& HELP HELP This is the MUX online help facility. Notes on help descriptions: [text] - Text enclosed in []'s is optional. The []'s are never typed in as part of the command. <parameter> - Information parameter for a command. The <>'s are never typed in as part of the command. - Syntax of help command: help [<command>] - To get a list of MUX topics: help topics - To get a list of Comsystem commands: help comsys - To get a list of MUX Commands: help commands (or @list commands) Some of the configuration shown in the help.txt might not be the same as the configuration of this MUX. If you notice any errors, contact an Admin. & " " COMMAND: "<message> Says <message> out loud to everyone in your current location (usually a room). Example: > "Where is the movie theater? You say, "Where is the movie theater?" Note that the closing double quote is automatically added. Related Topics: page, pose, say, :, ". & # # COMMAND: #<number> <command> Forces the object whose database number is <number> to perform <command>. Example: '#1033 move north' forces object #1033 to go north (assuming that you control it). The same restrictions that apply to @force also apply to this command. Related Topics: @force. & $-COMMANDS $-COMMANDS These commands are called arbitrary commands, user-defined commands, or $-commands (for how they are defined). See 'arbitrary commands' for the full description. Related Topics: arbitrary commands & & COMMAND: &<attribute> <object>[=<value>] SYNONYM: @set <object> = <attribute>:[<value>] Sets the attribute named <attribute> on <object> to <value>. If <attribute> is not a predefined attribute (like ofail or va), then it is created. Attributes so created are called user-named attributes. Attribute names may only contain letters, numbers, and the characters < -_.@#$^&*~?=+| >, and must start with a letter. The names of user-named attributes may not be abbreviated (an attempt to get the value of the attribute will fail, and an attempt to set will create a new attribute). The & command may be used to set predefined attributes (in this instance, '&<attr> <object>=<value>' is equivalent to '@<attr> <object>=<value>'). Related Topics: @set. & : : COMMAND: :<message> Displays <message> to everyone in your current room, preceded by your name and a space. Example: >:jumps for joy. Player jumps for joy. Related Topics: page, pose, say, whisper, ;, ". & ; ; COMMAND: ;<message> This command is much like the ':' command, except that no space is inserted between your name and the action. Example: > ;'s watch beeps. Player's watch beeps. Warning: This command does not work in command lists run from an attribute because the ';' is treated as the command separator. Use pose/nospace instead. Related Topics: page, pose, say, whisper, :, ". & @@ @@ COMMAND: @@ <args> This command and everything after it (excluding the command-separator ';') is not evaluated by the parser. This is useful for adding comments in softcode or, more commonly, writing comment headers for softcode installers (such as /quotable text files). Note that @@ must be followed by a space or it will return an error message. Always be doubly sure that ()'s and {}'s in the (otherwise ignored) arguments are nested correctly, so that any semicolons used to separate it from subsequent code in the line are recognized by the parser. Example: > @va me=$foobar *:@fo #1234=%0;@@ This controls my foobar puppet. > foobar say Hello World! foobar says "Hello World!" > @@ --- Begin Code --- > @emit Hello World! > @@ --- End Code --- Hello World! Related Topics: think, @@(), null(). & @@() @@() FUNCTION: @@(<text>) The <text> is not evaluated and returns nothing. Example: > think @@(pemit(me,Hello)) > think @@(abc) Related Topics: @@, null(). & @AAHEAR @AAHEAR COMMAND: @aahear <object> = <command-list> ATTRIBUTE: Aahear An Aahear on an object is activated whenever the listen pattern matches anything done/said by anything else in the room, including itself. (The Ahear ignores itself, helpful for keeping machines from triggering itself) Example: @aahear listener = "I heard someone (maybe me?) say the word! Related Topics: @ahear, @amhear, @listen. & @ACLONE @ACLONE COMMAND: @aclone <object> = <command-list> ATTRIBUTE: Aclone Sets the actions to be taken by a new object that has just been created as the result of a @clone command. The contents of the Aclone attribute are run by the new object and not by the old object. This attribute is only meaningful for things, and will never be automatically triggered on other object types. It is also possible to check the zone object/objects in the zone parent room for an @adisconnect. If one is found, it will be executed when a player disconnects in that zone. Example: @aclone Time bomb = @wait 600=@trig me/va;@wait 10=@trig me/vb @va time bomb = :EXPLODES with a thundering roar;@destroy me @vb time bomb = :ticks.; @wait 10=@trig me/vb Related Topics: @clone. & @ACONNECT @ACONNECT COMMAND: @aconnect <object> = <command-list> ATTRIBUTE: Aconnect Sets the actions to be taken by a player upon connecting to the MUX. The following steps occur in the following order whenever a player connects to the MUX. Parentage is observed. - Execute the connecting player's @aconnect. - Execute the master room's @aconnect. - Execute any @aconnect found on any of the master room's contents. - If the location that the player is connecting into belongs to a zone, then a) if the zone object is a thing, execute its @aconnect. b) if the zone object is a room, execute any @aconnect found on any of that room's contents. Example: > @aconnect me = check.my.mailbox Related Topics: @adisconnect. & @ADESCRIBE @ADESCRIBE COMMAND: @adescribe <object> = <command-list> ATTRIBUTE: Adescribe Sets the actions to be taken when <object> is looked at. Example: @adesc kitten = :rubs against %n's legs affectionately. Related Topics: look, @desc, @idesc, @odesc, think & @ADFAIL @ADFAIL COMMAND: @adfail <object> = <command-list> ATTRIBUTE: Adfail Sets the action to be taken by an object when someone tries to drop it but fails because they didn't pass the object's drop lock. Example: @adfail sword = @name me=Cursed Sword;:laughs maniacally. Related Topics: drop, @dfail, @odfail, @lock. & @ADISCONNECT @ADISCONNECT COMMAND: @adisconnect <object> = <command-list> ATTRIBUTE: Adisconnect Sets the actions to be taken by a player upon disconnecting from the MUX. The following steps occur in the following order whenever a player connects to the MUX. Parentage is observed. - Execute the connecting player's @adisconnect. - Execute the master room's @adisconnect. - Execute any @adisconnect found on any of the master room's contents. - If the location that the player is connecting into belongs to a zone, then a) if the zone object is a thing, execute its @adisconnect. b) if the zone object is a room, execute any @adisconnect found on any of that room's contents. Example: > @adisconnect me = home Related Topics: @aconnect. & @ADROP @ADROP COMMAND: @adrop <object> = <command-list> ATTRIBUTE: Adrop Sets the action to be taken by an object when it is dropped, or by an exit when it is successfully used. Example: @adrop plastique = kill %n=100; @destroy me Related Topics: drop, @drop, @odrop, DROP-TO, EXITS. & @AEFAIL @AEFAIL COMMAND: @aefail <object> = <command-list> ATTRIBUTE: Aefail Sets the action to be taken by an object when someone tries to enter it but fails because the object is not ENTER_OK or the player fails the object's enter lock. The enter lock only affects the 'enter' command and its aliases (set via the @ealias command), it does not affect exits that lead to the object or teleporting in. This attribute is meaningful for players and things, and will never be automatically triggered on rooms or exits. Example: @aefail car = @emit ;'s alarm starts wailing when %n tries to break in. Related Topics: @aenter, @efail, @ealias, @enter, @oefail, @oenter, enter, ENTER_OK. & @AENTER @AENTER COMMAND: @aenter <object> = <command-list> ATTRIBUTE: Aenter Sets the action to be taken by an object or room when someone enters it, whether by using an exit, the enter or leave commands, or by teleporting. This attribute is meaningful for players, things, and rooms, and will never be automatically triggered on exits. Example: @aenter car = :starts its engine, eagerly awaiting a road trip.; "Beep Beep! Related Topics: enter, @enter, @oenter, ENTER_OK. & @AFAIL @AFAIL COMMAND: @afail <object> = <command-list> ATTRIBUTE: Afail Sets the commands to be performed by <object> when one of these events occurs: - For exits: Someone tries to traverse the exit but cannot because they fail the exit's default lock or the exit is not linked. - For players and things: Someone tries to pick up the object but cannot because they fail the object's default lock. - For rooms, players, and things: Someone looks around inside the room, player, or thing and fails the object's default lock. Example: > @afail vase = :falls to the floor and smashes to pieces.;@destroy me Related Topics: @fail, @ofail, FAILURE. & @AGFAIL @AGFAIL COMMAND: @agfail <object> = <command-list> ATTRIBUTE: Agfail Sets the action to be taken by an object when someone tries to give it away but fails because they didn't pass the object's give lock. Example: @agfail sword = @name me=Cursed Sword;:laughs maniacally. Related Topics: give, @gfail, @ogfail, @lock. & @AHEAR @AHEAR COMMAND: @ahear <object> = <command-list> ATTRIBUTE: Ahear Sets the actions to be taken after the object hears a string that matches the pattern in the Listen attribute which was not produced by the object itself. Messages that are produced by the object itself are ignored. Example: @ahear clock = "The time is now [time()]. >> BONNNNGGGGG << Related Topics: @aahear, @amhear, @listen. & @AKILL @AKILL COMMAND: @akill <object> = <command-list> ATTRIBUTE: Akill Sets the actions to be taken by an object after it is killed and has returned to its home. This attribute is only meaningful for players and things, and will never be automatically triggered on other object types. Example: @akill lion = south; :leaps onto %n, roaring loudly.;kill %n=100 Related Topics: kill, @kill and @okill, BEING KILLED, IMMORTAL, WIZARD. & @ALEAVE @ALEAVE COMMAND: @aleave <object> = <command-list> ATTRIBUTE: Aleave Sets the action to be taken by an object or room when someone leaves it, whether by using an exit, the enter or leave commands, or by teleporting. This attribute is meaningful for players, things, and rooms, and will never be automatically triggered on exits. Example: @aleave car = :stops to let %n out.;:revs its engine, hoping another brave soul would like a ride. Related Topics: leave, @leave, @oleave. & @ALFAIL @ALFAIL COMMAND: @alfail <object> = <command-list> ATTRIBUTE: Alfail Sets the action to be taken by an object when someone tries to leave it but fails because the player fails the object's leave lock. The leave lock only affects the 'leave' command and its aliases (set via the @ealias command), it does not affect going home, using an exit in the location, or teleporting out. This attribute is meaningful for players and things, and will never be automatically triggered on rooms or exits. Example: @alfail box = :rattles around as %n tries to escape. Related Topics: @aleave, @lalias, @leave, @lfail, @oleave, @olfail, leave. & @ALIAS @ALIAS COMMAND: @alias <player> = <name> ATTRIBUTE: Alias Provides an alternate name by which the player is known. The alternate name is only used for players when referenced as '*<name>' or by commands that only take playernames (such as page or @stats). You may not set an alias on any other object type. When setting an alias, the alias is checked to see that it is both a legal player name and not already in use. Only if both checks succeed is the alias set. Related Topics: @name. & @AMAIL @AMAIL COMMAND: @amail <player> = <command-list> ATTRIBUTE: Amail Sets the actions to be taken after a player receives @mail. This should *never* @mail another player, as this could cause an infinite loop. Example: @amail me=@mail/file [mail()]=2 This would place all incoming messages in folder #2. Related Topics: @mailsucc, @signature, @mail. & @AMHEAR @AMHEAR COMMAND: @amhear <object> = <command-list> ATTRIBUTE: Amhear Sets the actions to be taken after the object hears a string that matches the pattern in the Listen attribute which was produced by the object itself. Messages that are produced by anything other than the object itself are ignored. Example: @amhear listener = "Wait a minute. I said the trigger word! Related Topics: @aahear, @ahear, @listen. & @AMOVE @AMOVE COMMAND: @amove <object> = <command-list> ATTRIBUTE: Amove Sets the action to be taken by an object whenever it moves from one location to another, whether by using an exit, entering or leaving an object, teleporting, or going home. This attribute is meaningful for players, and things and will never be automatically triggered on other object types. Example: @amove car = @vz me=[extract(%vz,1,19)] [loc(me)] Related Topics: @move, @omove. & @APAY @APAY COMMAND: @apay <object> = <command-list> ATTRIBUTE: Apay Sets the actions to be taken after the object is given the number of coins specified in its Cost attribute. If the giver tries to give more than that number of coins, the excess is refunded, and if less than the necessary amount is given then it is all given back and a snide message is sent to the giver. This attribute is only meaningful for players and things, and will never be automatically triggered on other object types. Example: @apay Coke machine = @clone Can of Coke; :drops a can on the floor. Related Topics: give, @cost, @opay, @pay. & @ARFAIL @ARFAIL COMMAND: @arfail <object> = <command-list> ATTRIBUTE: Arfail Sets the action to be taken by an object when someone tries to give it something that fails its give lock. Example: @arfail merchant = "I don't buy such junk. Begone!; @tel %#=cheater_exit Related Topics: give, @agfail, @gfail, @ogfail, @orfail, @rfail, @lock. & @ASUCCESS @ASUCCESS COMMAND: @asuccess <object> = <command-list> ATTRIBUTE: Asucc Sets the actions to be taken by an object when someone successfully picks it up (because they passed the lock), by an exit when someone passes through it, or when someone looks at a room and passes the room's lock. Example: @asucc kitten = :climbs up your sleeve and nuzzles your face. Related Topics: @osucc, @success, SUCCESS. & @ATFAIL @ATFAIL COMMAND: @atfail <object> = <command-list> ATTRIBUTE: Atfail Sets the action to be taken by an object when someone tries to teleport there but fails. Example: @atfail here = @page [owner(me)]=%N tried to teleport here. Related Topics: @teleport, @tfail, @otfail, @lock. & @ATOFAIL @ATOFAIL COMMAND: @atofail <object> = <command-list> ATTRIBUTE: Atofail Sets the action to be taken by an object when someone tries to teleport out but fails. Example: @atofail here = @page [owner(me)]=%N tried to teleport out. Related Topics: @teleport, @tofail, @otofail, @lock. & @ATPORT @ATPORT COMMAND: @atport <object> = <command-list> ATTRIBUTE: Atport Sets the actions to be performed by object whenever it teleports. The actions are performed after the object moves to its new location. This attribute is only meaningful for players and things, and will never be automatically triggered on other object types. Example: @atport me = &TEL.COUNT me=add(v(TEL.COUNT),1) Related Topics: @otport, @oxtport, @tport, @teleport. & @AUFAIL @AUFAIL COMMAND: @aufail <object> = <command-list> ATTRIBUTE: Aufail Sets the list of commands to be run when someone 'use's the object but fails the object's use lock. Note that the other functions controlled by the use lock (paying, listening, and $-commands) do not trigger Aufail. Example: @aufail robot = "I _told_ you to leave me alone; kill %n=100 Related Topics: @oufail, @ufail, @use. & @AUSE @AUSE COMMAND: @ause <object> = <command-list> ATTRIBUTE: Ause Sets the actions to be taken when someone uses the object with the use command. This attribute is only meaningful for players and things, and will never be automatically triggered on other object types. Example: @ause grenade = :EXPLODES with a thundering roar; kill %n=100; @destroy me Related Topics: use, @ouse, @use. & @AWAY @AWAY COMMAND: @away <object> = <message> ATTRIBUTE: Away This attribute is sent as a message to anyone who tries to page you when you are not connected. This attribute is only meaningful for players, and will never be automatically referenced on other object types. Example: @away me = Hey, I'm not even connected. So why are you paging me? Related Topics: @idle, @idletimeout, @reject, page. & @BREAK @BREAK COMMAND: @break <boolean> @break stops the execution of further commands in the current action list if its argument is a true value. It doesn't affect new queue entries made by previous commands in the action list. Very useful to people who don't like @switch. Examples: > @va obj=$testme *:@pemit %#=Before;@break %0;@pemit %#=After > testme 0 Before After > testme 1 Before > @force me={@switch 1=1,think 3rd;think 1st;@break 1;think 2nd} 1st 3rd In the last example, the @switch is run, which queues 'think 3rd', 'think 1st' is run, displaying '1st', command execution is broken (so we never 'think 2nd', and then the queued 'think 3rd' is run, displaying '3rd'. If you follow that, you have a very good understanding of the TinyMUX queue. :) Related Topics: BOOLEAN VALUES & @CBOOT @CBOOT COMMAND: @cboot[/quiet] <channel>=<object> Only wizards or the owner of the channel can use this command. It forcefully removes an object from that channel. You may specify a player name as <object> if you prefix it with an '*' (e.g., '*Player1'), otherwise <object> should be a dbref or if you are in the same room, the name of an object or player. Example: > @cboot Public=Player1 [Public] Staff1 boots Player1 off the channel. [Public] Player1 has left this channel. Related Topics: comsys commands & @CCHARGE @CCHARGE COMMAND: @ccharge <channel>=<amount> This command imposes a charge of <amount> coins on transmitting over a channel. The default fee when a channel is created is 0. All proceeds benefit the channel owner. Example: > @ccharge Public=1 Set. Related Topics: comsys commands & @CCHOWN @CCHOWN COMMAND: @cchown <channel>=<player> Changes ownership of <channel> to <player>. If the player is not in the same room, you will need to add a '*' before the name (e.g., '*player1'). Example: >@cchown Public=Staff1 Set. Related Topics: @clist, @cwho. & @CCREATE @CCREATE COMMAND: @ccreate <channel name> Only Wizards can create new channels. Creates a new channel with default settings. Once the channel is created, it can be associated with a object with the @cset command. That object can be used to set locks and descriptions on the channel. Example: > @ccreate Public Channel Public created. Related Topics: comsys, @cset, @cdestroy, @clist, @cchown. & @CDESTROY @CDESTROY COMMAND: @cdestroy <channel> Deletes <channel> permanently from the comsystem database. It does not destroy all aliases that exist for <channel> -- those are left to the owners of those aliases. Players are notified both at login when they own aliases for which a channel no longer exists and when they try to use them. Even if a Channel is destroyed and then recreated, the alias will still be non functioning. The alias must be removed with the 'delcom' command and added with the 'addcom' command. Example: > @cdestroy Staff Channel Staff destroyed. Related Topics: @clist, @ccreate, @cchown, addcom, delcom. & @CEMIT @CEMIT COMMAND: @cemit[/<switches>] <channel>=<message> Sends <message> over <channel> prefixed by the channel's name. You must own or control the channel to do this. The following switches are available: /noheader - Sends the message to everyone on <channel> without the channel's name prefixed. Example: > @cemit Public=This is a test! [Public] This is a test! > @cemit/noheader Public=This is a test! This is a test. Related Topics: comsys commands, alias, addcom, cemit() & @CHARGES @CHARGES COMMAND: @charges <object> = <count> ATTRIBUTE: Charges This attribute allows you to limit the number of times an object can be used. If there is a charges attribute it is decremented each time an action on the object is triggered. Once it reaches zero, normal triggering stops and the Runout attribute (if one is present) is run instead. Example: @charges Fireball wand = 5 Related Topics: @runout. & @CHOWN @CHOWN COMMAND: @chown <object>[=<player>] @chown <object>/<attr>[=<player>] The first form changes the ownership of <object> to <player> (default is to yourself). Objects may be things, rooms or exits. To chown things, you have to be carrying the thing. For rooms or exits, you have to be in the room. Objects must have the CHOWN_OK flag set before they may be @chowned. In a room, the command used must be @chown here = <name>, and for an object, you must be very specific. The second form changes the ownership of the indicated attribute on <object> to <player> (default is the owner of the object). You may only @chown unlocked attributes. You may @chown unlocked attributes on objects that you own to yourself, and you may also @chown attributes that you own on objects owned by others to the owner of the object. When an object is @chowned, all unlocked attributes on the object are automatically @chowned as well, locked attributes remain owned by their original owners. The HALTED flag is automatically set on the new copy of the object. Players can't be @chowned; they always own themselves. Related Topics: @lock, @Unlock, CHOWN_OK, ATTRIBUTE OWNERSHIP. & @CHZONE @CHZONE COMMAND: @chzone <object>=<zone object>. Changes the zone of <object> to <zone object>. If <zone object> is "none", the zone is reset to NOTHING. @chzone'ing a player does not automatically change the zone of their objects. Anyone may reset the zone of an object they own; <zone object> must either be "none", or must be owned by them. Only wizards may @chzone an object to an arbitrary zone object. Players may @chzone themselves to an object they own; otherwise, only wizards may @chzone players. @chzone'ing resets the WIZARD, ROYALTY, and INHERIT flags on non-player objects. Related Topics: ZONE OBJECTS & @CLIST @CLIST COMMAND: @clist[/<option>] Without any switches, it will display the list of public channels with their owner and description. It will also display all channels you own. <option>, if given, may be either of the following: full - @clist will display more detailed information including the channel object's dbref. headers - Shows the @clist report with the description column replaced by the a column of the channel headers. Examples: >@clist *** Channel Owner Description --- Public God No description. --- Staff God No description. >@clist/full *** Channel --Flags-- Obj Own Charge Balance Users Messages --- Public JXR/jxr -1 11 0 0 45 129 --- Staff JXR/jxr -1 11 0 0 10 65 Related Topics: @ccreate, @cdestroy, @cchown, @coflags, @cpflags. & @CLONE @CLONE COMMAND: @clone[/<switches>] <object>[=<newname/cost>] Creates an exact duplicate of <object> that is owned by you and (for things and exits) puts it in your current location. You may have the object put in your inventory (or your exitlist in the case of cloning exits) by using the /inventory switch. You may clone your own objects, plus VISUAL objects owned by others. The INHERIT and WIZARD bits of the (new) object are cleared when the object is cloned. If <newname> is specified, it is used as the name instead of the original name. If you clone a linked exit, an attempt is made to link the clone to the same location. Except when using the /inventory switch, you can only clone exits when you own your current location. If you clone a room with a drop-to, an attempt is made to link the drop-to to the same location. If the original object was owned by you, then the ACLONE attribute is run in the new attribute, otherwise the new object is set HALTED. Exits and contents of cloned objects are not cloned, and LOCKED attributes are not copied. { 'help @clone2' for more } & @CLONE2 @CLONE (continued) The following switches are available: /cost - Treat the argument after the = as the cost of the new object, not the name. /inherit - Don't reset the INHERIT bit on the new object. /inventory - Create the new object in your inventory (or your exitlist, in the case of cloning exits). /location - Create the new object in your location (default). /parent - Set the new object's parent to be the template object and don't copy the attributes. Related Topics: @create, @decompile, @destroy, VISUAL. & @COFLAGS @COFLAGS COMMAND: @coflags <channel>=[!]flag Sets object flags for that channel. The flag can be one of: join, transmit or receive. transmit Whether an object can broadcast (speak) over the channel. join Whether an object can join the channel. receive Whether an object can receive messages over the channel. NOTE: Flags must be lower case. If it is !flag, then that flag is reset. Channel flags ALWAYS override locks on channel objects. Example: > @coflags Public=join @coflags: Set. Related Topics: @cpflags, @clist, CHANNEL OBJECT. & @CONFORMAT @CONFORMAT COMMAND: @conformat <object> [=<format>] Replaces the usual "Contents:" or "Carrying:" format when an object is looked at, by a player-specified contents format. This is evaluated as if it were a description or other similar message on the room. The objects that the looker would normally be able to see is passed as a dbref list in %0; all contents can be acquired through 'lcon(me)'. The contents name is passed in %1. One could change the format to 'Contents: Object1 Object2 Object3' through '@conformat here = %1 [iter(%0,name(##))]', for example. More complex things are possible. Related Topics: @exitformat, @nameformat & @COST @COST COMMAND: @cost <object> = <amount> ATTRIBUTE: Cost Sets the number of coins that need to be given to an object to trigger the Pay, Opay, and Apay attributes. If the object is given more than this amount, the excess is returned to the giver, while if less than this amount is given the entire amount is returned, a snide message is sent to the giver, and the Apay, Opay, and Pay attributes are not used. This attribute is only meaningful for things, and will never be automatically triggered on other object types. Example: @cost Coke machine = 25 Related Topics: give, @apay, @opay, @pay. & @CPATTR @CPATTR @cpattr <obj>/<attr> = <obj1>/<attr1> [,<obj2>/<attr2>,<obj3>/<attr3>,...] @cpattr <obj>/<attr> = <obj1> [,<obj2>,<obj3>,...] @cpattr <attr> = <obj1>/<attr1> [,<obj2>/<attr2>,<obj3>/<attr3>,...] @cpattr <attr> = <obj1> [,<obj2>,<obj3>,...] The first form of this command is used to copy <attr> on <obj> to the object-attribute pairs in a comma-separated list. For example: @cpattr test/va = test/vb, cube/va, tribble/foo would copy the VA attribute from object "test" to VB on "test", VA on "cube", and FOO on "tribble". <objN> is matched as if you were performing a @set on it. The second form copies <attr> to the list of objects, with the name <attr>. The third form copies <attr> from the object that executes the @cpattr, to the object-attribute pairs in the list. Finally, the fourth form copies <attr> from the object that executes the @cpattr to the objects in the list, with the name <attr>. & @CPFLAGS @CPFLAGS COMMAND: @cpflags <channel>=[!]flag Sets player flags for that channel. The flag can be one of: join, transmit or receive. transmit Whether a player can broadcast (speak) over the channel. join Whether a player can join the channel. receive Whether a player can receive messages over the channel. NOTE: Flags must be lower case. If it is !flag, then that flag is reset. Channel flags ALWAYS override locks on channel objects. Example: > @cpflags Public=join @coflags: Set. Related Topics: @coflags, @clist, CHANNEL OBJECT. & @CREATE @CREATE COMMAND: @create <name> [=<cost>] Creates a thing with the specified name. Creation costs either <cost> or 10 coins, whichever is greater. The value of a thing is proportional to its cost, specifically, value=(cost/5)-1. The value may not be greater than 100, values that would be greater than 100 are rounded down to 100. Related Topics: @destroy, OBJECT TYPES & @CSET @CSET COMMAND: @cset/<option> <channel>[=<value>] Changes the way a channel behaves. <option> can be one of the following: public - channel is listed in everyone's @clist. private - channel is hidden from the @clist. loud - channel announces player connects/disconnects. mute - shuts connects/disconnects off. quiet - same as mute. spoof - allows the comtitle to replace the player's name. anon - same as spoof. nospoof - channel will append the player's name to the comtitle. header - Changes the prefix text used to announce a channel emit to <value>. <value> may contain color. object - Sets the channel object to <value>. You must create an object before associating a channel with it. log - Sets the maximum number of channel messages to log. The channel must have an object. You can set a description for the channel by changing the description of the channel object. Also, the channel object's lock will be used to check to see if people should be able to join the channel or not. Examples: > @cset/public Public @cset: Channel Public placed on the public listings. > @cset/object Public=#5 Channel Public is now using Garou Channel Object(#5) as channel object. Related Topics: CHANNEL OBJECT, @ccreate, @create & @CWHO @CWHO COMMAND: @cwho <channel>[/all] For channels that you own, identifies all connected players on the channel and their stats for the channel. If switch is /all, then it also displays unconnected players. Example: > @cwho Public/all Name Status Player Beowulf on yes Ronan on yes Related Topics: @clist. & @DAILY @DAILY COMMAND: @daily <object>=<command-list> ATTRIBUTE: Daily This attribute is automatically triggered once per day. No guarantees are made as to what time it will execute. & @DECOMPILE @DECOMPILE COMMAND: @decompile[/dbref] <thing>[/attr] [=<newname>] Dumps the sequence of commands you would have to type to clone <thing>. This is handy for saving your objects in a text file in case the MUX dies a horrible death, or for moving your pride-and-joy creation from one MUX to another. @decompile works on all object types. If you specify <newname>, then the commands emitted will set attributes, locks, and flags on an object named <newname> and will omit the command to create the object. If you specify <thing>/<attr>, <attr> accepts wildcards. If you specify the /dbref switch, you will get output using the dbref number instead of the object name. Related Topics: examine, look. & @DESCRIBE @DESCRIBE COMMAND: @describe <object> = <description> ATTRIBUTE: Desc Sets the description for <object>, which others see when they look at the object. Giving all your objects, rooms, and exits good descriptions is considered to be good building practice. Function references and %-substitutions are allowed in descriptions, and are evaluated when someone looks at the object. In function references, 'me' refers to the object being looked at, while %-substitutions that refer to the enactor (such as %n, %#, %p, etc) refer to the looker. Examples: <object> @desc vase = You see a delicate Ming vase. <exit> @desc elevator = There is an elevator to the east. Related Topics: look, @adescribe, @odescribe. & @DESCFORMAT @DESCFORMAT COMMAND: @descformat <object> [=<format>] Normally, the description of an object is controlled by the content and formatting found in the DESCRIBE attribute. With the WOD_REALMS package enabled, DESCRIBE can be substituted in favor of other attributes. However, in all cases, @descformat provides one final pass over the appearance of an object. The evaluated description text is passed as %0, and the attribute name where this text can be found is passed as %1. The unevaluated description can be acquired using v(%1). This is useful to achieve a consistent 'look' using room parents. Related Topics: @conformat, @exitformat, @nameformat. & @DESTROY @DESTROY COMMAND: @destroy[/<switches>] <object> This command destroys <object> and refunds its cost of creation to its owner. You must own <object> in order to @destroy it, unless its DESTROY_OK flag is set, in which case anyone holding it may @destroy it. Rooms, exits, and objects may be destroyed, although the actual destruction of rooms is delayed for up to ten minutes and the GOING flag is set on the victim room. Clearing the GOING flag on the room spares it from destruction. If a thing OR its owner is set DESTROY_OK, the thing will be destroyed with no delay. This can also be performed with the /instant switch. The @destroy command will not destroy objects with the SAFE flag set unless the /override switch is specified. The DESTROY_OK flag overrides the protection given by the SAFE flag. The following switches are available: /override - Negate protection offered by the SAFE flag. /instant - Destroy with no delay. Related Topics: DESTROY_OK, SAFE. & @DFAIL @DFAIL COMMAND: @dfail <object> = <message> ATTRIBUTE: Dfail Sets the message that a player sees when he tries to drop the object but fails because he didn't pass the object's drop lock. Function references and %-substitutions are allowed in drop failure messages, and are evaluated when someone drops the object. In function references, 'me' refers to the object being dropped, while %-substitutions that refer to the enactor (such as %n, %#, %p, etc) refer to the dropper. This attribute is only meaningful for players and things, and will never be automatically triggered on other object types. Example: @dfail sword = The sword has welded itself to your hand. Related Topics: drop, @adfail, @odfail, @lock. & @DIG @DIG COMMAND: @dig[/<switches>] <name> [= <exitlist> [, <exitlist>] ] Creates a new room with the specified name and displays its number. This command costs 10 coins. If the [= <exitlist>] option is used, an exit will be opened from the current room to the new room automatically. If the second <exitlist> option (after the comma) is specified, an exit from the new room back to the current room with the specified [Exits] name is opened. Either exit creation may fail if you do not have sufficient rights to the current room to open or link the new exit. Example: The command @dig Kitchen = Kitchen;k;north;n,south;s will dig a room called Kitchen, and open an exit called 'Kitchen' in your current room. The ; symbol means that you may enter the exit by typing 'k', 'north' or 'n' also. This command also opens the exit 'south;s' from 'Kitchen' back to where you are. Only the first Exit name is displayed in the Obvious exits list. If you specify the /teleport switch, then you are @teleported to the room after it is created and any exits are opened. Related Topics: @destroy, @link, @open, LINKING, OBJECT TYPES. & @DOING @DOING COMMAND: @doing[/<switches>] [<message>] Sets your DOING message, which appears after your name in the WHO report. The following switches are available: /poll - Displays the current poll message from the WHO report. /header <message> - Sets a new poll message in the WHO report. /unique - Only set DOING message for the current connection. /quiet - Suppress 'Set.' notification message. Related Topics: WHO, @poll. & @DOLIST @DOLIST COMMAND: @dolist[/<switch>] [<delimiter>] <list>=<action> <list> is a list of strings, which can be object numbers, attributes, or arbitrary words. <action> is a command to perform once for each item in <list>, replacing the special symbol ## with the corresponding item from <list>, and the symbol #@ with the position in the list, starting with one. By default, @dolist considers each item in <list> to be separated with spaces. If you specify the /delimit switch, then each item is considered to be separated by <delimiter>. <delimiter> must be a single character. If present, <switch> can be any of: /space - (Default) List elements are separated by spaces. /delimit - List elements are separated by <delimiter>. /notify - Queues an '@notify' after all commands in the list. This command is particularly handy with lcon() and lexits(). A few examples: @dolist [lcon(here)] = "[name(##)](##) @dolist [lcon(here)] = @switch [get(##/last)]=*1990*,"[name(##)] @va me = va vb vc @dolist [get(me/va)] = @emit [get(me/##)] @dolist Frodo Bilbo Gandalf = page ## = HELP!!!! I've fallen into a pit. @dolist/delimit , {Frodo, Bilbo Baggins, Gandalf} = page ## = HELP!!!! @wait me="This is a semaphore. @dolist/notify lnum(3)=say ## > You say, "This is a semaphore." > You say, "0" > You say, "1" > You say, "2" Related Topics: iter(), parse(), @notify, SEMAPHORES. & @DRAIN @DRAIN COMMAND: @drain <object> Discards all commands waiting on the semaphore <object> and resets the semaphore to its initial state. Related Topics: @notify, @ps, SEMAPHORES & @DROP @DROP COMMAND: @drop <object> = <message> ATTRIBUTE: Drop Sets the message that a player sees when he drops the object, or after he goes through the exit. Function references and %-substitutions are allowed in drop messages, and are evaluated when someone drops the object. In function references, 'me' refers to the object being dropped, while %-substitutions that refer to the enactor (such as %n, %#, %p, etc) refer to the dropper. This attribute is only meaningful for players and things, and will never be automatically triggered on other object types. Examples: <object> @drop vase = You gently put down the delicate vase. <exit> @drop elevator = The elevator doors close behind you. Related Topics: drop, @adrop, @odrop, DROP-TO, EXITS. & @EALIAS @EALIAS COMMAND: @ealias <object> = <entrance-list> ATTRIBUTE: Ealias Sets up a set of alternate commands that may be used as synonyms for the command 'enter <object>' when you are in the same location as the object. The alternate commands are separated by semicolons just like in exit names. Entry aliases are checked for after exitnames, builtin MUX commands, and leave aliases for the current location, but before $-commands. If more than one object has an entry alias that matches a player's command, the one on the object that occurs first in the location contents list is used. This attribute is meaningful for players and things, and will never be automatically looked at on rooms or exits. Example: @ealias car = get in car; car; climb in; go for a ride Related Topics: @lalias, enter, leave. & @EDIT @EDIT COMMAND: @edit <object>/<wild-attr> = <search>,<replace> @edit <object>/<wild-attr> = ^,<text> @edit <object>/<wild-attr> = $,<text> This command edits the contents of one or more attributes of an object, eliminating the need to retype a long attribute in order to make a simple change. In the first form, all occurrences of <search> in the specified attribute of the named object are replaced with <replace>. Use curly braces ({ and }) around <search> or <replace> if they contain commas. The second and third form prepend and append <text> to the selected attributes, respectively. If <wild-attr> contains wildcard characters, then all attributes that match are edited. & @EFAIL @EFAIL COMMAND: @efail <object> = <command-list> ATTRIBUTE: Efail Sets the message that a player sees when he tries to enter the object but fails because the object is not ENTER_OK or the player fails the object's enter lock. Function references and %-substitutions are allowed in efail messages, and are evaluated when someone fails to enter the object. In function references, 'me' refers to the object that the enactor tried to enter, while %-substitutions that refer to the enactor (such as %n, %#, %p, etc) refer to the player who tried (and failed) to enter. The enter lock only affects the 'enter' command and its aliases (set via the @ealias command), it does not affect exits that lead to the object or teleporting in. This attribute is meaningful for players and things, and will never be automatically triggered on rooms or exits. Example: @efail car = The car's door is locked. Related Topics: @aefail, @aenter, @ealias, @enter, @oefail, @oenter, enter, ENTER_OK. & @EMIT @EMIT COMMAND: @emit[/<switches>] <message> Sends <message> to everyone in your current location without prefixing it by your character name. You can also send the message to everyone in the room that contains the object you are inside with the /room switch. The following switches are available: /here - Sends the message to everyone in the same location as you. /html - Sends the message to HTML-flags players. /room - Sends the message to everyone in the room that contains the object you are in. Starting from your location, this switch 'leaves' objects until it reaches a room, and @emits the message there. If both switches are specified, the message is sent to both places. If neither is specified, /here is assumed. Some MUXes may restrict the use of this command. Related Topics: @femit, @oemit, @pemit, @npemit, @remit, SPOOFING. & @ENTER @ENTER COMMAND: @enter <object> = <message> ATTRIBUTE: Enter Sets the message that a player sees when entering an object or room, whether by using an exit, the enter or leave commands, or by teleporting. Function references and %-substitutions are allowed in enter messages, and are evaluated when someone enters the object. In function references, 'me' refers to the object being entered, while %-substitutions that refer to the enactor (such as %n, %#, %p, etc) refer to the player entering the object. This attribute is meaningful for players, things, and rooms, and will never be automatically triggered on exits. Example: @enter car = You climb into the car and buckle your seatbelt. Related Topics: enter, @aenter, @oenter, ENTER_OK. & @ENTRANCES @ENTRANCES COMMAND: @entrances [[<object>][,<low>[,<high>]]] Lists links from elsewhere to the specified object (default: your current room). For rooms, exits and drop-to's, leading to the room and players and objects whose home is in the room are listed. For players and objects, lists exits leading to them. Because this command is computationally expensive, it costs 100 coins. <low> and <high> can be used to indicate where to start and stop the search, respectively. Examples: > @entrances <- all links to here > @entrances object <- all links to object > @entrances ,100,200 <- all links to here from #100 to #200 > @entrances me,1000 <- all links to me from #1000 and above. Related Topics: @link, @unlink. & @EXITFORMAT @EXITFORMAT COMMAND: @exitformat <object> [=<format>] Replaces the usual "Obvious Exits:" format when an object is looked at, by a player-specified exits format. This is evaluated as if it were a description or similar message on the room. The objects that the looker would normally be able to see is passed as a dbref list in %0; all exits can be acquired through 'lexits(me)'. One could change the format to 'Exits: Exit1 Exit2 Exit3' through '@exitformat here = Exits: [iter(%0,name(##))]', for example. Related Topics: @conformat, @nameformat & @EXITTO @EXITTO COMMAND: @exitto <object> = <dbref function> ATTRIBUTE: Exitto This attribute is used to create variable exits. If an @exitto is present on an exit, and the <dbref function> returns a number or a dbref, the exit behaves as if the returned dbref is the exit's destination. Because this can be used to go anywhere, @exitto is a wizard-only attribute. Even though @exitto take precendence over the static destination of an exit, don't forget to @link all exits anyway. Anyone can @link an unlinked exit and therefore 'own' and @destroy it. Example: > @open FooExit Opened. > @exitto FooExit=#123 Set. > FooExit Room123(#123) Related Topics: EXITS. & @FAIL @FAIL COMMAND: @fail <object> = <message> ATTRIBUTE: Fail Sets the failure message for <object>. This message is seen by the actor when one of these events occurs: - For exits: Someone tries to traverse the exit but cannot because they fail the exit's default lock or the exit is not linked. - For players and things: Someone tries to pick up the object but cannot because they fail the object's default lock. - For rooms, players, and things: Someone looks around inside the room, player, or thing and fails the object's default lock. Substitution and evaluation is performed on the message before it is shown. Example: > @fail table = It's too heavy to lift! <thing> > @fail doorway = The doorknob does not turn. <exit> Related Topics: get, @afail, @ofail, FAILURE. & @FEMIT @FEMIT COMMAND: @femit[/<switches>] <object>=<message> Forces <object> to emit <message>. This command is similar to the command '@force <object> = @emit <message>', except that it will work so long as you own the object, whereas @force may fail if the object has its INHERIT flag set and the object performing the @force does not. The following switches are available: /here - Sends the message to everyone in the same location as <object>. /room - Sends the message to everyone in the room that contains the object that <object> is in. Starting from your location, this switch 'leaves' objects until it reaches a room, and @emits the message there. If both switches are specified, the message is sent to both places. If neither is specified, /here is assumed. Some MUXes may restrict the use of this command. Related Topics: @remit, @emit, @fpose, @fsay, INHERIT, SPOOFING. & @FILTER @FILTER COMMAND: @filter <object> = <pattern>[, <pattern>...] ATTRIBUTE: Filter This attribute specifies a series of patterns to be used to suppress text normally forwarded by the AUDIBLE flag. If the desired pattern contains a comma, the pattern may be enclosed in curly braces {}. Example: > @fo test=out > @set #378=puppet test> test grows ears and can now hear. > @filter out = {* has arrived.},{* has left.} Set. > :has not arrived. Wizard has not arrived. test> From a distance, Wizard has not arrived. > :has arrived. Wizard has arrived. Related Topics: AUDIBLE, @forwardlist, @infilter, @inprefix, @prefix. & @FIND @FIND COMMAND: @find <name>[,<low>[,<high>]] Displays the name and number of every room, thing, or player that you control whose name matches <name>. Because the command is computationally expensive, it costs 100 coins. <low> and <high> may be used to restrict the range of objects that are searched, if they are given then the search starts at object #<low> and ends at object #<high>. Examples: > @find Lost Room > @find Secret Device,12000,14000 Related Topics: @search. & @FORCE @FORCE COMMAND: @force <player/object>=<command> Forces the game to act as though <player/object> had entered <command>. You may only force objects that you control. Objects may not force players unless either the object or the player has their INHERIT flag set, and objects that do not have their INHERIT flag set may not force objects that do. If the victim is specified by number, you may use an alternate form of the command, '#<number> <command>'. Related Topics: puppets. & @FORWARDLIST @FORWARDLIST COMMAND: @forwardlist <object> = <dbref-list> ATTRIBUTE: Forwardlist Specifies a list of locations (specified by their db numbers) that are to receive messages heard by <object> (filtered by the @filter attribute and prefixed by the @prefix attribute). The messages are only forwarded if <object> has its AUDIBLE flag set. Related Topics: @filter, @prefix, AUDIBLE. & @FPOSE @FPOSE COMMAND: @fpose[/<switches>] <object>=<message> Forces <object> to pose <message>. This command is similar to the command '@force <object> = :<message>', except that it will work so long as you own the object, whereas @force may fail if the object has its INHERIT flag set and the object performing the @force does not. The following switches are available: /default - (default) Put a space between the name of the object and the message (ie, send '<name> <message>'). /nospace - Don't put a space between the name of the object and the message (ie, send '<name><message>'). Related Topics: @femit, @fsay, pose, :, ;, INHERIT. & @FSAY @FSAY COMMAND: @fsay <object>=<message> Forces <object> to say <message>. This command is similar to the command '@force <object> = say <message>', except that it will work so long as you own the object, whereas @force may fail if the object has its INHERIT flag set and the object performing the @force does not. Related Topics: @femit, @fpose, INHERIT, say. & @GFAIL @GFAIL COMMAND: @gfail <object> = <message> ATTRIBUTE: Gfail Sets the message that a player sees when he tries to give away the object but fails because he didn't pass the object's give lock. Function references and %-substitutions are allowed in give failure messages, and are evaluated when someone tries to give away the object. In function references, 'me' refers to the object being given away, while %-substitutions that refer to the enactor (such as %n, %#, %p, etc) refer to the (attempted) giver. This attribute is only meaningful for players and things, and will never be automatically triggered on other object types. Example: @gfail sword = You can't give away a cursed sword! Related Topics: give, @agfail, @ogfail, @lock. & @HALT @HALT COMMAND: @halt [<object>] Halts all commands being run by <object>, or by the object running the command if no <object> is given. If the object to be halted is a player, then all commands being run by objects owned by that player are halted. Use this command to stop runaway objects and infinite loops. The process of halting an object involves removing all commands waiting to be run by the object from the queue and refunding the queue deposit. Halting an object does not affect commands waiting on it as a semaphore. Related Topics: @drain, @notify, kill, HALTED, SEMAPHORES. & @IDESC @IDESC COMMAND: @idesc <object> = <message> ATTRIBUTE: Idesc Sets the internal description for <object>. The internal description of an object will be shown to any player entering it. If not set, the regular description in the Desc attribute is shown instead. Function references and %-substitutions are allowed in inside descriptions, and are evaluated when someone fails to get or look at the object. In function references, 'me' refers to the object being looked at, while %-substitutions that refer to the enactor (such as %n, %#, %p, etc) refer to the player doing the looking. This attribute is only meaningful for players and things, and will never be automatically triggered on other object types. Example: @idesc car = You are sitting in the driver's seat of a Volkswagen Beetle. Related Topics: enter, @describe, ENTER_OK. & @IDLE @IDLE COMMAND: @idle <object> = <message> ATTRIBUTE: Idle This attribute is sent as a message to anyone who successfully pages you. It can be used to tell someone who pages you when you will return (if you are going to be away for a while). This attribute is only meaningful for players, and will never be automatically referenced on other object types. If an @idletimeout is set on the person being paged, you will only see the @idle message if that person is more idle than the specified amount of time. Example: @idle me = At dinner. Back about 7PM. Related Topics: @away, @idletimeout, @reject, page. & @IDLETIMEOUT @IDLETIMEOUT COMMAND: @idletimeout <object> = <seconds> ATTRIBUTE: IdleTimeout This attribute is used to determine if your @idle message is sent to a player who successfully pages you. If you're online and working at the same time, you can set the minimum idle time to allow your message to show. so whilst you're not idle your @idle message will not show without you having to delete it to hide it. This attribute is only meaningful for players, and will never be automatically referenced on other object types. Example: @idle me = Working IRL. Monitoring this window from time to time. @idletimeout me = 60 Related Topics: @away, @idle, @reject, page. & @IFELSE @IF COMMAND: @if <string>=<true>[,<false>] Checks if <string> evaluates to a true value. If so, the command <true> is performed. If not, <false> is (if present). This command can also be called as @ifelse. Examples: > think money(me) 150 > @if [gte(money(me),1)]=say I have money., say I'm broke! You say, "I have money." Related topics: @switch, ifelse(), switch(). & @INFILTER @INFILTER COMMAND: @infilter <object> = <pattern>[, <pattern>...] ATTRIBUTE: Infilter This attribute specifies a series of patterns to be used to suppress text normally sent to the contents of <object> by @listen. If the desired pattern contains a comma, the pattern may be enclosed in curly braces {}. Example: > @listen sports car=* > @fo test=enter sports car test has left. test> Sports Car(#383Q) > :waves. test> Wizard waves. Wizard waves. > @infilter sports = *waves* > :waves. Wizard waves. > :knocks on the window. test> Wizard knocks on the window. Wizard knocks on the window. Related Topics: @filter, @inprefix, @listen, @prefix. & @INPREFIX @INPREFIX COMMAND: @inprefix <object> = <prefix text> ATTRIBUTE: Inprefix This attribute, when set, will prefix all text that is sent to the contents of <object> by @listen. The default is to have no prefix, the text is forwarded unadorned. Example: > @listen sports car=* > @fo test=enter sports car test has left. test> Sports Car(#383Q) > :waves. test> Wizard waves. Wizard waves. > @inprefix sports car = In the mundane world outside, test> In the mundane world outside, Wizard waves some more. Wizard waves some more. Related Topics: @filter, @infilter, @listen, @prefix. & @KILL @KILL COMMAND: @kill <object> = <message> ATTRIBUTE: Kill This command sets the message that is shown to anyone who kills <object>. This attribute is only meaningful for players and things, and will never be automatically triggered on other object types. Function references and %-substitutions are allowed in kill messages, and are evaluated when someone kills the object. In function references, 'me' refers to the object that was killed, while %-substitutions that refer to the enactor (such as %n, %#, %p, etc) refer to the player doing the killing. Example: @kill guard = The guard says "I'll get.. you... for... this... %n" as he falls down and dies. Related Topics: kill, @akill, @okill, BEING KILLED, IMMORTAL, WIZARD. & @LALIAS @LALIAS COMMAND: @lalias <object> = <entrance-list> ATTRIBUTE: Lalias Sets up a set of alternate commands that may be used as synonyms for the command 'leave' when you are inside a player or a thing. The alternate commands are separated by semicolons just like in exit names. Leave aliases are checked for after exitnames and builtin MUX commands, but before enter aliases and $-commands. This attribute is meaningful for players and things, and will never be automatically looked at on rooms or exits. Example: @lalias car = get out;climb out;out;open door;outside Related Topics: @ealias, enter, leave. & @LAST @LAST COMMAND: @last <player> This command displays a short 'connection history' for <player>, showing recent successful and failed connection attempts, as well as the total number of successful and failed connections. You can only display information about yourself. & @LEAVE @LEAVE COMMAND: @leave <object> = <message> ATTRIBUTE: Leave Sets the message that a player sees when leaving an object or room, whether by using an exit, the enter or leave commands, or by teleporting. Function references and %-substitutions are allowed in leave messages, and are evaluated when someone leaves the object. In function references, 'me' refers to the object being left, while %-substitutions that refer to the enactor (such as %n, %#, %p, etc) refer to the player leaving the object. This attribute is meaningful for players, things, and rooms, and will never be automatically triggered on exits. Example: @leave car = You unbuckle your seatbelt and climb out of the car. Related Topics: leave, @aleave, @oleave. & @LFAIL @LFAIL COMMAND: @lfail <object> = <command-list> ATTRIBUTE: Lfail Sets the message that a player sees when he tries to leave it but fails because the player fails the object's leave lock. The leave lock only affects the 'leave' command and its aliases (set via the @ealias command), it does not affect going home, using an exit in the location, or teleporting out. This attribute is meaningful for players and things, and will never be automatically triggered on rooms or exits. Example: @lfail plane = You don't have a parachute! Related Topics: @aleave, @alfail, @lalias, @leave, @oleave, @olfail, leave. & @LINK @LINK COMMAND: @link <object>=#<number>/here/home When used on a player or a thing, this command sets the object's home to the indicated location. The destination must be owned by you or be an ABODE room, and you must pass the destination's LinkLock. When used on a room, this command sets the room's drop-to, where objects dropped in the room go. The destination must be a room that is either owned by you or is LINK_OK, and you must pass the destination's LinkLock. For exits, this command sets the destination if the exit is currently unlinked, you control the destination or it is set LINK_OK, and you pass the destination's LinkLock. You can @link an unlinked exit regardless of who owns it or the lock set on it, you are made the owner if you successfully link to the destination. Linking an exit costs 1 coin, and if the exit was owned by someone else, you also reimburse the former owner 1 coin (making the total cost to you 2 coins). { 'help @link2' for more } & @LINK2 @LINK (continued) Note that in all the above cases that it is the player performing the @link command that must pass the LinkLock, not the object being linked. Therefore, you should use the '$' lock qualifier if you want to prevent specific players from linking to your LINK_OK locations, as simply locking against '*<playername>' does not lock out their puppets. Related Topics: @dig, @open, @unlink, DROP-TOS, HOMES, LINKING, OBJECT TYPES. & @LIST @LIST COMMAND: @list [<option>] Lists information from internal databases. Information is available about the following options: attributes - Valid object attributes. commands - Commands that you may use (excluding the attribute-setting commands as well as any exits, and $-commands available). costs - Lists the costs associated with many commands and actions. default_flags - Lists the flags that new objects receive by default when created. flags - Lists the name and letter of all the flags. functions - Lists all the available functions. options - Lists several global options and limits. powers - Lists all powers. switches - Lists what commands support switches and the switches that they do support. The information provided by the @list command is definitive, as it reads the internal tables to produce the information it displays. Specifying @list with no argument lists the options you may use. & @LISTEN @LISTEN COMMAND: @listen <object> = <string> ATTRIBUTE: Listen This attribute contains a wildcard pattern that the object listens for. Anything spoken, posed, emitted, or whispered in the room that <object> is in, as well as messages resulting from using objects (such as Opay and Succ messages) are checked against the Listen attribute. When the object hears something that matches the pattern, it triggers the Ahear attribute, as well as either the Amhear or Aahear attributes, as appropriate, substituting %0 the string that matched the first wildcard character in the Listen, %1 for the second. etc. If the pattern in the Listen attribute is matched, objects in <object>'s inventory will also hear the message and have a chance to match it. Objects whose Listen attribute is set to anything will be listed when a @sweep command is run by someone in the same room. If the @listen pattern is matched, then the object's contents will hear the message also, prefixed by the text in @inprefix if it is set. Any text that matches any pattern specified in @infilter will not be sent to the contents. Example: @listen camera = * has arrived. @ahear camera = @va me = %va %0 Related Topics: @aahear, @ahear, @amhear, @sweep, @inprefix, @infilter. & @LISTMOTD @LISTMOTD COMMAND: @listmotd Displays the current message-of-the-day. Note that it is displayed when you connect to your character. This will also display the "motd.txt" file. & @LOCK @LOCK COMMAND: @lock[/<whichlock>] <object>=<key> @lock <object>/<attrib> The first form locks <object> to a specific key(s). Type 'help @lock keys' for a list of the keys you may use. <whichlock> indicates which lock you want to set on the object. If you don't specify one, you set the Default lock. Type 'help @lock locks' for a list of the locks you may set and what they are used for. The second form locks the indicated attribute of the named object, so that when the object is @chowned, the attribute will remain owned by you. It may also be used when you own an attribute on an object that you do not own, in this case it prevents the object's owner from @chowning the attribute to himself, and prevents anyone from modifying or removing the attribute. Related Topics: @chown, @unlock, @lock keys, @lock locks & @LOCK ATTRIBUTE @LOCK ATTRIBUTE ATTRIBUTE LOCKS: Key: <attribute>:<pattern> +<attribute>:<wildcard-pattern> =<attribute>:<wildcard-pattern> You may lock on whether a specific attribute on the player attempting to pass the lock matches a pattern. Example: '@lock thing=sex:m*' will lock thing to anyone whose sex starts with an M. Wild cards, greater than and less than may be used, for example: '@lock a-f=name:<g' will lock the exit a-f against any one whose name is higher than f. Both the player testing the lock and every object in his inventory is checked, the player passes the lock if any of those objects passes the lock. If the attribute name is prefixed by a = then only the player is checked. Similarly, if the attribute name is prefixed by a + then only objects in the player's inventory are tested. { 'help @lock attribute2' for more } & @LOCK ATTRIBUTE2 @LOCK ATTRIBUTE (continued) Note: you may lock against any attribute, but the locked object must be able to read the attribute from the player attempting to pass the lock or the lock will fail. Examples: > @lock men's room=sex:m* > @lock a-f=name:<g > @lock post office=email:*@* Related Topics: ATTRIBUTE OWNERSHIP, @lock evaluation. & @LOCK CARRY @LOCK CARRY CARRY LOCKS: Key: +<object> You pass a carry lock if you are carrying the named object. Example: > @lock secret passage = +magic bus You can only traverse the secret passage if you are carrying the magic bus. The bus cannot enter the passage on its own (perhaps when you are driving it). Related Topics: @lock is, @lock normal. & @LOCK COMPOUND @LOCK COMPOUND COMPOUND LOCKS: Key: <key> & <key> <key> | <key> !<key> ( <key> ) You can make complex locks by combining keys with the logical AND and OR operators (& and ! respectively), or by using the NOT operator. You may also group complex locks with parentheses. Examples: > @lock exit = me & !me An impossible lock, nothing can be both you and not you. > @lock message = me | *recipient Both you and the player recipient may get the message. & @LOCK EVALUATION @LOCK EVALUATION EVALUATION LOCKS: Key: <attribute>/<value> Evaluation locks let you evaluate one of your attributes and compare the result against a value stored in the lock. The result must be an exact match (no wildcarding allowed, but uppercase and lowercase are considered to be the same). When evaluating the attribute the enactor substitutions (%#/%n/etc) are replaced with information about the player trying to pass the lock, and 'me' and %! refer to the locked object or exit. If you call an indirect lock and the indirect lock is an evaluation lock (or is a compound lock that includes an evaluation lock), then the original lock object is checked for the attribute first, followed by the object that has the actual evaluation lock. If there are multiple levels of indirection the intermediate locks are not checked. { 'help @lock evaluation2' for more } & @LOCK EVALUATION2 @LOCK EVALUATION (continued) Examples: > @lock bank=checkmoney/1 > &checkmoney bank=[gt(money(%#),5000)] Only people and objects with more than 5000 pennies may pass. Note: this lock requires wizard privileges to read the worth of other players. > @lock divisible_by_five_club = checkdiv/0 > &checkdiv divisible_by_five_club = [mod(mid(%#,2,20),5)] Only objects whose db-number is divisible by 5 may pass. Related Topics: @lock attributes. & @LOCK INDIRECT @LOCK INDIRECT INDIRECT LOCKS: Key: @<object> You may reference the lock on another object and use the result of evaluating that other object's lock. You pass an indirect lock if you pass the default lock on <object>. This is especially useful if you have a large number of objects or exits that want to have the same lock, and you want to be able to update one object and have all the other locks change at the same time. <object> is searched for when you enter the @lock command and its database number is stored in the lock, so something like '@Lock north=@master.lock' is safe even if you are going to move master.lock to another location. Examples: > @lock master.lock = me > @lock north = @master.lock > @lock south = @master.lock North and south all reference the lock on master.lock, so you may change the lock on all three exits by changing master.lock. Related Topics: @lock normal. & @LOCK IS @LOCK IS IS LOCKS: Key: =<object> You pass an is lock only if you are the named object. Example: > @lock mystical highway = =magic bus Only the magic bus may travel down the mystical highway. You cannot travel the highway if you are carrying the bus. Related Topics: @lock carry, @lock normal. & @LOCK KEYS @LOCK KEYS You may use the following keys when setting locks. For information about a particular type of key, type 'help @lock <keytype>'. Key Type Form in @Lock Command ---------- ------------------------------ Normal <object> Is =<object> Carry +<object> Ownership $<object> Indirect @<object> Attribute <attribute>:<wildcard-pattern> +<attribute>:<wildcard-pattern> =<attribute>:<wildcard-pattern> Evaluation <attribute>/<value> Compound <key> & <key> <key> | <key> !<key> ( <key> ) & @LOCK LOCKS @LOCK LOCKS You can set the following locks: DefaultLock: Exits: controls who may traverse the exit to its destination. Rooms: controls whether the player sees the SUCC or FAIL message for the room following the room description when looking at the room. Players/Things: controls who may GET the object. EnterLock: Players/Things: controls who may ENTER the object if the object is ENTER_OK. Also, the enter lock of an object being used as a Zone Master Object determines control of that zone. GetFromLock: All but Exits: controls who may gets things from a given location. GiveLock: Players/Things: controls who may give the object. LeaveLock: Players/Things: controls who may LEAVE the object. LinkLock: All but Exits: controls who may link to the location if the location is LINK_OK (for linking exits or setting drop-tos) or ABODE (for setting homes) MailLock: Players: controls who may @mail the player. PageLock: Players: controls who may page the player. ParentLock: All: controls who may make @parent links to the object. ReceiveLock: Players/Things: controls who may give things to the object. { 'help @lock locks2' for more } & @LOCK LOCKS2 @LOCK LOCKS (continued) SpeechLock: All but Exits: controls who may speak in that location (only checked if AUDITORIUM flag is set on that location) TeloutLock: All but Exits: controls who may teleport out of the location. TportLock: Rooms/Things: controls who may teleport there if the location is JUMP_OK. UseLock: All but Exits: controls who may USE the object, GIVE the object money and have the PAY attributes run, have their messages heard and possibly acted on by LISTEN and AxHEAR, and invoke $-commands stored on the object. DropLock: All but rooms: controls who may drop that object. UserLock: All: Not used by MUX, is intended to be used in MUX programming where a user-defined lock is needed. Note: If a player fails the UseLock on a parent of an object being searched for $-commands, then the search for attributes stops and the parent chain is not searched further for matches. & @LOCK NORMAL @LOCK NORMAL NORMAL LOCKS: Key: <object> You pass a normal lock if you either are the named object or if you carry the named object. <object> may be the name or #number of a thing, a playername prefixed by an asterisk (*<playername>), 'me', or 'here'. Examples: > @lock treasure room = secret key > @lock private area = me Related Topics: @lock is, @lock carry. & @LOCK OWNERSHIP @LOCK OWNERSHIP OWNERSHIP LOCKS: Key: $<object> You pass an ownership lock if you have the same owner as <object>. Examples: > @lock mystuff=$me Only objects you own may use the mystuff exit. > @lock/page me = !$*TinyJerk Neither TinyJerk nor any of his objects may page you. Related Topics: @lock normal. & @MAIL @MAIL @mail[/<switches>] <player-list> = <subject> @mail[/<switches>] [<msg-list> [= <target>]] @mail invokes the built-in MUX mailer, which allows players to send and receive mail. Pronoun/function substitution is performed on any messages you may try to send. A <player-list> is a space-separated list of recipients, which may be: Player names (names with spaces in them should be put in double quotes, ex: "Foo Bar") Player dbref #'s Message numbers to be replied to. A mix of the above, and mail aliases (see @malias) A <msg-list> is one of the following: A single msg # (ex: 3) A message range (ex: 2-5, -7, 3-) A sender (ex: *Hunger) An age of mail in days (ex: ~3 (exactly 3), <2, >1) "days" here means 24-hour periods from the current time. One of the following: "read", "unread", "cleared", "tagged", "urgent" For certain commands, "all". Related Topics: mail-sending mail-reading mail-folders mail-other mail-admin @malias mail-reviewing mail-examples & @MAILSUCC @MAILSUCC COMMAND: @mailsucc <player> = <message> ATTRIBUTE: Mailsucc Sets a message to be displayed to the sender whenever <player> receives mail. Example: @mailsucc me=Thanks for the mail. Related Topics: @amail, @signature, @mail. & @MALIAS @MALIAS COMMAND: @malias This allows you to generate and maintain mailing lists with the mail system. All mail aliases start with '*', and are case-sensitive. (*dir is different than *Dir). There are two kinds of mail aliases, Personal and Global. Global mailing lists are owned and maintained by the god (#1) char and are available for anyone to use. Generally there will be *Wizards, *Admin, *Roleplay, and things of that nature. Personal mailing aliases are mailing lists that you have defined with the @malias command. Currently there is no limit to the number of people you can have on a mailing alias. To begin sending mail to a mailing list, use @mail *<alias>=subject. Usage: @malias Displays a list of all mail aliases. @malias *<alias> Displays a list of people on that alias. @malias *<alias>=<list> Creates that mailing list, using <list>. { 'help @malias2' for more } & @MALIAS2 @MALIAS (continued) You can add, remove, rename, chown, redescribe, and delete mailing lists with a switch. @malias/remove *<alias>=<player> Removes <player> from *<alias>. @malias/desc *<alias>=<description> Changes the description for *<alias>. @malias/add *<alias>=<player> Adds <player> to *<alias>. @malias/rename *<alias>=<name> Renames that alias. Names must always begin with '*'. @malias/delete *<alias> Deletes <alias>. @malias/chown *<alias>=<player> Changes the owner of <alias> to <player>. Wizards can use all of the malias commands on any mail alias. Instead of trying to figure out different mailing lists with the same name, wizards may use #<MALIAS NUMBER> instead of *alias in regards to the command. Remember that the alias commands will only recognize aliases owned by #1, owned by you, or by number. @malias/list When invoked by a wizard, it will list all mailing aliases currently defined by their number. & @MFAIL @MFAIL COMMAND: @mfail <object> = <message> ATTRIBUTE: Mfail This attribute is sent as a message to anyone who tries to @mail you but you have prevented them via your @mail lock (@lock/mail). Example: @mfail me = I _told_ you not to @mail me anymore... Related Topics: @lock, @mail, @reject. & @MONIKER @MONIKER Command: @moniker <object> = <string> Attribute: Moniker The @moniker command allows you to set accented, multi-color names for an item. This affects contents, inventories, the normal 'look', and many other cases. The name in @moniker MUST match the name returned by name() minus ANSI codes and accent marks or the moniker is ignored in favor of name(). Examples: > @name object=99 Red Balloons Name set. > @moniker object=99 [ansi(hr,Red)] Baboons String entered must match name of target, '99 Red Balloons'. > @moniker object=99 [ansi(hr,Red)] Balloons Ansi string entered for 99 Red Balloons of '99 Red Balloons'. Related Topics: accent(), ansi(), chr(), moniker(), @name, NOACCENT, ord(), stripaccents(), and stripansi(). & @MOVE @MOVE COMMAND: @move <object> = <command-list> ATTRIBUTE: Move Sets the message that an object sees after it moves from one location to another, whether by using an exit, entering or leaving an object, teleporting, or going home. This attribute is meaningful for players, and things and will never be automatically triggered on other object types. Example: @move bopper = OK. You're there now. Related Topics: @amove, @omove. & @MVATTR @MVATTR COMMAND: @mvattr <object>=<old>,<new>[,<copy1>]... This command moves attributes around on an object. The attribute <old> is renamed <new> (and is copied to <copy1>, <copy2> and so on if specified). If you cannot modify the <old> attribute (for instance if you are trying to move the Last attribute, or if it were owned by another player), then a new copy is made and the original is not removed. Related Topics: @set. & @NAME @NAME COMMAND: @name <object> = <new name> Changes the name of <object>. <object> can be a thing, player, exit, or room, specified as <name> or #<dbref> or 'me' or 'here'. See '@list options' as to whether or not a player name may contain spaces. & @NAMEFORMAT @NAMEFORMAT COMMAND: @nameformat <object> [=<format>] By default, when an object is looked at, the object's name is shown. And, if you can link to the object, it's flag letters and dbref are also shown. However, with @nameformat, you can control exactly what is shown. Related Topics: @conformat, @exitformat & @NEMIT @NEMIT COMMAND: @nemit[/<switches>] <message> Sends <message> to everyone in your current location without prefixing it by your character name and without evaluating it. You can also send the message to everyone in the room that contains the object you are inside with the /room switch. The following switches are available: /here - Sends the message to everyone in the same location as you. /html - Sends the message to HTML-flags players. /room - Sends the message to everyone in the room that contains the object you are in. Starting from your location, this switch 'leaves' objects until it reaches a room, and @emits the message there. If both switches are specified, the message is sent to both places. If neither is specified, /here is assumed. Some MUXes may restrict the use of this command. Related Topics: @emit, @femit, @oemit, @pemit, @npemit, @remit, SPOOFING. & @NOTIFY @NOTIFY COMMAND: @notify[/<switches>] <object>[/<attribute>][=<count>] Notifies the semaphore <object>, running the first command that waited on <object> using the '@wait <object>=<command>' or ' @wait <object>/<time>=<command>' forms of the @wait command. If <count> is specified, it indicates the number of times the semaphore is notified. If there are no commands (or less than <count> commands) pending for <object>, then subsequent @waits will not block until the semaphore count reaches zero again. @notify may also take an argument of the form <object>/<attribute>, which notifies commands that are being blocked on an attribute other than the default 'Semaphore'. This allows blocking of multiple sets of commands on a single object, using different attributes. The following switches are available: /first - (default) Notify the first command waiting on the indicated semaphore (or the first <count> commands). /all - Notify all commands waiting on the semaphore and reset the semaphore count to zero. <count> is ignored. /quiet - Suppress the 'Notified.' message associated with the command. Related Topics: @drain, @ps, @wait, SEMAPHORES & @NPEMIT @NPEMIT COMMAND: @npemit[/switches] <what>=<message> Almost exactly like @pemit and it takes the same switches. However, it does not evaluate <message> at all. So, @npemit differs from @npemit/noeval in that no space compression is done. Related Topics: @pemit & @ODESCRIBE @ODESCRIBE COMMAND: @odescribe <object> = <message> ATTRIBUTE: Odesc Sets the message (prefixed by the player's name) that is shown to others in the room when someone looks at <object>. Example: @odesc vase = carefully inspects the vase. Related Topics: look, @adescribe, @describe, @idesc. & @ODFAIL @ODFAIL COMMAND: @odfail <object> = <message> ATTRIBUTE: Odfail Sets the message (prefixed by the player's name) that is shown to others in the same room when someone tries to drop <object> but fails because they didn't pass the object's drop lock. Function references and %-substitutions are allowed in drop failure messages, and are evaluated when someone drops the object. In function references, 'me' refers to the object being dropped, while %-substitutions that refer to the enactor (such as %n, %#, %p, etc) refer to the dropper. Example: @odfail sword = tries to put down the sword but it leaps back into %p hand. Related Topics: drop, @adfail, @dfail, @lock. & @ODROP @ODROP COMMAND: @odrop <object> = <message> ATTRIBUTE: Odrop Sets the message (prefixed by the player's name) that is shown to others in the room when someone drops <object>, or to others in the room that the player arrives in after taking an exit. Example: <object> @odrop loadstone = puts down the loadstone and then wipes sweat from %p brow. <exit> @odrop elevator = enters the elevator from the lobby. Related Topics: drop, @adrop, @drop, DROP-TO, EXITS. & @OEFAIL @OEFAIL COMMAND: @oefail <object> = <command-list> ATTRIBUTE: Oefail Sets the message (prefixed by the player's name) that is shown to others in the same room as the player when he tries to enter the object but fails because the object is not ENTER_OK or the player fails the object's enter lock. The enter lock only affects the 'enter' command and its aliases (set via the @ealias command), it does not affect exits that lead to the object or teleporting in. This attribute is meaningful for players and things, and will never be automatically triggered on rooms or exits. Example: @oefail car = tries to open the car's door, but it is locked. Related Topics: @aefail, @aenter, @ealias, @efail, @enter, @oenter, enter, ENTER_OK. & @OEMIT @OEMIT COMMAND: @oemit <player>=<message> Emits <message> to everyone in the current location of <player> except <player>. Related Topics: @remit, @emit, @pemit, @npemit, SPOOFING. & @OENTER @OENTER COMMAND: @oenter <object> = <message> ATTRIBUTE: Oenter Sets the message (prefixed by the player's name) that is shown to others in the location being entered when someone enters <object>. Note that the message is shown to those inside the object, not those outside. This attribute is meaningful for players, things, and rooms, and will never be automatically triggered on exits. Example: @oenter wormhole = enters the wormhole from normal space. Related Topics: enter, @aenter, @enter, @oxenter. & @OFAIL @OFAIL COMMAND: @ofail <object> = <message> ATTRIBUTE: Ofail Sets the others failure message for <object>. This message is seen others in the same location as the actor when one of these events occurs: - For exits: Someone tries to traverse the exit but cannot because they fail the exit's default lock or the exit is not linked. - For players and things: Someone tries to pick up the object but cannot because they fail the object's default lock. - For rooms, players, and things: Someone looks around inside the room, player, or thing and fails the object's default lock. Substitution and evaluation is performed on the message before it is shown. Examples: > @ofail table = tries to pick up the table, but it is too heavy. <thing> > @ofail doorway = tries the knob on the door, to no avail. <exit> Related Topics: get, look, @afail, @fail, FAILURE. & @OGFAIL @OGFAIL COMMAND: @ogfail <object> = <message> ATTRIBUTE: Ogfail Sets the message (prefixed by the player's name) that is shown to others in the same room when someone tries to give away <object> but fails because they didn't pass the object's give lock. Function references and %-substitutions are allowed in give failure messages, and are evaluated when someone tries to give away the object. In function references, 'me' refers to the object being given away, while %-substitutions that refer to the enactor (such as %n, %#, %p, etc) refer to the (attempted) giver. Example: @ogfail blob = tries to give away a sticky blob of goo. Related Topics: give, @agfail, @gfail, @lock. & @OKILL @OKILL COMMAND: @okill <object> = <message> ATTRIBUTE: Okill Sets the message (prefixed by the player's name) that is shown to others in the room when someone kills <object>. This attribute is meaningful for players, things, and rooms, and will never be automatically triggered on exits. Example: @okill guard = bashes in the guard's skull, killing him. Related Topics: kill, @akill, @kill, BEING KILLED, IMMORTAL, WIZARD. & @OLEAVE @OLEAVE COMMAND: @oleave <object> = <message> ATTRIBUTE: Oleave Sets the message (prefixed by the player's name) that is shown to others in the location being left when someone leaves <object>. Note that the message is shown to those inside the object, not those outside. This attribute is meaningful for players, things, and rooms, and will never be automatically triggered on exits. Example: @oleave wormhole = departs the wormhole to return to normal space. Related Topics: leave, @aleave, @leave, @oxleave. & @OLFAIL @OLFAIL COMMAND: @olfail <object> = <command-list> ATTRIBUTE: Olfail Sets the message (prefixed by the player's name) that is shown to others in the same room as the player when he tries to leave it but fails because the player fails the object's leave lock. The leave lock only affects the 'leave' command and its aliases (set via the @ealias command), it does not affect going home, using an exit in the location, or teleporting out. This attribute is meaningful for players and things, and will never be automatically triggered on rooms or exits. Example: @olfail plane = thinks about jumping out of the plane without a parachute, but wisely reconsiders. Related Topics: @aleave, @alfail, @lalias, @leave, @lfail, @oleave, leave. & @OMOVE @OMOVE COMMAND: @omove <object> = <command-list> ATTRIBUTE: Move Sets the message that others in the same location see after the object has moved to that location from somewhere else, whether by using an exit, entering or leaving an object, teleporting, or going home. This attribute is meaningful for players, and things and will never be automatically triggered on other object types. Example: @omove car = coasts to a stop. Related Topics: @amove, @move. & @OPAY @OPAY COMMAND: @opay <object> = <message> ATTRIBUTE: Opay Sets the message (prefixed by the player's name) that is shown to others in the room when someone pays <object> enough to satisfy its Cost attribute. This attribute is only meaningful for players and things, and will never be automatically triggered on other object types. Example: @opay Coke machine = slips some change into the coin slot on the Coke machine. You hear some rumbling from inside the machine and a can of Coke appears in the tray at the bottom of the machine. Related Topics: give, @cost, @apay, @pay. & @OPEN @OPEN COMMAND: @open[/<switches>] <direction list> [=<number>[,<direction list>]] Creates an exit in the specified direction(s). If <number> is specified, it is linked to that room. Otherwise, it is created unlinked. You or anyone else may use the '@link' command to specify where the unlinked exit leads. Opening an exit costs 1 coin. If you specify <number>, linking costs 1 more coin. You can specify a second direction list (after the comma), which is automatically opened in the room that the new exit goes TO and which is linked back to where you are. I.e. @open north;n=#1234,south;s would open exit 'north;n' from here to #1234, and an exit 'south;s' from #1234 to here, assuming you have rights to open exits and link to the rooms in question. The following switches are available: /location - Create the exit in your location (default). /inventory - Create the exit on yourself. Related Topics: @dig, @link, LINKING, OBJECT TYPES. & @ORFAIL @ORFAIL COMMAND: @orfail <object> = <message> ATTRIBUTE: Orfail Sets the message (prefixed by the player's name) that is shown to others in the same room when someone tries to give <object> a thing that does not pass <object>'s receive lock. Function references and %-substitutions are allowed in receive failure messages, and are evaluated when someone tries to give away the object. In function references, 'me' refers to the intended recipient of the object, while %-substitutions that refer to the enactor (such as %n, %#, %p, etc) refer to the (attempted) giver. Example: @orfail merchant = tries to unload some worthless trash on Astinous. Related Topics: give, @agfail, @arfail, @gfail, @ogfail, @rfail, @lock. & @OSUCCESS @OSUCCESS COMMAND: @osuccess <object> = <message>] ATTRIBUTE: Osucc Sets the message (prefixed by the player's name) that is shown to others in the room when someone picks up the named player or thing, goes through the named exit, or looks at the room and passes the room's lock. Setting Osuccess messages on all takeable objects and usable exits is considered good building practice. Examples: <object> @osucc vase = carefully picks up the vase. <exit> @osucc doorway = opens the door and leaves the room. The door closes behind %o with a click. Related Topics: get, look, @asuccess, @success, SUCCESS. & @OTFAIL @OTFAIL COMMAND: @otfail <object> = <message> ATTRIBUTE: Otfail Sets the message (prefixed by the player's name) that is shown to others in the same room when someone tries to teleport to somewhere he does not have permission. You do not see this message if they couldn't teleport out of their present location. Function references and %-substitutions are allowed in teleport failure messages, and are evaluated when someone attempts to teleport to the specified destination. In function references, 'me' refers to the teleport destination, while %-substitutions that refer to the enactor (such as %n, %#, %p, etc) refer to the player attempting the teleport. When a player teleports another object (@tel <object>=<destination>), the lock is checked against the player, not the object. Example: @otfail here = thinks about teleporting to the Magic Room, but decides against it at the last moment. Related Topics: @teleport, @atfail, @tfail, @lock. & @OTOFAIL @OTOFAIL COMMAND: @otofail <object> = <message> ATTRIBUTE: Otofail Sets the message (prefixed by the player's name) that is shown to others in the same room when someone tries to teleport out of somewhere they do not have permission. Function references and %-substitutions are allowed in teleport failure messages, and are evaluated when someone attempts to teleport from their location. In function references, 'me' refers to the player's location, while %-substitutions that refer to the enactor (such as %n, %#, %p, etc) refer to the player attempting the teleport. Example: @otofail here = thinks about teleporting from the Magic Room, but decides against it at the last moment. Related Topics: @teleport, @atofail, @tofail, @lock. & @OTPORT @OTPORT COMMAND: @otport <object> = <message> ATTRIBUTE: Otport Sets the message (prefixed by your name) that others in the room to which the object goes see when the object teleports there. This attribute is only meaningful for players and things, and will never be automatically triggered on other object types. Example: @otport me = appears in a flash of non-wizardly brilliance. Related Topics: @atport, @oxtport, @tport, @teleport. & @OUFAIL @OUFAIL COMMAND: @oufail <object> = <message> ATTRIBUTE: Oufail Sets the message that others in the same room see when someone tries to use object but fails the object's use lock. Note that the other functions controlled by the use lock (paying, listening, and $-commands) do not trigger Oufail. Example: @oufail robot = tries to activate the robot, but to no avail. Related Topics: @aufail, @ufail, @use. & @OUSE @OUSE COMMAND: @ouse <object> = <message> ATTRIBUTE: Ouse Sets the message (prefixed by the player's name) that is shown to others in the room when someone uses <object>. This attribute is only meaningful for players and things, and will never be automatically triggered on other object types. Example: @ouse camera = takes a picture with the camera. Related Topics: use, @ause, @use. & @OXENTER @OXENTER COMMAND: @oxenter <object> = <message> ATTRIBUTE: Oxenter Sets the message (prefixed by the player's name) that is shown to others in the location being left when someone enters <object>. Note that the message is shown to those outside the object, not those inside. This attribute is meaningful for players, things, and rooms, and will never be automatically triggered on exits. Example: @oxenter wormhole = climbs into the wormhole and vanishes. Related Topics: enter, @aenter, @enter, @oenter. & @OXLEAVE @OXLEAVE COMMAND: @oxleave <object> = <message> ATTRIBUTE: Oxleave Sets the message (prefixed by the player's name) that is shown to others in the location being entered when someone leaves <object>. Note that the message is shown to those outside the object, not those inside. This attribute is meaningful for players, things, and rooms, and will never be automatically triggered on exits. Example: @oxleave wormhole = steps out of a hyperspatial wormhole. Related Topics: leave, @aleave, @leave, @oleave. & @OXTPORT @OXTPORT COMMAND: @oxtport <object> = <message> ATTRIBUTE: Oxtport Sets the message (prefixed by your name) that others in the room from which the object comes see when the object teleports out. This attribute is only meaningful for players and things, and will never be automatically triggered on other object types. Example: @oxtport me = disappears in a flash of non-wizardly brilliance. Related Topics: @atport, @otport, @tport, @teleport. & @PARENT @PARENT COMMAND: @parent <object> [=<parent>] This command sets the parent of <object> to <parent> (or clears the parent if <parent> is omitted. You must control <object>, and must own <parent>. Related Topics PARENT OBJECTS. & @PASSWORD @PASSWORD COMMAND: @password <old password> = <new password> This command changes your password. & @PAY @PAY COMMAND: @pay <object> = <message> ATTRIBUTE: Pay Sets the message that is shown to the player who gives <object> enough money to satisfy its Cost attribute. This attribute is only meaningful for things, and will never be automatically triggered on other object types. Example: @pay Coke machine = You slip some change into the slot. Related Topics: give, @apay, @cost, @opay. & @PEMIT @PEMIT COMMAND: @pemit[/switches] <what>=<message> Emits <message> only to <what>, or to <what>'s contents of the /contents switch is given. <what> must be either in the same location as you or be something you own. You can also @pemit to distant players if pagelocks allow you to page them, and this costs as much as a page <This feature is not present in all MUXes>. You cannot @pemit to the contents of something you don't own. The /list switch to this command allows you to @pemit a message to a list: @pemit/list <object 1> [<object 2> <object N>] = <message> There can be any number of objects in the list. The objects must be specified by dbref number. This can be combined with other switches. The following switches are also available: /contents - Send the message to the contents of the named object. /html - Send the message in HTML format (Pueblo). /noeval - Do not parse the message. /object - Send the message to the named object. Related Topics: page, @remit, @emit, @oemit, SPOOFING. & @POLL @POLL COMMAND: @poll [<message>] Sets a new poll message in the WHO report. The command is an alias for @doing/header. Related Topics: who, @doing & @POWER @POWER COMMAND: @power <object>=[!]<power> This command allows the granting of special powers to objects of any type. Related Topics: powers list & @PREFIX @PREFIX COMMAND: @prefix <object> = <prefix text> ATTRIBUTE: Prefix This attribute, when set, will be used as a prefix for all text forwarded by the 'audible' flag on an object or exit. The default if this attribute is not set is 'From <object name>,' for objects, and 'From a distance,' for exits. Example: > @fo test=out > @set #378=puppet test> test grows ears and can now hear. > :does something silly. Wizard does something silly. test> From a distance, Wizard does something silly. > @prefix out=From some strange place Set. > :does something even sillier. Wizard does something even sillier. test> From some strange place Wizard does something even sillier. Related Topics: AUDIBLE, @filter, @forwardlist, @infilter, @inprefix. & @PROGRAM @PROGRAM COMMAND: @program <player>=<obj/attr>[:<prefix>] This command allows for small 'programs' within MUX. To understand this command, you must first understand the fact that it completely bypasses any commands, built-in or otherwise, and allows you to send user-input directly into your code. A simple example: @va me=$start:@prog %#=me/vb:Please enter a word: @vb me=@emit You entered %0!;@prog %#=me/vc:Please enter another word: @vc me=@emit This time, you entered %0. You're done! > start Please enter a word: > foobar (Note that @program literally gives you a '>' prompt.) You entered foobar! Please enter another word: > hoopla This time you entered hoopla. You're done! { 'help @program2' for more } & @PROGRAM2 @PROGRAM (continued) As you can see, this command basically takes what a user types at the prompt, stuffs it into %0 in the code in <obj/attr>, and then triggers that attribute. Note that when @program triggers an attribute, the enactor of that triggered attribute is <player>, and is inserted into %#. r-registers are preserved when @program triggers an attribute. An optional message, <prefix>, may be specified and will be output before the @program prompt. This is useful for telling the user what information they need to supply. A player caught in @program may send a command through to the normal command processor at the @program prompt by prefixing it with the '|' character, for example, '|WHO'. Related Topics: @quitprogram. & @PS @PS COMMAND: @ps[/<switches>] [<object>] Lists information about the commands you have on each of the queues. Unless the /summary switch is used, this command lists all the commands you have on the queues, optionally along with their enactor and arguments. Commands scheduled to be executed at a later time (by the @wait command) also show the number of seconds until they will be executed and/or the semaphore on which they are waiting. If <object> is specified, only commands run by <object> are listed, otherwise all commands run by any of your objects is listed. A summary of the number of commands listed and the total number of commands in the queues is also displayed. This command is useful for identifying infinite loops in programs. The following switches are available: /brief - (default) Display a brief summary that shows the semaphore number, time-to-wait, object running the command, and the command to be run. /long - In addition to the information in the /brief report, display the name and number of the object that caused the command to be run (the enactor) and the arguments to the command. /summary - Display just the queue counts. Related Topics: @notify, @wait. & @QUEUEMAX @QUEQUEMAX COMMAND: @quequemax <object> = <number> ATTRIBUTE: QueueMax This attribute sets an upper limit on the number, <number>, of outstanding commands in the queue for this <object>. This attribute is only setable by a Wizard. In fact, the server has three overlapping constraints for developing an upper limit per player on the number of oustanding commands in the queue. This attribute is part of just one of these constraints. The rules (in priority order) are: 1) @queuemax <number> described here. 2) Current size of database (only applies if executor is Wizard). 3) game-wide limit controlled by the player_queue_limit configuration option. That is, if @quequemax is set, it overrides the next two rules. If <object> is a Wizard, the maximum number of outstanding queue entries is player_queue_limit or the size of the database (whichever is larger). All other cases are covered by player_queue_limit. Related Topics: config(), player_queue_limit in wizhelp, @wait. & @QUITPROGRAM @QUITPROGRAM COMMAND: @quitprogram <player> Terminates the @program for player. If <player> is not specified, then it works upon the enactor (a player may quit a program while they are in it by piping out @quitprogram, see 'help @program'). Related Topics: @program. & @QUOTA @QUOTA COMMAND: @quota Lists your total building quota and the amount you have remaining. Creating objects, digging rooms, and opening exits all consume quota. Related Topics: @create, @dig, @open. & @REJECT @REJECT COMMAND: @reject <object> = <message> ATTRIBUTE: Reject This attribute is sent as a message to anyone who tries to page you but you have prevented them from paging you via your page lock (@lock/page). This attribute is only meaningful for players, and will never be automatically referenced on other object types. Example: @reject me = I _told_ you not to page me anymore... Related Topics: @away, @idle, page. & @REMIT @REMIT COMMAND: @remit <room dbref#> = <message> Sends <message> to the contents of <room>. Related Topics: @femit, @oemit, @pemit, @npemit, @emit, SPOOFING. & @RFAIL @RFAIL COMMAND: @rfail <object> = <message> ATTRIBUTE: Rfail Sets the message that a player sees when he tries to give an object to someone else, but the receiver refuses to accept the object because the object didn't pass its receive lock. Function references and %-substitutions are allowed in receive failure messages, and are evaluated when someone tries to give away the object. In function references, 'me' refers to the intended recipient of the object, while %-substitutions that refer to the enactor (such as %n, %#, %p, etc) refer to the (attempted) giver. This attribute is only meaningful for players and things, and will never be automatically triggered on other object types. Example: @gfail merchant = The merchant doesn't want your worthless trash. Related Topics: give, @agfail, @arfail, @gfail, @ogfail, @orfail, @lock. & @ROBOT @ROBOT COMMAND: @robot <name>=<password> Creates a robot player owned by you. The robot has its ROBOT flag set, so it may use the outputprefix and outputsuffix commands that some publicly available robot programs require. This command costs 1000 coins. Note that some sites do not restrict outputprefix and outputsuffix to robots. Related Topics: outputprefix, outputsuffix, ROBOT, OBJECT TYPES. & @RUNOUT @RUNOUT COMMAND: @runout <object> = <command list> ATTRIBUTE: Runout Sets the actions to be taken by <object> when another of its attributes is triggered (either automatically or via the @trigger command) and its Charges attribute is zero. When this occurs, the Runout attribute is run INSTEAD OF the attribute that would have run normally. Example: @runout magic wand = :fizzles and turns to dust.; @destroy me Related Topics: @charges. & @SAYSTRING @SAYSTRING Command: @saystring <object> = <string> Sets the substitute string that is used instead of the default 'says,' when you talk in a location or on the comsys. The message is passed as %0 and the command (say, @fsay, or channel) as %1. Example: > @saystring me=barks > "Hello. Player barks "Hello." > @saystring me=case(right(%0,1),!,exclaims\,,?,asks\,,says\,) > "Hello! Player exclaims, "Hello!" Related Topics: say, ", @speechmod. & @SEARCH @SEARCH COMMAND: @search [<player>] [<class>=<restriction>[,<low>[,<high>]]] Displays information about objects that meet the search criteria. Because this command is computationally expensive, it costs 100 coins. <player> restricts the search to the named player, while <class> and <restriction> control the objects listed. Type 'help search classes' for a list of the classes you may use. Except when getting lists of players ('@search type=player' or '@search flags=P'), you may only search for objects that you own. You may limit the range of the search with <low> and <high>, which specify the objects to start and stop the search at, respectively. The default for <low> is #0 and the default for <high> is the last object in the database. Examples: @search flags=PWc <-- search for connected wizards. @search type=room <-- list all rooms owned by me. @search eval=gt(money(##),10) <-- search for things worth more than 10. @search type=room,100,300 <-- Rooms between #100 and #300, inclusive @search object=Test,5000 <-- Things starting with Test from object #5000 to the end of the database. Related Topics: @find, search(). & @SET @SET COMMAND: @set[/<switch>] <object>=[!]<flag1> [!][<flag2> @set[/<switch>] <object>=<attribute>:<value> @set[/<switch>] <object>=<attribute>:_<fromobj>/<fromattr> @set[/<switch>] <object>/<attr>=[!]<attrflag> The first form sets (or clears) the indicated flag or flags on <object>, the second form sets the <attribute> attribute on <object> to <value>, creating a new user-named attribute if there is no attribute named <attribute>. The third form copies an attribute from another object, and the fourth form sets (or clears) an attribute flag on the <attr> attribute of <object>. When setting attributes on an object, you may also use the command '@<attribute> <object> = <value>' if the attribute is a predefined attribute. You may also use the command '&<attribute> <object> = <value>' to set either predefined attributes or user-named attributes. Either of these is equivalent to the second form of the @set command. { 'help @set2' for more } & @SET2 @SET (continued) The following flags may be set using the fourth form of the @set command: no_command - Prevent $-commands and ^-patterns defined in the attribute from being performed. no_inherit - Prevents children of the object from obtaining the attribute. From their perspective the attribute does not exist. visual - Anyone may see the attribute when they examine you, and may get the attribute with get(). hidden - The attribute is only visible to wizards. regexp - When $-commands are matched, treat the pattern as a regular expression rather than a wildcard glob pattern. wizard - The attribute may only be changed by wizards. The @set command takes the following switch: quiet - Inhibit 'Set.' acknowledgement messages. Related Topics: @lock, @lock, examine, FLAGS, &. & @SEX @SEX COMMAND: @sex <object> = <gender> ATTRIBUTE: Sex Sets the gender for <object>, which is used to determine which pronouns to use when replacing %p, %o, %s, and %a parameters in messages that apply to <object>. Genders that start with M or m are considered male, those starting with F, f, W, or w are considered female, those starting with P or p are considered plural, and anything else is considered neuter. Example: @sex me = female @sex me = No thank you (Silly, but possible. Treated as neuter) Related Topics: GENDER. & @SIGNATURE @SIGNATURE COMMAND: @signature <player> = <message> ATTRIBUTE: Signature Sets a message to be appended to every @mail message you send. It is appended directly at the end of the message, so if you wish to start the signature on a new line you should begin it with a %r. Example: @signature me=%rThis is a mail signature. (Note: You might want to include the %r at the front of the signature, other wise it will be combined with the @mail message.) Related Topics: @mailsucc, @amail, @mail. & @SPEECHMOD @SPEECHMOD Command: @speechmod <object> = <string> Attribute: SpeechMod Sets a filter to be applied to all of <object>'s speech. <string> is evaluated with the original speech as %0 and the command as %1. It is then displayed in place of the original speech. You can use this to colorize each word of what you say, say things backwards, etc. @speechmod affects: " \\ ; : page pose say whisper @fpose @fsay @wall on-channel speech %1 may be one of: channel channel/pose page pose say whisper @emit (for \\) @fpose @fpemit @fsay @wall Example: > @speechmod me=ucstr(%0) > "Hello. Player says "HELLO." Related Topics: say, ", @saystring. & @STARTUP @STARTUP COMMAND: @startup <object> = <command list> ATTRIBUTE: Startup Sets a list of commands to be performed by <object> when the game is started up. Typical actions include going home, cleaning visitors out of a room, resetting a puzzle or complex object to its initial state, or starting up an object that wants to run continuously. Example: @startup me = @vz me=MUX was last restarted at [time()]. @startup me = home & @STATS @STATS COMMAND: @stats[/all] [<player>] Display the number of objects in the game. @stats/all gives a breakdown by object types. If <player> is specified, the breakdown for the named player is given. You may only list individual counts for yourself. If invoked with no arguments or switches this command is free, but if you specify either /all or <player>, then this command costs 100 coins to run, because it is computationally expensive. Related Topics: stats(). & @SUCCESS @SUCCESS COMMAND: @success <object> = <message> ATTRIBUTE: Succ Sets the message that is shown to the player who successfully picks up the named player or thing, goes through the named exit, or looks at the room and passes the room's lock. Example: <object> @succ vase = You carefully pick up the delicate vase. <exit> @succ doorway = You open the door and walk through the doorway. Related Topics: get, look, @asuccess, @osuccess, SUCCESS. & @SWEEP @SWEEP COMMAND: @sweep[/<switches>] This command tells you all of the objects, players, and exits that are listening in the room you are currently in, as well as the objects you are carrying. Most objects only listen for a particular string or phrase, so they normally do not pose a problem if you need privacy. You will have to be careful of players, puppets, and audible exits since they will hear everything you say and do. There are several switches that may be used to limit the type of listeners that are checked for. They are: /here - Check the room I am in. /inventory - Check my inventory. /exits - Check exits in the room. /commands - Check for objects that have $-commands set on them. /connected - Check for connected players and their puppets. /listeners - Check for objects with @listen set to something. /players - Check for players and their puppets, whether or not they are connected. The default is to search for everything. If you specify one or more switches from either category (either location or listener type then only that location or listener type is checked. Related Topics: @listen, AUDIBLE, PUPPETS. & @SWITCH @SWITCH COMMAND: @switch[/<switches>] <string>=<t1>,<c1> [,<tN>,<cN>]... [,<cD>] Compares <string> against the targets <t1>, <t2>, etc, until a match is found, at which time the corresponding list of commands is performed. #$ is substituted with the value of <string>. In this way, the commands in <c1>..<cN>..<cD> have a short-hand way of getting at the matched value. Wildcards match strings, and the < and > operators allowing matching by numeric value. By default, any list whose target matches the string is executed (the targets are not mutually exclusive). If no target matches, the default list <cD> is executed. The following switches are available: /all - (default) Perform the actionlists associated with all targets that match <string>. /first - Perform only the actionlist associated with the first target that matches <string>. Related Topics: switch(), ifelse(). & @TELEPORT @TELEPORT COMMAND: @teleport [<object>=] <room/thing> @teleport [<object>=] <exit> @teleport [<object>=] home The first form of the @teleport command moves <object> (or you) to the named room or thing. The second form sends <object> (or you) to the destination of the named exit, while the third form sends <object> (or you) home. If the destination room has a drop-to, the object will go to the drop-to instead of the named location. For the first form of the @teleport command, the object being teleported must pass its location's TeloutLock; and you must control the destination, or it must be JUMP_OK and you must pass the destination's TportLock. The second and third forms let you remove any object from locations you control by sending them through an exit or to their home. The following switches are available: /quiet - Teleports without setting off success or failure messages. /list - Interpret <object> as a space-delimited list of objects. Related Topics: JUMP_OK, @lock (tport and telout), @tfail, @otfail, @atfail, @tofail, @otofail, @atofail. & @TFAIL @TFAIL COMMAND: @tfail <object> = <message> ATTRIBUTE: Tfail Sets the message that a player sees when he tries to teleport to somewhere he does not have permission. You do not see this message if you couldn't teleport out of your present location. Function references and %-substitutions are allowed in teleport failure messages, and are evaluated when someone attempts to teleport to the specified destination. In function references, 'me' refers to the teleport destination, while %-substitutions that refer to the enactor (such as %n, %#, %p, etc) refer to the player attempting the teleport. When a player teleports another object (@tel <object>=<destination>), the lock is checked against the player, not the object. Example: @tfail here = A psychic barrier prevents you from teleporting there. Related Topics: @teleport, @atfail, @otfail, @lock. & @TOFAIL @TOFAIL COMMAND: @tofail <object> = <message> ATTRIBUTE: Tofail Sets the message that a player sees when he tries to teleport from somewhere he does not have permission. Function references and %-substitutions are allowed in teleport failure messages, and are evaluated when someone attempts to teleport out of their location. In function references, 'me' refers to the player's current location, while %-substitutions that refer to the enactor (such as %n, %#, %p, etc) refer to the player attempting the teleport. Example: @tofail here = A psychic barrier prevents you from teleporting out. Related Topics: @teleport, @atofail, @otofail, @lock. & @TPORT @TPORT COMMAND: @tport <object> = <message> ATTRIBUTE: Tport Sets the message that an object sees whenever it teleports. The message is displayed after the object moves to its new location. This attribute is only meaningful for players and things, and will never be automatically triggered on other object types. Example: @tport me = Hey! I teleported. Wow! Related Topics: @atport, @otport, @oxtport, @teleport. & @TRIGGER @TRIGGER COMMAND: @trigger[/<switch>] <object>/<attr> [=<param> [, <param>]... ] Invokes an action list stored in an attribute on an object. The triggering object becomes the enactor and the positional parameters %0 through %9 are set to the supplied parameters. The @trigger command supports the following switch: quiet - Inhibit 'Triggered.' acknowledgement messages. Related Topics: LOOPING. & @UFAIL @UFAIL COMMAND: @ufail <object> = <message> ATTRIBUTE: Ufail Sets the message that someone sees when they try to use object but fail the object's use lock. Note that the other functions controlled by the use lock (paying, listening, and $-commands) do not trigger ufail. Example: @ufail robot = The robot pointedly ignores you. Related Topics: @aufail, @oufail, @use. & @UNLINK @UNLINK COMMAND: @unlink <room/exit> This command removes drop-tos on rooms and clears the destination on exits. Once unlinked, an exit may be taken over by anyone with the @link command. Related Topics: @link, LINKING, OBJECT TYPES. & @UNLOCK @UNLOCK COMMAND: @unlock <object> @unlock <object>/<attrib> The first form removes the lock on <object>, so that anyone may pass through (if an exit) or pick it up (if a player or an object). The second form clears the locked flag on the indicated attribute of the named object. This allows the attribute to change ownership to the new owner automatically when the object is @chowned, and allows the owner of the object to @chown the attribute to themself or to overwrite it. You must own the attribute to be unlocked, but you do not need to own the object. Related Topics: @chown, @lock, ATTRIBUTE OWNERSHIP. & @USE @USE COMMAND: @use <object> = <message> ATTRIBUTE: Use Sets the message that is shown to the player who uses <object>. This attribute is only meaningful for players and things, and will never be automatically triggered on other object types. Example: @use camera = You take a picture with the camera. Click. Related Topics: use, @ause, @ouse. & @VERB @VERB COMMAND: @verb <victim>=<actor>,<what>,<def>,<owhat>,<odef>,<awhat>,<args> This command provides a way to do user-defined verbs with associated @attr/@oattr/@aattr groups. Invoking it does the following: <actor> sees the contents of <victim>'s <what> attribute, or the <def> string if you can't read <victim>'s <what> attribute. Everyone in the same room as <actor> sees the contents of <victim>'s <owhat> attribute, with <actor>'s name prepended, or <odef>, also with <actor>'s name prepended, if you can't read <victim>'s <owhat> attribute. If you control <victim>, then he executes the contents of his <awhat> attribute. By supplying up to nine <args>, you may pass those values on the stack (i.e. %0, %1, %2, etc. up through %9). You must control the actor, but need not control the victim. Note that if you don't have the ability to read the appropriate attributes (whether because you control the victim, he is VISUAL, or the attributes are set VISUAL), the default messages will be used. { 'help @verb2' for more } & @VERB2 @VERB (continued) Here is a description of the arguments to @verb: victim - The object that is searched for attributes, and which runs the <awhat> attribute if it is found. actor - The object that 'did' the verb, this is the value for %#/%n/etc in substitutions, and this object's name is included in the message to others in the same location. what - The name of the attribute containing the message to be delivered to the actor. whatd - The message to deliver to the actor if the victim does not have a <what> attribute, or if it cannot be read. owhat - The name of the attribute containing the message (prefixed by the actor's name) that is sent to everyone in the room with the actor. owhatd - The message (prefixed by the actor's name) to deliver to others in the room with the actor if the victim does not have an <owhat> attribute, or it cannot be read. awhat - The name of the attribute that is to be executed by the victim. args - The comma-separated arguments to be passed for substitution (%0-%9). If there is more than one argument, enclose all the arguments within curly braces. Any argument that contains an embedded comma needs to be enclosed in curly braces as well. { 'help @verb3' for more } & @VERB3 @VERB (continued) Examples: > &xtest test1=You just xtested test1. > &oxtest test1=just xtested test1. > &axtest test1="I was xtested. Yikes. Arg1=%0, Arg2=%1, Arg3=%2. > @verb test1=me,xtest,XTEST DFLT,oxtest,OXTEST DFLT,axtest,{a,b c,de} You just xtested test1. test1 says "I was xtested. Yikes. Arg1=a, Arg2=b c, Arg3=de." > &xtest test1 > @verb test1=me,xtest,XTEST DFLT,oxtest,OXTEST DFLT,axtest,{a,b c,de} XTEST DFLT test1 says "I was xtested. Yikes. Arg1=a, Arg2=b c, Arg3=de." > @fo test1={@verb test1=me,xtest,XTEST D,oxtest,OXTEST D,axtest,{a,b,de}} test1 just xtested test1. test1 says "I was xtested. Yikes. Arg1=a, Arg2=b, Arg3=de." Related Topics: locate(). & @WAIT @WAIT COMMAND: @wait[/until] <seconds>=<command> @wait[/until] <object>[/<seconds>]=<command> @wait <object>/<attribute>=<command> Generally, @wait defers the execution of <command> until some future condition or combination of conditions. The first form of @wait executes <command> at some future time. The second form executes <command> when the object's semaphore is notified. If <seconds> is specified in this second form, <command> is executed at some future time even if the object's semaphore isn't notified. This is sometimes referred to as a 'timeout'. The third form allows the use of an attribute other than 'semaphore'. It allows multiple sets of semaphore-blocked commands to use the same object. This command charges a deposit of 10 coins which is refunded when <command> is executed or otherwise leaves the queue. By default, <seconds> is relative to the time @wait is processed, however if /until used, <seconds> is taken as absolute (See secs, convtime and convsecs). <seconds> can also express fractional seconds. Examples: > @wait 2.001=think FooBar FooBar > think secs() 1004732313 > @wait/until 1004732400.5=think FooBar FooBar > @dolist [setq(0,iadd(secs(),2))]75 0 25=@wait/until %q0.##=think ## 0 25 75 Related Topics: @drain, @notify, @ps, SEMAPHORES, secs, convtime, convsecs. & @WIPE @WIPE COMMAND: @wipe <object>[/<wild-attr>] This command erases attributes from an object. All attributes that match <wild-attr> (or all attributes, if <wild-attr> is not specified) are removed from <object>. Attributes that you do not have permission to modify (such as read-only or locked attributes) are not removed. & ABODE ABODE FLAG: ABODE(A) () If a room is set ABODE, players can set their homes 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. Related Topics: & ABS() ABS() FUNCTION: abs(<number>) Returns the absolute value of its argument. The number may be a floating point number, in which case a floating point result is returned. Examples: > say abs(4) You say "4" > say abs(-4) You say "4" > say abs(0) You say "0" Related Topics: iabs(), isign(), sign(). & ACCENT() ACCENT() FUNCTION: accent(<string>, <template>) The accent() function will return <string>, with characters in it possibly changed to accented ones according to <template>. Both arguments must be the same number of characters. Whether or not the resulting string is actually displayed correctly is client-dependent. Some OSes uses different character sets than the one assumed (ISO 8859-1), and some clients strip these 8-bit characters. ("help accent2" for more) & ACCENT2 ACCENT() (continued) For each character in <string>, the corresponding character of <template> is checked according to the table below, and a replacement done. If either the current <string> or <template> characters aren't in the table, the <string> character is passed through unchanged. Accent Template String Name Description Character Character ----------------------------------------------------------------- grave Backward slant ` A,E,I,O,U,a,e,i,o,u above letter acute Forward slant ' A,E,I,O,U,Y,a,e,i,o,u,y above letter tilde Wavy line above ~ A,N,O,a,n,o letter circumflex carat above ^ A,E,I,O,U,a,e,i,o,u letter umlaut Two dots above : A,E,I,O,U,a,e,i,o,u diaeresis letter ring Small circle above o A,a letter cedilla Small tail below , C,c letter ("help accent3" for more) & ACCENT3 ACCENT() (continued) These are non-accent special characters, mostly punctuation and non-roman letters. Template String Description Character Character -------------------------------------------------------------- Upside-down ? u ? Upside-down ! u ! << quote mark " < >> quote mark " > German sharp s B s Capital thorn | P Lower-case thorn | p Capital eth - D Lower-case eth & o Examples: > think accent(Aule, ---:) Aul(e-with-diaeresis) > think accent(The Nina was a ship, The Ni~a was a ship) The Ni(n-with-~)a was a ship ("help accent4" for more) & ACCENT4 ACCENT() (continued) > think accent(Khazad ai-menu!, Khaz^d ai-m^nu!) Khaz(a-with-^)d ai-m(e-with-^)nu! Related Topics: NOACCENT, chr(), ord(), stripaccents(). & ACOS() ACOS() FUNCTION: acos(<number>[, <units>]) Returns the arc-cosine of <number>. The value returned will be expressed in <units>. <units> may be 'radians', 'degrees', or 'gradians' or just the first letter of any of these. By default, <units> is 'radians'. In a circle, there are 2*pi() radians, 360 degrees, and 400 gradians. Examples: > say acos(0) You say "1.570796" > say acos(1) You say "0" > say acos(0.707101) You say "0.785406" > say acos(0.866025) You say "0.5236" Related Topics: asin(), atan(), cos(), pi(), sin(), tan(). & ADD() ADD() FUNCTION: add(<number1>[,<numberN>]...) Returns the result of adding its arguments together. You may add up to 100 numbers in one add() call. <numberN> may be a floating point number, and a floating-point result is returned. Example: > say add(2,4) You say "6" > say add(5,3,7,-4) You say "11" Related Topics: dec(), iadd(), idiv(), imul(), inc(), isub(), fdiv(), mod(), mul(), sub(). & ADDCOM ADDCOM COMMAND: addcom <alias>=<channel> The alias and the channel name are case sensitive. Using this command, you can join a pre-existing channel by specifying the alias you wish to use. If the channel is named 'Public', then you must type it with the same case. Likewise the alias is case sensitive. If you use 'addcom Pub=Public', then to use the channel you must type 'Pub Hello' instead of 'pub Hello'. One other thing to be careful of: adding a channel multiple times with different aliases. While this is possible, it is also discouraged. You will receive a warning when it happens. Example: >addcom pub=Public Channel Public added with alias pub. Related Topics: delcom, @clist, comlist, alias, comtitle. & AFTER() AFTER() FUNCTION: after(<string1>[,<string2>]) This function is case sensitive. Returns the portion of <string1> that occurs after <string2> or after the first word if <string2> isn't given. If <string2> does not occur in <string1>, a null string is returned. If you want to return the portion of the string after the first space, use the rest() function instead. Examples: > say after(This is a test,a) You say " test" > say after(This is a test,is) You say " is a test" > say after(This is a test, nope) You say "" Related Topics: before(), first(), rest(). & ALIAS ALIAS COMMAND: <channel alias> <on|off|who|message|:pose|;pose> The channel alias allows you to use the channel, to turn it on and off and check who is online. If you have forgotten what your aliases are, see the help for 'comlist'. 'on' allows you to turn an alias/channel on. 'off' lets you turn off that alias/channel. 'who' shows you who is on that channel, which the channel name appended to the bottom. You may send a message over the channel with <alias> <text>, where <text> is the message to be sent, or you can pose on a channel with <alias> :<text> or <alias> ;<text> Example: > pub Hello World! [Public] Player say, "Hello World!" Related Topics: allcom, comlist, addcom, delcom. & ALLCOM ALLCOM COMMAND: allcom <on|off|who> This works like using a single alias except that it does an action for every alias you have. You can turn every alias on, or off, or see who is on every channel you subscribe to. Example: > allcom who -- Players -- Player1 Player2 -- Objects -- -- Public -- -- Players -- Staff1 Player1 -- Objects -- -- Staff -- Related Topics: alias, comtitle, delcom, addcom. & ALPHAMAX() ALPHAMAX() FUNCTION: alphamax(<word1>, <word2>, <word3>, ...) Returns the word whose order is lexicographically last. Related Topics: alphamin(). & ALPHAMIN() ALPHAMIN() FUNCTION: alphamin(<word1>, <word2>, <word3>, ...) Returns the word whose order is lexicographically first. Related Topics: alphamax(). & AND() AND() FUNCTION: and(<boolean1>[,<booleanN>]...) Takes one or more BOOLEAN-Z values, and returns 1 (TRUE) if all arguments are TRUE. Related Topics: andbool(), BOOLEAN VALUES, or(), not(), t(), xor(). & ANDBOOL() ANDBOOL() FUNCTION: andbool(<boolean1>[,<booleanN>]...) Takes one or more BOOLEAN values, and returns 1 (TRUE) if all arguments are TRUE. Related Topics: and(), BOOLEAN VALUES, or(), not(), t(). & ANDFLAGS() ANDFLAGS() FUNCTION: andflags(<object>,<list of flags>) This function returns 1 (TRUE) if <object> has all the flags in a specified list, and 0 (FALSE) if it does not. The list is specified with a single letter standing for each flag, like the output of the FLAGS() function. A '!' preceding a flag letter means "not flag". Thus, ANDFLAGS(me,WD) would return 1 if I were set WIZARD and DARK. ANDFLAGS(me,W!Dc) would return 1 if I were set WIZARD, not DARK, and CONNECTED. If a letter does not correspond to any flag, <object> doesn't have it, so the function returns 0. There can be an arbitrary number of flags. Do not put spaces between flag letters. Related Topics: flags(), orflags(). & ANSI ANSI FLAG: ANSI(X) When set on a player, it will enable the player to see ANSI color. Otherwise, MUX will strip the ANSI color codes from text before it's sent to the client. Related Topics: ansi(), ANSI CODES, ANSI SUBSTITUTION, NOBLEED. & ANSI CODES ANSI CODES f - flash i - inverse h - hilite n - normal u - underline x - black foreground X - black background r - red foreground R - red background g - green foreground G - green background y - yellow foreground Y - yellow background b - blue foreground B - blue background m - magenta foreground M - magenta background c - cyan foreground C - cyan background w - white foreground W - white background For example, "ansi(fc, Test)" would hilight "Test" in flashing cyan. Related Topics: ansi(), ANSI SUBSTITUTION. & ANSI SUBSTITUTION ANSI SUBSTITUTION The percent substitution %x<color code> can be used instead of ansi(), and is more efficient. For example, the equivalent to [ansi(rBf,Color!)] would be: %xr%xB%xfColor!%xn The %xn (to return to normal) is not necessary, but if it is not specified the ansi color codes will continue to the end of the string. %x is preferred, however %c may also be used. They are equivalent. Related Topics: ansi(), ANSI CODES & ANSI() ANSI() FUNCTION: ansi(<codes>,<string>[,<codes>,<string>[,...]]) This allows you to highlight a string using ANSI terminal effects. The string is terminated with a "return to normal" code, and the codes are utilized in the order they are specified. Related Topics: ANSI CODES, ANSI SUBSTITUTION. & APOSS() APOSS() FUNCTION: aposs(<object>) Returns the proper absolute possessive pronoun (his, hers, its, theirs) for referring to <object>, based on the object's sex attribute. You must either control or be near <object>. Related Topics: obj(), poss(), subj(), SUBSTITUTIONS. & ARBITRARY COMMANDS ARBITRARY COMMANDS You may define commands that are triggered whenever someone enters a command that matches the command template (wildcarding allowed). These commands are called arbitrary commands, user-defined commands, or $-commands (for how they are defined), and they are checked for only after the check for single-character commands, exits, and internal commands have been performed and have failed (so an arbitrary command that matches 'page *' will never be performed). You define an arbitrary command by storing a string of the form '$<template>:<commandlist>' in an attribute of an object, then the command will be available to anyone who carries the object, is in the same room as the object, or is inside the object. Only use user-named attributes and VA-VZ for arbitrary commands, as many of the predefined attributes are not for arbitrary commands. <template> is the pattern to check for (it may contain wildcards), and <commandlist> is a semicolon-separated list of commands to perform. The text that the wildcard characters matched are available in the variables %0 through %9. { 'help arbitrary2' for more } & arbitrary2 ARBITRARY COMMANDS (continued) Example: > @va testobj = $foobar *:"I was foobar'ed with %0. Set. > foobar xyzzy testobj says "I was foobar'ed with xyzzy" You can prevent individual attributes from being checked for $-commands with the command '@set <obj>/<attr> = no_program'. Attributes so set are reported with ($) following the attribute name when examined. The command '@set <obj>/<attr> = !no_program' clears the flag. You can also match a regular expression rather than wildcards. See 'help Regular Expressions' for details. The following attributes are never checked for $-commands: ALIAS CHARGES DESC DROP FAIL IDESC ODESC ODROP OFAIL OSUCC SEX SUCC. Related Topics: @set. & ART() ART() FUNCTION: art(<string>) This function returns the proper article, "a" or "an", for the <string> by attempting to match it against a set of rules. This function isn't always right, but it makes a good guess most of the time. Example: > say art(TinyMUX) You say "a" > say art(umbrella) You say "an" > say art(unicycle) You say "a" > say art(ytterbium) You say "an" > say art(one-sided) You say "a" > say art(avocado) You say "an" Related Topics: article_rule. & ASIN() ASIN() FUNCTION: asin(<number>[, <units>]) Returns the arcsine of <number>. The value returned will be expressed in <units>. <units> may be 'radians', 'degrees', or 'gradians' or just the first letter of any of these. By default, <units> is 'radians'. In a circle, there are 2*pi() radians, 360 degrees, and 400 gradians. Examples: > say asin(0) You say, "0" > say asin(1) You say, "1.5707963267948966" > say asin(fdiv(sqrt(2),2),d) You say, "45" > say asin(0.5,d) You say, "30" Related Topics: acos(), atan(), ctu(), cos(), pi(), sin(), tan(). & ATAN() ATAN() FUNCTION: atan(<number>[, <units>]) Returns the arctangent of <number>. The value returned will be expressed in <units>. <units> may be 'radians', 'degrees', or 'gradians' or just the first letter of any of these. By default, <units> is 'radians'. In a circle, there are 2*pi() radians, 360 degrees, and 400 gradians. Examples: > say atan(0) You say, "0" > say atan(1) You say, "1.5574077246549023" > say atan(1.5574077246549023) You say, "1" Related Topics: acos(), asin(), cos(), ctu(), pi(), sin(), tan(). & ATTRCNT() ATTRCNT() FUNCTION: attrcnt(<object>[/<wild-pattern>]) Returns a count of the attributes set on <object>. If <wild-pattern> is given, only attributes matching it are counted. Related Topics: lattr() & attrib2 ATTRIBUTE OWNERSHIP (continued) Locked attributes may not be modified or removed, and do not change ownership when the object containing them is @chowned. You may not modify or remove attributes that you own that are stored on objects that you do not own, but you may modify or remove attributes owned by others on your objects (if you do this, the attribute becomes owned by you). If an attribute is owned by someone other than the object's owner, then the number of the attribute's owner is shown in parentheses immediately after the attribute name. If there are any flags set on the attribute, those flags are indicated in the parentheses too. { 'help attrib3' for more } & attrib3 ATTRIBUTE OWNERSHIP (continued) When checking an attribute lock against an object, the lock will always fail if the locked object is not owned by the same player as the attribute being tested. The comparison specified in the lock is only performed if the owner of the locked object also owns the attribute on the object being checked. Related Topics: ATTRIBUTE FLAGS, @chown, examine, @lock, @set, @unlock. & ATTRIBUTE FLAGS ATTRIBUTE FLAGS The following lists the possible flags on attributes: case (C) - $-command matching will not be case-sensitive. Non-functional unless the 'R' flag is also set. const - No one can change this attribute. no_command ($) - The attribute is not checked when looking for $-commands. Note that the predefined attributes DESC, IDESC, ODESC, FAIL, OFAIL, SUCC, OSUCC, DROP, ODROP, SEX, and CHARGES are never checked. dark - Only God can see this attribute. god - Only God can modify this attribute. hidden (M) - Only wizards and royalty can see this attribute. html (H) - Emits from attr, oattr, aattr are not HTML-escaped. { 'help attribute flags2' for more } & ATTRIBUTE FLAGS2 ATTRIBUTE FLAGS (cont) no_inherit (I) - This attribute is not inherited by children of the object. locked (+) - The attribute is locked, it does not change ownership when the object is @chowned and may not be modified. no_parse (P) - $-commands and ^-listens matching is performed against the unparsed (non-evaluated) string. private - Only attribute owner and wizards can see this attribute. regexp (R) - $-command matching on this attribute uses PCRE-style regular expressions. visual (V) - The attribute is visible to anyone who examines you. Note that the predefined attributes DESC, SEX, and LAST are always VISUAL wizard (W) - Only wizards can modify this attribute. Related Topics: examine, ATTRIBUTE OWNERSHIP & ATTRIBUTE OWNERSHIP ATTRIBUTE OWNERSHIP The attributes on an object may be owned independently from the object. Normally, the owner of the object owns all of its attributes. In addition to an owner, each attribute also has a locked flag, set or cleared with @lock <obj>/<attr> and @unlock <obj>/<attr>. This flag controls whether or not the owner of the object may @chown the attribute to himself with @chown <object>/<attrib>, as well as whether or not the attribute is automatically @chowned to the new owner when the object is @chowned. You may lock and unlock attributes that you own on any object (whether you own the object or not), and you may @chown an attribute that you own to the owner of the object if it is unlocked. The examine command will show you all attributes that you own on an object, even if you don't own the object. { 'help attrib2' for more } & AUDIBLE AUDIBLE FLAG: AUDIBLE(a) (all types) When set on an object, player, or room everything from a say, pose, or emit inside the object will be sent to every object in the location of that object (except for rooms which have no location) as well as to all objects mentioned in the object's Forwardlist attribute. When set on an exit, everything from a say, pose, or emit in the room the exit is in will be forwarded to the room the exit points to. In both cases the @prefix attribute will be inserted in front of the text, or a default prefix if no @prefix attribute is set. If the @filter attribute is present, it will be used to suppress those messages matching any of the patterns specified. Related Topics: @filter, @forwardlist, @prefix. & AUDITORIUM AUDITORIUM FLAG: AUDITORIUM(b) () When set on a room, object, or player, it enables the checking of speechlocks. Related Topics: & BAND() BAND() FUNCTION: band(<number>[, <number>[, ...]]) Arguments must be an integer and are treated as a bitfield. It performs a bitwise logical AND between these two bitfields and returns the resulting bitfield as an integer which can be further treated as an integer, a bitfield, or a logical boolean depending on your intentions. > think band(922,785) 784 In the above example, 922 in base 10 is equivalent to 39A in base 16 or 0011 1001 1010 in base 2. Likewise, 785 in base 10 is the same as 311 in base 16 and or 0011 0001 0001 in base 2. 0011 1001 1010 (922) (BAND) 0011 0001 0001 (785) -------------- 0011 0001 0000 (784) The result may be expressed as 310 in base 16 or 784 in base 10. So, this function is useful for testing whether a particular bit in the field is 'on' or 'off'. More than one bit can be tested at a time. If all bits are 'off', the result is zero which can also be interpreted as a boolean false in softcode. Related Topics: shl(), shr(), bnand(), bor(), bxor(). & BEEP() BEEP() FUNCTION: beep() This function simply outputs the beep character, which on most terminals with sound, will emit a short beep. Only wizards may use this function. Related Topics: & BEFORE() BEFORE() FUNCTION: before(<string1>, <string2>) This function is case sensitive. Returns the portion of <string1> that occurs before <string2>. If <string2> does not occur in <string1>, the entire string is returned. If you want to return the portion of the string after the first space, use the first() function instead. Examples: > say before(This is a test,a) You say "This is " > say before(This is a test,is) You say "Th" > say before(This is a test, nope) You say "This is a test" Related Topics: after(), first(), rest(). & BEING KILLED BEING KILLED Getting killed is no big deal. If you are killed, you return to your home, and all things you carry return to their homes. You also collect 50 coins in insurance money (unless you have >= 10000 coins or you were killed via the Wizard slay command). Generally, killing is not encouraged unless absolutely necessary. (Note: Killing a wizard is a quick way to discover the many uses of the @boot command... and killing anyone can be very rude.) Related Topics: kill, @akill, @kill, @okill, IMMORTAL, WIZARD. & BITTYPE() BITTYPE() Function: bittype([<object>]) Returns a number from the following table based on the owner of <object>. God 7 Wizard 5 Royalty 4 Staff/Builder 3 Head/Immortal 2 Mortal 1 Uninspected/Guest 0 ERROR #-1 If a player has more than one bit flag set, their highest one takes precedence. If no argument is given, <object> defaults to 'me'. This function is from RhostMUSH, there is no 6 because MUX has no equivalent for Rhost's Immortal. Related Topics: hasflag(), orflags(), andflags(). & BLIND BLIND FLAG: BLIND(B) This flag suppresses the '<who> has arrived.' and '<who> has left.' messages. When set on a player, the messages caused by their movement are suppressed. When set on a location, the messages for everyone entering or leaving that location are suppressed. This flag can only be set by Wizards. Related Topics: DARK & BNAND() BNAND() FUNCTION: bnand(<number1>, <number2>) Both arguments are an integer that is treated as a bitfield. It performs a bitwise logical AND between <number1> and the complement of <number2> which has the effect of forcing certain bits in <number1> off in the result. > think bnand(922,785) 138 In the above example, 922 in base 10 is equivalent to 39A in base 16 or 0011 1001 1010 in base 2. Likewise, 785 in base 10 is the same as 311 in base 16 and or 0011 0001 0001 in base 2. The complement of 785 (specifically the one's complement) is 1100 1110 1110 in base 2, and is a simple bitwise reversal of 1's and 0's. 0011 1001 1010 (922) (BAND) 1100 1110 1110 (Complement of 785) -------------- 0000 1000 1010 (138) The result may be expressed as 08A in base 16 or 138 in base 10. Related Topics: shl(), shr(), band(), bor(), bxor(). & BOGUS COMMANDS BOGUS COMMANDS Bogus commands can be made using exits. For example, to make a 'sit' command, one could "@open sit", then "@link sit=here" (because unlinked exits can be stolen), "@lock sit=#0" (impossible for a room to pass a lock, #0 is always a room, therefore the lock always fails), and "@fail sit=You sit on the chair."; "@ofail sit=sits on the chair.". Since nobody can go through it, it always fails. The @fail message is displayed to the player, and the @ofail message (preceded by the player's name) to everyone else. Related Topics: @afail, @fail, @link, @lock, @ofail, @open. & BOOLEAN VALUES BOOLEAN VALUES There are three types of Boolean Values in MUX: BITS, BOOLEAN, and BOOLEAN-Z. In each case, a Boolean Value is either TRUE or FALSE, and all possible strings are mapped onto one of those two. 1. The most comprehensive definition of Boolean Value is denoted simply as BOOLEAN. Newer functions and features use the BOOLEAN definition of a Boolean Value. MUX maps the following to FALSE: - Numbers (integer and floating-point) with a value of zero. - The Special floating-point values of NaN, Ind, +Inf, and -Inf. - Strings with zero-length. - Any error message of the form "#-N <msg>". All other strings are understood as TRUE including negative numbers and dbrefs. 2. BITS is another form of a Boolean value. An integer can be broken down into BITS. Taken together, the server shows them as an integer, but there are functions which indirectly manipulate individual BITS. 3. BOOLEAN-Z defines FALSE as an integer zero. This definition still appears in MUX for softcode compatibility. Alphabetic strings are FALSE. Everything after the decimal point in a floating-point number is ignored. Dbrefs are not recognized but mapped to FALSE. TRUE is then any non-zero number. NOTE: T() allows a BOOLEAN value to be used with a BOOLEAN-Z function, and Boolean Values from functions can be interpreted correctly by either BOOLEAN or BOOLEAN-Z definitions. Examples: not(foo) --> 0 not() --> 1 not(-66) --> 0 not(0) --> 1 not(#-1) --> 1 not(#12) --> 0 t(1) --> 1 t(#-1) --> 0 t(-66) --> 1 Related Topics: not(), t() & BOR() BOR() FUNCTION: bor(<number>[, <number>[, ...]]) Arguments must be an integer and are treated as a bitfield. It performs a bitwise logical OR which has the effect of forcing certain bits on in the result. > think bor(922,785) 923 In the above example, 922 in base 10 is equivalent to 39A in base 16 or 0011 1001 1010 in base 2. Likewise, 785 in base 10 is the same as 311 in base 16 and or 0011 0001 0001 in base 2. 0011 1001 1010 (922) (BOR) 0011 0001 0001 (785) -------------- 0011 1001 1011 (923) The result may be expressed as 39B in base 16 or 923 in base 10. Related Topics: shl(), shr(), band(), bnand(), bxor(). & BXOR() BXOR() FUNCTION: bxor(<number>[, <number> [, ...]]) Arguments must be integers and they are treated as a bitfield. It performs a bitwise logical eXclusive-OR which has the effect of toggling certain bits on in the result. > think bxor(922,785) 139 Related Topics: shl(), shr(), band(), bnand(), bor(). & CAND() CAND() FUNCTION: cand(<boolean1>[,<booleanN>]...) Takes one or more BOOLEAN-Z values, and returns 1 (TRUE) if all arguments are TRUE. cand() evaluates its arguments from left to right until either all arguments evaluate to TRUE or one of the arguments evaluate to FALSE. This is unlike and() in that some arguments may not be evaluated. Related Topics: and(), candbool(), BOOLEAN VALUES, cor(). & CANDBOOL() CANDBOOL() FUNCTION: candbool(<boolean1>[,<booleanN>]...) Takes one or more BOOLEAN values, and returns 1 (TRUE) if all arguments are TRUE. candbool() evaluates its arguments from left to right until either all arguments return TRUE or one of the arguments returns FALSE. This is unlike andbool() in that some arguments may not be evaluated. Related Topics: andbool(), cand(), BOOLEAN VALUES, corbool(). & CANSEE() CANSEE() FUNCTION: cansee(<looker>, <lookee>[,<lookee_action>]) NOTE: This function is not available unless either WOD Realms or Reality Levels was enabled at compile-time. For WOD Realms: CANSEE returns 1 or 0 depending on whether it's possible for the looker to see the lookee or not. This is useful for wizard code in the master room, help it decide who/what should be able to see who/what, and saves the softcoders the hassle of duplicating these rules in softcode. The third parameter is optional, but if present should be 0 for standing still, 1 for moving, and 2 for talking. For Reality Levels: Returns 1 if <victim>'s Rx levels intersect with <target>'s Tx levels. It does not take into account the location of the objects or other flags like DARK. Related Topics: & CAPSTR() CAPSTR() FUNCTION: capstr(<string>) Returns <string> with the first character capitalized. If the first character is not a letter, this function returns the string unmodified. Example: > say capstr(this is a string I want capitalized) You say "This is a string I want capitalized" Related Topics: lcstr(), ucstr(). & CASE() CASE() FUNCTION: case(<str>[,<pat1>,<res1>]...[,<dflt>]) case() is similar to switch() but does not perform wildcard matching (i.e., using * or ? in the pattern). In cases where wildcards are not needed, it performs marginally faster. Before <resI> is evaluated for return, #$ is substituted with the value of <str>. In this way, <resI> has a short-hand way of getting at the <str> that matched its corresponding pattern. Related Topics: @switch, match(), ifelse(), switch(). & CAT() CAT() FUNCTION: cat(<string>[,<stringN>]) cat returns a string made up of the contents of string1 through stringN, with each string separated from its neighbors by a space. Example: > say cat(this is, a test) You say "this is a test" > say cat(This is,another,test of the,CAT function) You say "This is another test of the CAT function" Related Topics: & CEIL() CEIL() FUNCTION: ceil(<number>) Returns the smallest integer greater than or equal to <number>. <number> may be a floating point number, and an integer result is returned. Examples: > say ceil(5) You say "5" > say ceil(5.2) You say "6" > say ceil(5.8) You say "6" > say ceil(-5) You say "-5" > say ceil(-5.2) You say "-5" Related Topics: fdiv(), floor(), idiv(), mod(), round(), trunc(). & CEMIT() CEMIT() FUNCTION: cemit(<channel>, <message>) Sends <message> over <channel> prefixed by the channel's name. You must own or control the channel to do this. This is a functional equivalent of @cemit. Related Topics: @cemit & CENTER() CENTER() FUNCTION: center(<string>, <width>[, <fill>]) This function centers <string> within a <width>-sized field. The background of this field is specified by a repeating pattern of <fill> characters. The origin of this repeating pattern is at the first position of the field. Another way of saying this is that the repeating pattern starts in first position and repeats to the right. The last <fill> pattern may be truncated. By default, <fill> is a single, normal-colored space. The color of <string> and <fill> is maintained. If the visual width of <string> is longer than <width> characters, it is truncated to fit. Example: > say center(a,5,-) You say "--a--" > say center(*BAMF*,15) You say " *BAMF* " > say center(%xh%xrR%xgG%xbB,31,%xy--%xm+) --+--+--+--+--RGB+--+--+--+--+- Related Topics: ljust(), rjust(). & CHANNEL OBJECT CHANNEL OBJECT In the comsystem, you may specify a channel object for each channel. (@cset/object channel=<object>). See 'help @cset' for help. Channel objects allow you to specify a description for a channel, and place certain restrictions on joining, transmitting and receiving. NOTE: If a channel flag is set by @cpflags or @coflags, those will ALWAYS override the equivalent lock. The flags are set by default, so you will have to clear them before your locks work. The join lock for a channel is a normal @lock on the channel object. The transmit lock for a channel is a use @lock on the channel object. The receive lock for a channel is an enter @lock on the channel object. The description of a channel is the @desc of the channel object. Related Topics: @ccreate, @create, @cset. & CHANNELS() CHANNELS() FUNCTION: channels([player]) This function lists channels that you can see, much like @clist. If the argument is omitted or is 'all', then all are returned, otherwise only those owned by the named player are returned. Example: > say channels() You say, "Wizard, Staff, Guest, Public, Code" > say channels(#1) You say, "Wizard, Staff, Guest, Public" > say channels(me) You say, "Code" Related Topics: comalias(), comtitle(), cwho() & CHILDREN() CHILDREN() FUNCTION: children(<object>) Returns a list of objects that are parented to <object>. Currently a wizard/royalty only function. Related Topics: & CHIMERA CHIMERA The CHIMERA flag is used to denote an object who is invisible to all but those set CHIMERA and FAE. & CHOOSE() CHOOSE() FUNCTION: choose(<item list>, <weight list>[, <delim>]) This function picks an item from <item list> at random controlled by the distribution given in <weight list>. Examples: > think choose(1 2 3,1 0 0) 1 & CHOWN_OK CHOWN_OK FLAG: CHOWN_OK(C) () This flag, when set, allows you to transfer ownership to another player. To set it, you must be carrying the object. You also have to be in the room if you want to set this flag on rooms or exits. After this flag is set, the new player may gain ownership of the object by using the @chown command. Related Topics: @chown & CHR() CHR() FUNCTION: chr(<ord>) Returns a single character that corresponds to the <ord>'th position in the character set. Related Topics: ord(). & CLEARCOM CLEARCOM COMMAND: clearcom This command will erase all channel information. The 'clearcom' command is equivalent to typing 'delcom <alias>' for each channel. It will remove you from all channels and erase your status and title. Example: > clearcom You have left channel Public. Channel Public deleted. You have left channel Staff. Channel Staff deleted. Related Topics: addcom, delcom. & CMDS() CMDS() FUNCTION: cmds(<player>) Returns the number of commands entered by a connected <player|port>. If <player|port> is not connected or the enactor has insufficient permissions, then -1 is returned. If <player|port> is numeric, it's taken as a port number (as shown in SESSION). Otherwise, it's treated as a player name. If the named player is connected more than once, the first connection is returned. Example: > say cmds(me) You say "100" > say cmds(me) You say "101" Related Topics: & COLUMNS() COLUMNS() FUNCTION: columns(<list>, <width>[, <delim>[, <indent>]]) Formats a delimited <list> into fixed-width columns. Any element longer than <width> is truncated. <indent> specifies a left margin. This function fits the margin and as many columns as possible into a 78-wide screen. The input delimiter, <delim>, defaults to a space. The left margin width, <indent>, defaults to zero. Related Topics: table() & COMALIAS() COMALIAS() FUNCTION: comalias(<player>, <channel>) comalias() returns the alias the player uses to access the named channel. Wizards can retrieve the comalias for anyone. Players and objects can check for themselves. Objects that Inherit can check for their owners. Example: > say comalias(me,Public) You say "pub" Related Topics: channels(), comtitle(). cwho(). & COMLIST COMLIST COMMAND: comlist This command displays a list of all the channels you are connected to, the alias you're using for the channel, whether you are 'on' or 'off' on the channel and what your comtitle is. Example: > comlist Alias Channel Status Title pub Public off Roleplay Staff staff Staff on Related Topics: comtitle, addcom, alias, delcom. & COMMAND EVALUATION COMMAND EVALUATION When you submit a command to be executed by MUX (whether by typing it in or by having a machine run it, the following steps are performed, in sequence. If the command matches something in a step, the matching actions are performed and the walk down the list stops. - The first letter of the command is checked to see if it is a single- character command (", :, etc). If so, %-substitution and function evaluation may be performed (depending on the command), and the command is executed. - The comsystem checks for a channel alias. - The command is checked to see if it is the 'home' command. If so, the player or object performing the command goes home. - The command is checked against the exits in its current room. If one matches, it is performed. If more than one matches, one is picked randomly from the exits for which the player passes the lock (If the player does not pass any locks, then the exit to be tried is picked randomly. { 'help command evaluation2' for more } & command evaluation2 COMMAND EVALUATION (continued) - The first word of the command is checked to see if it is an internal MUX command. If so, the remainder of the command is broken up into arguments, %-substitution and function evaluation may be performed on the (split up) arguments, and the command is executed. - %-substitution and function evaluation is performed on the command. - All objects in the player's inventory, all objects in the player's location, and the location itself are searched for $-commands that match the command. All that match are performed. The player may or may not be checked, depending on how the MUX is configured. - The commands defined in the zone tree you or your location is in. Note: Commands that can cause other commands to be executed (such as @wait, @switch, @trigger, etc) never perform substitution on their arguments, they leave the evaluation to the command that is to be executed. This prevents most of the problems with getting objects to perform unintended commands by putting a ';', '}', or ',' in an argument. The @force command is an exception in that it evaluates its argument, so it should be used with caution (preferably by never using it to pass information that someone else entered, use @trigger instead). Also, the construct '$xx *:%0' does not work (and is very dangerous programming), use '$xx *:@force me=%0' if you need this functionality. & COMMANDS COMMANDS Help available for MUX Commands: drop enter examine get give goto help +help INFO inventory kill leave LOGOUT look move news OUTPUTPREFIX OUTPUTSUFFIX page pose QUIT read report say score SESSION take think throw train use version whisper WHO " : ; & # \\ @@ @backup @break @cemit @chown @chzone @clone @cpattr @create @decompile @destroy @dig @doing @dolist @drain @edit @emit @entrances @femit @find @force @fpose @fsay @halt @if @last @link @list @listmotd @lock @mail @mvattr @name @nemit @notify @npemit @oemit @open @parent @password @pemit @power @program @ps @quitprogram @quota @remit @robot @search @set @stats @sweep @switch @teleport @timecheck @trigger @unlink @unlock @verb @wait @wipe { 'help commands2' for more } & COMMANDS2 COMMANDS (continued) The following are @-related: @aahear @aclone @aconnect @adescribe @adfail @adisconnect @adrop @aefail @aenter @afail @agfail @ahear @akill @aleave @alfail @alias @amail @amhear @amove @apay @arfail @asuccess @atfail @atofail @atport @aufail @ause @away @charges @conformat @cost @daily @descformat @describe @dfail @drop @ealias @efail @enter @exitformat @exitto @fail @filter @forwardlist @gfail @idesc @idle @idletimeout @infilter @inprefix @kill @lalias @leave @lfail @listen @mailsucc @mfail @moniker @move @nameformat @odescribe @odfail @odrop @oefail @oenter @ofail @ogfail @okill @oleave @olfail @omove @opay @orfail @osuccess @otfail @otofail @otport @oufail @ouse @oxenter @oxleave @oxtport @pay @prefix @queuemax @reject @rfail @runout @saystring @sex @signature @speechmod @startup @success @tfail @tofail @tport @ufail @use & COMP() COMP() FUNCTION: comp(<string1>, <string2>) Comp compares two strings. It returns 0 if they are the same, 1 if string2 is less than/precedes alphabetically string1, and -1 otherwise. Related Topics: & COMSYS COMSYS This is the help for the MUX comsystem. Note that the channel names and aliases are case-sensitive. Many games are configured to have a new player automatically join the 'Public' channel, and a Guest join the 'Guest' channel. If you are a wizard, see 'wizhelp config' for the parameters relating to this. A comsys allows the various players to communicate with each other. A comsys can consist of one Public channel for all players, or various channels set aside for various groups within the game, thus allowing each group to communicate with the other members of that group. Two of the most accepted reasons for using a comsys are to allow players to interact with members of their group, and to provide a venue for OOC chatting. Related Topics: comsys commands, comsys examples & COMSYS COMMANDS COMSYS COMMANDS AND FUNCTIONS These are the topics for the MUX comsystem: User Commands: @clist, addcom, alias, allcom, comlist, comtitle, clearcom, delcom Administrative Commands: @cboot, @ccharge, @cchown, @ccreate, @cdestroy, @cemit, @clist, @coflags, @cpflags, @cset, @cwho Functions: channels(), comalias(), comtitle(), cwho() General Information: channel object, comsys examples & COMSYS EXAMPLES COMSYS EXAMPLES Examples: > addcom public=Public Channel Public added with alias public. > pub off [Public] Foobar has left this channel. > pub on You have joined channel Public. [Public] Foobar has joined this channel. > pub who -- Players -- Foobar(#23PWc) Wizard(#1PWc) -- Objects -- -- Public -- > pub Hello world! [Public] Foobar says, "Hello world!" > pub last 10 -- Begin Comsys Recall -- [Public] Foobar has joined this channel. [Public] Foobar has left this channel. [Public] Foobar has joined this channel. [Public] Foobar says, "Hello world!" -- End Comsys Recall -- Related Topics: comsys commands & COMTITLE COMTITLE COMMAND: comtitle <alias>=<title> comtitle[/<option>] <alias> This command allows you to prefix your name on a channel with a title. The second form contains a switch that allow you to turn on or off the ability to see comtitles. <option> can be on of the following: on - comtitles are shown to you. off - poses are shown to you without their comtitles. Anonymous channels (@cset/anon) do not allow their comtitles to be turned off. Examples: > comtitle pub=The Great and Powerful Title set to 'The Great and Powerful' on channel Public. > pub :waves to everyone. [Public] The Great and Powerful Foobar waves to everyone. Related Topics: comlist, addcom, alias, delcom, @cset & COMTITLE() COMTITLE() FUNCTION: comtitle(<player>, <channel>) comtitle() returns the comtitle the player has set on the named channel. Non-wizards can only use it to return their own comtitles. Example: > say comtitle(me,Public) You say "The mighty Wizard" Related Topics: channels(), comalias(), cwho() & CON() CON() FUNCTION: con(<object>) Con returns the first object in the list of objects carried by thing. Just the first, and only the first. Related Topics: next(). & CONFIG() CONFIG() FUNCTION: config([<parameter name>]) Most server configuration options are exposed programmatically via this function. Given a <parameter name>, this function returns the value currently in force. If no args are given, the function returns a list of all options the player has permission to view. For boolean configuration options, config() does not return 'yes' or 'no'. It returns the boolean in the form compatible with BOOLEAN. Configuration options are determined in order by: - Server defaults, - Configuration file, and - @admin changes. Related Topics: BOOLEAN, CONFIG PARAMETERS in wizhelp & CONN() CONN() FUNCTION: conn(<player|port>) Returns the number of seconds that <player|port> has been connected. If <player|port> is not connected then -1 is returned. If <player|port> is numeric, it's taken as a port number (as shown in SESSION). Otherwise, it's treated as a player name. If the named player is connected more than once, the longest connect time is returned. Example: > WHO Player Name On For Idle Doing Wizard 00:04 1m Mortal 00:11 0s Evinar 00:12 6m Idle. :) 3 Players logged in. > say conn(wiz) You say "251" > say conn(e) You say "770" > say conn(frobozz) You say "-1" Related Topics: WHO, idle(), lwho(). & CONNECTED CONNECTED FLAG: CONNECTED(c) () 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. Related Topics: & CONNLAST() CONNLAST() FUNCTION: connlast(<player>) Returns the number of seconds that <player>'s last connection to the MUX was. Related Topics: conntotal(), connmax(), connnum(), connleft(), secs(), conn(). & CONNLEFT() CONNLEFT() FUNCTION: connleft(<player>) Returns the time stamp (number of seconds elapsed since midnight, January 1, 1970) that represents when the <player> last disconnected from the MUX. Related Topics: conntotal(), connmax(), connlast(), connnum(), secs(), conn(). & CONNMAX() CONNMAX() FUNCTION: connmax(<player>) Returns the longest connection time that <player> has been connected to the MUX -- perhaps even the current session. Related Topics: conntotal(), connlast(), connnum(), connleft(), secs(), conn(). & CONNNUM() CONNNUM() FUNCTION: connnum(<player>) Returns the number connections that <player> has had to the MUX including the current connection. Related Topics: conntotal(), connmax(), connlast(), connleft(), secs(), conn(). & CONNRECORD() CONNRECORD() FUNCTION: connrecord() Returns the record number of connections to the game since the database was created. & CONNTOTAL() CONNTOTAL() FUNCTION: conntotal(<player>) Returns the number of seconds that <player> has been connected to the MUX. This also includes the current connection time. Related Topics: connmax(), connlast(), connnum(), connleft(), secs(), conn(). & CONTROL CONTROL There are 6 rules to controlling objects: 1) You control anything you own. 2) Anything you own that has its INHERIT flag set controls anything you own (including you). 3) Anything you own that does not have its INHERIT flag set only controls other things that you own that do not have their INHERIT flag set and do not control you, unless YOU have your inherit flag set. 4) A wizard controls everything. 5) Anybody controls an unlinked exit, even if it is locked. 6) The object is in a part of a zone tree that you control. Builders should beware of 5, lest their exits be linked or stolen. Most of the commands for altering the database and many commands and functions that retrieve information only work on objects that you control. & CONTROLS() CONTROLS() FUNCTION: controls(<object>,<victim>) Returns 1 if <object> controls <victim>, 0 otherwise. Examples: > say controls(me,me) You say "1" > say controls(me,#1) You say "0" > say controls(#1,me) You say "1" Related Topics: CONTROL. & CONVSECS() CONVSECS() FUNCTION: convsecs(<seconds> [, <zonename>][, <precision>]) By default, this function converts an integer (representing a count of seconds from Jan 01 00:00:00 1970 UTC) to a local time string -- where local time is the time at the machine running the MUX. This conversion includes a timezone/daylight savings time conversion between UTC and the local time zone. If a second argument is given, it is the <zonename>: local - indicates that a conversion for timezone/DST of the 'local' server time should be applied (the default). utc - indicates that no timezone/DST conversions should be applied. When used this way, there is a unique one-to-one relationship between an integer and it's corresponding text-string which may be useful for handling other timezones and fictional settings. <precision> determines the number of fractional seconds shown. By default, no fractional seconds are shown. Example: > say secs() You say "957558109" > say secs(local) You say "957532909" > say convsecs(957558109) You say "Fri May 05 13:21:49 2000" > say convsecs(957532909, utc) You say "Fri May 05 13:21:49 2000" Related Topics: convtime(), secs(), time(). & CONVTIME() CONVTIME() FUNCTION: convtime(<time string> [, <zonename>][, <precision>]) By default, this function converts a time string (of format [Ddd] Mmm DD HH:MM:SS YYYY) into an integer which represents a count of seconds since Jan 01 00:00:00 1970 UTC not including leap secs. Where Ddd, if given, is the day of the week. Mmm is the month name, DD is the day of the month, HH is the hour in 24-hour time, MM is the minutes, SS is the seconds, and YYYY is the year. Keep in mind that the year may not be exactly four characters and it can also be negative. This server provides a proleptic Gregorian calendar with a range of supported years between 27257 BC and 30826 AD. Year 0 is 1 BC, -1 is 2 BC, ..., so 27257 BC should be given as -27256. This follows the astronomical conventions. Note: The time string can also be freeform and this function will attempt to parse. If a second argument is given, it is the <zonename>: local - indicates that a conversion for timezone/DST of the 'local' server time should be applied (the default). utc - indicates that no timezone/DST conversions should be applied. When used this way, there is a unique one-to-one relationship between an integer and it's corresponding text-string which may be useful for handling other timezones and fictional settings. <precision> determines the number of fractional seconds shown. By default, no fractional seconds are shown. Examples: > say time() You say "Wed Jun 24 10:22:54 1992" > say convtime(Wed Jun 24 10:22:54 1992) You say "709406574" > say convtime(Wed Jun 24 10:22:54 1992, utc) You say "709381374" > say convtime(June 24th 1992 10:22:54.0001am Z) You say "709381374" > say convtime(Wed 24 Jun 1992 10:22:54 -0700) You say "709406574" > say convtime(2001-01-01T100000Q) You say "978357600" > say convtime(-1605-120T123456M) You say "-112805738704" > say convtime(23456W12-1T123456T) You say "678039276896" Related Topics: convsecs(), secs(), time(). & COR() COR() FUNCTION: cor(<boolean1>[,<booleanN>]...) Takes one or more BOOLEAN-Z values, and returns 1 (TRUE) if at least one argument is TRUE. cor() evaluates its arguments from left to right until either all arguments evaluate to FALSE or one of the arguments evaluates to TRUE. This is unlike or() in that some arguments may not be evaluated. Related Topics: BOOLEAN VALUES, cand(), corbool(), not(), or(), t(). & CORBOOL() CORBOOL() FUNCTION: corbool(<boolean1>[,<booleanN>]...) Takes one or more BOOLEAN values, and returns 1 (TRUE) if at least one argument is TRUE. corbool() evaluates its arguments from left to right until either all arguments evaluate to FALSE or one of the arguments evaluates to TRUE. This is unlike orbool() in that some arguments may not be evaluated. Related Topics: BOOLEAN VALUES, candbool(), cor(), not(), orbool(), t(). & COS() COS() FUNCTION: cos(<number>[, <units>]) Returns the cosine of <number> where <number> is expressed in <units>. <units> may be 'radians', 'degrees', or 'gradians' or just the first letter of any of these. By default, <units> is radians. In a circle, there are 2*pi() radians, 360 degrees, and 400 gradians. Examples: > say cos(0) You say "1" > say cos(fdiv(pi(),2)) You say "0" > say cos(fdiv(pi(),4)) You say "0.707107" > say cos(fdiv(pi(),6)) You say "0.866025" Related Topics: acos(), asin(), atan(), pi(), sin(), tan(). & COSTS COSTS Certain commands cost money to use, they will fail if you don't have enough. Use the @list costs command to find out what these commands are and how much they cost. Related Topics: @list. & CRC32() CRC32() FUNCTION: crc32(<string1>, ..., <stringN>) Returns the Cyclic Redundancy Check of the strings or sequences of strings as a positive number. The answer for the same sequence of strings is always the same. The usefulness of this number is broad, but could provide a unique fingerprint, checksum pattern, or high-quality hash function. Example: > think crc32(MUX) 629126998 & CREATE() CREATE() FUNCTION: create(<object>, <cost>[, <type>]) Works the same as @create <object>, but returns the database number of the object created. <cost> is the cost of making the object. <type> is an optional parameter, 'r' for rooms, 't' for things, and 'e' for exits. If no <type> is specified, then a thing will be created by default. This is a side effect function, and should only be used when necessary. Related Topics: & CREDITS Topic: CREDITS TinyMUX 2.3 is based on TinyMUX 2.2. It is currently maintained by Stephen Dennis (AKA Brazil). There is a more complete list of credits in the README files for the server itself. See http://www.tinymux.com for an on-line version of these README files. & CTIME() CTIME() FUNCTION: ctime(<object>) Returns <object>'s creation time as a time() string. Example: > think ctime(me) Mon Oct 08 18:33:03 2001 Related Topics: @create, @dig, @open, @pcreate, time(). & CTU() CTU() Function: ctu(<number>, <units-from>, <units-to>) The ctu() function will convert <number> that was originally in the units of <units-from> into the units of <units-to>. The units available are (r)adians, (g)radians, and (d)egrees. 180 degrees = PI (3.141592653589793) radians = 200 gradians. Examples: > say ctu(180,d,g) You say, "200" > say ctu(180,d,r) You say, "3.141592653589793" Related Topics: sin(), cos(), tan(), asin(), acos(), atan(), pi() & CWHO() CWHO() FUNCTION: cwho(<channel> [, <select>]) Returns a list of dbrefs from that channel. Use of this function is limited to wizards and channel owners. If not given, <select> defaults to 'on', but if given, may be any of the following: on - all objects and connected players who are 'on' the channel. off - all objects and connected players who are 'off' the channel. all - all objects and players associated with the channel. Example: > say cwho(Public) You say "#13 #11" Related Topics: alias, channels(), comalias(), comtitle(). & DARK DARK FLAG: DARK(D) () 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. Related Topics: & DEAD DEAD This flag does not alter any behavior of the server itself. However, it may be useful for softcode. This flag is only available if realms is enabled. Related Topics: & DEC() DEC() FUNCTION: dec(<number>) Returns <number> minus 1. Faster and more efficient than sub(<number>,1). Decimal places will be truncated. Related Topics: sub(), add(), inc(). & DECRYPT() DECRYPT() FUNCTION: decrypt(<text>,<key>) Decrypts <text> using <key>. <key> should be the same one used to encrypt the text, and is case sensitive. Related Topics: encrypt(). & DEFAULT() DEFAULT() FUNCTION: default(<obj>/<attr>,<default case>) This function returns the value of <obj>/<attr>, as if retrieved via the get() function, if the attribute exists and is readable by you. Otherwise, it evaluates the default case, and returns that. Note that the default case is only evaluated if the attribute does not exist or cannot be read. This is useful for code that needs to return the value of an attribute, or an error message or default case, if that attribute does not exist. Examples: > &TEST me=apple orange banana > say default(me/Test, No fruits!) You say "apple orange banana" > &TEST ME > say default(me/Test, No fruits!) You say "No fruits!" Related Topics: get(), get_eval(), u(), edefault(), udefault(). & DELCOM DELCOM COMMAND: delcom <alias> Deletes <alias> from your list of channel aliases. If the <alias> was the only alias for the channel, then the channel has now been effectively removed. In order to use that channel again, you will need to re-add the channel with the 'addcom' command. If you only wish to have the channel quiet for a time, then a better command is '<alias> off'. Example: >delcom pub Channel Public deleted. Related Topics: addcom, alias, comlist, clearcom. & DELETE() DELETE() FUNCTION: delete(<string>,<first>,<len>) Returns <string>, but with <len> characters starting after the character at position <first> removed. In other words, this function copies <first> characters, skips <len> characters, and then copies the remainder of the string. Example: > say delete(abcdefgh, 3, 2) You say "abcfgh" > say delete(Would you like coffee or perhaps tea?, 15, 18) You say "Would you like tea?" Related Topics: & DESTROY_OK DESTROY_OK FLAG: DESTROY_OK(d) () When set on an object, it allows any player to destroy it as long as the object is not locked against them. This is good for things like notes, whereby the recipient can destroy the note after reading it, instead of having to look for you to destroy it. The DESTROY_OK flag overrides the SAFE flag, so that you do not need to give the /override switch to @destroy to destroy a thing that is both DESTROY_OK and SAFE. When it is set on any object or the owner of that object, that object is destroyed immediately, without delay. Related Topics: @destroy, SAFE. & DIE() DIE() FUNCTION: die(<number of times to roll die>, <number of sides on die>) This function simulates rolling dice. It "rolls" a die with a given number of sides, a certain number of times, and sums the results. For example, DIE(2, 6) would roll "2d6" - two six-sided dice, generating a result in the range 2-12. Related Topics: lrand(), pickrand(), rand(), shuffle() & DIGITTIME() DIGITTIME() FUNCTION: digittime(<seconds>) This function converts a number of <seconds> to a digital time string and prepends the number of days if the time is greater than 23:59. Example: > say digittime(2345) You say "00:39" > say digittime(123456) You say "1d 10:18" Related Topics: writetime(), singletime(), exptime(), secs(), time(). & DIST2D() DIST2D() FUNCTION: dist2d(x1, y1, x2, y2) Returns the distance between the Cartesian points in two dimensions (x1,y1) and (x2,y2). Example: > say dist2d(0,0,3,4) You say "5" Related Topics: dist3d() & DIST3D() DIST3D() FUNCTION: dist3d(x1, y1, z1, x2, y2, z2) Returns the distance between the Cartesian points in three dimensions (x1,y1,z1) and (x2,y2,z2). Example: > say dist3d(0,0,0,10,15,20) You say "27" Related Topics: dist2d() & DIV() DIV() FUNCTION: div(<number1>,<number2>) div() is an alias for idiv(). Related Topics: idiv(). & DOING() DOING() FUNCTION: doing(<player|port>) Returns the @doing entry for the requested <player|port>. If <player|port> is numeric, it's taken as a port number (as shown in SESSION). Otherwise, it's treated as a player name. If the named player is connected more than once, the @doing from the first connection is returned. Related Topics: poll() & DROP DROP COMMAND: drop[/<switch>] <object> drop[/<switch>] <exit> The first form removes <object> from your inventory and puts it in your location, except for the following special cases: Dropping a STICKY thing sends it home, and dropping a thing in a room with a drop-to sends the thing to the drop-to location. The second form removes <exit> from your list of exits and adds it to the list of exits for the current location. Anyone in the same location as you may then use the exit to travel to the exit's destination. You can only drop exits when you own the location where you are dropping them. The following switch is recognized: /quiet - Don't perform the @odrop/@adrop attributes on the dropped object. This switch only works if you control the object. 'throw' is the same as 'drop'. Related Topics: get, @adrop, @drop, @odrop, DROP-TO, STICKY. & DROP-TOS DROP-TOS When the @link command is used on a room, it sets a drop-to location. Any object dropped in the room (if it isn't STICKY) will go to that location. If the room is STICKY, the drop-to will be delayed until the last person in the room has left. Related Topics: @link, STICKY. & DUMPING() DUMPING() FUNCTION: dumping() Return a boolean indicator of whether a forked @dump is currently in progress. Example: > think dumping() 0 Related Topics: @dump & E() E() FUNCTION: e() Returns the value of the numeric constant e to nine decimal places. Example: > say e() You say "2.718281828" Related Topics: exp(), ln(), log(), power(). & EDEFAULT() EDEFAULT() FUNCTION: edefault(<obj>/<attr>,<default case>) This function returns the evaluated value of <obj>/<attr>, as if retrieved via the get_eval() function, if the attribute exists and is readable by you. Otherwise, it evaluates the default case, and returns that. The default case is only evaluated if the attribute does not exist or cannot be read. Example: > &TEST me=You have lost [rand(10)] marbles. > say edefault(me/Test,You have no marbles.) You say "You have lost 6 marbles." > &TEST me > say edefault(me/Test,You have no marbles.) You say "You have no marbles." Related Topics: get(), get_eval(), u(), default(), udefault(). & EDIT() EDIT() FUNCTION: edit(<string>,<from>,<to>) This function edits <string>, replacing all occurrences of the substring <from> with the string <to>. If <from> is '$', then <to> is appended to <string>, while if <from> is '^', then it is prepended. Examples: > say edit(This is a test,is,x) You say "Thx x a test" > say edit(Atlantic,^,Trans) You say "TransAtlantic" Related Topics: @edit. & ELEMENTS() ELEMENTS() FUNCTION: elements(<list of words>,<list of numbers>[,<idelim>[,<odelim>]]) This function returns the words in <list of words> that are in the positions specified by <list of numbers>. <list of numbers> is always delimited by spaces. <idelim> is the delimiter for <list of words>, and the output is delimited by <odelim> Examples: > say elements(Foo Ack Beep Moo Zot,2 4) You say "Ack Moo" > say elements(Foof|Ack|Beep|Moo,3 1,|) You say "Beep|Foof" Related Topics: & ELOCK() ELOCK() FUNCTION: elock(<object>[/<whichlock>],<victim>) Checks if <victim> would pass the named lock on <object>. Only the object's owner may test locks other than the default lock. Related Topics: & EMIT() EMIT() FUNCTION: emit(<message>) A side effect function that has the same effect as @emit <message>. Related Topics: @emit & EMPTY() EMPTY() FUNCTION: empty([<object>]) This function completely empties the stack for the calling object. If <object> is specified, and you control it, it empties the stack for <object>. Related Topics: lstack(), items(), peek(), pop(), push(), OBJECT STACK. & ENACTOR ENACTOR The enactor is the object that caused an action list to be performed. So, the enactor of the Ahear action list is the player or object who said/emoted/etc the message that matched the Listen attribute, the enactor of the Apay attribute is the player who gave the object money, etc. The enactor of an attribute that is run by a @trigger command is the object that ran the @trigger command. The following substitutions can be performed in an action list to return information about the enactor: %# or [v(#)] - Database number of the enactor %N/%n or [v(N)]/[v(n)] - Name of the enactor. %O/%o ... - Objective pronoun for the enactor (him her it them) %P/%p ... - Possessive pronoun (his her its their) %S/%s ... - Subjective pronoun (he she it they) %A/%a ... - Absolute possessive pronoun (his hers its theirs) Related Topics: SUBSTITUTION. & ENCRYPT() ENCRYPT() FUNCTION: encrypt(<text>,<key>) Encrypts <text> using <key>. The text can only be unlocked with <key>, and <key> is case-sensitive. Related Topics: decrypt(). & ENTER ENTER COMMAND: enter[/<switch>] <object> The enter command is used to enter an object. Insides of objects are best used for vehicles, or storage spaces when you don't have a home (or even as a floating home). In order to enter an object you must either own it or it must have its ENTER_OK flag set, and you must also pass the object's EnterLock (if it has one). The following switch is recognized: /quiet - Don't perform the @oenter/@aenter or @oefail/@aefail attributes on the entered object, and don't perform the @oxleave attribute on your current location. This switch only works if you control the object being entered. Related Topics: leave, @aefail, @aenter, @efail, @enter, @idesc, @lock, @oefail, @oenter, @oxleave, ENTER_OK. & ENTER_OK ENTER_OK FLAG: ENTER_OK(e) () If an object or person is ENTER_OK, other players may enter the object or person by using 'enter <object/person>. Players must also have the ENTER_OK set if they wish to be able to receive things given to them by other players via the 'give <player> = <object>'. Related Topics: & ENTRANCES() ENTRANCES() FUNCTION: entrances([<loc>[,<type>[,<low>[,<high>]]]]) Returns a space-separated list of links from elsewhere to <loc>. The results may include exits and drop-to's leading to <loc> as well as players and objects whose home is <loc>. Unlike @entrances, entrances() does not report parent/child relationships. Use children() to obtain this information. <type> can be used to restrict the type of entrances returned: E (exit), T (thing), R (room), P (player). There is a search cost to this function. <low> and <high> can be used to indicate where to start and stop the search, respectively. You may only use this command on locations that you control, or else the results will be limited to items you can examine. Defaults: <loc> - your current room. <type> - A (all). <low> - beginning of database. <high> - end of database. Examples: > say entrances() <- all links to here > say entrances(object) <- all links to object > say entrances(here,tp) <- everything that lives here > say entrances(me,a,1000) <- all links to me from #1000 and above. Related Topics: @entrances, @link, link(), children(), lexits(). & EQ() EQ() FUNCTION: eq(<integer1>,<integer2>) Takes two integers, and returns a BOOLEAN (1 if they are equal and 0 if they are not). Warning: passing anything but integers will produce unexpected results, as non-numeric strings usually are treated as numeric 0. Example: > say eq(1,-1) You say "0" > say eq(5,5) You say "1" > say eq(foo, bar) You say "1" Related Topics: BOOLEAN VALUES, lt(), lte(), gte(), gt(), neq(). & ERROR() ERROR() FUNCTION: error(<string>) This function is useful in softcoded commands, especially @addcommand'ed ones. If the global_error_obj config parameter is not set, this will return the default error message. If it is, it passes <string> as if the player had typed it and gotten a bad command. Example: > say error() You say "Huh? (Type 'help' for help.)" > say error(@pmit) You typed '@pmit'. Related Topics: & ESCAPE() ESCAPE() FUNCTION: escape(<string>) Returns <string> after adding an escape character (\) at the start of the string and also before each of the characters %;[]{}\ that appear in the string. This prevents strings entered by players from causing undesired side effects when used, such as making your object perform unintended commands or give out information to which you have access. Note that this function is only needed when the resulting string is to be passed through the @force command or be used as an attribute for an object (like the success message for a mail message object). This function has the advantage over the secure() function in that the string the user sees after evaluating it is the same as the original string. Example: > @va me=Sneak a peek at Wiz's desc... [get(#1/desc)] > say escape(%va) You say, "\Sneak a peek at Wiz's desc... \[get(#1/desc)\] Note: 'say escape(Sneak a peek at Wiz's desc... [get(#1/desc)])' does not produce the expected result because the argument is evaluated BEFORE being processed by escape(), therefore the [get()] call has already been performed. Related Topics: secure(). & EVAL() EVAL() FUNCTION: eval(<object>,<attribute>) eval(<string>) The first form of the eval function works exactly like the get_eval function, but takes the object and attribute in two separate arguments instead of an obj/attr pair. It is mainly used for compatibility with PennMUSH 1.50. The second form simply evaluates <string>. This is normally done when a function is called, however, it is useful in evaluating %q and %v substitutions. Related Topics: get_eval(), get(), xget(). & EXAMINE EXAMINE COMMAND: examine[/<switches>] <object>[/<wild-attrib>] Displays all available information about <object>. <object> may be an object, 'me', or 'here'. You must control the object to examine it, or it must be set VISUAL. If you do not own the object, you will just see the name of the object's owner, and optionally any public attributes and attributes owned by you set on the object. If an attribute is owned by a player other than the owner of the object, the number of the attribute owner is shown in parentheses immediately following the attribute name. Flag letters may appear in parentheses also, to indicate the status of the attribute. A list of this flag letters is given in the references. { 'help examine2' for more } & EXAMINE2 EXAMINE2 If you specify a wildcarded attribute name, then only those attributes that match are shown. So, 'exam me/v?' will show all your attributes that start with v and are two characters long. The following switches are available: /brief - Shows everything except attributes. /full - When examining an object you don't control, show any public attributes set on the object in addition to the owner's name. /parent - Includes attributes that are not present on the object itself but which are inherited from the object's parent. Related Topics: look, @decompile, VISUAL, ATTRIBUTE FLAGS, ATTRIBUTE OWNERSHIP. & EXIT() EXIT() FUNCTION: exit(<object>) Exit returns the first exit on the list of exits in the object. Dark exits are not listed, unless you own the object. Unlike LEXITS(), this function does not provide information about exits in parent objects. Related Topics: con(), lcon(), lexits(), next(). & EXITS EXITS An exit links one location to another location, providing a way to travel on the MUX. Although normally used to link rooms together, exits can be made to and from players and objects. You may pick up exits that you own, and drop exits into locations that you own. When you pick up or drop an exit, anyone in the exit's new location may use the exit and travel to its destination. Exits may also be @teleported from one room to another. If an exit is set DARK it will not show up in the list of obvious exits in a room. If multiple exits match in name, MUX chooses between them randomly. Another way of creating 'variable' exits is to use the @exitto attribute. Related Topics: @exitto, @link, @open. & EXP() EXP() FUNCTION: exp(<power>) Returns the result of raising the numeric constant e to <power>. <power> may be a floating point number, and a floating point result is returned. Examples: > say exp(0) You say "1" > say exp(1) You say "2.718282" > say exp(2) You say "7.389056" Related Topics: e(), log(), ln(), power(). & EXPTIME() EXPTIME() FUNCTION: exptime(<seconds>) This function converts seconds to a number of time elements (hours, minutes, seconds) that is equivalent to the given number of <seconds>. This is very similar to the writetime() function, but the elements are given their short names instead of long names. Example: > say exptime(45) You say "45s" > say exptime(12345) You say "3h 25m 45s" > say exptime(123456) You say "1d 10h 17m 36s" Related Topics: writetime(), singletime(), digittime(), secs(), time(). & EXTRACT() EXTRACT() FUNCTION: extract(<string>, <first>, <length>[,<idelim>[,<odelim>]]) Extract returns a string of length words, starting with the first word. Unlike letters, the first word in a string is number 1, instead of 0. The input delimiter for <string> is <idelim>. The output list delimiter is <odelim>. <idelim> defaults to a space. Examples: > say extract(This is a really neat example, 4, 2) You say "really neat" > say extract(Another@funky@test@for@extract, 3, 3, @) You say "test@for@extract" Related Topics: index(), insert(), ldelete(), replace(). & FAE FAE The FAE flag is used to denote an object which is visible to others with a regular description but sees FAEDESC's and those set CHIMERA. Most commonly used for Changelings and those who have been Enchanted by one. & FAILURE FAILURE You fail to use a player or a thing when you cannot take it (because it's lock fails). You fail to use an exit when you cannot go through it (because it is unlinked or locked). You fail to use a room when you fail to look around (because it's locked). Related Topics: get, look, @afail, @fail, @lock, @ofail, STRINGS. & FCOUNT() FCOUNT() FUNCTION: fcount() This function returns the current state of the function invocation counter. Softcode can use this result to guage its distance from the configured function invocation limit. Related Topics: fdepth(), function_invocation_limit in wizhelp & FDEPTH() FDEPTH() FUNCTION: fdepth() This function returns the current state of the function recursion counter. Softcode can use this result to guage its distance from the configured function recursion limit. Related Topics: fcount(), function_recursion_limit in wizhelp & FDIV() FDIV() FUNCTION: fdiv(<number1>,<number2>) Returns the floating point quotient from dividing <number1> by <number2>. <number> may be a floating point number, and a floating point result is returned. Examples: > say fdiv(15,3) You say "5" > say fdiv(16,3) You say "5.333333" > say fdiv(17,3) You say "5.666667" > say fdiv(18,3) You say "6" > say fdiv(-17,3) You say "-5.666667" > say fdiv(10,3.5) You say "2.857143" Related Topics: add(), mod(), mul(), round(), sub(), trunc(). & FILTER() FILTER() FUNCTION: filter([<obj>/]<attr>, <list>[, <in delim>[, <out delim>]]) This function evaluates the contents of <attr> for each element of <list>, passing it in as %0. A <out delim>-separated list is returned of those elements for which the evaluation returns the value 1. <in delim> may be used to specify an input delimiter other than space. Examples: > &IS_ODD object=mod(%0,2) > say filter(object/is_odd,1 2 3 4 5) You say "1 3 5" Related Topics: u(), map(), fold() & FILTERBOOL() FILTERBOOL() FUNCTION: filterbool([<obj>/]<attr>, <list>[, <in delim>[, <out delim>]]) This function evaluates the contents of <attr> for each element of <list>, passing it in as %0. A <out delim>-separated list is returned of those elements for which the evaluation returns a boolean-true value. <in delim> may be used to specify an input delimiter other than space. Examples: > &IS_ODD object=mod(%0,2) > say filterbool(object/is_odd,1 2 3 4 5) You say "1 3 5" Related Topics: u(), map(), fold() & FINDABLE() FINDABLE() FUNCTION: findable(<object>,<victim>) Returns 1 if <object> can locate <victim>, or 0 otherwise. This checks wizard status of <object>, UNFINDABLE status of <victim>, and other related factors. If <object> would not be able to see <victim> were they in the same location a 0 will be returned. Related Topics: & FIRST() FIRST() FUNCTION: first(<string>[, <delim>]) Returns the first word of a string, that is, everything to the left of the first space in the string, or the entire string if there are no spaces in the string. <delim> may be used to specify a word delimiter other than a space. Example: > say first(This is a test) You say "This" > say first(Would you like coffee, or perhaps tea) You say "Would" > say first(List&with&nonstandard&delimiters,&) You say "List" Related Topics: rest(). & FIXED FIXED FLAG: FIXED(f) () No object may teleport or go home when this flag is set. This flag may only be set by a wizard. If set on a player, neither they nor any of their objects may teleport or go home. Related Topics: & FLAG LIST FLAG LIST Flag Title Flag Title Flag Title Flag Title ------------------------------------------------------------------------- A - ABODE | B - BLIND | C - CHOWN_OK | D - DARK E - EXIT(*) | F - FLOATING | G - GOING | H - HAVEN I - INHERIT | J - JUMP_OK | K - KEY | L - LINK_OK M - MONITOR | N - NOSPOOF | O - OPAQUE | P - PLAYER(*) Q - QUIET | R - ROOM(*) | S - STICKY | T - TRACE U - UNFINDABLE | V - VISUAL | W - WIZARD | X - ANSI Y - PARENT_OK | Z - ROYALTY | a - AUDIBLE | b - AUDITORIUM c - CONNECTED | d - DESTROY_OK | e - ENTER_OK | f - FIXED g - UNINSPECTED| h - HALTED | i - IMMORTAL | j - GAGGED k - KEEPALIVE | l - LIGHT | m - MYOPIC | n - NO_COMMAND p - PUPPET | q - TERSE | r - ROBOT | s - SAFE t - TRANSPARENT| u - SUSPECT | v - VERBOSE | w - STAFF x - SLAVE | $ - SITEMON | z - CONTROL_OK | ? - HEAD - - NOBLEED | | - VACATION | ~ - NOACCENTS | ------------------------------------------------------------------------ (*) Note that these 'flags' are really types. Also notice that THING is not in the list. That is, andflag(me,P) and hastype(me,PLAYER) work, but hasflag(me,THING) does not. { 'help flag list2' for more } & FLAG LIST2 FLAG LIST2 Flag Title Flag Title Flag Title Flag Title ------------------------------------------------------------------------ Without Realms Patch Flags: 0 - MARKER0 | 1 - MARKER1 | 2 - MARKER2 | 3 - MARKER3 4 - MARKER4 | 5 - MARKER5 | 6 - MARKER6 | 7 - MARKER7 8 - MARKER8 | 9 - MARKER9 | ------------------------------------------------------------------------ Realms Patch Flags: 0 - FAE | 1 - CHIMERA | 2 - PEERING | 3 - UMBRA 4 - SHROUD | 5 - MATRIX | 6 - OBF | 7 - HSS 8 - MEDIUM | 9 - DEAD | ------------------------------------------------------------------------ For information on a particular flag, type 'help <flagname>'. Some flags may be disabled at your particular MUX. Related Topics: andflags(), hasflag(), hastype(), orflags(). & FLAGS FLAGS Everything in the universe of this MUX (Rooms, Exits, Things, Players, etc) are represented in the same way at the program level. A room merely has the room flag set and a player has the player flag set. In addition, flags also give objects abilities or qualities. For instance, a wizard has the wizard flag set. That is what lets the program know he may use wizard abilities. An object or room may have the dark flag set. In the case of an object, this makes the object invisible to normal eye-sight. In the case of a room, the room becomes too dark to see other objects or players. To get a list of the flags that are available, type '@list flags' or 'help flag list'. For more specific information on a particular flag, request help on the flag's name, as in 'help ENTER_OK'. & FLAGS() FLAGS() FUNCTION: flags(<object>) flags(<object>/<attr>) Flags() returns a string of letters as a single word. Each letter in this word represents a flag associated with <object> or with the <attr> on <object>. Some flags are not revealed due to visibility and permissions. Related Topics: andflags(), orflags() & FLOATING FLOATING FLAG: FLOATING(F) () If a room is set floating, you will not be notified every 10 minutes or so that you have a disconnected room. Related Topics: & FLOOR() FLOOR() FUNCTION: floor(<number>) Returns the largest integer less than or equal to <number>. <number> may be a floating point number, and an integer result is returned. Examples: > say floor(5) You say "5" > say floor(5.2) You say "5" > say floor(5.8) You say "5" > say floor(-5) You say "-5" > say floor(-5.2) You say "-6" Related Topics: ceil(), fdiv(), mod(), round(), trunc(). & FLOORDIV() FLOORDIV() FUNCTION: floordiv(<number1>,<number2>) Returns the integer quotient from dividing <number1> by <number2>. However, integer division for the case where either <integer1> or <integer2> is negative is defined in a specific way -- by choosing the largest integer that is less than or equal to the algebraic quotient. If <integer1> and <integer2> are the same sign, then idiv() and floordiv() are equivalent. For example, division of -9 by 5 would give -2 by this definition instead of -1. idiv() would return -1. floordiv() would return -2. The floordiv() function goes with the mod() function. floordiv(x,y)*y + mod(x,y) ==> x Examples: > say floordiv(15,3) You say "5" > say floordiv(16,3) You say "5" > say floordiv(17,3) You say "5" > say floordiv(18,3) You say "6" > say floordiv(-17,3) You say "-6" Related Topics: fdiv(), iadd(), idiv(), imul(), isub(), mod(), remainder(). & FOLD() FOLD() FUNCTION: fold([<obj>/]<attr>, <list>[, <base-case>[, <delim>]) This function iteratively processes a list through a function, feeding the result of one step into the next step as %0, passing in the next element from the list as %1. If a base case is provided, it is used as the initial %0. If not, the first list element is passed as %0 and the second is passed as %1, and subsequent iterations proceed normally. <delimiter> may be used to specify a delimiter other than space, but you must specify a base case in order to specify the delimiter. Examples: > &REP_NUM object=[%0][repeat(%1,%1)] > say fold(object/rep_num,1 2 3 4 5,->) You say "->122333444455555" > &ADD_NUMS object=add(%0,%1) > say fold(object/add_nums,1 2 3 4 5) You say "15" Related Topics: u(), iter(), map(), filter() & FOREACH() FOREACH() FUNCTION: foreach([<object>/]<attribute>,<string>[,<begin>, <end>]) Maps a function onto a string. Each character in <string> has the user-defined function of the first argument performed on it; the character is passed to the function as %0. The results are concatenated. If <begin> and <end> are specified, only the characters between <begin> and <end> are parsed, other characters are concatenated as they are. This allows a rudimentary form of tokens and speeds up the evaluation greatly if tokenizing is your purpose. Examples: > &add_one me=[add(%0,1)] > say [foreach(add_one, 54321)] You say, "65432" > &add_one me=[add(%0,1)] > say [foreach(add_one, This adds #0# to numbers in this string,#,#)] You say, "This adds 1 to numbers in this string." Related Topics: & FULLNAME() FULLNAME() FUNCTION: fullname(<dbref>) This function returns the full name of the indicated object. This is the same as name() in all cases except when <dbref> is an exit, then all the aliases are returned as well. Related Topics: name(). & FUNCTION CLASSES FUNCTION CLASSES Arithmetic: ABS ADD BAND BNAND BOR BXOR CEIL CRC32 DEC DIE FDIV FLOORDIV IABS IADD IDIV IMUL INC ISIGN ISUB MOD MUL PACK POWER RAND REMAINDER SHA1 SHL SHR SIGN SUB SQRT UNPACK Comsystem Information: CHANNELS COMALIAS COMTITLE CWHO Database Information: EXIT INZONE LOC LOCATE LROOMS MAIL MAILFROM NEARBY NEXT NUM RLOC ROOM SEARCH STATS VALID WHERE ZFUN ZONE ZWHO Floating Point Conversion: FLOOR ROUND TRUNC Game Information: CONFIG DUMPING MOTD MUDNAME POLL VERSION { 'help function classes2' for more } & FUNCTION CLASSES2 FUNCTION CLASSES (continued) Lists: CHOOSE COLUMNS EXTRACT ELEMENTS FOREACH FILTER FILTERBOOL FIRST FOLD ILEV INDEX INSERT ITEMIZE ITER LADD LAST LDELETE LIST LNUM LRAND MAP MATCH MATCHALL MEMBER MIX MUNGE PARSE PICKRAND REMOVE REST REVWORDS SETDIFF SETINTER SETUNION SHUFFLE SORT SORTBY SPLICE TABLE WORDS Logarithms: E EXP LOG LN Logical: AND ANDBOOL CAND CANDBOOL COR CORBOOL LAND LOR NOT OR ORBOOL T XOR Miscellaneous: @@ ANSI ART R BEEP ERROR ISDBREF ISINT ISNUM ISRAT ISWORD LIT NULL R SETQ SETR SUBEVAL TEXTFILE { 'help function classes3' for more } & FUNCTION CLASSES3 FUNCTION CLASSES (continued) Object Information: ANDFLAGS APOSS ATTRCNT BITTYPE CHILDREN CMDS CON CONTROLS CTIME DEFAULT EDEFAULT ELOCK ENTRANCES EVAL FLAGS FULLNAME GET GET_EVAL GREP GREPI HASATTR HASATTRP HASFLAG HASPOWER HASTYPE HOME LATTR LATTRCMDS LATTRP LCMDS LCON LEXITS LFLAGS LPARENT LOCALIZE LOCK MONEY MONIKER MTIME NAME OBJ OBJEVAL OBJMEM ORFLAGS OWNER PARENT PFIND PMATCH POSS POWERS S SUBJ TYPE U UDEFAULT ULOCAL V VISIBLE XGET Player Information: CONN CONNLAST CONNLEFT CONNMAX CONNNUM CONNRECORD CONNTOTAL DOING FINDABLE HASQUOTA HOST IDLE LWHO LPORTS PLAYMEM PORTS Relational: EQ GT GTE LT LTE MAX MIN NEQ Side-Effect Functions: CREATE EMIT LINK OEMIT PEMIT REMIT SET TEL Stack: EMPTY ITEMS LSTACK PEEK POP PUSH { 'help function classes4' for more } & FUNCTION CLASSES4 FUNCTION CLASSES (continued) Strings: ACCENT AFTER ALPHAMAX ALPHAMIN BEFORE CAPSTR CASE CAT CENTER CHR COMP DECRYPT DELETE EDIT ENCRYPT ESCAPE GRAB GRABLL IF IFELSE LCSTR LJUST LPOS MERGE MID ORD POS REGMATCH REGMATCHI REGRAB REGRABALL REGRABALLI REGRABI REPEAT REPLACE REVERSE RIGHT RJUST ROMAN SCRAMBLE SECURE SPACE SPELLNUM SQUISH STRCAT STRIP STRIPACCENTS STRIPANSI STRLEN STRMATCH STRMEM STRTRUNC SWITCH TRANSLATE TRIM UCSTR WORDPOS WRAP Time: CONVSECS CONVTIME DIGITTIME EXPTIME SECS SINGLETIME STARTSECS STARTTIME TIME TIMEFMT WRITETIME Trigonometric: ACOS ASIN ATAN COS CTU DIST2D DIST3D PI SIN TAN VADD VCROSS VDIM VDOT VMAG VMUL VSUB VUNIT WOD Realms (optional): CANSEE Reality Levels (optional): HASRXLEVEL HASTXLEVEL LISTRLEVELS RXLEVEL TXLEVEL & FUNCTION LIST FUNCTION LIST Help is available for the following functions: @@() ABS() ACCENT() ACOS() ADD() AFTER() ALPHAMAX() ALPHAMIN() AND() ANDBOOL() ANDFLAGS() ANSI() APOSS() ART() ASIN() ATAN() ATTRCNT() BAND() BEEP() BEFORE() BITTYPE() BNAND() BOR() BXOR() CAND() CANDBOOL() CANSEE() CAPSTR() CASE() CAT() CEIL() CENTER() CHANNELS() CHILDREN() CHOOSE() CHR() CMDS() COLUMNS() COMALIAS() COMP() COMTITLE() CON() CONFIG() CONN() CONNLAST() CONNLEFT() CONNMAX() CONNNUM() CONNRECORD()CONNTOTAL() CONTROLS() CONVSECS() CONVTIME() COR() CORBOOL() COS() CRC32() CREATE() CTIME() CTU() CWHO() DEC() DECRYPT() DEFAULT() DELETE() DIE() DIGITTIME() DIST2D() DIST3D() DOING() DUMPING() E() EDEFAULT() EDIT() ELEMENTS() ELOCK() EMIT() EMPTY() ENCRYPT() ENTRANCES() EQ() ERROR() ESCAPE() EVAL() EXIT() EXP() EXPTIME() EXTRACT() FCOUNT() FDEPTH() FDIV() FILTER() FILTERBOOL()FINDABLE() FIRST() FLAGS() FLOOR() FLOORDIV() FOLD() FOREACH() FULLNAME() GET() ("help function list2" for more) & FUNCTION LIST2 FUNCTION LIST (continued) GET_EVAL() GRAB() GRABALL() GREP() GREPI() GT() GTE() HASATTR() HASATTRP() HASFLAG() HASPOWER() HASQUOTA() HASRXLEVEL()HASTXLEVEL()HASTYPE() HOME() HOST() IABS() IADD() IDIV() IDLE() IF() IFELSE() ILEV() IMUL() INC() INDEX() INSERT() INZONE() ISDBREF() ISIGN() ISINT() ISNUM() ISRAT() ISUB() ISWORD() ITEMIZE() ITEMS() ITER() LADD() LAND() LAST() LATTR() LATTRCMDS() LATTRP() LCMDS() LCON() LCSTR() LDELETE() LEXITS() LFLAGS() LINK() LIST() LISTRLEVELS() LIT() LJUST() LN() LNUM() LOC() LOCALIZE() LOCATE() LOCK() LOG() LOR() LPARENT() LPORTS() LPOS() LRAND() LROOMS() LSTACK() LT() LTE() LWHO() MAIL() MAILFROM() MAP() MATCH() MATCHALL() MAX() MEMBER() MERGE() MID() MIN() MIX() MOD() MONEY() MONIKER() MOTD() MTIME() MUDNAME() MUL() MUNGE() NAME() NEARBY() NEQ() NEXT() NOT() NULL() NUM() OBJ() OBJEVAL() OBJMEM() OEMIT() OR() ORBOOL() ORD() ORFLAGS() OWNER() PACK() PARENT() PARSE() PEEK() PEMIT() PFIND() ("help function list3" for more) & FUNCTION LIST3 FUNCTION LIST (continued) PI() PICKRAND() PLAYMEM() PMATCH() POLL() POP() PORTS() POS() POSS() POWER() POWERS() PUSH() R() RAND() REGMATCH() REGMATCHI() REGRAB() REGRABALL() REGRABALLI()REGRABI() REMAINDER() REMIT() REMOVE() REPEAT() REPLACE() REST() REVERSE() REVWORDS() RIGHT() RJUST() RLOC() ROMAN() ROOM() ROUND() RXLEVEL() S() SCRAMBLE() SEARCH() SECS() SECURE() SET() SETDIFF() SETINTER() SETQ() SETR() SETUNION() SHA1() SHL() SHR() SHUFFLE() SIGN() SIN() SINGLETIME()SORT() SORTBY() SPACE() SPELLNUM() SPLICE() SQRT() SQUISH() STARTSECS() STARTTIME() STATS() STRCAT() STRIP() STRIPACCENTS() STRIPANSI() STRLEN() STRMATCH() STRMEM() STRTRUNC() SUB() SUBEVAL() SUBJ() SWITCH() T() TABLE() TAN() TEL() TEXTFILE() TIME() TIMEFMT() TRANSLATE() TRIM() TRUNC() TXLEVEL() TYPE() U() UCSTR() UDEFAULT() ULOCAL() UNPACK() V() VADD() VALID() VCROSS() VDIM() VDOT() VERSION() VISIBLE() VMAG() VMUL() VSUB() VUNIT() WHERE() WORDPOS() WORDS() WRAP() WRITETIME() XGET() XOR() ZFUN() ZONE() ZWHO() & FUNCTIONS FUNCTIONS Functions are specialized commands used to manipulate strings and other input. The format for a function is of this form: [fun-name(<input>)] Although usually the []'s indicate an input that is optional, in this case they are necessary and tell the MUX that this is a function, although nested functions (like [first(rest(This is a nice day))] returns 'is') do not require more than one pair of []'s. Nested brackets may be used when it is necessary to insert a function call in the middle of an argument, like [get(me/[get(me/vz)])], which returns the contents of the attribute named in the VZ attribute. For help on a particular function, type 'help <functionname>'. You may need to include the parentheses with the function name, ie. 'help <functionname>()'. Type 'help function list' or '@list functions' for a list of the available functions. 'help function classes' will show a list of the functions broken down into classes. Related Topics: @list functions, FUNCTION CLASSES, FUNCTION LIST. & GAGGED GAGGED FLAG: GAGGED(j) () When a player is set GAGGED, they cannot speak or pose under any circumstances. This flag has no meaning for objects, exits, or rooms. Related Topics: & GENDER GENDER A player's (virtual) gender is specified in the Sex attribute. This attribute controls how gender-specific pronoun substitutions are evaluated for the player. If the player's Sex attribute starts with an 'M' or an 'm' then the player is assumed to be male, 'F', 'f', 'W', and 'w' indicate female, and anything else indicates neuter. Related Topics: SUBSTITUTIONS. & GET GET COMMAND: get[/<switch>] <object> get[/<switch>] <exit> get[/<switch>] <object>'s <sub-object> The first form picks up <object> from your location and adds it to your inventory. It will fail if the object is locked against you, or if you are inside a player or object that you don't control and which isn't set ENTER_OK. The second form takes an exit from your location and adds it to you. Anyone inside you may then use the exit to travel to the exit's destination. You may take exits that you own, and exits owned by others in locations that you own. The third form takes <sub-object> from <object> and adds it to your inventory. <object> must be ENTER_OK and <sub-object> must not be locked against you for this to work. The lock on <object> is not checked. { 'help get2' for more } & GET() GET() FUNCTION: get(<object>/<attribute>) The get function fetches the specified attribute from the named object. It can be used to get attributes from objects you own, public and visual attributes of objects near you, and public and visual attributes other than the description of players wherever they may be. If the attribute is not present on <object>, its parent is searched for the attribute. Example: > read me > say get(me/desc) Related Topics: get_eval(), eval(), u(), v(), xget(). & GET2 GET (continued) The following switch is recognized: /quiet - Don't perform the @osucc/@asucc or @ofail/@afail attributes on the target object. This switch only works if you control the object. <object> and <sub-object> may be either players or things. 'take' is the same as 'get'. Related Topics: drop, @afail, @asucc, @fail, @ofail, @osucc, @succ, ENTER_OK, FAILURE, SUCCESS. & GET_EVAL() GET_EVAL() FUNCTION: get_eval(<object>/<attribute>) The get_eval function returns the specified attribute from the named object (just like the get function), except that function references and %-substitutions have already been performed. In function references, 'me' refers to the object being looked at, and %-substitutions that refer to the enactor (such as %n, %#, etc) refer to the object making the get_eval call. If the attribute is not present on <object>, its parent is searched for the attribute. Example: > @va test = This is a get_eval test on %n. The vb is [get(me/vb)] > @vb test = VB from test > @vb me = VB from me > say get(test/va) You say "This is a get_eval test on %n. The vb is [get(me/vb)]" > say get_eval(test/va) You say "This is a get_eval test on Foobar. The vb is VB from test" Related Topics: get(), eval(), u(), v(), xget(). & GIVE GIVE COMMAND: give <player>=<amount/object> Gives player the specified amount of money or <object>. You can't give someone money if their new total would be greater than 10000 (No reason to get greedy). You may also give players objects, but the other player must be set ENTER_OK to receive something you give. Related Topics: @apay, @cost, @opay, @pay, ENTER_OK. & GOALS GOALS There is no ultimate goal to this game, except to have fun. There are objects and places to build, puzzles to solve, scenery to visit, and people to meet. There are no winners or losers, only fellow players. Enjoy. & GOING GOING FLAG: GOING(G) () Used internally for the @destroy command, it is set on objects that are set to be destroyed. In the event that a player decides before the next @dbck to spare the object from destruction, they can accomplish this by reseting the object's GOING flag. Related Topics: @destroy, @dbck (in wizhelp). & GOTO GOTO COMMAND: goto[/<switch>] <direction> goto[/<switch>] home <direction> home Moves you in the specified direction, assuming that the direction is not locked against you. 'move home' is a special command that returns you to your home. The word 'move' may be omitted. The following switch is recognized: /quiet - Don't perform the @osucc/@asucc/@odrop/@adrop or @ofail/@afail attributes on the exit being used. This switch only works if you control the exit. 'move' is the same as 'goto'. Related Topics: enter, home, leave & GRAB() GRAB() FUNCTION: grab(<list>, <pattern>[, <delim>]) This function matches <pattern> against each word in <list>, returning the first word that matches. If no words match, then an empty string is returned. The match is not case-sensitive, and wildcard characters are permitted in <pattern>. <delim> may be used to specify a list delimiter other than a space. Examples: > say grab(This is a new test,?e*) You say "new" > say grab(Holodeck:#10~Airlock:#58~Dorm:#12~Brig:#83,Airlock:*,~) You say "Airlock:#58" Related Topics: graball(), LISTS, member(), match(), regrab(). & GRABALL() GRABALL() FUNCTION: graball(<list>, <pattern>[, <idelim>[, <odelim>]]) This function matches <pattern> against each word in <list>, returning the all words that match. If no words match, then an empty string is returned. The match is not case-sensitive, and wildcard characters are permitted in <pattern>. <idelim> may be used to specify the <list> delimiter other than a space. <odelim> is the output delimiter. Examples: > say graball(This is a test of a test,test) You say "test test" > say graball(This is testing a test,tes*) You say "testing test" Related Topics: grab(), LISTS, regrab(), regraball(). & GREP() GREP() FUNCTION: grep(<object>,<attrs>,<pattern>) This function returns a list of attributes on <object> containing <pattern>. <attrs> is a wildcard pattern for attribute names to search; if you want to search all attributes, use "*". Parsing _does_ occur before this function is invoked. Therefore, "special" characters will need to be escaped out. <pattern> is NOT wildcard matched. This function is case-sensitive. grepi() is a case-insensitive version. Related Topics: & GREPI() GREPI() FUNCTION: grepi(<object>,<attrs>,<pattern>) This function works exactly like grep, but is case-insensitive. Related Topics: grep() & GT() GT() FUNCTION: gt(<integer1>,<integer2>) Takes two integers, and returns a BOOLEAN (1 if and only if <integer1> is greater than <integer2>, and 0 otherwise). Warning: passing anything but integers will produce unexpected results, as non-numeric strings usually are treated as numeric 0. Example: > say gt(4,5) You say "0" > say gt(5,5) You say "0" > say gt(6,5) You say "1" > say gt(foo, bar) You say "0" Related Topics: BOOLEAN VALUES, lt(), lte(), gte(), eq(), neq(). & GTE() GTE() FUNCTION: gte(<integer1>,<integer2>) Takes two integers, and returns a BOOLEAN (1 if and only if <integer1> is greater than or equal to <integer2>, and 0 otherwise). Warning: passing anything but integers will produce unexpected results, as non-numeric strings usually are treated as numeric 0. Example: > say gte(4,5) You say "0" > say gte(5,5) You say "1" > say gte(6,5) You say "1" > say gte(foo, bar) You say "1" Related Topics: BOOLEAN VALUES, lt(), lte(), gt(), eq(), neq(). & HALTED HALTED FLAG: HALTED(h) () While this flag is set, the object cannot perform any MUX actions, listen, be triggered, etc. Related Topics: & HASATTR() HASATTR() FUNCTION: hasattr(<object>, <attribute name>) Returns 1 if the object has the named attribute, and 0 if it does not. If the object does not exist or the player does not have the ability to examine the object, #-1 will be returned. Hasattr() doesn't check for attributes inherited from parent objects. Use hasattrp() for that. Related Topics: & HASATTRP() HASATTRP() FUNCTION: hasattrp(<object>, <attribute name>) Returns 1 if the object or its parent has the named attribute, and 0 if it does not. If the object does not exist or the player does not have the ability to examine the object, #-1 will be returned. Use hasattr() to check for attributes without checking parents. Related Topics: & HASFLAG() HASFLAG() FUNCTION: hasflag(<object>[/<attribute>],<flag>) Returns true if object <object> has the flag named <flag> set on it. You may not be able to retrieve information for objects that you do not own. When an <attribute> is given, the following <flag> values can be used. const, no_command, dark, god, hidden, html, no_inherit, locked, no_parse, regexp, visual, and wizard. Example: > say hasflag(me, wizard) You say "0" > say hasflag(me, connect) You say "1" Related Topics: & HASPOWER() HASPOWER() FUNCTION: haspower(<object>,<power>) Returns true if object <object> has the power named <power> set on it. You may not be able to retrieve information for objects that you do not own. Example: > say haspower(me, announce) You say "0" > say hasflag(me, extended_who) You say "1" Related Topics: powers() & HASQUOTA() HASQUOTA() FUNCTION: hasquota(<object>, <quota>[, <type>]) Returns true if object <object> has enough quota to build anything requiring <quota> quota. If <type> is given, the function returns true if there is enough quota to build a <type> object requiring <quota> quota. Currently, MUX doesn't support typed quotas, but if it did, a type-specific query may return true while a generic query would return false. Example: > say hasquota(me, 100) You say "0" > say hasquota(me, 1) You say "1" Related Topics: @quota & HASRXLEVEL() HASRXLEVEL() FUNCTION: hasrxlevel(<target>,<level>) Returns 1 if <target> has the specified Rx Level. You must control <target>. If the level does not exist, or you do not control the target, it returns a '#-1'. NOTE: This function is not available unless reality levels was enabled at compile-time. Example: > say hasrxlevel(me,real) You say '1'. Related Topics: hastxlevel(), rxlevel(), txlevel(), listrlevels() & HASTXLEVEL() HASTXLEVEL() FUNCTION: hastxlevel(<target>,<level>) Returns 1 if <target> has the specified Tx Level. You must control <target>. If the level does not exist, or you do not control the target, it returns a '#-1'. NOTE: This function is not available unless reality levels was enabled at compile-time. Example: > say hastxlevel(me,real) You say '1'. Related Topics: hasrxlevel(), rxlevel(), txlevel(), listrlevels() & HASTYPE() HASTYPE() FUNCTION: hastype(<object>, <type>) Returns 1 if the object is of the named type, otherwise 0. Valid types are: ROOM, EXIT, PLAYER, THING. If an invalid type is given, #-1 is returned. Related Topics: & HAVEN HAVEN FLAG: HAVEN(H) () @set here=haven;@set me=haven. If a location is HAVEN, you cannot kill in that location. The HAVEN flag no longer blocks pages or @pemits, use @lock/page instead. Related Topics: @lock/page. & HEAD HEAD FLAG: HEAD(?) () This is another marker flag, for faction heads and the like. As with STAFF, no powers come with it, it is purely a marker. Related Topics: & HERE HERE The word 'here' refers to the room you are in (if you are inside an object, it refers to the object that you are in, not the room that the object is in). For example, to rename the room you are in (if you control it), you could enter '@name here= <new name>'. & HOME() HOME() FUNCTION: home(<object>) Returns the object's home. Example: > exam me Mortal(#226Pc) Type: PLAYER Flags: CONNECTED Desc:Just a plain, old boring Mortal. You know. Owner: Mortal Key: VA:foobar Clams: 920 Last:Thu Dec 19 08:57:21 1991 Home: Mortal's Room(#367R) Location: The Town Square > say home(me) You say "#367" Related Topics: & HOMES HOMES Every thing or player has a home. This is where players when they go home, or things with the STICKY flag set go when dropped. Homes are set with the @link command. A thing's home defaults to the room where it was created, if you control that room, or your home. You can link an exit to send players home with '@link <dir>=home'. Drop-tos can also be set to 'home'. Related Topics: @link, DROP-TO, STICKY. & HOST() HOST() FUNCTION: host(<player|port>) Returns the hostname for <player|port> as seen on the SESSION report. If <player|port> is numeric, it's taken as a port number. Otherwise, it's treated as a player name. If the named player is connected more than once, the first connection is returned. Related Topics: SESSION. & HSS HSS The HSS flag denotes someone who can see through certain levels of invisibility. They must have the HSS_LEVEL attribute set. If they have this flag and attribute set they will see anyone with a lower OBF_LEVEL then their HSS_LEVEL attribute, they will also see the OBFDESC if it is present, showing the invisible character's true appearance. However, if HSS_LEVEL is equal to OBF_LEVEL then there is a random chance that they will see through the invisibility. Related Topics: OBF & IABS() IABS() FUNCTION: iabs(<integer>) Returns the absolute value of its argument. Examples: > say iabs(4) You say "4" > say iabs(-4) You say "4" > say iabs(0) You say "0" Related Topics: abs(), isign(), sign(). & IADD() IADD() FUNCTION: iadd(<number1>[,<numberN>]...) Returns the result of adding its integer arguments together. You may add up to 100 numbers in one iadd() call. Similar to add() except that the addition is done with integer math. Example: > say iadd(2,4) You say "6" > say iadd(5,3,7,-4) You say "11" Related Topics: add(), dec(), idiv(), imul(), inc(), isub(), mod(), mul(), sub(). & IDIV() IDIV() FUNCTION: idiv(<number1>,<number2>) Returns the integer quotient from dividing <number1> by <number2>. However, integer division for the case where either <integer1> or <integer2> is negative is defined in a specific way -- by choosing the smallest integer that is greater than or equal to the algebraic quotient. If <integer1> and <integer2> are the same sign, then idiv() and floordiv() are equivalent. For example, division of -9 by 5 would give -1 by this definition instead of -2. idiv() would return -1. floordiv() would return -2. idiv(x,y)*y + remainder(x,y) ==> x Examples: > say idiv(15,3) You say "5" > say idiv(16,3) You say "5" > say idiv(17,3) You say "5" > say idiv(18,3) You say "6" > say idiv(-17,3) You say "-5" Related Topics: fdiv(), floordiv(), iadd(), imul(), isub(), mod(), remainder(). & IDLE() IDLE() FUNCTION: idle(<player|port>) Returns the number of seconds that <player|port> has been idle. If <player|port> is not connected then -1 is returned. If <player|port> is numeric, it's taken as a port number (as shown in SESSION). Otherwise, it's treated as a player name. If the named player is connected more than once, the smallest idle time is returned. Example: > WHO Player Name On For Idle Doing Wizard 00:04 1m Mortal 00:11 0s Evinar 00:12 6m 3 Players logged in. > say idle(wiz) You say "6" > say idle(e) You say "371" > say idle(frobozz) You say "-1" Related Topics: WHO, conn(), lwho(). & IFELSE() IFELSE() FUNCTION: ifelse(<expression>,<true string>,<false string>) if(<expression>,<true string>[,<false string>]) This function returns <true string> if BOOLEAN <expression> is TRUE, <false string> otherwise. Much more efficient than an equivalent switch(). It can also return different messages based on whether <expression> is nothing or contains text. if() does the same thing, but the third, <false string> argument is optional. Example: > think ifelse(v(test),Test exists!,Test doesn't exist.) Test doesn't exist. Related Topics: BOOLEAN VALUES, switch(). & ILEV() ILEV() FUNCTION: ilev() Returns the nesting level of iter(), list(), and parse() functions. Outside of any iterator, ilev() returns -1. The first level is indicated by 0, the second by 1, etc. Related Topics: iter(), list(), parse(). & IMMORTAL IMMORTAL FLAG: IMMORTAL(i) () Objects set immortal cannot be killed and don't use up money. Only settable by wizards. This is useful when an object's location shouldn't be changed by Joe Player, but you don't want to have to relink it to its current location whenever it moves. Related Topics: & IMUL() IMUL() FUNCTION: imul(<number1>[,<numberN>]...) Returns the result of multiplying its integer arguments together. Similar to mul() except that the multiplication is done with faster integer math. Examples: > say imul(3,5) You say "15" > say imul(3,5,-2) You say "-30" Related Topics: add(), fdiv(), iadd(), idiv(), isub(), mod(), mul(), round(), sub(), trunc(). & INC() INC() FUNCTION: inc(<number>) Returns <number> plus 1. Faster and more efficient than add(<number>,1). Decimal places are truncated. Related Topics: add(), dec(), iadd(), isub(), sub(). & INDEX() INDEX() FUNCTION: index(<list>,<character>,<first>,<length>) This function is similar to EXTRACT(), except that an item in the list may be more than one word; instead of a space being used to separate items in the list, <character> is used. The function returns <length> items starting from that in the <first> position. Trailing spaces are trimmed. The comma cannot be used as the <character> separator. Example: > say [index(Cup of Tea | Mug of Beer | Glass of Wine, |, 2, 1)] You say, "Mug of Beer" Related Topics: extract(). & INFO INFO COMMAND: info Displays detailed version information about the server including the operating system and whether WOD_REALMS is included or not. This commands can be used before logging from the welcome screen. Example: > INFO ### Begin INFO 1.1 Name: AnonymousMUX Uptime: Sat Aug 03 13:08:56 2002 Connected: 18 Size: 231 Version: MUX 2.2.1.50 Beta Patches: WOD_REALMS ### End INFO Related Topics: QUIT, WHO, @version. & INHERIT INHERIT FLAG: INHERIT(I) () Previously, Wizard-owned objects had wizard powers. This was a problem in many cases, so that behavior has changed. Now, only Wizard objects or Wizard-owned Inherit-set objects have wizard powers. Only players can set the Inherit flag, and the Inherit flag is reset during @chown. If a player is set Inherit, all his stuff is assumed to be inherit, so his objects can control him. If a player is NOT Inherit, his stuff does NOT control him. (i.e. cannot @force him.) This flag is not especially useful for non-wizards. Related Topics: & INSERT() INSERT() FUNCTION: insert(<list>, <pos>, <word>[, <delim>]) This function inserts a word into <list> so that the word becomes the <pos>'th element of the list, and all subsequent list elements are moved down. This means that it appears between the <pos-1>'th and <pos>'th elements of the original list. This function may also be used to append a word to a list. <delim> may be used to specify a delimiter other than a space. Examples: > say insert(This is a test, 4, new) You say "This is a new test" > say insert(Yet@Another@List, 3, Funky, @) You say "Yet@Another@Funky@List" Related Topics: extract(), ldelete(), replace(). & INUM() INUM() FUNCTION: itext(<n>) inum(<n>) ilev() These functions, when called within an iter() or parse(), return the equivalent of ## (itext) or #@ (inum), with reference to the nth more outermost iter(), where n=0 refers to the current iter(), n=1 to an iter() in which the current iter() is nested, etc. Unlike the ## and #@ substitutions which are substituted in the evaluation string before it is evaluated, itext(), inum(), and ilev() substitute their values as part of evaluation. In this way, the use of these functions is safer than the ## and #@ substitutions and is therefore preferred. > say [iter(red blue green,iter(fish shoe, #@:##))] You say, "1:red 1:red 2:blue 2:blue 3:green 3:green" > say [iter(red blue green,iter(fish shoe, [inum(1)]:[itext(1)]))] You say, "1:red 1:red 2:blue 2:blue 3:green 3:green" > say [iter(red blue green,iter(fish shoe, [inum(0)]:[itext(0)]))] You say, "1:fish 2:shoe 1:fish 2:shoe 1:fish 2:shoe" > say [iter(red blue green,iter(fish shoe, [itext(1)]:[itext(0)]))] You say, "red:fish red:shoe blue:fish blue:shoe green:fish green:shoe" Related Topics: iter(), ilev(), itext(), parse(). & INVENTORY INVENTORY COMMAND: inventory Lists what you are carrying and how much money you have. Related Topics: score. & INZONE() INZONE() FUNCTION: inzone(<object>) Returns a list of rooms in the zone defined by <object>. Currently a wizard/royalty only function. Related Topics: zwho(), ZONES. & ISDBREF() ISDBREF() FUNCTION: isdbref(<string>) This function will return 1 if the string passed to it is a valid dbref. To be a valid dbref the string must begin with '#' and be followed by an integer. Also, the dbref must exist in the current database as a valid object. If the object fails either of these criteria, then a 0 is returned. Example: > say isdbref(#-1) You say "0" > say isdbref(#1) You say "1" > say isdbref(This is not a dbref) You say "0" Related Topics: BOOLEAN VALUES, isint, isnum(), israt(), isword(). & ISIGN() ISIGN() FUNCTION: isign(<integer>) Returns -1, 0, or 1 depending on whether <integer> is negative, zero, or positive, respectively. Examples: > say isign(-4) You say "-1" > say isign(4) You say "1" > say isign(0) You say "0" > say isign(-1) You say "-1" Related Topics: abs(), iabs(), sign(). & ISINT() ISINT() FUNCTION: isint(<string>) This function will return 1 (TRUE) if the argument is a valid integer and 0 (FALSE) if it is not. Integers have an optional leading + or - sign followed by digits only. Example: > say isint(22223.0000) You say "0" > say isint(+77) You say "1" > say isint(22 L) You say "0" Related Topics: BOOLEAN VALUES, isdbref, isnum(), israt(), isword(). & ISNUM() ISNUM() FUNCTION: isnum(<string>) This function will return 1 (TRUE) if the argument is a valid number and 0 (FALSE) otherwise. This definition of a number includes scientific notation as well as a certain case-insensitive 'special words': NaN, -Inf, +Inf, and Ind. You can test more restrictively with israt() or isint(). Example: > say isnum(22223.0000) You say "1" > say isnum(10E-20) You say "1" > say isnum(+77) You say "1" >say isnum(+Inf) You say "1" > say isnum(22 L) You say "0" >say isnum(Bad Numbers!) You say "0" Related Topics: BOOLEAN VALUES, isdbref(), isint(), israt(), isword(). & ISRAT() ISRAT() FUNCTION: israt(<string>) This function will return 1 (TRUE) if the argument is a rational and 0 (FALSE) otherwise. Rational by this definition includes many real numbers, but excludes scientific notation and 'special words': NaN, -Inf, +Inf, and Ind. You can test more restrictively with isint() and more inclusively with isnum(). Example: > say israt(22223.0000) You say "1" > say israt(+77) You say "1" > say israt(1E20) You say "0" Related Topics: BOOLEAN VALUES, isdbref(), isint(), isnum(), isword(). & ISUB() ISUB() FUNCTION: isub(<number1>,<number2>) Returns the result of subtracting integer <number2> from integer <number1>. Similar to sub() except that the subtraction is done with faster integer math. Example: > say isub(5,2) You say "3" Related Topics: add(), dec(), iadd(), idiv(), imul(), inc(), mod(), sub(). & ISWORD() ISWORD() FUNCTION: isword(<string>) This function will return 1 (TRUE) if every character in <string> is a letter and 0 (FALSE) otherwise. Example: > say isword(Foo) You say, "1" > say isword(Foo8) You say, "0" Related Topics: BOOLEAN VALUES, isdbref(), isint(), isnum(), israt(). & ITEMIZE() ITEMIZE() FUNCTION: itemize(<list>[, <delim>[, <conj>[, <punc>]]]) This function takes a <delim>-separated <list>, and: If there's just one element, return it. If there's two elements, return <e1> <conj> <e2> If there's more than two, return <e1><punc> <e2><punc> ... <conj> <en> The default <conj> is "and", default <punc> is ",", and default <delim> is space. Examples: > say [itemize(eggs)] * [itemize(eggs bacon)] You say, "eggs * eggs and bacon" > say [itemize(eggs bacon spam)] You say, "eggs, bacon, and spam" > say [itemize(eggs bacon spam, ,&,;)] You say, "eggs; bacon; & spam" & ITEMS() ITEMS() FUNCTION: items([<object>]) items() returns the number of items that the stack of the calling object contains. If <object> is specified and you control it, then it returns the number of items in the stack of that object. Related Topics: lstack(), empty(), peek(), pop(), push(), OBJECT STACK. & ITER() ITER() FUNCTION: iter(<list>,<eval>[,<input delim>[,<output delim>]]) <list> is a <input delim>-separated list of strings (e.g., A B C). <eval> is a string that is to be evaluated once for each item in <list> replacing the special symbol ## with the corresponding item from <list> and the symbol #@ with the position within the list being iterated. Remember that <eval> is evaluated after ## and #@ are substituted. For this reason, itext() is preferred over ##, and inum() is preferred over #@. An <output delim>-separated list of the results of these evaluations is returned to the caller. The effect is very similar to @dolist except that the results are made into a list and returned instead of executed. In addition to any single character, <output delim> can also be the null- delimiter, @@, or a newline, %r. By default, input and output delimiters are both space. Examples: > say iter(This is a test,strlen(##)) You say "4 2 1 4" > say iter(lnum(10),mul(mul(##,##),10)) You say "0 10 40 90 160 250 360 490 640 810" > say iter(lcon(me),[name(##)]..[money(##)]) You say "test..1 t1..1 radio..1 The Wizard's Pointy Hat..1" > say iter(Was it a cat I saw,[words(##)] #@,s) You say "1 1 4 2 1 3" Related Topics: @dolist, ilev(), inum(), itext(), list(), parse(). & ITEXT() ITEXT() FUNCTION: itext(<n>) inum(<n>) ilev() These functions, when called within an iter() or parse(), return the equivalent of ## (itext) or #@ (inum), with reference to the nth more outermost iter(), where n=0 refers to the current iter(), n=1 to an iter() in which the current iter() is nested, etc. Unlike the ## and #@ substitutions which are substituted in the evaluation string before it is evaluated, itext(), inum(), and ilev() substitute their values as part of evaluation. In this way, the use of these functions is safer than the ## and #@ substitutions and is therefore preferred. > say [iter(red blue green,iter(fish shoe, #@:##))] You say, "1:red 1:red 2:blue 2:blue 3:green 3:green" > say [iter(red blue green,iter(fish shoe, [inum(1)]:[itext(1)]))] You say, "1:red 1:red 2:blue 2:blue 3:green 3:green" > say [iter(red blue green,iter(fish shoe, [inum(0)]:[itext(0)]))] You say, "1:fish 2:shoe 1:fish 2:shoe 1:fish 2:shoe" > say [iter(red blue green,iter(fish shoe, [itext(1)]:[itext(0)]))] You say, "red:fish red:shoe blue:fish blue:shoe green:fish green:shoe" Related Topics: iter(), inum(), ilev(), parse(). & JUMP_OK JUMP_OK FLAG: JUMP_OK(J) () When a room or thing is set JUMP_OK, then that location can be teleported into by anyone. Related Topics: @teleport & KEEPALIVE KEEPALIVE FLAG: KEEPALIVE(k) () Only meaningful for players and robots. When set on a player causes the MUX to send non-displaying small packets periodically to stop that player's link timing out over certain types of network hardware. Setting this flag is not recommended unless your connection keeps dropping. Related Topics: & KEY KEY FLAG: KEY(K) () When set on an object prevents puppets from picking it up. Related Topics: & KILL KILL COMMAND: kill <player> [=<cost>] Attempts to kill the specified player. Killing costs <cost> coins, which gives you a <cost>% chance of killing the player. Thus, spending 100 coins always works (except against wizards and immortals, who can never be killed). Players cannot be killed in rooms which have been set HAVEN or which they control. If you don't specify a cost, the default is 10 (for a 10% chance of success). The player, if killed, receives <cost>/2 coins in insurance. Related Topics: @akill, @kill, @okill, BEING KILLED, IMMORTAL, WIZARD. & LADD() LADD() FUNCTION: ladd(<list of numbers>[,<delim>]) Adds a list of numbers together. These numbers may be integer or floating-point. Examples: > say [ladd(1 2 3 -1)] You say, "5" > say [ladd(4|5.1|6,|)] You say, "15.1" Related Topics: add(), iadd(). & LAND() LAND() FUNCTION: land(<list of booleans>[,<delim>]) Takes a list of one or more BOOLEAN-Z values, and returns 1 (TRUE) if all elements are TRUE. Examples: > say [land(1 0)] You say, "0" > say [land(1|1,|)] You say, "1" Related Topics: and(), lor(), not(), t(). & LAST() LAST() FUNCTION: last(<string>[, <delim>]) Returns the last word of a string, that is, everything to the right of the last space in the string, or the entire string if there are no spaces in the string. <delim> may be used to specify a word delimiter other than a space. Examples: > say last(This is a test) You say "test" > say last(Happy-Fun-Test-Thing,-) You say "Thing" Related Topics: first(), rest(). & LATTR() LATTR() FUNCTION: lattr(<object>[/<wild-pattern>]) Returns a list of the attributes set on <object>. If <wild-pattern> is given, only attributes matching it are returned. Examples: > ex me Mortal(#226Pc) .... VC:Mon Sep 9 12:09:01 1991 VE:baz Last:Thu Dec 19 08:57:21 1991 VV(#2+):Foof! Domain:Abusees .... > say lattr(me) You say "Desc VC VE Last VV Domain" > say lattr(me/v*) You say "VC VE VV" Related Topics: attrcnt(), @dolist, lattrp(). & LATTRCMDS() LATTRCMDS() FUNCTION: lattrcmds(<object>) Returns the names of the attributes that contain commands on a specific <object>. Example: > &CMD1 me=$command1:@pemit me=blah Set. > &CMD2 me=$command2:@pemit me=blah blah Set. > say lattrcmds(me) You say "CMD1 CMD2" Related Topics: lcmds(). & LATTRP() LATTRP() FUNCTION: lattrp(<object>[/<wild-pattern>]) Returns a list of the attributes set on <object> and it's parents. If <wild-pattern> is given, only attributes matching it are returned. Related Topics: attrcnt(), @dolist, lattr(). & LCMDS() LCMDS() FUNCTION: lcmds(<object> [,<output delim> [,<type>]]) Returns the names of all the commands on a specific <object>. The default output delimiter is a space. The following <type> are allowed: $ : This will list all commands (default). ^ : This will list all ^-LISTENS. Examples: > &CMD1 me=$command1:@pemit me=blah Set. > &CMD2 me=$command #2 *:@pemit me=blah blah Set. > &CMD3 me=^* says *:@pemit me=You heard something Set. > say lcmds(me) You say "command1 command #2 *" > say lcmds(me,|,$) You say "command1|command #2 *" > say lcmds(me,|,^) You say "* says *" Related Topics: lattrcmds(). & LCON() LCON() FUNCTION: lcon(<object>) Returns a space-separated list of the contents of <object> which are visible to the person running the function. Example: > i t1(#366) radio(#223) The Wizard's Pointy Hat(#188SO) You have 42463 clams. > say lcon(me) You say "#366 #223 #188" Related Topics: lexits(), @dolist. & LCSTR() LCSTR() FUNCTION: lcstr(<string>) Returns <string> with all letters converted to lowercase. Example: > say lcstr(This is something I want to TEST) You say "this is something i want to test" Related Topics: capstr(), ucstr(). & LDELETE() LDELETE() FUNCTION: ldelete(<list>, <pos>[, <delim>]) This function removes a word from <list> by position. <delim> may be used to specify a delimiter other than a space. Examples: > say ldelete(This is not a test, 3) You say "This is a test" > say ldelete(Yet@Another@Mundane@List, 3, @) You say "Yet@Another@List" Related Topics: extract(), insert(), replace(). & LEAVE LEAVE COMMAND: leave[/<switch>] This command leave allows you to exit an object you have entered, arriving in the same location as the object. You may not leave an object if you fail that object's LeaveLock (but you may still @teleport out, use an exit inside the object, or go home). The following switch is recognized: /quiet - Don't perform the @oleave/@aleave or @olfail/@alfail attributes on the entered object, and don't perform the @oxenter attribute on your new location. This switch only works if you control your current location. Related Topics: enter, @lock, ENTER_OK, @aleave, @alfail, @leave, @lfail, @oleave, @olfail, @oxenter. & LEXITS() LEXITS() FUNCTION: lexits(<loc>) Returns a space-separated list of the exits in <loc> and its parents. Dark exits are not returned unless you own the location. Examples: > look here The Town Square You are in the town square. All around you ..... Obvious exits: foo up southeast sw north > say lexits(here) You say "#302 #10 #9 #8 #6" Related Topics: lcon(), @dolist, PARENT OBJECTS. & LFLAGS() LFLAGS() FUNCTION: lflags(<object>) Returns the flags of <object> written out with their actual names. Example: > say flags(me) You say "PXNWcis" > say lflags(me) You say "ANSI NOSPOOF WIZARD CONNECTED IMMORTAL SAFE" Related Topics: flags(), type(). & LIGHT LIGHT FLAG: LIGHT(l) () An object or exit that is set LIGHT is visible even when inside a DARK location. If an object is set both DARK and LIGHT, then its contents are visible even though the object itself is not. Related Topics: & LINK() LINK() FUNCTION: link(<name>,<destination>) Works the same as @link, <name> and <destination> are equivalent to what comes before and after the '=' sign. Returns nothing. This is a side effect function, and should only be used when necessary. Related Topics: @link & LINKING LINKING You can link to a room if you control it, or if it is set LINK_OK or ABODE. Being able to link means you can set the homes of objects or yourself to that room if it is set ABODE, and that you can set the destination of exits to that room if it is LINK_OK. Related Topics: @link, ABODE, LINK_OK. & LINK_OK LINK_OK FLAG: LINK_OK(L) () If a room is LINK_OK, anyone can link exits to it (but still not from it). It has no meaning for people, things, or exits. Related Topics: @link, LINKING & LIST() LIST() FUNCTION: list(<list>, <eval>[, <delim>]) This function is exactly like iter() but serves a specialized purpose: MUX has a buffer limit, and for things like lists of players, iter() can quickly become inadequate, since the output is cut off before the listing is finished. The normal way to handle this is to use a @dolist/@pemit combination, but that takes many queue cycles. list() takes <list>, <eval>, and an optional delimiter, and evaluates them exactly like iter(). The difference is the output: iter() produces a space-separated list, while list() outputs each list item on a new row of the screen. NOTE: This is a side effect function. It does not return anything, instead, it prints its output directly to the screen of the player causing the function to be evaluated. Since it does this, it is not hampered by the buffer limit. Related Topics: iter(), @dolist, parse(). & LISTENING LISTENING Thee are two ways to listen for something in a room. The easiest way is to use a combination of @listen and @ahear/@aahear/@amhear. The second way is to use a "^" pattern in an attribute, similar to the way "$" is used for user-defined commands. The attribute takes the form: '^<pattern>:<action>'. The ^-pattern check is only performed on objects with their MONITOR flag set. The criterion for triggering a pattern-listen is the same as that for triggering an @ahear - the object cannot trigger its own listen patterns. All matching attributes have their <action>s performed, not just the first. Also, attributes with the no_command flag set are not checked for ^-patterns, and neither are objects' parents. Example: > @va test = ^* says "foo *":say I got a foo with %1!. Set. > @set test=monitor test grows ears and can now hear. > say foo bar You say "foo bar" test says "I got a foo with bar!." Related Topics: @ahear, @listen, @set. & LISTRLEVELS() LISTRLEVELS() FUNCTION: listrlevels() Returns all available levels in a space seperated list. This function takes no arguments. NOTE: This function is not available unless reality levels was enabled at compile-time. Example: > say listrlevels() You say "Real Shadow Auf Umbra" & LISTS LISTS A list is a string, usually stored in an attribute (currently any of the va-vz attributes), which is a series of words, separated by one or more spaces. The following would be a list (denoted on the ends by ', which is not actually in the string): 'one two three four five'. The functions first(), rest(), cat(), member(), and remove(), all work on lists. Related Topics: cat(), first(), member(), remove(), rest(). & LIT() LIT() FUNCTION: lit(<string>) This function returns the string literally - without even squishing spaces, and without evaluating *anything*. This can be useful for writing ASCII maps with spaces or whatever. It can be a bit tricky to get a literal string with spaces into an attrib, however, since spaces are usually squished in setting an attribute. This example illustrates how to make it work: Example: > @va me=$test: think {[lit(near far)]} Set. > ex me/va VA [#1]: $test: think {[lit(near far)]} > test near far Leaving out the {}'s will not work in the above. Related Topics: & LJUST() LJUST() FUNCTION: ljust(<string>, <width>[, <fill>]) This function left-justifies <string> within a <width>-sized field. That is, it positions <string> visually in the left-most part of a <width>-sized field. The background of this field is specified by a repeating pattern of <fill> characters. The origin of this repeating pattern is at the first position of the field. Another way of saying this is that the repeating pattern starts in first position and repeats to the right. The last <fill> pattern may be truncated. By default, <fill> is a single, normal-colored space. The color of <string> and <fill> is maintained. If the visual width of <string> is longer than <width> characters, it is truncated to fit. Examples: > say -[ljust(foo,6)]- You say "-foo -" > say %r0[ljust(foo,6)]7%r01234567 You say " 0foo 7 01234567" > say =[ljust(bar,5,.)]= You say "=bar..=" > say ljust(%xh%xrR%xgG%xbB,31,%xy--%xm+) RGB--+--+--+--+--+--+--+--+--+- Related Topics: center(), rjust(). & LN() LN() FUNCTION: ln(<number>) Returns the result of taking the natural logarithm (base e) of <number>. <number> may be a floating point number, and a floating point result is returned. Examples: > say ln(0) You say "-Inf" > say ln(1) You say "0" > say ln(e()) You say "1" > say ln(10) You say "2.302585" Related Topics: e(), exp(), log(), power(). & LNUM() LNUM() FUNCTION: lnum(<number1>[,<number2>][,<sep>]) If only given one argument, this function returns a list of numbers from 0 to <number1>-1. If <number1> less than 1, nothing is returned. If given at least two arguments, this function returns a list of numbers from <number1> to <number2>. If <number2> is less than <number1>, the list will be in descending order, otherwise, the list will be in ascending order. Negative integers are valid. <sep> is used as the separator character, if given. Examples: > say lnum(5) You say "0 1 2 3 4" > say lnum(3,7) You say "3 4 5 6 7" > say lnum(4,-2,|) You say "4|3|2|1|0|-1|-2" > say lnum(2,6,@@) You say "23456" Related Topics: & LOC() LOC() FUNCTION: loc(<object>) Returns the number of the location where <object> is. You must either control the object or be nearby for it to work. When used on an exit it returns the destination of the exit. You can also use loc() to find the location of players that are not set UNFINDABLE. Example: > look Mortal's Room(#367R) A bare room with nothing in it but a bed and a chair. Contents: hat(#368) > say loc(me) You say "#367" > enter hat hat(#368) Contents: cat(#325) > say loc(me) You say "#368" > say loc(here) You say "#367" Related Topics: rloc(), room(), where(). & LOCALIZE() LOCALIZE() FUNCTION: localize(<expression>) This function evaluates <expression> using its own private copy of the global r-registers. That is, the global registers are saved before <expression> is evaluated and restored afterwards. This allows the <expression> to alter the r-registers without affecting the softcode outside the localize() invocation. In many ways, localize() is the same as ulocal() except that <expression> is given as an argument instead of stored on an attribute. Related Topics: ulocal(), objeval(), s(). & LOCATE() LOCATE() FUNCTION: locate(<looker>,<string>,<where>) The locate function is used to look for an object from the perspective of <looker> (You must own <looker>). The database number of the item that is found is returned. The <where> parameter specifies a list of places to look, from this list: a - Look for absolute references (#<number>) c - Look for exits carried by <looker> (and by <looker>'s parents). e - Look for exits in <looker>'s location (and the location's parents). h - Look for 'here', which matches <looker>'s location. i - Look in <looker>'s inventory. m - Look for 'me', which matches <looker>. n - Look for <looker>'s neighbors (other objects in the same location). p - Look for player names prefixed by a '*' * - Look for everything in the above list. { 'help locate2' for more } & LOCATE2 LOCATE() (continued) You may also specify qualifiers in <where> to help resolve possible ambiguities: E - Prefer exits over other types. L - Prefer unlocked exits over locked exits. P - Prefer players over other types. R - Prefer rooms over other types. T - Prefer things over other types. V - Report "Can't find..." and "Which one..." errors to <looker>. X - Select randomly if search finds multiple matches. If nothing matches, the value #-1 is returned. If more than one thing of the preferred type matches, but nothing matches exactly, the value #-2 is returned, except if the X qualifier was specified in which case one is chosen at random. If more than one thing exactly matches, one is chosen at random. If you specify more than one type preference (E, P, R, or T), then the last one entered is the one that is obeyed. The default is for no type to be preferred. { 'help locate3' for more } & LOCATE3 LOCATE() (continued) Examples: > i test1(#378) test(#376) You have 42463 clams. > look Nullspace(#250R) test1(#382) > say locate(me,test,i) > say locate(me,tes,in) You say "#376" You say "#-2" > say locate(me,test,n) > say locate(here,tes,*) You say "#382" You say "#382" > say locate(me,test1,in) > say locate(me,out,e) You say "#378" You say "#252" > say locate(me,test1,in) > say locate(me,here,*) You say "#382" You say "#250" Related Topics: num(), PARENT OBJECTS. & LOCK() LOCK() FUNCTION: lock(<object>[/<whichlock>]) Returns the named lock on <object>. If you don't specify the lock to get, the default lock is returned. You must control <object>. Related Topics: & LOG() LOG() FUNCTION: log(<number>) Returns the result of taking the common logarithm (base 10) of <number>. <number> may be a floating point number, and a floating point result is returned. Examples: > say log(0) You say "-Inf" > say log(1) You say "0" > say log(10) You say "1" > say log(e()) You say "0.434294" Related Topics: e(), exp(), ln(), power(). & LOGOUT LOGOUT COMMAND: logout Disconnects you from your character without breaking the network connection to the game. You may then log in to another character. Related Topics: quit. & LOOK LOOK COMMAND: look[/<switches>] [<object>] Displays the description of <object>, or the room you're in if you don't specify an object. Specifying object as <name> or #<dbref> or 'me' or 'here' is legal. You can also use look to look at objects held by other people, just use 'look <person>'s <object>'. You may use the /outside switch to look at the location of your current location (useful if you are inside a vehicle or other object). You may also look at other objects in the 'outer' location, but you may not use the possessive form with the /outside switch (ie: "look/outside <person>'s <object>" won't work). 'read' is the same as 'look'. Related Topics: @adesc, @describe, @odesc. & LOOPING LOOPING Looping in an object can have its good parts and its bad parts. The good part is when you activate part of a program multiple times to exhaustively perform an operation. This is usually done by: @va object = <list of commands>;@trigger me/vb @vb object = @switch <test> = <false>,@trigger me/va,<otherwise go on> Looping can be a problem when it goes on without stopping. The @ps command can be used to see if you are looping. Beware! A looping machine that isn't @halt'ed will drain your money supply while you are away! Related Topics: @halt, @ps. & LOR() LOR() FUNCTION: lor(<list of booleans>[,<delim>]) Takes a list of one or more BOOLEAN-Z values, and returns 1 (TRUE) if any of its elements are TRUE. Examples: > say [lor(1 0)] You say, "1" > say [lor(1|1,|)] You say, "1" Related Topics: land(), not(), or(), t(). & LPARENT() LPARENT() FUNCTION: lparent(<object>) This function returns a list consisting of the object's db# (as per num()), the db# of its parent, grandparent, great-grandparent, etc. The list will not, however, show parents of objects which the player is not privileged to examine. Related Topics: & LPORTS() LPORTS() FUNCTION: lports() Returns a list of the db numbers and ports of connected players. Example: > WHO Player Name On For Idle Doing Mortal 00:11 0s Evinar 00:12 6m Wizard 00:32 6s 3 Players logged in. > say lports() You say "#226:20 #271:5 #1:6" Related Topics: lwho(), WHO, DOING, conn(), idle(). & LPOS() LPOS() FUNCTION: lpos(<string>, <character>) This function returns a list of the positions that <character> occupies in <string>, with the first character of the string being 0. (Note that this differs from the pos() function, but it consistent with functions such as mid().) If <character> is null, a space is assumed. Example: > say lpos(a-bc-def-g,-) You say "1 4 8" & LRAND() LRAND() FUNCTION: lrand(<lower>,<upper>,<count>,[,<output delim>]) Returns a list with <count> elements separated by <output delim> (or a space if not specified) of random numbers between <lower> and <upper>. For instance, 'lrand(3, 6, 5)' would generate five random numbers in the range 3 - 6 (i.e., 3, 4, 5, or 6), such as '4 6 3 5 6'. Related Topics: die(), lnum(), pickrand(), rand(), shuffle() & LROOMS() LROOMS() FUNCTION: lrooms(<loc> [,<depth> [,<all>]]) Returns a space-separated list of the rooms connected to <loc> taking into account parentage and permissions. <depth> defaults to adjacent rooms (value of 1), but a larger value would include rooms that are correspondingly further away. <all> is a flag that controls whether all traversed rooms or whether only the rooms at the perimeter are reported. By default, all rooms are returned. Example: > look here The Town Square You are in the town square. All around you ..... Obvious exits: foo up southeast sw north > say lrooms(here,1) You say "#3 #12 #91 #82 #63" Related Topics: @dolist, lexits(), PARENT OBJECTS & LSTACK() LSTACK() FUNCTION: lstack([<object>]) This function returns the contents of an object's stack as a list. If <object> is not specified, then it returns the stack of the executing object. Related Topics: push(), pop(), peek(), empty(), items(), OBJECT STACK. & LT() LT() FUNCTION: lt(<integer1>,<integer2>) Takes two integers, and returns a BOOLEAN (1 if and only if <integer1> is less than <integer2>, and 0 otherwise). Warning: passing anything but integers will produce unexpected results, as non-numeric strings usually are treated as numeric 0. Example: > say lt(4,5) You say "1" > say lt(5,5) You say "0" > say lt(6,5) You say "0" > say lt(foo, bar) You say "0" Related Topics: BOOLEAN VALUES, lte(), gte(), gt(), eq(), neq(). & LTE() LTE() FUNCTION: lte(<integer1>,<integer2>) Takes two integers, and returns a BOOLEAN (1 if and only if <integer1> is less than or equal to <integer2>, and 0 otherwise). Warning: passing anything but integers will produce unexpected results, as non-numeric strings usually are treated as numeric 0. Example: > say lte(4,5) You say "1" > say lte(5,5) You say "1" > say lte(6,5) You say "0" > say lte(foo, bar) You say "1" Related Topics: BOOLEAN VALUES, lt(), gte(), gt(), eq(), neq(). & LWHO() LWHO() FUNCTION: lwho([<boolean>]) Returns a list of the db numbers of connected players. This returns what a 'WHO' or 'DOING' would return. This takes an optional boolean value. '0' is the default, and '1' returns the player list in the form dbref:port. Only wizards may use the port option. Example: > WHO Player Name On For Idle Doing Mortal 00:11 0s Evinar 00:12 6m Wizard 00:32 6s 3 Players logged in. > say lwho() You say "#226 #271 #1" > say lwho(0) You say "#226 #271 #1" > say lwho(1) You say "#226:20 #271:5 #1:6" Related Topics: cwho(), conn(), DOING, idle(), WHO, zwho(). & MAIL() MAIL() FUNCTION: mail(<mail message #>) mail(<player name>) mail(<player>, <mail message #>) mail() The first form returns a message corresponding to that mail message number in your MUX mailbox. This function can be used to forward mail, or as a way to simply transfer mail messages to attributes on an object. The second form returns three numbers, corresponding to the number of read, unread, and cleared messages <player> has. The third form returns <player>'s <mail message #>. It works like the first form except it applies to another player. The last form returns the number of messages the evaluating player has. Only wizards can use the second and third forms of the function on other players. Related Topics: @mail, mail-reading. & MAIL-ADMIN MAIL-ADMIN The @mail command can also take the following switches: @mail/stats [<player>] -- Basic mail statistics. @mail/dstats [<player>] -- Also provides read/unread count. @mail/fstats [<player>] -- Does all that, plus gives space usage. @mail/debug <action>[=<player>] @mail/nuke Only wizards may stats players other than themselves. The mail statistics commands are computationally expensive, and thus are subject to "daytime" restrictions. They also cost the same as a @find (100 credits). The /debug switch does sanity checking on the mail database, and may only be used by a wizard. "@mail/debug sanity" just does the check; the command "@mail/debug clear=<player name or dbref number>" wipes mail for an object. "@mail/debug fix" attempts to repair problems noted in the sanity check. The /nuke switch destroys the post office, erasing all @mail everywhere. It may only be used by a wizard. Also, admin may set the @amail attrib on their char. When somebody sends you mail, it will trigger that attrib if it exists. & MAIL-EXAMPLES MAIL-EXAMPLES Here is an example of mailing a player, where is the player will be "bob", and sending the mail. > @mail bob = The MUX - This is the Subject line. Sending mail to player 'Bob' > -Hi bob. - This is where you will enter the body of the message. Text Added. > @send - Basically, sends the @mail. MAIL: You sent your message to 'Bob'. & MAIL-FOLDERS MAIL-FOLDERS The MUX mail system allows each player 16 folders, numbered from 0 to 15. Mail can only be in 1 folder at a time. Folder 0 is the "inbox" where new mail is received. Most @mail commands operate on only the current folder. @mail/folder This commands lists all folders which contain mail, telling how many messages are in each, and what the current folder is. @mail/folder <folder#|foldername> This command sets your current folder to <folder#>. @mail/folder <folder#> = <foldername> This command gives <folder#> a name. @mail/file <msg-list>=<folder#> This command moves all messages in msg-list from the current folder to a new folder, <folder#>. & MAIL-OTHER MAIL-OTHER @mail/clear [<msg-list | all>] @mail/unclear [<msg-list> | all>] These commands mark mail in the current folder as cleared or uncleared. Mail marked for clearing is deleted when you disconnect, or if you use @mail/purge. If no msg-list is specified, all mail in your current folder is cleared. If "all" is given instead of a msg-list, all mail in *all* folders is cleared/uncleared. @mail/purge Actually deletes all messages marked for clearing with @mail/clear. This is done automatically when you log out. @mail/tag [<msg-list | all>] @mail/untag [<msg-list> | all>] These commands tag or untag mail in the current folder. Tagged mail can be later acted on en masse by using "tagged" as the msg-list for other commands (which does *not* untag them afterward). If no msg-list is specified, all messages in the current folder are tagged/untagged. If "all" is given as the msg-list, all mail in *all* folders is tagged/untagged. (Ex: To clear all mail from Temperance and Sloth, @mail/tag *temperance, @mail/tag *sloth, @mail/clear tagged, @mail/untag all). { 'help mail-other2' for more } & MAIL-OTHER2 MAIL-OTHER (continued) @mail/safe [<msg-list> | all>] This command marks a message as being safe from mail expiration. It should be used sparingly and only for very important messages. & MAIL-READING MAIL-READING @mail <msg #> @mail/read <msg-list> This displays messages which match the msg# or msg-list from your current folder. @mail @mail <msg-list, but not a single msg #> This gives a brief list of all mail in the current folder, with sender name, a list of receiving players, subject, and message status. @mail/list [<msg-list>] This gives the same list, but with time sent instead of subject. The status field is a set of characters (ex: NC-UF+) which mean: N = New (unread) message C = Cleared message U = Urgent message F = Forwarded message + = Tagged message The opposites of these (read messages, etc.) are indicated with a '-' in the status field in that position. & MAIL-REVIEWING MAIL-REVIEWING @mail/review <player> Reviews the messages you have sent to <player>. @mail/review <player>=<msglist> Reads the messages you have sent to <player>. @mail/retract <player>=<msglist> Retracts (deletes) unread messages you have sent to <player>. & MAIL-SENDING MAIL-SENDING @mail[/switch] <player-list> = <subject> This begins a message to all players in <player-list>. The <player list> forms the To: line of the @mail -- the list of primary receipients. -<text> ~<text> These add text to the message in progress, for example, the following would add the text 'This is a test' to the end of your @mail message: -This is a test Likewise, ~<text> prepends the text. @mail/send This sends the message that is currently in progress. -- is the equivalent of @mail/send. @mail/urgent sends the message as urgent, and should not be used often. @mail/cc <player-list> This adds <player-list> to the current list of recipients. Like the primary recipients, these additions will be visible to every recipient. @mail/bcc <player-list> This adds <player-list> to the current list of recipients. Unlike the primary recipients and the carbon-copy (cc) receipients, these additions will be hidden from every recipient including each other. { 'help mail-sending2' for more } & MAIL-SENDING2 MAIL-SENDING (continued) @mail/proof This shows you the message that is currently in progress, as it would be read by whomever received it. @mail/edit <old text> = <new text> Like @edit, but edits the message in process. @mail/abort This aborts the message currently in progress, allowing you to start a new one. @mail/fwd <msg> = <player-list> This sends a copy of <msg> to all the players in <player-list>. The copy will appear to have been sent by you (not the original sender), and its status will be "Forwarded". Note that this places the message to be forwarded into your mail buffer, where you can edit it with @mail/edit, add text with '-', or prepend text with '~'. You have to use '--' or @mail/send to send the message. @mail/quick <player-list>/<subject> = <message> Sends <message> to the list of players. { 'help mail-sending3' for more } & MAIL-SENDING3 MAIL-SENDING (continued) @mail/reply[/quote] <message> This starts a working message to the person who sent you <msg>. @mail/replyall[/quote] This starts a working message to the person who sent you <msg> and to every other recipient of <message>. In both cases, because this is a reply, the subject line will be: 'Re: <subject line from original message>' Also, in both cases, if /quote is specified, the original message will be quoted into the working message with a header and footer much like the following: On Thu Apr 27 21:33:04 2000, Gordon wrote: <quoted message from original message> ********** End of included message from Gordon You can add additional text above or below the quoted material with the postpend ('-') and prepend ('~') @mail commands. Like, normal outgoing @mail, the reply is finished and sent with '--' on a line by itself & MAILFROM() MAILFROM() FUNCTION: mailfrom(<msg #>) Returns the dbref # of the player who sent you <msg #>. Wizards may specify mailfrom(<player>,<msg #>). Related Topics: & MAP() MAP() FUNCTION: map([<obj>/]<attr>,<list>[,<input delim>[,<output delim>]]) This function is nearly identical to an iter() operating on u() function. Each member of <list> is passed to the result of fetching <attr> as %0, and the results are used to form a new list. In addition to any single character, <output delim> can also be the null- delimiter, @@, or a newline, %r. By default, input and output delimiters are both space. Examples: > &ADD_ONE object=add(%0,1) > say map(object/add_one,1 2 3 4 5) You say "2 3 4 5 6" Related Topics: filter(), fold(), ilev(), iter(), itext(), inum(), parse(), u(). & MATCH() MATCH() FUNCTION: match(<string>, <pattern>[, <delim>]) This function matches <pattern> against each word of <string>, returning the number of the first word that matches. If no words match then 0 is returned. The case of the characters being matched is not significant. The pattern may contain the wildcards '*' and '?'. '?' matches any one character, while '*' matches any number of characters, including none. So 's?x' would match 'sex' or 'six', but not to 'socx', but 's*x' would match any of them. <delim> may be used specified to specify a delimiter other than a space. Examples: > say match(This is a test, test) You say "4" > say match(This is a test, is) You say "2" > say match(This is a test, *is*) You say "1" > say match(This is a test, *not*) You say "0" > say match(This is a test, is a) You say "0" Related Topics: LISTS, member(), strmatch(). & MATCHALL() MATCHALL() FUNCTION: matchall(<string>,<pattern>[,<delim>]) This function works identically to the match() function, save that it returns all matches, not just the first: It returns the index numbers of all words in the list <string> which match <pattern>. Examples: > say matchall(This is a test of a test,test) You say "4 7" > say matchall(This is testing a test,tes*) You say "3 5" Related Topics: LISTS, match(), strmatch(). & MATRIX MATRIX The MATRIX flag is used to denote an object who is in the Matrix or Digital Web. Rooms will list contents as |Icons| and will only list players and objects also set MATRIX. MATRIXDESC can be set on a player or object as the description of their icon. & MAX() MAX() FUNCTION: max(<number1>,<number2>[,<numberN]...) Returns the largest integer from among its arguments. Up to 30 arguments may be specified. <numberN> may be a floating point number, and a floating point result is returned. Examples: > say max(2,4) You say "4" > say max(-100,50,0,25) You say "50" Related Topics: min() & ME ME The word 'me' refers to yourself. Some things to do when starting out: 1) give yourself a description with '@describe me = <description>', then look at yourself with 'look me'. 2) set your gender, if you wish it known, with '@sex me=male' or '@sex me=female' (or '@sex me=neuter' to be an 'it'). & MEDIUM MEDIUM The MEDIUM flag denotes a player who is a medium. With this flag set they can hear what is said by those set SHROUD but not see them. They can see those who are visible normally only. & MEMBER() MEMBER() FUNCTION: member(<list>, <word>[, <delim>]) Member takes a list and a word, and returns the position of that word within the list. If the word does not occur in the list, then 0 is returned. Unlike match(), member() does not check for wildcarding, and the cases of <list> and <word> are significant. A word is defined as a string which has no interior spaces. So 'hello' would be one word, while 'hello there' would be two. <delim> may be used to specify a delimiter other than a space. Example: > say member(This is a member test, member) You say "4" > say member(This is a member test, Member) You say "0" > say member(This is a member test, *e*) You say "0" > say member(This is a member test, is a) You say "0" Related Topics: LISTS, match(), strmatch(). & MERGE() MERGE() FUNCTION: merge(<string1>,<string2>,<character>) This function merges <string1> and <string2>, depending on <character>. If a character in <string1> is the same as <character>, it is replaced by the character in the corresponding position in <string2>. The two strings must be of the same length. Spaces need to be treated specially. A null character is considered to equal a space, for <character>. Examples: > say merge(AB--EF,abcdef,-) You say, "ABcdEF" > say merge(AB[space(2)]EF,abcdef,) You say, "ABcdEF" Related Topics: splice(). & MID() MID() FUNCTION: mid(<string>, <first>, <length>) If <length> is positive, mid() returns a segment of the string starting with <first> and continuing to the right until the end of the string or <length> character whichever is satisfied first. If <length> is negative, mid() returns a segment of the string defined in a reverse fashion. That is, mid() returns a segment of the string ending with <first> and continuing to the left until the beginning of the string or until <length> characters whichever is satisfied first. Note that the first character in a string is numbered zero, and not one. Left() is supported as an alias for strtrunc(). Related Topics: right(), strtrunc(). & MIN() MIN() FUNCTION: min(<number1>,<number2>[,<numberN]...) Returns the smallest integer from among its arguments. Up to 30 arguments may be specified. <numberN> may be a floating point number, and a floating point result is returned. Examples: > say min(2,4) You say "2" > say min(-100,50,0,25) You say "-100" Related Topics: max() & MIX() MIX() FUNCTION: mix([<object>/]<attribute>,<list 1>,<list 2>[,<list N>][,<delim>]) This function is similar to map(), except it takes the arguments in the lists and passes them into the attribute as %0 (for list1), %1 (for list2), up to %9 (for list10). <delim> is used as the delimiter to separate items in each of the lists. If the number of lists is 2, the delimiter may be optional, otherwise you are forced to provide a delimiter. If no delimiter is specified, it defaults to a space but only for the above condition. The lists do NOT have to have the same number of elements. Examples: > &do_math me=[add(%0,%1)] > &do_moremath me=[add(%0,%1,%2,%3,%4,%5,%6,%7,%8,%9)] > say mix(do_math,1 2 3 4 5,2 4 6 8 10) You say "3 6 9 12 15" > say mix(do_math,1@2@3@4@5,2@4@6@8@10,@) You say "3@6@9@12@15" > say mix(do_math,1 2 3 4 5,7 9) You say "8 11 3 4 5" > say mix(do_moremath,1,2,3,4,5,6,7 8,9 10 11 12,) You say "37 18 11 12" Related Topics: map(), iter(), merge(), elements(), list(). & MOD() MOD() FUNCTION: mod(<integer1>,<integer2>) Returns the integer remainder from dividing <integer1> by <integer2>. However, integer division for the case where either <integer1> or <integer2> is negative is defined in a specific way -- by choosing the largest integer that is less than or equal to the algebraic quotient. If <integer1> and <integer2> are the same sign, then mod() and remainder() are equivalent. For example, division of -9 by 5 would give -2 by this definition instead of -1. idiv() would return -1. floordiv() would return -2, and so, the mod() function properly goes with the floordiv() function: floordiv(x,y)*y + mod(x,y) ==> x For positive y, mod(x,y) always returns a positive number less than y. For negative y, mod(x,y) always returns a negative number greater than y. mod() is the more 'mathy' definition of a modulus as defined by the following: x mod y is defined as x - y*floor(x/y) where x,y, every operation is over real numbers. Example: > say mod(-9,5) You say "1" > say mod(-9,-5) You say "-4" > say mod(17,3) You say "2" > say mod(18,3) You say "0" Related Topics: floordiv(), iadd(), idiv(), imul(), isub(), remainder(). & MONEY MONEY You need money to build within the game, to run programmed objects or use certain other commands, or to buy things from vendors set up by other players. You can get money via one or more of these methods: 1. You receive a daily allowance for each day you connect. 2. You have a chance of finding money as you wander around areas that other people have built. 3. Some MUXes may implement a place where you can sell valuable objects for money. Related Topics: @list costs, COSTS. & MONEY() MONEY() FUNCTION: money(<object>) Returns an integer equal to the amount of money <object> has (if it is a player) or is worth (otherwise). Example: > score You have 1052 clams. > say money(me) You say "1052" > exam sac test Sac Test(#287V) Type: THING Flags: VISUAL Owner: Beaker Key: *UNLOCKED* Clams: 20 Home: Limbo(#0RLDAJ) Location: The Town Square > say money(sac test) You say "20" Related Topics: & MONIKER() MONIKER() Function: moniker([<object>]) This function returns the value of an object's MONIKER attribute. The the accented/colorized name must match the normal name or the normal NAME attribute is returned instead of the decorated one. Related Topics: @name, ansi(), @moniker, chr(), ord(), NOACCENT, stripaccent(), and stripansi(). & MONITOR MONITOR FLAG: MONITOR(M) () Objects: When set, anytime the object hears something from someone who passes the object's use lock, the object's attributes are scanned for attributes of the form '^<pattern>:<commandlist>'. If the message matches the wildcarded <pattern>, then <commandlist> is executed, substituting %0 for the text that matched the first wildcard, %1 for the second, and so on. All matching attributes are executed, not just the first. Parents of MONITOR objects are never checked for ^-patterns. Players: When set on a player, this flag notifies that player whenever someone connects or disconnects from the MUX. It is valid only for players, and must be set by a wizard. Related Topics: LISTENING. & MOTD() MOTD() FUNCTION: motd() motd() returns the current MOTD as set using @motd. & MOVE MOVE COMMAND: move[/<switch>] <direction> move[/<switch>] home <direction> home Moves you in the specified direction, assuming that the direction is not locked against you. 'move home' is a special command that returns you to your home. The word 'move' may be omitted. The following switch is recognized: /quiet - Don't perform the @osucc/@asucc/@odrop/@adrop or @ofail/@afail attributes on the exit being used. This switch only works if you control the exit. 'goto' is the same as 'move'. Related Topics: enter, home, leave. & MOVING MOVING A number of things happen when you leave one location and enter another (assuming you pass the lock on the exit or have permission to enter the object or to teleport to the location). The following list describes the actions that MUX takes when an object moves from one place to another. Note that if an indicated attribute is not set, no message is displayed (or no action is performed). - If you are using an exit (as opposed to teleporting, entering an object, or going home), You receive the SUCC message for the exit, others in the old location receive the exit's OSUCC message, and the exit runs its ASUCC action list. - If you are teleporting or being teleported, others in the old location receive your OXTPORT attribute. - If you are a player or have your LISTEN attribute set to something, and if the old location is not dark and you are not dark, you receive the LEAVE message for the old location, others in the old location receive the OLEAVE message, and the old location runs its ALEAVE action list. Others in the new location receive the OXENTER message from the old location, and others in the old location receive the message '<yourname> has left.' { 'help moving2' for more } & moving2 MOVING (continued) - You are moved to the new location. If you are entering an object, teleporting, or going home, all KEY objects are stripped from you. - If the new location is a room, you receive the room's DESC, others in the room receive the ODESC, and the room runs its ADESC. If you pass the room's lock do the same with SUCC, OSUCC, and ASUCC, otherwise use FAIL, OFAIL, and AFAIL. - If the new location is a player or an object, you receive the location's IDESC (or DESC if the IDESC is not set). In either event, others in the same location see the ODESC message and the location runs its ADESC action list. - You are shown the contents and visible exits if the location is not DARK. - If you used an exit, then you receive the DROP message for the exit, others in the new room receive the exit's ODROP message, and the exit runs its ADROP action list. - If you are teleporting or being teleported, you receive your TPORT attribute, others in your new location receive your OTPORT attribute, and your ATPORT attribute is run. - You receive your MOVE attribute, others in your new location receive your OMOVE attribute, and your AMOVE attribute is run. { 'help moving3' for more } & moving3 MOVING (continued) - If you are a player, or have your LISTEN attribute set to something, and if the old location is not dark and you are not dark, you receive the ENTER message for the new room, others in the new room receive the OENTER message, and the new room runs its AENTER action list. Others in the room you just left receive the new room's OXLEAVE message, and others in the old location receive the message '<yourname> has arrived.' - If the old location is a STICKY room and has its drop-to set, see if objects in that room should be sent to the drop-to location. If so, do it. - If you are a player, you have a chance of finding some money. Related Topics: @adesc, @adrop, @aenter, @afail, @aleave, @asucc, @atport, @desc, @drop, @enter, @fail, @leave, @listen, @odesc, @odrop, @oenter, @ofail, @oleave, @osucc, @oxenter, @oxleave, @oxtport, @succ, @tport, move, @teleport, home, KEY, STICKY, DROP-TOS, FAILURE, SUCCESS. & MTIME() MTIME() FUNCTION: mtime(<object>) Returns <object>'s last modification time as a time() string. Invoking the function without an argument is equal to mtime(me) An object's mtime will be affected by any changes to the attributes, such as @desc, @va, or & attributes. Is is also affected by renaming the object. Example: > think mtime(me) Mon Oct 08 18:33:03 2001 Related Topics: time(), ctime(). & MUDNAME() MUDNAME() FUNCTION: mudname() Returns the name of the MUD. This is usually (but not necessarily) the name that appears in the various mud lists, and is the name that the mud is listed under in reports from RWHO servers (that is, if the mud sends its WHO information to an RWHO server). Example: > say mudname() You say "TestMUX" Related Topics: & MUL() MUL() FUNCTION: mul(<number1>[,<numberN>]...) Returns the result of multiplying its arguments together. <numberN> may be a floating point number, and a floating point result is returned. Example: > say mul(3,5) You say "15" > say mul(3,5,-2) You say "-30" Related Topics: add(), fdiv(), iadd(), idiv(), imul(), isub(), mod(), round(), sub(), trunc(). & MUNGE() MUNGE() FUNCTION: munge([<object>/]<attribute>,<list 1>,<list 2>[,<delimiter>]) This function takes two lists of equal length. It passes the entirety of <list 1> to the user-defined function as %0 and the delimiter as %1. Then, this resulting list is matched with elements in <list 2>, and the rearranged <list 2> is returned. This is useful for doing things like sorting a list, and then returning the corresponding elements in the other list. If a resulting element from the user-defined function doesn't match an element in the original <list 1>, a corresponding element from <list 2> does not appear in the final result. For example: Consider attribute PLACES, which contains "Fort Benden Ista", and another attribute DBREFS contains the dbrefs of the main JUMP_OK location of these areas, "#20 #9000 #5000". We want to return a list of dbrefs, corresponding to the names of the places sorted alphabetically. The places sorted this way would be "Benden Fort Ista", so we want the final list to be "#9000 #20 #5000". The functions, using munge(), are simple: Example: > &sort_alpha me=[sort(%0)] > say [munge(sort_alpha,v(places),v(dbrefs))] You say, "#9000 #20 #5000" Related Topics: sortby(). & MYOPIC MYOPIC FLAG: MYOPIC(m) () If you are set MYOPIC, then you are treated as if you did not own anything when you use the LOOK command or when you automatically look at a location when entering it. Other commands (such as EXAMINE) are not affected. Related Topics: & NAME() NAME() FUNCTION: name(<dbref>) This function returns the name of the indicated object. When called with an exit it returns the only the first alias. Related Topics: fullname(). & NEARBY() NEARBY() FUNCTION: nearby(obj1,obj2) Tests if obj1 is near obj2 (if it is in the same location, in obj2's inventory, or is obj2's location). You must control either obj1 or obj2, or be near either one of them, if both of these tests fail then 0 is returned. This function returns 1 if the two objects are nearby and 0 if not. Related Topics: & NEQ() NEQ() FUNCTION: neq(<integer1>,<integer2>) Takes two integers, and returns a BOOLEAN (1 if they are not equal and 0 if they are equal). Warning: passing anything but integers will produce unexpected results, as non-numeric strings usually are treated as numeric 0. Examples: > say neq(1,-1) You say "1" > say neq(5,5) You say "0" > say neq(foo, bar) You say "0" Related Topics: BOOLEAN VALUES, lt(), lte(), gte(), gt(), eq(), not(). & NEWS NEWS COMMAND: news [<topic>] Shows you the current news for the MUX. & NEXT() NEXT() FUNCTION: next(<thing>) If thing is an exit in a room, then next will return the next nondark exit in the list of exits for that room. If thing is an object, then next will return the next object in the inventory list that the object is in. Otherwise, it returns a '#-1' string. Related Topics: & NOACCENTS NOACCENTS FLAG: NOACCENTS(~) When set on a player, it will disable a player from seeing the accent marks above certain letters. The default is for the accent marks to be shown. This flag has no associated letter. Related Topics: stripaccents(), chr(), ord(). & NOBLEED NOBLEED FLAG: NOBLEED(-) () When set on a player, it will append an ANSI white character to the normal ANSI 'normal' character, so it will fix ANSI color 'bleed' on most terminals. (Bleed occurs when a color extends into text it was not meant to.) Do not set this flag unless you have to, it tends to slow down the text display for the MUX. Related Topics: & NOSPOOF NOSPOOF FLAG: NOSPOOF(N) () This flag gives you mucho output when people @emit. It can be annoying, but you'll know who's spoofing. Related Topics: @emit, @femit, @oemit, @pemit. & NOT() NOT() FUNCTION: not(<boolean>) Takes a BOOLEAN value, and returns its opposite. So, if the input is equivalent to TRUE it returns a FALSE(0), and if the input is equivalent to FALSE, it returns a TRUE(1). Related Topics: BOOLEAN VALUES, and(), or(), t(), xor(). & NO_COMMAND NO_COMMAND FLAG: NO_COMMAND(n) () The NO_COMMAND flag disables the checking of $-commands on an object. Most MUXes 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. Related Topics: & NULL() NULL() FUNCTION: null(<text>) The <text> is evaluated, but null returns nothing. Example: > think null(pemit(me,Hello)) Hello > think null(abc) Related Topics: @@, @@(). & NUM() NUM() FUNCTION: num(<object>) Returns the dbref number of <object>. Related Topics: locate(). & OBF OBF The OBF Flag is used to denote someone using a form of invisibility, most commonly the vampiric discipline of Obfuscate. They must also have an attribute set on them, OBF_LEVEL, which denotes the level of invisibility they posses. When this attribute is present and the flag is set on them they do not show up in the contents list of rooms. If a player moves through an exit and has OBF_LEVEL of 1 then they will no longer be invisible and will trigger the exit message. OBF_LEVEL of 2 or higher will no longer do this. At OBF_LEVEL is 3 or higher they can set their true desc in the attribute OBFDESC so that it will only be seen by those with the ability to see through their disguise. Related Topics: HSS & OBJ() OBJ() FUNCTION: obj(<object>) Returns the proper objective pronoun (him, her, it, them) for referring to <object>, based on the object's Sex attribute. You must either control or be near <object>. Related Topics: aposs(), poss(), subj(), SUBSTITUTIONS. & OBJECT STACK OBJECT STACK NOTE: The object stack is completely different from the command stack ('help stack'). A stack is a LIFO structure, meaning that the last, most recent thing you place into it is the first thing you get out of it. You 'push' an item onto the stack, and you can 'pop' it off, or merely take a 'peek' at it. If you pushed the word 'foo', and then the word 'bar', and popped something off the stack, you would first pop 'bar', then 'foo'. You pop or peek in the reverse order that you pushed. The object stack can hold any kind of information. In this manner they are similar to r-registers, but are more flexible. There is a high limit to the number of stack entries you can have (usually 100), and stack entries are preserved until you pop them off or empty the stack. { 'help OBJECT STACK2' for more } & OBJECT STACK2 OBJECT STACK (continued) Example: > say [push(world!)][push(Hello)]We'll print these... We'll print these... > say [pop()] [pop()] Hello world! empty() is used to clear the stack, items() shows the number of entries in the stack. Related Topics: lstack(), empty(), items(), push(), peek(), pop(). & OBJECT TYPES OBJECT TYPES There are 4 types of objects: things, players, exits, and rooms. The first letter following an object's ID number indicates the type: P(layer), E(xit), R(oom), otherwise, thing. Things are inanimate objects that can be carried. Players are animate objects that can move and carry. Exits are the means by which objects move from room to room. Rooms are locations that contain objects and linked exits. Related Topics: @create, @dig, @link, @open, @robot, @unlink & OBJEVAL() OBJEVAL() FUNCTION: objeval(<object>,<expression>) Allows you to evaluate <expression> from the viewpoint of <object>. You must be a wizard or own <object> to use this function. If <object> does not exist or you don't meet the criterion, the function evaluates with your privileges. No one may use this function on #1. This function is useful for securing objects which need to evaluate attributes on things owned by others. Related Topics: & OBJMEM() OBJMEM() FUNCTION: objmem(<object>) Returns the size in bytes of <object>. Note that this is the complete struct size of the object, and not just the attribute values. Related Topics: playmem() & OEMIT() OEMIT() FUNCTION: oemit(<object>, <message>) A side effect function that has the same effect as @oemit <object> = <message>. Related Topics: @oemit & OPAQUE OPAQUE FLAG: OPAQUE(O) () When set on a player, it prevents other players from seeing what you are carrying in your inventory. Only exception is when the object you are carrying belongs to the other player looking at you. Related Topics: & OPEN_OK OPEN_OK FLAG: OPEN_OK(z) If a location is OPEN_OK, anyone who passes the OpenLock can open exits from it (but not to it). It has no meaning for exits. Related Topics: @link, LINKING, LINK_OK, @open. & OR() OR() FUNCTION: or(<boolean1>[,<booleanN>]...) Takes one or more BOOLEAN-Z values, and returns 1 (TRUE) if at least one argument is TRUE. Related Topics: and(), BOOLEAN VALUES, cor(), not(), orbool(), t(), xor(). & ORBOOL() ORBOOL() FUNCTION: orbool(<boolean1>[,<booleanN>]...) Takes one or more BOOLEAN values, and returns 1 (TRUE) if at least one argument is TRUE. Related Topics: andbool(), BOOLEAN VALUES, not(), or(), t(). & ORD() ORD() FUNCTION: ord(<letter>) Returns an integer that represents the relative position of <letter> in the character set. Related Topics: chr(). & ORFLAGS() ORFLAGS() FUNCTION: orflags(<object>,<list of flags>) This function returns 1 if <object> has at least one of the flags in a specified list, and 0 if it does not. The list is specified with a single letter standing for each flag, like the output of the FLAGS() function. A '!' preceding a flag letter means "not flag". Thus, ORFLAGS(me,Wr) would return 1 if I were set WIZARD or ROYALTY. ORFLAGS(me,D!c) would return 1 if I were DARK or not CONNECTED. If a letter does not correspond to any flag, <object> doesn't have it, so it is simply ignored. There can be an arbitrary number of flags. Do not put spaces between flag letters. Related Topics: flags(), andflags() & OUTPUTPREFIX OUTPUTPREFIX COMMAND: outputprefix <string> Causes <string> to be output on a line by itself before printing the results of each command. This command is intended for use by external robot programs, and may be restricted to players whose ROBOT flag is set. Related Topics: @robot, outputsuffix, ROBOT. & OUTPUTSUFFIX OUTPUTSUFFIX COMMAND: outputsuffix <string> Causes <string> to be output on a line by itself after printing the results of each command. This command is intended for use by external robot programs, and may be restricted to players whose ROBOT flag is set. Related Topics: @robot, outputprefix, ROBOT. & OWNER() OWNER() FUNCTION: owner(<object>) owner(<object>/<attrib>) The first form of the owner() function returns the dbref of the owner of the object. The object must either be yours or nearby. The second form returns the owner of an attribute on the named object. You must own either the object or the attribute. Related Topics: & PACK() PACK() FUNCTION: pack(<number>[,<radix>]) Returns the equivalent of the given number using the specified base. The default radix is 64. Bases greater than 10 will be more compact than the original number. Bases less than 10 will be more expanded. The inverse function of pack is unpack. pack and unpack are designed to support the base-36 radix conversion used in Myrddin's popular Bulletin Board. For this reason, and to support bases: 2, 8, and 16, this conversion is not the radix-64 conversion used in unix-to-unix copy (uuencode). Examples: >think pack(629126998) bVxTM >think pack(629126998,16) 257FB756 >think pack(629126998,2) 100101011111111011011101010110 >think pack(-629126998) -bVxTM Related Topics: unpack & PAGE PAGE COMMAND: page[/noeval] <players>=[<prefix>]<message> page[/noeval] =[<prefix>]<message> page[/noeval] [<prefix>]<message> page <players>= page This command sends <message> to <players>. The second and third form sends the given message to the same <players> given on the previous page command. The second form is useful when the message itself contains an equal sign. The fourth form indicates that you are paging sans-message. The format is somewhat more appealing than an empty message. The last form reports to you the list of players you paged last time. <Players> is one or more player names or aliases delimited by any combination of spaces or commas. Double-quotes can be used around any name containing spaces. A player's name may also be any unique prefix of players who are currently on the WHO list. Any duplicate players from your list are removed. { 'help page2' for more } & PAGE2 PAGE (continued) Examples: > page me=Test Foo pages: Test You paged Foo with 'Test'. > page me=:tests. From afar, Foo tests. Long distance to Foo: Foo tests. > page me=;'s character tests. From afar, Foo's character tests. Long distance to Foo: Foo's character tests. If your Idle attribute is set to something, then it is sent to anyone who successfully pages you after you have become idle by the period set by your @idletimeout. This is useful for when you are away from your terminal for a short while. Also, you can selectively disable pages from certain players with the '@lock/page' command (players must pass the lock in order to page you). If someone cannot page you, they will be sent a message including your Reject attribute if they try. If someone pages you while you are not connected, they are sent a message including your Away attribute. { 'help page3' for more. } & PAGE3 PAGE (continued) You can also page many players at one time, where all the players you page will see the message. Example: > p Foo, Bar, "Long John Silver"= Hi You paged (Foo, Bar, Long John Silver) with 'Hi'. To (Foo, Bar), Widget pages: Hi You only need to type the player-list once, then the next time you page that player or set of players, you can abbreviate it with: "p :waves." or, "p I'm back." This will work until you page another player or list of players. Related Topics: pose, say, whisper, :, ;, ", @pemit, @away, @idle, @idletimeout, @reject. & PARENT OBJECTS PARENT OBJECTS TOPIC: PARENT OBJECTS Parent objects provide a way for several objects to inherit common attributes, exits, and $-commands from a single object, so that changing the parent object affects all of its children. When searching for attributes or exits, first the object itself is checked, then the parent is checked only if the object does not have what was searched for. Any attribute the parent object has will be passed down to its children, if they don't already have one. For instance, if the child object has no description, it will inherit the description of its parent. Any exits the parent object has will show up in the exit list of the child, and may be used as normal exits. The parent is searched for $-commands as well as the child, and only attributes that are unique to the parent are checked, so that conflicting attribute names are skipped. If both have an attribute named "cmd1", only the child's "cmd1" attributes is checked for a $-command. { 'help parent2' for more } & PARENT ROOMS PARENT ROOMS Parent rooms are a subset of zones. If a room is used as a zone object, it is a parent room (PR). PRs are like local "master" rooms. Exits in the PR are global to that zone, and $commands on objects in the PR are global to that zone. Parent rooms are only defined if globals are used. Parent rooms should only be used for very large zones which have a lot of global exits. Otherwise, a ZMO thing should be used, because command evaluation on a parent room is slower than command evaluation on a ZMO. Large numbers of parent rooms may slow down the game significantly. Related Topics: ZONES and COMMAND EVALUATION & PARENT() PARENT() FUNCTION: parent(<obj>) Returns the parent of <obj>. Returns #-1 if <obj> cannot be found or if you do not own <obj> and it is not set VISUAL. Example: > say parent(me) You say "#-1" > say My va is [v(va)]. You say "My va is " > @parent me=test Parent set. > say parent(me) You say "#323" > say My va is [v(va)]. You say "My va is Testing 123" Related Topics: @parent, PARENT OBJECTS. & PARENT2 PARENT OBJECTS (continued) A parent object may itself have a parent, up to a configurable limit (usually 10 levels). The parent need not be the same type as its children, and flags and locks are not inherited from parent objects. You may not create parent loops. Related Topics: @parent, parent(). & PARENT_OK PARENT_OK FLAG: PARENT_OK(Y) () If an object is set PARENT_OK, then any other object that passes the object's ParentLock may make this object a parent of any object that it controls. Caution: allowing others to use your objects as parents lets them read the attributes on the object (as well as any parents of the object). Related Topics: @lock/parent. & PARSE() PARSE() FUNCTION: parse(<list>,<eval>[,<input delim>[,<output delim>]]) This function takes each element of <list>, evaluates <eval> after substituting it for ##, and constructs a list of the results. Input and output delimiters are both space by default. Examples: > say parse(1 2 3 4 5,add(##,1)) You say "2 3 4 5 6" > say parse(This|is|a|string|length|test,strlen(##),|) You say "4 2 1 6 6 4" Related Topics: @dolist, iter(), map(). & PEEK() PEEK() FUNCTION: peek([<object>], [<position>]) peek() returns an item from the caller's stack without removing it from the stack. If <position> is specified, it returns the item from that position in the stack (items in the stack are numbered with 0 being the most recently push()ed item), otherwise, it returns position 0. If <object> is specified and you control it, then it returns an item from <object>'s stack. Related Topics: lstack(), empty(), items(), pop(), push(), OBJECT STACK. & PEERING PEERING The PEERING flag is used to denote an object which is looking into another realm but is not visible there. It requires the attribute PEERING_REALM be set with a value of the realm being watched. The value MUST be in all uppercase letters. & PEMIT() PEMIT() FUNCTION: pemit(<list of objects>, <message>) A side effect function, with the same effect as @pemit/list <list of objects> = <message>. Related Topics: @pemit. & PFIND() pfind(<string>) This function behaves just like pmatch() except that it will match a non-player dbref. This function is provided in case the old behavior of pmatch() is still required. See: pmatch() & PI() PI() FUNCTION: pi() Returns the value of the trigonometric constant pi to nine decimal places. Example: > say pi() You say "3.141592654" Related Topics: acos(), asin(), atan(), cos(), sin(), tan(). & PICKRAND() PICKRAND() FUNCTION: pickrand(<word1> <word2> <...<wordN>[,<delimiter>]) This function picks a random element from a list. It's faster than first(shuffle(foo)) or extract(foo,rand(words(foo)),1). <delimiter> is an optional one-character output delimiter. Example: > say pickrand(foo bar baz) You say "bar" Related Topics: die(), lrand(), rand(), shuffle() & PIPING PIPING Command piping in MUX is similar to piping in a UNIX shell. You string two or more commands together using the ;| symbol, much as you would using a semicolon. The output from the previous command in a pipe is accessible using the %| substitution. This output contains the raw ASCII codes that would normally be directly output to your terminal. You may use the translate() function to either convert the raw characters in the output to MUX substitutions, or strip them out altogether. Like the semicolon, the ;| symbol in MUX is taken literally if you type it on the terminal. Currently you may only pipe 20 commands in a row. Examples: > &MAILDESC me=$+maildesc *=*:look %0 ;| @mail/quick %1/Description=[translate(%|,1)] > &SAYDESC me=$+saydesc *:look %0 ;| say %r%| > +saydesc me You say " Idoru(#5PXMWc) You see nothing special. " Related Topics: translate(). & PLAYER PLAYER FLAG: PLAYER(P) () The PLAYER flag identifies you as a player. Except for the @toad command, this flag cannot be reset. Regular players, robots, and guests are all player objects. Related Topics: @toad (in wizhelp), OBJECT TYPES & PLAYMEM() PLAYMEM() FUNCTION: playmem(<player>) Returns the size in bytes of <player>. Note that this is the total number of bytes that the player uses, including all objects that they own. You must be a Wizard, or have the search power to use this function on another player. Related Topics: objmem() & PMATCH() PMATCH() FUNCTION: pmatch(<string>) Given the partial name of a player, it returns that player's dbref number. This partial name completion works identically to the partial name completion of the "page" command - i.e. it first attempts to match the normal names of all players (connected or not), and if that fails, it tries to match the partial names of connected players. If no player is matched, it returns "#-1 NO MATCH". If multiple matches are found, it returns the first match, in order of connection time. Pmatch() will also accept *<player> or #<db#>. If given a non-player dbref #, pmatch() will return "#-1 NO MATCH". Related Topics: & POLL() POLL() FUNCTION: poll() poll() returns the current poll (the top of the @doing column in WHO) as set with the @poll command. Related Topics: doing() & POP() POP() FUNCTION: pop([<object>[,<position>]]) pop() returns an item from the caller's stack and removes it from the stack. If <position> is specified, it returns the item from that position in the stack (items in the stack are numbered with 0 being the most recently push()ed item) and removes it, otherwise, it returns position 0. If <object> is specified and you control it, then it returns an item from <object>'s stack. Related Topics: lstack(), empty(), items(), peek(), push(), OBJECT STACK. & PORTS() PORTS() FUNCTION: ports(<player name>) This function returns the list of descriptors ("ports") that a player, specified by full player name, or by dbref, is connected to. Wizards can use this function on anyone, but mortals can only use it on themselves. If the <player> is not connected, an empty list is returned. Otherwise, a list of ports is returned in order of most recent connection to least recent connection. These ports correspond to those given by the SESSION command. Related Topics: lports() & POS() POS() FUNCTION: pos(<string1>,<string2>) This function returns the position that string1 begins in string2, with the first position being 1. If string1 is not in string2, then it returns #-1. Example: > think pos(man,superman) 6 Related Topics: & POSE POSE COMMAND: pose[/<switches>] <message> Displays <message> to everyone in your current room, preceded by your name and optionally a space. Example: >pose jumps for joy. Player jumps for joy. The following switches are available: /default - (default) Put a space between your name and the message (ie, display '<name> <message>'). /nospace - Don't put a space between your name and the message (ie, display '<name><message>'). Related Topics: page, say, whisper, :, ;, ". & POSS() POSS() FUNCTION: poss(<object>) Returns the proper possessive pronoun (his, her, its, their) for referring to <object>, based on the object's Sex attribute. You must either control or be near <object>. Related Topics: aposs(), obj(), subj(), SUBSTITUTIONS. & POWER() POWER() FUNCTION: power(<number>, <power>) Returns the result of raising <number> to the <power>'th power. <number> may not be negative. <number> and <power> may be floating point numbers, and a floating point result is returned. Examples: > say power(2,3) You say "8" > say power(9, 0.5) You say "3" > say power(100,pi()) You say "1919487.5835776979" > say power(5, 0) You say "1" > say power(0, 0) You say "1" > say power(2,-3) You say "0.125" > say power(0,-1) You say "+Inf" Related Topics: exp(), ln(), log(), sqrt() & POWERS LIST POWERS LIST announce Can use the @wall command. boot Can use the @boot command. builder Can build, if the builder power is enabled. chown_anything Can @chown anything to anyone. comm_all Like a wizard with respect to channels. control_all Can modify any object in the database. expanded_who Sees the wizard WHO, and SESSION commands. find_unfindable Can locate unfindable people. free_money Unlimited money. free_quota Unlimited quota. guest Is this a guest character? halt Can @halt anything, and @halt/all. hide DARK flag is effective for hiding. idle No idle timeout. long_fingers Can get, look, whisper, etc from a distance. { 'help powers list2' for more } & POWERS LIST2 POWERS LIST (continued) monitor Can set or reset monitor flag. pass_locks Can successfully pass all locks. poll Can set the @poll. prog Can use @program on players other than themself. search Can @search anyone. see_all Can examine and see attributes like a wizard. see_hidden Can see hidden players and DARK wizards. see_queue Can @ps/all or @ps any player. siteadmin Can @shutdown and @restart. stat_any Can @stat any player. steal_money Can give negative money. tel_anywhere Can teleport anywhere. tel_anything Can teleport anything (includes tel_anywhere) unkillable Cannot be killed with the 'kill' command. Related Topics: @power & POWERS() POWERS() FUNCTION: powers(<object>) Returns a space-delimited list of power names for <object>. You may not be able to retrieve information for objects that you do not own. Related Topics: haspower() & PUEBLO PUEBLO @VRML_URL is the URL of a VRML scene for a particular room. @HTDesc is an alternate description for players who are logged in using Pueblo. @pemit/html and @emit/html allow outputting unescaped HTML strings. Related Topics: Please see http://www.chaco.com/pueblo/doc/enhancing.html for more details. & PUPPET PUPPET FLAG: PUPPET(p) () @set <object> = puppet. Causes an object to grow eyes and ears, and relay all it sees and hears to its owner. Related Topics: @force, PUPPETS & PUPPETS PUPPETS An object is made into a puppet by doing '@set <object>=puppet', once an object is a puppet it will relay all that it sees and hears to its master. All objects created by a puppet are owned by its master, when puppets spend or earn money, they use their master's money supply. In order to prevent puppets from screwing up puzzles, objects may have the KEY flag set, this will prevent puppets from picking the object up. A puppet may be commanded by its master by '@force <object>=command', or by the shorthand version, '#<number of puppet> command'. The puppet flag is handy for debugging, as it allows you to see the result messages your object generates. Example: @force fred="hi there. -or- #4342 "hi there. Related Topics: VERBOSE. & PUSH() PUSH() FUNCTION: push(<data>) push(<object>, <data>) push() places <data> onto the calling object's stack. If the second form is used, it places data onto <object>'s stack. Related Topics: lstack(), empty(), items(), peek(), pop(), OBJECT STACK. & QUIET QUIET FLAG: QUIET(Q) () 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. Related Topics: & QUIT QUIT COMMAND: quit Logs you out and disconnects you from the game. Related Topics: logout. & R() R() FUNCTION: r(<number>) The r() function is used to access "local registers", and returns the contents of the specified register. There are thirty-six such registers, numbered 0 through 9 and A through Z. The local registers are normally cleared at the start of each command, but are preserved across the commands that compose an actionlist, as well as commands that directly trigger actionlists, such as @switch, @trigger, and @dolist. Related Topics: setq(), setr(). & RAND() RAND() FUNCTION: rand(<num>) rand(<lower>, <upper>) In the first form, rand() returns an integer between 0 and num-1. In the second form, rand() returns an integer between <lower> and <upper>, inclusively. Example: > say rand(10) You say "6" > say rand(10) You say "1" > say rand(-1,2) You say "0" Related Topics: die(), lrand(), pickrand(), shuffle() & READ READ COMMAND: read [<object>] Displays the description of <object>, or the room you're in if you don't specify an object. Specifying object as <name> or #<dbref> or 'me' or 'here' is legal. You can also use look to look at objects held by other people, just use 'read <person>'s <object>'. You may use the /outside switch to look at the location of your current location (useful if you are inside a vehicle or other object). You may also look at other objects in the 'outer' location, but you may not use the possessive form with the /outside switch (ie: "read/outside <person>'s <object>" won't work). 'look' is the same as 'read'. & REGEXP AMBIGUITY REGEXP AMBIGUITY TOPIC: Regular Expression Ambiguity If a regular expression could match two different parts of the input string, it will match the one which begins earliest. If both begin in the same place but match different lengths, or match the same length in different ways, life gets messier, as follows. In general, the possibilities in a list of branches are considered in left-to-right order, the possibilities for `*', `+', and `?' are considered longest-first, nested constructs are considered from the outermost in, and concatenated constructs are considered leftmost-first. The match that will be chosen is the one that uses the earliest possibility in the first choice that has to be made. If there is more than one choice, the next will be made in the same manner (earliest possibility) subject to the decision on the first choice. And so forth. { 'help regexp ambiguity2' for more } & REGEXP AMBIGUITY2 REGEXP AMBIGUITY (continued) For example, `(ab|a)b*c' could match `abc' in one of two ways. The first choice is between `ab' and `a'; since `ab' is earlier, and does lead to a successful overall match, it is chosen. Since the `b' is already spoken for, the `b*' must match its last possibility-the empty string-since it must respect the earlier choice. In the particular case where no `|'s are present and there is only one `*', `+', or `?', the net effect is that the longest possible match will be chosen. So `ab*', presented with `xabbbby', will match `abbbb'. Note that if `ab*' is tried against `xabyabbbz', it will match `ab' just after `x', due to the begins-earliest rule. (In effect, the decision on where to start the match is the first choice to be made, hence subsequent choices must respect it even if this leads them to less-preferred alternatives.) & REGEXP EXAMPLES REGEXP EXAMPLES TOPIC: Regular Expression Examples The regexp pattern '.' is equivalent to the wildcard '?'; it matches one and only one of an arbitrary character. The regexp pattern '.+' is equivalent to the wildcard '*'; it matches one or more arbitrary characters. To match zero or more arbitrary characters, the regexp pattern is '.*'. To match a string of numbers, use: [0-9]+ To match a string of letters only, use: [A-Za-z]+ Related Topics: regexp syntax & REGEXP SYNTAX REGEXP SYNTAX TOPIC: Regular Expression Syntax The following explanation is taken from Henry Spencer's regexp(3) package, the regular expression library used in TinyMUX up to version 2.2. After that, the PCRE package is used, which has many more features. See a book that covers Perl's regular expressions for details. A regular expression is zero or more branches, separated by `|'. It matches anything that matches one of the branches. A branch is zero or more pieces, concatenated. It matches a match for the first, followed by a match for the second, etc. A piece is an atom possibly followed by `*', `+', or `?'. An atom followed by `*' matches a sequence of 0 or more matches of the atom. An atom followed by `+' matches a sequence of 1 or more matches of the atom. An atom followed by `?' matches a match of the atom, or the null string. { 'help regexp syntax2' for more } & REGEXP SYNTAX2 REGEXP SYNTAX (continued) An atom is a regular expression in parentheses (matching a match for the regular expression), a range (see below), `.' (matching any single character), `^' (matching the null string at the beginning of the input string), `$' (matching the null string at the end of the input string), a `\' followed by a single character (matching that character), or a single character with no other significance (matching that character). A range is a sequence of characters enclosed in `[]'. It normally matches any single character from the sequence. If the sequence begins with `^', it matches any single character not from the rest of the sequence. If two characters in the sequence are separated by `-', this is shorthand for the full list of ASCII characters between them (e.g. `[0-9]' matches any decimal digit). To include a literal `]' in the sequence, make it the first character (following a possible `^'). To include a literal `-', make it the first or last character. Related Topics: regexp ambiguity, regexp examples. & REGEXPS REGEXPS TOPIC: Regular Expressions The majority of matching in MUX is done with wildcard ("globbing") patterns. There is a second type of matching, using regular expressions, that is available in certain circumstances. For attributes that are $-commands or ^-listen-patterns, setting that attribute "regexp" (with '@set <object>/<attribute>=regexp') causes patterns to be matched using regular expressions rather than globbing. In a regular expression match, the substring of the string which matched the regexp pattern is %0; %1 through %9 are the substrings of the string which matched parenthesized expressions within the regexp pattern. { 'help regexps2' for more } & REGEXPS2 REGEXPS (continued) Regular expressions are extremely useful when you want to enforce a data type. For example, if you have a command where you want a player to enter a string and a number ('+setnum <player>=<number>', for example), you might do it like this: &DO_NUM Command Object=$+setnum (.+)=([0-9]*): @va me=Data: %1 = %2 @set Command Object/DO_NUM = regexp Then, '+setnum cookies=30' would set VA to "Data: cookies = 30". This eliminates your having to check to see if the player entered a number, since the regular expression matches only numbers. Furthermore, the '+' guarantees that there needs to be at least one character there, so a player can't enter '+setnum cookies=' or '+setnum =10' or similarly malformed input. Also note that regexps are case-sensitive, but wildcard globbing is not. Some regular expression functions offer case-insensitive versions, some regexp can be made case-insensitive by putting (?i) at the start. Setting the CASE attribute flag is another way of selecting case-insensitivity. Related Topics: regexp syntax & REGMATCH() REGMATCH() REGMATCHI() FUNCTION: regmatch(<string>,<regexp>[,<register list>]) This function matches the regular expression <regexp> against the entirety of <string>, returning 1 if it matches and 0 if it does not. Normally, the regular expression is case sensitive. The regmatchi() version is not. If <register list> is specified, there is a side-effect: any parenthesized substrings within the regular expression will be set into the specified local registers, in the order they were specified in the list. <register list> can be a list of one through nine numbers or A through Z. If the specified register is -1, the substring is not copied into a register. For example, if <string> is 'cookies=30', and <regexp> is '(.+)=([0-9]*)' (parsed; note that escaping may be necessary), then the 0th substring matched is 'cookies=30', the 1st substring is 'cookies', and the 2nd substring is '30'. If <register list> is '0 3 5', then %q0 will become "cookies=30", %q3 will become "cookies", and %q5 will become "30". If <register list> was '0 -1 5', then the "cookies" substring would simply be discarded. See 'help regexp syntax' for an explanation of regular expressions. & REGRAB() REGRAB() FUNCTION: regrab(<list>, <regexp>[, <separator>]) regrabi(<list>, <regexp>[, <separator>]) regraball(<list>, <regexp>[, <separator>]) regraballi(<list>, <regexp>[, <separator>]) These functions act like grab() and graball(), respectively, except instead of matching with a wildcard pattern, they use a regular expression. regrab() returns the first element of the list that matches the regexp, and regraball() returns all the elements that match. They are case-sensitive. The versions ending in 'i' are case-insensitive. Related Topics: grab(), graball(), regrabi(), regraball(), regraballi(), regexp syntax. & REGRABI() REGRABI() FUNCTION: regrabi(<list>, <regexp>[, <separator>]) This function is part of the REGRAB family of functions. See regrab() for a full description. Related Topics: regrab(), regraball(), regraballi(), regexp syntax. & REGRABALLI() REGRABALLI() FUNCTION: regraballi(<list>, <regexp>[, <separator>]) This function is part of the REGRAB family of functions. See regrab() for a full description. Related Topics: regrab(), regrabi(), regraball(), regexp syntax. & REGRABALL() REGRABALL() FUNCTION: regraball(<list>, <regexp>[, <separator>]) This function is part of the REGRAB family of functions. See regrab() for a full description. Related Topics: regrab(), regrabi(), regraballi(), regexp syntax. & REMAINDER() REMAINDER() FUNCTION: remainder(<integer1>,<integer2>) Returns the integer remainder from dividing <integer1> by <integer2>. However, integer division for the case where either <integer1> or <integer2> is negative is defined in a specific way -- by choosing the smallest integer that is greater than or equal to the algebraic quotient. If <integer1> and <integer2> are the same sign, then mod() and remainder() are equivalent. For example, division of -9 by 5 would give -1 by this definition instead of -2. idiv() would return -1. floordiv() would return -2, and so, the remainder() function properly goes with the idiv() function: idiv(x,y)*y + remainder(x,y) ==> x For positive x, remainder(x,y) always returns a positive number less than y. For negative x, remainder(x,y) always returns a negative number greater than y. remainder() is the usually the way the '%' operator in the C programming language is defined. Example: > say remainder(-9,5) You say "-4" > say remainder(-9,-5) You say "-4" > say remainder(17,3) You say "2" > say remainder(18,3) You say "0" Related Topics: idiv(), floordiv(), iadd(), idiv(), imul(), isub(), mod(). & REMIT() REMIT() FUNCTION: remit(<room>, <message>) A side effect function that has the same effect as @remit <room> = <message>. Related Topics: @remit. & REMOVE() REMOVE() FUNCTION: remove(<list>, <word>[, <idelim>[, <odelim>]]) Remove takes a list and a word, and returns the list, with the word deleted from it. <idelim> may be used to specify an input delimiter other than a space. <odelim> is the output delimiter. Example: > say remove(this is a test, is) You say "this a test" > say remove(You can't remove, this) You say "You can't remove" > say remove(You can't remove multiple words, You can't) You say "#-1 CAN ONLY DELETE ONE ELEMENT" > say remove(How about an o-separated list, w ab, o) You say "Hout an o-separated list" Related Topics: & REPEAT() REPEAT() FUNCTION: repeat(<string>,<number>) This function simply repeats <string>, <number> times. No spaces are inserted between each repetition. Example: > say repeat(Test, 5) You say, "TestTestTestTestTest" Related Topics: & REPLACE() REPLACE() FUNCTION: replace(<list>, <pos>, <word>[, <delim>]) This function inserts a word into <list> so that the word becomes the <pos>'th element of the list, and the word previously in that position is removed. This means that it appears between the <pos-1>'th and <pos+1>'th elements of the original list, replacing the word at that position. This function may not be used to append a word to a list. <delim> may be used to specify a delimiter other than a space. Examples: > say replace(This is a test, 4, quiz) You say "This is a quiz" > say replace(Yet@Another@Mundane@List, 3, Funky, @) You say "Yet@Another@Funky@List" Related Topics: extract(), insert(), ldelete(). & REST() REST() FUNCTION: rest(<string>[, <delim>]) The rest function takes a string, returns all the string except the first word, that is, everything to the right of the first space, or an empty string, or the empty string if there are no spaces in the string. <delim> may be used to specify a word delimiter other than a space. Example: > say rest(This is a test) You say "is a test" > say rest(Would you like coffee, or perhaps tea) You say "you like coffee, or perhaps tea" > say rest(List!with!different!delimiters,!) You say "with!different!delimiters" Related Topics: first(). & REVERSE() REVERSE() FUNCTION: reverse(<string>) Reverses the order of the characters of <string>. Examples: > say reverse(This is a test) You say "tset a si sihT" > say reverse(This is a test, Really...) You say "...yllaeR ,tset a si sihT" > say reverse(A man, a plan, a canal -- Panama!) You say "!amanaP -- lanac a ,nalp a ,nam A" Related Topics: revwords(). & REVWORDS() REVWORDS() FUNCTION: revwords(<string>[, <delim>]) Reverses the order of the words of <string>. A word is considered to be any sequence of nonblank characters, separated by blanks, so punctuation characters that follow a word are considered part of the word. <delim> may be used to specify a delimiter other than a space. Examples: > say revwords(This is a test. Really...) You say "Really... test. a is This" > say revwords(Was it a cat I saw?) You say "saw? I cat a it Was" Related Topics: reverse(). & RIGHT() RIGHT() FUNCTION: right(<string>, <length>) This returns the right-most <length> characters from the <string>. If you are looking for left(), the corresponding function to right(), then look at strtrunc() as an equivalent. Related Topics: mid(), strtrunc(). & RJUST() RJUST() FUNCTION: rjust(<string>, <width>[, <fill>]) This function right-justifies <string> within a <width>-sized field. That is, it positions <string> visually in the right-most part of a <width>-sized field. The background of this field is specified by a repeating pattern of <fill> characters. The origin of this repeating pattern is at the first position of the field. Another way of saying this is that the repeating pattern starts in first position and repeats to the right. The last <fill> pattern may be truncated. By default, <fill> is a single, normal-colored space. The color of <string> and <fill> is maintained. If the visual width of <string> is longer than <width> characters, it is truncated to fit. Examples: > say -[rjust(foo,6)]- You say "- foo-" > say %r0[rjust(foo,6)]7%r01234567 You say " 0 foo7 01234567" > say =[rjust(bar,5,.)]= You say "=..bar=" > say rjust(%xh%xrR%xgG%xbB,31,%xy--%xm+) --+--+--+--+--+--+--+--+--+-RGB Related Topics: center(), ljust(). & RLOC() RLOC() FUNCTION: rloc(<object>,<levels>) This function may be used to get the location of an object's location (for which you would previously use 'loc(loc(<object>))', which fails if you don't control <object>'s location). <levels> indicates the number of nested 'loc' calls to make, so 'loc(loc(<object>))' could be replaced with 'rloc(<object>,2)'. If rloc() encounters a room, the dbref of the room is returned. You must either control the object or be nearby for it to work. When used on an exit it returns the destination of the exit. You can also use rloc() to find the location of players that are not set UNFINDABLE. rloc(<object>,0) is the same as num(<object>), and rloc(<object>,1) is the same as loc(<object>). Related Topics: loc(), where(). & ROBBERY ROBBERY Robbing is not allowed on this MUX. If you really need money, ask your friendly neighborhood wizard. Related Topics: MONEY. & ROBOT ROBOT FLAG: ROBOT(r) () If set on a player, indicates that the player is a robot and is allowed to use the OUTPUTPREFIX and OUTPUTSUFFIX commands that many publicly available robot programs require. Some MUXes do not restrict access to the OUTPUTPREFIX and OUTPUTSUFFIX commands. If set on an exit or a thing, indicates that robot players may not use the exit or pick up the thing, the player is treated as having failed the lock. Related Topics: OUTPUTPREFIX, OUTPUTSUFFIX, @robot. & ROMAN() ROMAN() FUNCTION: ROMAN(<number1>) Given a number, it returns its Roman form. Only numbers between 1 and 3999 can be converted. Example: > say roman(1999) You say, "MCMXCIX" & ROOM ROOM FLAG: ROOM(R) () This flag is automatically set on rooms when you @dig a new room. It cannot be changed. Related Topics: OBJECT TYPES & ROOM() ROOM() FUNCTION: room(obj) Returns the number of the room that <obj> is in, or would be in if it executed LEAVE commands until it got to a room. You can find out the containing room of objects you own, nearby objects, and findable players. Example: > i You are carrying: hat(#368) cat(#325) > look Mortal's Room(#367R) A bare room with nothing in it but a bed and a chair. > say I am in [room(me)], the cat is in room [room(cat)]. You say "I am in #367, the cat is in room #367." > @fo hat=get cat cat has left. > say The cat is in [loc(#325)] within room [room(#325)]. You say "The cat is in #368 within room #367." Related Topics: loc(), UNFINDABLE. & ROUND() ROUND() FUNCTION: round(<number>,<places>) Rounds <number> to <places> positions right of the decimal point. <places> may be negative in which case the rounding occurs in the ones, tens, hundreds, etc. place. Examples: > say round(5.123,1) You say "5.1" > say round(9.8765,3) You say "9.877" > say round(5.5,0) You say "6" > say round(-5.5,0) You say "-6" > say round(520,-3) You say "1000" Related Topics: fdiv(), floor(), mod(), trunc(). & ROYALTY ROYALTY FLAG: ROYALTY(Z) () If a person is ROYALTY, they can see and examine things, and teleport anywhere or anything, like a wizard can. They cannot modify objects or players they do not control, and cannot use wizard commands. This flag may only be set by a wizard. Related Topics: & RXLEVEL() RXLEVEL() FUNCTION: rxlevel(<target>) Returns a space separated list of <target>'s Rx Levels. You must control <target>. If no levels are listed, nothing is returned. If you do not control the target, or if the target does not exist, '#-1' is returned. NOTE: This function is not available unless reality levels was enabled at compile-time. Example: > say rxlevel(me) You say 'Real'. Related Topics: hasrxlevel(), hastxlevel(), txlevel(), listrlevels() & S() S() FUNCTION: s(string) This function performs pronoun substitution in a string, and then returns that string. As usually, %n is the name, %s the subjective pronoun, %o the objective, %p the possessive, and %a the absolute possessive. It is important to note that the pronoun is that of the triggering object. So, if the ve of an object were: "[s(This is %n)], and I were to type @trigger <object>/ve, it would return "This is <myname>", but if vf were @trigger me/ve, then triggering the vf makes the ve return "This is <object>" Related Topics: & SAFE SAFE FLAG: SAFE(s) () When set, requires the use of the /override switch to @destroy in order to destroy the object. It does not prevent the destruction of the object, but merely requires some additional effort. If a thing is set DESTROY_OK, its SAFE flag is ignored and it may be destroyed without using the /override switch. Related Topics: @destroy, DESTROY_OK. & SAY SAY COMMAND: say[/noeval] <message> nsay <message> "<message> Says <message> out loud to everyone in your current location (usually a room). If you use say/noeval or nsay, the message is not evaluated. Example: > say Where is the movie theater? Player says, "Where is the movie theater?" Related Topics: page, pose, whisper, :, ;, ". & SCORE SCORE COMMAND: score Displays how much money you have. Helpful to see if any machines are looping. Related Topics: @ps, LOOPING, inventory. & SCRAMBLE() SCRAMBLE() FUNCTION: scramble(<string>) This function scrambles a string, returning a random permutation of its characters. Note that this function does not pay any attention to spaces or other special characters; it will scramble these characters just like normal characters. Example: > say scramble(abcdef) You say "cfaedb" Related Topics: shuffle() & SEARCH CLASSES SEARCH CLASSES You may use the following classes in @search commands and search() function calls: TYPE - Restricts to objects of the indicated type (OBJECTS, ROOMS, EXITS, PLAYERS, GARBAGE). THINGS may be used as an alias for OBJECTS. NAME - Restricts to objects whose names start with <restriction>. OBJECTS - A combination of TYPE=OBJECT and NAME=<restriction>. THINGS - An alias for OBJECTS. ROOMS - A combination of TYPE=ROOM and NAME=<restriction>. EXITS - A combination of TYPE=EXIT and NAME=<restriction>. PLAYERS - A combination of TYPE=PLAYER and NAME=<restriction>. FLAGS - Restricts to objects which have the flags listed in <restriction> set.. POWER - Restricts to objects which have the specified power. EVAL - Evaluates the restriction for each object, replacing ## with the object's database number. Evaluations that return TRUE (ie, not 0 or #-1) are selected. ZONE - Restricts to objects that are in the indicated zone. { 'help search classes2' for more } & search classes2 SEARCH CLASSES (continued) EOBJECT - A combination of TYPE=OBJECT and EVAL=<restriction>. ETHING - An alias for OBJECTS. EROOM - A combination of TYPE=ROOM and EVAL=<restriction>. EEXIT - A combination of TYPE=EXIT and EVAL=<restriction>. EPLAYER - A combination of TYPE=PLAYER and EVAL=<restriction>. PARENT - Restricts to the parent designated by <restriction>. ZONE - Restricts to the zone designated by <restriction>. & SEARCH() SEARCH() FUNCTION: search([<player>] [<class>=<restriction>[,<low>[,<high>]]]) The search() function returns a list of objects that match the search criteria, which are the same as with the @search command. This function costs as much as the @search command, so repeated use is expensive. Caution: if you use the [ and ] characters in an Eval selection you will need to escape them. Examples: > say search() You say "#226 #289 #325 #364 #368 #369" > @stats me 6 objects = 0 rooms, 0 exits, 5 things, 1 players. (0 garbage) > say search(eval=\[eq(money(##),1)\]) You say "#289 #325 #364 #368 #369" > say search(player=wizard) You say "#1" Related Topics: @search, SEARCH CLASSES. & SECS() SECS() FUNCTION: secs([<zonename>][, <precision>]) The optional <zonename> parameter may be "utc" or "local". If no <zonename> is given, "utc" is assumed. local - Returns an integer which corresponds to the current local time on the machine running the MUX. This integer is affected by timezones and daylight savings time and is therefore primarily useful in conjunction with convsecs(..,utc). utc - Returns the number of seconds (not counting leap seconds) since Jan 01 00:00:00 1970 UTC. This count of seconds is not affected by timezone or daylight savings time and is useful for calculating durations between two absolute points in time. <precision> determines the number of fractional seconds shown. By default, no fractional seconds are shown. Example: > say secs() You say "957557434" ... wait a bit ... > say secs() You say "957557447" > say secs(local,5) You say "957532580.09348" Related Topics: convsecs(), convtime(), time(). & SECURE() SECURE() FUNCTION: secure(<string>) Returns <string> after replacing the characters [](){};%\$ with spaces. This prevents strings entered by players from causing undesired side effects when used, such as making your object perform unintended commands or give out information to which you have access. Note that this function is only needed when the resulting string is to be passed through the @force command or be used as an attribute for an object (like the success message for a mail message object). > @va me=Sneak a peek at Wiz's desc... [get(#1/desc)] > say secure(%va) You say "Sneak a peek at Wiz's desc... get #1/desc " > say secure($foobar:this {is} a really, tough ; test.) You say " foobar:this is a really tough test." Note: 'say secure(Sneak a peek at Wiz's desc... [get(#1/desc)])' does not produce the expected result because the argument is evaluated BEFORE being processed by secure(), therefore the [get()] call has already been performed. Related Topics: escape(). & SEMAPHORES SEMAPHORES Semaphores may be used for synchronizing complex objects or for enforcing mutual exclusion. You may use any object you own or any LINK_OK object as a semaphore, and any type of object (thing, room, player, or exit) may be used. The semaphore state of an object is shown by the Semaphore attribute (which is read-only); a positive number indicates the number of commands awaiting notifies, and a negative number indicates the number of waits on that semaphore that will not block. Use the '@wait <object>' form of the @wait command to request a command be delayed until <object> is notified with the @notify command. The @drain and @notify/all commands clear the semaphore on <object>, either discarding or executing all pending commands. Remember that the object performing the @wait executes the command, not the object used as a semaphore. { 'help semaphores2' for more } & semaphores2 SEMAPHORES (continued) You may also combine the semaphore and timer options of @wait with '@wait <object>/<timeout> = <command>' If the time period expires before the semaphore is notified, then the command is executed and the semaphore count is decremented, just as if the command had been run because the semaphore had been notified. Examples: <simple> @wait semaphore="Foo @notify semaphore <mutex lock> @va mutex lock=@wait me=@trig me/vb @vb mutex lock="Got it!;@notify me @startup mutex lock=@notify me <timed wait> @wait timer/60 = "Sixty Second Timer. In the above examples you will say "Foo" after semaphore is notified, you will say "Got it" when you have the mutual exclusion lock mutex lock (You could have also modified object registers that need to be protected from concurrent update), and you will say "Sixty Second Timer." either when timer is notified or after sixty seconds pass. Related Topics: @drain, @notify, @wait. & SESSION SESSION COMMAND: session Displays information on how many characters you have sent and received during this session, and which (Internal) port you are connected to on the MUX. Example: > session Characters Input---- Characters Output--- Player Name On For Idle Port Pend Lost Total Pend Lost Total Mortal 00:06 0s 16 0 0 44 156 0 2679 2 Players logged in. Pending characters are those waiting to be acted on as commands (for input) or waiting to be sent out over the network (output). Lost characters are due to overflowing either the MUX's input or output buffers, either as the result of running a single command that produces too much output (such as @find and @search commands that match a large number of objects), or from typing too much on one line. Note: your Pending count for output will always be nonzero, as the output of the SESSION command hasn't been sent out over the network yet. & SET() SET() FUNCTION: set(<name>, <string>) Works the same as @set, <name> and <string> are equivalent to what comes before and after the '=' sign. Returns nothing. This is a side effect function, and should only be used when necessary. Related Topics: @set & SETDIFF() SETDIFF() FUNCTION: setdiff(<list1>, <list2>[[, <delim>], <output delim>]) This function returns the difference of two sets -- i.e., the elements in <list1> that aren't in <list2>. The list that is returned is sorted. If <delim> is specified, it (rather than a space) is used to separate items in the list. Example: > say setdiff(foo baz gleep bar, bar moof gleep) You say, "baz foo" Related Topics: setinter(), setunion(), sort(). & SETINTER() SETINTER() FUNCTION: setinter(<list1>, <list2>[[, <delim>], <output delim>]) This function returns the intersection of two sets -- i.e., the elements that are in both <list1> and <list2>. The list that is returned is sorted. If <delim> is specified, it (rather than a space) is used to separate items in the list. Example: > say setinter(foo baz gleep bar, bar moof gleep) You say, "bar gleep" Related Topics: setdiff(), setunion(), sort(). & SETQ() SETQ() FUNCTION: setq(<number>,<string>) The setq() function is used to copy strings into local registers. It returns a null string; it is a purely "side effect" function. There are thirty-six local registers, numbered 0 through 9 and A through Z. They are cleared at the start of each interactive command, but are preserved across the command queue. They are most useful for storing complex function evaluations which are used repeatedly within a single command. The local registers may be read via the r() function, and a common use of setq()/r() is to temporarily store the result of a complex evaluation whose result is needed more than once. setq() can be used to improve the readability of MUX code, as well as to cut down the amount of time needed to do complex evaluations. Example: > &TEST me=Test on [mudname()] at [time()]. > say [setq(0,u(TEST))]'[r(0)]' has length [strlen(r(0))]. You say "'Test on TestMUX at Tue Feb 23 17:00:51 1993.' has length 45." Related Topics: r(), setr(). & SETR() SETR() FUNCTION: setr(<number>,<string>) This function is identical to setq(), but returns <string>. Related Topics: setq(), r(). & SETUNION() SETUNION() FUNCTION: setunion(<list1>, <list2>[[, <delim>], <output delim>]) This function returns the union of two sets -- i.e., all the elements of both <list1> and <list2>, minus any duplicate elements. Think of it as CAT() without duplicated words. The list returned is sorted. If <delim> is specified, it (rather than a space) is used to separate items in the list. Example: > say setunion(foo baz gleep bar, bar moof gleep) You say, "bar baz foo gleep moof" > say setunion(foo|bar|foo,,|,.) You say, "bar.foo" Related Topics: setdiff(), setinter(), sort(). & SHA1() SHA1() FUNCTION: sha1(<string>) Returns 40 hexadecimal characters which represent a 160-bit cryptographically secure hash of <string>. This hash can also be described as a signature, fingerprint, or digest. sha1() implements SHA-1 as described in FIPS 180-1 and FIPS 180-2. Example: > think sha1(abc) A9993E364706816ABA3E25717850C26C9CD0D89D > think sha1(abcdbcdecdefdefgefghfghighijhijkijkljklmklmnlmnomnopnopq) 84983E441C3BD26EBAAE4AA1F95129E5E54670F1 Related Topics: crc32(), unpack(). & SHL() SHL() FUNCTION: shl(<number>,<count>) Performs a leftwards bit-shift on <number>, shifting it <count> times. This is equivalent to imul(<number>,pow(2,<count>), but much faster. Example: > think shl(2,10) 2048 Related Topics: shr(), band(), bnand(), bor(), bxor(). & SHR() SHR() FUNCTION: shr(<number>,<count>) Performs a rightwards bit-shift on <number>, shifting it <count> times. This is equivalent to idiv(<number>,pow(2,<count>), but much faster. Example: > think shr(1309,5) 40 Related Topics: shl(), band(), bnand(), bor(), bxor(). & SHROUD SHROUD The SHROUD flag is used to denote an object who is in the shroud. They can be heard by those set MEDIUM but not seen. They see the WRAITHDESC of the room if it is present and they see anything set SHROUD as well as other normally visible objects. & SHUFFLE() SHUFFLE() FUNCTION: shuffle(<word1> <word2> <...<wordN>[,<idelim> [,<odelim>]]) This function shuffles the order of words in a list, returning a random permutation of its elements. Example: > say shuffle(foo bar baz gleep) You say "baz foo gleep bar" Related Topics: die(), lrand(), pickrand(), rand() & SIGN() SIGN() FUNCTION: sign(<number>) Returns -1, 0, or 1 depending on whether its argument is negative, zero, or positive (respectively). Examples: > say sign(-4.2) You say "-1" > say sign(4.2) You say "1" > say sign(0.0) You say "0" > say sign(-1.3) You say "-1" Related Topics: abs(), iabs(), isign(). & SIN() SIN() FUNCTION: sin(<number>[, <units>]) Returns the sine of <number> where <number> is expressed in <units>. <units> may be 'radians', 'degrees', or 'gradians' or just the first letter of any of these. By default, <units> is radians. In a circle, there are 2*pi() radians, 360 degrees, and 400 gradians. Examples: > say sin(270,d) You say "-1" > say sin(fdiv(pi(),2)) You say "1" > say sin(fdiv(pi(),4)) You say "0.707107" > say sin(fdiv(pi(),6)) You say "0.5" Related Topics: acos(), asin(), atan(), cos(), pi(), tan(). & SINGLETIME() SINGLETIME() FUNCTION: singletime(<seconds>) This function converts seconds to a single time element which is the lowest approximation to the given number of <seconds>. Example: > say singletime(45) You say "45s" > say singletime(12345) You say "3h" > say singletime(123456) You say "1d" Related Topics: writetime(), exptime(), digittime(), secs(), time(). & SITEMON SITEMON FLAG: SITEMON($) () Enables notification (to any player with this flag set) of network connections and disconnections to the site. Related Topics: SUSPECT & SLAVE SLAVE FLAG: SLAVE(x) () If set on a player, neither the player nor any of his objects may perform any commands that change the database. Some sites may restrict additional commands. This flag may only be set or cleared by wizards. Related Topics: & SORT() SORT() FUNCTION: sort(<list>[, <sort type>[, <idelim>[, <odelim>]]]) Takes a list of words, numbers or dbrefs, and sorts them into ascending order. By default, lexicographic order is used for words, and numeric order is used for numbers and dbrefs. <sort type> may be used to specify the type of sort to perform (use 'd' for dbref, 'n' for integer numeric, 'f' for floating numeric, 'a' for case-sensitive alphanumeric, and 'i' for case-insensitive alphanumeric). If omitted or left blank, the sort() function will try to determine the type of sort to perform automatically. By default, the output delimiter, <odelim>, defaults to the input delimiter, <idelim>, which itself defaults to a space. Delimiters here, like most other functions, are used to separate items in a list. Examples: > say sort(This is a test) You say "This a is test" > say sort(98 100 99 101,n) You say "98 99 100 101" > say sort(foo-bar-bletch,,-,|) You say "bar|bletch|foo" Related Topics: munge, sortby & SORTBY() SORTBY() FUNCTION: sortby([<obj>/]<attrib>,<list>[,<idelim> [,<odelim>]]) This sorts an arbitrary list according to the u-function <obj>/<attrib>. This u-function should compare two arbitrary elements, %0 and %1, and return zero (equal), a negative integer (element 1 is less than element 2) or a positive integer (element 1 is greater than element 2). A simple example, which imitates a normal alphabetic sort: > &ALPHASORT test=[comp(%0,%1)] > say [sortby(test/ALPHASORT,foo bar baz)] You say "bar baz foo" A slightly more complicated sort. #1 is "God", #2 is "Amby", "#3" is "Bob": > &NAMESORT me=[comp(name(%0),name(%1))] > say [sortby(NAMESORT,#1 #2 #3)] You say "#2 #3 #1" Warning: the function invocation limit applies to this function. If this limit is exceeded, the function will fail _silently_. List and function sizes should be kept reasonable. Related Topics: & SPACE() SPACE() FUNCTION: space(<count>) Returns the number of indicated spaces. If <count> is missing, negative, or cannot be converted to a number, one space is returned. This function is useful when you want to pass a single space (or more than one) as a function to an argument, because normally leading and trailing spaces are stripped from function arguments. Examples: > say space(4) You say " " > say edit(Foo bar bletch, space(), X) You say "FooXbarXbletch" Related Topics: & SPELLNUM() SPELLNUM() FUNCTION: spellnum(<number1>) Given a number, it returns its written-out representation in words. & SPLICE() SPLICE() FUNCTION: splice(<list1>, <list2>, <word>[, <idelim>[, <odelilm>]]) This function splices <list1> and <list2> together. <list1> and <list2> are space-separated lists of words If a word in <list1> is the same as <word>, it is replaced by the word in the corresponding position in <list2>. Both lists must have the same number of words. <idelim> may be used to specify an input delimiter other than a space. <odelim> is the output delimiter. Example: > say splice(foo bar baz,eek moof gleep,bar) You say, "foo moof baz" Related Topics: merge(). & SPOOFING SPOOFING Spoofing is the act of making other characters think that a person said or did something that they did not. This is very easy to accomplish, and has some good effects, which is why it is allowed. Note that the NOSPOOF flag allows players to see exactly who is spoofing what. Example: ... From TinyJerk's perspective ... > @emit Wizard is a jerk! Wizard is a jerk. ... From Wizard's perspective, Wizard is set NOSPOOF ... [TinyJerk(#226)] Wizard is a jerk! > @boot tinyjerk You booted TinyJerk off! TinyJerk has disconnected. 1 connection closed. ... TinyJerk's perspective again ... Wizard gently shows you the door. *** Disconnected *** & SQRT() SQRT() FUNCTION: sqrt(<number>) Returns the square root of <number>. <number> may be a floating point number, and a floating point result is returned. <number> may not be negative. Examples: > say sqrt(2) You say "1.414214" > say sqrt(100) You say "10" > say sqrt(0) You say "0" > say sqrt(-1) You say "Ind" Related Topics: power(). & SQUISH() SQUISH() FUNCTION: squish(<text>[,<character>]) This function replaces multiple occurrences of <character> in <text> with a single occurrence. If <character> is not specified, it defaults to a space. Examples: > @wait 0=@va me=Foo[space(5)]Bar Set. > think %va Test Test > say squish(%va) Test Test > think squish(....Foo....Bar....,.) .Foo.Bar. Related Topics: strip(), trim() & STACK STACK Command lists that are run on objects can have up to 10 stack values named %0 through %9 (or [v(0)] through [v(9)]). Stack values can be set by the @trigger command, or by matching wildcard characters in the Listen attribute (in the case of the Ahear, Aahear, and Amhear attributes). Example: > @listen item = * foo * Set. > @ahear item = "-->[v(1)]<-- bar -->[v(0)]<-- Set. > say Fee fie foo fum You say "Fee fie foo fum" item says "-->fum"<-- bar -->Wizard says "Fee fie<--" & STAFF STAFF FLAG: STAFF(w) () This flag can be used to mark players who serve as staff on the MUX. It is wizard-settable only. Related Topics: & STARTSECS() STARTSECS() FUNCTION: startsecs() Returns the number of seconds that represents the time the MUX last rebooted. The time is measured in the same way as the secs() function. This is easier and more efficient than using convtime(starttime()). Example: > say startsecs() You say "959093815" Related Topics: secs(). & STARTTIME() STARTTIME() FUNCTION: starttime() Returns a string which is the time the MUX last rebooted. The time is in the same format as the TIME() function returns. Example: > say starttime() You say "Sat Dec 7 00:09:13 1991 Related Topics: convtime(). & STATS() STATS() FUNCTION: stats([<player>]) This function returns information about the number of objects on the MUX, much like the @stats command. If the argument is omitted or is 'all', then the stats for the entire MUX are returned, otherwise the stats for the named player are returned. You can only get stats for yourself. The stats are returned as a set of 6 numbers, in the same order as reported by the @stats command: total objects, rooms, exits, things, players, and garbage. This command costs as much as the equivalent @stats command (ie: '@stats/all' or '@stats <player>', not the free '@stats'). Examples: > @stats me 6 objects = 0 rooms, 0 exits, 5 things, 1 players. (0 garbage) > say stats(me) You say "6 0 0 5 1 0" > say stats() You say "377 51 165 134 20 7" > @stats/all 377 objects = 51 rooms, 165 exits, 134 things, 20 players. (7 garbage) Related Topics: @stats. & STICKY STICKY FLAG: STICKY(S) () If a thing is STICKY, it goes home when dropped (See HOMES). If a room is STICKY, its drop-to is delayed until the last person leaves (See DROP-TOs). Only meaningful for things and rooms. Related Topics: & STRCAT() STRCAT() FUNCTION: strcat(<string1>, <stringN>, ...) Concatenates two or more strings together, with no space between them. For example, strcat(foo,bar,baz,blech) will return the string "foobarbazblech". Related Topics: & STRIP() STRIP() FUNCTION: strip(<string1>[,<string2>]) This function strips out every occurrence of every character of <string2> from <string1> and returns <string1>. If <string2> is empty or not given, <string1> is returned, stripped of ANSI codes. The strip function is case sensitive. Examples: > say strip(This is a test,is) You say "Th a tet" > say strip(abcdefgABCDEFG,azGy!7$B) You say "bcdefgACDEF" Related Topics: @edit, edit(). & STRIPACCENTS() STRIPACCENTS() FUNCTION: stripaccents(<string>) Returns the string with accented characters converted to non-accented. This function assumes the ISO 8859-1 character set. Related Topics: chr(), ord(). & STRIPANSI() STRIPANSI() FUNCTION: stripansi(<string>) Strips the ansi codes from <string>. Related Topics: ANSI, ansi() & STRLEN() STRLEN() FUNCTION: strlen(<string>) Returns the number of visual characters in <string>. Example: > say strlen(This is a test) You say "14" > say strlen(Would you like coffee, or perhaps tea) You say "37" Related Topics: strmem(). & STRMATCH() STRMATCH() FUNCTION: strmatch(<string>,<pattern>) This function matches <pattern> against the entire <string>, returning 1 if it matches and 0 if it does not. The case of the characters being matched is not significant. The pattern may contain the wildcards '*' and '?'. '?' matches any one character, while '*' matches any number of characters, including none. So 's?x' would match 'sex' or 'six', but not to 'socx', but 's*x' would match any of them. Examples: > say strmatch(This is a test,*Test) You say "1" > say strmatch(This is a test,*This) You say "0" > say strmatch(This is a test,*is*is*) You say "1" Related Topics: match(), member(), regmatch(). & STRMEM() STRMEM() FUNCTION: strmem(<string>) Returns the number of bytes required to store <string> in memory. Example: > say strmem(This is a test) You say "14" > say strmem(Would you like coffee, or perhaps tea) You say "37" Related Topics: strlen(). & STRTRUNC() STRTRUNC() FUNCTION: strtrunc(<string>,<number>) This function returns <string> truncated if it is longer than <number>. If <number> is greater than the length of <string>, it just returns <string>. Much more efficient than the equivalent mid(). Related Topics: mid(), ljust(). & SUB() SUB() FUNCTION: sub(<number1>,<number2>) Returns the result of subtracting <number2> from <number1>. The numbers may be floating point numbers, and a floating point result is returned. Example: > say sub(5,2) You say "3" Related Topics: add(), dec(), iadd(), idiv(), imul(), inc(), isub(), fdiv(), mod(), mul(). & SUBEVAL() SUBEVAL() FUNCTION: subeval(<string>) This function's usefulness is primarily useful in conjunction with v() as a way to control when evaluation occurs. Escapes are evaluated, but {} and functions are not. The location escape is also not evaluated. When used from the command line, it's use is limited to nil because evaluation of subeval's parameters occurs before the subeval() function is called. & SUBJ() SUBJ() FUNCTION: subj(<object>) Returns the proper subjective pronoun (he, she, it, they) for referring to <object>, based on the object's Sex attribute. You must either control or be near <object>. Related Topics: aposs(), obj(), poss(), SUBSTITUTIONS. & SUBSTITUTIONS SUBSTITUTIONS The most basic form of evaluation is a %-substitution. Even when other forms of evalution are not performed, %-substitutions usually are. A %-substitution is a '%' followed by one or two letters, digits, or symbols. If a sequence is understood, it is substituted by a corresponding value. If a sequence is not understood, the initial '%' is removed. In this way, the '%' also acts similiarly to the '\' escape. For some substitutions, if the letter following the '%' is capitalized, the first letter of the result of the substitution is also capitalized. Certain %-sequences provide gender-specific pronouns. Some provide information about the execution state. Some provide control over the appearance of text. Commonly-used substitutions: %r Carriage Return %t Tab %b Space %% Literal '%'. %\ Literal '\'. %x<code> ANSI color codes. See: ansi(). %c<code> ANSI color codes. See: ansi(). { 'help substitutions2' for more } & SUBSTITUTIONS2 SUBSTITUTIONS (continued) Pronoun-related substitutions: %s, %S Subjective form: he, she, it, they. See: subj(%#) %o, %O Objective form: him, her, it, them. See: obj(%#) %p, %P Possessive form: his, her, its, their. See: poss(%#) %a, %A Absolute Possessive form: his, hers, its, theirs. Database substitutions: %n, %N Enactor's name. See name(%#). %va-%vz Contents of attribute va through vz Execution state substitutions: %m Text of the last command executed. %0-%9 Value of positional parameter/stack location 0 through 9. %q0-%q9 Value of temporary (setq) register 0 through 9. %qa-%qz Value of temporary (setq) register A through Z. { 'help substitutions3' for more } & SUBSTITUTIONS3 SUBSTITUTIONS (continued) Execution state substitutions (continued): %# Database number of the object that caused the message to be displayed or the action list to be run (Enactor). %@ Database number of the object immediately calling %! (Caller). This number starts as the same as %#, but can be affected by u()-type functions, zones, and @function. %! Database number of the object holding the message or running the action list (Executor). %l Database number of the location of the object that caused the message to be displayed or the action list to be run. %| A string piped from the previous command in a pipe. Note that %<whatever> is equivalent to [v(<whatever>)], but is more efficient. Related Topics: ANSI(), ANSI CODES, ANSI SUBSTITUTION, GENDER, V(). & SUCCESS SUCCESS You successfully use a player or a thing when you take it (because you passed the lock). You successfully use an exit when you go through it. You successfully use a room when you look around and the room is not locked against you. Related Topics: get, look, @asuccess, @lock, @osuccess, @success. & SWITCH() SWITCH() FUNCTION: switch(<str>[,<pat1>,<res1>]...[,<dflt>]) The switch function compares <str> against each pattern, <patI>, returning the result, <resI> that corresponds to the first pattern that matches <str>. If none match, then the default result, <dflt>, is returned. Before <resI> is evaluated for return, #$ is substituted with the value of <str>. In this way, <resI> has a short-hand way of getting at the <str> that matched it's corresponding pattern. Patterns may include * and ?. * matches any number of characters, and ? matches any 1 character. Instead of pattern matching, it is also possible to compare the alphabetic or numeric value of <str> with <pat> by using the < and > operators. Example: > say switch(c,*a*,A,*b*,B,*c*,C,*d*,D,E) You say "C" > say switch(f,*a*,A,*b*,B,*c*,C,*d*,D,E) You say "E" > say switch(cab,*a*,A,*b*,B,*c*,C,*d*,D,E) You say "A" > say switch(f,*a*,A,*b*,B,*c*,C,*d*,D) You say "" Related Topics: @switch, match(), ifelse(), case(). & SWITCHES SWITCHES Some commands have command switches associated with them that can be used to modify their behavior. For instance, switches on the @ps command control the amount of information displayed, and switches on the @switch command indicate whether to perform all actionlists whose targets match the search string, or just the first. Related Topics: @list. & T() T() FUNCTION: t(<boolean>) Takes a boolean value, and returns 1 if it's true, and 0 if it's false. Related Topics: BOOLEAN VALUES, and(), not(), or(), xor(). & TABLE() TABLE () table(<list>,<field width>,<line length>,<delimiter>, <output separator>,<padding>) This function returns the elements of <list> in a tabular format. All other parameters are optional. - <field width> specifies how wide each table entry is allowed to be. Default: 10 characters. - <line length> is how wide a table row can be. Default: 78 characters. - <delimiter> is the delimiter used in <list>. Default: White space. - <output separator> is a single character to be used between entries in the table. Default: White space. - <padding> is a string which will be repeated to fill in space between the end of a table entry and the next column. Default: White space. Examples: > think table(a b areallylongone d) a b areallylon d > think table(the quick brown fox,10,25, ,|) the |quick brown |fox > think table(foo bar baz,101,25,0,|,.\,) foo.,.,.,.|bar.,.,.,. baz.,.,.,. Related Topics: columns() & TAKE TAKE COMMAND: take[/<switch>] <object> take[/<switch>] <exit> take[/<switch>] <object>'s <sub-object> The first form picks up <object> from your location and adds it to your inventory. It will fail if the object is locked against you, or if you are inside a player or object that you don't control and which isn't set ENTER_OK. The second form takes an exit from your location and adds it to you. Anyone inside you may then use the exit to travel to the exit's destination. You may take exits that you own, and exits owned by others in locations that you own. The third form takes <sub-object> from <object> and adds it to your inventory. <object> must be ENTER_OK and <sub-object> must not be locked against you for this to work. The lock on <object> is not checked. { 'help take2' for more } & take2 TAKE (continued) The following switch is recognized: /quiet - Don't perform the @osucc/@asucc or @ofail/@afail attributes on the target object. This switch only works if you control the object. <object> and <sub-object> may be either players or things. 'get' is the same as 'take'. Related Topics: drop, @afail, @asucc, @fail, @ofail, @osucc, @succ, ENTER_OK, FAILURE, SUCCESS. & TAN() TAN() FUNCTION: tan(<number>[, <units>]) Returns the tangent of <number> where <number> is expressed in <units>. <units> may be 'radians', 'degrees', or 'gradians' or just the first letter of any of these. By default, <units> is radians. In a circle, there are 2*pi() radians, 360 degrees, and 400 gradians. Examples: > say tan(0) You say "0" > say tan(1) You say "1.557408" > say tan(fdiv(pi(),4)) You say "1" Related Topics: acos(), asin(), atan(), cos(), pi(), sin(). & TEL() TEL() FUNCTION: tel(<name>,<destination>) Works the same as @tel, <name> and <destination> are equivalent to what comes before and after the '=' sign. Returns nothing. This is a side effect function, and should only be used when necessary. Related Topics: @teleport & TERSE TERSE FLAG: TERSE(q) () If you are set TERSE then you are not shown the description, success/failure messages, contents, or exits of locations you enter. You must use the LOOK or EXAMINE commands to see this information. Others in the location still get the osucc/ofail messages and the asucc or afail command list is still run. Related Topics: examine, look. & TEXTFILE() TEXTFILE() FUNCTION: textfile(<helpcmd>, <topic>) Returns the body of <topic> associated with <helpcmd> that would have been shown if <helpcmd> were used instead. Examples: > help say ... > think textfile(help,say) ... Related Topics: help, helpfile in wizhelp, raw_helpfile in wizhelp. & THINK THINK COMMAND: think <message> You can use this command to send a private message to yourself. Pronoun substitution is performed. This is essentially equivalent to "@pemit me=<message>", but with "think", there is no prepended text. One possible use: "@adesc me=think --> %n(%#[flags(%#)]) just looked at you." & THROW THROW COMMAND: throw[/<switch>] <object> throw[/<switch>] <exit> The first form removes <object> from your inventory and puts it in your location, except for the following special cases: Dropping a STICKY thing sends it home, and dropping a thing in a room with a drop-to sends the thing to the drop-to location. The second form removes <exit> from your list of exits and adds it to the list of exits for the current location. Anyone in the same location as you may then use the exit to travel to the exit's destination. You can only drop exits when you own the location where you are dropping them. The following switch is recognized: /quiet - Don't perform the @odrop/@adrop attributes on the dropped object. This switch only works if you control the object. 'drop' is the same as 'throw'. Related Topics: get, @adrop, @drop, @odrop, DROP-TO, STICKY. & TIME() TIME() FUNCTION: time([<zonename>][, <precision>]) The optional <zonename> parameter may be "utc" or "local". If no <zonename> is given, "local" is assumed. local - Gives you the current local time string of the machine the MUX is running on. This time is affected by the daylight savings time (or 'summer') rules in force at the server's location. utc - Gives you the time string for the UTC time zone. <precision> determines the number of fractional seconds shown. By default, no fractional seconds are shown. Example: > say time() You say "Fri May 05 13:05:39 2000" > say time(utc,3) You say "Fri May 05 20:05:39.667 2000" Related Topics: convsecs(), convtime(), secs(). & TIMEFMT() TIMEFMT() FUNCTION: timefmt(<format>[, <secs>]) If <secs> isn't given, the current time is used. Escape sequences in <format> are expanded out. All escape sequences start with a $. Any unrecognized codes or other text will be returned unchanged. $a - Abbreviated weekday name $P - am/pm $A - Full weekday name $r - Same as $I:$M:$S $p $b - Abbreviated month name $R - Same as $H:$M $B - Full month name $S - Seconds after the minute $c - Date and time $t - Tab $C - Century $u - Day of Week (Sunday=7) $d - Day of the month $U - Week of the year from 1st Sunday $F - ISO8601 YMD $V - ISO8601 Week Number. $g - Two-digit ISO8601 year $w - Day of the week (Sunday=0) $G - All-digit ISO8601 year $W - Week of the year from 1st Monday $H - Hour of the 24-hour day $x - Date $I - Hour of the 12-hour day $X - Time $j - Day of the year $y - Two-digit year $m - Month of the year $Y - All-digit year $M - Minutes after the hour $z - Time zone offset $n - Newline $$ - $ character $p - AM/PM Example: > think timefmt($A\, the $dth day of $B.) Monday, the 17th day of July. Related Topics: convtime(), convsecs(). & TOPICS TOPICS Help available on the following Topics: $-COMMANDS ARBITRARY COMMANDS ATTRIBUTE OWNERSHIP BEING KILLED BOGUS COMMANDS BOOLEAN VALUES COMMAND EVALUATION COMSYS CONTROL COSTS CREDITS DROP-TO ENACTOR EXITS FAILURE FLAG LIST FLAGS FUNCTION LIST FUNCTIONS GENDER GOALS HERE HOMES LINKING LISTENING LISTS LOOPING ME MONEY MOVING OBJECT STACK OBJECT TYPES PARENT OBJECTS PARENT ROOMS PIPING POWERS LIST PUEBLO PUPPETS REGEXPS ROBBERY SEARCH CLASSES SEMAPHORES SPOOFING STACK SUBSTITUTIONS SUCCESS SWITCHES USER-DEFINED COMMANDS VERBS WIZARDS ZONES & TRACE TRACE FLAG: TRACE(T) () When a thing is set TRACE, it will report to its owner the result of all substitutions that it performs that change the original string. The order for displaying nested evaluations (such as when evaluating the arguments to a function) is a site-selected configuration parameter. Example: > @set object = trace > @va object = say The result is [add(4,mul(3,%0))]. > @trig object/va = 7 object(#322)} '%0' -> '7' object(#322)} 'mul(3,%0)' -> '21' object(#322)} 'add(4,mul(3,%0))' -> '25' object(#322)} 'The result is [add(4,mul(3,%0))].' -> 'The result is 25.' object says "The result is 25." { 'help trace2' for more } & TRACE2 TRACE (continued) When trace output is displayed in top-down order (final evaluation first, followed by the 'smaller' evaluations needed to perform it), then the total number of trace output lines that may be produced by an evaluation is limited to 200. Bottom-up trace output is not limited. Related Topics: VERBOSE. & TRAIN TRAIN COMMAND: train <command> The train command is used to output to your location exactly what you have typed, then execute it. The output is not parsed and is taken verbatim and displayed as is. Example: > train @emit To do addition, type: say add(1,1) = 2 YourName types -=> @emit To do addition, type: say add(1,1) = 2 To do addition, type: say add(1,1) = 2 Related Topics: @emit, pose, @pemit, think & TRANSLATE() TRANSLATE() FUNCTION: translate(<string>, <type>) This function converts all raw ANSI color codes, carriage returns, and tabs to either MUX substitutions or to spaces. If <type> is 0 or 's', the raw codes are converted to spaces, if it is 1 or 'p', the codes are converted to MUX %c and %r substitutions. Because multiple spaces can be compressed into a single space, if <type> is 1 or 'p', multiple spaces are converted to a series of '%b' followed by a single space. Related Topics: & TRANSPARENT TRANSPARENT FLAG: TRANSPARENT(t) () If an exit is TRANSPARENT, then when you look at it you see the description of the room on the other side of the exit in addition to the description of the exit. When a room is TRANSPARENT, you see a 'long' listing of exits, including their destinations. Related Topics: & TRIM() TRIM() FUNCTION: trim(<string> [,<trim style> [,<trim character>]]) This function will trim trailing and/or lead characters on the string that you specify. <trim character> specifies the character to trim (default is space), and <trim style> tells the kind of trimming to perform (default is trim both sides of the string). The following values for <trim style> are recognized: 'b' : Trim both ends of the string (default) 'l' : Trim the left end of the string. 'r' : Trim the right end of the string. Note: anything else specified for <trim style> will trim both sides. Example: > say trim(;;;Wacka;;;,,;) You say "Wacka" > say trim(%b%b%b Polly Parrot %b%b%b%b,r) You say " Polly Parrot" > say trim(---Trim Rules!---,l,-) You say "Trim Rules!---" Related Topics: center(), ljust(), rjust(). & TRUNC() TRUNC() FUNCTION: trunc(<number>) Returns the value of <number> after truncating off any fractional value. <number> may be a floating point number, and an integer result is returned. Examples: > say trunc(5) You say "5" > say trunc(5.2) You say "5" > say trunc(5.8) You say "5" > say trunc(-5) You say "-5" > say trunc(-5.2) You say "-5" Related Topics: fdiv(), floor(), mod(), round(). & TXLEVEL() TXLEVEL() FUNCTION: txlevel(<target>) Returns a space separated list of <target>'s Tx Levels. You must control <target>. If no levels are listed, nothing is returned. If you do not control the target, or if the target does not exist, '#-1' is returned. NOTE: This function is not available unless reality levels was enabled at compile-time. Example: > say txlevel(me) You say 'Real'. Related Topics: hasrxlevel(), hastxlevel(), rxlevel(), listrlevels() & TYPE() TYPE() FUNCTION: type(<object>) Returns a string indicating the object type of <object>, either EXIT, PLAYER, ROOM, or THING. Example: > say type(me) You say "PLAYER" > say type(here) You say "ROOM" Related Topics: & U() U() FUNCTION: u([<obj>/]<attr>[,<arg>]...) The u function evaluates an attribute, either from the object performing the function or from another object you own, passing in arguments and returning the result. When evaluating the fetched attribute, %# refers to the original enactor and not the 'calling' object, and 'me' refers to the object that supplied the attribute. Examples: > @va me=Word is [extract(v(vb),add(%0,1),1)], arg2 is %1. > @vb me=This is a test of the u function. > say u(va,4,Testing 123) You say "Word is of, arg2 is Testing 123." > say u(va,7) You say "Word is function., arg2 is ." > say u(me/va,6,Foobar) You say "Word is u, arg2 is Foobar." Related Topics: s(), v(), get(), get_eval(), map(), ulocal(). & UCSTR() UCSTR() FUNCTION: ucstr(<string>) Returns <string> with all letters converted to uppercase. Example: > say ucstr(This is a test, really!) You say "THIS IS A TEST, REALLY!" Related Topics: capstr(), lcstr(). & UDEFAULT() UDEFAULT() FUNCTION: udefault([<obj>/]<attr>,<default case>[,<arg>]...) This function returns the value of the user-defined function as defined by <attr> (or <obj>/<attr>), as if retrieved via the u() function, with <args>, if the attribute exists and is readable by you. Otherwise, it evaluates the default case, and returns that. The default case is only evaluated if the attribute does not exist or cannot be read. Examples: > &TEST me=[center(%0,5,*)] > say udefault(Test,-- BOOM --,ACK) You say "*ACK*" > &TEST me > say udefault(me/Test,-- BOOM --,ACK) You say "-- BOOM --" Related Topics: get(), get_eval(), u(), default(), edefault(). & ULOCAL() ULOCAL() FUNCTION: ulocal([<obj>/]<attr>[,<arg>]...) The ulocal() function is almost identical to u() in function: it evaluates an attribute, either from the object performing the function, or another object that you control or has the same owner as you, passing in arguments and returning the result. When evaluating the fetched attribute, %# refers to the original enactor and not the 'calling' object; 'me' refers to the object that supplied the attribute. However, unlike the u() function, the global registers r(0) through r(9) and r(A) through r(Z) (%q0 - %q9, %qA - %qZ) are preserved in their initial state. This means that functions "below" the level of the u() can reset global registers for temporary calculations, without needing to worry about "clobbering" the original values. This makes ulocal() particularly useful for global or shared code which calls arbitrary u() functions, where global register values need to be preserved from accidental user clobbering. Related Topics: ulocal2 & ULOCAL2 ULOCAL() (continued) Examples: > &FRUIT me=apples bananas oranges pears > &SUB-FUNCTION me=[setq(0,v(FRUIT))][extract(%q0,match(%q0,%0),1)] > &TOP-FUNCTION me=[setq(0,are delicious!)][ulocal(SUB-FUNCTION,%0)] %q0 > say u(TOP-FUNCTION,b*) You say "bananas are delicious!" If SUB-FUNCTION had been called with u() instead of ulocal(): > &TOP-FUNCTION me=[setq(0,are delicious!)][u(SUB-FUNCTION,%0)] %q0 > say u(TOP-FUNCTION,b*) You say "bananas apples bananas oranges pears" In this second example, in SUB-FUNCTION, %q0 was set to "apples bananas oranges pears", so that when the u() "returned" and TOP-FUNCTION evaluated %q0, this is what was printed. In the first example, ulocal() reset the value of %q0 to its original "are delicious!" Related Topics: u(), setq(), r() & UMBRA UMBRA The UMBRA flag is used to denote an object which is in the umbra. They will see the room's UMBRADESC if it is present and will not see or be seen by those not set UMBRA. & UNFINDABLE UNFINDABLE FLAG: UNFINDABLE(U) () If a player is set UNFINDABLE, he cannot be found by the loc() or room() functions. If a room is set UNFINDABLE, players in that room (or inside objects in the room) cannot be found by loc()/room(). Related Topics: & UNINSPECTED UNINSPECTED FLAG: UNINSPECTED(g) () This flag is typically set on rooms that need to be inspected for good building practices. This flag may only be set by wizards and royalty. Related Topics: & UNPACK() UNPACK() FUNCTION: unpack(<packed number>[,<radix>]) Returns the equivalent normal base-10 number of the given packed-number using the specified base. The default radix is 64. The inverse function of unpack is pack. Examples: >think unpack(bVxTM) 629126998 >think unpack(1111,2) 15 Related Topics: pack(). & USE USE COMMAND: use <object> Uses <object>. Some objects will do interesting, useful, or dangerous things when used, for instance, using a camera should result in a picture being taken. Objects that you wish to limit who or under what circumstances they may used by others should be @lock'ed with the appropriate uselock. Related Topics: @ause, @ouse, @use, @lock, @lock locks. & USER-DEFINED COMMANDS USER-DEFINED COMMANDS These commands are called arbitrary commands, user-defined commands, or $-commands (for how they are defined). See 'arbitrary commands' for the full description. Related Topics: arbitrary commands & V() V() FUNCTION: v(<string>) The V function can be used as an alternative for percent (%) substitution and also as a replacement for get(me/<arg>). If the argument is two characters long or longer and starts with a letter, then the object performing the v() call (and its parent, if necessary) is searched for the named attribute, and its value is returned if possible. Otherwise, a percent substitution is performed on the argument (so that v(o) is equivalent to %o, for instance). The percent form (%o in the previous example) is preferred as it is faster, and there are no longer any security problems associated with it. Note that attributes with single-character names cannot be retrieved with v(). Related Topics: GENDER, SUBSTITUTION, PARENT OBJECTS, get(). & VACATION VACATION FLAG: VACATION(|) () This flag can only be set by wizards. It is usually used to mark players who will be inactive for a long period of time. It is automatically cleared when the character logs on. Related Topics: & VADD() VADD() FUNCTION: vadd(<vector|scalar>,<vector|scalar>[,<delim>][,<output delim>]) Returns the result of either the addition of a vector by a scalar or the addition of two vectors. A vector is a list of numbers separated by spaces or a delimiter, and may have up to 20 dimensions. Example: > think vadd(1 2 3,4 5 6) 5 7 9 > think vadd(0|0|0,1|2|3,|,^) 1^2^3 Related Topics: vsub(). & VALID() VALID() FUNCTION: valid(<category>,<argument>) This returns true or false depending on whether the characters and arrangement of characters in <argument> satisfy the restrictions implied by <category>. Possible values for <category>: name Test for object name. playername Test for player name. attrname Test for attribute name. Valid() does not check the database for existence and it does not guarantee that an attempt to use such an object will succeed. It only looks at <argument> as a string of characters. Related Topics: isdbref(). & VCROSS() VCROSS() FUNCTION: vcross(<vector>,<vector>[,<delim>][,<output delim>]) Returns the cross product of two vectors. The cross product of two vectors is a vector. | a b c | (a,b,c) X (d,e,f) = det | d e f | = i(bf-ce) + j(cd-af) + k(ae-bd) | i j k | where i, j, and k are taken as unit vectors in Cartesian space. Example: > @pemit me=vcross(1 2 3,2 3 4) -1 2 -1 Related Topics: vdot(), vmul(). & VDIM() VDIM() FUNCTION: vdim(<vector>[,<delimiter>]) Returns the dimensionality of a vector. Example: > think vdim(1 2 3 4) 4 Related Topics: vmag(), vunit(). & VDOT() VDOT() FUNCTION: vdot(<vector>,<vector>[,<delim>][,<output delim>]) Returns the dot product of two vectors. The dot product of two vectors is a scalar. (a,b,c) * (x,y,z) = ax + by + cz Example: > @pemit me=vdot(1 2 3,2 3 4) 20 Related Topics: vmul(), vcross(). & VERBOSE VERBOSE FLAG: VERBOSE(v) () This flag causes all commands executed by the object having the flag to be sent to the owner of the object. Examples: > @create foo > @set foo=VERBOSE > @force foo="Hi. foo "Hi. foo says "Hi." Related Topics: TRACE & VERBS VERBS For many verbs there are three attributes that specify messages and actions associated with the verb in addition to the verb's builtin action. The attributes are named Verb, Overb, and Averb. Verb is the message that the enactor sees, Overb is the message that everyone else in the same room as the enactor sees, and Averb is a list of commands that are run. These attributes may be set using the @<attribute> command, so the commands to set the attributes related to the 'drop' command are @drop, @odrop, and @adrop. & VERSION VERSION COMMAND: version Displays the version of MUX that is running and the date it was last rebuilt. & VERSION() VERSION() FUNCTION: version() Returns a string which contains various version information for the MUX you're on. Example: > version MUX 2.2.0.44 #1 [ALPHA] Build date: Tue Oct 1 11:47:16 PDT 2002 > say version() You say "MUX 2.2.0.44 #1 [ALPHA]" Related Topics: & VISIBLE() VISIBLE() FUNCTION: visible(<object>,<victim>[/<attr>]) Returns 1 if <object> can examine <victim>, or 0 otherwise. If <object> or <victim> do not exist, 0 is returned. If an object-attribute pair is provided, 1 is returned if <object> can see <attr> on <victim>. If <attr> is not present on <victim>, 1 is returned if <object> can examine <victim>. Related Topics: cansee(). & VISUAL VISUAL FLAG: VISUAL(V) () The flag a lot of players have been waiting for. When set on your object, it allows other players to examine it and see all the object's attributes as if they owned the object. They cannot make any changes to the object. Related Topics: & VMAG() VMAG() FUNCTION: vmag(<vector>[,<delimiter>] Returns the magnitude of a vector using a euclidean distance metric. That is, for vector a b c d, it returns sqrt(a^2+b^2+c^2+d^2). Example: > think vmag(3 4) 5 Related Topics: vdim(), vunit(). & VMUL() VMUL() FUNCTION: vmul(<vector|num>,<vector|num>[,<delim>][,<output delim>]) Returns the result of either multiplying a vector by a number (scalar multiplication) or an elementwise multiplication of two vectors. Example: > think vmul(1 2 3,2) 2 4 6 > think vmul(1 2 3,2 3 4) 2 6 12 Related Topics: vdot(), vcross(). & VSUB() VSUB() FUNCTION: vsub(<vector|scalar>,<vector|scalar>[,<delimiter>][,<output delimiter>]) Returns the difference between two vectors, two scalars, or a combination of either. Example: > think vsub(3 4 5,3 2 1) 0 2 4 > think vsub(3 4 5,3 2 1,,|) 0|2|4 Related Topics: vadd(). & VUNIT() VUNIT() FUNCTION: vunit(<vector>[,<delimiter>]) Returns the unit vector (a vector of magnitude 1) which points in the same direction as the given vector. Example: > think vunit(2 0 0) 1 0 0 > think vmul(vunit(5 6 7),vmag(5 6 7)) 5 6 7 Related Topics: vdim(), vmag(). & WHERE() WHERE() FUNCTION: where(<object>) This function returns the "true" location of an object. You must control the object or be near it in order for it to work. For players and things, the "true" location is the normal location of the object. For exits, the "true" location is the source room. For rooms, it is #-1. Related Topics: loc(), rloc(). & WHISPER WHISPER COMMAND: whisper <player>=<message> Whispers the message to the named person, if they are in the same room as you. No one else can see the message that you whisper. You can format the message one of several ways by specifying ':', ';', or '"' as the first character of the message. ':' and ';' format the message as 'You sense <player> <message>', with ';' omitting the space between <player> and <message>. '"' formats the message in normal whisper format (this is the default). Related Topics: page, pose, say, :, ;, ". & WHO WHO COMMAND: who [<prefix>] Displays a list of players currently connected to the MUX. The WHO report tells you how long a player has been on, how long they have been inactive, and what they are doing (if they have used the @doing command). If <prefix> is specified, only players whose names start with <prefix> are listed. Related Topics: @doing. & WIZARD WIZARD FLAG: WIZARD(W) () 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. Related Topics: & WIZARDS WIZARDS Wizards are the people that help run the game and make sure that everything is working properly. They have special powers to tweak reality in ways mortals can only dream of. Be nice to them, they are going out of their way to help keep the game running smoothly. And remember, if you have any problems or just want to talk to someone, they will be there for you as well. & WORDPOS() WORDPOS() FUNCTION: wordpos(<string>, <charpos>[, <delim>]) Returns the number of the word within <string> where the character position <charpos> falls. Spaces between words are treated as belonging to the word that follows them. If <charpos> is not within the string, the value #-1 is returned. Both words and characters are numbered starting at 1. <delim> may be used to specify a delimiter other than a space. Example: > say wordpos(This is a test, 4) You say "1" > say wordpos(This is a test, 5) You say "2" > say wordpos(This is a test, 6) You say "2" > say wordpos(This is a test, 20) You say "#-1" Related Topics: member(), pos(). & WORDS() WORDS() FUNCTION: words(<string>[, <delim>]) Returns the number of words in <string>. <delim> may be used to specify a delimiter other than a space. Example: > say words(This is a test) You say "4" say words(Would you like coffee or perhaps tea?) > You say "7" say words(This:is:a:colon:separated:list,:) > You say "6" Related Topics: & WRAP() WRAP() FUNCTION: wrap(<text>,<width>[,<just>,[<lefttxt>[,<righttxt> [,<hanging>[,<osep>[,<width1>]]]]]]) This function word wraps the text to fit into a column of the specified width. Words are separated by spaces. If a word in the text is longer than a single line, it is simply broken at the end of the line. Tabs are expanded to 8 spaces, and %r's are treated as a force to the next line, overriding the logic of the word wrapping. The <just> argument may be Left, Right, or Center. Only the first character of the argument is significant. <just> defaults to Left. The <lefttxt> and <righttxt> specify text to insert as borders on either side of each line. They default to nothing. The <hanging> argument specifies an optional number of spaces to insert on the left margin for any line that is not the first line. This is commonly called a hanging indent in word processing. <osep> is the output separator, and it defaults to %r. <width1> is the width of the first line (default of <width>). ("help wrap2" for more) & WRAP2 WRAP() (continued) Examples: > @emit wrap(Hi there. How are you?, 10, right, |%b, %b|) | Hi there. | | How are | | you? | > @emit DESC: [wrap(get(me/desc), 10, left,,,6)] DESC: You see before you a stranger. The width can not be above 4000 characters. Related Topics: ljust(), rjust(), center(), columns(). & WRITETIME() WRITETIME() FUNCTION: writetime(<seconds>) This function converts seconds to a number of time elements (hours, minutes, seconds) that is equivalent to the given number of <seconds>. This is very similar to the exptime() function, but the elements are given their long names instead of short names. Example: > say writetime(45) You say "45 seconds" > say writetime(12345) You say "3 hours 25 minutes 45 seconds" > say writetime(123456) You say "1 day 10 hours 17 minutes 36 seconds" Related Topics: digittime(), exptime(), secs(), singletime(), time(). & XGET() XGET() FUNCTION: xget(<object>,<attribute>) This function works exactly like get(), but uses the object and attribute separated into two arguments. Related Topics: get(), eval(), get_eval(). & XOR() XOR() FUNCTION: xor(<boolean1>[,<booleanN>]...) Takes one or more BOOLEAN-Z arguments, and returns TRUE(1) if an odd number of them are equivalent to TRUE. Related Topics: BOOLEAN VALUES, and(), not(), or(), t(). & ZFUN() ZFUN() FUNCTION: zfun(<attrib>, <arg0>[, <arg1>[, ...]]) Evaluates <attrib> on the enactor's zone object with parameters. Related Topics: ZONES, zone(). & ZONE OBJECTS ZONE OBJECTS Every object in the database has the potential of being associated with a zone object. For more details on how zones work, see the related topic. Related Topics: zones & ZONE() ZONE() FUNCTION: zone(<object>) Returns the object's 'zone'. This is the dbref of the master object which defines the zone. Related Topics: ZONES. & ZONES ZONES Zones are areas of the MUX which may be controlled by many people. Essentially, they allow group ownership of objects. The default zone is NOTHING. Any building done by a player defaults to belonging to the same zone that the player belongs to. Every zone is defined by a Zone Master Object (ZMO). The ZMO is an ordinary MUX object owned by some player. A wizard may change the zone of an object or player to a ZMO. If the ZMO is a room, it is called a "Parent room." Most of the statements about ZMOs also apply to parent rooms; for details, see the help topic PARENT ROOMS. { 'help zones2' for more } & ZONES2 ZONES (continued) Anyone who can pass the Enter lock of the ZMO has control over all objects in that zone. This, in essence, gives that player wizard powers within that zone. For this reason, one must be extremely careful with the enter locks of ZMOs! Also, $commands on a ZMO are treated as global within that zone. The game attempts to match $commands for the ZMO of the player's location, as well as $commands for the player's own zone. For some suggestions on how to use zones, see "help ZONES3". { 'help zones3' for more } & ZONES3 ZONES (continued) Some suggested uses of zones: 1. If you are working on a building project with several people, it may be useful to create a zone object and @elock it to all of you, and ask a wizard to @chzone the players involved to the zone object. That way, all of the players working on the project will be able to modify the building. 2. On a similar thread, if several players are working on a project involving only a few objects, it may be simpler to create a zone object and @chzone those few objects to the ZMO instead of resetting the zones of the players. Note that a player does not have to belong to a zone in order to change objects in that zone; all is merely required to pass the ZMO's enter lock. { 'help zones4' for more } & ZONES4 ZONES (continued) More possible uses for zones: 3. If local wizards are desired, a zone object may be created and enter locked to the local wizard. Players building within that zone should be @chzone'd to that ZMO. The local wizard will then be able to control anything within that domain. 4. If you want restricted global commands defined over only a small area, you can define that area to be part of a zone, and place the desired $commands upon the ZMO. & ZWHO() ZWHO() FUNCTION: zwho(<object>) Returns a list of players who are a member of the zone defined by <object>. Currently a wizard/royalty only function. Related Topics: inzone(), ZONES. & \\ \\ COMMAND: \\<message> Outputs <message> to everyone in your current room without embellishment. Example: >\\A chill falls over the room. A chill falls over the room. Related Topics: @emit, @oemit, NOSPOOF.