#HELP
Keyword ADVENTURE~
Updated 1185731973
UpdatedBy Remcon~
Text . In our efforts to give credit to everyone who deserves it, we almost
forgot to give credit to one of the "grandfathers" of computer adventure
games... David Platt, the author of the original "Adventure" (c)1979.
Also credit to Ken Wellsch for porting the original Fortran-77 version
to UNIX-C (over a period of about 3 years) (c)1984.
~
End
#HELP
Perm 4
Keyword AFFECTTYPES~
Updated 1195839207
UpdatedBy Remcon~
Text . affected HELP OBJECTAFFECTED
weaponspell <sn> Cast a spell on victim with every blow of a weapon.
wearspell <sn> Cast a spell on wearer when object is worn.
removespell <sn> Cast a spell on wearer when object is removed.
stripsn <sn> Strips the specified <sn> from the wearer.
<skill> <modifier> Modifies a player's ability in a skill.
hit <#> Increases the wearer's max hitpoints.
mana <#> Increases the wearer's max mana/blood.
move <#> Increases the wearer's max movement.
hitroll <#> Increases the wearer's hitroll.
damroll <#> Increases the wearer's damroll.
armor <#> Increases the wearer's armor.
resistant <ris> HELP RIS. Makes the wearer resistant to the <ris>.
immune <ris> HELP RIS. Makes the wearer immune to the <ris>.
susceptible <ris> HELP RIS. Makes the wearer susceptible to the <ris>.
stat <stat> <#> HELP STATTYPES. Increases the wearer's specified stat.
~
End
#HELP
Keyword AMOTD~
Updated 1185732202
UpdatedBy Remcon~
Text &R \-,_ _,-/
, \ `-, &gThe SMAUG Avatar MOTD &R,-` / ,
_)\ | `\ &gUPDATED: &w7/29/07 &R/' | /(_
/, \_,/ \ `\ /' / \,_/ .\
`-, ,\ | \ / | /, ,-'
|G,/ / ,-, | | &gAs the Gods rip the Realms &R| | ,-, \ \_3|
_\_,/_ \ \|-, | &gasunder, a slew of changes &R| ,-|/ / ,_\,_/_
(_ ,__` | `\ | &grain down on you - the victims.&R| /' | __, _)
`--._`-;' \| |/ `;-`_.--`
__/ / | &gSome of these changes &R... | \ \__
''&B,-,&R' `&B,-,&R``
&B((&C|&B)) &R<&W*&R> &B((&C|&B))
&B|&C|&B| &R<&W*&R> &B|&C|&B|
&B|&C|&B| &R<&W*&R> &B|&C|&B|
&B|&C|&B| &R<&W*&R> &B|&C|&B|
&B|&C|&B| &R<&W*&R> &B|&C|&B|
&B|&C|&B| &R<&W*&R> &B|&C|&B|
&B//&C|&B\\ &R<&W*&R> &B//&C|&B\\
&B|||&C|&B|||&R<&W*&R> &B|||&C|&B|||
&B|||&C|&B|||&R<&W*&R> &B|||&C|&B|||
&B|||&C|&B|||&R<&W*&R> &B|||&C|&B|||&D
~
End
#HELP
Perm 4
Keyword AREAFLAGS~
Updated 1188747281
UpdatedBy Remcon~
Text Usage: aset <area filename> flags <flag(s)>
Flags:
NOPKILL
FREEKILL
NOTELEPORT
PROTOTYPE
NOQUEST
~
End
#HELP
Perm 1
Keyword BODYPARTS~
Updated 1193520057
UpdatedBy Remcon~
Text Body parts:
HEAD ARMS LEGS HEART BRAINS GUTS HANDS
FEET FINGERS EAR EYE LONG_TONGUE EYESTALKS TENTACLES
FINS WINGS TAIL SCALES BEAK HAUNCHES HOOVES
PAWS FORELEGS FEATHERS
Used for attacking:
CLAWS FANGS HORNS TUSKS TAILATTACK SHARPSCALES
~
End
#HELP
Keyword CHA CHARISMA~
Updated 1188858323
UpdatedBy Remcon~
Text Charisma (CHA in your 'score') represents your characters physical beauty and
charm.
Among other things, it affects:
- a character's practice rate with a language scholar
- prices charged to a character by shopkeepers
~
End
#HELP
Keyword CHAT~
Updated 1188422704
UpdatedBy Remcon~
Text Usage: chat <message>
This channel is used for chatting.
~
End
#HELP
Keyword CLANTALK~
Updated 1188423734
UpdatedBy Remcon~
Text Usage: clantalk <message>
This command allows a member of a clan to send a message to everyone online that
is in that clan.
~
End
#HELP
Keyword CLASSTALK~
Updated 1188861971
UpdatedBy Remcon~
Text Usage: classtalk <message>
This channel is used to send the message to everyone online that has the same
class as you.
~
End
#HELP
Keyword COLORS~
Updated 1188856647
UpdatedBy Remcon~
Text &DForeground:
&&x &&[black] = &xBlack&D &&r &&[dred] = &rDark Red&D &&g &&[dgreen] = &gDark Green&D
&&O &&[orange] = &OOrange&D &&b &&[dblue] = &bDark Blue&D &&p &&[purple] = &pPurple&D
&&c &&[cyan] = &cCyan&D &&w &&[gray] = &wGray&D &&z &&[dgray] = &zDark Gray&D
&&R &&[red] = &RRed&D &&G &&[green] = &GGreen&D &&Y &&[yellow] = &YYellow&D
&&B &&[blue] = &BBlue&D &&P &&[pink] = &PPink&D &&C &&[lblue] = &CLight Blue&D
&&W &&[white] = &WWhite&D
Blinking Foreground:
}}x &&[blink] = }xBlack&D }}r &&[bdred] = }rDark Red&D }}g &&[bdgreen] = }gDark Green&D
}}O &&[borange] = }OOrange&D }}b &&[bdblue] = }bDark Blue&D }}p &&[bpurple] = }pPurple&D
}}c &&[bcyan] = }cCyan&D }}w &&[bgray] = }wGray&D }}z &&[bdgray] = }zDark Gray&D
}}R &&[bred] = }RRed&D }}G &&[bgreen] = }GGreen&D }}Y &&[byellow] = }YYellow&D
}}B &&[bblue] = }BBlue&D }}P &&[bpink] = }PPink&D }}C &&[blblue] = }CLight Blue&D
}}W &&[bwhite] = }WWhite&D
Background:
^^x = ^xBlack&D ^^r = ^rRed&D ^^g = ^gGreen&D ^^O = ^OOrange&D
^^b = ^bBlue&D ^^p = ^pPurple&D ^^c = ^cCyan&D ^^w = ^wGray&D
Other:
&&v - &&V = &vReverse the colors.&D &&u - &&U = &uUnderline the text.&D
&&i - &&I = &iItalicize the text.&D &&s - &&S = &sStrikeover text.&D
&&D = Resets to custom color for whatever is being displayed.
&&d = Resets to terminal default color.
When using color close out the colors with a &&D tag.
When setting foreground and background set the foreground first.
~
End
#HELP
Keyword CON CONSTITUTION~
Updated 1188857887
UpdatedBy Remcon~
Text Constitution (CON in your 'score') represents your character's physical
stamina.
Among other things, it affects:
- the number of hitpoints recovered or regenerated at each tick if resting or
sleeping
- improvement or worsening of a character's mental state, thus affecting
general endurance
~
End
#HELP
Keyword 'CONFIG ANSI'~
Updated 1196031041
UpdatedBy Remcon~
Text Usage: config ansi
If set you will receive ANSI color sequences.
~
End
#HELP
Keyword 'CONFIG AUTOEXIT'~
Updated 1196031524
UpdatedBy Remcon~
Text Usage: config autoexit
If set you automatically see exits.
~
End
#HELP
Keyword 'CONFIG AUTOGOLD'~
Updated 1196031696
UpdatedBy Remcon~
Text Usage: config autogold
If set you automatically get the gold from a corpse.
~
End
#HELP
Keyword 'CONFIG AUTOLOOT'~
Updated 1196031559
UpdatedBy Remcon~
Text Usage: config autoloot
If set you automatically loot corpses.
~
End
#HELP
Keyword 'CONFIG AUTOSAC'~
Updated 1196031293
UpdatedBy Remcon~
Text Usage: config autosac
If set you will automatically sacrifice corpses.
~
End
#HELP
Keyword 'CONFIG AUTOSPLIT'~
Updated 1196035299
UpdatedBy Remcon~
Text Usage: config autosplit
If set when you get gold it will auto split the gold with party members that
are in the same room that also auto split gold.
~
End
#HELP
Keyword 'CONFIG BLANK'~
Updated 1196031158
UpdatedBy Remcon~
Text Usage: config blank
If set you will have a blank line before your prompt.
~
End
#HELP
Keyword 'CONFIG BRIEF'~
Updated 1196031186
UpdatedBy Remcon~
Text Usage: config brief
If set you see only brief descriptions.
~
End
#HELP
Keyword 'CONFIG COMBINE'~
Updated 1196031322
UpdatedBy Remcon~
Text Usage: config combine
If set you see object lists in a combined format.
~
End
#HELP
Keyword 'CONFIG COMPASS'~
Updated 1196031344
UpdatedBy Remcon~
Text Usage: config compass
If set you see the compass.
~
End
#HELP
Keyword 'CONFIG DRAG'~
Updated 1196031076
UpdatedBy Remcon~
Text Usage: config drag
If set others can drag you if you are incapacitated.
~
End
#HELP
Keyword 'CONFIG FINFO'~
Updated 1204595105
UpdatedBy Remcon~
Text Usage: config finfo
If set you will see when people on your friends list (that also have this set)
log in and out.
~
End
#HELP
Keyword 'CONFIG GAG'~
Updated 1196031008
UpdatedBy Remcon~
Text Usage: config gag
If set you won't see all battle details.
~
End
#HELP
Keyword 'CONFIG GROUPAFFECTS'~
Updated 1196031991
UpdatedBy Remcon~
Text Usage: config groupaffects
If set you will see affects in a grouped format.
~
End
#HELP
Keyword 'CONFIG GROUPWHO'~
Updated 1196031593
UpdatedBy Remcon~
Text Usage: config groupwho
If set it lets others know that you seek to group on who display.
~
End
#HELP
Keyword 'CONFIG HINTS'~
Updated 1196031206
UpdatedBy Remcon~
Text Usage: config hints
If set you see hints.
~
End
#HELP
Keyword 'CONFIG KEEPALIVE'~
Updated 1196031959
UpdatedBy Remcon~
Text Usage: config keepalive [<#>]
If set you will receive keep alive messages from the mud.
~
End
#HELP
Keyword 'CONFIG NICE'~
Updated 1196031099
UpdatedBy Remcon~
Text Usage: config nice
If set you won't attack back if attacked.
~
End
#HELP
Keyword 'CONFIG NOASSIST'~
Updated 1196031731
UpdatedBy Remcon~
Text Usage: config noassist
If set no one can assist you in battle unless partied with you.
~
End
#HELP
Keyword 'CONFIG NOINDUCT'~
Updated 1196031764
UpdatedBy Remcon~
Text Usage: config noinduct
If set no one can induct you.
~
End
#HELP
Keyword 'CONFIG NOINTRO'~
Updated 1196031377
UpdatedBy Remcon~
Text Usage: config nointro
If set you won't see the graphic screen at login.
~
End
#HELP
Keyword 'CONFIG NORECALL'~
Updated 1196031796
UpdatedBy Remcon~
Text Usage: config norecall
If set you won't recall from battle if you loose link.
~
End
#HELP
Keyword 'CONFIG NOSUMMON'~
Updated 1196031834
UpdatedBy Remcon~
Text Usage: config nosummon
If set another player can not summon you.
~
End
#HELP
Keyword 'CONFIG PAGER'~
Updated 1196031246
UpdatedBy Remcon~
Text Usage: config pager [<# of lines>]
If set your page pauses on long scrolls.
~
End
#HELP
Keyword 'CONFIG PROMPT'~
Updated 1196031263
UpdatedBy Remcon~
Text Usage: config prompt
If set you have a prompt.
~
End
#HELP
Keyword 'CONFIG SMARTSAC'~
Updated 1196031917
UpdatedBy Remcon~
Text Usage: config smartsac
If set you will not autosac a corpse with objects.
~
End
#HELP
Keyword 'CONFIG SOLO'~
Updated 1196031128
UpdatedBy Remcon~
Text Usage: config solo
If set no one auto-follows you when you leave the room.
~
End
#HELP
Keyword 'CONFIG SPARING'~
Updated 1204595162
UpdatedBy Remcon~
Text Usage: config sparing
If set you will be able to spar against someone for the fun of it.
~
End
#HELP
Keyword 'CONFIG SUICIDE'~
Updated 1196031402
UpdatedBy Remcon~
Text Usage: config suicide
If set you will automatically die when you get to 0 hp.
~
End
#HELP
Keyword 'CONFIG TELNETGA'~
Updated 1196031462
UpdatedBy Remcon~
Text Usage: config telnetga
If set you receive a telnet GA sequence.
~
End
#HELP
Perm 4
Keyword CONTAINERFLAGS~
Updated 1195004320
UpdatedBy Remcon~
Text CLOSEABLE PICKPROOF CLOSED LOCKED
EATKEY
Usage: oset <object> cflags <flag>
*Note* The flags are only going to work correctly if the object is
of the right object type (container, quiver).
If you wish to know the bitvectors you start at 1 for CLOSEABLE and multiply
it by 2 for the PICKPROOF bitvector and continue on for the others.
Example: CLOSEABLE = 1, PICKPROOF = 2, CLOSED = 4, ...
~
End
#HELP
Keyword COPYRIGHT~
Updated 1187659146
UpdatedBy Remcon~
Text SMAUG (c)1995, 1996, 1997, 1998 D.S.D. Software.
~
End
#HELP
Keyword COUNCILTALK~
Updated 1188775396
UpdatedBy Remcon~
Text Usage: counciltalk <message>
This channel is used to send the message to everyone online that is in the same
council you are.
~
End
#HELP
Perm 4
Keyword 'CSET BANCLASS'~
Updated 1196382666
UpdatedBy Remcon~
Text Usage: cset banclass <#>
This allows you to set the permission level required to ban a class.
~
End
#HELP
Perm 4
Keyword 'CSET BANRACE'~
Updated 1196382644
UpdatedBy Remcon~
Text Usage: cset banrace <#>
This allows you to set the permission level required to ban a race.
~
End
#HELP
Perm 4
Keyword 'CSET BANSITE'~
Updated 1196382598
UpdatedBy Remcon~
Text Usage: cset bansite <#>
This allows you to set the permission level required to ban a site.
~
End
#HELP
Perm 4
Keyword 'CSET BESTOWDIF'~
Updated 1196382105
UpdatedBy Remcon~
Text Usage: cset bestowdif <#>
This allows you to set the max permission level difference for bestowed
commands.
~
End
#HELP
Perm 4
Keyword 'CSET BUILD'~
Updated 1196384313
UpdatedBy Remcon~
Text Usage: cset build <#>
This allows you to set the permission level required to see the build channel.
~
End
#HELP
Perm 4
Keyword 'CSET DENYNEWPLAYERS'~
Updated 1196381583
UpdatedBy Remcon~
Text Usage: cset denynewplayers
Toggles on/off denying new players.
~
End
#HELP
Perm 4
Keyword 'CSET EXPMULTI'~
Updated 1203901834
UpdatedBy Remcon~
Text Usage: cset expmulti <#>
This allows you to set the exp multiplier.
~
End
#HELP
Perm 4
Keyword 'CSET FORCEPC'~
Updated 1196382541
UpdatedBy Remcon~
Text Usage: cset forcepc <#>
This allows you to set the permission level required to force a pc.
~
End
#HELP
Perm 4
Keyword 'CSET GETOBJNOTAKE'~
Updated 1196382124
UpdatedBy Remcon~
Text Usage: cset getobjnotake <#>
This allows you to set the permission level to pick up items flagged as notake.
~
End
#HELP
Perm 4
Keyword 'CSET IDENT'~
Updated 1196380978
UpdatedBy Remcon~
Text Usage: cset ident <#>
This will set the ident retries.
~
End
#HELP
Perm 4
Keyword 'CSET LOG'~
Updated 1196384290
UpdatedBy Remcon~
Text Usage: cset log <#>
This allows you to set the permission level required to see the log channel.
~
End
#HELP
Perm 4
Keyword 'CSET MAXPET'~
Updated 1200887865
UpdatedBy Remcon~
Text Usage: cset maxpet <#>
This allows you to set the maximum number of pets players can have at a time.
~
End
#HELP
Perm 4
Keyword 'CSET MLDEADLY'~
Updated 1196384590
UpdatedBy Remcon~
Text Usage: cset mldeadly <#>
This allows you to set the deadly connections limit for multiplaying.
~
End
#HELP
Perm 4
Keyword 'CSET MLPEACEFUL'~
Updated 1196384624
UpdatedBy Remcon~
Text Usage: cset mlpeaceful <#>
This allows you to set the peaceful connections limit for multiplaying.
~
End
#HELP
Perm 4
Keyword 'CSET MLTOTAL'~
Updated 1196384562
UpdatedBy Remcon~
Text Usage: cset mltotal <#>
This allows you to set the total connections limit for multiplaying.
~
End
#HELP
Perm 4
Keyword 'CSET MORPHOPT'~
Updated 1196381543
UpdatedBy Remcon~
Text Usage: cset morphopt
Toggles on/off morph optimizing.
~
End
#HELP
Perm 4
Keyword 'CSET MSET_PLAYER'~
Updated 1196382188
UpdatedBy Remcon~
Text Usage: cset mset_player <#>
This allows you to set the permission level to mset a player.
~
End
#HELP
Perm 4
Keyword 'CSET MUDNAME'~
Updated 1196380943
UpdatedBy Remcon~
Text Usage: cset mudname <new mud name>
This will change the name of the mud.
~
End
#HELP
Perm 4
Keyword 'CSET MULTICLASS'~
Updated 1208611594
UpdatedBy Remcon~
Text Usage: cset multiclass <#>
This allows you to set the mutliclass limit.
~
End
#HELP
Perm 4
Keyword 'CSET MUSE'~
Updated 1196384233
UpdatedBy Remcon~
Text Usage: cset muse <#>
This allows you to set the permission level required to see/use the muse
channel.
~
End
#HELP
Perm 4
Keyword 'CSET NAMERESOLVING'~
Updated 1196381561
UpdatedBy Remcon~
Text Usage: cset nameresolving
Toggles on/off host name resolving.
~
End
#HELP
Perm 4
Keyword 'CSET OVERRIDEPRIVATE'~
Updated 1196384497
UpdatedBy Remcon~
Text Usage: cset overrideprivate <#>
This allows you to set the permission level required to override
private/solitary.
~
End
#HELP
Perm 4
Keyword 'CSET PETSAVE'~
Updated 1196380999
UpdatedBy Remcon~
Text Usage: cset petsave
Toggles on/off pet saveing.
~
End
#HELP
Perm 4
Keyword 'CSET PKLOOT'~
Updated 1196381030
UpdatedBy Remcon~
Text Usage: cset pkloot
Toggles on/off PK looting.
~
End
#HELP
Perm 4
Keyword 'CSET PROTOMODIFY'~
Updated 1196384423
UpdatedBy Remcon~
Text Usage: cset protomodify <#>
This allows you to set the permission level required to modify prototype
objects.
~
End
#HELP
Perm 4
Keyword 'CSET ROOMALTAR'~
Updated 1200887923
UpdatedBy Remcon~
Text Usage: cset roomaltar <#>
This allows you to set the room vnum for where some (Ones not in a clan or
nation) go when they die.
~
End
#HELP
Perm 4
Keyword 'CSET ROOMAUTHSTART'~
Updated 1200887952
UpdatedBy Remcon~
Text Usage: cset roomauthstart <#>
This allows you to set the room vnum for where new players start when waiting
to be authorized.
~
End
#HELP
Perm 4
Keyword 'CSET ROOMDEADLY'~
Updated 1200887921
UpdatedBy Remcon~
Text Usage: cset roomdeadly <#>
This allows you to set the room vnum for where deadly's recall to.
~
End
#HELP
Perm 4
Keyword 'CSET ROOMLIMBO'~
Updated 1200887866
UpdatedBy Remcon~
Text Usage: cset roomlimbo <#>
This allows you to set the room vnum for limbo (Where the mud will send you
when you idle to long).
~
End
#HELP
Perm 4
Keyword 'CSET ROOMPOLY'~
Updated 1200887951
UpdatedBy Remcon~
Text Usage: cset roompoly <#>
This allows you to set the room vnum for where the supermob normaly hangs out.
~
End
#HELP
Perm 4
Keyword 'CSET ROOMSCHOOL'~
Updated 1200887965
UpdatedBy Remcon~
Text Usage: cset roomschool <#>
This allows you to set the room vnum for where new players start when not
waiting to be authorized, as well as where they are sent after being authorized
(if you use the mpapply and mpapplyb in your authorization area).
~
End
#HELP
Perm 4
Keyword 'CSET ROOMTEMPLE'~
Updated 1200887981
UpdatedBy Remcon~
Text Usage: cset roomtemple <#>
This allows you to set the room vnum for like a last chance to have a valid
room incase the others are missing. What can I say don't really see another use
for this one lol.
~
End
#HELP
Perm 4
Keyword 'CSET SAVE'~
Updated 1196380916
UpdatedBy Remcon~
Text Usage: cset save
This will save the control settings.
~
End
#HELP
Perm 4
Keyword 'CSET SAVEFLAG'~
Updated 1196380964
UpdatedBy Remcon~
Text Usage: cset saveflag <flag>
Flags:
death kill passwd drop put give auto
zap auction get receive idle fill empty
~
End
#HELP
Perm 4
Keyword 'CSET SAVEFREQUENCY'~
Updated 1196382063
UpdatedBy Remcon~
Text Usage: cset savefrequency <#>
This allows you to set the save frequency.
~
End
#HELP
Perm 4
Keyword 'CSET SKIPCLASSES'~
Updated 1196384668
UpdatedBy Remcon~
Text Usage: cset skipclasses
This allows you to toggle on/off if class picking on creation is skipped.
~
End
#HELP
Perm 4
Keyword 'CSET THINK'~
Updated 1196384265
UpdatedBy Remcon~
Text Usage: cset think <#>
This allows you to set the permission level required to see/use the think
channel.
~
End
#HELP
Perm 4
Keyword 'CSET WAITFORAUTH'~
Updated 1196381659
UpdatedBy Remcon~
Text Usage: cset waitforauth
Toggles on/off waiting for authorization.
~
End
#HELP
Perm 4
Keyword 'CSET WIZLOCK'~
Updated 1196381055
UpdatedBy Remcon~
Text Usage: cset wizlock
Toggles on/off wizlock.
~
End
#HELP
Keyword DAMAGE~
Updated 1193535797
UpdatedBy Remcon~
Text When one character attacks another, the severity of the damage is shown
in the verb used in the damage message. Damage messages vary depending
on weapon type, or what is inflicting the damage. Escalating damage is
indicated by the use of _ _ around the messages, regardless of weapon
type. Messages in all caps indicate even higher degrees of damage,
while those in all caps and surrounded by * * indicate the highest levels.
~
End
#HELP
Perm 2
Keyword DAMTYPES ACTTYPES CLASSTYPES POWERTYPES SAVEEFFECTS SAVES~
Updated 1195741321
UpdatedBy Remcon~
Text .-------------------------------------------------------------------------
| DAMAGE | ACTION | CLASS | POWER | SAVEEFFECT | SAVES |
|-------------+----------+----------+---------+------------+--------------|
| none | none | none | none | none | none |
| fire | create | lunar | minor | negate | poison_death |
| wind | destroy | solar | greater | eightdam | wands |
| earth | resist | travel | major | quarterdam | para_petri |
| water | suscept | summon |---------| halfdam | breath |
| ice | divinate | life | | 3qtrdam | spell_staff |
| cold | obscure | death | | reflect |--------------
| electricity | change | illusion | | absorb |
| energy |--------------------- ------------
| acid |
| poison |
| drain |
| holy |
| shadow |
-------------
~
End
#HELP
Keyword DARKHAVEN~
Updated 1199238355
UpdatedBy Remcon~
Text . # a - Mortuary
| A - Altar
#-#-#-#-#-#-#-#-# b - Pond
| | | B - Scribe
# # # c - Alchemist
| | | C - Wizard
# a # # d - Butcher
| | | | D - Bakery
# A-#-# # #-b # e - Dairy
| \|/ | E - Jeweler
#-#-#-#-#-@-#-#-#-#-# f - Blacksmith
| | | F - Armory
# B-c-C # d-D-e # g - Weaponry
| | | | | | | | | G - Questmaster
#-#-#-#-#-#-#-#-# h - Tailor
| | | | | | | H - Fisherman
| E | f-F-g | i - Bank
| | | I - Companions and Mounts
#-#-#-#-#-G # j - Skills, Spells and Languages
| | | @ - Darkhaven Square
| h H | j i I |
| | | | | | | |
#-#-#-#-#-#-#-#-#
|
#
~
End
#HELP
Keyword DEATH~
Updated 1193578341
UpdatedBy Remcon~
Text When your character dies, you are reincarnated. Your corpse is left behind
where you were killed, together with all of your equipment. Your gold stays
with you.
Any spells which were affecting you are canceled by death, and you lose
experience points as well. Following/groups are not affected by death.
Corpses decay after time. When this happens the objects inside a corpse
will decay with it. Player corpses last roughly 30 minutes of real time.
Only the player who died or someone in their group can retrieve objects
from a player's corpse. The only exceptions are for deadly characters,
who can loot each other's corpses at will.
~
End
#HELP
Keyword 'DEBUGGING CREDITS' 'CODING CREDITS'~
Updated 1185731568
UpdatedBy Remcon~
Text . @%#$%&&*!@#!?!?!
-----------=======[ Debugging / Coding Credits ]=======-----------
| Most of the extensive debugging and coding of Realms of Despair |
| was done by Thoric in what little spare time he could set aside. |
| |
| Other credits go out to Haus for debugging work on the online |
| building, and also to Strahd, Caine and all the gods who |
| reported nasty bugs and crash causes. |
| |
| Nivek has been a crucial part of getting version 1.4 out as bug |
| free possible. |
------------------------------------------------------------------
~
End
#HELP
Keyword DEX DEXTERITY~
Updated 1188858018
UpdatedBy Remcon~
Text Dexterity (DEX in your 'score') represents your character's agility.
Among other things, it affects:
- the maximum number of items you can carry at once in your inventory;
with each additional point of dex you can carry additional items.
- each additional point of dexterity also lowers (improves) your natural
armor class.
- the number of moves you regenerate at each tick (when resting to refresh or
regain movement points).
- success chances with bash, stun and gouge, and helps determine whether a
thief will be able to poison a weapon or tumble effectively.
Dexterity is also very important for quaffing potions in combat. High dex
will allow you to quaff without dropping many potions during the heat of
battle, while a poor dexterity will cause you to accidentally drop many
of the valuable vials.
~
End
#HELP
Perm 4
Keyword DICEFORMULAS~
Updated 1195741369
UpdatedBy Remcon~
Text To make the special SMAUG spells possible, special dice formula handling
had to be coded in. (At least to make it nice). This dice formula code
supports full BEDMAS expressions ( ) ^^ / * + -, plus extra mud related
operators and variables:
D dice L level H hit points M mana
V movement S strength I intelligence W wisdom
X dexterity C constitution A charisma U luck
Y age } min { max R number range
~
End
#HELP
Keyword DIKU~
Updated 1193351318
UpdatedBy Remcon~
Text . SMAUG was originally based on the Merc 2.1 code which was
based on the original DIKUMud code created by:
The Original DIKUMud Team:
Katja Nyboe [Superwoman] (katz@freja.diku.dk)
Tom Madsen [Stormbringer] (noop@freja.diku.dk)
Hans Henrik Staerfeldt [God] (bombman@freja.diku.dk)
Michael Seifert [Papi] (seifert@freja.diku.dk)
Sebastian Hammer [Quinn] (quinn@freja.diku.dk)
Additional contributions from:
Michael Curran - the player title collection and additional locations.
Bill Wisner - for being the first to successfully port the game,
uncovering several old bugs, uh, inconsistencies,
in the process.
And: Mads Haar and Stephan Dahl for additional locations.
The Original DIKUMud was Developed at the Department of Computer Science
at the University of Copenhagen.
~
End
#HELP
Keyword DISCLAIMER~
Updated 1193578417
UpdatedBy Remcon~
Text By continuing to play this MUD you are acknowledging that:
(1) you are willing to abide by the decisions of the Immortals concerning
all issues involved in the game.
(2) conversation and situations may arise during the course of play that
may not be suitable for young children.
By these acknowledgments you hereby save and except this MUD and it's
Administrators from any and all liability that may arise during gameplay.
~
End
#HELP
Perm 2
Keyword DOORDIRS~
Updated 1194561772
UpdatedBy Remcon~
Text Here is the order of the exits, and their value:
-------------------
| Direction | Value |
-------------------
| NORTH | 0 |
| EAST | 1 |
| SOUTH | 2 |
| WEST | 3 |
| UP | 4 |
| DOWN | 5 |
| NORTHEAST | 6 |
| NORTHWEST | 7 |
| SOUTHEAST | 8 |
| SOUTHWEST | 9 |
| SOMEWHERE | 10 |
-------------------
~
End
#HELP
Keyword DR DAMROLL~
Updated 1194306712
UpdatedBy Remcon~
Text Represents the damage you can inflict upon an opponent.
The higher the number, the better.
~
End
#HELP
Keyword EDITOR~
Updated 1194794790
UpdatedBy Remcon~
Text The SMAUG Editor is used when editing long bodies of text.
The commands in the editor are:
/? Displays editor help.
/l Lists the current contents of the note.
/c Clears the current contents of the note.
/d [line] Delete line. If no line number is given, the most recent line
is deleted.
/g <line> Goto line. This is useful for inserting lines, deleting and
fixing lines, etc.
/i <line> Insert line. Inserts a new blank line where specified.
/a Abort editing. No changes you made are kept.
/! <command> Execute mud command. '/! smile' sends the smile social, without
exiting the editor.
/s Save buffer, and exit the editor.
~
End
#HELP
Keyword EQDAMAGE~
Updated 1194561914
UpdatedBy Remcon~
Text While in combat, you may notice that your equipment is taking damage.
Example: "Your lifebane gets damaged."
Each time this happens, the AC of the item is damaged by one.
To preserve the equipment, you must repair it by taking it to a blacksmith.
(NOTE: Not all equipment is repairable)
~
End
#HELP
Perm 2
Keyword EXFLAGS~
Updated 1188832415
UpdatedBy Remcon~
Text Usage: redit exflags <dir> <flag(s)>
Flags:
DIG Passage is blocked and must be dug out
FLY Must be able to fly to go that way
AUTO Keyword can be typed to go this way
SWIM Must be able to swim to go that way
CLIMB Must be able to climb to go that way
NOMOB Mobs may not pass through this exit
BASHED Denotes a door that has successfully been bashed open
BOLTED The door is bolted
CLOSED The door is closed
EATKEY The door will destroy the key when unlocked
HIDDEN Door is not "obvious" -- doesn't appear with autoexits
ISBOLT The door has a bolt
ISDOOR There is a door in that direction
LOCKED The door is locked
NOFLEE Can't flee through the exit
PORTAL The exit is a portal
SECRET The door is a secret door
WINDOW Points to a destination, but does not allow direct access to it
PASSAGE The exit is a passage
CAN_LOOK Allows a person to view the destination room for a WINDOW exit
MCREATED A mobile created the exit
BASHPROOF Cannot bash the door
CAN_CLIMB Can use the climb command to go this way
CAN_ENTER Can use the enter command to go this way
CAN_LEAVE Can use the leave command to go this way
PICKPROOF Door is pickproof
NOPASSDOOR Door is resistant to the passdoor spell
SEARCHABLE Searching in this direction can remove the SECRET flag
~
End
#HELP
Perm 2
Keyword EXITMAKING~
Updated 1188832002
UpdatedBy Remcon~
Text Usage: redit <field>
FIELDS:
exit <direction> [<to room vnum>] [<key vnum>] [<keyword(s)>] [<flags>]
bexit <direction> [<to room vnum>] [<key vnum>] [<keyword(s)>] [<flags>]
exdesc <direction> <text> Add an exit description on the exit
exflags <direction> <flags> SEE HELP EXFLAGS
exname <direction> <keyword(s)> Give an exit a keyword
exkey <direction> <key vnum> Set the key vnum for an exit
Possible Directions:
nw n ne
w u d e
sw s se
? <? is a somewhere exit direction>
If only 'redit <exit/bexit> <direction>' is used the exit in that direction
will be removed.
EXAMPLES:
redit exit n Removes the north exit
redit exit n 3001 Creates an exit north to room 3001
redit exflags n isdoor closed Sets the exit north to be a closed door
redit exname n gate Changes the north exit name to gate
redit exkey n 15 Sets the north exit to use key vnum 15
redit bexit n 3001 15 gate isdoor closed
Creates an exit north to 3001 that has the keyword gate, uses key
vnum 15 and gives it the flags isdoor and closed and creates the exit
back and sets it to match.
~
End
#HELP
Keyword FAVOR~
Updated 1194561992
UpdatedBy Remcon~
Text Your favor reflects how much your deity favors you.
Favor is used to receive gifts from your deity.
~
End
#HELP
Keyword FUSS SMAUGFUSS 'SMAUG FUSS'~
Updated 1188154136
UpdatedBy Remcon~
Text . The SMAUG FUSS Project
www.smaugfuss.org
FUSS stands for: [F]ixed [U]p [S]maug [S]ource
It has also come to be known by the alias: [F]ixed [U]p [S]tock [S]ource
The ongoing goal of this project is to find and eliminate as many of the
bugs in the stock SMAUG source code as possible so as to provide for a
clean, stable base for new admins to run a SMAUG mud from.
The project is coordinated by Samson, lead developer of the AFKMud codebase.
Contributions are made by various members of the SMAUG community.
Most of the fixes are culled from forum posts, emails to the SMAUG mailing
list, and from continuing work on other SMAUG derivative projects in which
bugs are found that apply backward to the base distribution.
~
End
#HELP
Keyword GLORY~
Updated 1194568423
UpdatedBy Remcon~
Text Glory is a measure of how valiant you are, and is accumulated by taking part
in quests.
~
End
#HELP
Keyword GREETING~
Updated 1185729999
UpdatedBy Remcon~
Text .*****************************************************************
* Lands of __ *
* | \ | | *
* |__/ __ |__ _ _ | _ _ __ __ *
* | / | | \ | | | | | | | | *
* | \__| |__/ |__| | |__| | | | *
*****************************************************************
* DikuMUD - Hans Staerfeldt, Katja Nyboe, Tom Madsen, *
* Michael Seifert, Sebastian Hammer *
* MERC 2.1 - Hatchet, Furey, and Kahn. *
* SMAUG 1.4 - Thoric (Derek Snider) with Altrag, Blodkai, *
* Haus, Narn, Scryn, Swordbearer, Tricops, *
* Gorog, Rennard, Grishnakh, Fireblade, Nivek. *
* SMAUG 1.7 FUSS - Samson and others of the SMAUG community. *
* Their contributions are greatly appreciated. *
* LoP - Lands of Pabulum team. *
*****************************************************************
Enter your character's name, or type new:
~
End
#HELP
Perm 4
Keyword 'GRUB MOB'~
Updated 1204398326
UpdatedBy Remcon~
Text Usage: grub mob flags <flag> [<...>]
Usage: grub mob sex <sex>
Usage: grub mob <stat> <#> [<#>]
Usage: grub mob affected <aff> [<...>]
Usage: grub mob resistant/immune/susceptible/absorb <ris> [<...>]
Usage: grub mob parts <part> [<...>]
Usage: grub mob attacks <attack> [<...>]
Usage: grub mob defenses <defense> [<...>]
Usage: grub mob position/defposition <pos>
Usage: grub mob <check> <#> [<#>]
Checks:
ac mgold minhit alignment savingparapetri
gold height weight numattacks savingspellstaff
count killed damroll savingwand savingpoisondeath
level maxhit hitroll savingbreath
This will allow you to check all mobile indexs in the mud for the specified
things.
~
End
#HELP
Perm 4
Keyword 'GRUB OBJ'~
Updated 1204314773
UpdatedBy Remcon~
Text Usage: grub obj flags <flag> [<...>]
Usage: grub obj weight <#> [<#>]
Usage: grub obj type <type>/<#>
Usage: grub obj level <#> [<#>]
Usage: grub obj cost <#> [<#>]
Usage: grub obj value<0-5> <#> [<#>]
Usage: grub obj count <#> [<#>]
Usage: grub obj class <class> [<...>]
Usage: grub obj race <race> [<...>]
Usage: grub obj layers <#> [<#>]
Usage: grub obj wear <flag> [<...>]
Usage: grub obj <stat> <#> [<#>]
This will allow you to check all object indexs in the mud for the specified
things.
~
End
#HELP
Perm 4
Keyword 'GRUB RESET'~
Updated 1204405207
UpdatedBy Remcon~
Text Usage: grub reset mob/obj <#>
This will allow you to check all resets in the mud for the specified vnum.
~
End
#HELP
Perm 4
Keyword 'GRUB ROOM'~
Updated 1204164870
UpdatedBy Remcon~
Text Usage: grub room tunnel <#> [<#>]
Usage: grub room sector <sector>/<#>
Usage: grub room televnum [<#>]
Usage: grub room flags <flag> [<...>]
Usage: grub room light <#> [<#>]
This will allow you to check all rooms in the mud for the specified things.
~
End
#HELP
Perm 1
Keyword 'HOWTO HIGHSCORE'~
Updated 1202662008
UpdatedBy Remcon~
Text The highscore code is used to give players a way of competing with others.
The code is already set to handle these highscore tables:
QCompleted PKills PDeaths
MDeaths MKills Gold
SudokuWins
You will have to create the highscore tables online though because they are
deleted in the release. To create them do these:
makehightable QCompleted
makehightable MDeaths
makehightable SudokuWins
makehightable PKills
makehightable MKills
makehightable PDeaths
makehightable Gold
What each table is for:
QCompleted is for quest completed.
MDeaths is for the amount of deaths caused by mobiles.
SudokuWins is for the amount of sudoku puzzles they have won.
PKills is for the amount of players they have legally killed.
MKills is for the amount of mobiles they have killed.
PDeaths is for the amount of deaths caused by players.
Gold is for the amount of gold (In Millions) that they have on hand.
The list are only updated upon saving of the player file.
Commands:
Highscore (Allows you to see the highscore tables.)
Makehightable (Creates a new highscore table.)
Deletehightable (Deletes the highscore table.)
Clearhightable (Clears all scores on the table.)
Sethightable (Allows you to change the stuff on a highscore table.)
~
End
#HELP
Keyword HR HITROLL~
Updated 1194795393
UpdatedBy Remcon~
Text Represents your chances of hitting your opponent.
The higher the number, the better.
~
End
#HELP
Perm 1
Keyword 'IFCHECK ASUPRESSED'~
Updated 1194098535
UpdatedBy Remcon~
Text Example: if asupressed($n) >= 20
This will check the target to see if they are asupressed for 20 or more rounds.
~
End
#HELP
Perm 1
Keyword 'IFCHECK CANPKILL'~
Updated 1194110398
UpdatedBy Remcon~
Text Example: if canpkill($n)
This will check to see if the target can pkill.
~
End
#HELP
Perm 1
Keyword 'IFCHECK CANSEE'~
Updated 1194110205
UpdatedBy Remcon~
Text Example: if cansee($n)
This will check to see if the mobile can see the target.
~
End
#HELP
Perm 1
Keyword 'IFCHECK CARRYINGVNUM'~
Updated 1194099892
UpdatedBy Remcon~
Text Example: if carryingvnum($n) == 500
This will check everything the target is carrying to see if they are carrying
vnum 500.
~
End
#HELP
Perm 1
Keyword 'IFCHECK CARRYWEIGHT'~
Updated 1194098728
UpdatedBy Remcon~
Text Example: if carryweight($n) >= 50
This will check the target's carry weight to see if they are carrying 50 or
higher.
~
End
#HELP
Perm 1
Keyword 'IFCHECK CHA'~
Updated 1193969032
UpdatedBy Remcon~
Text Example: if cha($n) >= 50
This will check the target ($n) to see if their charisma is 50 or higher.
~
End
#HELP
Perm 1
Keyword 'IFCHECK CHARCOUNT'~
Updated 1194135198
UpdatedBy Remcon~
Text Example: if charcount(500) >= 1
This will check room vnum 500 to see if there is 1 or more mobiles or mortals
there.
~
End
#HELP
Perm 1
Keyword 'IFCHECK CLAN'~
Updated 1194107192
UpdatedBy Remcon~
Text Example: if clan($n) == Testing
This will check the target to see if they are in the Testing clan.
~
End
#HELP
Perm 1
Keyword 'IFCHECK CLASS'~
Updated 1194107255
UpdatedBy Remcon~
Text Example: if class($n) == Warrior
This will check the target to see if their class is warrior.
~
End
#HELP
Perm 1
Keyword 'IFCHECK CON'~
Updated 1193969075
UpdatedBy Remcon~
Text Example: if con($n) >= 50
This will check the target ($n) to see if their constitution is 50 or higher.
~
End
#HELP
Perm 1
Keyword 'IFCHECK CONTOBJCOUNT'~
Updated 1223070541
UpdatedBy Remcon~
Text Example: if contobjcount($n) == 12
This will check the target object to see if it contains 12 objects.
~
End
#HELP
Perm 1
Keyword 'IFCHECK CONTOBJVNUM'~
Updated 1223070517
UpdatedBy Remcon~
Text Example: if contobjvnum($n) == 1200
This will check the target object to see if it contains object vnum 1200.
~
End
#HELP
Perm 1
Keyword 'IFCHECK COUNCIL'~
Updated 1194107535
UpdatedBy Remcon~
Text Example: if council($n) == Newbie
This will check to see if the target is in the Newbie council.
~
End
#HELP
Perm 1
Keyword 'IFCHECK DAY'~
Updated 1194100948
UpdatedBy Remcon~
Text Example: if day() == 5
This will check the current day to see if it is 5.
This is for real time, use (1-31).
~
End
#HELP
Perm 1
Keyword 'IFCHECK DEITY'~
Updated 1194107380
UpdatedBy Remcon~
Text Example: if deity($n) == Iovlise
This will check the target to see if they worship the deity Iovlise.
~
End
#HELP
Perm 1
Keyword 'IFCHECK DEX'~
Updated 1193969139
UpdatedBy Remcon~
Text Example: if dex($n) >= 50
This will check the target ($n) to see if their dexterity is 50 or higher.
~
End
#HELP
Perm 1
Keyword 'IFCHECK FAVOR'~
Updated 1193970391
UpdatedBy Remcon~
Text Example: if favor($n) >= 50
This will check the target ($n) to see if their favor is 50 or higher.
May only be used on players.
~
End
#HELP
Perm 1
Keyword 'IFCHECK GOLDAMT'~
Updated 1194041108
UpdatedBy Remcon~
Text Example: if goldamt($n) >= 50
This will check the target ($n) to see if they have 50 or more gold.
This one is only really useable for up to 1 million gold, for higher amounts
use 'mgoldamt' ifcheck.
~
End
#HELP
Perm 1
Keyword 'IFCHECK HIT'~
Updated 1193969185
UpdatedBy Remcon~
Text Example: if hit($n) >= 50
This will check the target ($n) to see if their hitpoints is 50 or higher.
~
End
#HELP
Perm 1
Keyword 'IFCHECK HITPRCNT'~
Updated 1194041393
UpdatedBy Remcon~
Text Example: if hitprcnt($n) >= 50
This will check the target ($n) to see if their hitpoints are at 50 percent or
higher.
~
End
#HELP
Perm 1
Keyword 'IFCHECK HOUR'~
Updated 1194101125
UpdatedBy Remcon~
Text Example: if hour() == 13
This will check the current hour to see if it is 13 (1pm).
This is for real time, use (1-24).
~
End
#HELP
Perm 1
Keyword 'IFCHECK INROOM'~
Updated 1194040862
UpdatedBy Remcon~
Text Example: if inroom($n) == 500
This will check the target ($n) to see if they are in room 500.
~
End
#HELP
Perm 1
Keyword 'IFCHECK INT'~
Updated 1193969225
UpdatedBy Remcon~
Text Example: if int($n) >= 50
This will check the target ($n) to see if their intelligence is 50 or higher.
~
End
#HELP
Perm 1
Keyword 'IFCHECK ISAFFECTED'~
Updated 1194109876
UpdatedBy Remcon~
Text Example: if isaffected($n) == curse
This will check to see if the target is affected by curse.
blind invisible detect_evil detect_invis
detect_magic detect_hidden sanctuary faerie_fire
infrared curse poison protect
paralysis sneak hide sleep
charm flying pass_door floating
truesight detect_traps scrying fireshield
shockshield iceshield berserk aqua_breath
acidmist venomshield detect_sneak
~
End
#HELP
Perm 1
Keyword 'IFCHECK ISALIGN'~
Updated 1194041169
UpdatedBy Remcon~
Text Example: if isalign($n) >= 50
This will check the target ($n) to see if their alignment is 50 or higher.
~
End
#HELP
Perm 1
Keyword 'IFCHECK ISCLAN1'~
Updated 1194110260
UpdatedBy Remcon~
Text Example: if isclan1($n)
This will check to see if the target is number 1 of a clan.
~
End
#HELP
Perm 1
Keyword 'IFCHECK ISCLAN2'~
Updated 1194110286
UpdatedBy Remcon~
Text Example: if isclan2($n)
This will check to see if the target is number 2 of a clan.
~
End
#HELP
Perm 1
Keyword 'IFCHECK ISCLANLEADER'~
Updated 1194110864
UpdatedBy Remcon~
Text Example: if isclanleader($n)
This will check to see if the target is the leader of a clan.
~
End
#HELP
Perm 1
Keyword 'IFCHECK ISDEVOTED'~
Updated 1194110581
UpdatedBy Remcon~
Text Example: if isdevoted($n)
This will check to see if the target is devoted to a deity.
~
End
#HELP
Perm 1
Keyword 'IFCHECK ISFIGHT'~
Updated 1194110338
UpdatedBy Remcon~
Text Example: if isfight($n)
This will check to see if the target is fighting.
~
End
#HELP
Perm 1
Keyword 'IFCHECK ISFOLLOW'~
Updated 1194110455
UpdatedBy Remcon~
Text Example: if isfollow($n)
This will check to see if the target is following someone.
~
End
#HELP
Perm 1
Keyword 'IFCHECK ISIMMORT'~
Updated 1194110545
UpdatedBy Remcon~
Text Example: if isimmort($n)
This will check to see if the target is an immortal.
~
End
#HELP
Perm 1
Keyword 'IFCHECK ISLEADER'~
Updated 1194110908
UpdatedBy Remcon~
Text Example: if isleader($n)
This will check to see if the target is the leader, number 1, or number 2 of a
clan.
~
End
#HELP
Perm 1
Keyword 'IFCHECK ISLOCKED'~
Updated 1194109563
UpdatedBy Remcon~
Text Example: if islocked($n) == north
This will check to see if the exit north is closed and locked.
~
End
#HELP
Perm 1
Keyword 'IFCHECK ISMORPHED'~
Updated 1194110830
UpdatedBy Remcon~
Text Example: if ismorphed($n)
This will check to see if the target is morphed.
~
End
#HELP
Perm 1
Keyword 'IFCHECK ISMOUNTED'~
Updated 1194110762
UpdatedBy Remcon~
Text Example: if ismounted($n)
This will check to see if the target is mounted.
~
End
#HELP
Perm 1
Keyword 'IFCHECK ISNPC'~
Updated 1194110109
UpdatedBy Remcon~
Text Example: if isnpc($n)
This will check to see if the target is not a player character.
~
End
#HELP
Perm 1
Keyword 'IFCHECK ISNPCACT'~
Updated 1194108260
UpdatedBy Remcon~
Text Example: if isnpcact($n) == sentinel
This will check to see if the target is set to be sentinel.
npc sentinel scavenger aggressive
stayarea wimpy pet practice
immortal meta_aggr running mountable
mounted scholar secretive hardhat
mobinvis noassist pacifist noattack
annoying statshield prototype banker
questgiver undertaker
~
End
#HELP
Perm 1
Keyword 'IFCHECK ISOPEN'~
Updated 1194107434
UpdatedBy Remcon~
Text Example: if isopen($n) == north
This will check to see if the exit north is open.
~
End
#HELP
Perm 1
Keyword 'IFCHECK ISPASSAGE'~
Updated 1194109920
UpdatedBy Remcon~
Text Example: if ispassage($n) == north
This will check to see if the exit north is a passage.
~
End
#HELP
Perm 1
Keyword 'IFCHECK ISPC'~
Updated 1194110055
UpdatedBy Remcon~
Text Example: if ispc($n)
This will check to see if the target is a player character.
~
End
#HELP
Perm 1
Keyword 'IFCHECK ISPCACT'~
Updated 1210620887
UpdatedBy Remcon~
Text Example: if ispcact($n) == keepalive
This will check to see if the target has on the keepalive.
npc shovedrag autoexits autoloot
autosac blank brief combine
prompt telnet_ga holylight wizinvis
silence noemote notell deny
freeze ansi nice flee
autogold afk keepalive questor
telloff whisperoff compass solo
suicide noassist groupaffects nohints
smartsac noinduct autosplit noinfo
sparing
~
End
#HELP
Perm 1
Keyword 'IFCHECK ISPKILL'~
Updated 1194110364
UpdatedBy Remcon~
Text Example: if ispkill($n)
This will check to see if the target is a pkiller.
~
End
#HELP
Perm 1
Keyword 'IFCHECK LCK'~
Updated 1193969274
UpdatedBy Remcon~
Text Example: if lck($n) >= 50
This will check the target ($n) to see if their luck is 50 or higher.
~
End
#HELP
Perm 1
Keyword 'IFCHECK LEVEL'~
Updated 1193970490
UpdatedBy Remcon~
Text Example: if level($n) >= 50
This will check the target($n) to see if their level is 50 or higher.
May be used on objects, mobiles and players.
~
End
#HELP
Perm 1
Keyword 'IFCHECK LEVERPOS'~
Updated 1194137778
UpdatedBy Remcon~
Text Example: if leverpos($n) == up
This will check to see if the lever position is up.
Example: if leverpos($n)
This will check to see if the lever position is down.
~
End
#HELP
Perm 1
Keyword 'IFCHECK MANA'~
Updated 1193969563
UpdatedBy Remcon~
Text Example: if mana($n) >= 50
This will check the target ($n) to see if their mana is 50 or higher.
~
End
#HELP
Perm 1
Keyword 'IFCHECK MANAPRCNT'~
Updated 1194045291
UpdatedBy Remcon~
Text Example: if manaprcnt($n) >= 50
This will check to see if the target's mana is 50 percent or higher.
~
End
#HELP
Perm 1
Keyword 'IFCHECK MDAY'~
Updated 1194101007
UpdatedBy Remcon~
Text Example: if mday() == 5
This will check the current mud day to see if it is 5.
This is for mud time, use (1-31).
~
End
#HELP
Perm 1
Keyword 'IFCHECK MDEATHS'~
Updated 1194041228
UpdatedBy Remcon~
Text Example: if mdeaths($n) >= 50
This will check the target ($n) to see if they have died to a mobile 50 or more
times.
~
End
#HELP
Perm 1
Keyword 'IFCHECK MGOLDAMT'~
Updated 1194042012
UpdatedBy Remcon~
Text Example: if mgoldamt($n) >= 50
This will check the target ($n) to see if they have 50 million or more gold.
This one is only useable for gold in the millions, for amounts under 1 million
use 'goldamt' ifcheck.
~
End
#HELP
Perm 1
Keyword 'IFCHECK MHOUR'~
Updated 1194101277
UpdatedBy Remcon~
Text Example: if mhour() == 13
This will check the current mud hour to see if it is 13 (1pm).
This is for mud time, use (1-24).
~
End
#HELP
Perm 1
Keyword 'IFCHECK MKILLS'~
Updated 1194040975
UpdatedBy Remcon~
Text Example: if mkills($n) >= 50
This will check the target ($n) to see if they have killed 50 or more mobiles.
~
End
#HELP
Perm 1
Keyword 'IFCHECK MMONTH'~
Updated 1194101452
UpdatedBy Remcon~
Text Example: if mmonth() == 5
This will check the current mud month to see if it is 5.
This is for mud time.
~
End
#HELP
Perm 1
Keyword 'IFCHECK MOBCOUNT'~
Updated 1194135128
UpdatedBy Remcon~
Text Example: if mobcount(500) >= 1
This will check room vnum 500 to see if there is 1 or more mobiles there.
~
End
#HELP
Perm 1
Keyword 'IFCHECK MOBINAREA'~
Updated 1194135403
UpdatedBy Remcon~
Text Example: if mobinarea(500) >= 1
This will check the area the mobile is in to see if there is 1 or more mobiles
there that are vnum 500.
~
End
#HELP
Perm 1
Keyword 'IFCHECK MOBINROOM'~
Updated 1194135352
UpdatedBy Remcon~
Text Example: if mobinroom(500) >= 1
This will check the room the mobile is in to see if there is 1 or more mobiles
in there that are vnum 500.
~
End
#HELP
Perm 1
Keyword 'IFCHECK MOBINVISLEVEL'~
Updated 1194100458
UpdatedBy Remcon~
Text Example: if mobinvislevel($n) >= 50
This will check the target mobile to see if they are invis at level is at 50 or
higher.
~
End
#HELP
Perm 1
Keyword 'IFCHECK MOBINWORLD'~
Updated 1194135451
UpdatedBy Remcon~
Text Example: if mobinworld(500) >= 1
This will check the entire mud to see if there is 1 or more mobiles in it that
are vnum 500.
~
End
#HELP
Perm 1
Keyword 'IFCHECK MONTH'~
Updated 1194101344
UpdatedBy Remcon~
Text Example: if month() == 5
This will check the current month to see if it is 5.
This is for real time, use (1-12).
~
End
#HELP
Perm 1
Keyword 'IFCHECK MORPH'~
Updated 1194029480
UpdatedBy Remcon~
Text Example: if morph($n) == 50
This will check the target ($n) to see if they are morphed into 50.
~
End
#HELP
Perm 1
Keyword 'IFCHECK MORTCOUNT'~
Updated 1194135236
UpdatedBy Remcon~
Text Example: if mortcount(500) >= 1
This will check room vnum 500 to see if there is 1 or more mortals there.
~
End
#HELP
Perm 1
Keyword 'IFCHECK MOVE'~
Updated 1193969599
UpdatedBy Remcon~
Text Example: if move($n) >= 50
This will check the target ($n) to see if their movement is 50 or higher.
~
End
#HELP
Perm 1
Keyword 'IFCHECK MOVEPRCNT'~
Updated 1194047902
UpdatedBy Remcon~
Text Example: if moveprcnt($n) >= 50
This will check to see if the target's movement is 50 percent or higher.
~
End
#HELP
Perm 1
Keyword 'IFCHECK MULTI'~
Updated 1194040816
UpdatedBy Remcon~
Text Example: if multi($n) == 5
This will check the target ($n) to see if they are multiplaying 5 characters.
~
End
#HELP
Perm 1
Keyword 'IFCHECK MYEAR'~
Updated 1194101403
UpdatedBy Remcon~
Text Example: if myear() % 5
This will check the current mud year to see if it is a multiple of 5 (5, 10,
15, ...).
This is for mud time.
~
End
#HELP
Perm 1
Keyword 'IFCHECK NAME'~
Updated 1194107300
UpdatedBy Remcon~
Text Example: if name($n) == Jobo
This will check the target to see if their name is Jobo.
~
End
#HELP
Perm 1
Keyword 'IFCHECK NATION'~
Updated 1194107500
UpdatedBy Remcon~
Text Example: if nation($n) == Human
This will check to see if the target belongs to the Human nation.
~
End
#HELP
Perm 1
Keyword 'IFCHECK NORECALL'~
Updated 1194110712
UpdatedBy Remcon~
Text Example: if norecall($n)
This will check to see if the target can't recall.
~
End
#HELP
Perm 1
Keyword 'IFCHECK NUMFIGHTING'~
Updated 1194099460
UpdatedBy Remcon~
Text Example: if numfighting($n) >= 2
This will check the target to see if they are fighting 2 or more characters.
~
End
#HELP
Perm 1
Keyword 'IFCHECK OBJTYPE'~
Updated 1194136765
UpdatedBy Remcon~
Text Example: if objtype($n) == staff
This will check the target object to see if it is a staff.
Possible Types:
none light scroll wand
staff weapon treasure armor
potion trash container drinkcon
key food money boat
corpse corpse_pc fountain pill
blood bloodstain scraps pipe
herbcon herb fire switch
lever pullchain button trap
map portal paper lockpick
missileweapon projectile quiver shovel
salve cook keyring chance
gem mortar powder axe
wood
~
End
#HELP
Perm 1
Keyword 'IFCHECK OBJVAL' 'IFCHECK OBJVAL0' 'IFCHECK OBJVAL1' 'IFCHECK OBJVAL2' 'IFCHECK OBJVAL3' 'IFCHECK OBJVAL4' 'IFCHECK OBJVAL5'~
Updated 1194135992
UpdatedBy Remcon~
Text Example: if objval0($n) >= 20
if objval1($n) >= 20
if objval2($n) >= 20
if objval3($n) >= 20
if objval4($n) >= 20
if objval5($n) >= 20
These will check the target object's values (0-5) and see if they are 20 or
higher.
~
End
#HELP
Perm 1
Keyword 'IFCHECK OTYPECARRY'~
Updated 1193968894
UpdatedBy Remcon~
Text Example: if otypecarry(weapon) >= 1
This will check the objects being carried by the mobile to see if any of them
are weapon types.
~
End
#HELP
Perm 1
Keyword 'IFCHECK OTYPEHERE'~
Updated 1193968499
UpdatedBy Remcon~
Text Example: if otypehere(weapon) >= 1
This will check the mobile's inventory and the room the mobile is in for a
weapon type object.
~
End
#HELP
Perm 1
Keyword 'IFCHECK OTYPEINV'~
Updated 1193968432
UpdatedBy Remcon~
Text Example: if otypeinv(weapon) >= 1
This will check the mobile's inventory to see if they have a weapon type
object.
~
End
#HELP
Perm 1
Keyword 'IFCHECK OTYPEROOM'~
Updated 1193968620
UpdatedBy Remcon~
Text Example: if otyperoom(weapon) >= 1
This will check the room the mobile is in for a weapon type object.
~
End
#HELP
Perm 1
Keyword 'IFCHECK OTYPEWEAR'~
Updated 1193968687
UpdatedBy Remcon~
Text Example: if otypewear(weapon) >= 1
This will check the objects that the mobile is wearing to see if it is wearing
a weapon type object.
~
End
#HELP
Perm 1
Keyword 'IFCHECK OVNUMCARRY'~
Updated 1193968937
UpdatedBy Remcon~
Text Example: if ovnumcarry(400) >= 1
This will check the objects being carried by the mobile to see if any of them
are vnum 400.
~
End
#HELP
Perm 1
Keyword 'IFCHECK OVNUMHERE'~
Updated 1193968737
UpdatedBy Remcon~
Text Example: if ovnumhere(400) >= 1
This will check the mobile's inventory and the room the mobile is in for object
vnum 400.
~
End
#HELP
Perm 1
Keyword 'IFCHECK OVNUMINV'~
Updated 1193968570
UpdatedBy Remcon~
Text Example: if ovnuminv(400) >= 1
This will check the mobile's inventory to see if they have object vnum 400.
~
End
#HELP
Perm 1
Keyword 'IFCHECK OVNUMROOM'~
Updated 1193968779
UpdatedBy Remcon~
Text Example: if ovnumroom(400) >= 1
This will check the room the mobile is in for object vnum 400.
~
End
#HELP
Perm 1
Keyword 'IFCHECK OVNUMWEAR'~
Updated 1193968824
UpdatedBy Remcon~
Text Example: if ovnumwear(400) >= 1
This will check the objects worn by the mobile to see if it is wearing object
vnum 400.
~
End
#HELP
Perm 1
Keyword 'IFCHECK PDEATHS'~
Updated 1194041286
UpdatedBy Remcon~
Text Example: if pdeaths($n) >= 50
This will check the target ($n) to see if they have died to a player 50 or more
times.
~
End
#HELP
Perm 1
Keyword 'IFCHECK PERM'~
Updated 1193969775
UpdatedBy Remcon~
Text Example: if perm($n) >= 1
This will check the target ($n) to see if they are immortal or higher.
0 = all, 1 = immortal, 2 = builder, 3 = leader, 4 = head, 5 = implimentor
~
End
#HELP
Perm 1
Keyword 'IFCHECK PKILLS'~
Updated 1194041017
UpdatedBy Remcon~
Text Example: if pkills($n) >= 50
This will check the target ($n) to see if they have killed 50 or more players.
~
End
#HELP
Perm 1
Keyword 'IFCHECK POSITION'~
Updated 1194044591
UpdatedBy Remcon~
Text Example: if position($n) == 6
if position($n) == resting
This will check to see if the target's position is resting.
Positions:
0 - dead 1 - mortal 2 - incap
3 - stunned 4 - sleeping 5 - berserk
6 - resting 7 - aggressive 8 - sitting
9 - fighting 10 - defensive 11 - evasive
12 - standing 13 - mounted 14 - shove
15 - drag
~
End
#HELP
Perm 1
Keyword 'IFCHECK RACE'~
Updated 1194107226
UpdatedBy Remcon~
Text Example: if race($n) == Human
This will check the target to see if their race is human.
~
End
#HELP
Perm 1
Keyword 'IFCHECK RAND'~
Updated 1194137560
UpdatedBy Remcon~
Text Example: if rand(50)
This will check to see if 50 is higher then a random number from 1 - 100.
~
End
#HELP
Perm 1
Keyword 'IFCHECK RANK'~
Updated 1194107331
UpdatedBy Remcon~
Text Example: if rank($n) == Supreme
This will check the target to see if their rank is supreme.
~
End
#HELP
Perm 1
Keyword 'IFCHECK SEX'~
Updated 1193969410
UpdatedBy Remcon~
Text Example: if sex($n) == 1
This will check the target ($n) is a male.
0 = Neutral, 1 = Male, 2 = Female
~
End
#HELP
Perm 1
Keyword 'IFCHECK STR'~
Updated 1193969470
UpdatedBy Remcon~
Text Example: if str($n) >= 50
This will check the target ($n) to see if their strength is 50 or higher.
~
End
#HELP
Perm 1
Keyword 'IFCHECK TIMESKILLED'~
Updated 1194099518
UpdatedBy Remcon~
Text Example: if timeskilled($n) >= 50
This will check the target mobile to see if they have been killed 50 or more
times.
~
End
#HELP
Perm 1
Keyword 'IFCHECK VNUM'~
Updated 1193970313
UpdatedBy Remcon~
Text Example: if vnum($n) == 50
This will check the target ($n) vnum to see if it is 50.
May be used on objects and mobiles.
~
End
#HELP
Perm 1
Keyword 'IFCHECK WAITSTATE'~
Updated 1194050687
UpdatedBy Remcon~
Text Example: if waitstate($n) >= 2
This will check the target's waitstate to see if it is 2 or higher.
~
End
#HELP
Perm 1
Keyword 'IFCHECK WASINROOM'~
Updated 1194050745
UpdatedBy Remcon~
Text Example: if wasinroom($n) == 500
This will check the target to see if they were in room 500.
~
End
#HELP
Perm 1
Keyword 'IFCHECK WEARING'~
Updated 1194109036
UpdatedBy Remcon~
Text Example: if wearing($n) == shoulder
This will see if the target is wearing something on their shoulder.
take head ears ear eyes
eye face neck shoulders shoulder
about body back arms arm
wrists wrist hands hand fingers
finger 2hand hold waist legs
leg ankles ankle feet foot
~
End
#HELP
Perm 1
Keyword 'IFCHECK WEARINGVNUM'~
Updated 1194099641
UpdatedBy Remcon~
Text Example: if wearingvnum($n) == 500
This will check the target to see if they are wearing object vnum 500.
~
End
#HELP
Perm 1
Keyword 'IFCHECK WIS'~
Updated 1193969505
UpdatedBy Remcon~
Text Example: if wis($n) >= 50
This will check the target ($n) to see if their wisdom is 50 or higher.
~
End
#HELP
Perm 1
Keyword 'IFCHECK YEAR'~
Updated 1194101209
UpdatedBy Remcon~
Text Example: if year() % 5
This will check the current year to see if it is a multiple of 5 (5, 10, 15,
...).
This is for real time.
~
End
#HELP
Perm 1
Keyword IFCHECKS~
Updated 1194140413
UpdatedBy Remcon~
Text .
cha rank council isfollow mortcount carryingvnum
con vnum goldamt isimmort moveprcnt contobjcount
day year isalign isleader otypehere isclanleader
dex class isclan1 islocked otyperoom mobinvislevel
hit deity isclan2 isnpcact otypewear
int favor isfight leverpos ovnumhere
lck isnpc ispcact mgoldamt ovnumroom
sex level ispkill mobcount ovnumwear
str morph mdeaths norecall waitstate
wis multi objtype ovnuminv wasinroom
clan mhour objval0 otypeinv asupressed
hour month objval1 position isaffected
ispc myear objval2 charcount mobinworld
mana cansee objval3 isdevoted otypecarry
mday inroom objval4 ismorphed ovnumcarry
move isopen objval5 ismounted carryweight
name mkills pdeaths ispassage contobjvnum
perm mmonth wearing manaprcnt numfighting
race nation canpkill mobinarea timeskilled
rand pkills hitprcnt mobinroom wearingvnum
*NOTICE*
On ones with a <#> you may use
== (equals) > (greater than) < (less than)
! (not) % (evenly divisible) != (not equal)
>= (greater than or equal) <= (less than or equal) & (???)
| (???)
On ones with a <string> instead of a <#> you may use
== (equals) != (not equal) / (???)
!/ (???)
~
End
#HELP
Perm 1
Keyword IMMTALK~
Updated 1188862083
UpdatedBy Remcon~
Text Usage: immtalk <message>
This channel is used to send the message to all immortals online.
~
End
#HELP
Perm 1
Keyword IMOTD~
Updated 1185732837
UpdatedBy Remcon~
Text &R \-,_ _,-/
, \ `-, &gThe SMAUG Immortal MOTD &R,-` / ,
_)\ | `\ &gUPDATED: &w7/29/07 &R/' | /(_
/, \_,/ \ `\ /' / \,_/ .\
`-, ,\ | \ / | /, ,-'
|G,/ / ,-, | | &gAs the Gods rip the Realms &R| | ,-, \ \_3|
_\_,/_ \ \|-, | &gasunder, a slew of changes &R| ,-|/ / ,_\,_/_
(_ ,__` | `\ | &grain down on you - the victims.&R| /' | __, _)
`--._`-;' \| |/ `;-`_.--`
__/ / | &gSome of these changes &R... | \ \__
''&B,-,&R' `&B,-,&R``
&B((&C|&B)) &R<&W*&R> &B((&C|&B))
&B|&C|&B| &R<&W*&R> &B|&C|&B|
&B|&C|&B| &R<&W*&R> &B|&C|&B|
&B|&C|&B| &R<&W*&R> &B|&C|&B|
&B|&C|&B| &R<&W*&R> &B|&C|&B|
&B|&C|&B| &R<&W*&R> &B|&C|&B|
&B//&C|&B\\ &R<&W*&R> &B//&C|&B\\
&B|||&C|&B|||&R<&W*&R> &B|||&C|&B|||
&B|||&C|&B|||&R<&W*&R> &B|||&C|&B|||
&B|||&C|&B|||&R<&W*&R> &B|||&C|&B|||&D
~
End
#HELP
Keyword INT INTELLIGENCE~
Updated 1188858106
UpdatedBy Remcon~
Text Intelligence (INT in your 'score') represents your character's mental capacity.
Among other things, it affects:
- affects the amount of mana regenerated or recovered at each tick
if a character is resting or sleeping
- the rate at which a character learns a new skill or spell
- the percentage rate at which a character practices a new language
Intelligence is an important factor in learning between combatants. If
a character fights a creature several times, the more intelligent of the
two opponents will gain an advantage over time...
~
End
#HELP
Keyword 'LAW ASSIST'~
Updated 1185738888
UpdatedBy Remcon~
Text &GA non-deadly may give, sell or trade scrolls, potions and equipment
with a deadly character.
A non-deadly character may spy for a deadly character.
A non-deadly may _not_ shield, heal, summon, help, hinder, portal or
otherwise assist a deadly character (this includes charm).
~
End
#HELP
Keyword 'LAW CHANNELS'~
Updated 1185738801
UpdatedBy Remcon~
Text &GSpam, Harassment, and Profanity are not allowed on channels.
~
End
#HELP
Keyword 'LAW CHARM'~
Updated 1185738389
UpdatedBy Remcon~
Text &GDo not bring aggressive mobs into or near Darkhaven, as when their charm
wears off (either naturally or by attack) their aggressive nature will
return. Also do not bring aggressive mobs into areas which are lower in
level than the area from which the mob originally came. You can use the
'areas' command to check an area's level. See 'help charm' for more.
~
End
#HELP
Keyword 'LAW CHEATING'~
Updated 1185738275
UpdatedBy Remcon~
Text &GCheating is a very serious offense and will get you punished.
What is considered cheating?
- exploiting a bug to gain equipment or gold
- intentionally causing the system to crash
- intentionally duplicating equipment or gold
- knowingly accepting illegal equipment from others
- attempting to duplicate equipment or gold -- * even if not successful *
- using or making profit from equipment that was accidentally duplicated
- using gold that was accidentally duplicated
Cheating hurts the game, and every player in the game. Protect yourself
and report any bugs you find, and inform the Immortals if you have reason
to believe someone is engaged in any of the above.
If you find you have accidentally duplicated an item, turn the item over
immediately to an Immortal or drop and sacrifice the item.
~
End
#HELP
Keyword 'LAW HARASSMENT'~
Updated 1185737371
UpdatedBy Remcon~
Text &GHarassment is giving any unwanted attention to someone.
&RNo form of harassment will be tolerated.&D
~
End
#HELP
Keyword 'LAW KILLSTEAL'~
Updated 1185737070
UpdatedBy Remcon~
Text &GKilling something that is already being fought by someone else is considered
kill stealing. It is annoying and considered illegal.
If someone steals your kills:
Inform the person of the rules and ask them to type 'laws killsteal'
Type 'config noassist' (This will stop people from being able to steal kills)
If they somehow manage to keep stealing your kills inform an immortal
~
End
#HELP
Keyword 'LAW MULTIPLAYING'~
Updated 1185735252
UpdatedBy Remcon~
Text &GMulti-playing is permitted within the Realms, with the following rules:
- You may only have &Wone&G deadly character online.
- You may have more than one character online as long as &Wnone&G of your
characters are deadly.
- You may not use multiple characters to spam any player or channel.&D
~
End
#HELP
Keyword 'LAW MURDER'~
Updated 1185735591
UpdatedBy Remcon~
Text Player killing is only allowed between deadly players.
~
End
#HELP
Keyword 'LAW OBJECTS'~
Updated 1185735911
UpdatedBy Remcon~
Text &GAny object on the ground with no player and no player corpse in the room
is considered to be abandoned and free for the taking.
If there is a player or a corpse in the room you must get the permission
of the person before picking up the object.
Don't take items from a mobile corpse unless you made the kill yourself
or you have permission from the player that made the kill.
~
End
#HELP
Keyword 'LAW PKILL'~
Updated 1185736131
UpdatedBy Remcon~
Text &GDeadly Characters are characters who are able to kill other deadlys.
Deadly characters may &Wnot&G:
a) multi-play while using a deadly character
b) be shared
c) receive help (healing, shielding, portaling, etc.) from non-deadlies
d) receive Immortal corpse retrievals or reimbursements - no exceptions
e) attack players more than 5 levels outside their own
- includes picking up disarmed weapons from someone outside your range
- includes healing a fighting character outside your range
- includes looting the corpse of someone outside your level range
Deadly characters are allowed to:
a) pkill another player who appears on the deadly
list (who deadly) who is within 5 levels of their own.
b) loot the corpse of the fallen deadly player, provided they were
the tank or dealt the killing blow.
c) use mobs within or lower than the pkill level range of the victim
&RWarning&G: Going AFK or link-dead in a non-safe area leaves you open to
attack; a deadly is open to attack every second online, link-live or not.
~
End
#HELP
Keyword 'LAW SHARING'~
Updated 1185736229
UpdatedBy Remcon~
Text &GCharacter sharing (when allowed) is always done at the risk of the players
involved. Immortals will &Wnot&G recover any character lost to trading or
sharing. Whoever owns the password owns the character.
A character may &Wnot&G be shared if:
- the character is a deadly character
- the character holds any leadership position in a Guild or Order
~
End
#HELP
Keyword 'LAW SPAM'~
Updated 1185736473
UpdatedBy Remcon~
Text &WANYTHING&G that causes alot of screen scroll can be considered spam.
Using the same phrase over different channels is considered spam.
Using all caps can be considered spam.&D
~
End
#HELP
Keyword 'LAW STAKE'~
Updated 1185736545
UpdatedBy Remcon~
Text >he first player to attack a mob has the rights to the kill. Others should
not get involved without being requested to do so. Those receiving aid are
under no obligation to reward their benefactors. Monopolization of a mob and
its repops will not be tolerated.
Any disputes brought to the attention of an immortal for resolution will be
handled according to the immortal's discretion. All such decisions are final.
~
End
#HELP
Keyword 'LAW STORES'~
Updated 1185736726
UpdatedBy Remcon~
Text &GDo not steal or kill any shopkeepers.
&GDo not kill or steal from any shopkeeper.
~
End
#HELP
Perm 1
Keyword LAYERS~
Updated 1194796523
UpdatedBy Remcon~
Text &gLayers are set with a numeric value, or combination of values. The lower the
value, the lower the layer, or thinner the item of clothing/armor is. Valid
numeric values are:
&G0, 1, 2, 4, 8, 16, 32, 64, 128.
&gOr any combination of the above. A value of zero means no other items can
be layered with this item. Items of clothing can be layered over one another
as long as their layer values do not overlap. ie, if leather armor were set
to a value of 56 (8, 16, and 32), it could not layer with, say, a set of
heavy chain that is set to a value of 96 (32 and 64), as they overlap on the
layer value of 32.
It is suggested that only those items that will occupy the highest value
slots, or a slot of 0, have any special affects added to them. Underclothing
should only have a.c. settings.
~
End
#HELP
Perm 1
Keyword LEVERFLAGS SWITCHFLAGS BUTTONFLAGS PULLCHAINFLAGS~
Updated 1195001224
UpdatedBy Remcon~
Text . UP UNLOCK D_NORTH D_SOUTH D_EAST
D_WEST D_UP D_DOWN D_NORTHEAST D_NORTHWEST
D_SOUTHEAST D_SOUTHWEST D_SOMEWHERE DOOR CONTAINER
OPEN CLOSE PASSAGE OLOAD MLOAD
TELEPORT TELEPORTALL TELEPORTPLUS DEATH CAST
RAND4 RAND6 RAND10 RAND11 SHOWROOMDESC
AUTORETURN
Usage: oset <object> tflags <flag>
*Note* The flags are only going to work correctly if the object is
of the right object type (lever, switch, button, pullchain).
If you wish to know the bitvectors you start at 1 for UP and multiply it
by 2 for the UNLOCK bitvector and continue on for the others.
Example: UP = 1, UNLOCK = 2, LOCK = 4, ...
~
End
#HELP
Perm 2
Keyword LIQUIDTYPES~
Updated 1195749587
UpdatedBy Remcon~
Text | Value | Liquid Type | Value | Liquid Type | Value | Liquid Type
----- --------------- ----- ---------------- ----- ------------
| 0 | unknown | 1 | water | 2 | beer
| 3 | wine | 4 | ale | 5 | dark ale
| 6 | whiskey | 7 | lemonade | 8 | firebreather
| 9 | local specialty | 10 | slime mold juice | 11 | milk
| 12 | tea | 13 | coffee | 14 | blood
| 15 | salt water | 16 | cola | 17 | mead
| 18 | grog
~
End
#HELP
Keyword LUC LUCK~
Updated 1189028717
UpdatedBy Remcon~
Text Luck (LUC in your 'score') represents your characters luck.
As in life, the exact extent of this factor remains and will always remain
shrouded in uncertainty...
~
End
#HELP
Keyword MERC FUREY KHAN HATCHET~
Updated 1188756615
UpdatedBy Remcon~
Text SMAUG was originally based on the Merc 2.1 code which was created by Furey,
Hatchet, and Kahn.
This original code base is available as Merc_21.tar.gz via FTP from:
ftp.tcp.com, ftp.math.okstate.edu and ftp.game.org.
E-mail to 'merc-request@kpc.com' to join the merc mailing list.
Merc would like to thank ...
... Diku Mud for their code base.
... The Free Software Foundation and DJ Delorie for kick-ass tools.
... Copper Mud and Alfa Mud for releasing their code and worlds.
... Aod of Generic for ... well, everything. You're a hoopy frood, Aod.
... Alander for many ideas and contributions.
... John Brothers of Silly for permission to use Silly code and worlds.
... Zrin for administering the mailing list.
... Abaddon for proofreading our comm.c.
... Hind, Quin, Vic, Diavolo, Oleg, Trienne, and others for porting help.
... Diavolo, Grodyn, Morgenes, and others for code and bug fixes.
... Raff, Doctor, VampLestat, Nirrad, Tyrst, PinkF, Chris, Glop for worlds.
... the players and imps of Mud Dome, Final Mud, Mud Lite, Vego Mud, Rivers
of Mud, Ruhr Mud, and Mystic Realms for bug reports, ideas, new code,
and hours of enjoyment.
Share and enjoy.
~
End
#HELP
Perm 1
Keyword MOBAFFECTED~
Updated 1193350635
UpdatedBy Remcon~
Text Usage: mset <mob name> affected <affect flag>
blind invisible detect_evil detect_invis
detect_magic detect_hidden sanctuary faerie_fire
infrared curse poison protect
paralysis sneak hide sleep
charm flying pass_door floating
truesight detect_traps scrying fireshield
shockshield iceshield berserk aqua_breath
acidmist venomshield detect_sneak
~
End
#HELP
Perm 1
Keyword MOBATTACKS~
Updated 1193350871
UpdatedBy Remcon~
Text Usage: mset <mob vnum> attack <attack name(s)>
bite claws tail punch
kick trip bash stun
gouge backstab feed drain
firebreath frostbreath acidbreath lightnbreath
gasbreath poison blindness causeserious
earthquake causecritical curse fireball
~
End
#HELP
Perm 1
Keyword MOBDEFENSES~
Updated 1193351184
UpdatedBy Remcon~
Text Usage: mset <mob vnum> defense <defense name(s)>
parry dodge heal curelight cureserious curecritical
dispelmagic dispelevil sanctuary fireshield shockshield shield
bless stoneskin teleport disarm venomshield
~
End
#HELP
Perm 1
Keyword MOBFLAGS~
Updated 1193350393
UpdatedBy Remcon~
Text . MOBFLAG | DESCRIPTION
------------|---------------------------------------------------------------
sentinel | Mobile always stays at its post.
scavenger | Mobile picks up items of value.
aggressive | Mobile attacks players.
stayarea | Mobile does not leave its home area.
wimpy | Mobile flees when low in hits.
pet | Mobile can be used in creating a petshop.
practice | Players can "practice" at this mobile.
immortal | Mobile is immortal.
meta_aggr | Mobile is VERY aggressive.
running | Mobile is running (moves twice as fast)
mountable | Mobile can be mounted.
mounted | Mobile is mounted.
scholar | Mobile can teach languages.
secretive | Mobile will not echo acts. MOBs actions are invisible.
hardhat | Mobile not damaged by falling objects.
mobinvis | Mobile is invisible to both pc's and non pc's.
noassist | Mobile won't assist other mobs in a fight.
pacifist | Mobile cannot be attacked.
noattack | Mobile won't use any physical attacks.
annoying | Mobile is aggressive.
statshield | Keeps lower level imms from touching the mobile's stats.
prototype | Mobile is under construction.
banker | Players may use "bank" at this mobile.
questgiver | Players may use "aquest" at this mobile.
undertaker | Players may use "retrieve" at this mobile.
----------------------------------------------------------------------------
~
End
#HELP
Perm 2
Keyword MOBPROGRAM OBJPROGRAM ROOMPROGRAM~
Updated 1195878554
UpdatedBy Remcon~
Text . The MOBprograms have been contributed by N'Atas-ha.
Haus hacked together room && obj programs 'cause
he got sick of failing to add lever bitvectors,
and cause he thought Carnage was a
Transcendentally Cool Mud.
~
End
#HELP
Perm 2
Keyword MOBTRIGGERS~
Updated 1195828173
UpdatedBy Remcon~
Text Trigger Optnl Triggering Variable Explanation
------- ----- ------------------- ---------------------------------------------
Act {p} <keyword / phrase> [emotes, socials, actions, bamfs]
Speech {p} <keyword / phrase> [says or tells from same room as mob]
Rand <percentage> [randomly triggered based on percentile]
Fight <percentage> [random, within a fight, based on percentile]
Hitprcnt <percentage> [percent is % of mob's max H.P.]
Greet <percentage> [entry that mob can see, by mob/player]
Allgreet <percentage> [entry by a mob/player, regardless if seen]
Entry <percentage> [when the mob itself enters a room]
Bribe <amount of gold> [when a player gives the mob money]
Death <percentage> [when the mob dies]
Script {h} [loops a line at a time. Hour triggers start]
Time <hour> [script prog, runs once on hour specified]
Hour <hour> [loops as Script for an hour from start hour]
Give <percentage> [when someone gives the mobile something]
*NOTE* {hour}/<hour> is in military time. ie, 15 hours is 3p.m. mud time.
*NOTE* The mpcommand MPDONOTHING currently only works in Script progs,
NOT in Time or Hour progs.
~
End
#HELP
Keyword MOTD~
Updated 1185732989
UpdatedBy Remcon~
Text &R \-,_ _,-/
, \ `-, &gThe SMAUG MOTD &R,-` / ,
_)\ | `\ &gUPDATED: &w7/29/07 &R/' | /(_
/, \_,/ \ `\ /' / \,_/ .\
`-, ,\ | \ / | /, ,-'
|G,/ / ,-, | | &gAs the Gods rip the Realms &R| | ,-, \ \_3|
_\_,/_ \ \|-, | &gasunder, a slew of changes &R| ,-|/ / ,_\,_/_
(_ ,__` | `\ | &grain down on you - the victims.&R| /' | __, _)
`--._`-;' \| |/ `;-`_.--`
__/ / | &gSome of these changes &R... | \ \__
''&B,-,&R' `&B,-,&R``
&B((&C|&B)) &R<&W*&R> &B((&C|&B))
&B|&C|&B| &R<&W*&R> &B|&C|&B|
&B|&C|&B| &R<&W*&R> &B|&C|&B|
&B|&C|&B| &R<&W*&R> &B|&C|&B|
&B|&C|&B| &R<&W*&R> &B|&C|&B|
&B|&C|&B| &R<&W*&R> &B|&C|&B|
&B//&C|&B\\ &R<&W*&R> &B//&C|&B\\
&B|||&C|&B|||&R<&W*&R> &B|||&C|&B|||
&B|||&C|&B|||&R<&W*&R> &B|||&C|&B|||
&B|||&C|&B|||&R<&W*&R> &B|||&C|&B|||&D
~
End
#HELP
Perm 1
Keyword MPASUPRESS~
Updated 1189128528
UpdatedBy Remcon~
Text Usage: mpasupress <victim> <rounds>
This command suppresses the victim for the specified number of rounds.
~
End
#HELP
Perm 2
Keyword MPCOMMANDS RPCOMMANDS OPCOMMANDS~
Updated 1195876690
UpdatedBy Remcon~
Text The following commands can be used for Room, Mob and Object progs. The
commands listed at the bottom are for mob progs only. Each command also
has its own help file. Type HELP <COMMAND>.
MPASOUND MPJUNK MPECHOAROUND MPECHOAT
MPECHO MPMLOAD MPOLOAD MPPURGE
MPADVANCE MPTRANSFER MPFORCE MPSLAY
MPDREAM MPDAMAGE MPCLOSEPASSAGE MPOPENPASSAGE
MPDELAY MPAPPLY MPAPPLYB MPMSET
MPPRACTICE MPOSET MPFAVOR MPPEACE
MPPKSET MPSCATTER MPRESTORE MPUNMORPH
MPNOTHING MPECHOZONE MPASUPRESS MPINVIS
MPMORPH MPKILL MPGOTO MPAT
~
End
#HELP
Keyword MUSIC~
Updated 1188422760
UpdatedBy Remcon~
Text Usage: music <message>
This channel is used for singing.
~
End
#HELP
Keyword M_ADVHERO_~
Updated 1185734725
UpdatedBy Remcon~
Text You have mastered yourself as far as mortally possible.
~
End
#HELP
Keyword NATIONTALK~
Updated 1188153973
UpdatedBy Remcon~
Text Usage: nationtalk <message>
This channel can be used to send a message to everyone online that belongs to
the same nation as you.
~
End
#HELP
Keyword NEW_DEATH~
Updated 1185732348
UpdatedBy Remcon~
Text ...Everything begins to fade to black. You feel yourself leaving your body.
Rising up into the air, you feel more free than you have ever felt before...
However, before your deity comes to collect your soul, you feel a strange
pulling sensation as strange and colorful mists swirl around you...
&CA low voice fills your head with words of advice...
"When your character dies, you are reincarnated at the cathedral of Notre
Dame de Sioux in New Darkhaven; should you one day become a member of a
clan, guild or order you will be returned to your own altar."
"Your corpse, however, is left behind where you were killed, together with
all of your equipment, so that you can attempt to return to the scene and
loot your corpse. Your gold stays with you. Corpses decay after time,
and when this happens the objects inside will decay with it."
"Once you have chosen a deity and gained sufficient favor, you may be able
to supplicate to your deity for your corpse. Type '&Whelp death&C' for more
information. This message will appear only on your first two deaths..."
~
End
#HELP
Keyword NMOTD~
Updated 1185733549
UpdatedBy Remcon~
Text &R \-,_ _,-/
, \ `-, &gThe SMAUG New MOTD &R,-` / ,
_)\ | `\ &gUPDATED: &w7/29/07 &R/' | /(_
/, \_,/ \ `\ /' / \,_/ .\
`-, ,\ | \ / | /, ,-'
|G,/ / ,-, | | &gAs the Gods rip the Realms &R| | ,-, \ \_3|
_\_,/_ \ \|-, | &gasunder, a slew of changes &R| ,-|/ / ,_\,_/_
(_ ,__` | `\ | &grain down on you - the victims.&R| /' | __, _)
`--._`-;' \| |/ `;-`_.--`
__/ / | &gSome of these changes &R... | \ \__
''&B,-,&R' `&B,-,&R``
&B((&C|&B)) &R<&W*&R> &WUse 'news' to keep informed of changes &B((&C|&B))
&B|&C|&B| &R<&W*&R> &WSee 'help start' for a list of helpful files &B|&C|&B|
&B|&C|&B| &R<&W*&R> &WSee 'help pager' for pausing information &B|&C|&B|
&B|&C|&B| &R<&W*&R> &WSee 'help deities' for devoting to a deity &B|&C|&B|
&B|&C|&B| &R<&W*&R> &WSee 'help laws' You must abide by the laws &B|&C|&B|
&B|&C|&B| &R<&W*&R> &B|&C|&B|
&B//&C|&B\\ &R<&W*&R> &B//&C|&B\\
&B|||&C|&B|||&R<&W*&R> &B|||&C|&B|||
&B|||&C|&B|||&R<&W*&R> &B|||&C|&B|||
&B|||&C|&B|||&R<&W*&R> &B|||&C|&B|||&D
~
End
#HELP
Perm 2
Keyword OBJECTAFFECTED~
Updated 1193350610
UpdatedBy Remcon~
Text Usage: oset <item> affect affected <affect flag>
blind invisible detect_evil detect_invis
detect_magic detect_hidden sanctuary faerie_fire
infrared curse poison protect
paralysis sneak hide sleep
charm flying pass_door floating
truesight detect_traps scrying fireshield
shockshield iceshield berserk aqua_breath
acidmist venomshield detect_sneak
~
End
#HELP
Perm 1
Keyword OBJECTFLAGS~
Updated 1223067464
UpdatedBy Remcon~
Text Flags that objects can have:
FLAG | DESCRIPTION
-------------+-------------------------------------------------
GLOW | Can be seen in the dark
LOYAL | Returns to inventory on disarm
INVIS | Invisible
MAGIC | Prevents enchantment, 1 - 12 resist damage
NODROP | Can't be dropped
BLESS | 1 - 5 resist damage, * 2 poison weapon duration
ANTI_GOOD | Zap if align above +350
ANTI_EVIL | Zap if align below -350
ANTI_NEUTRAL | Zap if align between -350 and +350
NOREMOVE | Can't be removed
INVENTORY | + 20 resist damage, ( Normally store items )
ORGANIC | - 1 - 5 resist damage
METAL | + 1 - 5 resist damage
DONATION | Prevents get all on containers
CLANOBJECT |
CLANCORPSE |
HIDDEN | Hidden
POISONED | Poisoned
COVERING |
DEATHROT | Vanishes on death
BURIED | Buried
PROTOTYPE | Prototype object
NOLOCATE | Can't be located using locate spell
GROUNDROT | Slowly decays when on ground
PKDISARMED | Disarmed by another player
NOSCRAP | Won't scrap
ENCHANTED | It has been enchanted
QUEST | (Set on objects obtained from do_rewards)
LODGED | (Set on objects when they get lodged in the body)
PIERCED | (Set on objects when they have been pierced by a projectile)
RANDOM | Object's stats and requirements are random (based on current settings)
NOCONTAINER | Can't put this object into a container.
~
End
#HELP
Perm 1
Keyword OBJECTTYPES~
Updated 1200881976
UpdatedBy Remcon~
Text Object types listed in order:
None Light Scroll Wand Staff Weapon
Treasure Armor Potion Trash Container Drinkcon
Key Food Money Boat Corpse_npc Corpse_pc
Fountain Pill Blood Bloodstain Scraps Pipe
Herbcon Herb Fire Switch Lever Pullchain
Button Trap Map Portal Paper Lockpick
Missileweapon Projectile Quiver Shovel Salve Cook
Keyring Gem Mortar Powder Axe Wood
Fish Fishingpole Piece
~
End
#HELP
Perm 2
Keyword OBJTRIGGERS~
Updated 1195827869
UpdatedBy Remcon~
Text Trigger Optnl Triggering Variable Explanation
------- ----- ------------------- --------------------------------------------
Wear <percentage> [when a player wears the object]
Remove <percentage> [when a player removes the object]
Speech {p} <keyword / phrase> [says or tells from same room as mob]
Rand <percentage> [randomly triggered based on percentile]
Sac <percentage> [when a player sacrifices the object]
Zap <percentage> [when the player is zapped due to alignment]
Get <percentage> [when a player gets the object]
Drop <percentage> [when a player drops the object]
Damage <percentage> [when the object is damaged]
Repair <percentage> [when the object is repaired]
Greet <percentage> [when a mob/player enters the room]
Exa <percentage> [when the object is Examined or Looked upon]
Push <percentage> [when a player pushes an object]
Pull <percentage> [when a player pulls an object]
Use <percentage> [see 'help useprog' for details]
Open <percentage> [when a player opens an object]
Close <percentage> [when a player closes an object]
Scrap <percentage> [when an object gets scrapped]
Put <percentage> [when an object is put in another object]
Act {p} <keyword / phrase> [emotes, socials, actions, bamfs]
Script {h} [loops a line at a time. Hour triggers start]
~
End
#HELP
Keyword PFILES~
Updated 1196901000
UpdatedBy Remcon~
Text Player files (pfiles) are cleaned up daily going by the level of the player.
A level 5 player will be deleted if they haven't logged on for 5 days.
If you will be gone for more days then your current level ask an immortal to
set the "nopdelete" flag on you and let them know why you won't be on for
awhile.
~
End
#HELP
Perm 2
Keyword PIPEFLAGS~
Updated 1195847257
UpdatedBy Remcon~
Text These flags may be used with the item type pipe in the v3 item
# | Flag | Description
--- ---------------- ------------------------------------------------
1 | PIPE_LIT | Pipe is lit (required for smoking)
2 | PIPE_GOINGOUT | Pipe is about to go out
4 | PIPE_FULLOFASH | Pipe is full of ashes, and needs to be emptied.
~
End
#HELP
Keyword POSITIONS~
Updated 1193520722
UpdatedBy Remcon~
Text Positions are in a special order.
Example: You can do more standing then you can sitting.
The ordered list is as follows, left to right, top to bottom:
Dead Mortally Wounded Incapacitated
Stunned Sleeping Fighting (Berserk)
Resting Fighting (Aggressive) Sitting
Fighting (Standard) Fighting (Defensive) Fighting (Evasive)
Standing Mounted
~
End
#HELP
Keyword PTOKENS~
Updated 1214006857
UpdatedBy Remcon~
Text Your prompt can be any string of characters that you wish. You can also embed
special characters and tokens into the string that you set. These special
characters are linked with specific groups of tokens. These tokens will add
specific sets of information to your prompt.
The first special character is: %
Tokens for % are:
%a - your alignment %A - invisible/hide/sneak display
%b - current blood/mana %B - maximum blood/mana
%c - hp of who your fighting (%) %C - hp of the tank (%)
%f - %F - room flags (IMMORTAL)
%g - gold held (string) %G -
%h - current hitpoints %H - maximum hitpoints
%i - wizinvis/invis display %I - level of wizinvis
%j - new line %J - new line
%m - current blood/mana %M - maximum blood/mana
%n - name of who your fighting %N - name of the tank
%q - time left on/until quest %Q -
%r - vnum of current room (IMMORTAL) %R -
%s - %S - your current style
%t - current mud time (number) %T - current mud time (string)
%u - current connected descriptors %U - max players
%v - current movement %V - maximum movement
You can also use color in your prompt and fprompt.
Examples (assuming current hit points of 43, mana of 23, and movement of 120):
Prompt %h %m %v = 43 23 120
Prompt %h-%m-%v = 43-23-120
~
End
#HELP
Perm 2
Keyword PULLTYPES PUSHTYPES~
Updated 1195875633
UpdatedBy Remcon~
Text Usage: redit pushtype <direction> <type>
Usage: redit push <direction> <force>
Pushtype/Pulltype where type is:
undefined vortex vacuum slip ice mysterious
current wave whirlpool geyser wind storm
coldwind breeze landslide sinkhole quicksand earthquake
lava hotair
The frequency of the push is controlled by the value set in
redit push <force>, and may be anything from -100 to 100. Positive
and negative values represent pulling and pushing, respectively.
The more positive (or negative) the number is, the sooner the force
will push or pull you.
~
End
#HELP
Keyword QUEST~
Updated 1188862018
UpdatedBy Remcon~
Text Usage: quest <message>
This channel is used to send the message to everyone online.
~
End
#HELP
Keyword RACETALK~
Updated 1188175087
UpdatedBy Remcon~
Text Usage: racetalk <message>
This channel is used to send the message to everyone online that has the same
race as you.
~
End
#HELP
Perm 1
Keyword RIS~
Updated 1198988766
UpdatedBy Remcon~
Text . FIRE WIND EARTH WATER ICE COLD
ELECTRICITY ENERGY BLUNT PIERCE SLASH ACID
POISON DRAIN SLEEP CHARM NONMAGIC MAGIC
PARALYSIS HOLY SHADOW
~
End
#HELP
Perm 2
Keyword ROOMFLAGS~
Updated 1204993943
UpdatedBy Remcon~
Text Usage: redit flags <flag(s)>
ROOM FLAGS:
DND Room is DoNotDisturb
DARK Room is always dark
SAFE Room is safe... no violence allowed
ARENA Room is an arena
DEATH Room causes instant death
NOMOB Mobs cannot wander into this room
LOCKER Locker room... Can use locker command here
NODROP Nothing can be dropped in this room
TUNNEL Room is a tunnel - x number of players allowed
(use 'redit tunnel #' to set the number)
INDOORS Room is indoors (MUST also use sectortype inside)
NOFLOOR Room has no floor: exit down + no fly = fall
NOMAGIC Magic cannot be used in this room
PETSHOP Petshop (next vnum must be the storeroom)
PRIVATE Room is private (restricted to 2 people)
SILENCE Not a sound can be made or heard in this room
DONATION Donation room... cannot get all
EXPLORER Players gain exp when entering (1 time)
NOASTRAL People cannot astral to this room
NORECALL Players cannot recall out of this room
NOSUMMON Player cannot be summoned out of this room
SOLITARY Room is solitary (restricted to 1 person)
TELEPORT People in this room will be teleported out
NODROPALL Cannot drop all in this room
NOMISSILE Missiles won't be of any use
LOGSPEECH All speech in this room is logged
STORAGEROOM Storage room
NOSUPPLICATE Players can't supplicate out
TELESHOWDESC Players will see the room desc of the destination room
~
End
#HELP
Perm 2
Keyword ROOMTRIGGERS~
Updated 1195827896
UpdatedBy Remcon~
Text Trigger Optnl Triggering Variable Explanation
------- ----- ------------------- ------------------------------------------
Act {p} <keyword / phrase> [emotes, socials, actions, bamfs]
Speech {p} <keyword / phrase> [says or tells from within the room]
Rand <percentage> [randomly triggered based on percentile]
Sleep <percentage> [when a player sleep within the room]
Rest <percentage> [when a player rests within the room]
Entry <percentage> [when a mob/player enters the room]
Fight <percentage> [when a player is fighting in the room]
Death <percentage> [when a player dies in the room]
Leave <percentage> [when a player leaves the room]
Time <hour> [script prog, runs once on hour specified]
Hour <hour> [loops as Script for an hour from start hour]
Script {h} [loops a line at a time. Hour triggers start]
*NOTE* {hour}/<hour> is in military time. ie, 15 hours is 3p.m. mud time.
*NOTE* The mpcommand MPDONOTHING currently only works in Script progs,
NOT in Time or Hour progs.
~
End
#HELP
Perm 2
Keyword SAVINGTHROWS~
Updated 1195875546
UpdatedBy Remcon~
Text Saving throws:
sav1 - Saving vs. poison or death
sav2 - Saving vs. wands
sav3 - Saving vs. paralysis or petrification
sav4 - Saving vs. breath
sav5 - Saving vs. spells or staves
~
End
#HELP
Perm 2
Keyword SECTORTYPES~
Updated 1188831849
UpdatedBy Remcon~
Text Usage: redit sector <sector>
SECTORS:
0 INSIDE 1 CITY
2 FIELD 3 FOREST
4 HILLS 5 MOUNTAIN
6 WATER_SWIM 7 WATER_NOSWIM
8 UNDERWATER 9 AIR
10 DESERT 11 DUNNO
12 OCEANFLOOR 13 UNDERGROUND
14 LAVA 15 SWAMP
~
End
#HELP
Keyword SHOUT~
Updated 1188422930
UpdatedBy Remcon~
Text Usage: shout <message>
This channel is used to send a message to all awake players in the mud.
~
End
#HELP
Keyword 'SLEEP SPELL'~
Updated 1186968164
UpdatedBy Remcon~
Text Usage: cast sleep <target>
This spell allows you to put the target into a deep slumber.
~
End
#HELP
Keyword SMAUG~
Updated 1185730909
UpdatedBy Remcon~
Text . [WWW.SMAUG.ORG]
/ _ _ _ _ _____
/ |\ /| /\ | | / \ ***************
/ | \ / | / \ | | | * \\._.// *
/ | \/ | / \ | | | * (0...0) *
/_______ | | |______| | | | * ).:.( *
/ | | | | | | | * {o o} *
/ | | | | | | | __ * / ' ' \ *
/ | | | | | | | | *-'^.VxvxV.^'-*
/ | | | | \____/ \_____/ ***************
/
[S]imulated [M]edieval multi-[U]ser [A]dventure [G]ame
SMAUG 1.4 is a Merc2.1 derivative written by Thoric (Derek Snider) with help
from Altrag, Blodkai, Haus, Narn, Scryn, Swordbearer, Tricops, Gorog, Rennard,
Grishnakh, Fireblade and Nivek.
~
End
#HELP
Perm 3
Keyword SMAUGSPELLS~
Updated 1195875511
UpdatedBy Remcon~
Text SMAUG has a specially coded spell type "spell_smaug", which is a generic
spell handler that uses the extra spell fields to determine what the spell
is going to achieve.
damtype the class of damage done (see DAMTYPES)
acttype the action of the spell (see ACTTYPES)
classtype the class of spell (see CLASSTYPES)
powertype the power ranking of the spell (see POWERTYPES)
flag special extra flags this spell has (see SPELLFLAGS)
hit Message displayed when spell is successful
miss Message displayed when spell misses or fails
die Message sent if spell causes death
imm Message sent if victim is immune
(Messages must specify char, vict or room, ie: hitchar, hitvict, hitroom)
dice a dice formula used for rolling things like damage (see DICEFORMULAS)
saves saving throw victim gets (see SPELLSAVES)
bitvector see AFFECTED_BY, the bitvector applied by the spell, if any
affects see AFFECTTYPES, the effect the spell has, if any
value an extra field reserved for things like the vnum used in spells
that create objects, or summon monsters to the caster's aid.
~
End
#HELP
Perm 2
Keyword SPECFUNCS~
Updated 1195767319
UpdatedBy Remcon~
Text To add special: mset <mob> spec <function>/none
SPECIAL DESCRIPTION
--------------------- --------------------------------------------
spec_breath_any Mobiles uses the breaths randomly.
spec_breath_acid Mobile has acid breath.
spec_breath_fire Mobile has fire breath.
spec_breath_frost Mobile has frost breath.
spec_breath_gas Mobile has gas breath.
spec_breath_lightning Mobile has lightning breath.
spec_cast_adept Mobile casts helpful spells.
cure blindness, cure light, cure poison, cure serious,
remove curse, cure critical, heal
spec_cast_cleric Mobile casts offensive spells during battle.
cause light, cause serious, cause critical, earthquake,
blindness, dispel evil, curse, dispel magic
spec_cast_mage Mobile casts offensive spells during battle.
energy drain, fireball
spec_cast_undead Mobile casts offensive spells during battle.
curse, blindness, poison, energy drain, gate
spec_fido Mobile eats corpses.
spec_janitor Mobile picks up trash.
spec_poison Mobile poisons during battle.
spec_thief Mobile steals gold from players.
~
End
#HELP
Perm 2
Keyword SPELLCOMPONENTS~
Updated 1199155657
UpdatedBy Remcon~
Text . T# check for item of type #
V# check for item of vnum #
Kword check for item with keyword 'word'
G# check if player has # amount of gold
H# check if player has # amount of hitpoints
M# check if player has # of movement
Special operators:
+ don't consume this component
@ decrease component's value[0], and extract if it reaches 0
# decrease component's value[1], and extract if it reaches 0
$ decrease component's value[2], and extract if it reaches 0
% decrease component's value[3], and extract if it reaches 0
^^ decrease component's value[4], and extract if it reaches 0
&& decrease component's value[5], and extract if it reaches 0
and ! will make the spell fail if the caster is carrying that component.
Example: V1100 V+1101
The spell will only succeed if the caster is carrying objects of vnums
1100 and 1101. The object of vnum 1100 will get consumed by the spell,
and the object of vnum 1101 will not.
With the decremental operators (@#$%^^&&), the object must have at least
a value of 1 in the respective location for the spell to succeed.
~
End
#HELP
Perm 2
Keyword SPELLFLAGS~
Updated 1214069020
UpdatedBy Remcon~
Text . FLAGS DESCRIPTION
------------ -------------------------------------------------------
water water based (create water, ice spells)
area an "area spell"... affects everyone in the room
distant affects something far away
noself can't be used on yourself
accumulative can be cast repeatedly to have an increased effect
recastable can be cast again to refresh the spell
canscribe can be scribed onto a scroll
canbrew can be brewed into a potion
group affects everyone in the caster's group (same room only)
object specifically affects an object (for target 'ignore')
character specifically affect a character (for target 'ignore')
secretskill only shows up on practice if they have learned it
pksensitive affects target as if they were double your level
stoponfail stops on failing
nofight can't be cast while fighting
nodispel not removed by dispel magic
canmix can be mixed into a salve
canconcoct can be concocted into a pill
cancarve can be carved into a staff
canimbue can be imbued into a wand
nomount can't use this while mounted
~
End
#HELP
Perm 3
Keyword SPELLSAVES~
Updated 1195875425
UpdatedBy Remcon~
Text Here are the saving throws you can set for use in SMAUG spells:
none victim doesn't get a saving throw
poison_death save vs. poison or death
wands save vs. wands
para_petri save vs. paralysis or petrification
breath save vs. (dragon) breath
spell_staff save vs. spells or staves
~
End
#HELP
Perm 3
Keyword 'SSET CODE'~
Updated 1203981211
UpdatedBy Remcon~
Text Usage: sset <sn> code <code>
This allows you to set the code on a spell, skill, etc...
If there is a code added specific for it you can use it.
If you want it to be a generic type of skill typically spell_smaug is used as
the code.
~
End
#HELP
Perm 3
Keyword 'SSET DELETE'~
Updated 1213562698
UpdatedBy Remcon~
Text Usage: sset <sn> type deleted
This will allow you to set the type of a spell/skill/etc... to deleted and it
won't be saved to the file. It is an effective way of removing them online.
~
End
#HELP
Perm 3
Keyword 'SSET REQSKILL'~
Updated 1204476883
UpdatedBy Remcon~
Text Usage: sset <sn> reqskill <sn>
This allows you to set it so the spell/skill/etc... requires a previous one to
be learned.
Example:
Lets say we have fireball spell at sn 25 and another one called fireblast at
26.
If we wanted fireball to be learned only by ones that know fireblast you would
set fireball reqskill to 26.
~
End
#HELP
Keyword STATS~
Updated 1211839292
UpdatedBy Remcon~
Text . Stat | Ways to increase
--------------+----------------------------
Strength | Heavy weapons
| Pushups
Wisdom | Wiser enemies
Intelligence | More Intelligent enemies
Dexterity | Moving around
Constitution | Situps
Charisma |
Luck | Random
These are ways you can increase your perm stats.
No stat can be increased higher then your level.
(Still looking for a way to have charisma increase that makes sense)
~
End
#HELP
Perm 2
Keyword STATTYPES~
Updated 1203178431
UpdatedBy Remcon~
Text Usage: oset <item> affect stat <stat> <#>
luck
wisdom
charisma
strength
dexterity
constitution
intelligence
~
End
#HELP
Keyword STR STRENGTH~
Updated 1188858248
UpdatedBy Remcon~
Text Strength (STR in your 'score') represents your character's physical power.
Among other things, it affects:
- how much weight you can carry.
- damage roll and hitroll; for each additional point of strength, each
of these will increase
- chances of success for bash, stun, bashdoor, shove and drag, and the
ability to dual-wield heavier weapons
~
End
#HELP
Keyword SUMMARY~
Updated 1185730780
UpdatedBy Remcon~
Text &B|-----------|&C MOVEMENT &B|-----------|-------------|&C GROUP &B|------------|
|&Cnorth east south west northeast up&B|&C follow group gtell ; split &B|
|&Cnorthwest southeast southwest down&B|---------|&C INFORMATION &B|----------|
|&Csomewhere open close lock unlock &B|&Cdeath CR reimb rules damage areas &B|
|&Cleave enter climb fly float look &B|&Ccommands experience score title &B|
|&Cwhere scan scry sleep wake stand &B|&Cweather channels description story&B|
|&Crest sit &B|&Cwho report tick password typo note&B|
|---------|&C CONFIG OPTIONS &B|-------|&Cwizlist MOTD news bug weapons mail&B|
|&Cautoloot autogold autoexit autosac&B|&Ctime slist report languages spells&B|
|&Cnice flee norecall ansi blank &B|&Cskills idea &B|
|&Cnointro prompt telnetga shovedrag &B|------------|&C COMBAT &B|------------|
|&Ccombine keepalive &B|&Ckill flee wimpy rescue aid murder &B|
|------------|&C OBJECTS &B|-----------|&Ccast &B|
|&Cget put drop give sacrifice recite&B|---------|&C COMMUNICATION &B|--------|
|&Csay tell chat question answer yell&B|&Csocial quest clan ordertalk newbie&B|
|&Cwield wear remove inventory list &B|&Cavatar counciltalk quildtalk shout&B|
|&Cappraise buy sell compare examine &B|&Csay tell chat question answer yell&B|
|&Chold quaff zap brandish equipment &B|&Cauction &B|
|&Cempty fill eat drink pick value &B|----------------------------------|
|----------------------------------|
&CAlso see help on:
, SAVE, QUIT, PAGELENGTH, PRACTICE.
To use the help menu, just type "help <topic>".
To see help on individual areas, you can now type "help <full area name>".
If you are new to the Realms, type HELP NEW to see a special help series.&D
~
End
#HELP
Keyword TAMP~
Updated 1188752088
UpdatedBy Remcon~
Text Usage: tamp <pipe>
This command empties your pipe so that you may fill it with fresh herbs.
~
End
#HELP
Perm 3
Keyword TARGETTYPES~
Updated 1195833577
UpdatedBy Remcon~
Text . Target Function
--------- -----------------------------------------------
ignore Spell affect relies on the casting argument
offensive Spell will initiate combat
defensive Can be cast on anyone safely
self Spell only affects the caster
objinv Casted onto an object in the caster's inventory
~
End
#HELP
Keyword TRAFFIC~
Updated 1188169245
UpdatedBy Remcon~
Text Usage: traffic [<message>]
This channel is used to buy/sell something.
~
End
#HELP
Perm 2
Keyword TRAPFLAGS~
Updated 1194561601
UpdatedBy Remcon~
Text .Trap Flag | Description
-------------------------------------------------------
ROOM | Trap is in a room
OBJ | Trap is on an object
ENTER | Trap is triggered by entering the room
LEAVE | Trap is triggered by leaving the room
OPEN | Trap is triggered by opening
CLOSE | Trap is triggered by closing
GET | Trap is triggered by getting the object
PUT | Trap is triggered by putting the object
EXAMINE | Trap is triggered by examining the object
PICK | Trap is triggered by picking the object
UNLOCK | Trap is triggered by unlocking the object
NORTH | Trap is triggered by moving north
SOUTH | Trap is triggered by moving south
EAST | Trap is triggered by moving east
WEST | Trap is triggered by moving west
UP | Trap is triggered by moving up
DOWN | Trap is triggered by moving down
NE | Trap is triggered by moving northeast
NW | Trap is triggered by moving northwest
SE | Trap is triggered by moving southeast
SW | Trap is triggered by moving southwest
~
End
#HELP
Perm 2
Keyword TRAPSETTING~
Updated 1195875457
UpdatedBy Remcon~
Text Setting a trap is a little tricky.
Parameters: <vnum> <type> <charges> <flags>
VNUM - The vnum of either the room or object to be trapped.
TYPE - The type of trap. (See TRAPTYPES)
CHARGES - The number of charges this trap should contain.
FLAGS - Flags specifying the characteristics of the trap.
(ie: room trap or object trap, what triggers the trap, etc.)
~
End
#HELP
Perm 2
Keyword TRAPTYPES~
Updated 1194561659
UpdatedBy Remcon~
Text Trap Types:
------------------------------------------------------
| Num. | Description | Num. | Description |
------------------------------------------------------
| 1 | Poison gas | 7 | Sleeping gas |
| 2 | Poison dart | 8 | Flame |
| 3 | Poison needle | 9 | Explosion |
| 4 | Poison dagger | 10 | Acid Spray |
| 5 | Poison arrow | 11 | Electric Shock |
| 6 | Blindness gas | 12 | Blade |
------------------------------------------------------
~
End
#HELP
Keyword TSR D&&D AD&&D~
Updated 1199155675
UpdatedBy Remcon~
Text . Dungeons && Dragons (tm) and TSR Hobbies Inc.
Here we'd like to duplicate the original credits from the Basic Rules,
Dungeons && Dragons (tm), (c) 1974, 1977, 1978, 1981, 1983 TSR Hobbies Inc.
Acknowledgements:
The following individuals have made this work possible through its years of
evolution: Dave Arneson, Brian Blume, Dave Cook, Anne C. Gray, Ernie Gygax,
E. Gary Gygax, Allen Hammack, Kevin Hendryx, John Eric Holmes, Harrold
Johnston, Tim Kask, Jeff Key, Rob Kuntz, Alan Lucien, Steve Marsh, Tom
Moldvay, Mike Mornard, Jon Pickens, Brian Pitzer, Michael Price, Patrick L.
Price, Paul Reiche, Evan Robinson, Gordon Schick, Lawrence Schick, Don Snow,
Edward G. Sollers, Garry Spiegle, Stephen D. Sullivan, Ralph Wagner, Jim
Ward, Jean Wells, Bill Wilkerson, Donald Paterson, and Frank Mentzer.
DIKUMud's concepts were directly based on TSR's D&&D concepts.
~
End
#HELP
Perm 2
Keyword USEPROG~
Updated 1199670499
UpdatedBy Remcon~
Text Usage: opedit <object> <command> [number] [use_prog] [percentage]
The use_prog is an objtrigger that can be used in object programs. The
use_prog will be executed when the item is used. To define what will
trigger the use_prog, here is a list:
* Wands - when you zap
* Staves - when you brandish
* Food/pills - when you eat
* Blood/fountains/drink containers - when you drink
* Lights/armour/weapons - when you wear
* Potions - when you quaff
* Pipes - when you smoke
* Salves - when you apply it
When the use_prog is executed you will not see the standard 'usage message'
(EX: You quaff a violet potion). What you will see is any mpechoes placed
in the program.
~
End
#HELP
Perm 1
Keyword 'VALUES ARMOR'~
Updated 1195039084
UpdatedBy Remcon~
Text V0 = Current Condition
V1 = Original Condition
~
End
#HELP
Perm 1
Keyword 'VALUES AXE'~
Updated 1198968906
UpdatedBy Remcon~
Text V0 = Condition
V1 = Original Condition
~
End
#HELP
Perm 1
Keyword 'VALUES BLOOD'~
Updated 1195861244
UpdatedBy Remcon~
Text V0 = Capacity
V1 = Quantity
~
End
#HELP
Perm 1
Keyword 'VALUES BUTTON'~
Updated 1195039438
UpdatedBy Remcon~
Text V0 = Flags (Help LEVERFLAGS)
V1 = Vnum or Spell Number
V2 = Vnum
V3 = Vnum or Value
~
End
#HELP
Perm 1
Keyword 'VALUES CONTAINER'~
Updated 1198966899
UpdatedBy Remcon~
Text V0 = Capacity
V1 = Flags (Help CONTAINERFLAGS)
V2 = Key Vnum
V3 = Condition
V4 = Original Condition
~
End
#HELP
Perm 1
Keyword 'VALUES COOK'~
Updated 1195441057
UpdatedBy Remcon~
Text V0 = Food Value
V1 = Condition (0- = Bad - 10+ = Fresh)
V2 = Condition (0 = raw, 1 = roasted, 2 = over cooked, 3+ = burnt)
V3 = Poison
~
End
#HELP
Perm 1
Keyword 'VALUES DRINKCON'~
Updated 1195859815
UpdatedBy Remcon~
Text V0 = Capacity
V1 = Quantity
V2 = Liquid Number
V3 = Poison
~
End
#HELP
Perm 1
Keyword 'VALUES FISH'~
Updated 1198359407
UpdatedBy Remcon~
Text V0 = Food Value
V1 = Condition (0- = Bad - 10+ = Fresh)
V2 = Condition (0 = raw, 1 = roasted, 2 = over cooked, 3+ = burnt)
V3 = Poison
~
End
#HELP
Perm 1
Keyword 'VALUES FOOD'~
Updated 1198358717
UpdatedBy Remcon~
Text V0 = Food Value
V1 = Condition (0- = Bad - 10+ = Fresh)
V3 = Poison
~
End
#HELP
Perm 1
Keyword 'VALUES HERB'~
Updated 1195859552
UpdatedBy Remcon~
Text V1 = Charges
V2 = Herb Spell Number
~
End
#HELP
Perm 1
Keyword 'VALUES HERBCON'~
Updated 1195859778
UpdatedBy Remcon~
Text V0 = Capacity
V1 = Quantity
V2 = Herb Spell Number
~
End
#HELP
Perm 1
Keyword 'VALUES KEY'~
Updated 1195431572
UpdatedBy Remcon~
Text V0 = (Number for the exit key)
~
End
#HELP
Perm 1
Keyword 'VALUES KEYRING'~
Updated 1198966928
UpdatedBy Remcon~
Text V0 = Capacity
v3 = Condition
V4 = Original Condition
~
End
#HELP
Perm 1
Keyword 'VALUES LEVER'~
Updated 1195039419
UpdatedBy Remcon~
Text V0 = Flags (Help LEVERFLAGS)
V1 = Vnum or Spell Number
V2 = Vnum
V3 = Vnum or Value
~
End
#HELP
Perm 1
Keyword 'VALUES LIGHT'~
Updated 1198967016
UpdatedBy Remcon~
Text V0 = Current Condition
V1 = Original Condition
V2 = Hours Left
~
End
#HELP
Perm 1
Keyword 'VALUES LOCKPICK'~
Updated 1198980196
UpdatedBy Remcon~
Text V0 = Condition
V1 = Original Condition
~
End
#HELP
Perm 1
Keyword 'VALUES MISSILEWEAPON'~
Updated 1195865334
UpdatedBy Remcon~
Text V0 = Condition (1 - 12)
V1 = Number of Dice
V2 = Size of Dice
V3 = Weapon Type (Help WEAPONTYPES)
V4 = Range
~
End
#HELP
Perm 1
Keyword 'VALUES MONEY'~
Updated 1195430691
UpdatedBy Remcon~
Text V0 = Amount
~
End
#HELP
Perm 1
Keyword 'VALUES MORTAR'~
Updated 1195430125
UpdatedBy Remcon~
Text V0 = Number of Uses Left
~
End
#HELP
Perm 1
Keyword 'VALUES PIECE'~
Updated 1200882628
UpdatedBy Remcon~
Text V0 = Vnum of what it connects to
V1 = Vnum it creates when it's connected
~
End
#HELP
Perm 1
Keyword 'VALUES PILL'~
Updated 1198890809
UpdatedBy Remcon~
Text V0 = Spell Level
V1 = Spell Number
V2 = Spell Number
V3 = Spell Number
V4 = Food Value (How much it decreases hunger)
V5 = (Set to 1 if you want it so spells can be concocted into it)
~
End
#HELP
Perm 1
Keyword 'VALUES PIPE'~
Updated 1195859502
UpdatedBy Remcon~
Text V0 = Capacity
V1 = # of Draws Left
V2 = Herb Spell Number
V3 = Help PIPEFLAGS
~
End
#HELP
Perm 1
Keyword 'VALUES POTION'~
Updated 1198890419
UpdatedBy Remcon~
Text V0 = Spell Level
V1 = Spell Number
V2 = Spell Number
V3 = Spell Number
V5 = (Set to 1 if you want it so spells can be brewed onto it)
~
End
#HELP
Perm 1
Keyword 'VALUES PROJECTILE'~
Updated 1200872097
UpdatedBy Remcon~
Text V1 = Number of Dice
V2 = Size of Dice
V3 = Weapon Type (Help WEAPONTYPES)
~
End
#HELP
Perm 1
Keyword 'VALUES PULLCHAIN'~
Updated 1195039461
UpdatedBy Remcon~
Text V0 = Flags (Help LEVERFLAGS)
V1 = Vnum or Spell Number
V2 = Vnum
V3 = Vnum or Value
~
End
#HELP
Perm 1
Keyword 'VALUES QUIVER'~
Updated 1198966874
UpdatedBy Remcon~
Text V0 = Capacity
V1 = Flags (Help CONTAINERFLAGS)
V2 = Key Vnum
V3 = Condition
V4 = Original Condition
~
End
#HELP
Perm 1
Keyword 'VALUES SALVE'~
Updated 1195172131
UpdatedBy Remcon~
Text V0 = Spell Level
V1 = Charges
V2 = Delay
V3 = Spell Number
V4 = Spell Number
V5 = Spell Number
~
End
#HELP
Perm 1
Keyword 'VALUES SCROLL'~
Updated 1198890533
UpdatedBy Remcon~
Text V0 = Spell Level
V1 = Spell Number
V2 = Spell Number
V3 = Spell Number
V5 = (Set to 1 if you want it so spells can be scribed onto it)
~
End
#HELP
Perm 1
Keyword 'VALUES SHOVEL'~
Updated 1198981625
UpdatedBy Remcon~
Text V0 = Condition
V1 = Original Condition
~
End
#HELP
Perm 1
Keyword 'VALUES STAFF'~
Updated 1195039032
UpdatedBy Remcon~
Text V0 = Spell Level
V1 = Max Charges
V2 = Charges
V3 = Spell Number
~
End
#HELP
Perm 1
Keyword 'VALUES SWITCH'~
Updated 1195039395
UpdatedBy Remcon~
Text V0 = Flags (Help LEVERFLAGS)
V1 = Vnum or Spell Number
V2 = Vnum
V3 = Vnum or Value
~
End
#HELP
Perm 1
Keyword 'VALUES TRAP'~
Updated 1195861840
UpdatedBy Remcon~
Text V0 = Charges
V1 = Help TRAPTYPES
V2 = Level
V3 = Help TRAPFLAGS
~
End
#HELP
Perm 1
Keyword 'VALUES WAND'~
Updated 1195038999
UpdatedBy Remcon~
Text V0 = Spell Level
V1 = Max Charges
V2 = Charges
V3 = Spell Number
~
End
#HELP
Perm 1
Keyword 'VALUES WEAPON'~
Updated 1195172051
UpdatedBy Remcon~
Text V0 = Condition (1 - 12)
V1 = Number of Dice
V2 = Size of Dice
V3 = Weapon Type (Help WEAPONTYPES)
~
End
#HELP
Perm 1
Keyword 'VALUES WOOD'~
Updated 1195430259
UpdatedBy Remcon~
Text V0 = Time added to fire when using makefire.
~
End
#HELP
Perm 2
Keyword VARIABLE VARIABLES~
Updated 1198447368
UpdatedBy Remcon~
Text This is the list of variables to be used in actiondescs for objects and in
mob/room/object programs.
VARIABLE ACTOR VICTIM OBJECT 2ND_OBJECT
--------------- ------ ------ ------ ----------
shrt_desc/title $n $N $p $P
he/she/it $e $E -- --
him/her/it $m $M -- --
his/her/its $s $S -- --
$q = adds an s to something when shown to others besides the actor.
$Q = your when shown to actor and his/her/its when shown to others.
~
End
#HELP
Keyword WARTALK~
Updated 1188169261
UpdatedBy Remcon~
Text Usage: wartalk [<message>]
This channel is mostly used by deadlies.
~
End
#HELP
Perm 2
Keyword WEAPONTYPES~
Updated 1194477045
UpdatedBy Remcon~
Text For items of type "weapon", the value3 field specifies the weapon type:
Value3 | Type | Weapons | Skill
-------------------------------------------------------------
0 | hit | general |pugilism
1 | slice | knife/sword |long blades
2 | stab | dagger |short blades
3 | slash | sword |long blades
4 | whip | whip |flexible arms
5 | claw | claw |talonous arms
6 | blast | magical |pugilism
7 | pound | club/hammer |bludgeons
8 | crush | club/hammer |bludgeons
9 | bite | |pugilism
10 | pierce | dagger |short blades
11 | suction | |pugilism
12 | bolt | crossbow |missile weapons
13 | arrow | bow |missile weapons
14 | dart | pipe |missile weapons
15 | stone | sling |missile weapons
16 | pea | peashooter |missile weapons
~
End
#HELP
Perm 2
Keyword WEARFLAGS~
Updated 1194474992
UpdatedBy Remcon~
Text These flags should be self explanatory:
notake head ears ear eyes face
neck shoulders shoulder about arm wrists
wrist hands hand fingers finger 2hand
hold waist legs leg ankles ankle
feet foot
~
End
#HELP
Perm 2
Keyword WEARLOCS~
Updated 1194474790
UpdatedBy Remcon~
Text Locations where items may be equipped:
-------------------------------------------------------
| 0 | head | 1 | ears | 2 | ear1 |
| 3 | ear2 | 4 | eyes | 5 | eye1 |
| 6 | eye2 | 7 | face | 8 | neck |
| 9 | shoulders | 10 | shoulder1 | 11 | shoulder2 |
| 12 | about | 13 | body | 14 | back |
| 15 | arms | 16 | arm1 | 17 | arm2 |
| 18 | wrists | 19 | wrist1 | 20 | wrist2 |
| 21 | hands | 22 | hand1 | 23 | hand2 |
| 24 | fingers | 25 | finger1 | 26 | finger2 |
| 27 | 2hand | 28 | hold1 | 29 | hold2 |
| 30 | waist | 31 | legs | 32 | leg1 |
| 33 | leg2 | 34 | ankles | 35 | ankle1 |
| 36 | ankle2 | 37 | feet | 38 | foot1 |
| 39 | foot2 |
-------------------------------------------------------
~
End
#HELP
Keyword WIS WISDOM~
Updated 1188857774
UpdatedBy Remcon~
Text Wisdom (WIS in your 'score') represents your character's wisdom and ability to
incorporate learning.
Among other things, it affects:
- the percentage you learn of a new language each practice,
though intelligence affects this slightly more
- the ability to remove a trap or poison a weapon
~
End
#HELP
Keyword YELL~
Updated 1188422895
UpdatedBy Remcon~
Text Usage: yell <message>
This channel is used to send a message to all awake players in the same area as
you.
~
End
#HELP
Keyword _DIEMSG_~
Updated 1185732451
UpdatedBy Remcon~
Text ...Everything begins to fade to black.
You feel yourself leaving your body... rising up into the air, you feel
more free than you have ever felt before...
However, before your deity comes to collect your soul, you feel a strange
pulling sensation as strange and colorful mists swirl around you...
~
End
#END