& FLAGS
@set <object>=[!]<flag name>
Flags give objects certain abilities or qualities. For example,
a wizard player has wiz powers because s/he has the WIZARD flag
set.
Some flags can only be set on certain types of objects, such as
just players or just rooms. Other flags, like VISUAL, can be set
on any kind of object (player, room, exit, thing).
To un-set a flag, use the exclamation point (!) before the flag
name. For help on any particular flag, type help <flag name>.
The list of flags is available in: help flag list
(continued in help flags2)
& FLAGS2
To go into more detail, all objects in the MUSH, like players, rooms,
exits, and things, are essentially the same on the program level. The
MUSH tells things apart by the flags that are set on them. For example,
all rooms have the ROOM flag set on them, just as all players have the
PLAYER flag.
You can see the list of flags set on an object if you are allowed to
examine it. The flags are listed on the line just below the object's
name, after the word "Flags:". Flag abbreviations are also visible
after the object's name in the room description (if the object is not
set OPAQUE).
See also: examine, hasflag(), orflags(), andflags()
& FLAG LIST
& FLAGS LIST
Flag Title Flag Title Flag Title
-----------------------------------------------------------------------
A - Abode, Ansi C - Chown_Ok, Color D - Dark
E - Exit (type) F - Floating, Fixed G - Going
H - Haven I - Inherit J - Jump_Ok, Judge
L - Link_Ok M - Monitor N - Nospoof, No_Tel, No_Leave
O - Opaque P - Player (type) Q - Quiet
R - Room (type) S - Sticky U - Unfindable
V - Visual W - Wizard X - Safe
Z - Zone, Z_Tel
a - Audible b - Debug c - Connected, Cloudy
d - Destroy_Ok e - Enter_Ok f - Force_White
g - Gagged h - Halt j - Jury_Ok
l - Light m - Myopic n - No_Command
o - On-Vacation p - Puppet r - Royalty
s - Suspect t - Transparent u - Uninspected
v - Verbose w - No_Warn x - Terse
z - Startup ? - Unregistered
---------------------------------------------------------------------
Some flags may not be enabled on some MUSHes.
& ABODE
Flag: ABODE (rooms)
If a room has the ABODE flag set, any player can set his home there,
and can set the homes of objects there. It does not mean that a
player can open an exit to that room, only that they can set their
home there. This flag should not be set unless you want to make the
room a public 'living area'.
To make a room your home, type '@link me=here' while standing in the
room.
See also: @link
& ANSI
Flag: ANSI (players)
When set on a player, this flag bold-hilites the names and owners
of attributes when the player "examines" an object. This makes it
much easier to pick out where attributes begin and end, when examining
complex objects. You must be using a terminal which supports ANSI
control codes in order for this to work. Additionally, some MUSHes
may not support ANSI. Check @config to see.
See also the COLOR flag. If COLOR is not set, and ANSI is, you will
see vt100 ANSI codes, but not color ANSI codes.
See also: COLOR, ansi(), @config
& AUDIBLE
Flag: AUDIBLE (all types)
Exits that are AUDIBLE propagate sound to their destinations. In
other words, any message - emit, say, or pose - that is heard in the
source room of the exit is passed on to the contents of the exit's
destination room. The message is prepended with the exit's @prefix
attribute; if there is no @prefix, the default is used:
"From <name of the exit's source room>,"
Messages matching a certain pattern may be filtered out by using
@filter on an exit; read 'help @filter' for more.
In order for exits in a room to propagate sound, the room must also
be set AUDIBLE. If the room is audible, exits that are audible show
up on a @sweep, even if they are set DARK.
See "help AUDIBLE2" for more.
& AUDIBLE2
This flag is also valid for things. If an object is set AUDIBLE,
any messages which originate from its contents will be broadcasted
to the outside world. This makes it very simple to program vehicles.
Like AUDIBLE on exits, the message is prepended with the thing's
@prefix attribute, and messages matching certain patterns may be
filtered with @filter. If there is no @prefix, the message will be
prepended with "From <name of AUDIBLE object>,"
The AUDIBLE object does not receive its own propagated messages.
The AUDIBLE flag allows most "emitters" (objects that listen for
messages and broadcast them to other rooms) to be eliminated. The
message is propagated only to the next room and no farther, so
there is no danger of looping.
& BUILDER
BUILDER
BUILDER is actually an @power rather than a flag. Some MUSHes choose
to limit the building commands (@dig, @open, and sometimes even
@create) to registered builders only. If you are on a MUSH that does
this, you will not be able to use these commands unless you have the
power. Only wizards can grant @powers. To see if building is limited,
check @config.
See also: POWERS, @power, @dig, @open, @create, @config
& CHOWN_OK
Flag: CHOWN_OK (things, rooms, exits)
You can set this flag on an object you own to allow other players
to transfer ownership of the object to themselves (using @chown).
You must be carrying the thing, or in the room in order to set the
flag, unless you use the DBREF number.
See also: @chown
& CLOUDY
Flag: CLOUDY (exits)
If this flag is set on a (non-TRANSPARENT) exit, when a player looks
at the exit they will see the contents of the destination room
following the exit's description.
If the flag is set on a TRANSPARENT exit, when a player looks at the
exit they will see only the description of the destination room
following the exit's description, and will not see contents.
& COLOR
Flag: COLOR (players)
When set on a player, this flag allows the player to see ANSI color.
The ANSI flag must also be set.
See also: ANSI, ansi()
& CONNECTED
Flag: CONNECTED (players)
This flag applies only to players and it shows if the
player is connected or not. Thus, each time you are connected to
the game, you should see the 'c' flag set, otherwise, you are DEAD!
You cannot reset this flag, and it is used internally by the code
for things like tabulating players for the WHO list, etc. You cannot
see whether other players are CONNECTED using this flag.
See also: conn()
& DARK
Flag: DARK (all types)
If a room is DARK, then no items are shown when a person
'looks' there. If a thing is DARK, then "look" does not list that
object in the room's Contents:, and if an exit is DARK, it doesn't
show up in the Obvious Exits: list. Puppets and objects that can
listen cannot be DARK. Note that players, puppets, and other "hearing"
objects still trigger enter/leave messages when in DARK areas.
There is a config option for "full invisibility": players and objects
that are dark will be slightly disguised in speech and poses. Such
actions by these objects will show as being from Someone or Something
depending on whether it was an object or wizard player.
See 'help DARK2' for more.
& DARK2
Players who can hide from the WHO list should use @hide/on and
@hide/off to control this, not the DARK flag. While any player
can turn off their DARK flag, only Wizards can set their DARK flag.
Wizards who are DARK "disappear" completely -- they are not on the WHO
list, do not announce connects and disconnects, etc.
& DEBUG
Flag: DEBUG (all types)
The DEBUG flag is used for debugging MUSHcode. It is meant to be used
in conjunction with the VERBOSE flag. If an object is set DEBUG, all
parser evaluation results will be shown to the object's owner, in the
format: #<object dbref>! <string to evaluate> => <evaluated string>
Note that verbose output is "#obj]" - debug output is "#obj!".
Because the parser does recursive evaluations, you will see successive
messages evaluating specific parts of an expression. This enables you
to pinpoint exactly which evaluation is going wrong.
Objects run under this flag are computationally expensive.
Avoid leaving it set on objects.
During a DEBUG evaluation, the flag is temporarily reset; therefore,
a test for HASFLAG(), FLAGS(), etc. in the debug execution will show
that the DEBUG flag is not set (although the actual output will be
correct.)
See "help DEBUG2" for more.
& DEBUG2
Create test, and set it DEBUG.
> @va test=$wc *:"String %0 has [strlen(%0)] letters and [words(%0)] words.
> wc This is my test string
#14! String %0 has [strlen(%0)] letters and [words(%0)] words. => String
This is my test string has 22 letters and 5 words.
#14! strlen(%0) => 22
#14! %0 => This is my test string
#14! words(%0) => 5
#14! %0 => This is my test string
Test says, "String This is my test string has 22 letters and 5 words."
& DESTROY_OK
Flag: DESTROY_OK (things)
The DESTROY_OK flag allows anyone who is holding an object to
@destroy it. This is good for "temporary" objects like "Can of
Cola". DESTROY_OK takes precedence over SAFE.
& ENTER_OK
Flag: ENTER_OK (all types)
If an object or person is ENTER_OK, other players may
enter the object or person by using 'enter <object/person>.
Only objects which are ENTER_OK may be entered, regardless of the
enter lock. Players must also have the ENTER_OK flag set if they wish
to be able to receive things given to them by other players via the
command 'give <player> = <object>'.
This flag has no effect on rooms.
See also: enter, leave, give, @lock
& FIXED
Flag: FIXED (players)
When this flag is set on a player, it prevents them or any of their
objects from using the @tel or home command. The only exception is
that a player's objects are permitted to @tel themselves to the
player's inventory.
& FLOATING
Flag: FLOATING (rooms)
If a room is set floating, you will not be notified every 10
minutes or so that you have a disconnected room.
A disconnected room may mean (depending on how the MUSH is
configured) a room that can't be reached from room #0, or
a room that can't be reached from room #0 and has no exits.
& FORCE_WHITE
& WEIRDANSI
& WHITE
Flag: FORCE_WHITE (players)
When set on an ANSI player, this player causes the ansi code to
reset the font color to white to be sent after everything the player
sees. Necessary for players with broken ansi clients which "bleed".
This flag is aliased to "WEIRDANSI" as well.
& GAGGED
Flag: GAGGED (players)
When set on a player, it disables him from doing anything
except moving and looking. He cannot talk, page, build, pose, get
or drop objects. Normally used as a penalty for those who break
MUSH rules.
Only wizards can set this flag.
& GOING
Flag: GOING (all types)
Used internally for the @destroy command, it is set on things that
are scheduled to be destroyed. To prevent a GOING object from being
destroyed, use the @undestroy (or @unrecycle) command. You can no
longer @set the object !GOING.
& HALT
Flag: HALT (all types)
While this flag is set, the object cannot perform any mush
actions, listen, be triggered, evaluate functions or substitutions,
etc.
See also: @halt, @restart
& HAVEN
Flag: HAVEN (players, rooms)
If a player is set HAVEN, she cannot be paged and anyone paging them
will be sent a brief notification. You can also set a longer @HAVEN
message if you wish. You may prefer to use @lock/page to block out
only specific individuals.
If a room is set HAVEN, the 'kill' command cannot be used in that room.
See also: @haven, kill
& INHERIT
Flag: INHERIT (all types)
Inherit is a security flag used to prevent objects without authorization
from using @force, @set, and @trigger on other objects.
Authorization is successful if:
1. The enactor is WIZARD.
2. The enactor's owner is INHERIT.
2. The enactor is INHERIT.
3. The target is not INHERIT.
Only INHERIT or WIZARD objects may force their owners. Players can
always @force, @set, and @trigger their objects.
Read "help Inherit2" for more.
& INHERIT2
Authorization is only denied if the enactor is neither a player nor
INHERIT, and the target is WIZARD, INHERIT, or is a player.
The INHERIT protection against @trigger may be overridden by setting
the target object LINK_OK.
Objects which are WIZARD are not subject to any special criterion,
although they are automatically considered to be INHERIT.
The normal criteria for object control still apply.
For zoned objects, the INHERIT flag protects against an object from
being controlled by anything not owned by its owner. This prevents
someone who controls a zone from doing things like @forcing an
INHERIT object to @force its owner.
& JUDGE
& JURY_OK
Flags: JUDGE and JURY_OK (players)
These flags may be used by the MUSH to support some form of Judged
RP system. Or they may not be compiled in. See @config for more
information.
& JUMP_OK
Flag: JUMP_OK (rooms)
When a room is set JUMP_OK, then that room can be teleported into
by anyone. See @teleport.
& LIGHT
Flag: LIGHT (all types)
Objects, players, and exits which have the LIGHT flag set on them
(and are not also set DARK) appear in the contents of DARK rooms.
See also: DARK
& LINK_OK
Flag: LINK_OK (rooms, things)
If a room or object is LINK_OK, anyone can link exits to it (but
still not from it). Also, LINK_OK overrides the INHERIT protection
against @trigger (although not @force or @set). This also allows
others to @parent their objects to the thing set LINK_OK.
See @link, INHERIT, @parent, PARENTS
& MONITOR
Flag: MONITOR (players)
When set on a player, this flag notifies that player when anyone connects
to or disconnects from the MUSH. It is valid only for players, and must be
set by a wizard (although royalty may set themselves MONITOR).
Flag: MONITOR (things, rooms)
When set on a thing or room, this flag activates the ^ listen patterns on
the object. Objects which have ^ listen patterns but are not set MONITOR
do not check those patterns, although they are flagged on a @sweep as
listening.
& MORTAL
The MORTAL flag is no longer available in PennMUSH. Please see help
changes for more information.
& MYOPIC
Flag: MYOPIC (players)
Myopic is a flag which suppresses the printing of an object's dbref
number and abbreviated list of flags when it is looked at. It makes
the world appear like you don't control any of it, even if you're a
wizard or royalty. It's useful if you don't like to see object numbers.
This flag is only valid for players; objects belonging to MYOPIC
players are automatically considered to be MYOPIC.
See also: DBREF
& NO_COMMAND
Flag: NO_COMMAND (all types)
The NO_COMMAND flag disables the checking of $-commands on an object.
Most MUSHes will be configured to automatically set this flag on rooms
and players. The server runs faster when fewer objects are checked for
$-commands; thus, any object which does not have $-commands on it should
be set NO_COMMAND. Many MUSHes choose to have all objects initially set
NO_COMMAND at creation.
See also: USER-DEFINED COMMANDS
& NO_LEAVE
& NOLEAVE
Flag: NO_LEAVE (objects)
When this flag is set on an object, players can not "leave" it.
Attempts to leave the object will trigger its @LFAIL, @OLFAIL,
and @ALFAIL, if set.
See also: leave
& NO_TEL
Flag: NO_TEL (rooms)
The NO_TEL flag prevents objects in a room from being @teleported;
mortals in the room cannot use @teleport, nor can other objects
@teleport them out. This flag is checked on the "absolute room" of an
object; thus, if you are in a container in a room which is NO_TEL,
you cannot use @teleport from that container. There is no way to
get out of a NO_TEL room except by exiting in some "normal" manner,
or by going "home". Puzzle rooms, prisons, and similar locations would
probably benefit from this flag.
& NO_WARN
& NOWARN
Flag: NO_WARN (all types)
This flag is enabled with the MUSH building warning system.
When this flag is set on an object, its owner will not receive
any building warnings from that object. When it is set on a player,
that player will not receive any building warnings at all.
See also 'help warnings', 'help @warnings', and 'help @wcheck'
& NOSPOOF
Flag: NOSPOOF (players)
If a player is set NOSPOOF, @emits of all sorts will be tagged with the
name of the person/object making them. This prevents spoofing and lets
you see where such messages originated. Objects belonging to NOSPOOF
players are automatically considered NOSPOOF.
Note that NOSPOOF output can be spammy and that the output format of
NOSPOOF can mess up @listen and ^ patterns, giving unexpected results.
Sample output:
@set me=nospoof
> Flag set.
@pemit me=Testing
> [Cyclonus->Cyclonus] Testing
See SPOOFING, @emit, @pemit, @remit, and @oemit.
& ON-VACATION
Flag: ON-VACATION (players)
This flag may be used by the MUSH to allow players to indicate when
they have left for vacation, to prevent themselves from being purged
for inactivity. It is automatically cleared whenever a player logs in,
so players should @set it just prior to leaving the net.
& OPAQUE
Flag: OPAQUE (all types)
When set on yourself, it prevents other players from
seeing what you are carrying in your inventory. This applies to
everyone and everything, even wizards and royalty, or to stuff
that you own. It works the same way on objects.
When set on an exit in a TRANSPARENT room, the exit is displayed
as if the room weren't TRANSPARENT.
Meaningless for rooms.
See also: TRANSPARENT, look
& PLAYER
Flag: PLAYER (player)
The PLAYER flag identifies you as a player. This flag cannot
be reset by any player, not even a Wizard (although the @toad command
changes a player to an object). It is used mainly by hardcode to
identify your commands, check for validity of commands or locks, etc.
You can just pretend it isn't there.
& PUPPET
Flag: PUPPET (things)
Setting this flag on a thing turns it into a sort of extension of its
owner, making it grow eyes and ears. It then relays everything sees
and hears back to its owner.
See: @force, PUPPETS
& QUIET
Flag: QUIET (all types)
This flag when set on yourself prevents you from hearing
the 'set' or 'triggered' messages from any objects you own. When
set on an object, only that object will not relay its messages.
& ROOM
Flag: ROOM (rooms)
This flag is automatically set on rooms when you @dig a new
room. It cannot be changed.
& ROYALTY
Flag: ROYALTY (all types)
If this flag is set on any type of object, then that object will
be able to @tel and examine as if it was a wizard. Royalty players
do not need money, nor are they affected by quotas or restricted
building. Royalty is not able to change things like a wizard could.
Only wizards may set it on players, although players who are ROYALTY
may set their objects ROYALTY.
& SAFE
Flag: SAFE (all types)
The SAFE flag protects objects from destruction. If the REALLY_SAFE
option was set when the MUSH was compiled (see @config), the only
way to destroy an object set SAFE is to explicitly reset the SAFE
flag and then @dest it. If the REALLY_SAFE option is not set,
@destroy/override (or @nuke) will override the SAFE flag and destroy
the object.
& STARTUP
Flag: STARTUP (all types)
This flag is automatically set or reset when you set or clear the
STARTUP attribute on something. Players may not set this flag.
The presence of this flag just shows that an object has a STARTUP
attribute on it.
See also: @startup
& STICKY
Flag: STICKY (all types)
If a thing is STICKY, it goes home when dropped (See HOMES).
It also goes home when an object carrying it teleports or goes home.
If a room is STICKY, its drop-to is delayed until the last person leaves
(See DROP-TOs). This flag is only meaningful for things and rooms.
& SUSPECT
Flag: SUSPECT (players)
This flag is only settable by wizards. Players with this flag have
their connects, disconnects, name changes, and kills reported to
all connected wizards. All their actions are also logged to the MUSH
log files.
& TEMPLE
The TEMPLE flag is no longer available in PennMUSH. Please see help
changes for more information.
& TERSE
Flag: TERSE (players)
When an object is set TERSE, it does not see the descriptions or
success/failure messages in rooms. This is a useful flag if you're
on a slow connection or you're moving through a familiar area and
don't want to see tons of text. This flag is only valid for players;
objects belonging to TERSE players are automatically considered to
be TERSE.
& TRANSPARENT
Flag: TRANSPARENT (all types)
If this flag is set on a room, it will display exits in "long" format.
Instead of putting all the exits on one line under "Obvious exits:"
it prints each exit on a line by itself, in the format:
<Exit Name> leads to <Exit Destination>.
Thus, you might have:
Obvious exits:
South leads to Joe's Room.
East leads to City Park.
instead of
Obvious exits:
South East
Exits set OPAQUE are still shown in the short format, so you can mix
the two.
(continued in help transparent2)
& TRANSPARENT2
If this flag is set on an exit, when a player looks at the exit they
will see the description and contents of the destination room following
the exit's description. The exit list and succ/fail messages of the
room will NOT be displayed. See also CLOUDY.
See also: CLOUDY, OPAQUE, EXITS, @exitformat
& UNFINDABLE
Flag: UNFINDABLE (all types)
If a player is set UNFINDABLE, he cannot be found by the @whereis
command. You also cannot use loc(), locate(), and similar functions
to find his location.
If a room is set UNFINDABLE, you cannot locate any of its contents
via any means (@whereis, the loc() function, etc.)
If a wizard is set UNFINDABLE, and he is idle past the allowable
maximum idle time, he will be set DARK automatically.
& UNINSPECTED
Flag: UNINSPECTED (rooms)
This flag may be used by the MUSH to indicate rooms which have not been
inspected by the Building Council, Administration, etc.
& UNREGISTERED
Flag: UNREGISTERED (players)
This flag may be used by the MUSH to support on-line registration.
The only restriction on UNREGISTERED players is that they may not
be granted @powers.
& VERBOSE
Flag: VERBOSE (all types)
An object set VERBOSE echoes the commands it executes to its owner
before executing them. This differs from the PUPPET flag in that the
owner sees the command itself, rather than the output from the command.
This flag is extremely useful in debugging, especially if used in
conjunction with the PUPPET flag. VERBOSE output follows the format
"#<object>] <command>". Something like "#1300] @trigger me/test" is a
good example of typical VERBOSE output.
See also: PUPPET, DEBUG
& VISUAL
Flag: VISUAL (all types)
When this flag is set on an object, it allows any other player to
examine it and see all the object's attributes as if they owned it.
It does not enable them to make changes to the object. Very useful
for getting help with code.
See also: examine, brief
& WIZARD
Flag: WIZARD (all types)
If a person is WIZARD, they are a wizard, unkillable,
subject to fewer restrictions, and able to use wizard commands.
In general, WIZARDs can do anything using #<number> or *<player>.
Only player #1 can set and unset the WIZARD flag of other players.
No WIZARD can turn their own WIZARD flag off.
Other objects may also be set WIZARD, and they then have all the
powers of a Wizard except that they cannot @nuke/@toad players.
Only Wizards may set the WIZARD flag on objects.
See also: ROYALTY, @power
& Z_TEL
Flag: Z_TEL (all types)
The Z_TEL flag, when set on a zoned room or on the ZMO of a room,
prevents objects in the room from being @teleported out of the
zone - that is, objects can only be @teleported to a room which
is zoned to the same ZMO. Setting this flag on the ZMO affects all
rooms zoned to it. Like NO_TEL, the "home" command will still work.
This flag is intended for use in puzzle rooms and IC areas.
See also: ZONES, ZONE MASTERS, @chzone, ZONE MASTER ROOMS
& ZONE
Flag: ZONE (players)
The ZONE flag is used to designate a player as a Zone Master.
Objects owned by a Zone Master are controlled by anyone who passes the
player's zone lock. This allows zoning based on ownership rather than
on the zone field and is more secure, although it does not allow for
the "local globals" ability of standard zones.
See also: ZONES, ZONE MASTERS, @chzone, ZONE MASTER ROOMS