*@create
@create type name [destination]
This command creates an object of type 'type' and with name 'name'. Valid
types are 'armor', 'coins', 'exit', 'monster', 'object', 'room', 'shop',
and 'weapon'. For types armor, exit, monster, object, and weapon, the
name field may actually be a list of names separated by ;'s. The first
name in the list will be treated as the primary name.
If the type is 'exit', then a destination MUST be specified (usually
in the form of an object number reference, such as:
@create exit out;north;n #4
If the type is 'coins', then the name must be an integer representing
the number of coins.
*@destroy
@destroy object
Causes an object to be destroyed.
*@exam
@exam [object]
Prints a listing of the object's description strings and the objects
it contains. If object is not specified, the current location is
examined.
*@force
@force object command
Forces the object to perform the specified command.
*@invis
@invis on|off
Turns your character invisible.
*@move
@move [item] dest
Moves item to dest. If item is not specified, moves your character to
dest.
*@password
@password old new
Changes your password. 'old' is your current password, and 'new' is the
password you wish to change to.
*@possess
@possess object
This possesses an object. When an object is possessed, everything it
hears is sent to your character, preceded by a '%' character. To command
the possessed object, type '$' character followed by the command you
wish the object to execute. @possess with no arguments tells you what
you are currently possessing. @possess off turns possession off.
*@replicate
@replicate object
Creates an exact duplicate of the specified object.
*@set
@set object [!]field [value]
Sets a field on an object. If '!' precedes the field name, the field
is set to null. Valid fields are:
puny, weak, poor, average, good, verygood, massacre: these are messages
accompanying successful attacks. These fields may be set on monsters
and weapons. They are of the form msg1*msg2;msg3;msg4*msg5
msg2 is followed by the victim's name and msg3 and sent to the attacker.
msg3 is preceded by the attacker's name and sent to the victim.
msg4 is preceded by the attacker's name and followed by the victim's name
and msg5, and is sent to others in the room.
name: a name (or list of names) used to identify the object in commands
short: the short description of an object
long: the long description of an object
owner: the owner of the object
special: the 'special' field. it is an integer value.
hitreduce: for monsters and armor. this is the amount an attacker's chance
to hit is reduced by.
damreduce: for monsters and armor. this is the amount an attacker's damage
is reduced by.
protection: this is the area of the body that armor protects. it may be
set to head, neck, torso, body, arms, hands, groin, legs, and feet.
body refers to objects such as 'cloaks' while torso refers to breast
plates and chain mail.
value: how much an object is worth.
dropto: set on rooms. its where an object goes if it is dropped in that room.
not currently implemented.
shopkeeper: set on shops. it indicates who the shopkeeper is.
storeroom: set on shops. it is where objects for sale are stored.
dest: set on exits. it is where the exit leads.
hitbonus: set on monsters and weapons. its the bonus to hit.
damage: set on monsters and weapons. its the amount of damage done, in the
form #d#+#. Example: @set mace damage 1d6+2
hp: set on monsters. the number of hit points they have.
xp: set on monsters. the number of xp received for killing them.
level: set on monsters. this affects things such as hitbonus, hitreduce,
hp, and xp.
The following take no value:
permanent: set on objects, weapons, armor, and monsters. For monsters,
causes them to regenerate after death. For objects, causes them to
be placed in the store's storeroom when sold rather than destroyed.
forsale: set on objects, weapons, armor. When an object with this
flag is sold, a copy is kept in the storeroom.
hostile: set on monsters. This causes the monster to be aggressive.
temple: set on rooms. The 'reincarnate' command only works in temples.
dark: set on anything. For exits, causes the exit to be hidden when
the 'exits' command is used. For other objects, causes the object's
inventory to be hidden when the object is looked at.
programmer: for builder-characters. This can only be set by a priveleged
wizard (see @priv). It allows access to programmer commands.
*@stat
@stat object
Prints out statistics on an object.
*date
date
Prints out the current time.
*drop
drop object
Drops the object.
*exits
exits
Lists non-hidden exits in your location.
*get
get object
Gets an object
*help
help [topic]
Prints help on a specified topic. If no topic is specified, lists topics
on which you may get help.
*inventory
inventory
Lists your inventory.
*look
look [object]
Looks at an object. If no object is specified, looks at your location.
*pose
pose action
Causes you to emote a string preceded by your name. Typing ':' followed
by action has the same results.
*quit
quit
Leaves the game.
*say
say message
Causes you to say a message. Typing '"' followed by message has the same
results.
*who
who
Lists the persons playing the game.
*wizlist
wizlist
Lists all wizards.