*@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.