Syntax: force all <command>

FORCE forces one character to execute a command, except of course delete.

Below level 57 (Deity) force can only be used on mobiles, and force all is
unavailable.  You also cannot 'force orc murder hugo', for example. 

FORCE 'all' forces all player characters to execute a command.
This is typically used for 'force all save'.
~

102 SOCKETS~
Syntax: sockets
	sockets <name> 

SOCKETS reports all of the visible users connected to the server, including 
users in the process of logging in.  The two numbers inside brackets are the 
channel number and the 'connected' state.  The 'connected' states are listed in 
merc.h: 0 is CON_PLAYING; non-zero values are various states of logging in.

The optional name argument shows the site of a player, or optional can be used
to identify switched gods (i.e. socket orc shows the name of anyone switched
into an orc).
~

102 LOAD~
Syntax: load mob <vnum>
	load obj <vnum> <level>

The load command is used to load new objects or mobiles (use clone to 
duplicate strung items and mobs).  The vnums can be found with the vnum
command, or by stat'ing an existing mob or object.

Load puts objects in inventory if they can be carried, otherwise they are
put in the room.  Mobiles are always put into the same room as the god. Old
format objects must be given a level argument to determine their power, new
format objects have a preset level that cannot be changed without set.
(see also clone, vnum, stat)
~

102 SET~
Syntax: set mob   <mobile> <field> <value>
	set obj   <object> <field> <value>
	set room  <number> <field> <value>
	set skill <char>   <name>  <rating>
	set skill <char>   all     <rating>

The set command is used to change the numerical values of the various data
structures. Type set <class> without an argument to see a listing of options.
Set skill all (pc's only) will set all the character's skills to the value
given.  Use string to change the strings on an object or mobile.
(see also string, stat)
~

102 STRING~
Syntax: string obj <field> <string>
	string mob <field> <string>

The string command changes the various strings associated with an object or
mobile.  A full list of fields can be viewed by typing string obj or string
mob.  Sorry, multi-line strings are not yet supported.
~

102 NOCHANNEL NOEMOTE NOSHOUT NOTELL~
Syntax: nochannel <character>
	noemote   <character>
	noshout   <character>
	notell    <character>

Noemote, noshout, and notell are used to muffle other characters, by
preventing them from emoting, shouting, and telling, respectively.
Characters who are noshout'ed or no'telled will also not receive those
forms of communication.

The nochannel command is similar, but more drastic. It prevents the victim
from using any of the channels (gossip, cgossip, Q/A, music) on the game.
Nochannels usually result from swearing or spamming on public channels.
~

102 PARDON~
Syntax: pardon <character> killer
	pardon <character> thief

Pardon pardons a player for their crimes.  Don't pardon a player unless you
are sure they deserve it.  Being killed by Hassan acts as an automatic
pardon.
~

102 PURGE~
Syntax: purge
	purge <character>

Purge is used to clean up the world.  Purge with no arguments removes all the
NPC's and objects in the current room.  Purge with an argument purges one
character from anywhere in the world.

Purge will not get rid of PC's, or objects or mobiles with a NOPURGE flag
set (i.e. the pit, the fountain, shopkeepers, Hassan).  Mobiles may be
purged if they are called directly by name.
~

102 RESTORE~
Syntax: restore <character>
	restore room
	restore all

Restore restores full hit points, mana points, and movement points to the
target character.  It also heals poison, plague, and blindness.

Restore room (or restore with no argument) performs a restore on every player
in the room, restore all does the same for all connected players. Restore all
is only usable by creators and implementors.  Restore should be used sparingly
or not at all.
~

102 SLAY~
Syntax: slay <character>

Slay kills a character in cold blood, no saving throw.  Best not to use this
command on players if you enjoy being a god.
~

102 TRANSFER TELEPORT~
Syntax: transfer <character>
	transfer all
	transfer <character> <location>
	transfer all         <location>

Transfer transfers the target character, or ALL player characters,
to your current location (default) or to a specified location. Trans all 
should almost never be used, as 100 players popping into one room can have
horrible effects on slow links. Teleport is a synonym for transfer. 
~

102 AT~
Syntax: at <location> <command>

At executes the given command (which may have arguments) at the given
location.  The location may be specified as a vnum, as the name of
a mobile, or as the name of an object.

At works by temporarily moving you to that location, executing the
command, and then moving you back (if the command didn't change your
location).
~

102 ECHO GECHO PECHO~
Syntax: echo  <message>
	gecho <message>
	pecho <character> <message>

These commands all perform similar functions.  Echo sends the message to
all characters in the same room as the user, with no indication of who sent
it.  Gecho does the same for all players connected to the game, and pecho
sends the message to the player specified as the target.  Any higher-level
god will see a prompt in front of your message, informing him or her that it
is an echo.
~

102 GOTO~
Syntax: goto <location>

Goto takes you to a location.  The location may be specified as a vnum,
as the name of a mobile, or as the name of an object.

You may not Goto a room if it is PRIVATE and has two (or more) characters
already present, or if it is SOLITARY and has one (or more) characters
already present. Some other rooms are barred to players below a certain
god level.

Implementors can use the violate command to get into private rooms.
~

102 HOLYLIGHT INVIS WIZINVIS~
Syntax: holylight
	wiznvis <level>

Holylight is a toggle that allows you to see (almost) every character and
mobile in the game.  With holy light, you can see what's in the game more
easily.  Without holy light, you can see what mortal players see.

Wizinvis takes a level argument, and will mke you invisible to all players of
a lower level than your invisibility level.  It defaults to the maximum
(your level) if no argument is given.  Wizi 60 characters are totally 
invisible.
~

102 INCOGNITO~
Toggling your incognito status will hide your presence from people outside the
room you are in, but leave you visible to those who are with you.  It takes
a level argument similar to wizinvis, people at that level or higher can see
you regarless of location.
~ 

102 MEMORY~
Syntax: memory

Memory reports the size of your mud.

The 'Mobs' and 'Objs' lines report the number of types of mobiles and objects,
not the number of instances currently in the game.

The 'Strings' line shows memory used by area-file strings.  These strings have
a maximum limit, which is also shown.

The 'Perms' line shows permanently allocated memory blocks.  There is no limit
on the number and size of these blocks.
~
102 VNUM~
Syntax: vnum <name>
	vnum <obj or mob> <name>
	vnum skill <name>

Vnum finds all objects and mobiles with a particular name, and prints out
the results.  Use vnum obj or vnum mob to limit the search.  This vnum is
very useful for loading. Vnum skill returns the skill number (for set) and
the slot number (for making new zones) of a skill name.
(see also load)
~

102 STAT~
Syntax: stat <name>
	stat mob  <name>
	stat obj  <name>
	stat room <number>

The stat command gives you detailed information on an object, mobile, or room
within the game.  Without a class argument, the command will return a object
(if found), a mobile (if no object exists, but a mobile does), or a room 
(if a number is  given).  Stat room with no argument stats the room you are
standing in.  Stat can be used to find room vnums for goto.
(see also goto, transfer)
~


102 MWHERE~
Syntax: mwhere <name>

Mwhere shows you the locations of all mobiles with a particular name.
~

102 PEACE~
Syntax: peace

Peace causes all characters in a room to stop fighting. It also strips the
AGGRESSIVE bit from mobiles.
~

102 POOFIN POOFOUT~
Syntax: poofin  <message>
Syntax: pooffout <message>

The standard messages for goto are 'arrives in a swirling mist' and
'leaves in a swirling mist'.  You can replace these messages with messages of
your own choosing using the poofin and poofout commands.  These messages
must include your name somewhere in the string.

Poofin and poofout only show to characters who can see you.
(see also goto)
~

102 PROTECT~
Syntax: protect <character>

Protect is used to protect a character from unwanted snooping.  Removing 
protected status from a character WILL be seen by that character.
~

102 LOG SNOOP~
Syntax: log   <character>
	log   all
	snoop <character>

Log <character> causes all of a character's commands to be logged into
the server's log file.  Like Freeze, it is a permanent character toggle.
Logs may only be used by creators and implementors, and should be accompanied
by mail to the implementors.

Certain commands (Password) are protected against log.  Conversely, certain
commands (especially immortal commands) are always logged.

Log all logs all character commands.  It is a server-wide toggle; it does not
persist across reboots. Please do not use this unless you tell the imps.

Snoop shows you a copy of all the input and output going to a character.
The character must have an open channel.  You may snoop more than one
character at a time. Try to respect privacy.

Snoop yourself to cancel all outstanding snoops.
~

102 SWITCH RETURN~
Syntax: switch <character>
	return

Switch switches you into the body of another character (who must not
already have a descriptor, e.g. you can't switch into a PC). You also cannot
switch into link-dead PCs.

Return returns you to your original body.
~

102 IMMTALK :~
Syntax: immtalk <message>
	immtalk

Immtalk sends a message to all immortals.  : is a synonym for immtalk.
Using this command with no argument turns off the immortal channel (or
turns it back on).
~

102 WIZNET~
Syntax: wiznet 
	wiznet show
	wiznet status
	wiznet <field>

Wiznet is sort of an immortal news service, to show important events to
the wiznetted immoral.  Wiznet by itself turns wiznet on and off, 
wiznet show lists all settable flags (they are not detailed here), 
wiznet status shows your current wiznet settings, and wiznet <field> toggles
a field on and off.  The events should be self-explanatory, if they are not,
fiddle with them a while.  More events are available at higher levels.
~
102 WIZHELP~
Syntax: wizhelp

Wizhelp provides a list of all the immortal commands.
~

102 'CHANGE SEX'~
Syntax: cast 'change sex' <victim>

This spell changes the sex of the victim (temporarily).
~

102 CLONE~
Syntax:
  clone obj <object>
  clone mob <mobile>
  clone <name>

The clone command duplicates an object or mobile.  The level of item or mobile
that may be cloned depends on your level.  The target object or mob must be in
the same room as you, or in your posession.  Strung and set information is
preserved by clone, as well as any spell effects and container contents or
mobile inventory, except for items which are too high for you to clone.  
Strung extended descriptions on objects are not kept, however.
~

0 $~
#$