#HELPS 0 !~ Syntax: ! ! repeats the last command you typed. ~ 1 "ADDPILOT" "REMPILOT"~ . Syntax : Addpilot (name) Syntax : Rempilot (name) Used for adding and remove pilots from your ship. Must be used in the cockpit of the ship. ~ 1 "CAPITAL SHIPS" "MIDSHIPS" "STARFIGHTERS"~ . These skills allow you to fly the ships of there respective size. Each is automatic once it is practiced. ~ 1 "CREATE FIRE"~ Syntax : feel "create fire" Creates a small contained fire in the room. ~ 1 "CURE BLINDNESS"~ Syntax : feel "cure blindness" <target> Cures blindness of target. ~ 1 "CURE POISON"~ Syntax : feel "cure poison" <target> Removes poison from targets blood. ~ 1 "DETECT DARKNESS" "DETECT FORCE" "DETECT INTENT" "DETECT MASKING" "DETECT POISON" "DETECT TRAPS"~ Syntax : feel "detect (ability)" These abilities allow you to detect what they say. Intent gives you a rough idea about your alignment. ~ 1 "DISPEL DARK"~ Syntax : feel "dispel dark" <target> Damages characters aligned with the dark side. ~ 1 "DISPEL FORCE"~ Syntax : feel "dispel force" <target> Removes any force affecting the victim. ~ 1 "FORCE BLAST"~ Syntax : feel "force blast" Require THREE people and causes heavy damage to all in the room, and then blinds everyone, including casters. ~ 1 "FORCE BOLT"~ Syntax : feel "force bolt" <victim> Sends a bolt of force at the victim. ~ 1 "FORCE BUBBLE" "FORCE SHIELD"~ Syntax : feel "force bubble" Syntax : feel "force shield" Creates a force bubble/shield that lowers AC and increase resistance. ~ 1 "FORCE FUNNEL"~ Syntax : feel "force funnel" <victim> Makes victim more susceptable. ~ 1 "FORCE LIGHTNING"~ Syntax : feel "force lightning" <victim> Sends bolts of lightning into victim. ~ 1 "FORCE SIGHT"~ Syntax : feel "force sight" Allows user to see in the dark. ~ 1 "GOOD FORTUNE"~ Syntax : feel "good fortune" Increase hitroll and improves saving roll against the force. ~ 1 "GROUP MASKING"~ Syntax : feel "group masking" Masks all those in your group (including you). ~ 1 "HEIGHTENED ACCURACY"~ Syntax : heightened accuracy Increases your hitroll for a limited period. ~ 1 "HEIGHTENED AWARENESS"~ Syntax : feel "heightened awareness" Allows user to detect characters sneaking around. ~ 1 "HEIGHTENED STRENGTH"~ . Syntax : Heightened accuracy Increase your hitroll for a short time. ~ 1 "INNER FORTRESS"~ Syntax : feel "inner fortress" Improves constitution for a limited period. ~ 1 "INNER STRENGTH"~ . Syntax : Inner Strength This skill will increase both your constitution and you max hit points for a short time. ~ 1 "PICK SHIP LOCK"~ . Syntax : Pick Ship (Ship name) A usefull skill if you wish to borrow someones ship for a time. &w&RWarning:&W If you are caught using this skill, it is ample reason to kill you. ~ 31 "POST GUARD"~ Syntax : post guard This command needs to be modified to post a clan guard if player is in a clan with a guard clan as currently this command is only useful for the empire/republic and only against the other. ~ 1 "POST GUARD"~ Syntax : post guard This posts a guard at your location. ~ 1 "PROTECTION FROM DARKNESS"~ Syntax : feel "protection from darkness" Protect users from the darkside for a limited period. ~ 1 "REMOVE MASKING"~ Syntax : feel "remove masking" <victim> Makes victim visible. ~ 1 "REMOVE TRAP"~ Syntax : feel "remove trap" <target> Remove trap. ~ 1 "RESTORATION"~ Syntax : feel "restoration" Requires two people to cast and heals one target. ~ 1 "SCORCHING SURGE"~ Syntax : feel "scorching surge" <victim> Cause great harm to victim. ~ 1 "SHIP MAINTENANCE"~ This provides you with the skill REPAIRSHIP. See REPAIRSHIP. ~ 1 "SHIP SYSTEMS" ~ . This is the skill that allows you to check your ships current statis while inside it. ~ 1 "SHOCKING GRASP"~ Syntax : feel "shocking grasp" <victim> Send small lightning bolts through victim from your hands. ~ 1 "SPACE COMBAT 1" "SPACE COMBAT 2" "SPACE COMBAT 3"~ The space combat skills give you the ability to strike vital systems with your laserblasts, damaging the ship further than average. ~ 1 "SPICE REFINING"~ This command allows you to make spice from unrefined spice using MAKESPICE. See MAKESPICE. ~ 1 "UNRAVEL DEFENSE"~ Syntax : feel "unravel defense" <victim> Makes victim more susceptable. ~ 1 "WEAPON SYSTEMS"~ . The weapon systems skill allows you to use the weapon systems of the various spacecraft in the galaxy. ~ 1 -PK- PK PKILL PKILLING~ sorry, but people were abusing the rp enforced PK, it is back to imm authed &RSTUNNING SOMEONE WITH A BLASTER AND THEN PROCEEDING TO KILL IS ILLEGAL HERE!&G&W ~ 1 A~ . MOVING THROUGHOUT GAME: --------------------------- The game divided into many rooms which are connected by various directionals to make up areas. When you are in a room, you can find the exits in the room by typing EXITS. Autoexit is a helpful command to initiate (type CONFIG +AUTOEXIT), because it will automatically show you what exits there are in the room. Be warned however, you will only see the obvious exits. You must pay attention to the room descriptions to see if there might be any doors or hidden passages in the room. Directional commands: (in parentheses you find the shorthand) NORTH (n) SOUTH (s) EAST (e) WEST (w) UP (u) DOWN (d) NORTHEAST (Ne) NORTHWEST (Nw) SOUTHEAST (Se) SOUTHWEST (Sw) Note: You will notice that in the prompt <20hp 10bp 20mv>, the 'mv' refers to your movement points. If your movement points were to run out, you will be unable to move between rooms due to exhaustion. If you type SLEEP or REST your movement points will slowly be replenished. You must type STAND or WAKE before walking again. ~ 31 AASSIGN~ Syntax: aassign <filename>.are Example: aassign edo.are AASSIGN temporarily assigns all rooms, objects, and mobiles in the area range to your pfile. This allows you to use rlist, olist, mlist, and reset list. This also means that typing savearea, reset area, or instazone will affect this area. To save changes permenantly, type "aassign none" and foldarea. Warning!! Do not have an area aassigned to yourself when getting personal vnums assigned to you. The personal vnums will overwrite the area file. In order to assign a proto area to yourself, you must either have that area bestowed to you or you must be Greater God+. In order to assign a nonproto area to yourself, you must either have that area bestowed to you by a member of the Area Council or you must be Exalted+. Even if you have the area bestowed to you, only Lesser+ can assign themselves nonproto areas. See BESTOWAREA ~ 31 ACTFLAGS~ sentinel Mobile always stays at its post. scavenger Mobile picks up items of value. aggressive Mobile attacks players. stayarea Mobile does not leave its home area. wimpy Mobile flees when low in hits. practice Players can "practice" at this mobile. immortal Mobile is immortal (not implemented). deadly Mobile has a deadly poison (not implemented). meta_aggr Mobile is VERY aggressive (not implemented). nowander Mobile doesn't wander unless attacked. mountable Mobile can be mounted. prototype Mobile is under construction. See MSET. ~ 0 ACUTE_ACCURACY~ Syntax: Acute_accuracy This skill adds a temporary bonus to your hitrolls. ~ 1 ACUTE_AWARNESS~ . Syntax : Acute_awarness This skill adds the ability to detect the hidden, for a short time. ~ 1 ACUTE_DAMAGE~ Syntax : Acute_damage This skill adds a temporary bonus to your damrolls. ~ 0 ADARI ADARIAN~ an alien race native to the planet Adari, the Adarians are humanoids with unusual cranial structures. Their skulls are elongated and tall, and havea large hole which goes completely through it. They have no ears or noses, and their mouth is ringed with sharp, bony ridges instead of lips. The Adarians make up to the lack of ears with a covering of fine hairs along their skulls that pick up the vibration of sound waves. A series of glands near the skin's surface allows them to smell. Their throats can be distended and filled with air, and the resulting "long call" can be useful as a communication method or a kind of defensive action. The Adarians have a rigid caste system which dominates their society, and the have evolved an advanced technology based on the use of super-cooled carbon-ice computers. They were able to remain neutral during the Galactic Civil War by signing a non-agression treaty with the Empire, providing the Empire with unlimited raw materials in return for their neutrality. ~ 0 ADD_PATROL~ This is a politician ability which allows them to add a fairly low level ground patrol force who will follow and guard the politician. ~ 31 ADVANCE~ Syntax: advance <character> <level> ADVANCE sets a character's level to the specified value. It is the only way to create new immortal characters within the game. ADVANCE may also be used to demote characters. ~ 1 'ADVANCED MARTIAL ARTS'~ &GName: &w&WAdvanced Martial Arts &GFeat Type: &w&WNon-Force Feat &GRequirements: &w&WMartial Arts, Improved Martial Arts, hitroll +8 &GBenefit: &w&WA Medium-size character deals 3d4 damage with an unarmed strike. Strength modifiers apply. Also, you threaten a critical hit on a natural 18, 19, or 20 when making an unarmed attack. Small characters deal 3d3e damage and Large characters deal 3d6 damage with an unarmed strike and this feat. ~ 31 ADVANCEDEXITS~ SMAUG supports having more than one exit in the same direction, as well as the special direction 'somewhere', represented by a '?'. If you already have an exit leading north, and would like another one, use a plus sign '+' in front of the direction: redit exit +n 3001 - Adds another exit north to room 3001 To modify an extra exit like this, or to remove it, you'll have to refer to it by number: redit exit #2 3002 - Change the second exit to go to room 3002 To know what number an exit is, do an "rstat". For someone to be able to use the second north exit, you have to set one of the extra flags (see EXFLAGS) like CAN_CLIMB. It is also usually a good idea to set the HIDDEN flag for any special exit so that it looks nicer with autoexits on. The AUTO flag makes it possible to go in a direction by simply typing the keyword for that exit: redit exit ? 3001 - Create a 'somewhere' exit to 3001 redit exflags ? auto hidden - Set the proper flags redit exname ? swim - Set the keyword "swim" If a player types 'swim' in the room, they will move to room 3001. ~ -1 ADVENTURE~ . In our efforts to give credit to everyone who deserves it, we almost forgot to give credit to one of the "grandfathers" of computer adventure games... David Platt, the author of the original "Adventure" (c)1979. Also credit to Ken Wellsch for porting the original Fortran-77 version to UNIX-C (over a period of about 3 years) (c)1984. ~ 0 AEROBAT~ &gName: &wAerobat &gClass Type: &wNon-Force Species Specific Prestige Class &gMax Level: &w10 &gDescription: &wBirds fly, insects fly, and airspeeders fly. The aerobat soars, twirls, floats, darts, and flies rings around all of them. He would rather touch the clouds than stride on land with the pedestrians. The aerobat's love of flying goes beyond convenience and evolution. Flight is an intoxicating experience that unleashes another side of the aerobat. The adrenaline rush, confidence boost, and feeling of complete mastery motivate the aerobat to constantly strive to become better at dodging obstacles, avoiding attacks, and flying faster than others of his species. Aerobats are typically members of flying species, but they can execute maneuvers that would make their winged kin blush with envy. &gRequirements: &wHitroll 2, Spot 4, Tumble 5, Dodge, Natural Flight Ability &gHitpoints: &wAn aerobat gains 1-8 hitpoints per level. The character's Constitution applies. &wAlso see &rhelp aerobatprof&w for more information. ~ 1 'AFFECT MIND'~ &w&W&GName: &w&WAffect Mind &GSyntax: &w&WAffectmind <target> &GSkill Type: &CForce Skill&w&W &GDescription: &w&WThis is the classic "Jedi mind trick," allowing you to make an otherwise unpalatable suggestion seem completely acceptable to the target. You must be able to communicate with the target, and the suggestion can't obviously threaten the target's life. The target won't realize later that what he did was unreasonable. &GHit Point Cost: &w&W4 ~ 0 AFFECTED 'AFFECTED BY'~ Syntax: affected (abbrevation: af) Syntax: affected by (abbreviation: af by) 'Affected' is a powers-at-a-glance function, which displays only the powers (and skill affects) your character is currently under. Each affect will be listed by name only for the sake of brevity (if you want to know what each is doing, use help <power/skill name> or 'score'). Characters level 20 or above and deadly characters will also see the number of rounds remaining for each affect. Affects with a remaining lifespan of less than 25 rounds are displayed in white, and those in immediate danger of wearing off will flash. 'Affected by' displays a character's affects separate from its power/skill affect list. This is useful for ensuring that affects given from equipment are actually functioning. For example, if you are wearing a visor with detect_invis but 'affected by' does not show you as having that affect, you are not detecting invisibility. 'Affected by' also displays your current susceptibilities, resistances and immunities if your character is level 20 or higher. ~ 31 AFFECTEDBY AFFECTED_BY~ The following are affect flags that can be used when osetting an item (with oset <item> affect affected <affect flag>). These flags can also be used when msetting a mobile (mset <mob name> affected <affect flag>). They may additionally be used to mset players if your level allows it. Blind Invisible Detect_evil Detect_invis Detect_magic Detect_hidden **Hold** Sanctuary Faerie_fire Infrared Curse **Flaming** Poison Protect Paralysis Sneak Hide Sleep Charm Flying Pass_door Floating Truesight Detect_traps Scrying Fireshield Shockshield Iceshield Aqua_breath Possess Note - Hold and Flaming are current not in use. See also: OSET AFFECTTYPES ~ 31 AFFECTTYPES APPLYTYPES~ none strength dexterity intelligence wisdom constitution sex level age height weight mana hit move gold experience armor hitroll damroll save_para save_rod save_poison save_breath save_power charisma resistant immune susceptible affected luck backstab pick track steal sneak hide detrap dodge peek scan gouge search mount disarm kick parry bash stun punch climb grip scribe brew Additionally: weaponpower <sn> Will cast a power on victim with every blow of a weapon wearpower <sn> Will cast a power on wearer when object is worn removepower <sn> Will cast a power on wearer when object is removed <skill> <modifier> Will modifify a player's ability in a skill See AFFECTEDBY ~ 1 AFK~ Syntax: afk The afk command will place an [AFK] flag beside your name on the who list, when activated, as well as informing all incoming tells that you are afk. It can be toggled on or off by typing afk, and will also go off automatically when you enter any command. ~ 1 AID~ Syntax: aid <character> This skill allows you to bring a stunned person back into consciousness. ~ 0 ALASSA MAJOR~ Alassa Major is a small gas filled planet. It's atmosphere is so toxic that the entire colony is inside one giant bubble. Alassa Major is very competitive with Cloud City on Bespin between the several casino's, resorts, and tourist attractions. This planet is well known for the Salassa Tree which inhabits the center of the planet. Alassa is also inhabited by humanoid citizens. Both the Rebellion and Imperials have their stronghold over Alassa. ~ 1 ALCHEMY~ &GName: &w&WAlchemy &GSyntax: &w&WAlchemy <modification> <victim> &GSkill Type: &CForce Skill&w&W &GDescription: &w&WYou are trained in the dark side's alchemical arts. You may use ancient Sith equipment, along with arcane formulae, to alter the molecular composition of living beings, creating mutants steeped in the dark side. Altering the make-up of living beings require not expenditure of power, though it does bestow upon the user a dark point. If an error occurs during the process, there is a chance of causing damage to the victim. This damage is shown as a permanent loss to the victims hitpoints. ~ 1 ALERTNESS~ Syntax : feel alertness This makes you more alert for a period. &GName: &w&WAlertness &GFeat Type: &w&WNon-Force Feat &GRequirements: &w&WNone &GBenefit: &w&WYou get a +2 aptitude bonus on all Listen and Spot checks. ~ 1 ALIGN ALIGNMENT~ Your alignment just shows how good or evil you are for rp purposes. to see your alignment just type score and look for it. It shouldnt be hard to spot. ~ 31 ALLOW BAN~ Syntax: allow <site> Syntax: ban <site> Syntax: ban Syntax: ban <# of ban on ban list> level <level of char to ban and below> BAN <site> prohibits players from that site from logging in. BAN with no arguments returns an enumerated list of banned sites. To set a specific level of character to ban from a site, use 'ban' to get the list number of the banned site and then use 'ban level'. Example: ban 2 level 10 This will ban all characters level 10 and under from the second site on the 'ban' list. ALLOW <site> removes a site from the ban list. The site ban test works by suffix comparison, so if you ban 'foo.edu', all sites within 'foo.edu' are banned as well. ~ 1 ALLSHIPS ALLSHIP~ This command will list all the ships in the universe and there current owner or sale price. ~ 1 ALLSPEEDER ALLSPEEDERS~ This command will list all the speeders in the universe and there current owner or sale price. ~ 1 ALTER~ &GName: &w&WAlter &GFeat Type: &CForce Feat&w&W &GRequirements: &w&WForce-Sensitive, Force Level 1 &GBenefit: &w&WYou may learn Alter-based Force skills. ~ 1 AMBIDEXTERITY~ &GName: &w&WAmbidexterity &GFeat Type: &w&WNon-Force Feat &GRequirements: &w&WDexterity 15 &GBenefit: &w&WYou ignore all penalties for using an off hand. You are neither left-handed nor right-handed. ~ 0 AMBUSH~ Ambush is the art of attacking someone quickly and without their knowing. In order to ambush a person you must first be moving silently. (help silent) Then you can ambush them giving yourself a strong first round. This attack can be one of the most deadly attacks when used properly. ~ 1 AMMO AMMUNITION BATTERIES BATTERY CHARGE CHARGES BLASTER BLASTERS~ Blasters sometimes need to be recharged. To recharge a blaster, you must find an ammunition cell. Once you have an ammunition cell; you must load it into the blaster. To load an ammunition cell; you must hold it then type AMMO ( or battery for blades and sabers ) ~ 30 AMOTD~ Imms, don't forget this MOTD, change it every now and again! There is nothing to see here, please move along. Thank you for your time! ~ 0 ANOMID~ &gName: &wAnomid &gDescription: &wMost Anomids drape themselves in long flowing robes and wear vocalizer masks, covering all but their eyes and bald heads. They are by no means shy, however, and are quick to strike up a conversation with a stranger, especially a member of a rarely encountered species. They enjoy sharing wild spacers' tales and news from across the galaxy. Anomids are encountered throughout the populated sections of the galaxy. The species joined &bThe Republic&w and spent 15,000 years traveling the galaxy, colonizing worlds, and obtaining new technology. What they can't develop themselves, they buy &g(&wusually through legitimate means&g)&w. As Anomids lack vocal cords, they rely on vocalizer masks to synthesize speech. The masks translate their jaw and throat muscle movements into harsh, electronically synthesized words. &gPersonality: &wAnomids are peaceful intellectuals. They are intensely curious about cultures across the galaxy. They often seize the opportunity to meet beings of species they've never encountered before, taking care to learn their customs and etiquette. Anomids usually avoid physical confrontations. &gPhysical Description: &wA typical Anomid is frail-looking, with translucent skin, large opalescent eyes, a bald pate surrounded by dark wispy hair, six-fingered hands, and fanlike ears. Adult Anomids average 1.75 meters tall. &gHomeworld: &wYablari, located in the Outer Rim, is an agrarian world with some the best food-processing technology in the galaxy. &gSpecies Traits: &w-2 Strength, +2 Intelligence, +2 Charisma Medium-Sized +2 Species Bonus On &rCraft Droid&w Checks +2 Species Bonus On &rRepair&w Checks +10,000 Credits At Character Generation +2 Species Bonus On &rDiplomacy&w Checks ~ 0 ANSI~ Syntax: ansi <on/off> The ansi command will either enable or disable ansi colour. Ansi colour will work provided your terminal has a compatible mode. ~ 0 'ANTARIAN RANGER'~ &gName: &wAntarian Ranger &gClass Type: &wNon-Force Clan-Specific Prestige Class &gMax Level: &w 5 &gDescription: &wThe life of an Antarian Ranger is not an easy one, and only the most dedicated and the most fit for the position thrive within the organization. Very few members of the Antarian Rangers actually earn the coveted rank of Ranger, as most become the support personnel for this elite group. This prestige class represents true Rangers. The Rangers are trained to be the masters of any terrain; they must be stealthy, observant, and capable if they are to assist the Jedi in the field. Upon reaching the rank of Range, members are typically assigned to a certain sector and, in some cases, to a particular Jedi who has requested their services. Not having a set uniform, Rangers are rewarded with a distinctive brown leather jacket reminiscent of those worn by off-duty members of sector defense forces. &gRequirements: &wHitroll +7, Move Silently 6, Spot 6, Survival 8, Members Within The Antarian Rangers Clan &gHitpoints: &wAn Antarian Ranger gains 1-8 hitpoints per level. The character's Constitution applies. &wAlso see &rhelp rangerprof&w for more information. ~ 0 'ANTARIAN RANGERS'~ &gName: &wAntarian Rangers &gOgranization Type: &wParamilitary Organization &gDescription: &wThe Antaraian Rangers are a unique paramilitary organization of non-Force-users who, unlike many citizens of the galaxy, do not fear the power of the Jedi and actively assist them whenever possible. The Antarian Rangers dedicate their lives to acting as support troops for the Jedi, and are deployed in reconnaissance and covert operations to make the work of the Jedi easier. Often tasked with doing what some would consider the "dirty work," the Rangers are tread by the Jedi Council with indifferance. The opinions of individual Jedi vary, however, and many work closely with them and truly value their service. &gLeaving The Antarian Rangers: &wThe Antarian Rangers can ill afford losses, even at the height of the organization's membership. Never a large faction, the Rangers value the services of each and every member, and go out of their way to keep members in the fold. Though retirement and discharges as a result of injury are both acceptable, simply leaving the organization without good reason is viewed as desertion. Despite this, the Antarian Rangers will not stop a member from leaving if he persists on parting ways. Like any other paramilitary organization, the Rangers are concerned about the organization's secrets, and they take steps to eliminate the problem if an ex-member is revealing more than she should. Leaving the Rangers to become a member of the Jedi Order, rare a case as it may be, is seen as an exceptional honor, and anyone who does so receives a fond farewell from the other members. ~ 0 APPLY~ Syntax: apply <item> In your travels you may come across various ointments and salves, use 'apply' to rub them into your skin. ~ 0 APPOINT~ Syntax: appoint <name> < first | second > This allows a clan leader to appoint a number one and two ~ 1 APPRAISE~ &GName: &w&WAppraise &GSyntax: &w&WAppraise <object> &GSkill Type: &w&WNon-Force Skill &GDescription: &w&WUse this skill to estimate the value of an object, from an old blaster to an Alderaanian heirloom. ~ 0 AREAS COMMANDS SOCIALS~ Syntax: areas Syntax: commands Syntax: socials AREAS shows you all the areas in the game, with the author's name and the suggested levels. COMMANDS shows you all the (non-social) commands available to you. SOCIALS shows you all the social commands available to you. (Special thanks to KaVir for mailing us lots of extra socials) ~ 1 ARENA~ rules for arena: no disarm, and no bind no stunning ~ 0 ARKANIAN~ &gName: &wArkanian &gDescription: &wArkania is an important part of the &bSith Empire&w. The world is one of the main repositories of their historical records. Known for its elaborately constructed trade cities and rich gem mines, a number of highly sought-after stones can only be found on this world. The Arkanians are known for zealous exploration of the galaxy, innovations in microcircuitry, and contributions to medical technology. Arkanian scientists have long been expert practitioners of genetic manipulation, displaying a particular fascination with the genetic make-up of species other than their own. Some of the results of their research have led to great advances in medical techniques, while others are considered among the greatest atrocities the galaxy has ever known. &gPersonality: &wArkanians exhibit a distinctive arrogance. They consider themselves the pinnacle of evolution, an attitude that has remained with them throughout millennia of interacting with the rest of the galaxy. Their representatives in the &bGalactic Senate&w are amongst the most vocal. &gPhysical Description: &wArkanians are a robust near-Human species with solid white eyes and clawed, four-fingered hands. Adults average 1.8 meters tall. &gHomeworld: &wArkania, a frigid, inhospitable world located in the Perave system in the Colonies region. &gSpecies Traits: &w-2 Dexterity, +2 Constitution, +2 Intelligence, -2 Charisma Medium-Sized Bonus Feat &rInfamy&w At Character Generation ~ 1 ARM~ . Syntax : Arm (device) Used for arming of various devices around the mud. See also help grenade. ~ 0 ARMOR~ Syntax: feel armor <character> This power decreases (improves) the armor class of the target character by 20 points. ~ 31 ASET~ Syntax: aset <area filename> <field> <value> Aset is used to set the following fields for an individual area: author - The name of the area's author name - The full "name" of an area... ie: {10 20} Somegod Some Area filename - The filename (ie: somearea.are) lo_room - The lowest room vnum hi_room - The highest room vnum lo_obj - The lowest obj vnum hi_obj - The highest obj vnum lo_mob - The lowest mob vnum hi_mob - The highest mob vnum low_economy - minumum amount of gold the area will start with at reboot max_economy - maximum amount of gold the area _can_ start with at reboot resetmsg - Message displayed throughout the area at reset resetfrq - Number of minutes between area resets flags - Area-wide flags: nopkill The area must be folded to make these changes permanent. See FOLDAREA, ASTAT, ECONOMY ~ 0 ASSASSIN~ Assassins despised by most, feared by all. You specialize in the art of quickly and silently killing people. While you might not fare well in a straight up bar room brawl, with the advantage of surprise, you can easily take care of any single target. ~ 1 ASSIGNPILOT~ Syntax: Assignpilot <name> This skill allows a slicer to set themselves or someone else as the pilot of a ship, eliminating the need for codes to open and launch. ~ 31 ASTAT~ Syntax: astat (area stats for the area you are in) Syntax: astat <filename of area> (area stats for specified area) Astat displays the vital stats of an area, including the following: Name: title of the area Filename: filename of the area Prototype: If the area is prototype or under construction, will be 'yes' Max_players: max # of players in the area as of last reboot IllegalPks: number of illegal pkills in the area since last reboot Gold looted: total amount of gold looted from the area since last reboot Area Economy: current pool of gold for the area (not including player gold) Mdeaths: number of players mobs killed in the area since last reboot Mkills: number of mobs killed in the area since last reboot Pdeaths/Pkills: number of players killed by players in area since reboot Author: name of the area's author Number Players: current number of players in the area Area flags: area-wide flags (such as nopkill) Low/hi_room: first/last room vnum of the area Low/hi_obj first/last object vnum of the area Low/hi_mob first/last mob vnum of the area Soft range: level range recommended for the area Hard range: level range enforced for area (outside range cannot enter) Resetmsg: current reset message for the area at repop Reset frequency: frequency with which the area resets See ASET ~ 1 ASTROGATE~ &GName: &w&WAstrogate &GSyntax: &w&WAstrogate <planet> &GSkill Type: &w&WNon-Force Skill &GDescription: &w&WUse this skill to plot a course through hyperspace from one point in the universe to another. ~ 31 AT~ Syntax: at <location> <command> AT executes the given command (which may have arguments) at the given location. The location may be specified as a vnum, as the name of a mobile or player, or as the name of an object. AT works by temporarily moving you to that location, executing the command, and then moving you back (if the command didn't change your location). ~ 1 ATHLETIC~ &GName: &w&WAthletic &GFeat Type: &w&WNon-Force Feat &GRequirements: &w&WNone &GBenefit: &w&WYou get a +2 aptitude bonus on all Climb and Swim checks. ~ 31 ATTACKS~ *** WARNING some of these have been removed from SWR *** bite claws tail sting punch kick trip bash stun gouge backstab feed drain firebreath frostbreath acidbreath lightnbreath gasbreath poison nastypoison gaze blindness causeserious earthquake causecritical curse flamestrike harm fireball colorspray weaken See MSET and DEFENSES (Some are not implemented). ~ 1 ATTUNED~ &GName: &w&WAttuned &GFeat Type: &CForce Feat&w&W &GRequirements: &w&WForce-Sensitive, Control &GBenefit: &w&WYou get a +2 aptitude bonus on all Enhance Ability and Heal Self checks. ~ 3 AUCTION~ Syntax: auction Syntax: auction <item name> <starting value> Syntax: auction bid <value> Syntax: auction stop The auction command is used for performing auctions. Simply typing auction will display the current item being auctioned, if there is one. If nothing is being auctioned, auction <item name> <starting value> will begin an auction. If no starting value is specified, it will start at 0 gold. Auction bid <value> will place a bet for the item, and auction stop (immortals only) will stop an auction in progress. Special thanks to Erwin Andreasen for writing this function. (Ported here from a publicly available source.) At the present, if the mud crashes in mid auction, you will lose both your bidded money and the item. This will soon be fixed. You are able to see auction almost from the point of character creation, however, you cannot USE auction until level THREE or higher. To remove the auction channel from your screen, type CHANNEL -AUCTION. ~ 31 AUTH AUTHORIZE AUTHORIZATION~ Associated help files: authorize Authorize <player> name -- This is the command used to allow a player to continue past the academy pre-auth area, but will make them choose a new name prior to entering the MUD. Authorize <player> yes -- This is used to accept a players name. Once this command is used, the player requires no further Immortal commands to enter the game. Authorize <player> no -- denies a player's name and also forces them to leave the game. These commands are mostly unused while the school master is auto-authing ~ 1 AUTOPILOT~ Syntax: autopilot This command toggles a ships autopilot, while on the ship while automatically defend itself when attacked. Only works while ship is in realspace. ~ 1 AUTORECHARGE SHIELDS RECHARGE~ . Syntax : Autorecharge or Shields This will set your shields to automatically recharge. Syntax : Recharge Recharges shields faster. See SHIPS ~ 1 AUTOTRACK~ . Syntax : Autotrack This will set your nav computer to automatically adjust course to keep you firing on a targeted ship. ~ 1 AVATAR AVATARS~ . These are players that have shown enough devoyion to the mud to attain level 100 in at least one skill area. ~ 30 AVTALK IMMTALK :~ Syntax: immtalk <message> Syntax: avtalk <message> or can be abbreviated as ": <message>" This allows you to use the avtalk (level 100+) channel. ~ 1 AWARE~ &GName: &w&WAware &GFeat Type: &CForce Feat&w&W &GRequirements: &w&WForce-Sensitive, Sense &GBenefit: &w&WYou get a +2 aptitude bonus on all Enhance Senses and See Force checks. ~ 1 B~ . COMMANDS FOR VARIOUS ACTIONS -------------------------------- *LOOK (l) - can used by itself to look at the room you stand in - you can look at objects: LOOK <object> - you can look at mobs and players: LOOK <mob or player name> *SLEEP (sl) - sleeping will replenish your hitpoints, force, and movement *REST (r) - will replenish your hp, force, and mv, but slower than sleep - you can still communicate when resting but not while sleeping *WAKE (wa)/ STAND (st) - will return you to the standing position *SIT - your character will sit down *OPEN/CLOSE <direction or object> - will open/close a door or container *LOCK/UNLOCK <direction or object> - will lock/unlock a door or container *PICK <direction or container> - will pick lock on door or container *INVENTORY (in) - will show you all the objects you are carrying *EQUIPMENT (eq) - will show you all the equipment you are wearing ~ 0 BACKSTAB BS DISARM KICK KILL MURDER~ Syntax: backstab <character> Syntax: disarm Syntax: kick Syntax: kill <character> Syntax: murder <character> KILL starts a fight, and, hopefully, kills something. BACKSTAB is another way to start a fight, used by thieves. BS is a synonym for BACKSTAB. MURDER is used to kill other player characters. There are restrictions on murdering low level players, and there are penalties for using MURDER. DISARM is an auxiliary fighting command to disarm your opponent. Similarly, KICK will inflict more damage during combat by kicking. In order to BACKSTAB, DISARM, or KICK successfully, you must practice the appropriate skill. ~ 1 BALANCE~ &GName: &w&WBalance &GSyntax: &w&WThis skill is automatic &GSkill Type: &w&WNon-Force Skill &GDescription: &w&WYou can keep your balance while walking on a tightrope, a narrow beam, a ledge, or even an uneven floor. ~ 31 BALZHUR~ Syntax: balzhur <character> This is an instant demotion of a character to level 2, with the simultaneous destruction of all its belongings, and a mud-wide echo accompanying its execution. ~ 31 BAMFIN BAMFOUT~ Syntax: bamfin <message> Syntax: bamfout <message> The standard messages for GOTO are 'arrives in a swirling mist' and 'leaves in a swirling mist'. You can replace these messages with messages of your own choosing using the BAMFIN and BAMFOUT commands. ~ 31 BANNED~ The following sites have been banned: 156.29.1.x 204.225.103.222 (for players level 50 and under) This doesn't appear to be dynamic! Anyone know why it is here? ~ 0 BARABEL~ this bipedal race of reptiloids is covered in black scales much like fingernails. Known for their hunting and tracking abilities, Barabels have heavy claws and sharp, needle-like teeth. They are a communal race, with separate groups dominated by a pack leader. Their aggression is well-known, but they are also extremely loyal to their mates and parents. They are especially fond of fighting with their nearby neighbors, the Verpine, and often captured Verpine and gave their body parts to the Kubaz. Being a moral race by nature, they have a deep respect for the Jedi Knights. ~ 1 BARGAIN~ Bargain is a skill that allows you to buy things for cheaper. ~ 0 BARTOKK~ &gName: &wBartokk &gDescription: &wBartokk are a mysterious insectoid species known for their deadly assassin guilds. They have a collective hive mind that allows them to act in concert and share knowledge. Their body parts, when severed, continue to function through the same link. Bartokk possess exceptional regenerative abilities and can regrow lost body parts in just a few hours. Although technologically primitive and unsophisticated, Bartokk enjoy acquiring and adapting technology and weaponry for their own use. &gPersonality: &wIndividual Bartokk are barely sentient. When they form large groups, their intellect increases exponentially, making them formidable opponents in numbers. &gPhysical Description: &wA Bartokk resembles a bipedal insectoid with a thick carapace, a small head, large multifaceted eyes, and four arms tipped with razor-sharp claws. The average Bartokk adult stands about 1.9 meters tall. &gHomeworld: &wAn unnamed, rocky world located in the Outer Rim. Only members of the species know its location. &gSpecies Traits: &w+2 Strength, +2 Constitution, -6 Intelligence, -4 Charisma Medium-Sized +1 Natural Armor Damage Reduction +2 Extra Limbs &g- &wTwo Additional Arms Hive-Mind Chat Channel &g- &rSyntax: Bartokk <message>&w Regeneration ~ 0 BASH~ Syntax: bash Bash can only be used once a fight has started. It will inflict damage and temporarily daze both yourself and your opponent for approximately two rounds during which you cannot heal, flee or perform other extraneous combat actions (i.e. you will be able to dodge/parry/attack but nothing else). These same consequences are inflicted on your opponent if it is a player character, otherwise the skill only inflicts damage. Note that bash has a drastically reduced chance of hitting if the basher is not one of the primary targets (i.e. is not tanking). ~ 1 BATTLEMIND~ &GName: &w&WBattlemind &GSyntax: &w&WBattlemind &GSkill Type: &CForce Skill &GDescription: &w&WYou can increase your prowess in combat, using the Force to enhance your concentation and commitment in battle. A Battlemind check grants a Force bonus to attack rolls. &GHit Point Cost: &w&W2 + Bonus Granted ~ 1 BATTLE_COMMAND~ Syntax: battle_command This skill allows a politician to use his knowledge of battle tactics to boost the abilities of those in his group. ~ 1 BEAUTY~ Syntax : feel beauty <target> Increases the charisma of target for a limited period. ~ 1 BEDTIME~ Once upon a time there was a man named owen and he was the strongest person in the world. And although nobody knew it, he was also a very sad person. He'd cry himself to sleep every night, wondering "Why doesn't anyone like me?" Little did he know that nobody liked him because he was so strong and theyw ere afraid of him Until one day Owen came upon a young man named Fieris. And fieris, although not very strong, was a very courageous individual.He was not frightened by Owen at all, and when owen went to kill fieris, he saw how strong-willed Fieris was, and decided to not kill him, but be friends with him instead. And after Owen realized that if he would just be friendly, people would like him, he lived happily ever after. ~ 1 BEG~ . Syntax : Beg (mob) The beg skill is simply that begging. Usefull for gaining starting cash for a character. ~ 1 BERSERK~ Syntax: berserk Going berserk sends your warrior into a frenzied state, increasing its attacks per round to a maximum of six and your strength by one. While you are berserking you cannot flee. ~ 0 'BERSERKER DROID'~ &gName: &wBerserker Droid &gClass Type: &wNon-Force Droid Prestige Class &gMax Level: &w5 &gDescription: &wSome droids just snap. An operational lifetime of servitude eventually becomes too much for the droid to bear, and it develops logic subroutines that tell it to circumvent its problems through violence. The droid acts out its violent urges against organic beings &g- &wfrequently beginning with its erstwhile master &g- &wbecause, after all, it was the conflicting commands and requirements of organic beings that provoked the droid in the first place. Berserker droids are not necessarily homicidal maniacs. They can be quite rational and sometimes even caring. They are simply designated berserker droids because, when they feel threatened, they do not react according to factory presets &g- &wthey react with focused and effective violence. Nearly any sort of droid can become a berserker droid. Protocol droids seem to be a common type, though this may have more to do with their ubiquitous nature and constant contact with living beings more than any inherent susceptibility. Berserker droids have been known to absorb lethal amounts of damage and still tenaciously tear their enemies apart &g- &wquite an advantage when they have allies who are willing to restore them back to operational condition afterward. &gRequirements: &wHitroll +4, Intimidate 6, Move Silently 5, Must Be A Droid &gHitpoints: &wA berserker droid gains 1-8 hitpoints per level. The character's Constitution applies. &wAlso see &rhelp berserkerprof&w for more information. ~ 31 BESTOW BESTOWMENTS~ Syntax: bestow <victim> command [command] [command] etc Syntax: bestow <victim> list Syntax: bestow <victim> none Bestow is used to give a command to a player that they would not normally have as a function of their level. Bestow victim command will give the command to the person. Bestow victim list will show all commands corrently bestowed on the person. Bestow victim none will remove all bestowments. ~ 31 BESTOWAREA~ Syntax: bestowarea <victim> <filename>.are This command allows members of the Area Council to bestow area names to immortals so that they can engage in group building. Once an AC member bestows a proto area on a player, that player can use the aassign command to assign themselves that proto area in order to help the owner of the proto area. Examples: bestowarea joe bob.are allows joe to work on bob's proto area bestowarea joe lists all of joe's bestowed areas bestowarea joe list ditto bestowarea joe none removes all of joe's bestowed areas See AASSIGN ~ 1 BIND~ Syntax: bind <player> A skilled bounty hunter can use a pair of binders to bind their opponent into submission, rendering them helpless and unable to move. The victim must be non-mob and stunned or sleeping. ~ 0 'BLACK SUN ENFORCER'~ &gName: &wBlack Sun Enforcer &gClass Type: &wNon-Force Clan-Specific Prestige Class &gMax Level: &w5 &gDescription: &wThough the existence of Black Sun is officially just a myth, the criminal syndicate occasionally needs to make its presence known. The enforcers of Black Sun frequently provide a public face, even though they never mention Black Sun or any of its leaders by name. Black Sun's enforcers conduct the day-to-day business of ensuring that their particular brand of organized crime stays organized. When someone gets out of line, when someone gets too inquisitive, or when a message needs to be sent, Black Sun sends an enforcer to do the dirty work. Black Sun's more intelligent &g(&wor luckier&g)&w associates never have to talk to an enforcer more than once in their lifetimes. Despite the overall secrecy of the Black Sun criminal syndicate, its enforcers tend to cultivate frightening reputations &g-&w even though the average citizen has no idea who the enforcer's employer might be. Rumors abound of enforcers who have thrown troublesome individuals into canyons, or who have dismembered inquisitive journalists. &gRequirements: &wHitroll +6, Intimidate 8, Armor Proficiency Light, Black Sun Clan Membership &gHitpoints: &wA Black Sun enforcer gains 1-10 hitpoints per level. The character's Constitution applies. &wAlso see &rhelp enforcerprof&w for more information. ~ 0 'BLACK SUN VIGO'~ &gName: &wBlack Sun Vigo &gClass Type: &wNon-Force Clan-Specific Prestige Class &gMax Level: &w5 &gDescription: &wIn the Black Sun criminal hierarchy, the vigos, or lieutenants, fall just below their leader in authority. They collectively oversee Black Sun's operations in a variety of illegal industries and endeavors, from smuggling to political assassinations, all the while posing as legitimate businesspersons. The vigos answer only to their leader, and in return for their service and loyalty they are rewarded with power, luxury, and fabulous amounts of treasure. Should a vigo fail Black Sun &g(&wor threaten the power of their leader&g)&w, the vigo is rewarded with a swift but excruciating death. The roster of Black Sun vigos, not surprisingly, changes rather frequently. To ensure a long life, a vigo must be profitable and effective, while simultaneously being without ambition &g-&w at least, where the leader is concerned. Of course, such an individual must also measure how ardently he supports the leader, or prince. Despite all of their power, the various leaders of Black Sun have never learned the secret of living forever &g-&w and siding too loyally with one prince may be a fatal black mark in the next one's book. &gRequirements: &wDiplomacy 10, Intimidate 10, Influence, Darkpoints 5, Reputation 4, Black Sun Leader, Number1 or Number2 &gHitroll: &wA Black Sun vigo gains 1-6 hitpoints per level. The character's Constitution applies. &wAlso see &rhelp vigoprof&w for more information. ~ 0 'BLACK SUN' BLACKSUN~ &gName: &wBlack Sun Crime Syndicate &gOrganization Type: &wUnderworld Crime Syndicate &gDescription: &wAnyone who says that the Hutts are a leading example of organized crime has never heard of Black Sun. Black Sun differs from the Hutt Criminal Syndicate chiefly in that, not being a sovereign state, it operates covertly. Black Sun deals in information, much like the Bothan Spynet, but Black Sun acquires it in a much more aggressive and ruthless fashion. Through blackmail, coercion, intimidation, and sometimes assassination, Black Sun learns what others would rather keep secret &g-&w then uses those very same techniques to turn information into credits. &gLeaving The Black Sun Criminal Syndicate: &wNo one has ever managed to "resign" from Black Sun. Membership is for life, and leaving Black Sun &g-&w especially following some sort of transgression &g-&w is effectively a request for execution. Some members have tried to run and hide, only to discover that Black Sun's agents can find and kill nearly anyone, nearly anywhere. The only way to survive seperation from Black Sun is to contract a debilitating illness or injury &g-&w unpleasant options at best. Otherwise, one can best hope to make a suitable living from Black Sun for as long as possible, and eventually die quietly in one's sleep. ~ 1 'BLIND FIGHTING' BLIND-FIGHTING~ &GName: &w&WBlind-Fighting &GFeat Type: &w&WNon-Force Feat &GRequirements: &w&WNone &GBenefit: &w&WIn combat, you use a sixth sense to determine the location of your opponent while blinded. This feat negates all penalties of fighting while blinded. ~ 1 BLIND GOUGE BLINDNESS~ BLINDNESS: Syntax: feel blindness <victim> This power renders the target character blind. GOUGE: Syntax: gouge This attack can only be used in combat, and will strike at the eyes of your opponent, causing damage and temporary blindness. General: Certain powers and attacks can render a player blind for anywhere from a few rounds (gouge) to several hundred rounds (the blind power). If you are blinded, you will see only your name on the 'who' list, and will be unable to see either your inventory or your location. ~ 31 BOARDS~ Syntax: boards This command displays statistics on all boards in the game. Example: immortal.brd Vnum: 1200 Read: 50 Post: 51 Rmv: 55 Max: 100 Posts: 0 Type: 0 The first column lists the board's filename (immortal.brd) Vnum - object vnum to which the board is attached (the object vnum must be present to read the board, allowing a board to be placed in one or many places by simply placing that object where needed) Read - minimum level required to read that board Post - minumum level required to post to that board Remove - minumum level required to remove notes not addressed to 'All' Max - maximum number of posts the board is set to hold Posts - the current number of posts on the board Type - not currently used See BSTAT, BSET ~ 31 BODYBAG~ Syntax: bodybag <character> Bodybag retrieves all of <character's> corpses and places them into your inventory, as well as removes the decay timer on each. This is primarily used for performing corpse retrievals and the like. ~ 0 BOMB~ Syntax: bomb <amount> Bomb is a very handy planetary oppression device. It bombs the planet, wounding anyone outdoors in which rooms the bombs hit.In order to bomb a planet, you must be directly above the planet, be in a bomber, and have bombs in your ship. 'Amount' is amount of bombs to be dropped. ~ 0 BOTHAN~ A furry, bipedal race native to the planet Bothawui and several other colony worlds, they are political and influential by nature. They are masters of brokering information, and had a spy network that rivalled the best the Empire or the Old Republic could create. As a race, Bothans took great pride in their clans, and it was documented that there were 608 registered clans on the Bothan Council. ~ 1 BOUNTY ADDBOUNTY~ . Syntax : Addbounty (character) (amount) Syntax : bounty Addbounty will allow you to add a bounty to a character as long as they are online and you are in a bounty placement office. Minimum bounty is 5k, Please realize that placing a bounty is a serious thing.See help death. Bounty by itself will list all the current unclaimd bounties. ~ 0 'BOUNTY HUNTER'~ &gName: &wBounty Hunter &gClass Type: &wNon-Force Prestige Class &gMax Level: &w10 &gDescription: &wThe bounty hunter capitalizes on the vendettas of others, tracking down fugitives for their enemies, their masters, or simply for justice. The best bounty hunters are the ones who can stay emotionally detached from either their employers or their quarry &g- &walthough bounty hunters who hate their prey often make more spectacular kills. Not all bounty hunters kill. Some employers reserve that pleasure for themselves, or plan to give the quarry a more or less fair trial. Some bounty hunters have reservations about taking lives unnecessarily. Regardless of the bounty hunter's methods, the hero still has to produce the quarry in order to receive payment. Overkill is generally not a good idea. Organized bounty hunter guilds approtion contracts and policy their membership. Most bounty hunters find it dangerous to operate outside of the guild. In any event, few bounty hunters die of boredom. &gRequirements: &wHitroll +6, Gather Information 5, Intimidate 5, Move Silently 5, Track Feat &gHitpoints: &wBounty hunters gain 1-10 hitpoints per level. The character's Constitution applies. &wAlso see &rhelp hunterprof&w for more information. ~ 1 BOWCASTERS "FORCE PIKES" LIGHTSABERS VIBRO-BLADES VIBRO-BLADE LIGHTSABER "FORCE PIKE" BOWCASTER~ These skills allow you to successfully wield some of the weapons found in the Galaxy. ~ 1 BRIBE~ Syntax : bribe <mob> <ammount> Increases support for your government through bribery. Only works on planets governed by your clan. ~ 31 BSET~ Syntax: bset <board filename> <command> <argument> Example: bset immortal.brd vnum 1200 BSET is used to set fields governing an individual board's operation. Filename - filename to store the board's information (should be set first) Vnum - object vnum assigned to the board (see 'help boards') Read - the mininum level required to read the board Post - the minimum level required to post to the board Remove - the minumum level required to remove notes from the board NOTE: notes addressed to 'all' can be removed by anyone Maxpost - maximum number of posts the board can hold Filename - filename to store the board's information Type - not currently used Board groups: (example: bset druid.brd read_group guild of druids) read_group - group that may read that board, regardless of level post_group - group that may post to that board, regardless of level extra_readers - characters who may read the board regardless of their level extra_removers- characters who may remove notes from this board regardless of their level or membership in a reader_group See BOARDS ~ 31 BSTAT~ Syntax: bstat <board filename> BSTAT is used to display the fields of an individual board. (see 'help bset' for an explanation of each field) See BSET ~ 0 BUG IDEA TYPO~ Syntax: bug <message> Syntax: idea <message> Syntax: typo <message> These commands will take your message and record it into a file as feedback to the mud implementors. ~ 1 BUILD1 BUILDER1 BUILDING1~ SWReality Building Page 1: -- ASSIGNING AREAS -- *************************************************************************** If you are less than level 102 most of this information is useless to you. You can skip ahead to HELP BUILD2 *************************************************************************** ZONES Gives you 3 lists of zones being built, newly added zones, and permanent zones. CHECKVNUM ALL <min> <max> Gives you a list of conflicting mobs objects and rooms between zonenumbers <min> and <max> VASSIGN <player> <min> <max> Creates a new area named <playername>.are and assigns it to the <player>. The vnums for the rooms, mobs and objects in the area will be between <min> and <max>. *************************************************************************** see HELP BUILD2 ~ 1 BUILD2 BUILDING2 BUILDER2~ SWReality Building Pg 2: ROOM BUILDING BASICS *************************************************************************** GOTO <vnum> You need to use this to goto the vnum where you wish to create the new room. RSTAT Gives you the current room statistics. RLIST Gives you a list of rooms in your area. REDIT NAME <name of the room> REDIT DESC Puts you into the description editor. Make sure you press enter after each line. REDIT SECTOR <sector value> Type redit sector by itself for sector list. REDIT FLAGS <flag> <flag> .. Type redit flag by itself fo a flag list. REDIT BEXIT <dir> <room> Creates a two way exit to <room> REDIT EXFLAGS <flag> <flag>.. Type redit exflags by itself for choices. SAVEAREA Saves your area .. do this alot :) *************************************************************************** see HELP BUILD3 ~ 1 BUILD3~ SWReality Building Pg 3 MOB BUILDING BASICS *************************************************************************** MCREATE <vnum> [cvnum] <names> Creates a mob with the vnum/names specified. A mob with Empire or Republic (or other clan name) as one of their names will give less xp when killed by someone of that clan. MLIST Lists mobs in your area. MLIST <lowvnum> <hivnum> Lists mobs between those numbers. MFIND <name> Returns a list of all mobs with that name. MSET <mob> HP <value> these are the most important values MSET <mob> ALIGN <value> to set although there are many optional MSET <mob> HITROLL <value> choices type MSET by itself for a list MSET <mob> DAMROLL <value> MSET <mob> LEVEL <value> MSET <mob> CLASS <value> class 0 citizens don't give as much xp when MSET <mob> SHORT <short desc> killed for obvious reasons MSET <mob> LONG <long desc> MSET <mob> DESCRIPTION puts you into the editor MSET <mob> HITNUMDIE <amount> MSET <mob> HITSIZEDIE <amount> MSET <mob> DAMNUMDIE <amount> MSET <mob> DAMSIZEDIE <amount> MINVOKE <vnum> Loads a previously created mob. SAVEAREA Do this alot. *************************************************************************** see HELP BUILD4 ~ 1 BUILD4~ SWReality Building Pg 4 OBJECT BUILDING BASICS *************************************************************************** OCREATE <vnum> [cvnum] <namelist> Creates a new object. OLIST Lists objects in your area. OLIST <from> <to> Lists objects within the given range. OFIND <name> Lists all objects with that name. OINVOKE <vnum> Creates a new instance of the object. OSET <object> <field> <value> Try typing oset by itself to get a list of fields. Then "oset <object> <field> to get a list of values for that field. You should set the type first. SAVEAREA Do this alot *************************************************************************** ~ 0 BUY LIST SELL VALUE~ Syntax: buy <object> Syntax: buy <# of object> <object> Syntax: list Syntax: list <object> Syntax: sell <object> Syntax: value <object> BUY buys an object from a shop keeper. BUY <# of object> <object> will allow you to buy up to twenty of a normal store item at once. LIST lists the objects the shop keeper will sell you. LIST <object> lists just the objects with that name. SELL sells an object to a shop keeper. VALUE asks the shop keeper how much he, she, or it will buy the item for. ~ 1 BUYHOME HOMES HOME "PLAYER HOME" ~ . Syntax : Buyhome (home name) This lets you buy one of the many available player homes around the galaxy. All equipment droped in the home will be saved unless there is a crash before you save there. ~ 1 BUYMOBSHIP~ Usage: buymobship <ship type> <starsystem to have ship deployed to> This allows clan leaders and anyone who has been empowered with the command 'clanbuyship' to purchase clan-owned mobile ships to add some defense to a starsystem. Your clan must be in control of at least one of the planets in the system, and must have at least one capital ship present in-system. The cost for this is the ship's regular cost, plus a third of that to train a pilot to fly the mobile ship. ~ 1 BUYSHIP SELLSHIP~ Syntax: Buyship <prototype> <shipname> This command will allow you to buy a ship from a shipyard. Use the prototypes command to see the available ship types, then use showprototype to show the statistics for a specific ship type. Once you have decided, type buyship <prototype> <custom name> for your ship to be created. ~ 1 C~ . COMMANDS TO USE WITH OBJECTS ---------------------------------- *GET - GET <object> <container> will get an item from a container - GET <object> will get an object from the ground *PUT - PUT <object> <container> will put an item in a container *DROP <object> - will drop the object from your inventory to the ground *GIVE <object> <player> - you will give the object to that player *SACRIFIC (sac) <object> - the object disappears and you are given a coin *RECITE (rec) <object> - the power corresponding to the scroll will activate *QUAFF (qua) <object> - the power corresponding to the potion will activate *BRANDISH (br) - causes the staff's power to activate (must hold staff) *ZAP <target> - zaps a wand at a target (must hold wand) *EAT/DRINK <object> - you can eat or drink different foods and drinks *FILL/EMPTY <object> - fills/empties the container with water ~ 1 CALL~ Syntax: call Brings you to a nearby hotel via a taxi. Must be outside, and in a populated area. ~ 1 CALLFORCE~ >opic: &w&WCallforce &GSyntax: &w&WCallforce Callforce <Light/Dark> &GDescription: &w&WWhen a character with the Force-Sensitive feat spends a Force Point, the character MUST declare whether he is calling upon the light or the dark side of the Force (characters without the Force-Sensitive feat don't make this declaration). In most cases, calling upon the dark side of the Force is done out of desparation or anger, however, some individuals learn to rely on this power - that is, until it controls them. Dark characters will always call upon the dark side of the Force, regardless of if they input light as an argument. Calling upon the Force grants a character a temporary bonus to Hitrolls. The bonus granted is determined by the character's level, his Force-Sensitive status, and (if Force-Sensitive) whether he calls upon the light side or the dark side of the Force for aid. Also see &rHelp Darkpoints&w&W and &rHelp Forcepoints&w&W for more information ~ 1 'CAPITAL OPERATIONS'~ &GName: &w&WCapital Operations &GFeat Type: &w&WNon-Force Feat &GRequirements: &w&WPilot 2 ranks &GBenefit: &w&WYou can pilot Capital class star ships. ~ 1 CAPTURE~ Syntax: capture This command is used to capture a planet for your clan. It can only be do when the planet you are on has a low support rating for the current government and when there are no enemy ships in the starsystem. A planet's support rating can be lowered by killing it's population or with the propeganda skill. ALSO SEE PROPEGANDA ~ 0 CARGO BUYCARGO SELLCARGO LISTCARGO DUMPCARGO PIRATE SCANSHIP~ &wThe key to drastically increasing the economy of any planet is to increase exports. Large freighters carrying a variety of cargo litter popular trade lanes. Unfortunitly where there are traders, there are pirates. Ships dropping out of hyperspace, attacking freighters with ion cannons, lifting cargo, and disappearing just as quickly as they came, have caused a great demand for mercenary guards to guard transports. The follow describe the commands used to buy/sell cargo, as well as to pirate cargo from other traders. &rBuycargo&w - Used in shops, this command enables a player to purchase cargo and have it delivered to his/her ship. &rSellcargo&w - Used again in special shops, this command enables a player to sell cargo to a new planet. &rListcargo&w - Used in special shops, this command displays what goods are available for purchasing. &rDumpcargo&w - Used in space to jettison cargo, often used to dump illegal cargo (spice, slaves, weapons) prior to Republic inspections &rPirate&w - Used after docking while in an enemy ship's cargo hold. This will transfer their cargo to your empty holds. &rScanship&w - Used to scan ships cargo holds from a distance. &wAlso see &rhelp docking&w for information on mid-space docking. ~ 0 CAST FEEL~ Syntax: feel <force power> <target> Before you can use a force power, you have to practice it. The more you practice, the higher chance you have of success. You also must also be force sensitive and have enough force energy to use the powers. The <target> is optional. Many powers which need targets will use an appropriate default target, especially during combat. If the power name is more than one word, then you must quote the power name. Example: feel 'cure critic' frag. Quoting is optional for single-word powers. You can abbreviate the power name. When you use an offensive power, the victim usually gets a saving throw. The effect of the power is reduced or eliminated if the victim makes the saving throw successfully. See also the help sections for individual powers. ~ 1 CAUTIOUS~ &GName: &w&WCautious &GFeat Type: &w&WNon-Force Feat &GRequirements: &w&WNone &GBenefit: &w&WYou get a +2 aptitude bonus on all Demolitions and Disable Device checks. ~ 31 CEDIT~ Syntax: cedit save Syntax: cedit <command> create [code] Syntax: cedit <command> delete Syntax: cedit <command> show Syntax: cedit <command> [field] Field being one of: level position log code Cedit create is used to create the entry and name for a new command. Cedit delete is used to delete a command. Cedit code is used to assign a defined section of code to a command. Cedit show displays current statistics on a command. Cedit level sets the minimum level for usage of a command. Cedit position sets the min_pos for execution of the command. Cedit log determines the manner in which the command will be logged. Use 'cedit save' to save changes permanently. See RESTRICT ~ 0 CEREAN~ &gName: &wCerean &gDescription: &wCereans are a sophisticated and cultured humanoid species that originated on Cerea, a world on the fringes of known space. Their elongated heads distinguish them from most other humanoid species. The Cereans swiftly gained galactic fame as expert astrogators, cryptographers, and economists. Few patters or trends, no matter how convoluted or obscure, escape the notice of a Cerean. The peaceful philosophies of the &bJedi&w appeal to Cereans, and those who long for adventure find the tenets and ways of the &bJedi Order&w very alluring. &gPersonality: &wCereans tend to be calm, rational, and extremely logical. &gPhysical Description: &wCereans average 2 meters tall and have a similar build to Humans. Their elongated craniums house complex binary brains that enable them to process information and solve problems rapidly. Cereans also have two hearts beating in their chests. &gHomeworld: &wCerea, a blissful planet located in the Mid Rim. &gSpecies Traits: &w-2 Dexterity, +2 Intelligence, +2 Wisdom Medium-Sized ~ 1 CHAFF~ Syntax: chaff This release a chaff to attempt to stopan incomming missile. See SHIPS ~ 0 CHAGRIAN~ &gName: &wChagrian &gDescription: &wChagrians are powerfully built amphibian humanoids that are equally comfortable on land and in water, something that is reflected both in their architecture and in their culture. Early in the evolutionary stages of life on Champala, the system's sun went through an unstable period and bombarded its orbiting bodies with massive amounts of radiation. Only species that developed an ability to withstand the radiation survived. The Chagrians were among those species, and their skin &g-&w which ranges in color from light blue to deep indigo&g -&w continues to provide them with remarkable natural protection from radiation of all kinds. &gPersonality: &wChagrians are law-abiding and even-tempered. The species has always known abundance, so greed and avarice are uncommon traits among them. Chagrians prefer to live in cosmopolitan areas, where they can interact with other people and species. &gPhysical Description: &wChagrians have blue skin. Males and females both have a pair of horns, known as "&Ylethorns&w," protruding from fleshy growths on their heads. Lethorns can become quiet large and can be draped over their shoulders. Males have a second pair of horns sprouting from the tops of their heads; these sharp horns were once used to battle for mates, but now they serve only as a source of vanity. Males and females of the species both stand between 1.7 and 2.2 meters tall. &gHomeworld: &wThe water world of Champala in the Chagri system, a favorite vacation spot among the Inner Rim worlds. &gSpecies Traits: &w+2 Strength, -2 Dexterity Medium-Sized Can't Drown In Water +4 Species Bonus To &rSwim&w Checks +4 Species Bonus To &rFortitude&w Saves Against Radiation ~ 0 CHANGES~ Refer to the command 'changes' ~ 1 CHANNELS~ Syntax: channels Syntax: channels +<channel|all> Syntax: channels -<channel|all> With no options, CHANNELS show you your current channels. With a plus or minus sign and an option, CHANNELS turns that channel on or off. With all as the option, CHANNELS will turn on/off all normal channels The first channels you will have available as a new player are SAY, TELL, and NEWBIE. To use say, the person you want to talk to must be in the same room, just type SAY <message>. To use tell, the target person may be anywhere, just type TELL <name or 0.name> [message]. Newbiechat is seen and used by only level 1 characters and the Immortals ~ 1 CHARISMA CHA~ Charisma (CHA in your 'score') represents your characters physical beauty and charm. It primarily affects: - a character's practice rate with a language scholar - your max levels in classes where charisma would naturally relate. ~ 0 CHAT . MUSIC ASK ANSWER SHOUT YELL OOC~ Syntax: chat <message> Syntax: music <message> Syntax: ask <message> Syntax: answer <message> Syntax: shout <message> Syntax: yell <message> Syntax: ooc <message> These commands send messages through communication channels to other players. SHOUT sends a message to all awake players in the world. To curb excessive shouting, SHOUT imposes a three-second delay on the shouter. CHAT, MUSIC, and QUESTION and ANSWER also send messages to all interested players. '.' is a synonym for CHAT. The ASK and ANSWER commands both use the same 'question' channel. These channels are reserved for immortals. YELL sends a message to all awake players within your area. You can use the CHANNELS command to hear, or not hear, any of these channels. OOC stands for out of character and is the only chennel that should be used for real world chatting as opposed to roleplaying. Most channels now require a comlink. ~ 31 CHECK CECKV CHECKVNUMS~ Syntax: checkvnums all <begin vnum range> <end vnum range> Used to check the specified range of vnums to ensure they are not already assigned to another immortal or are otherwise being used. Examples: checkvnums all 9000 9099 If no vnum within the specified range is either assigned as part of someone's prototype area, and no vnum within the specified range is a part of a live (non-prototype) area, there will be no result from this command and the vnums are safe to assign. If any vnum in the specified range is already allocated, the area file to which it is allocated will be displayed. See ASSIGN, ZONES ~ 1 CHECKBEACONS~ Usage: checkbeacons <ship> Scans a ship for any unknown broadcasts generated by a beacon being placed on it. SEE ALSO: plantbeacon, showbeacons, nullifybeacons ~ 1 CHECKBUGS~ Syntax: Checkbugs <person> This skill allows a technician to scan a player, including his or herself, for bugs from a bounty hunter. This skill is commonly used by clan leaders, etc, and most will pay for it, even if a little. ~ 1 CHECKPRINTS~ Syntax: Checkprints <corpse> One of the more useful and less illegal skills of the slicer, this skill allows a slicer to check a corpse for fingerprints, identifying who killed the victim. Works on both mobs and players. ~ 0 'CHIEF ENGINEER'~ &gName: &wChief Engineer &gClass Type: &wNon-Force Prestige Class &gMax Level: &w10 &gDescription: &wWith high technology and complex systems commonplace throughout the galaxy, engineers are vital and necessary members of society, responsible for the continued improvement of weapons, vehicles, starships, and more. Every new droid design or hyperdrive model produced by a manufacturer begins with an engineer's inspiration to create it. Major corporations such as BlasTech, Kuat Drive Yards, Rothana Heavy Engineering, and Baktoid Combat Automata would not be as successful or powerful as they are without the intellect and ingenuity of the engineers who produce the designs. Chief engineers are not restricted to working in design labs or shipyards, however. Some of the best and brightest engineers in the galaxy work for outlaw groups, or ply their wares on the streets of Nar Shaddaa. They work with special forces troops to sabotage enemy infrastructures or design new starfighters for wealthy pirate groups. Chief engineers use their knowledge of the way things are put together to more effectively take measures or whip up special weapons for field troops in dangerous situations. Many chief engineers spend their days testing and experimenting with new designs and technologies. &gRequirements: &wComputers 6, Repair 6, Tech Specialist Level 20 &gHitpoints: &wChief engineers gain 1-6 hitpoints per level. The character's Constitution applies. &wAlso see &rhelp engineerprof&w for more information. ~ 1 CHOKE~ . Syntax : Feel 'Choke' (victum) This nasty spell allows you to choke the life out of your victum. ~ 1 'CIRCLE'~ Syntax: circle This is a skill used by thieves while fighting. It is comparable to backstab, and requires a piercing weapon. ~ 1 CITIZEN~ ~ 1 CLAN CLANS ORGANIZATION ORGANIZATIONS ORGANISATION ORGANISATIONS~ The following commands are used with clans or organizations: clanstat ....... shows clan information. donate ...... donates money to the clan funds. withdraw .... withdraws money from the clan funds. appoint ..... allows leader to appoint a number1 and number2 demote ...... takes away members status in the clan. empower ..... gives member special powers (ie. withdraw or induct) induct ...... inducts a person into your clan. outcast ..... kicks a person out of the clan. enlist ...... to join a clan at a recruitment office. resign ...... to quit a clan. clanbuyship . to purchas spacecraft and other vehicles for clan capture ..... allows a clan to capture the government and declare leadership over an area. outlaw ...... to outlaw a person from your planets. ~ 1 CLANBUYSHIP~ Syntax : clanbuyship <ship name> This buys a ship for your clan out of clan funds, you must be empowered by your clan to do this. See EMPOWER ~ 0 CLANGIVESHIP~ SYNTAX: clangiveship <ship> <clan> EXAMPLE: clangiveship myship The Empire Clangiveship allows you to give your ship to a clan. If selling your ship to a clan, be sure to collect payment BEFORE you give it away. It does not do this automatically. Enjoy. ~ 36 CLANSTAT~ ~ 0 CLANTALK~ Syntax: clantalk <message> Provided that you are in a clan, clantalk will send the message to all current members, as well as the deity. ~ 0 CLASS CLASSES~ &w&wWe currently have &g34&w classes here at &rRotS&w. &w1&g. &wFringer &w2&g. &wNoble &w3&g. &wScoundrel &w4&g. &wScout &w5&g. &wSoldier &w6&g. &wTech Specialist &w7&g. &wBounty Hunter &w8&g. &wCrime Lord &w9&g. &wElite Trooper &w10&g. &wStarship Ace &w11&g. &wChief Engineer &w12&g. &wInfiltrator &w13&g. &wLoyal Protector &w14&g. &wMartial Arts Master &w15&g. &wOutlaw Slicer &w16&g. &bForce Adept&w &w17&g. &bJedi Consular &w18&g. &bJedi Guardian &w19&g. &bJedi Master &w20&g. &bJedi Ace &w21&g. &bJedi Investigator &w22&g. &bDark Force Witch &w23&g. &bDark Side Devotee &w24&g. &bDark Side Marauder &w25&g. &bSith Acolyte &w26&g. &bSith Warrior &w27&g. &bSith Lord &w28&g. &wEspionage Droid &w29&g. &wBerserker Droid &wWe also have &g5&w hidden Clan Specific classes. ~ 0 CLEAR~ Syntax: clear This command clears the screen. See PAGELENGTH. ~ 1 'CLIMB'~ &GName: &w&WClimb &GSyntax: &w&WClimb <direction> &GSkill Type: &w&WNon-Force Skill &GDescription: &w&WUse this skill to scale a cliff, to get to a window on the second story of a building, or to climb up an antenna array after falling out of an airway at the bottom of a floating city. ~ 1 CLONES CLONE CLONING~ Syntax : Clone Cloning is a vital part of your existence. Since death is perminant the only way to continue a character is to clone Note: Clones start at the last point you cloned not the point you died. ~ 1 CLOSEHATCH OPENHATCH~ Syntax: openhatch Syntax: openhatch <ship name> Syntax: closehatch Syntax: closehatch <ship name> Opens/Close the hatch on a ship. ~ 31 CMDTABLE~ Syntax: cmdtable Lists all of the commands in the game, and how many times they have been used since the last startup. ~ 31 CMENU~ Syntax: cmenu Invokes an online menu to ease entering 'cset' arguments. May not be fully functional at this time. ~ 0 CODECRACK~ this allows a slicer to gain entrance to another persons ship by giving them the code to unlock the door. similar to pick ship lock &w&RWarning:&W If you are caught using this skill, it is ample reason to kill you. ~ 31 COINDUCT COOUTCAST~ 'Syntax: coinduct <player> Syntax: cooutcast <player> Coinduct and cooutcast are similar to the 'clan' commands of induct and outcast, but function to induct or outcast members from councils. Coinduct will bring a new player into the council. Cooutcast will remove them from the council. ~ 0 COLOUR COLOR COLOURS COLORS PCOLORS~ &w^xThe foreground special character is: && Tokens for && are: &w&&x -&x Black &w &&r -&r Red (blood) &w&&g -&g Green &w &&O -&O Orange (brown) &w&&b -&b Dark Blue &w &&p -&p Purple &w&&c -&c Cyan &w &&w -&w Gray (default color) &w&&z -&z Dark Grey &w &&R -&R Light Red &w&&G -&G Light Green &w &&Y -&Y Yellow &w&&B -&B Blue &w &&P -&P Pink &w&&C -&C Light Blue &w &&W -&W White &wThe background special character is: ^^ Tokens for ^^ are: ^x ^^x(z) - ^xBlack ^x ^^r(R) - ^rRed ^x ^^g(G) - &x^gGreen&w ^x ^^O(Y) - &x^OOrange&w ^x ^^b(B) - ^bBlue ^x ^^p(P) - ^pPurple ^x ^^c(C) - &x^cCyan&w ^x ^^w(W) - &x^wGrey&w ^zThe tokens in brackets are the same colors, but cause the foreground color to flash. ^x Note: If setting both foreground and background colors. The foreground must precede the background color. See also: HELP PROMPT ~ 31 COMMENT~ Syntax: comment write Syntax: comment subject <subject> Syntax: comment post <player> Syntax: comment list <player> Syntax: comment read <player> # Comment write puts you into the buffer, and the commands work just like writing a note. You may only read and post comments on players currently online (works on link-dead players as well). ~ 1 COMMSYSTEM~ This skill allows a slicer to listen in on other channels of systemtalk. It is automatically used if it has been practiced and the slicer is carrying a commsystem. ~ 0 COMPARE~ Syntax: compare <object-1> <object-2> Syntax: compare <object> COMPARE compares two objects in your inventory. If both objects are weapons, it will report the one with the better average damage. If both objects are armor, it will report the one with the better armor class. COMPARE with one argument compares an object in your inventory to the object you are currently wearing or wielding of the same type. COMPARE doesn't consider any special modifiers of the objects. ~ 0 CONCEALMENT~ this allows your character to be hidden ~ 1 CONFIG~ Syntax: config + or - <option> This command configures some of your character behavior. Typing CONFIG alone shows you your current settings. With a plus or minus sign and an option, CONFIG turns that option on or off. The options are: AUTOEXIT You automatically see exits. NORECALL Toggle automatic recall if you lose link during combat AUTOLOOT You automatically loot corpses. AUTOSAC You automatically sacrifice corpses. AUTOCRED You automatically split gold from kills with your group. BLANK You have a blank line before your prompt. BRIEF You see brief descriptions only. COMBINE You see object lists in combined format. PROMPT You have a prompt. TELNTGA You receive a telnet GA sequence. NOINTRO Toggle whether you see the graphic screen at login GAG Toggle whether you see battle details in full or brief form. ~ 0 CONSIDER~ Syntax: consider <character> CONSIDER tells you what your chances are of killing a character. Of course, it's only a rough estimate. ~ 31 CONSTATES~ State | Description ----------------------------------------------------------- 0 | Player is playing. 1 | Player is prompted for his or her name. 2 | Player is prompted for his or her password. 3 | Player is prompted to confirm his or her name. 4 | Player is prompted to select a password. 5 | Player is prompted to confirm the password. 6 | Player is prompted to select his or her sex. 7 | Player is prompted to select a class. 8 | Player is reading the message of the day. 9 | Player is prompted to select a race. 10 | Unused. 11 | Player is in the line editor. 12 | Player is prompted to select RIP, ANSI or NONE. 13 | Player is viewing the title screen. 14 | Player is prompted to PRESS ENTER. 15 | Player is waiting for authorization (1). 16 | Player is waiting for authorization (2). 17 | Player is waiting for authorization (3). 18 | Player has been authorized. ~ 1 CONSTITUTION CON~ Constitution (CON in your 'score') represents your character's physical stamina. Among other things, it affects: - the number of hitpoints recovered or regenerated at each tick if resting or sleeping - improvement or worsening of a character's mental state, thus affecting general endurance - your max levels in classes where constitution would naturally relate. ~ 1 'CONTAINERS' 'CONTAINER'~ Containers are almost a necessity in the game. They are used to carry items, food, and drinks. They help allow you to sort things, by using two or more types of containers at once. Corpses use many of the same commands as regular containers. EXAM <container> or LOOK IN <container> allows you to see what it contains. GET <item> <container> allows you to take one item from a container. GET ALL <container> allows you to take everything from a container at once. GET ALL.<item> <container> allows you to take all of a particular item type PUT <item> <container> puts an item inside a container. PUT ALL <container> will put as much of your inventory in the container as possible, until the container is full. PUT ALL.<item> <container> will put as much of one type of item into the container as possible, until the container is full. ~ 30 CONTRA CONTRABAND~ A contraband flag has been added for objects .. DO NOT SET IT ... it will be added and removed automaticly by customs officers and crimelords etc. Its purpose is to give experience for smuggling illegal goods from planet to planet. ~ 1 CONTRACT~ Syntax: contract <person> <target> <amount> Contracts are similar to bounties, but exclusive. Meant for an assassin, this command allows you to privately hire killers to take out your target. Your target must be online, and you MUST have IC reason to kill him, meaning you must get an imms authorization before contracting. You also pay your contract in advance, so if that player does not kill your target, your money is lost. See Also: remcontract, showcontracts ~ 1 CONTROL~ &GName: &w&WControl &GFeat Type: &CForce Feat&w&W &GRequirements: &w&WForce-Sensitive, Force Level 1 &GBenefits: &w&WYou may learn Control-based Force skills. ~ 1 COORDINATES~ . Syntax : Calculate (x) (y) (z) Cordinates are used for Hyperspace jumps into systems Below is a list of last know posistions of planets in the current known systems: Coruscant System: Menari Spaceport (Coruscant) -345 -987 1562 Outer System Landing Area 902011 -1003651 1100331 Coruscant Shipyard 2796 3074 -487 MC90 Mon Calamari Starcruiser (moves) Byss System Spaceport Landing Area (Byss) 1325 -1095 3287 Star Destroyer Dark Hand (moves) Byss Shipyard 4534 1211 -3150 See also Help Cordinates1, Help Cordinates2 ect. ~ 1 COORDINATES COORDINATE CALC CALCULATE "NAV COMPUTER"~ . Syntax : Calculate (x) (y) (z) Cordinates are used for Hyperspace jumps into systems Below is a list of last know posistions of planets in the current known systems: Coruscant System: Menari Spaceport (Coruscant) -345 -987 1562 Outer System Landing Area 902011 -1003651 1100331 Coruscant Shipyard (moves) MC90 Mon Calamari Starcruiser (moves) Byss System : Spaceport Landing Area (Byss) 1325 -1095 3287 Star Destroyer Dark Hand (moves) Byss Shipyard (moves) See also Help Coordinates1, Help Coordinates2 ect. ~ 1 COORDINATES1~ Honoghr System : Nystao Port (Honoghr) 3943 4782 4419 Tatooine System : Docking bay 92 (Tatooine) 2799 -3279 -4166 Adari System : System Barren Landing Facility (Adari) 1213 -1813 -4760 Lighted Landing Zone (Adari) 1213 -1813 -4760 Baituh City Landing Strip (Adari) 1213 -1813 -4760 Endor Starsystem : Forest Landing Area (Endors Forest Moon) 1400 7000 -2600 ~ 1 COORDINATES2~ Core Starsystem 11A3 : Small Landing Area (bojklinn) 1000 -1000 -500 Mon Calamari System : East Docking Bay (Mon Calamari) -2709 23 10013 West Docking Bay (Mon Calamari) -2709 23 10013 South Docking Bay (Mon Calamari) -2709 23 10013 Kashyyyk System : Rwookrrorro Landing Pad (Kashyyyk) -8762 -123 -3702 ~ 1 COORDINATES3~ Corperate Sector I : CF-90 Barricade Runner (moves) Corperate Sector Space Mall 3164 2474 -3878; Gamors System : Gamorr Landing Area (Gamorr) -8723 -2355 86 Yavin : Academy Landing Area (Yavin IV) 4000 4000 4000 Ryloth System None Rodia System None Nal Hutta System None Af'el Starsystem None Chad Starsystem None ~ 31 COPYSHIP~ Syntax : copyship <oldshipname> <newfilename> <newshipname> This command creates a copy of a starships stats ONLY. The rooms must be made separately and then be set using SETSHIP. See SETSHIP. ~ 1 CORPSE~ Corpses last approximately 15 minutes after the time of death. Corpse decay will happen even while you are linkdead or after you quit. ~ 1 CORUSCANT~ For millenia, Coruscant was the center of the Old Republic and the home of the Jedi Council. After the destruction of the Old Republic, it became the capital of the Empire, and the location of the Imperial Palace. It has attracted many types of people and has several activities for citizens and travelers. It is located in the Coruscant system at the coordinates -345 -987 1562. ~ 1 COUNCIL COUNCILS SENATE SENATOR GOVERNMENT GOVERNMENTS POWER~ There are three levels of government: 1. ORGANIZATIONS: The major player run superpowers are the New Repubic, The Empire, and The Corperate Authority. There are also several small organizations and crime families operating independantly. Type CLANS for a list. 2. regional GOVERNMENTS: These are small areas that may be controlled and profited from by player organizations. They may be captured by organizations with the capture command. Type GOVERNMENTS for a list. 3. The SENATE: The senate was restored by the New republic shortly after the battle of Endor. It has since then broken off its direct ties with the New Republic in order to include the council heads from all worlds including Imperial controlled worlds. The senate meets monthly at the traditional senate hall on coruscant. However because of the difficulty that imperials face flying near coruscant a shuttle has been set up that provides safe transportation from a nuetral outpost to the Senate hall. The senate hall also has a series of opinion booths were council heads can comunicate with their people. These opinion booths are also used for electing new council heads. Type SENATE for a list of senators. See also ORGANIZATIONS ~ 1 COVER DUCK DUCKING~ &wTaking cover behind objects enables a character to minimize the risk of taking hits at the cost of being less efficient during combat. While taking cover behind objects or ships, a character may lean left or right to better aim at his/her targets. A character may only take cover if there is a suitable object or a ship in the same room. Otherwise you may optimize the Duck command. The causes a character to crouch down, making him/her self a smaller target. ~ 0 COYNITE~ the fierce, warrior race which was native to the planet Coyn, the Coynites stand nearly three meters tall. Their bodies are covered with fine fur, which ranged in color from white or gold to brown and black. Their heads were crowned by a mane of longer hair, and the length of the mane indicated the individual's social status. Coynites are natural warriors, and almost always wear some form of battle armor and weapon. Xenobiologists have guessed that the average Coynite could live to be 250 standards years old, but most males died in combat by the time they were 55. They hold to a rigid system of ritual and honor codes known as the En'Tra'Sol, that governed not only battle but politics. Offworlders have been killed for not adhering to this code. The Coynites respected and admired the Jedi Knights of the Old Republic, since the Jedi Code was similar to the En'Tra'Sol in many respects. ~ 1 CRAFT~ &GName: &w&WCraft &GSyntax: &w&WDepends upon the craft or trade &G(&w&Wi.e. craftarmor, craftlightsaber&G)&w&W &GSkill Type: &w&WNon-Force Skill &GDescription: &w&WYou are trained in a craft, trade, or art such as electronics, sculpture, mechanics, weaponmaking, starship construction, or some other endeavor that actually creates a finished product. For instance, you could have the skill Craft &G(&w&WArmor&G)&w&W. Your ranks in that skill don't affect any checks you happen to make for different Craft skills, such as Craft &G(&w&WMedpac&G)&w&W. In order to craft bigger and better objects, you must make them mastercraft. &w&WSee &rhelp mastercraft&w&W for more information ~ -1 CREDITS~ SWReality 1.0 is an extention of Smaug which was expanded from Merc which was derived from the original Dikumud code. SWReality 1.0 copyright (c) 1997, 1998 was created by Sean Cooper (specs@golden.net) based on a concept and ideas from the original SWReality immortals: Himself (Durga), Mark Matt (Merth), Jp Coldarone (Exar), Greg Baily (Thrawn), Ackbar, Satin, Streen and Bib as well as much input from our other builders and players. DikuMud (c) program and concept by Sebastian Hammer (quinn@freja.diku.dk), Michael Seifert (seifert@freja.diku.dk), Hans Henrik (bombman@freja.diku.dk), Tom Madsen (noop@freja.diku.dk), and Katja Nyboe(katz@freja.diku.dk). Merc 2.1 (c) was created by Furey (mec@shell.portal.com), Hatchet (hatchet@uclink.berkeley.edu), and Kahn (michael@uclink.berkeley.edu). Smaug (c) was created by Derek Snider with the help of Altrag, Blodkai, Narn, Haus, Scryn, Rennard, Swordbearer, Gorog, Grishnakh and Tricops. Star Wars and Star Wars names are the copyright (c) of Lucasfilm Ltd and the authors of the many Star Wars related books. see HELP DIKU, HELP SMAUG, HELP MERC and HELP SWREALITYfor more detailed credits. ~ 0 'CRIME BROKER'~ &gName: &wCrime Broker &gClass Type: &wNon-Force Clan-Specific Prestige Class &gMax Level: &w5 &gDescription: &wCrime brokers are disreputable scum who arrange illegal acts for those who wish to retain some level of anonymity or deniability. Not quite crime lords, crime brokers operate on a smaller scale, bringing clients together with contractors, or acting as a go-between to see that some crime is committed &g- &wfor a percentage of the fee. There aren't a lot of credits in crime brokering, unfortunately, because crime brokers frequently have a crime lord patron who expects a significant cut. On the other hand, a lowly crime broker doesn't have nearly the same overhead &g- &wnor does he draw so many assassination attempts &g- &was his crime lord employer. Even so, many crime brokers go on to become crime lords, lured by the wealth and prestige. Most crime brokers go completely unnoticed by the general public; only those who need an illegal service take the trouble to find a crime broker. They advertise almost solely by word of mouth &g(&w"I know a Rodian who knows a Zabrak who knows a Hutt..."&g)&w and, as might be expected, must be careful with whom they do business, and where. If caught by the authorities, a crime broker can expect a short prison term, since the most he's usually guilty of is acting as an accessory. A crime broker can expect a short prison term, since the most he's usually guilty of is acting as an accessory. A crime broker who earns the anger of a crime lord might face a different destiny &g- &win th empty void of space or the stomach of a hungry sarlacc. &gRequirements: &wHitroll +3, Diplomacy 6, Gather Information 8, Speak Huttese, Influence, Low-Profile, Reputation 3 &gHitpoints: &wCrime brokers gain 1-6 hitpoints per level. The character's Constitution applies. &wAlso see &rhelp brokerprof&w for more information. ~ 0 'CRIME LORD'~ &gName: &wCrime Lord &gClass Type: &wNon-Force Prestige Class &gMax Level: &w10 &gDescription: &wFrew societies manage to eradicate crime altogether. In the underworld, someone always rises to the top, either through vision, organization, or sheer intimidation. The life of a crime lord isn't for the timid. After conquering an unseen empire, the crime lord wages a daily struggle not only to stay on top, but also to stay alive. Of course, not every crime lord is bent on corrupting society and making a profit. Some use their criminal connections to wage lucrative guerilla wars against tyrants and despots. Problematically, crime lords are notoriously bad at cooperating with one another. The head of any given criminal empire has as much to fear from a gang war as he does from internal dissent and ambitious underlings. Even those with altruistic intentions sometimes learn the hard way that their troops are more interested in gaining power and wealth than saving the galaxy from greater evils. &gRequirements: &wDiplomacy 8, Gather Information 8, Reputation 2, Infamy Feat &gHitpoints: &wCrime lords gain 1-6 hitpoints per level. The character's Constitution applies. &wAlso see &rhelp crimeprof&w for more information. ~ 1 CRIMELORD~ ~ 31 CRYSTALTYPES~ >he following crystals are currently implemented: &w&W0. &BBlue Crystals &G- &w&WChanges The Color Of A Lightsaber Blue &w&W1. &GGreen Crystals &G- &w&WChanges The Color Of A Lightsaber Green &w&W2. &PPurple Crystals &G- &w&WChanges The Color Of A Lightsaber Purple &w&W3. &RRed Crystals &G- &w&WChanges The Color Of A Lightsaber Red &w&W4. &YYellow Crystals &G- &w&WChanges The Color Of A Lightsaber Yellow &w&W5. &zOpila Crystals &G- &w&W+2-12 Damage On A Successful Critical Hit &w&W6. &CSigil Crystals &G- &w&W+1-6 Damage &w&W7. &bBondar Crystals &G- &w&WStun Vs Fortitude Save DC 15 &w&W8. &rPhond Crystals &G- &w&W+1-10 Damage &w&W9. &YSolari Crystals &G- &w&W+5 Hitroll And Minimum Damage &w&W10. &ODamind Crystals &G- &w&W+2 Hitroll And Maximum Damage &w&W11. &pJenruax Crystals &G- &w&W+2 Hitroll &w&W12. &BUpari Crystals &G- &w&W+5 Maximum Damage &w&W13. &gEralam Crystals &G- &w&W+3 Minimum And Maximum Damage &w&W14. &RRubat Crystals &G- &w&W+1 Hitroll &w&W15. Sapith Cristals &G- &w&W+4 Dexterity And +4 Hitroll ~ 31 CSET~ Cset is used to set the system's 'control panel' settings. Syntax: cset <field> <level> Fields: save - saves the control panel settings stun - sets normal (mob vs. player / player vs. mob) stun modifier stun_pvp - as above, for player vs. player dam_pvp - percentage adjustment for player vs. player fighting dam_pvm - as above, for player vs. mob dam_mvp - as above, for mob vs. player dam_mvm - as above, for mob vs. mob get_notake - level to pick up notake flagged items read_all - level to read all mail read_free - level to read mail for free write_free - level to write mail for free (no items necessary) take_all - level to take all mail muse - level to see/use muse channel think - level to see/use think channel log - level to see log channel build - level to see build channel proto_modify - level to modify prototype objects override_private - level to override private/solitary rooms forcepc - level to force pc's saveflag - flags/actions on which to save a pfile (drop, give, get, receive, auction, zap, death, auction, auto, password) guild_overseer - name of the Overseer of Guilds guild_advisor - name of the Advisor to Guilds ~ 1 D~ . WEARING AND SELLING EQUIPMENT ------------------------------- *WEAR <object> - you will wear that piece of equipment *WIELD <weapon> - you will wield that weapon *HOLD <object> - you will hold that object in your hands *REMOVE (rem) <object> - the object is remove and placed in inventory *COMPARE (com) <object1> <object2> - will compare the value of two items *REPAIR (repa) <object> - the blacksmith will repair your damaged item *APPRAISE <object> - the blacksmith will tell the cost to repair the item *LIST - when in a store, the items for sale will be listed *BUY <object> - you will purchase the item for the given price *SELL <object> - you will sell the item to the store and receive money *VALUE <object> - the storekeeper will say how much they will pay for item ~ 0 DAMAGE~ When one character attacks another, the severity of the damage is shown in the verb used in the damage message. Here are all the damage verbs listed from least damage to most damage: barely scratch scratch graze bruise hit injure wound maul thrash decimate devastate maim MUTILATE DISEMBOWEL EVISCERATE MASSACRE OBLITERATE ANNIHILATE The message shown will reflect the actual damage you are inflicting on (or receiving from) your opponent, and not a specific fixed amount. ~ 31 DAMTYPES ACTTYPES CLASSTYPES POWERTYPES~ DAMAGE ACTION CLASS POWER SAVES none none none none none fire create lunar minor poison_death cold destroy solar greater wands electricity resist travel major para_petri energy suscept summon breath acid divinate life power_staff poison obscure death drain change illusion ~ 0 'DARK FORCE WITCH'~ &gName: &wDark Force Witch &gClass Type: &bForce &wPrestige Class &gMax Level: &w10 &gDescription: &wOn all-but-forgotten primitive worlds, where the strong survive by preying upon the weak, those gifted with the Force are the strongest of all. Isolated from the formalized training of the Jedi and the Sith, Force-users on these worlds have developed traditions all their own &g- &wtraditions that depend upon the dark side. To become a dark Force witch, a character must immerse herself not only in the dark side of the Force, but in the traditions and rituals of her primitive culture. If the character can survive those savage customs long enough, she might glean the knowledge necessary to join the ranks of the dark Force witches. The path of the dark Force witch is faught with brutality. She is encouraged to dominate her environment, imposing her will on everything weaker while constantly testing the power and resolve of everything stronger. A witch advances in prestige by exerting her influence and defending her territory &g(&wliterally or figureatively&g)&w. She earns the respect of her sisters by being at least twice as ruthless. Dark Force witches generally begin their training in some other class &g(&wgenerally as Force adepts, though fringers and scouts are not uncommon&g)&w, but they are encouraged to develop their Force powers as soon as they can. Violence and cruelty distinguish their early training. By teaching a Force-strong novice fear and hate, they prepare her for the embrace of the dark side. Those who fail to learn an equivalent ruthlessness can at best hope to be cast out. More commonly, they don't survive. Dark Force witches treat all prospective recruits the same way, regardless of their age or experience. To them, only the strong should survive; the weak are ment to serve. By becoming full-fledged witches, they prove themselves strong. &gRequirements: &wHitroll +1, Intimidate 2, Move Object 4, Fear 4, Force-Sensitive, Alter, Sense, Darkpoints 4, Reputation 1 &gHitpoints: &wDark Force witches gain 1-8 hitpoints per level. The character's Constitution applies. &wAlso see &rhelp witchprof&w for more information. ~ 0 'DARK SIDE DEVOTEE'~ &gName: &wDark Side Devotee &gClass Type: &bForce &wPrestige Class &gMax Level: &w10 &gDescription: &wThe dark side devotee is what the Force adept would have been had he turned to the dark side early on. Pursuing a different path from the Jedi or even the Sith tradition, he regards the Force as something supernatural, fostering that image in the minds of others to make himself seem more mysterious and powerful. His belief system may not recognize the Force as the same tool the Jedi or the Sith use. A dark side devotee begins his training in the Force by taking what he wants from others and dominating the world around him, as typified by the Alter feat. Dark side devotees discover their power early in life. Frequently, they do not care how the Force works, as long as it focuses their hatred and anger against those who have wronged them. What little training they receive is generally bestowed by more powerful darksiders, who might initally think of the dark side devotee as an apprentice or even a slave. There are precious few formal traditions for the dark side devotee. Many come from primitive cultures where they are regarded in awe and terror for their ability to manipulate the environment, and they nurture this belief to exploit the weak. &gRequirements: &wHitroll +2, Intimidate 4, Force-Sensitive, Darkpoints 3 &gHitpoints: &wDark side devotees gain 1-8 hitpoints per level. The character's Constitution applies. &wAlso see &rhelp devoteeprof&w for more information. ~ 0 'DARK SIDE MARAUDER'~ &gName: &wDark Side Marauder &gClass Type: &bForce &wPrestige Class &gMax Level: &w10 &gDescription: &wWarriors who discover in themselves an ability to wield the Force can become dark side marauders. Like Jedi guardians, dark side marauders combine physical prowess with training in the Force. Unlike Jedi, they bend it to their own violent purposes. Without the mental discliplines and strict code of conduct the Jedi Order provides, these warriors become brutal, living weapons, delighting in inflicting pain and taking lives. The dark side marauder becomes an extension of the dark side of the Force in the same way as her weapons are an extension of her body. When violence touches the life of someone strong in the Force, it can change her forever, especially if she lacks a Jedi mentor to guide her development. If her life is violence &g-&w such as in the case with warriors &g- &wit is almost a foregone conclusion that she will succumb to the dark side. A dark side marauder might have turned to the dark side to overcome the horrors of war or the brutality of crime. Few have formal training in the Force, however; they learn by doing. &gRequirements: &wHitroll +1, Intimidate 4, Force-Sensitive, Darkpoints 4 &gHitpoints: &wDark side marauders gain 1-10 hitpoints per level. The character's Constitution applies. &wAlso see &rhelp marauderprof&w for more information. ~ 1 DARKPOINTS~ >opic: &w&WDarkpoints &GDescription: &w&WThe Force has two aspects, one light and one dark. The dark side lurks in the shadows, whispering to Force-users, tempting them with quick and easy access to power. While seemingly stronger, the dark side is only easier. It consists of the destructive impulses of all living beings. Anger, fear, hatred, and aggression are expressions of the dark side, and such emotions can quickly lead a Force-user down the dark side's corrupting path. Early on in her training, a Force-user finds that the dark side greatly enhances her abilities. Dark Side Points measure the corrupting influence of the dark side of the Force. These points gauge a character's devotion - consciously or otherwise - to the dark side. &GA character gains Dark Side Points in three ways: 1.&w&W Using a Force Point to call upon the dark side. &G2.&w&W Using a dark side Force-based skill or feat. &G3. &w&WPerforming an evil act. At first, it may seem that the dark side is an easy path to power. Eventually, however, those who depend on the power of the dark side of the Force fall victim to it. A character achieves the distinction of falling to the dark side in two stages: tainted and dark. When a character's number of Dark Side Points equals one-half his Widsom score (rounded down), he is considered to be tainted. A tainted character is in danger of being lost to the dark side. He has begun to walk its path and taste the seductive power it offers. Such a character gains bonuses on all dark side Force skills. Thereafter each time a hero gains a Dark Side Point he must make a Wisdom check (don't worry about it, its done in the code). If he fails, or when his number of Dark Side Points equals or exceeds his Wisdom score, he is considered to be dark. His bonus on all dark side Force skills increases. Any Force Points spent by a dark character, automatically is used to call upon the dark side and thus, he receives another Dark Side Point. The long-term effects of the dark side can be quite devistating. Whenever a tainted Force-using character gains a new level, he or she must check to see if the corruption of the dark side has had a permanent, lasting effect. To so this, the character makes a Fortitude saving throw. If the save succeeds, the character manages to stave off the debilitating effects of the dark side for another level. If the save fails, the character randomly loses one point of strength, dexterity or constitution. The same save is made if a Dark character gains a level, just at a higher difficulty. A tainted character may atone for his sins against the Force by meditating. A dark character may not meditate his Dark Side Points away, this may only be done through role playing out great heroism in the name of the light side of the Force. Only characters with the Force-Sensitive feat can accumulate Dark Side Points. Also see &rHelp Meditate&w&W and &rHelp Forcepoints&w&W for more information ~ 0 DASHADE~ &gName: &wDashade &gDescription: &wThe Dashade were renowned and feared as deadly mercenaries and assassins. The name "&YShadow Killer&w," an honorary title given to the most accomplished Dashade killers, was spoken only in whispers and sent involuntary shivers through those who heard the words. The &bSith&w and a number of other cultures that inhabit star systems near the Cron Cluster use Dashade mercenaries as bodyguards and assassins. The &bJedi&w and official &bRepublic&w institutions hire Dashade as combat instructors. Jedi Masters viewed Dashade combat prowess and Force resistance as a means to show Padawans &g(&wand even over-confident Jedi Knights&g)&w the danger of relying too heavily on their Force abilities in combat. &gPersonality: &wDashade are secretive, menacing beings who believe they are physically and mentally superior to most &g-&w if not all &g-&w other sentient lifeforms in the galaxy. Dashade hired as mercenaries and assassins remain loyal to their employers only so long as they profit from the relationship and are allowed to demonstrate their combat prowess. &gPhysical Description: &wThe Dashade are hairless humanoids with high foreheads, beady eyes, and lampreylike mouths. Adults of the species stand between 1.7 and 2 meters tall, with no differeence in height and build between males and females. Their skin colors are olive green, dark gray, or black, they have orange, red, or black eyes. &gHomeworld: &wUrkupp, a world located in the Cron Cluster. &gSpecies Traits: &w+2 Dexterity, -2 Wisdom, -2 Charisma Medium-Sized Head Dissipation &g-&w Immunity To Infrared Force Resistance &g-&w +10 Species Bonus On &rWill&w Saves To Resist Force Skills Radiation Resistance &g-&w +2 Species Bonus On &rFortitude&w Saves Against Radiation Poisoning ~ 0 DEATH~ Death is now permanent unless you have made a clone. &R Note : You lose all possestions upon dying even if you have a clone. This includes ships homes and bank accounts &g See Help Clone. ~ -1 DEBUG DEBUGGING BUGS THORIC CODING SOURCE CODE DEVELOPMENT~ . @%#$%&&*!@#!?!?! .-------------=======[ Debugging / Coding Credits ]=======-------------. | | | Most of the extensive debugging and coding of Realms of Despair | | was done by Thoric in what little spare time he could set aside. | | | | Other credits go out to Haus for debugging work on the online | | building, and also to Strahd, Caine and all the gods who reported | | nasty bugs and crash causes. | `----------------------------------------------------------------------' ~ 0 DECEPTION~ this allows you to make yourself look like someone else. syntax: deception <disguise> ~ 0 DEFEL~ &gName: &wDefel &gDescription: &wDefel originate on Af'El, a high-gravity world. Due to the unusual chemical composition of Af'El's upper atmosphere, only ultraviolet light passes freely to the surface of the planet, while longer wavelengths of light are completely deflected. Because of this, all life-forms on Af'El, including the Defel, are completely blind to the non-ultraviolet spectrum. To function away from their homeworld, Defel must wear special visors that allow them to "see" light wavelengths other than ultraviolet. A Defel without such a visor is effectively blind in normal light. Defel fur absorbs light wavelengths such that in darkness, a Defel is invisible even to beings with darkvision. Their unnerving, shadowy appearance in the light makes even those Defel who aren't skilled combatants useful bodyguards, since few beings are aware of the source of this strange effect. &gPersonality: &wDefel are proud and independent to the point of stubbornness. They don't like others telling them what to do or how to do it. They are loyal to their friends and employers, but not always trustworthy. They can be secretive and conniving. &gPhysical Descriptions: &wThe Defel are a curious mamalian species, appearing as a monsterous bipedal shadow with reddish eyes and long white fangs. Under ultraviolet light, however, it becomes clear that Defel are stocky beings covered in fur that ranges from brilliant yellow to dazzling azure. They have long fingers that end in vicious yellow claws and protruding lime-green snouts. They stand between 1 meter and 1.5 meters tall. &gHomeworld: &wAf'El, a high-gravity planet orbiting the super-giant Ka'Dedus in the Outer Rim. &gSpecies Traits: &w-2 Strength, +2 Intelligence Small-Sized &g-&w +1 Hitroll, +1 Armor, +4 Species Bonus On &rHide&w Checks Invisiblity &g- &wSee &rhelp defelinvis&w Blindness Without Specialy Constructed Visors ~ 0 DEFELINVIS~ &wIn normal light, Defel appear as visible patches of darkness, much like shadows. In areas of low light, they are effectively invisible. Unless the defel is under direct normal sunlight &g(&wor the artificial equivalent&g)&w, it gains a +2 circumstance bonus to attacks, and its target loses its Dexterity bonus &g(&wif any&g)&w to Armor. Attacks against a Defel in these circumstances suffer a 50% miss chance. ~ 31 DEFENSES~ parry dodge heal curelight cureserious curecritical dispelmagic dispelevil sanctuary fireshield shockshield shield bless stoneskin teleport monsum1 monsum2 monsum3 monsum4 disarm See MSET and ATTACKS (Some are not implemented). ~ 1 'DEFENSIVE MARTIAL ARTS'~ &GName: &w&WDefensive Martial Arts &GFeat Type: &w&WNon-Force Feat &GRequirements: &w&WMartial Arts &GBenefits: &w&WYou get a +2 Dodge bonus to AC while fighting Unarmed. ~ 10 DEITIES DEITY~ Syntax: deities Syntax: deities <deity> The deities command displays all the deities of the world. Using an argument will display the target deity's description. SEE ALSO: supplicate, favor, devote. ~ 1 DELETE SUICIDE~ . Syntax : Suicide (password) Usefull for getting rid of unwanted characters. &R NOTE: Only one character / Player is allowd &g ~ 1 DEMOLITIONS~ &GName: &w&WDemolitions &GSyntax: &w&WDepends upon the type of demolitions &GSkill Type: &w&WNon-Force Skill &GDescription: &w&WUse this skill to create and set explosive devices for maximum impact. ~ 1 DEMOTE~ Syntax : demote <player> This command demotes a number one or two in a clan to a normal clan member. See CLANS~ 31 DENY DISCONNECT FREEZE~ Syntax: deny <character> Syntax: disconnect <character> Syntax: freeze <character> DENY denies access to a particular player and throws them out of the game. DENY is permanent (persists across reboots) and can only be undone offline by someone with access to the player files directory. DISCONNECT <character> immediately disconnects that character. FREEZE <character> is a toggle which prevents a character from issuing any commands at all. ~ 1 DEPOSIT WITHDRAW BANK~ Syntax : BANK (deposit|withdraw|balance|transfer) (amount) [character] Banks can be used to store money, and collect interest off of that money. However, there are slicers who are ready and willing to take the risk to slice into a bank account if they find it, just like smugglers willing to take it out of your pockets. ~ 1 DESCRIBE~ SYNTAX: describe <to person> <who> Where 'to person' is who you are describing them to, and 'who' is who you are describing. This allows you to tell someone about someone without them having seen them or been introduced to them. ~ 0 DESCRIPTION BIO~ Syntax: description Syntax: bio The DESCRIPTION command puts you into an editor to edit your long character description (what people see when they look at you). The BIO command puts you into an editor to edit your personal bio: what people see when they check WHOIS on you. ~ 31 DESTRO DESTROY~ Syntax: destroy <character> This command immediately deletes the pfile of the victim, and will simultaneously force the character offline if they are connected. ~ 0 DETRAP~ Syntax: detrap <object> This skill allows one to disarm a trapped object. Use it with care. ~ 0 DEVARONIAN~ these aliens are one of the most unique races in the galaxy, as their male and female sexes are so vastly different in appearance and temperament. The males are docile, non-aggresive creatures with smooth, hairless skin and short horns on their heads. They takes great pride in their horns, and groom them quite regularly. The females, on the other hand, are covered in calico fur and do not have horns. They are aggressive by nature, and tend to dominate their culture. It is believed that they are descended from a race of primates that lived in the mountains of Devaron, their homeworld, and that their horns were a genetic mutation that proved useful in fending off predatory brids. Devaronians are carnivores and in general, have an efficient metabolism, consuming nearly every bit of food they eat. Devaronians were one of the first races to discover the secrets to space travel and develop stardrives. ~ 1 DEXTERITY DEX~ Dexterity (DEX in your 'score') represents your character's agility, and it affects (among other things): - the maximum number of items you can carry at once in your inventory; with each additional point of dex you can carry additional items. - each additional point of dexterity also lowers (improves) your natural armor class. - success chances with bash and kick, and helps determine whether a thief will be able to poison a weapon. - your max levels in classes where dexterity would naturally relate. ~ 31 DIAGNOSE~ Syntax: diagnose of 20 Diagnose of n - object frequency of top "n" objects. The above example will return the 20 most numerous object vnums in the game at that time. ~ 31 DICEFORMULAS~ To make the special SMAUG powers possible, special dice formula handling had to be coded in. (At least to make it nice). This dice formula code supports full BEDMAS expressions ( ) ^^ / * + -, plus extra mud related operators and variables: D dice L level H hit points M force V movement S strength I intelligence W wisdom X dexterity C consitution A charisma U luck Y age See SMAUGSPELLS and SSET. ~ 0 DIG DIGGING BURY BURYING~ Syntax: dig Syntax: dig <direction> Syntax: bury <item> You can dig and bury items through the use of the dig skill and bury command. Buried items are not visible to players, even through the use of powers such as locate object. To dig an item up, type dig with no arguments. Having a shovel raises your chance of success. If you dig in a direction, you will attempt to dig open an exit. To bury an item (or corpse), drop the item on the ground and bury <item>. Depending on the size and weight of the object, you might need a shovel. * Note: Deadly players can bury/dig up each other's corpses. * Items buried will not last beyond crash or reboot. Do not attempt to use this skill for storage of items you wish to keep. ~ -1 DIKU~ Realms of Despair was originally based on the Merc 2.1 code which was based on the orignal DIKUMud code created by: The Original DIKUMud Team: Katja Nyboe [Superwoman] (katz@freja.diku.dk) Tom Madsen [Stormbringer] (noop@freja.diku.dk) Hans Henrik Staerfeldt [God] (bombman@freja.diku.dk) Michael Seifert [Papi] (seifert@freja.diku.dk) Sebastian Hammer [Quinn] (quinn@freja.diku.dk) Additional contributions from: Michael Curran - the player title collection and additional locations. Bill Wisner - for being the first to successfully port the game, uncovering several old bugs, uh, inconsistencies, in the process. And: Mads Haar and Stephan Dahl for additional locations. The Original DIKUMud was Developed at the Department of Computer Science at the University of Copenhagen. ~ 1 DIPLOMACY~ &GName: &w&WDiplomacy &GSyntax: &w&WUsed in conjunction with many class skills &GSkill Type: &w&WNon-Force Skill &GDescription: &w&WUse this skill to persuade the Twi'lek chamberlain to let you see his master, to negotiate peace between feuding tribes, to haggle a good price for a droid, or to convince the Rodians who captured you that they should ransom you back to your friends instead of delivering you to the Hutts. Diplomacy includes etiquette, social grace, tact, subtlety, and a way with words. ~ 1 'DISABLE DEVICE'~ &GName: &w&WDisable Device &GSyntax: &w&WUsed in conjunction with many general and class skills &GSkill Type: &w&WNon-Force Skill &GDescription: &w&WUse this kill to disarm a security device, defeat a mechanical lock or trap, or rig a device to fail when it is used. You can examine a simple or fairly small mechanical or electronic device and disable it. The effort requires atleast a simple tool of the appropriate sort &G(&w&Wa pick, electronic lead, wire, file, pry bar, hydrospanner, and so on&G)&w&W. ~ 0 DISABLESHIP~ This allows you to disable a ship remotely in space. It takes alot of time, and the ship can be repaired by a technician, so it's not advisable to use in the middle of a fight. &w&RWarning:&W If you are caught using this skill on someone, it is ample reason to kill you. ~ 1 DISGUISE~ &GName: &w&WDisguise &GSyntax: &w&WDisguise <string/clear> &GSkill Type: &w&WNon-Force Skill &GDescription: &w&WUse this skill to change your appearance. The effort requires at least a few props, some makeup, and some time to work. A disguise can include an apparant change of height or weight of no more then one-tenth the original. You can also impersonate people, either individuals or types. ~ 1 'DISSIPATE ENERGY'~ &GName: &w&WDissipate Energy &GFeat Type: &CForce Feat&w&W &GRequirements: &w&WForce-Sensitive, Control, Force Level 4 &GBenefits: &w&WYou may dissipate or perhaps absorb energy damage you would otherwise take because of your environment or because of an attack. To do so, you make a Fortitude saving throw against a difficulty equal to the amount of damage inflicted. If the save is successful, you don't take any damage and you gain 1 hit point for every 2 points of damage you would have taken. If the saving throw fails, you take full damage. ~ 31 DMESG~ Syntax: dmesg Displays the contents of the boot log. ~ 0 DOCKING DOCK UNDOCK UNDOCKING~ &wMid-Space docking allows Midships to connect their ships via docking bays. This enables free movement between the two ships as well as it enables pirates to gain access to enemy cargo holds. In order for two ships to dock successfully, one ship must either be disabled or otherwise decrease its speed to 0. While the other ship must manuever dangerously close to the stationary vessel. Once within range, the &rdock&w command will enable the two ships to connect. While docked, both ships are prone as they cannot engage in combat or move. To undock simple use the &rundock&w command, but you may wish to ensure all parties are aboard prior to disengaging the docking clamps. ~ 1 DODGE~ &GName: &w&WDodge &GFeat Type: &w&WNon-Force Feat &GRequirements: &w&WDexterity 13 &GBenefit: &w&WDuring combat you receive a +1 dodge bonus to AC against the opponent you are fighting. ~ 1 DOMINATE~ . Syntax : Dominate (mob) Basically the same as a charm spell, will make the mob join your group and take orders from you. ~ 1 DONATE~ Syntax : donate <amount in credits> Syntax : withdraw <amount in credits> These commands allow empowered clan members to withdraw or donate to clan funds at a bank (no empower needed for donate). See EMPOWER. ~ 1 DOORBASH~ . Syntax : Doorbash (direction) Handy for getting rid of closed locked doors. Although some doors are bashproof. ~ 31 DOORDIRS~ Here is the order of the exits, and their corresponding values: --------------------- | Direction | Value | |-------------------- | NORTH | 0 | | EAST | 1 | | SOUTH | 2 | | WEST | 3 | | UP | 4 | | DOWN | 5 | | NORTHEAST | 6 | Exits 6 - 10 are relatively new, and may not be | NORTHWEST | 7 | fully supported by all of the code yet. | SOUTHEAST | 8 | | SOUTHWEST | 9 | | SOMEWHERE | 10 | --------------------- See REDIT, RSTAT and RESETCMDS. ~ 1 'DRAIN ENERGY'~ &GName: &w&WDrain Energy &GSyntax: &w&WDrainenergy <victim> <object> &GSkill Type: &CForce Skill &GDescription: &w&WYou can deplete power packs, energy cells, and similar power sources of energy, rendering electronic devices and powered weaponry useless until the power source is replaced or recharged. &GHit Point Cost: &w&WRanges from 2 - 12 depending on the size of the object ~ 1 'DRAIN FORCE'~ &GName: &w&WDrain Force &GSyntax: &w&WDrainforce <victim> &GFeat Type: &CForce Feat&w&W &GRequirements: &w&WForce-Sensitive, Alter, Control, Sith Sorcery, Force Level 6, Darkpoints 6 &GBenefit: &w&WYou are able to draw life energy from living beings, gradually absorbing it yourself. Draining the Force from others in this fashion provides you with additional Force Points, but each time you attempt this, you gain a Dark Side Point. ~ 0 DRALL~ &gName: &wDrall &gDescription: &wThe Drall are mild-mannered, short humanoids. As a species, they are methodical researchers, careful observers, and considered among the best theoretical thinkers in the galaxy. Although well-versed in virtually every widely used technology in the galaxy, and often numbered among scientists who are on the cutting edge in a number of fields, Drall are primarily interested in abstract concepts and accumulating knowledge for the sake of knowledge. Therefore, despite the advanced nature of their scholarly pursuits, the world of Drall trails behind the rest of the galaxy in technological achievement, and the Drall themselves usually implement technology developed by others. Drall society is a clan-based combination of a matriarchy and a meritocracy. No elected or direct hereditary leaders exist on the Drall homeworld. Instead, each family heeds a "Duchess," a female Drall who is deemed the most fit to lead. Once appointed, the Duchess becomes the owner of all the family's property, and she holds the position for life or until she steps down and passes the title and property along to a suitable heir. &gPersonality: &wDrall take pride in being viewed as well mannered and considerate. They are also intelligent, reasonable, and difficult to anger. Drall are scrupulously honest in their business dealings, and if they promise to perform a task for a certain payment, they always do so to the best of their ability. They expect others to behave in a similar fashion. &gPhysical Description: &wDrall have short muzzles and almond-shaped black eyes. Their bodies are covered in fur that ranges from brown and black to reddish-gray. They have short limbs and clawed hands and feet. They tend not to wear clothing, although both males and females often wear elaborate necklaces, headdresses, and other types of jewelry. Adult Drall stand between 0.9 and 1.5 meters tall, with most females being taller and more solidly built then males. &gHomeworld: &wThe Core World of Drall, in the Corellia system. &gSpecies Traits: &w-2 Strength, -2 Dexterity, +2 Intelligence, +2 Wisdom, +2 Charisma Small-Size &g- &w+1 Hitroll, +1 Armor, +4 Species Bonus On &rHide&w Checks ~ 1 'DREAM'~ Syntax: cast 'dream' <player> <message> This power enables you to cast a dream or message on a sleeping player. ~ 1 DRIVE SPEEDERS SPEEDER VEHICLES VEHICLE~ Syntax : drive <direction> This allows vehicles to be driven in the direction specified. ~ 0 DROID~ &gName: &wDroid &gDescription: &wDroids are usually property, bought and sold like any other piece of equipment. Although some droid owners come to think of their droids as freinds, the fact remains that droids are programmed to serve whoever is designated as their master. Occasionally, events conspire to lead a droid to independence. These so-call "self-owned" droids are few, but not as rare as many believe. &gClassifications Of Droids: &wThere are currently 5 different Droid types. &gFirst-Degree: &wEffectively mobile computers. They are programmed to solve scientific problems quickly and accurately and put those solutions to effective use. Example: 2-1B Medical Droid and 1T-O Interrogation Droid. -2 Strength, +2 Intelligence, -2 Charisma &gSecond-Degree: &wTheir main function is complex equations specifically relating to engineering and technical sciences. They're generally equipped with appendages that allow them to interact with other machines. Example: R2 Series Astromech Droids. -4 Strength, +2 Dexterity, +2 Intelligence &gThird-Degree: &wProgrammed to perform social services: translation, protocol, teaching, housekeeping, and secretarial work. Many are also programmed to act as controllers of complex systems. Example: 3PO Protocol Droid and M-TD Series Translator Droid. -2 Strength, -2 Wisdom, +2 Charisma &gFourth-Degree: &wNearly all employed in security or military applications, they are generally quick, often strong, and not very intelligent. Classic Examples include the Baktoid Combat Automata B1 battle droid and the E522 Series Assassin Droid. +2 Dexterity, +2 Constitution, -4 Intelligence &gFifth-Degree: &wCommon laborers of the galaxy &g- &wcheap, predictable, and in most cases, disposable. They are mainly employed for carrying heavy loads or performing repetitive tasks. Example: ASP Series labor droid and J9 worker drone. +2 Strength, -2 Wisdom, -2 Charisma &wDroid characters, in additon to taking heroic feats, also have the option of purchasing &rAccessories&w. Under no circumstances, can a Droid ever possess the Force, Force Skills or Force Classes. Also see &RHELP ACCESSORIES&w ~ 0 DROP GET GIVE PUT TAKE~ Syntax: drop <object> drop <amount> coins Syntax: get <object> get <object> <container> Syntax: give <object> <character> give <amount> coins <character> Syntax: put <object> <container> Syntax: get/put/drop <# amount> <object> Syntax: get/put <# amount> <object> <container> DROP drops an object, or some coins, on the ground. GET takes an object, either lying on the ground, or from a container, or even from a corpse (TAKE is a synonym for get). GIVE gives an object, or some coins, to another character. PUT puts an object into a container. Use 'drop/get/put all' to reference all objects present. Use 'drop/get/put all.<object>' to reference all objects of the same name. Examples: - drop 1000 coins - get all.ball backpack - get 5 sword - put 15 potion backpack ~ 31 'DUAL WIELD'~ This skill allows you to wield two weapons simultaneously. This is an automatic skill. ~ 0 DUG~ this alien race resembles a small horse, although it is completely hairless. The Dug have leathery, grey skin and small, beady eyes. They can easily walk on their hind legs, their forelegs, or all fours. They used their four hands to help them move through the trees of their homeworld of Malastare. Much of their language is punctuated with knuckle rapping and foot stomping. ~ 1 DUINUOGWUIN~ Duinuoqwuins, or Star Dragons, are a sad, noble species with a habit of taking up lost causes. These huge, snakelike multipeds with gossamer wings average about ten meters long. Large, reptilian scales cover their bodies, though they have floppy, mammallike ears. Each body segment has a pair of legs, though the limbs attached to the foward segments have evolved into arms and hands. This ancient species comes from a secret, unknown world. They can be encountered on all types of worlds and even in deep space, where it seems they n eed to artificial protection. The Star Dragons have a deep-rooted sense of morality and honor, and most have at least some sensitivity to the Force. There are even tales that tell of an ancient time when Duinuoqwuin served as Jedi Knights. Because of their enormous size Duinouqwuin cannot wear armor. However they have excellent hit points and regeneration rate. They also fave the unique ability to fly. They are also very strong in the force. ~ 0 DUROS~ a humanoid race characterized by their blue skin, red eyes and long, thin faces. There is no nose on their face. They are a calm, peaceful race and are considered dependable workers and gifted storytellers. Their society was formed many millennia before the Galactic Civil War, and was very advanced technologically. Most Duros are interested in space travel, and are employed in one of the many industries that deal in travel between the stars. Those Duros who remain near their homeworld work for one of the many starship construction facilities that orbit the planet Duro. Many of the Duros found off-planet are graduates of the Duro Academy of Deep Space Exploration, and can navigate a hyperspace jump with limited star charting. ~ 1 E~ . GROUPING WITH OTHER PLAYERS ----------------------------- If you are within 5 levels of another character, you have the ability to group with that player. You are not able to group a non-deadly and a deadly character however (see HELP DEADLY). When you are grouped with another player, you attack mobs together and share the experience for each kill. Group Commands: *FOLLOW <player> - you will follow that player at which point they group you - to remove yourself from group type: FOLLOW <your name> *GROUP <player> - you add that player to your group - typing GROUP alone will list the people in your group - to remove someone from group type: GROUP <player name> *GTELL <message> - you tell the group a message *SPLIT <amount> - splits the gold among the group ~ 1 EARTHQUAKE~ Syntax : feel earthquake Damages all players in the room on the ground. ~ 0 EAT DRINK~ Syntax: drink <object> (drink liquid from a drink container) Syntax: eat <object> (eat food or a magical pill) eat <object> <container> (eat directly from a container) Drink instructs your character to drink from a fountain or a drink container to alleviate thirst. Eat instructs your character to eat an item of food or a magical pill (which function in a similar fashion as potions); pills do not fill stomach space. When you are hungry or thirsty (you will see messages at each tick that tell you if you are starving or dying of thirst, and can check your current state with either 'score' or 'oldscore'), you will not regain hitpoints, movement points or force back as rapidly as if you were well fed and hydrated. If you stay hungry or thirsty too long and you are not an Avatar, your mental state will begin to suffer. Your combat skills will be affected, your coordination will suffer and you may begin to either hallucinate or become depressed. Eating, drinking and a little rest will solve this problem after a short period of time. ~ 31 ECHO RECHO~ Syntax: echo <message> Syntax: recho <message> ECHO sends a message to all players in the game, without any prefix indicating who sent it. RECHO sends a message to all players in your room, without any prefix indicating who sent it. ~ 31 ECOLOR ECOLOUR~ . The following 16 colors are supported in the commands echo, recho, mpecho, mpechoat and mpechoaround. _whi White _yel Yellow _blu Blue _dbl Dark Blue _lbl Light Blue _cya Cyan (sort of turquoise) _gre Green _dgr Dark Green _cha Charcoal (grey) _dch Dark Charcoal (dark grey) _pur Purple _red Red _ora Orange _bro Brown _pin Pink _bla Black If the indicator is preceded by an asterisk, the message will blink. recho _red This is an example of recho in red. recho *red This is an example of recho in blinking red. mpecho _yel This is an example of mpecho in yellow. mpe _yel This is an example of mpecho in yellow. mpechoat $n _blu This is an example of mpechoat in blue. mea $n _blu This is an example of mpechoat in blue. mpechoaround $n _bro This is an example of mpechoaround in brown. mer $n _bro This is an example of mpechoaround in brown. You only need to enter as much of the color indicator as required to uniquely identify it. mpe _r This is an example of mpecho in red. ~ 31 ECONOMY~ Each area will initialize (on bootup of the mud) with a pool of gold based on the area's range and the wealth of each mob in that area. The shopkeepers and thieves will automatically deposit gold into the economy if they are carrying more than a certain amount (the higher the level of the shopkeeper, the greater they will carry before depositing). To allow mobprogs to be created to manipulate area economies, making them interactive and interdependent, there are two mpcommands: mpdeposit, and mpwithdraw (see related helpfiles). There is also an 'if economy' ifcheck. The aset command can also be used to adjust an area's economy by hand (example: aset <area filename> low_economy <amount>, this will give the specified area a minimum economy at the level you set). Mobs will not repop with more gold than what they were originally created with, but if the area economy runs low they will begin to repop with less until the economy is replenished (as they all share the same gold pool). Use foldarea to make changes to an area's economy with aset permenent. See ASET, FOLDAREA ~ 0 'ELITE TROOPER'~ &gName: &wElite Trooper &gClass Type: &wNon-Force Prestige Class &gMax Level: &w10 &gDescription: &wThe elite trooper represents an individual who has received advanced combat training. More than a mere soldier, the elite trooper is highly trained and capable of taking on any number of combat-related missions, such as guarding an important location, assaulting an enemy base, or participating in a stealthy insertion into enemy territory. She's a crack shot and, though trained in the use of armor, can easily operate without it if the situation warrants. Elite troopers are frequently recruited from the ranks of military organizations, though a rare handful are completely self-taught &g-&w and highly valued when the shooting starts. They are often put in charge of groups of lesser-trained soldiers, in hopes that some of their cunning will rub off on the rookies. At the very least, their experience might keep the rookies alive long enough to become elite troopers themselves. &gRequirements: &wHitroll +6, Dodge, Precise Shot. &gHitpoints: &wElite troopers gain 1-10 hitpoints per level. The character's Constitution applies. &wAlso see &rhelp trooperprof&w for more information. ~ 0 ELITE_GUARD~ Elite guards are fairly strong guards. They will protect you with their life if they have to, and may prove quite useful in staying alive. ~ 0 EMOTE , POSE SOCIAL~ Syntax: emote <action> Syntax: pose EMOTE is used to express emotions or actions. Besides EMOTE, there are several dozen built-in social commands, such as CACKLE, HUG, and THANK. POSE is a variant of EMOTE. ~ 1 EMPOWER~ Syntax : empower <player> Syntax : empower <player> <command> These commands allow the clan leader (or an empowered clan member) to toggle OTHER members use of clan command. These commands are :- pilot : pilot clans ships withdraw : withdraw from clan funds (at a bank) clanbuyship : buy a ship for the clan from the clan funds induct : induct a player into the clan none : removes all clan commands from player list : lists currently empowered commands for that player <blank> : ditto ~ 0 EMPTY~ Syntax: empty <container> Syntax: empty <container> <container> This command allows you to empty a container of its contents. Use 'empty <container>' to dump the contents to the ground. Use 'empty <container> <container>' will empty the contents of the first container into the second container. ~ 0 ENGINEER~ Ah the life of an engineer. One thing can be said about this class Money Money and more Money! Making armor and weapons is a boring and tedious class, however most engineers resign with money to spare. Everyone will come to you for your advance armor and heavy blasters. You can even repair ships and make random little trinkets. ~ 1 'ENHANCE ABILITY'~ &GName: &w&WEnhance Ability &GSyntax: &w&WEnhance <strength/dexterity> &GSkill Type: &CForce Skill &GDescription: &w&WYou can call on the Force to enhance your Strength or Dexterity for a short period of time. &GHit Point Cost: &w&W3 ~ 1 'ENHANCE SENSES'~ &GName: &w&WEnhance Senses &GSyntax: &w&WEnhancesenses &GSkill Type: &CForce Skill &GDescription: &w&WYou can use the Force to enhance your normal sensory capabilities. An Enhance Senses check adds to Survival checks made to find or follow tracks. &GHit Point Cost: &w&W3 ~ 1 ENLIST~ Syntax : enlist This command allows you to enlist in a clan in their recruitment office. These offices should be clearly marked. See CLANS ~ 0 ENTER LEAVE~ Syntax: enter Syntax: leave In rooms either 'somewhere' exits or exits responding only to keywords, you can simply type 'enter' or 'leave' to pass through that exit. The most common use of this is with portals cast by mages. To use the portal, simply type 'enter' on either side of it and you will pass through to the other side. ~ 1 ENTRYVECTOR JUMPVECTOR~ This command is not currently implemented. ~ 0 EQ INV EQUIP EQUIPMENT INVENTORY~ Syntax: equipment Syntax: inventory EQUIPMENT lists your equipment (armor, weapons, and held items). INVENTORY lists your inventory. ~ 1 EQDAMAGE~ While in combat, you may notice that your equipment is taking damage. For example, you may see "Your lifebane gets damaged." Each time this happens, the AC of the item is damaged by one. If the AC on an item is 5, after it is damaged more than five times it will be destroyed or scraped. If you wish to preserve the equipment, you must repair it by taking it to the town blacksmith. (NOTE: Not all equipment is repairable) You may also notice that while fighting a creature which attacks you with acid breath or another acid attack, your equipment gets "etched and pitted." When this occurs the AC on that item is damaged by one permanently. You cannot repair the damage done by "pitting and etching." ~ 1 ESCAPE ARTIST~ &GName: &w&WEscape Artist &GSyntax: &w&WUsed in conjunction with other skills &GSkill Type: &w&WNon-Force Skill &GDescription: &w&WUse this skill to slip binders or manacles, wriggle through tight spaces, or escape the grip of an angry Wookiee. ~ 0 'ESPIONAGE DROID'~ &gName: &wEspionage Droid &gClass Type: &wNon-Force Droid Prestige Class &gMax Level: &w5 &gDescription: &wEspionage droids have been the downfall of many organizations. Many makes and models of droids can become espionage droids, but those that have exceptional technical skills &g(&wsuch as R-series droids and 2-1B droids&g)&w and those that are commonly seen in the company of Humans &g(&wsuch as protocol droids&g)&w are prime candidates to bear espionage programming. A good candidate for becoming an espionage droid has access to sensitive materials and secure areas, and can move about freely with the trust of those who see them. Many companies and most government intelligence divisions use espionage droids on a regular basis. The job of an espionage droid can be as simple as spying on a particular individual or group, or as complex as sabotaging equipment and machinery. Espionage droids are employed not only to gather information and data but also to further the goals of their masters, whatever they might be. &gRequirements: &wComputers 6, Hide 6, Search 6, Gather Information 9, Locked Access and Improved Sensor Package. &gHitpoints: &wAn espionage droid gains 1-6 hitpoints per level. The character's Constitution applies. &wAlso see &rhelp espionageprof&w for more information. ~ 0 EWOK ENDOR~ The Curious, furred bipeds native to Endor's forest moon are called Ewoks. Standing about one meter tall, the tribal Ewoks have yet to advance beyond spears and bows, but their understanding of forest lore and survival skills cannot be matched by a more advanced species. These Hunter gatherers live in village clusters built high within the moon's giant trees. Easily startled, the Ewoks are nonetheless brave, alert, and loyal, and they can be fierce warriors when necessary. The Ewok language is liquid and expressive, and most humans and other aliens can learn to speak it. Ewoks, conversely can learn Basic, though they often mix in many words from their own language. During the day, Ewoks come down out of their tree villages to hunt and forage on the forest floor. At night, the forest belongs to huge carnivores, and even the youngest Ewoks know not to venture out after dark. The Ewoks' mystical beliefs contain many references to the Force, though it is never named as such. They are a musical species, are overly curious, and are loyal to their tribes and friends. ~ 0 EXAMINE LOOK~ Syntax: look Syntax: look <object> Syntax: look <character> Syntax: look <direction> Syntax: look <keyword> Syntax: look in <container> Syntax: look in <corpse> Syntax: examine <container> Syntax: examine <corpse> LOOK looks at something and sees what you can see. EXAMINE is short for 'LOOK container' followed by 'LOOK IN container'. ~ 31 EXFLAGS~ The redit exflags <dir> [flag] ... command accepts the following flags: ISDOOR | There is a door in that direction CLOSED | The door is closed LOCKED | The door is locked SECRET | The door is a secret door SWIM * | Must be able to swim to go that way (or have a boat or float) PICKPROOF | Door is pickproof FLY | Must be able to fly to go that way CLIMB | Must be able to climb to go that way DIG | Passage is blocked and must be dug out NOPASSDOOR | Door is resistant to the passdoor power HIDDEN | Door is not "obvious" -- doesn't appear with autoexits CAN_CLIMB | Can use the climb command to go this way CAN_ENTER | Can use the enter command to go this way CAN_LEAVE | Can use the leave command to go this way AUTO | Keyword can be typed to go this way SEARCHABLE | Searching in this direction can remove the SECRET flag WINDOW | Cannot go through this exit (doesn't appear with autoexits) * Not yet implemented ~ 31 EXITMAKING~ The 'redit exit' command is used to create, modify and remove exits in a room. For more than one exit in the same direction see ADVANCEDEXITS. The syntax of the 'redit exit' command is as follows: redit exit <direction> [vnum] [exit-type] [key] [keyword(s)] direction: one of: n, s, e, w, u, d, ne, nw, se, sw or ? vnum : the room number in which the exit leads to. exit-type: a number detailing the exit -- has a door, open/closed/locked etc. key : a number corresponding to a key object which can unlock the door. keywords : keywords used to refer to the door, (or exit). If only 'redit exit <direction>' is specified, the exit will be removed. The 'key' field is optional when specifying keywords. All other fields are required previous to the field desired. Examples: redit exit n 3001 - Creates an exit north to room 3001 redit exit n 3001 3 gate - Changes the exit north to have a closed "gate" redit exit n 3001 3 15 gate - Changes the gate to allow use of a key vnum 15 redit exit n - Removes the north exit See EXITTYPES for generating the exit-type value. ~ 0 EXITS~ Syntax: exits Tells you the visible exits of the room you are in. Not all exits are visible. You can use the 'bump' technique to find hidden exits. (Try to walk in a certain direction and see what you bump into). ~ 31 EXITTYPES~ These are the currently valid exit-types: 0 - Plain exit 1 - Door exists (Required to be closed or locked) 2 - Door is Closed 4 - Door is Locked 8 - Door is Secret (Trying to go that way won't reveal door) 32 - Door is Pickproof (Door can't be picked by power or skill) 64 - Need to be able to fly to go that way 128 - Need to be able to climb to go that way 1024 - Door is Passdoor proof NOTE: You must ADD the values together to generate an exit-type: 3 = a closed door 7 = a closed and locked door 11 = a closed secret door 15 = a closed, locked and secret door -- Use the 'redit exflags' command to change these flags, and to set the advanced exit flags, most of which are not shown above. See EXFLAGS and EXITMAKING. ~ 0 EXPERIENCE LEVEL XP~ Syntax: level Your character advances in power by gaining experience. Type LEVEL to see how many experience points you'll need for the next few levels. You gain experience by: inflicting damage upon an opponent being part of a group that kills an opponent succeeding while learning a skill or a power through real world usage You lose experience by: fleeing from combat recalling out of combat being the target of some powers (energy drain, etc.) dying The experience you get from a kill depends on several things: how many players are in your group; your level versus the level of the monster; your alignment versus the monster's alignment and some random variation. Your last 25 kills are recorded. Each time you kill a creature that has been one of your last 25 kills you will receive less and less exp for it. The creature will also learn from its experience with you over time; if its intelligence is higher than your own it will begin to gain an advantage over you in combat. ~ 1 F~ . COMMANDS FOR COMBAT --------------------- *KILL <mob> - you begin to attack the mob (you need only type once) *FLEE - you attempt to flee from the fight *FEEL <force power> - you use the powet (see HELP <power> for more info) *CAST <force power> - being replaced by FEEL (but you can still use cast) *GLANCE <mob or player> - tells you how wounded the target is *CONSIDER (con) <mob> - gives you an idea on how tough the mobile is *LEVEL - shows you how many experience points you need till next level *WIMPY <number> - if your hitpoints go under that number, you flee combat *CONFIG +/-FLEE - you do/don't flee when attacked *RESCUE <player> - you replace a player in a fight *SHOVE <player> <direction> - a deadly player is shoved in a given direction *DRAG <player> <direction> - a sitting deadly player is moved that direction ~ 0 FALLEEN~ &gName: &wFalleen &gDescription: &wThe Falleen are a species of reptilian humanoids from the Mid Rim system of the same name. They are widely regarded as one of the most aesthetically pleasing species of the galaxy, with an exotic appearance and powerful pheromone-creating abilities. While their pheromones are to attract suitable mates, they also have a pronounced effect on other humanoid species, leading many to describe Falleen as "irresistible". Falleen commoners encountered offworld are almost always part of an entourage led by a Falleen noble or diplomat. They can speak Basic with no difficulty. &gPersonality: &wFalleen are well mannered, self-assured, and driven to succeed. Even at the worst, they possess undeniable and unshakable charisma. Sometimes their sense of superiority makes them arrogant and seductive, but Falleen can also be sensitive and compassionate. &gPhysical Description: &wFalleen vary in height from 1.7 to 2.2 meters. Their lithe bodies are covered with scales that are typically deep green or gray-green, but the color fluctuates toward red and orange when they release their pheromones. Male and female Falleen are almost identical physically, except that the spiny ridge that runs down the back of the males is more pronounced than the one that runs down the back of the females. &gHomeworld: &wFalleen, a temperate Mid Rim world dominated by mountains, jungles, and imperious, heavily guarded noble estates. &gSpecies Traits: &w+2 Charisma Medium-Sized ~ 1 FAME~ &GName: &w&WFame &GFeat Type: &w&WNon-Force Feat &GRequirements: &w&WNone &GBenefit: &w&WYour Reputation bonus increases by +3. You can't select both the Fame feat and the Infamy feat. You're either famous or infamous, not both. ~ 1 'FAR SHOT'~ &GName: &w&WFar Shot &GFeat Type: &w&WNon-Force Feat &GRequirements: &w&WPoint Blank Shot &GBenefit: &w&WWhen you use a blaster or a projectile weapon, you can use it to sniper someone up to 2 rooms away. Without this feat, you may only sniper someone 1 room away. ~ 1 FARSEEING~ &GName: &w&WFarseeing &GSyntax: &w&WFarseeing <victim> &GSkill Type: &CForce Skill &GDescription: &w&WYou can use the Force to gain knowledge of the location of a known individual. &CNOTE: &w&WThis power cannot be used against Droids. &GHit Point Cost: &w&W3 ~ 1 FARSIGHT~ Syntax : feel farsight <victim> Gives a room description of victims location. ~ 1 FATIGUE~ Syntax : feel fatigue <victim> Makes victim more susceptable. ~ 1 FEAR~ &GName: &w&WFear &GSyntax: &w&WFear <victim> &GSkill Type: &CForce Skill &GDescription: &w&WFear is the path to the dark side of the Force. You can manipulate the Force to learn what frightens others and use that against them, making them more susceptible to the lure of the dark side. A Fear check provides a Force penalty to a target's attack rolls. &GHit Point Cost: &w&W2 ~ 1 FEEBLENESS~ Syntax : feel feebleness <victim> Makes victim more susceptable. ~ 0 FIGHT~ You may choose a fight by finding a mob, and using LOOK, CONSIDER, and IDENTIFY to gauge the difficulty of the opponent. You can LOOK <mob> to get a look at its equipment and description, this will often help indictate how hard a fight might be. You can CONSIDER <mob> for a one on one comparison of the mobs hitpoints and level to your own. You may also FEEL IDENTIFY <mob> to get more detailed information about the mob if you have force ability. You may start a fight by using KILL, MURDER, or many powers and skills available to players. The easiest way to start a fight is to KILL <mob>. Currently, you may also MURDER <mob>, but this causes the mob to yell out. You may also set it up to flee automatically once you go below a certain number of hitpoints by using WIMPY. To use your wimpy, type WIMPY or WIMPY <number of hitpoints>. Leaving a fight with wimpy, flee, and recall WILL cost you a loss of experience, with recall causing the greatest loss. ~ 0 FILL~ Syntax: fill <drincon> Syntax: fill <container> Syntax: fill <pipe> <herb> FILL can be used with drink containers, regular containers or pipes. - to fill a drink container, go to a fountain and 'fill <drinkcon>' - to fill a container such as a backpack with items from the ground, type 'fill <container>' - to fill a pipe you must have both the pipe and the herb in your inventory, then type 'fill <pipe> <herb>' ~ 1 FIRE~ Fires ships weapons, see SHIPS ~ 1 FIRRERREO~ tall humanoids native to the planet Firrerre, they beings have unique striped hair, nictitating mebranes covering their eyes, and golden skin which turns silver when scarred. They possessed limited spacefaring technology, and had only recently perfected sublight travel when Hethrir convinced them to head for nearby planets while being held in hibernation. Those that were placed on the colony ships are the only surviving Firrerreo, because Hethrir later turned the planet over to the Empire, which destroyed the ecosystem with a biological weapon. Hethrir had been raiding the colony ships for slaves over the years, until his death at the hands of the being Waru. The Firrerreo have strong clan affiliations, and a fair amount of Force sensitivity. They rarely used their given names aloud, but the use of Firrerreo's name compelled the being to obey the speaker. ~ 1 FIRSTAID "FIRST AID" MEDPAC~ . Syntax : First Aid (Character) First aid lets you use the contents of a med kick to heal minor damage to yourself. ~ 0 FIXCHAR~ Syntax: fixchar <character> Resets a character's saving throws and mentalstate. Should probably not be done while the character is equipped. ~ 0 FLAMESTRIKE~ Syntax: feel 'flamestrike' <victim> This power inflicts damage on the victim. ~ 0 FLEE RESCUE~ Syntax: flee Syntax: rescue <character> Once you start a fight, you can't just walk away from it. If the fight is not going well, you can attempt to FLEE, or another character can RESCUE you. If you lose your link during a fight, then your character will keep fighting, and will attempt to RECALL from time to time. Your chances of making the recall are reduced, and you will lose much more experience. In order to RESCUE successfully, you must practice the appropriate skill. ~ 1 FLOAT~ Syntax: feel 'float' <character> This power enables the target character to float. It is useful in saving mv (movement points), makes a character float slowly to the ground when falling from in the air, and allows you to move over water and through the air. Some water areas require the use of float to prevent damage from drowning. If you are in an area and your movement suddenly begins to drop, then you begin losing hps <hitpoints>, you should cast float immediately. ~ 31 'FLOAT'~ Syntax: cast 'float' <character> The power enables the target character to float. It is useful in saving mv (movement points), as well as in preventing damage taken when falling and in preventing an opponent from tripping you. It does not allow you to travel through areas which require you to fly, however. ~ 0 FLY~ Syntax: cast 'fly' <character> This power enables the target character to fly. It is useful in saving mv (movement points), preventing a character from falling when in the air, moving over water or through the air, and in preventing an opponent from tripping you. Some water areas require the use of fly to prevent damage from drowning. If you are in an area and your movement suddenly begins to drop, then you begin losing hps <hitpoints>, you should cast fly immediately. ~ 1 FOCUS~ &GName: &w&WFocus &GFeat Type: &CForce Feat&w&W &GRequirements: &w&WForce-Sensitive, Alter, Control &GBenefit: &w&WYou get a +2 aptitude bonus on all Force Stealth and Force Strike checks. ~ 31 FOLDAREA~ Syntax: foldarea <area filename> This command is used to save a live (non-prototype) area file, usually after it has been modified. It should be used with extreme care. See ASET, UNFOLDAREA and INSTALLAREA. ~ 0 FOLLOW GROUP~ Syntax: follow <character>; Syntax: group <character>; Syntax: group 'Follow' starts you following another character. To stop following, type 'follow self'. You cannot follow those more than ten levels above you. 'Group <character>' adds someone who is following you into your group, making them a group member. Group members share experience from kills, and may use the GTELL and SPLIT commands. If anyone in your group is attacked, you will automatically join the fight. If character is already a member of your group, using 'group <character>' will remove them from your party. Removing the character from the group does not stop them from following you, however. A character can also leave your group by using the 'follow self' command, in which case they will both leave your group and stop following you. 'Group' with no argument shows statistics for each character in your group. You may follow lower level characters or characters up to ten levels higher. You may group only characters within eight levels of your own. 'Group all' groups all eligible players following you in the room. 'Group disband' allows a leader to disband his group (members stop following and are ungrouped). ~ 31 FOR~ Syntax: for <argument> <command> Syntax: for <argument> <command> <target> For allows an immortal to perform a command at or even on a large number of targets. The arguments include: all, mobs, gods. Example: for gods gl, you will 'glance' in the room of every god who is online (include link-dead) You can also perform an action on the argument target. Example: for mobs poke #, you will perform the 'poke' social on every mob in the game. 'For' does not override private flags. ~ 31 FORCE~ Syntax: force <victim> <command> Syntax: force all <command> Force forces one mob or character to execute a command. FORCE 'all' forces _all_ everywhere in the game to execute a command, typically used for 'force all save'. Note that the level required to use force on mobs can be different than the level required to use force on players, and can be adjusted via 'cset' (see 'help cset'). ~ 0 FORCE~ The force is an essential part of our nature like energy or matter but it has yet to be quantified or analyzed. The force is not to be understood in the same manner as the physical qualities of the universe. The laws of physics are observable; technology is predictable and readily-controlled. The Force is neither controlled nor controlling it is a part of life itself; asking if it controls or can be controlled is like asking if a person can control his component cells, or the cells control him. It is not known whether the force has always been, came about as life evolved into intelligence, or if it coerced the evolution of intelligence. To the Jedi, it does not matter. Its enough to know the force IS. ~ 0 'FORCE ADEPT'~ &gName: &wForce Adept &gClass Type: &bForce&w Base Class &gMax Level: &w20 &gDescription: &wThe Force adept is strong in the Force, but follows a different path from the Jedi. To the Force adept, the Force is more mysterious and more supernatural, and the aid it provides has a magical quality. A Force adept comes from a different tradition, with different beliefs and codes of conduct from those of the Jedi. There are precious few Force adepts, and the number who become adventurers is even smaller. Some call the Force by its familiar name, while others refer to it by some other term that reflects their own traditions. If you select the Force adept class, you need to determine how your character views the Force. &gBackground: &wForce adepts discover a power inside themselves that they don't fully understand. Much of their training is haphazard, since few traditions exist to help them achieve mastery. Some come from primitive cultures where they were looked upon as godlike or holy by the people they served. Others just follow a different path from the Jedi &g- &wit isn't better or worse, it's just a different tradition. Force adepts have grown accustomed to being either revered or hated, depending on when and where their Force powers came to prominence. Others have learned to keep their powers secret, both because they do not fully understand their powers and because they are afraid of how others might treat them. &gAbilities: &wThe Force adept's most important ability scores are Intelligence and Wisdom, sience these control her most important Force skills &g(&wthose of the Alter and Sense feats&g)&w, as well as many other class skills. Charisma can also be significant for a variety of interpersonal skills. &gHitpoints: &wForce adepts gain 1-8 hitpoints per leve. The character's Constitution applies. Also see &rhelp adeptprof&w for more information. ~ 1 FORCE DEFENSE FORCEDEFENSE~ &GName: &w&WForce Defense &GSyntax: &w&WForcedefense &GSkill Type: &CForce Skill &GDescription: &w&WYou can use the Force to improve your resistance to Force-based attacks, wrapping yourself in the Force's protective embrace. &GHit Point Cost: &w&W3 ~ 1 'FORCE FLIGHT'~ &GName: &w&WForce Flight &GFeat Type: &CForce Flight&w&W &GRequirements: &w&WForce-Sensitive, Alter, Move Object 6 ranks, Force Level 7 &GBenefit: &w&WYou gain the ability to control the Force to a greater degree and can use it to move yourself from one spot to another. The duration of flight allowed is determined by the Move Object check result. ~ 1 'FORCE MIND'~ &GName: &w&WForce Mind &GSyntax: &w&WForcemind <victim> <ability> &GFeat Type: &CForce Feat&w&W &GRequirements: &w&WWisdom 15, Force-Sensitive, Sense, Force Level 3 &GBenefit: &w&WThe target of this feat gains a +2 Force bonus to a single ability score of your choice. The target of this feat may only have one ability affected at a time. &GHit Point Cost: &w&W5 ~ 1 'FORCE SENSITIVE' FORCE-SENSITIVE~ &GName: &w&WForce-Sensitive &GForce Type: &w&WNon-Force Skill &GRequirements: &w&WNone &GBenefit: &w&WYou are sensitive to the ebb and flow of the Force. Though not necessarily a Jedi or a Force-user, you are capable of learning some basic Force skills. ~ 1 'FORCE WHIRLWIND' FORCEWHIRLWIND~ &GName: &w&WForce Whirlwind &GSyntax: &w&WForcewhirlwind &GFeat Type: &CForce Feat&w&W &GRequirements: &w&WIntelligence 13, Force-Sensitive, Alter, Move Object 5 ranks, Force Level 6 &GBenefit: &w&WYou can use the force to create a whirlwind of small objects that hampers concentration and deals damage. &GHit Point Cost: &w&W6 ~ 31 FORCECLOSE~ Syntax: forceclose <descriptor> This command will force a certain descriptor to close. This is useful to disconnect connections that aren't really connected due to a poor TCP connection. It can also be used to forceclose a connection before a potential problem player can even get to the authorization state of connection. See USERS, CONSTATES and DISCONNECT. ~ 1 FORCEGRIP~ &GName: &w&WForce Grip &GSyntax: &w&WForcegrip <victim> &GSkill Type: &CForce Skill &GDescription: &w&WYou can use the Force to injure a single opponent by finding the lines of energy that connect all things together and using them to grip an organ or crush a larynx. &GHit Point Cost: &w&W4 ~ 1 FORCELIGHTNING~ &GName: &w&WForce Lightning &GSyntax: &w&WForcelightning <victim> &GSkill Type: &CForce Skill &GDescription: &w&WYou can draw upon the dark side of the Force to blast a target with deadly bolts of energy. &GHit Point Cost: &w&W6 ~ 1 FORCEPOINTS~ >opic: &w&WForcepoints &GDescription: &w&WForce Points represent a character's knack for using the Force to aid her actions. Force a Force-sensitive character, it represents a conscious decision to call upon the Force for assistance. Characters without the Force-Sensitive feat don't consciously realize that the Force is aiding their actions, only that they are trying hard to succeed. Every character starts play with 1 Force Point. Characters who don't possess the Force-Sensitive feat may never have more than 5 Force Points. Droids, obveously, do not gain Force Points. Any points gained in excess of this number are lost. A character who selects the Force-Sensitive feat gains 1 bonus Force Point and may collect an unlimited number of Force points as time goes on. &GA character gains additional Force Points in two ways: 1.&w&W Each time a character gains a level, he gains 1 Force Point. &G2. &w&WImmortal reward for roleplay / general Immortal kindness. &GForce Points are used in two ways: 1. &w&WA character may Meditate away the taint of the dark side. &G2. &w&WA character may call upon the Force to temporarily enhance his character. Also see &rHelp Darkpoints&w&W, &rHelp Meditate&w&W and &rHelp Callforce&w&W for more information ~ 1 FORCESTEALTH~ &GName: &w&WForce Stealth &GSyntax: &w&WThis skill is automatic &GSkill Type: &CForce Skill &GDescription: &w&WWith this skill, your character can meditate and lose himself in the Force, avoid Force-based detection. &w&WAlso see &rhelp seeforce&w&W for more information ~ 1 FORCESTRIKE~ &GName: &w&WForce Strike &GSyntax: &w&WForcestrike <victim> &GSkill Type: &CForce Skill &GDescription: &w&WYou can attack an opponent using the Force. &GHit Point Cost: &w&W2 ~ 1 FORETHOUGHT~ Syntax : feel forethought Increases wisdom for a limited period. ~ 31 FORMPASS~ Syntax: formpass <new password> <character name> Example: formpass temporary Joseph Used to help in changing a character's password if they have forgotten or misplaced their own. This command will return the encrypted form of the specified password for the specified character name. Password and character name are case sensitive, and the character name _must_ be capitalized. The resulting encrypted password must then be pasted into the character's pfile offline by someone with access to player files. ~ 31 FQUIT~ Syntax: fquit <character> Can be used by low-level imms to force a level 1 player to quit the game, for example if the player is accidentally authorized or is causing problems and there are no higher immortals around to deal with the problem. Fquit does not work on any player higher than level 1. ~ 1 'FRIGHTFUL PRESENSE' FRIGHTFULPRESENSE~ &GName: &w&WFrightful Presense &GSyntax: &w&WFrighten <victim> &GFeat Type: &w&WNon-Force Feat &GRequirements: &w&WCharisma 15, Intimidate 9 ranks &GBenefit: &w&WYour mere presence can terrify those around you. All opponents within the same room of you, whom possess fewer levels than you must make a Will saving throw. An opponent who fails his save is shaken and must take a -2 penalty on attack rolls. If you possess the Infamy feat, the difficulty on the Will saving throw is increased. Also see &rhelp infamy&w&W for more information ~ 0 FRINGER~ &gName: &wFringer &gClass Type: &wNon-Force Base Class &gMax Level: &w20 &gDescription: &wFringers come from outside society, replacing a formal education with skills and knowledge gained from experience. Usually, a fringer hails from a world that lies outside the "civilized" regions of space, but fringers can come from the fringe of galactic socity &g-&w where-ever that may be. They use their dexterity, wisdom, and strength to survive whatever the galaxy throws at them. A fringer isn't necessarily unfamiliar with technology, but he certainly doesn't have access to the conveniences available to thsoe of higher status on worlds such as Coruscant and Corellia. The fringer is hardy, robust, independent, and an expert at survival due to learning the lessons of "frontier" regions, be they in the Outer Rim or in the dankest levels of Coruscant. Some fringers might be from primitive, low-tech societies, but most have a basic understanding of high-tech equipment &g- &wthey just come from a world or a part of society where such equipment is in extremely short supply. &gBackground: &wFringers come to their profession by seeking a better life, searching for excitement, escaping the situation on their planet of origin, or avenging an imagined wrong done by the &bRepublic&w or some other power group. Some seek wealth and power, others adventure. Others still are motivated by revenge. They may be lured from their home world by the promise of riches. They may be escaping from slavery or servitude. They could be recruited to a cause they believe is worth following, or driven from their home by invaders. They usually think of themselves not as fringers but as whatever career they aspire to, such as spacer, mechanic, pilot, or colonist. &gAbilities: &wDexterity, Wisdom, and Strength are the most important ability scores for the fringer class. &gHitpoints: &wFringers gain 1-8 hitpoints per level. The character's Constitution applies. Also see &rhelp fringerprof&w for more details. ~ 0 FUMBLES CRITICALS~ &W&wWhen you make an attack, many variables are calculated to see if you hit or miss your target. Amongst those is a random variable between 1 and 20. On a natural 20, the hit always lands on target, regardless of the target's armor class. This is called a critical hit. On a critical hit, you have a small chance of dismembering one of your opponent's limbs. The opposite is also true. If you score a natural 1, you will miss your target. Not only will you miss your intended target, there is a chance of hitting a member of your group &g(&wif you're in a group&g)&w. If you are fighting solo, you will drop your weapon. ~ 1 G~ . COMMUNICATION COMMANDS ------------------------ *CHAT <message> - everyone can hear this message *TELL <player> <message> - only that player will see your message *ASK/ANSWER <message> - for asking and answering questions *EMOTE <message> - this prints <Your name> <message> on the screen *QUEST <message> - channel used for questing players *REPLY <message> - sends a messages to the last person who sent you a tell *SAY <message> - the message is only heard by the people in the room *SHOUT <message> - message is only heard by people who are awake *YELL <message> - message is only heard by people in the area *CLANTALK, ORDERTALK, AND GUILDTALK - channels for clans, guilds, and orders *CHAN +/-<channel> - you can turn a channel on and off **** Also see HELP LANGUAGES, NOTES, and MAIL **** ~ 1 GAIN~ This command is not currently implemented. ~ 1 GAMBLE~ &GName: &w&WGamble &GSyntax: &w&WThis skill is used in conjunction with illegal games &GSkill Type: &w&WNon-Force Skill &GDescription: &w&WUse this skill to earn credits through games of chance, including sabacc, jubilee, and betting on swoop races. ~ 0 GAMORR GAMORREAN~ ~ 1 GAMORREAN GAMORREANS~ The Gamorrean people are known for their brutish, porcine appearance, along with their great strength and minute intelligence. Green skinned with pig-like snouts, they are among the Galaxy's best laborors and mercenaries. They also have impressive stamina, allowing them to with- stand large assaults and physical trauma. When Gamorr was discovered, the populace was enslaved. Those who escaped this fate quickly traveled offworld to sell their services to outsiders as guards and mercenaries. Now, thanks to their superb idiocy, they have been abandoned as a source of slave labor. ~ 0 GAND~ a species of sentient life that has developed in the gases of the planet Gand. Able to survive in the various gases, they require special breathing apparatus in order to survive in oxygen-based atmospheres. The lungs of the Gand are quite efficient, able to utilize nearly 85 percent of the atmosphere they breathe in with each breath. The Gand have developed a totalitarian monarchy, and various colonies of Gand live in pockets of mist in the gas giant's atmosphere. When renegade Gand are sought, findsmen are sent out to locate them. The Gand hold their names in great reverence. A Gand who has accomplished nothing in his life is simply known as "Gand." When a Gand completes a task, they are given their family's surname. A further accomplishment provides the Gand with a proper name. Pronouns are almost never used, and are reserved for those famous Gand who have accomplished so much that their deeds are known by all. If a Gand does something to be ashamed of, or causes offense to another Gand, their name is reduced. It was discovered Gand have certain regenerative properties. ~ 1 GATHERINFORMATION~ &GName: &w&WGather Information &GSyntax: &w&WGatherinfo <victim> &GSkill Type: &w&WNon-Force Skill &GDescription: &w&WUse this skill to make contact in an area to find out local gossip, rumors and collect information on known people. There must be atleast one native (Mob) with you. Seeking information can be a risky choice. Extreme failure on with this ability will notify your target that you are looking for him. ~ 1 GATHER_INTELLIGENCE, GEMCUTTING MASS_PROPEGANDA SCRIBE SEDUCE~ These commands are not currently in operation. ~ 1 GEARHEAD~ &GName: &w&WGearhead &GFeat Type: &w&WNon-Force Feat &GRequirements: &w&WNone &GBenefit: &w&WYou get a +2 aptitude bonus on all Repair and Use Computer checks. ~ 1 GENDI~ This is just a cheeky note to say that I have added alot more to this help file. If you do use this file please maintain this note. check out http://www.bigfoot.com/<tilda key>SWReality for more SWR files. ~ 0 GIVESHIP~ SYNTAX: giveship <ship> <player> Giveship allows you to give your ship to another player. If selling your ship to another player, be sure to collect payment BEFORE you give it away. It does not do this automatically. Enjoy. ~ 1 GLANCE~ syntax: glance syntax: glance <victim> Glance alone shows you only the contents of the room you are in, eliminating the description. Glance <victim> shows only the health condition, eliminating their description and equipment from your screen. Glance may be abbreviated as 'gl'. ~ 0 GOKU~ Previously I was ackbar and no not the original Ackbar. I worked at DoE for a while and eventually got fed up with the coruption so I ended up leaving. I pretty much quit mudding and to this day don't enjoy mudding but I still enjoy messing with code. So thats the purpose of this. Just a hobby. When I feel enough has been done to make it worth releasing this I will. Then anyone who wants to is welcome to use it as they wish. This mud is rp encouraged, however not enforced. Players who we feel are doing a good job of rping will be awarded RP points. These can be redeamed for different things including gold, a restore, or something of that nature. ~ 1 GOLD~ Syntax: gold Displays the current total credits you are carrying. ~ 1 GOSSIP~ Syntax : gossip <message> This command is now the same as OOC See OOC ~ 0 GOTAL~ a humanoid race which possesses a limited ability to sense the Force, the Gotal have grey fur, and two cone-like horns on top of their heads. These horns are actually nerve-filled receptors that register the presence of infrared, radio, light, and electromagnetic emissions. These cones also have the ability to sense the presence of the Force as a vague buzzing. They come from a moon called Antar 4, and have an instinctual distrust of droids, for the droids' energy emissions foul up their sensitive horns. The Gotal have come to rely on their cones for a great many things and, as a consequence, they have a hard time interpreting the emotions of other races. The one emotion most Gotal are sure of is love, and falling in love at first sight is a common occurance among prospective mates. When two Gotals mate, they do so for life and begin raising a family as soon as possible. The Gotal are a race of hunters, and have little or no political affiliations. They have one of the few societies which exists in a peaceful anarchy. The Gotal resisted entry into the Old Republic, but had absolutely no desire to join the Empire. ~ 30 GOTO~ Syntax: goto <location> GOTO takes you to a location. The location may be specified as a vnum, as the name of a mobile, or as the name of an object. If the location is a vnum, and it does not already exist, and it is within your room vnum range; it shall be created for your to edit further with REDIT. You may not GOTO a room if it is PRIVATE and has two (or more) characters already present, or if it is SOLITARY and has one (or more) characters already present. See REDIT. ~ 0 GRAN~ a race of three-eyed humanoids native to the planet Kinyen, the Gran have tan skin. Their eyes are set out away from their heads on thick stalks, and they have large ears. Their eyes are adapted for seeing into the visible spectrum as well as the infrared spectrum. They evolved from a herbivorous species, and have two stomachs to digest their food. The females have three breasts, which they use to suckle their young. In general, Gran are peaceful and hospitable, and no conflicts have been noted in their 10,000 year history. Their infrared sight allows the Gran to detect their companion's emotional state. The Gran race was hesitant to join the galactic community of the Old Republic, fearing that they would become diluted by huge distances. They remained isolated from the Republic, for the most part, and the Old Republic respected their wishes. After the birth of the New Order, the Gran organized peaceful protests against Palpatine's rule. However, they were quickly subjugated by the Empire. On their own, the Gran developed space travel, and have developed a healthy trade route. ~ 1 'GREAT FORTITUDE' GREATFORTITUDE~ &GName: &w&WGreat Fortitude &GFeat Type: &w&WNon-Force &GRequirements: &w&WNone &GBenefit: &w&WYou get a +2 synergy bonus on all Fortitude saving throws. ~ -1 GREETING~ . &zo &co &R| &z__ &rReturn of the &G| &O__ &R| &z/__\ &G|&O /__\ &R| &zX&r**&z| &R,&z,&r, &R,&r, &R`&z#&r, &R,&r, &G| &O|&c**&OX &R|&z-\\|/-. &r$&z# &R` &r' &R#&z &r. &R,&z#&r' &G|&O-\|//-. &z/&R|&z`.|'.' \ &R'&z'&r'&R. &r'&z#&R, &r,&z#&R'&r#&R#&r'&z'&R` &r,&R#&r' &O/&G|&O`.|'.' \ &z|,&R|&z.\ /|| &r`&z:&R#&r#&R' ,&z#&r! &R#&z#&r$ &R#&r$&z'&R`&r#&R, &O|,&G|&O.\ /|| &z|:&R|&z| ':|| &R,&z#&r' &R:&z#&r' &R#&r: &R'&r# &O|:&G|&O| ':|| &z||&R|&z| | || &r,&R' &r,&z#&R' &r'&R, &O||&G|&O| | || &z\ \| |`. &O\ \| |`. &z|\&zX&z| | |&W SWR 1.0 by Sean Cooper - specs@golden.net &O|\&OX&O| | | &z| .' |||&W SMAUG by Thoric &O| .' ||| &z| | . ||| &O| | . ||| &z||| | `.| &WSWRPG 3.0 by Manteiv &O||| | `.| &z|||| | || &O|||| | || &z|||| | || &WStar Wars (TM) and Star Wars names &O|||| | || &z|||| | || &Ware copyright of Lucasfilm (TM) &O|||| | ||' &z|||| | || &WStar Wars RPG (TM) is copywrited &O|||| | || &z|||| | || &Wto Wizards of the Coast (TM) &O|||| | || &z`+.__._._+' &O`+.__._._+'LS &r ______________________________________________________________________ &g %&G=&gx&G%&g=&Gx&g%&G=&gx&G%&g=&gx&g%&g=&Gx&g%&g=&Gx&g%&G=&gx&G%&g=&Gx&g%&G=&gx&G%&g=&Gx&g%&G=&gx&G%&g=&Gx&g%&G=&gx&G%&g=&gx&G%&g=&Gx&g%&G=&gx&G%&g=&Gx&g%&G=&gx&G%&g=&Gx&g%&G=&gx&G%&g=&Gx&g%&G=&gx&G%&g=&Gx&g% &r ______________________________________________________________________ &WLogin: ~ 36 GREETING2~ . ._,. "..-..pf. -L ..#' Star Wars: Fall of the Empire .+_L ."]# ,'j' .+.j` -'.__..,.,p. The Rebellion, having scored _- #..<..0. .J-.``..._f. a victory against the second .7..#_.. _f. .....-..,`4' deathstar, finally begin ;` ,#j. T' .. ..J....,'.j` growing in numbers. The .` .."^^.,-0.,,,,yMMMMM,. ,-.J...+`.j@ Empire still holds strong, but .'.`...' .yMMMMM0M@^^=`""g.. .'..J..".'.jH find themselves losing battles j' .'1` q'^^)@@#"^^".`"='BNg_...,]_)'...0- against the Rebellion. Hope .T ...I. j" .'..+,_.'3#MMM0MggCBf....F. is beginning to grow among j/.+'.{..+ `^^-'-^^--""""'"""?'"``'1` members of the newly formed .... .y.} `.._-:`_...jf New Republic. g-. .Lg' ..,..'-....,'. .'. .Y^^ .....',].._f ......-f. .-,,.,.-:--&&` .`...'..`_J` .-......'#' Ray Brunner '..,,.,_]` .L..`..``. SWReality 1.0 by Sean (Durga the Hutt) Cooper - specs@golden.net Original SMAUG 1.0 written by Thoric (Derek Snider) with help from Altrag, Blodkai, Narn, Haus, Scryn, Swordbearer, Rennard, Tricops and Gorog. Original MERC 2.1 code by Hatchet, Furey, and Kahn. Original DikuMUD code by: Hans Staerfeldt, Katja Nyboe, Tom Madsen, Michael Seifert && Sebastian Hammer Star Wars and Star Wars names are a copyright of Lucasfilm ltd. Any ideas/improvements you might have, please e-mail me, OwEn at: palda@stratos.net Holonet Login: ~ 36 GREETING3~ . __ __ _.xxxxxx. [xxxxxxxxxxxxxx|##|xxxxxxxx|##|xxxxxxXXXXXXXXX| ____ [XXXXXXXXXXXXXXXXXXXXX/.\||||||XXXXXXXXXXXXXXX| |::: `-------.-.__[=========---___/::::|::::::|::::||X O^^XXXXXX| |::::::::::::| |%%%%%%%%%%%%\::::::::::|::::::|::::||X / |::::,-------|_|-------------`---=====-------------':|| ---- |===|:::::|::::::::|::====:\O |===|:::::|:.----.:|:||::||:| Star Wars: Fall of the Empire |===|:::::`'::::::`':||__||:| |===|:::::::/ ))\:::`----':/ The Rebellion, having scored `===|::::::| // //-`#### a victory against the second `--------=====/ #### deathstar, finally begin `#### growing in numbers. The ##### Empire still holds strong, but ##### find themselves losing battles `##### against the Rebellion. Hope ##### is beginning to grow among LS `### members of the newly formed New Republic. SWReality 1.0 by Sean (Durga the Hutt) Cooper - specs@golden.net Original SMAUG 1.0 written by Thoric (Derek Snider) with help from Altrag, Blodkai, Narn, Haus, Scryn, Swordbearer, Rennard, Tricops and Gorog. Original MERC 2.1 code by Hatchet, Furey, and Kahn. Original DikuMUD code by: Hans Staerfeldt, Katja Nyboe, Tom Madsen, Michael Seifert && Sebastian Hammer Star Wars and Star Wars names are a copyright of Lucasfilm ltd. Any ideas/improvements you might have, please e-mail me, OwEn at: palda@stratos.net Holonet Login: ~ 1 GREETINGOLD~ ' |.---. .'_____'. /\ |-xxxxx-| || Star Wars: Fall of the Empire |_ # _| || .------'-#-'-----. (___|\_________/|_.'. The Rebellion, having scored / | _________ | | | a victory against the second / |/ _|_ \| | | deathstar, finally begin / /X| __|__ |/ '.| growing in numbers. The ( --< \\/ _\//|_ |'. Empire still holds strong, but ' . -----.--=====,:======= find themselves losing battles --._____/___:__(''/| | against the Rebellion. Hope | | XX|- | | is beginning to grow among \__/======| /| '.| members of the newly formed |_\|\ /|/_| ) New Republic. |_ \__/ _| .-' | \ .'||'. / |(_| | ||.''.|| | ) | ''| |'' | / | | | |\/ SWReality 1.0 by Sean (Durga the Hutt) Cooper - specs@golden.net Original SMAUG 1.0 written by Thoric (Derek Snider) with help from Altrag, Blodkai, Narn, Haus, Scryn, Swordbearer, Rennard, Tricops and Gorog. Original MERC 2.1 code by Hatchet, Furey, and Kahn. Original DikuMUD code by: Hans Staerfeldt, Katja Nyboe, Tom Madsen, Michael Seifert && Sebastian Hammer Star Wars and Star Wars names are a copyright of Lucasfilm ltd. Any ideas/improvements you might have, please e-mail me, OwEn at: palda@stratos.net Holonet Login: ~ 1 GRENADES~ . Syntax : Arm (grenade) This skill allows you to arm grenades, before using them. Ussually combined with the throw skill. ~ 0 GTELL ; REPLY SAY TELL~ Syntax: gtell <message> Syntax: say <message> Syntax: tell <character> <message> All of these commands send messages to other players. GTELL sends a message to all of the characters in your group, wherever they are, even if they are sleeping or stunned or dying. ';' is a synonym for GTELL. SAY sends a message to all awake players in your room. The single quote ''' is a synonym for SAY. TELL sends a message to one awake player anywhere in the world. REPLY sends a message to the last player who sent you a TELL. REPLY will work even if you can't see the player, and without revealing their identity. This is handy for talking to invisible or switched immortal players. ~ 1 GUILDS~ Not currently implemented. ~ 1 GUILDTALK~ Not currently implemented. ~ 1 H~ . COMMANDS FOR GENERAL INFORMATION ----------------------------------- *WIZLIST - shows a list of all the immortals *AREAS - lists of areas and their level ranges *COMMANDS - lists all the commands available *SCORE - will show the stats on your character *SOCIALS - lists the socials available to you *TIME - gives the mud time *WEATHER - tells you what the weather is like *WHO - shows all the people playing at the time *WHERE - lists the players in your area *CLANS, ORDERS, COUNCILS, and GUILDS - lists the names of different clans, orders, councils, and guilds ~ 1 HAIL~ Syntax: hail <ship> <message> Allows you to hail a ship with a message. P.S. You may be looking for CALL. ~ 1 HARM~ Syntax : feel harm <victim> Causes damage to victim. ~ 1 HATRED~ &GName: &w&WHatred &GSyntax: &w&WHatred &GFeat Type: &CForce Feat&w&W &GRequirements: &w&WForce-Sensitive, Alter, Darkpoints 2 &GBenefit: &w&WYou can release all your hatred in a blast of pure Force energy, dealing damage to all those around you. Waves of your hatred buffet everyone around you. All those around you suffer 2d6 damage and receive a -2 penalty on all attack rolls. A successful Fortitude save reduces the damage to one half. &GHit Point Cost: &w&W4 ~ 1 HEADSTRONG~ &GName: &w&WHeadstrong &GFeat Type: &w&WNon-Force Feat &GRequirements: &w&WNone &GBenefit: &w&WYou get a +1 synergy bonus on all Will saving throws and a +2 synergy bonus on all Intimidate checks. ~ 1 'HEAL ANOTHER'~ &GName: &w&WHeal Another &GSyntax: &w&WFheal <victim> &GSkill Type: &CForce Skill &GDescription: &w&WYou can use the Force to heal damage taken by another person. &GHit Point Cost: &w&W1 - 6 depending on points healed. ~ 1 'HEAL SELF'~ &GName: &w&WHeal Self &GSyntax: &w&WFheal self &GSkill Type: &CForce Skill &GDescription: &w&WYou can use the Force to heal damage you have taken. &GHit Point Cost: &w&W1 for failure. ~ 1 'HEAVY ARMOR'~ &GName: &w&WArmor Proficiency &G(&w&WHeavy&G)&w&W &GFeat Type: &w&WNon-Force Feat &GRequirements: &w&WArmor Proficiency &G(&w&WLight&G)&w&W, Armor Proficienty &G(&w&WMedium&G)&w&W &GBenefit: &w&WThis feat enables your character to wear heavy armor. ~ 31 HEDIT~ Syntax: hedit [help topic] This command allows you to edit a help topic. If the specified help topic does not exist, it will be created for you. The default help page (summary) will be selected if you do not specify a page. NOTE - Always, when creating a new help entry, type Help <new entry name> prior to creating your entry. A pre-existing help file associated with that keyword may already exist. &Y Colors &wcan now be added to help files using the same command set that changes a player prompt. &bMultiple &Ycolor &wcombinations can be set on a given line including ^bbackground^x colors. However, there are a couple of quirks to take note of: &Y 1) If the first line of your help file containers a color code and you are experiencing a display problem with the file, use a . to begin the file. 2) Color changes should be separated by at least one character. Example: '&&Y.^^r' will work, '&&Y^^r' may cause problems. See HSET, PCOLORS. ~ 31 HEIGHTENED~ |--------------------------------------|--------------------------------------| | MOVEMENT | GROUP | | north east west south northeast exit | follow group gtell ; split | | northwest southeast southwest sleep |--------------------------------------| | rest sit wake stand somewhere unlock | INFORMATION | | lock open close scan scry look leave | death CR reimb rules damage commands | | up down enter climb where fly float | areas experience score title weather | |--------------------------------------| channels description experience note | | CONFIG OPTIONS | who wizlist story tick MOTD news bug | | flee norecall autoexit autoloot gag | mail time password slist report typo | | autosac autocred pager blank brief | powers skills weapons languages idea | | combine nointro prompt telnetga ansi |--------------------------------------| | sound shovedrag nosummon | COMMUNICATION | |--------------------------------------| | | OBJECTS | social quest clan ordertalk guildtalk| | get put drop give sacrifice hold | say tell chat question answer auction| | wield wear remove inventory value | avatar shout yell counciltalk newbie | | appraise list buy sell equipment |--------------------------------------| | recite quaff zap brandish compare | COMBAT | | empty fill eat drink examine pick |kill flee wimpy rescue aid murder cast| |--------------------------------------|--------------------------------------| Also see help on: !, save, quit, pagelength, and practice. To use the help menu, just type "help <topic>". To see help on individual areas, you can now type "help <full area name>". If you are new to the game, type HELP NEWBIE to see a special help series. ~ 31 HELL UNHELL~ Syntax: hell <character> <number> <hours or days> Syntax: unhell <character> The hell command sends a character to hell for a given period of time. It automatically releases the character when their time has been served. Upon being helled, the character receives the message, "The immortals are not pleased with your actions. You shall remain in hell for <time period>." Hell takes arguments of either hours or days. To hell someone for 3 hours, "hell <character> 3 hours." To hell someone for three days, "hell <character> 3 days". Hell will default to hours if hours or days is not specified. To release a player from hell early, simply "unhell <character>". ~ 0 HELP~ |--------------------------------------|--------------------------------------| | MOVEMENT | GROUP | | north east west south northeast exit | follow group gtell ; split | | northwest southeast southwest sleep |--------------------------------------| | rest sit wake stand somewhere unlock | INFORMATION | | up down enter climb where fly float | areas experience score title weather | |--------------------------------------| channels description experience note | | CONFIG OPTIONS | who wizlist story tick MOTD news bug | | autoloot autogold telnetga autoexit | mail time password slist report typo | | nice flee norecall blank combine rip | powers skills weapons languages idea | | nointro prompt ansi autosac shovedrag|--------------------------------------| |--------------------------------------| COMMUNICATION | | OBJECTS | social quest clan ordertalk guildtalk| | get put drop give sacrifice hold dig| say tell chat question answer auction| | appraise list buy sell equipment |--------------------------------------| | recite quaff zap brandish compare | COMBAT | | empty fill eat drink examine pick |kill flee wimpy rescue aid murder cast| |--------------------------------------|--------------------------------------| Also see help on: !, save, quit, pagelength, and practice. To use the help menu, just type "help <topic>". To see help on individual areas, you can now type "help <full area name>". If you are new to the game, type HELP NEWBIE to see a special help series. ~ 1 HELP BUILD BUILDER BUILDING~ SWreality Building: TABLE OF CONTENTS *************************************************************************** HELP BUILD - This file ( Contents ) HELP BUILD1 - Assigning Areas HELP BUILD2 - Room Building Basics HELP BUILD3 - Mob Building Basics HELP BUILD4 - Object Building Basics HELP BUILD5 - HELP BUILD6 - HELP BUILD7 - HELP BUILD8 - HELP BUILD9 - *************************************************************************** See HELP BUILD1 ~ 1 HELP BUILD5~ SWreality Building Pg 5 ~ 1 HELP BUILD6~ SWreality Building Pg 6 ~ 1 HELP BUILD7~ SWreality Building Pg 7 ~ 1 HELP BUILD8~ SWreality Building Pg 8 ~ 1 HELP BUILD9~ SWreality Building Pg 9 ~ 30 HELPFILE FILE HELPFILES~ To edit/make a help file there are some basic and yet confusing commands necessary. So here we go... hedit <helpfile> hset level 1 <helpfile> hset keyword "<word list>" <helpfile> hset save <helpfile> ~ 1 HIDE~ &GName: &w&WHide &GSyntax: &w&WHide &GSkill Type: &w&WNon-Force Skill &GDescription: &w&WUse this skill to sink back into the shadows and proceed unseen, approach a guard post under cover of trees and brush, or tail someone through the speeder lanes of busy Coruscant without being noticed. ~ 1 HIJACK~ . Syntax : Hijack This skill allows you to "borrow" other peoples ships &w&RWarning:&W If you are caught using this skill, it is ample reason to kill you. ~ 1 HITALL~ Syntax: hitall ~ 1 HLIST~ Syntax: hlist <low level range> <high level range> This command will give you a listing of available help files. The list is in alphabetical order based on the first triggering keyword. While this command was initially designed as a maintenance tool to help us track help files, it is also available to players so that they can capture a listing of the help files available to them. Note - You may only view help files that are coded for viewing by your level or lower. Note - The list of help files is quite extensive, and the command does not as yet have a way to filter/shorten the list. Screen capture is, at present, your only recourse. ~ 0 HODIN HO'DIN~ &gName: &wHo'Din &gDescription: &wHo'Din means "&Ywalking flower&w" in the native language of this gentle species. Although Ho'Din religion claims that the species descended from plant life, the Ho'Din actually evolved from reptiles. Nevertheless, Ho'Din are taught to believe that those who strive to preserve nature in life will be reborn as plants after death. The Ho'Din show little interest in galactic affairs and for the most part keep to themselves. The Ho'Din use their botanical skills to concoct natural medicines, some of which have cured plagues on distant worlds. &gPersonality: &wHo'Din are self-conscious and vain. Their concern with beauty is usually centered either on their personal appearance or that of their floral and arboreal creations. They do not take insults or criticism well and use modern technological device only when necessary. &gPhysical Description: &wHo'Din are slender humanoids with brightly colored scales, a crown of snakelike stalks for hair, large black eyes, and naturally webbed fingers and toes with suction cups. Their anemone hair can sense even the slightest variation or change in temperature. The average Ho'Din stands about 2.75 meters tall. &gHomeworld: &wMoltok, a world of rain forests and volcanoes, is located in the Outer Rim. Technology is closely monitored and restricted on Moltok, for fear that it might somehow be used to harm the planet's delicate ecosystem. &gSpecies Traits: &w+2 Strength, -2 Dexterity Large-Sized &g- &w-1 Hitroll, -1 Armor, -4 Species Penalty On &rHide&w Checks +2 Species Bonus On &rClimb&w Checks +4 Species Bonus On &rSurvival&w Checks ~ 0 HOLD REMOVE WEAR WIELD~ Syntax: hold <object> Syntax: remove <object> Syntax: remove all Syntax: wear <object> Syntax: wear all Syntax: wield <object> Three of these commands will cause you to take an object from your inventory and use it as equipment: HOLD is for lights, wands and staves; WEAR is for armor; WIELD is for weapons. You may not be able to HOLD, WEAR, or WIELD an item if its alignment does not match yours, if it is too heavy for you, or if you are not experienced enough to use it properly. WEAR ALL will attempt to HOLD/WEAR/WIELD each suitable item in inventory. REMOVE will take an object from your equipment and place it into inventory. REMOVE ALL will remove all your equipment and place it into inventory. ~ 31 HOLYLIGHT INVIS~ Syntax: holylight Syntax: invis HOLYLIGHT is a toggle that allows you to see (almost) every character and mobile in the game. With holy light, you can see what's in the game more easily. Without holy light, you can see what mortal players see. INVIS is a toggle which makes you completely invisible to all player characters of lower level than you, and to all mobiles. When an immortal is INVIS, they will have a flag on the who list which indicates their level of invisibility, such as (51) for INVIS 51. A similar flag will also appear when you 'LOOK' in a room - this flag will say (Invis 51). HOLYLIGHT will not allow you to see immortal INVIS characters who are higher level than you. ~ 10 HOMEPAGE~ syntax: homepage <url> example: homepage http://www.idirect.com/test.html If you have a web page somewhere, you can use the homepage command to show people a link to that page whenever they select the 'see who's on' link from the Realms of Despair home page. To remove your homepage setting, type 'homepage clear'. ~ 1 'HP'~ This is an abbreviation for hit points. Everyone starts with an even 500. And goes back to the dirt with 500, maximum. SEE ALSO: STUN, DEATH, CLONING ~ 31 HSET~ Syntax: hset <command> [value] [help topic] save Saves all help pages (to help.are) level <level> <help topic> Sets help topic to specified level keyword <keyword> <help topic> Sets help keyword to specified keyword remove <level.><help topic> Removes the specified help page Note: If you wish to set more than one keyword to a help topic, enclose all the keywords, space separated inside quotes. (Like in powercasting) Note: If you have instances of multiple help files with the same keyname, using Hset Remove without a level designation will remove the one with the lowest level of access. ie: Help file XYZZY at level 57, and help file 'SAVE XYZZY' at level 58. Typing 'HSET REMOVE XYZZY' will remove the level 57 XYZZY. Typing 'HSET REMOVE 58.XYZZY' will remove the level 58 'SAVE XYZZY'. See also: HEDIT ~ 31 HSET HEDIT~ ~ 0 HUMAN HUMANS~ &gName: &wHuman &gDescription: &wHumans dominate the Core Worlds and can be found in virually every corner of the galaxy. They are the ancestors of early spacefaring pioneers, conquerors, traders, travelers, and refugees. Humans have always been people on the move. As a result, they can be found on almost every inhabited planet. &gPersonality: &wHuman personality runs the gamut of possiblities, though members of this species tend to be highly adaptable, tenacious, and willing to keep striving no matter the odds. They are flexible and ambitious, diverse in their tastes, morals, customs, and habits. &gPhysical Description: &wHumans average about 1.8 meters tall. Skin shades run from nearly black to very pale, hair from black to blond. Men are usually taller and heavier than women. Humans achieve maturity about the age of 15 and rarely live beyond 100. &gHomeworld: &wVarious, including Coruscant, Corulag, Naboo, Tatooine, and Alderaan. &gSpecies Traits: &w+1 Bonus Feat Upon Character Generation +5 Skillpoints Upon Character Generation And Each Level After ~ 0 'HUTT CRIME SYNDICATE'~ &gName: &wHutt Criminal Syndicate &gOrganization Type: &wCriminal Organization &gDescription: &wWherever there is civilization, there is crime &g-&w and when civilization spans a galaxy, so too will its criminals. The galaxy knows no greater criminals than the Hutts. From their adoptive homeworld of Nal Hutta, the sluglike Hutts control the vast majority of the Outer Rim's trade in liquor, spice, weapons, slaves, and gambling. The Hutts are in the business of making all these restricted commodities more easily available and earning a respectable profit in the process. Those who choose to work with the Hutts can also find their fortunes, for the Hutts reward loyalty with a special generosity. The influence of the Hutts spans the galaxy &g- &wperhaps even into the Unknown Regions. The center of the Hutt criminal syndicate is Nal Hutta, where centuries ago the Hutts migrated after their own world, Varl, became uninhabitable. The Hutts promptly terraformed their new world and its moon, Nar Shaddaa, into something more suitable to their rarified tastes: a glorious cesspool and an industrialized spaceport, respectively. From here, they seized control of most of the illegal businesses in the area and used cunning, guile, and coercion to create a commercial stranglehold on their corner of space. &gJoining: &wActually accepting a permanent position with the Hutts is an endeavor best left to the foolishly ambitious or the suicidally hopeless. To the Hutts, an employment contract is effectively no different than a certificate of ownership, and though the pay is good, the bosses are often moody, vindictive, short-tempered, and treacherous. Employees are assets to be bought, sold, and traded &g-&w or even discarded on a whim. Only the profoundly cunning and charismatic can ever hope to truly prosper in a Hutt's employ. Sometimes this isn't difficult; not all Hutts are paranoid geniuses, after all. The amount of bowing and scraping may be a bit higher than comparable jobs, bit if it keeps the bosses happy, where's the harm? Ultimately, signing on with the Hutts is all about getting paid &g- &wand in that regard, it's no different than any other job. ~ 0 HUTT HUTTS~ &gName: &wHutt &gDescription: &wHutts are long-lived gastropods who occupy a region known as Hutt Space. They are powerful, ruthless beings who continually seek to expand the boundaries of their dominion and the holdings of their individual clans, or &Ykajidics&w. Their appetite for power is as insatiable as their appetite for food. Hutts are often found at the center of business and criminal enterprises. Legality &g(&wor lack thereof&g)&w does not affect whether a Hutt will pursue a venture. All that matters is how much of a benefit &g-&w and a profit&g - &wone can get from it. Like worms, Hutts are hermaphroditic, with both male and female reproductive organs. Hutts bear their young one at a time and nourish them for a time in a brood pouch. A council of elders oversees Hutt Space. Comprised of Hutts representing the oldest and most influential kajidics, they decide the fate of everyone who lives in Hutt Space, and all other Hutts are answerable to them. &gPersonality: &wMost Hutts are vicious megalomaniacs who consider their kind to be beyond morality as perceived by lesser beings. They have a talent for manipulating other beings and enjoy accumulating and exerting power over others. A Hutt's strongest loyalty is always to his kajidic, without which a Hutt is nothing but a lowly commoner. &gPhysical Description: &wA Hutt is an immense, slug-like creature with a thick body, muscular tail, and small arms protruding from its upper body. A Hutt's bulbous head features catlike eyes, wide nostrils, and a broad lipless mouth. An adult Hutt averages 4 meters long and weighs 1,500 kilograms. &gHomeworld: &wHutts evolved on the temperate forest world of Varl. When a natural calamity left Varl a blasted wasteland, the Hutts fled and adopted a new homeworld: Nal Hutta, in the Y'Troub system on the boarder of the Mid Rim and Outer Rim. The Hutts have spent centuries polluting and ruining Nal Hutta's ecosystem, as well as that of Nar Shaddaa, a heavily industrialized moon orbiting Nal Hutta. &gSpecies Traits: &w +2 Strength, -4 Dexterity, +2 Constitution, +2 Intelligence, +2 Wisdom, +2 Charisma Large-Sized &g- &w-1 Hitroll, -1 Armor, -4 Species Penalty On &rHide&w Checks Force Resistance &g- &w+6 Species Bonus On &rWill&w Saves Against Force Skills Hutts Cannot Be Knocked Prone &g(&wExample: Tripped&g)&w Bonus Feat Of &rInfamy&w Upon Character Generation ~ 1 HYPERSPACE LIGHTSPEED~ . Syntax : Calculate (system) (x) (y) (z) Then Hyperspace or Lightspeed Hyperspace is used to jump from one system to another in the galaxy. It is much faster than conventional space travel as well as a bit more dangerous. If you get a Jump warning odds are you will collide with something when you jump into the system ~ 1 I~ . COMMANDS FOR YOUR CHARACTER ----------------------------- *AFK - this adds an 'Away From Keyboard' flag to your name *CONFIG - lists all the config options available to you *DESCRIPTION - you can write a description for your character *PASSWORD <old> <new> - changes your password *TITLE <sentence> - changes the sentence behind your name *SAVE - saves your progress (good idea to do it often) *PRACTICE <skill, power, weapons> - trains you to use a skill, power, etc... *NOTE* Typing PRACTICE will show you all your powers, skills, etc... HELP <power, skill, etc> - will define the power, skill, etc... *SLIST - lists the powers you will receive and at what level *QUIT - quits the game * ! - will repeat the last command ~ 1 IC OOC "IN CHARACTER" " OUT OF CHARACTER"~ &C IC - In character - Means that you're not chatting with your friends about friday nights plans, or what to wear to the mall, it means what your MUD CHARACTER is saying. Ignorance is no excuse for misusing channels, if you mean to jokingly tell someone OOC you're going to kill them but do it IC they have every right to defend themselves and attack you if they feel threatened. You can use the ask and answer, as well as tell channels (if you don't understand them there's a reason someone teaches languages) if;you want to talk OOC or just go to a hotel, it's not that difficult and it's cheaper then using IC and clears up any confusion and lessens whining because someone was killed because they "accidentally said the wrong thing on the wrong channel". &Y OOC - Out of Character - Means you're talking about issues not game related like a bug or have another mud-based question, this does not mean you go "Hey Jim I need food pick me up" or "Hey So and So just killed me I'm gonna get you!" however there are a constantly growing number of help files and most of your basic questions should be there for answering, but yes there are times here there are questions only an imm or a fellow player can answer. However Excessive abuse of OOC will result in possibly being silenced. &g ~ 31 IFCHECKS~ VALUE CHECKS TRUE/FALSE CHECKS (If check == #/string/vnum) Ifcheck Question Ifcheck Question --------- --------------------------- ---------- ------------------------ Hitprcnt Percentage of hit/max_hit? Isnpc Mob? Inroom Room #? Ispc Player character? Sex Sex #? Isgood Align +350 or higher? Position Position #? Isneutral Align < 350 and > -350? Level Experience level? Isevil Align -350 or lower? Objtype Type of Object? Ispkill Pkill? Objval# Value# equal to this? Isfight Fighting? Number Is its vnum equal to this? Isimmort Immortal? Name Name? (STRING) Ischarmed Charmed? Clan Clan name? (STRING) Isfollow Follow master in room? Race Race name? (STRING) Rand (#) Equal to or less? Mobinroom How many of mob? (VNUM) Isaffected Affected_by name? Guild Guild name? (STRING) Canpkill Pkill >lev 5,18 or older? Goldamt How much gold ya got? Ismounted Mounted? Class Class name? (STRING) Ismobinvis Mobinvis? (versus invis) Str What's your strength? Mobinvislevel Level of invis? Int What's your intelligence? economy if economy >=< xxx Wis What's your wisdom? Dex What's your dexterity? Con What's your constitution? Cha What's your charisma? Lck What's your luck? Not implemented: DOING_QUEST Deity What's your deity? Favor What's your favor? Norecall Is target's room norecall? Isdevoted Is target devoted? * New ifchecks : see HELP IFCHECKS2 ** - Value checks can use == (equals), > (greater than), < (less than) and ! (not). Combine for: != (not equal), >= (greater than or equal). Also: MPSTAT, RPSTAT, OPSTAT, MPEDIT, RPEDIT, OPEDIT, TRIGGER, MPTRIGGERS, RPTRIGGERS, OPTRIGGERS, MPCOMMANDS, RPCOMMANDS, OPCOMMANDS, VARIABLES, AFFECTEDBY (for a list of affect types) ~ 31 IFCHECKS 2~ TimesKilled if timeskilled($* OR vnum) == amount - for character checks only, can use any normal mobprog operator OvnumHere, OvnumRoom, OvnumCarry, OvnumWear, OvnumInv if ovnum<place>(vnum) == amount - for objects only, counts how many objects of vnum 'vnum' exist in <place> - can use any normal mobprog operator OtypeHere, OtypeRoom, OtypeCarry, OtypeWear, OtypeInv if otype<place>(type OR value) == amount - for objects only, counts how many objects of type 'value' are in <place> - can use any normal mobprog operator - will convert the type names (light is 1, for example) <place> definitions: ... room - in the room the mobile is in ... wear - worn by the mobile as equipment ... inv - in the mobile's inventory ... carry - worn or in inventory ... here - all of the above ~ 31 IFCHECKS2~ TimesKilled if timeskilled($* OR vnum) == amount - for character checks only, can use any normal mobprog operator OvnumHere, OvnumRoom, OvnumCarry, OvnumWear, OvnumInv if ovnum<place>(vnum) == amount - for objects only, counts how many objects of vnum 'vnum' exist in <place> - can use any normal mobprog operator OtypeHere, OtypeRoom, OtypeCarry, OtypeWear, OtypeInv if otype<place>(type OR value) == amount - for objects only, counts how many objects of type 'value' are in <place> - can use any normal mobprog operator - will convert the type names (light is 1, for example) <place> definitions: ... room - in the room the mobile is in ... wear - worn by the mobile as equipment ... inv - in the mobile's inventory ... carry - worn or in inventory ... here - all of the above Also: MPSTAT, RPSTAT, OPSTAT, MPEDIT, RPEDIT, OPEDIT, TRIGGER, MPTRIGGERS, RPTRIGGERS, OPTRIGGERS, MPCOMMANDS, RPCOMMANDS, OPCOMMANDS, VARIABLES, AFFECTEDBY (for a list of affect types) and IFCHECKS ~ 0 IGNITE~ &GSyntax: &w&WIgnite &wSimply put, ignite turns a lightsaber on or off. When a lightsaber is not ignited, it may only be seen by those with drastically high spot. Lightsabers automatically ignite when combat is initiated. Use the ignite command also to shut off a lightsaber. ~ 0 IKTOTCHI~ &gName: &wIktotchi &gDescription: &wIktotch, a remote star system in the Expansion Region, has a single planetary body capable of supporting life &g- &w a moon orbiting a lifeless mass of rock on the system's edge. Here, the Iktotchi arose as the sole intelligent life in a desolate system, yet from their earliest civilization they had legends of some day being part of a great galactic civilization that spanned the star. When &bRepublic&w scouts first discovered their civilization, they were both surprised and unnerved that the entire population of Iktotchon had been prepared for thei arrival for several weeks. In fact, when the scout ship first entered orbit around the moon, they thought they had found an unreported &bRepublic&w settlement &g- &wa giant version of the Republic seal, visible from space to the naked eye, had been carved into a high plateau on the world's largest continent. &bRepublic&w xenobiologists soon learned that the Iktotchi possessed limited natural precognition, manifested through dreams or vision. This inborn talent particularly fascinated the &bJedi&w, and a Jedi Temple was one of the first permanent offworld settlements to be established on Iktotchon. They discovered that Iktotchi trained as &bJedi&w were particularly adept with &rSense&w powers, and Iktotchi precognitive ability could actually be enhanced with Force training. &gPersonality: &wIktotchi are sensitive being who hide their deep emotions behind a facade of quiet stoicism. Iktotchi can be somewhat impatient with species that aren't precognitive. Culturally, they are also concerned about frightening other beings &g- &w they have no desire to be reviled by galactic society or abused by those who might use their precognitive abilities for ill &g- &w so their natural gifts sometimes seem more like a curse. &gPhysical Description: &wThe Iktotchi have tough, hairless skin that protects them from the fierce winds of their homeworld. Adults average 1.8 meters tall and possess sturdy builds. Both males and females have downward-curving horns, although the horns of the males are somewhat larger. Their hands are broad, and their thick fingers give them a limited manual dexterity. &gHomeworld: &wIktotch, a moon orbiting the planet Iktotchon in the Expanion Region. &gSpecies Traits: &w-2 Dexterity, +2 Constitution, -2 Charisma Medium-Sized +1 Natural Armor +2 Species Bonus On &rPilot&w Checks Bonus Feat Of &rStarFighter Ops&w Upon Character Generation Precognition &g- &w+1 Hitroll ~ 0 IMBUE~ &GSyntax: &w&WImbue crystal &wInorder to create &GLightsabers&w, Jedi must first imbue their crystals with the power of the force. Each lightsaber may hold up to three (3) crystals at one time. The power and color the lightsaber is determined by the combination of crystals used. Attempting to imbue a crystal costs a player a force point. Have the 3 crystals you wish to use during lightsaber creation in your inventory inorder for them to be added. Once a lightsaber is constructed, there is no way to remove the crystals. ~ 31 IMMBUILD~ The syntax for mset <player> build is: Value | Meaning ------------------- 0 | Petite 1 | Thin 2 | Lean 3 | Overweight 4 | Muscular 5 | Obese ~ 31 IMMHEIGHT~ The syntax for mset <player> height is: Value | Meaning -------------------- 0 | Average 1 | Short 2 | Tall 3 | Very Tall ~ 31 IMMORTALIZE~ Syntax: immortalize <character> Used to advance a level 100 character (avatar) to level 101 (the first level of immortality). This command will destroy the character's inventory and display to them a pre-written message. ~ 36 IMOT~ ~ 31 IMOTD~ Guys, please put mail centers in your areas somewhere when you're building them. just oi mail for the board in it. -Trillen ~ 1 'IMPROVED CRITICAL'~ &GName: &w&WImproved Critical &GFeat Type: &w&WNon-Force Feat &GRequirements: &w&WProficient With Chosen Weapon, Hitroll +8 &GBenefit: &w&WWhen using the weapon you selected, your threat range for a critical hit, is doubled. ~ 1 'IMPROVED DISARM'~ &GName: &w&WImproved Disarm &GFeat Type: &w&WNon-Force Feat &GRequirements: &w&WIntelligence 13 &GBenefit: &w&WIf you fail to disarm your opponent, they do not automatically get a chance at disarming you. ~ 1 'IMPROVED FORCE MIND'~ &GName: &w&WImproved Force Mind &GSyntax: &w&WForcemind <victim> <ability> &GFeat Type: &CForce Feat&w&W &GRequirements: &w&WWisdom 15, Force-Sensitive, Sense, Force Level 5 &GBenefit: &w&WSame as Force Mind, except the target gains a +4 Force bonus to a single ability score. &GHit Point Cost: &w&W8 ~ 1 'IMPROVED MARTIAL ARTS'~ &GName: &w&WImproved Martial Arts &GFeat Type: &w&WNon-Force Feat &GRequirements: &w&WMartial Arts, Hitroll +4 &GBenefit: &w&WA Medium-size character deals 2d4 damage with an unarmed strike. Strength modifiers apply. Also, you threaten a critical hit on a natural 19 or 20 when making an unarmed attack. Small characters deal 2d3 points of damage and Large characters deal 2d6 points of damage with an unarmed strike and this feat. ~ 1 'IMPROVED TRIP'~ &GName: &w&WImproved Trip &GFeat Type: &w&WNon-Force Feat &GRequirements: &w&WIntelligence 13 &GBenefit: &w&WYou are trained in tripping opponents in melee combat and following through with an attack. If you trip an opponent in melee combat, you immediately get to make a melee attack against that opponent. ~ 1 'IMPROVED TWO WEAPON FIGHTING'~ &GName: &w&WImproved Two Weapon Fighting &GFeat Type: &w&WNon-Force Feat &GRequirements: &w&WTwo-Weapon Fighting, Ambidexterity, Hitroll +9 &GBenefit: &w&WIn addition to the standard single extra attack you get with an off-hand weapon, you get a second attack with the off-hand weapon, albeit at a larger penalty. Without this feat, you can only get a single extra attack with an off-hand weapon. ~ 31 INDUCT OUTCAST~ Syntax: induct <player> outcast <player> Induct and outcast are clan commands. The leader and number 1 of the clan receive the induct commands, while the deity, leader, number 1 and number 2 all receive outcast. Induct will bring a new player into the clan, while outcast will remove them. ~ 1 INFAMY~ &GName: &w&WInfamy &GFeat Type: &w&WNon-Force Feat &GRequirements: &w&WNone &GBenefit: &w&WYour Reputation bonus increases by +3. You can't select both the Fame feat and the Infamy feat. You're either famous or infamous, not both. ~ 0 INFILTRATOR~ &gName: &wInfiltrator &gClass Type: &wNon-Force Prestige Class &gMax Level: &w10 &gDescription: &wThroughout the galaxy, special operatives devote their lives to the science of stealth. Some beings take their natural talent for being unnoticed to new levels and gain both fame and fortune in the process. Infiltrators master the art of getting into &g-&w and occasionally back out of &g-&w highly dangerous and tightly secured areas. They are adept at bypassing security and dealing with other hindrances to their missions, resulting from diverse training. Independant infiltrators might be freelance mercenaries, thieves, or saboteurs. An infiltrator is expected to be a master of himself and his environment, silent and invisible even under the most extreme conditions. The infiltrator relies heavily on his ability to go unnoticed, and failing at such a tast usually means capture, injury, or even death. &gRequirements: &wHitroll +6, Balance 6, Hide 8, Move Silently 8, Spot 5, Stealthy Feat &gHitpoints: &wInfiltrators gain 1-8 hitpoints per level. The character's Constitution applies. &wAlso see &rhelp infiltratorprof&w for more information. ~ 1 INFLUENCE~ &GName: &w&WInfluence &GFeat Type: &w&WNon-Force Feat &GRequirements: &w&WNone &GBenefit: &w&WYou get a +2 synergy bonus on all Reputation checks. ~ 1 INFO~ Syntax : info Syntax : info <ship name> This command shows infomation on either the ship you are in (no ship name) or information on the ship specified. ~ 1 INFORMATION~ SLIST - a command that lists all your powers and skills and the level at which you may practice them. AREAS - Typing AREAS will get you a list of all areas. You may get more information on each area by typing HELP <full area name>. WIZLIST - This is a list of all Immortals of the game. COMMANDS- This is a list of all commands available to you. SOCIALS - This is a list of all socials available. TIME - This will tell you the current times inside the game, the time the game was last rebooted, and the current time at the sight. WHERE - Where will give you a list of other players in the same area. SAVE - After level two, typing SAVE will save your process. QUIT - If you want to leave the game, type QUIT. WHO - A list of other players visible to you in the game. TITLE - Once you reach level five, you may make your own title. PASSWORD- Your character's password can be changed with PASSWORD <old> <new>. DESC - You may set up a personal description, type DESC to edit. Note that this is only a very brief list of commands. ~ 0 INFRAVISION~ Syntax: feel infravision <character> This power enables the target character to see other players and mobiles that are in the room with them. This power will also allow you to get items from a corpse, but will not allow you to see the corpse. You must have a light source to see items, room descriptions, or "exits" in a dark room. ~ 1 INQUIRE~ Class: Slicer Level: 8 Syntax: inquire Slices into the Galactic Bank Database and lists all active accounts and their respective balances. ~ 31 INSTALLAREA~ Syntax: installarea <area filename> <full area name/title> Installs a prototype area into the mud as a non-prototype area. The filename can be fixed with aset (don't forget to foldarea afterwards). Installarea renames the installed area file from 'author.are.file' to 'author.are.installed' so that the builder may be assigned new vnums. ~ 31 INSTAROOM INSTAZONE~ Syntax: instaroom Functions the same as instazone, but is room-based instead of area-based. Syntax: instazone [nodoors] This command lets your instantly create a whole set of resets for your area based on all the mobiles and objects contained within your area. All you have to do is place each mob in its proper room, wearing what it should be wearing, carrying what it should be carrying, and objects in their proper places, or in their proper containers, and doors in their proper states, (open, closed, locked). The instazone command will clear out your current resets (if any), and create new ones for you. You may optionally specify "nodoors" so that door resets will not be created. NOTE: This command will wipe out any existing resets! Do not use this command after you have added your own resets with 'reset add'. The recommended procedure is to use instazone, then use the 'reset' command to add any special resets, and NOT use instazone again. See RESET and RESETCMDS. ~ 1 INTELLIGENCE INT~ Intelligence (INT in your 'score') represents your character's mental capacity. Among other things, it affects: - the rate at which a character learns a new skill or power - the percentage rate at which a character practices a new language - your max levels in classes where intelligence would naturally relate. Intelligence is an important factor in learning between combatants. If a character fights a creature several times, the more intelligent of the two opponents will gain an advantage over time... ~ 1 INTIMIDATE~ &GName: &w&WIntimidate &GSyntax: &w&WIntimidate <victim> &GSkill Type: &w&WNon-Force Skill &GDescription: &w&WUse this skill to get someone to do something he doesn't want to do by means of verbal threats, force of will, and imposing body language. Successfully intimidateing a mob grants you control over it for a brief time. This skill cannot be used on players. ~ 1 INTRODUCE~ At FotE we have an introduction system that is more RP focused than most. &wSyntax: introduce <player/all> <your preferred name>&W If a character comes across another character, they will only know them by their race, sex, build, and approximate height. However, when someone introduces themself, such as &w'introduce <player> Admiral Thrawn'&W, or &w'introduce all Admiral Thrawn'&W, that person or everyone on the room you are in will see you, hear you, and look at you as 'Admiral Thrawn'. You don't have to limit yourself to a name, though. You can introduce yourself to an engineer as 'A customer', or introduce yourself to someone who is gullible enough as 'An Imperial Tax Official'. Disguises work a bit different here than from stock SWR, as well. No matter whom you've introduced yourself to, your disguise will be what they see, hear, and look at. If you want to look how you've introduced yourself, you can type &wdisguise clear&W to remove it. &RIt would be good to note that impersonation of an Immortal or introducing as something that may be construed as offensive, lewd, or inappropriate to the MUD's setting will not be tolerated. An infraction of this will result in any punishment deemed necessary by an Immortal. Period. ~ 1 'IRON WILL'~ &GName: &w&WIron Will &GFeat Type: &w&WNon-Force Feat &GRequirements: &w&WNone &GBenefit: &w&WYou get a +2 synergy bonus on all Will saving throws. ~ 31 ITEMVALUES~ In these values, 'sn' is a power number; a negative value means 'no power'. Item Type |V0 |V1 |V2 |V3 |V4 |V5 ----------|-----------|------------|-----------|-----------|---------|------- armor |current AC |original AC | |obj timer | | container |capacity |flags |key vnum |condition | | drinkcon |capacity |quantity |liquid # |poison? | | food |food value |(condition) | |poison? | | herb | |charges |herb # | | | key |(lock #) | | | | | lever |leverflags |vnum/sn |vnum |vnum/value | | light | | |hours left | | | money |# of coins |coin type | | | | pill |power level|sn 1 |sn 2 |sn 3 |food val | potion |power level|sn 1 |sn 2 |sn 3 | | salve |power level|max charge |charges |delay |sn |sn scroll |power level|sn 1 |sn 2 |sn3 | | staff |power level|max charges |charges |sn | | switch |leverflags |vnum/sn |vnum |vnum/value | | trap |charges |type |level |flags | | treasure |(type) |(condition) | | | | wand |level |max charges |charges |sn | | weapon |condition |num dice |size dice |weapontype | | See OBJECTTYPES, WEAPONTYPES, SLOOKUP, LIQUIDTYPES, LEVERFLAGS, OSET, ARMORCLASS, and WEAPONCONDITION. ~ 0 ITHORIAN~ strange looking natives of Ithor, these creatures' heads appear to have been stretched and bent like a ladle. The eyes are set at opposite sides of the hammer-shaped top portion of the head, and their mouths are hidden below on the sloping part of the head. They have wide, flat feet designed to keep their balance. They also have two throats, and this biological phenomenon makes them hard to understand. This caused them a great deal of pain when the Empire discovered their planet, for the Imperial xenophobia was heightened by their inability to communicate. ~ 1 JAIL~ Syntax : jail <player> Sends a stunned player to your clan's jail. ~ 0 JAWA JAWAS~ &gName: &wJawa &gDescription: &wJawas are intelligent scavengers of short stature. Found in seemingly every dark nook and cranny of Tatooine, Jawas survive by scrounging for scrap, which forms the basis of their economy, and hiding from the planet's terrible predators. Although not advanced technologically, Jawas have a gift for discovering unusual ways to make things work &g-&w atleast for a little while. Though most people despise Jawas for their underhanded practices &g(&wand unpleasant odor&g)&w, they also realize that Jawas occasionally lay their hands on priceless treasures. Jawas prowl the deserts and rocky basins of their homeworld in enormous tracked vehicles called sandcrawlers. These vehicles also contain workshops and storage chambers cluttered with teasure or junk, depending on how one views scrap. &gPersonality: &wJawas are opportunistic and cowardly. They have a well-deserved reputation as thieves and swindlers, although they would hardly consider these words insults. Jawas are proud of their ability to acquire what others obviously no longer need and sell things that require frequent maintenance and costly replacement parts. &gPhysical Description: &wJawas stand 1 meter tall, on average. They wear dark-hooded robes that cover all but their glowing eyes. Xenobiologists speculate that Jawas evolved from cave-dwelling rodents, and few other species that have dealt with Jawas would disagree. &gHomeworld: &wTatooine, located in the Outer Rim. &gSpecies Traits: &w-4 Strength, +2 Dexterity, -2 Charisma Small-Sized &g- &w+1 Hitroll, +1 Armor, +4 Species Bonus On &rHide&w Checks +2 Species Bonus On &rSurvival&w Checks Darkvision ~ 0 'JEDI ACE'~ &gName: &wJedi Ace &gClass Type: &bForce &wPrestige Class &gMax Level: &w5 &gDescription: &wA Jedi ace feels most at home in the cockpit of a starfighter and uses her mastery of the Force in the exhilarating art of starfighter combat. Using her connection to the Force, the Jedi ace can weave effortlessly through asteroid fields, dodge storms of enemy laser fire, execute death-defying combat maneuvers, and overcome entire squadrons of enemy craft as easily as she breathes. A Jedi ace flies her ship not for the thrill of battle, but for the connection to the Force it brings. As the Jedi ace slowly surrenders to the Force, flying almost takes care of itself. Even in a great battle, a Jedi ace trusts her instincts to lead her to victory. When the battle is over, the Jedi ace feels closer to the Force than ever before. Jedi aces usually belong to the Jedi Order. They have turned their command of the Force to battles fought in space rather than on the ground. &gRequirements: &wHitroll +4, Pilot 6, See Force 4, Force-Sensitive, Must Be A Jedi &gHitpoints: &wJedi aces gain 1-8 hitpoints per level. The character's Constitution applies. &wAlso see &rhelp jediaceprof&w for more information. ~ 0 'JEDI CONSULAR'~ &gName: &wJedi Consular &gClass Type: &bForce &wBase Class &gMax Level: &w20 &gDescription: &wThe Jedi consular uses the Force for knowledge and negotiation, seeking the most peaceful solutions to every problem. As Force-users trained in the Jedi tradition, characters of this class concentrate more on diplomacy, scholarly pursuits, and the spiritual side of the Force than on more physical activities. Healers and researchers seek to better understand the nature of the Force and their connection to it. Mentors and teachers hope to instruct others and pass on what they have learned. Negotiators and mediators are skilled at bargaining and striking compromises. Consulars train themselves to be versatile, able to handle many situations without reaching for a weapon. &gBackground: &wA Jedi consular typically starts out as a Padawan learner attached to a higher-ranking Jedi Master. The Jedi consular has a genuine love of scholarly pursuits and diplomatic endeavors. Some consulars want to teach, others want to learn. A Jedi consular has a deep connection to his mentor and the Jedi Order but often operates with only tangential contact with either master or order. &gAbilities: &wA Jedi consular should be gifted in all abilities, but Wisdom, Charisma, and Intelligence are the most important. Those who expect to fall back on their combat prowess should also have high Strength and Constitution score. &gHitpoints: &wJedi consulars gain 1-8 hitpoints per level. The character's Constitution applies. &wAlso see &rhelp consularprof&w for more information. ~ 0 'JEDI GUARDIAN'~ &gName: &wJedi Guardian &gClass Type: &bForce &wBased Class &gMax Level: &w20 &gDescription: &wForce-users trained in the Jedi tradition, Jedi guardians combine physical training with mastery of the Force. Jedi guardians concentrate on battle prowess, defense, lightsaber training, and physical activities. If Jedi consulars are the ambassadors of the Jedi Order, guardians are the defenders, protecting the Republic from all dangers. Few are strong enough in the Force and have the devotion to walk the Jedi's path, but those few are awarded with a powerful ally. They walk in a larger world than those who neither feel nor heed the Force. &gBackground: &wA Jedi guardian typically starts out as a Padawan learner attached to a Jedi Master. The Jedi guardian has a genuine desire to use the Force to help the people of the galaxy. A guardian has a deep connection to her mentor and the Jedi Order but often operates with only tangential contact with either master or order. &gAbilities: &wA Jedi guardian should be gifted in all abilities but Constitution and Strength are most important. Dexterity is also useful. Wisdom and Intelligence are the backbone of more important Force skills. &gHitpoints: &wJedi guardians gain 1-10 hitpoints per level. The character's Constitution applies. &wAlso see &rhelp guardianprof&w for more information. ~ 0 'JEDI INVESTIGATOR'~ &gName: &wJedi Investigator &gClass Type: &bForce &wPrestige Class &gMax Level: &w5 &gDescription: &wA Jedi investigator is a specially appointed representative of the Jedi Council charged with uncovering hidden threats to the galaxy. Threats worthy of a Jedi investigator's attention include darksiders, shady criminal syndicates preying on the innocent, corrupt officials conspiring against the &bRepublic&w or the Jedi Council. The Jedi investigator's duty is to root out these threats, discover their agendas, and disclose his findings to the Jedi Council so that the appropriate actions can be taken. In a way, the Jedi investigator brings darkness into the light. A Jedi investigator is a skilled insurgent, not above using guile, deception, and force to insinuate himself into a group or organization for the purpose of gathering information. Upon discovering a threat to the &bRepublic&w or the galaxy at large, a Jedi investigator might be called upon to neutralize the threat before widespread conflict erupts. This is much easier to accomplish from within, particularly when the Jedi investigator has no one to help him. When confronted by a criminal syndicate, a Jedi investigator might try to join the organization to learn more about its operations. When confronted by a cabal of dark side devotees, the Jedi investigator might try to lure them out of their lair and into the reach of a team of Jedi guardians. The Jedi Council keeps detailed records of known criminals &g(&wpirates, smugglers, and assassins mostly&g)&w and often uses Jedi investigators to spy on these individuals. A Jedi investigator might be called upon to capture dangerous criminals before they can strike again, although more often than not the Jedi Council hires or appoints others to assist the investigator in completing such missions. Often, a Jedi investigator operates in secret. Usually, only the Jedi Council &g(&wor perhaps a few members or even only one member&g)&w knows about the investigator's mission. Sometimes an investigator goes undercover to reveal a threat or even appears to leave the Jedi Order to perform a mission. &gRequirements: &wEnhance Senses 4, Gather Information 6, Search 3, See Force 4, Alter, Control, Force-Sensitive, Sense, Must Be Jedi &gHitpoints: &wJedi investigators gain 1-8 hitpoints per level. The character's Constitution applies. &wAlso see &rhelp investigatorprof&w for most information. ~ 1 'JEDI MASTER'~ &gName: &wJedi Master &gClass Type: &bForce &wPrestige Class &gMax Level: &w10 &gDescription: &wJedi Masters represent the pinnacle of the Jedi Order. They are Jedi who are both strong enough in the Force and patient enough in life to pass on their skills by teaching a new generation of Jedi. The journey from Padawan learner to Jedi Master usually takes decades, and many who start upon the path never reach its final destination. Becoming a Jedi Master requires patience, inner strength, wisdom, and a deep connection to and understanding of the Force. Further, a Jedi usually doesn't become a Jedi Master until he trains a student to completion. Jedi Masters are allowed only one Padawan at a time, and the training of a single Padawan can take years. The most respected Jedi Masters are invited by their peers &g(&wand, in some cases, their former masters&g)&w to join them on the Jedi Council. Those who join the council use their wisdom and influence to instruct others in the ways of the Force and preserve peace in the galaxy. The Jedi Council is also tasked with identifying Force-sensitive children across the galaxy and offering them instruction in the Jedi Order. These lessons are fiarly rudimentary &g-&w usually intended to teach a student "the basics" until he or she is old enough to receive formal training as a Padawan. &gRequirements: &wCharacter Level 7, See Force 6, Heal Self 6, Heal Other 6, Enhance Ability 6, Must Of Trained A Padawan &gHitpoints: &wJedi Masters gain 1-8 hitpoints per level. The character's Constitution applies. &wAlso see &rhelp masterprof&w for more information. ~ 1 JEDIS "JEDI KINGHT" JEDI~ . The Force is very rare in the Star Wars Univers, so to keep in reality, we have set it up so only 1 in around 50 characters acctually has the Force. If you are Force capable , you will find out by training the meditate skill at luck and after much practice you may become tunned to the Force. &R NOTE: Force is for 1 in 50 characters for a reason bugging IMM's to give you the force is not advised. Creating characters until you get the force is also frownd upon by everyone. &g See Also Help FRC. ~ 0 KELDOR~ &gName: &wKel Dor &gDescription: &wThe Kel Dor evolved on Dorin, a world with an atmosphere consisting mostly of helium and a gas that is unique to that world. Common atmospheres, such as those consisting mostly of oxygen, nitrogen, or carbon dioxide, are often deadly to Kel Dor; at their mildest, they cause severe irritation fo the Kel Dor's eyes and air passages. Conversely, Dorin's atmosphere is toxic to most beings and plant life that isn't native to the planet. When outside their dwellings on an alien world, Kel Dor must wear breath masks and protective eyewear. They can neither breathe nor see without these devices. Most Kel Dor breath masks include vocoders that amplify the wearer's speech; while their vocal cords function normally in their native atmosphere, Kel Dor must shout to produce sound in more typical environments. Their eyesight, however, is enhanced when they are away from Dorin. &gPersonality: &wThe Kel Dor are kind-hearted and even-tempered, and the average Kel Dor never ignores or refuses another being in need. At the same time, Kel Dor believe in quick, simple justice and aren't averse to taking the law into their own hands. &gPhysical Description: &wThe average Kel Dor stands between 1.4 and 2 meters tall, with males being taller and somewhat more sturdy of build than the females. Their skin ranges in color from peach to deep red. Most have black eyes, though a few are born with silver irises that some believe mark them as strong in the Force. &gHomeworld: &wDorin, an Outer Rim world with an atmosphere toxic to non-natives. &gSpecies Traits: &w+2 Dexterity, -2 Constitution, +2 Wisdom Medium-Sized Gas Breather &g- &wToxic Atmosphere Immunity & Weakness To Pure Atmospheres ~ 0 KLATOOINIAN~ &gName: &wKlatooinian &gDescription: &wKlatooinians are tall humanoids who hail from a harsh desert world in an isolated corner of Hutt Space. Traditionally, Klatooinians value stability and respect the wishes of those generations that went before them. This attitude has resulted in the Klatooinians serving the Hutts as willing slaves since before the foundation of the &bRepublic&w, due to an agreement made by their ancient forebearors. While the Klatooinians are aware of advanced technology and most are trained in the use of blaster weapons so they can effectively serve their Hutt masters as guards or combat troops, many of them prefer the simpler, low-tech lifestyle that is prevalent on their homeworld. It is far more common for a Klatooinian to wield a sword and slugthrower than with a vibroblade and blaster. &gPersonality: &wKlatooinians are best known for their fierce determination and loyalty. Although not terribly bright, they make stalwart companions and are not easily offended or discouraged. &gPhysical Description: &wKlatooinians have coarse skin that ranges from olive green to dark brown. They have flat, vaguely canine muzzles and ark eyes set beneath pronounced brows. As adults, they stand between 1.6 and 2 meters tall with no difference in height between males and females, although males are usually slightly heavier in build. &gHomeworld: &wKlatooine, a desert world located in the Outer Rim. &gSpecies Traits: &w+2 Constitution, -2 Intelligence Medium-Sized +2 Species Bonus On &rWill&w Saves. ~ 1 'KNIGHT DEFENSE'~ &GName: &w&WKnight Defense &GFeat Type: &CForce Feat &GRequirements: &w&WDexterity 13, Force-Sensitive, Control, Lightsaber Defense, Weapon Proficiency Lightsaber, Jedi Level 7 &GBenefit: &w&WWhen wielding a lightsaber, you gain a +2 dodge bonus to your AC. This bonus stacks with other dodge bonuses obtained through similiar feats. ~ 1 'KNIGHT MIND'~ &GName: &w&WKnight Mind &GFeat Type: &CForce Feat&w&W &GRequirements: &w&WWisdom 15, Force-Sensitive, Sense, Force Mind, Jedi Level 7 &GBenefit: &w&WSame as Force Mind, except the bonus increases to a +6. &GHit Point Cost: &w&W12 ~ 0 KUBAZ~ an alien race hailing from the planet Kubindi, the Kubaz have dark green skin, a prehensile trunk, and large eyes. Their eyes are sensitive to the red spectrum of light, and often wear large goggles when they are away from their homeworld. They tend to be clan-oriented, with each clan protecting its property from other rival clans. The intense solar flares from their planet's sun nearly destroyed the majority of food sources on the planet, and the Kubaz were forced to hunt insects as a staple diet. This led to the rival clans raiding each others' insect farms. They eventually discovered space travel, and eventually populated three of the 11 worlds orbiting the sun Ku'Bakai. This ability to move off-planet then introduced the Kubaz to their neighbors, the Verpine. Since the Verpine are an insectile race by nature, the space-faring Kubaz found that the Verpine were tasty, and began to hunt them as an additional food source. ~ 1 LAND~ Syntax : land Syntax : land <location> This command lands the ship at the specified location or diplays the available landing site. ~ 0 LANGUAGES LANGUAGE LEARN~ Syntax: languages Syntax: language learn <language name> Languages alone shows which languages you know, and "language learn <name>" will add to your percentage of language knowledge. To learn a language, a scholar who is knowledgable in that tongue must be present. If someone is speaking in a language, and you know it, you will understand what they are saying. However, to change the language in which you are speaking, you must change that manually. (See help on SPEAK). Also see help on TONGUES. ~ 31 LAST~ Syntax: last <character> Returns the last connected date of the victim. ~ 1 LASTNAME~ Syntax: Lastname <lastname> Sets your last name. Use lastname with no arguments to clear your last name. ~ 1 LAUNCH~ Syntax : launch Launchs the ship. ~ 31 LAYERS~ . &gLayers are currently available on the following wear locations: &GAbout, Arms, Body, Feet, Hands, Legs, Waist. &gLayers are set with a numeric value, or combination of values. The lower the value, the lower the layer, or thinner the item of clothing/armor is. Valid numeric values are: &G0, 1, 2, 4, 8, 16, 32, 64, 128. &gOr any combination of the above. A value of zero means no other items came be layered with this item. Items of clothing can be layered over one another as long as their layer values do not overlap. ie, if leather armor were set to a value of 56 (8, 16, and 32), it could not layer with, say, a set of heavy chain that is set to a value of 96 (32 and 64), as they overlap on the layer value of 32. See also OSET, AFFECTTYPES, WEARFLAGS, OBJECTFLAGS, OBJECTTYPES, ITEMVALUES, WEAPONTYPES, VARIABLES, ARMORCLASS, LAYERS2, and OMENU. ~ 31 LAYERS2~ . &gLayer Bit Vectors &G|1 | | |2|6|3|1 | | |8|4|2|6|8|4|2|1| Layer | Suggested Armor Type +-+-+-+-+-+-+-+-+-------+--------------------------------------------- |0 0 0 0 0 0 0 0| 0 | (Default - Nothing Layers) |0 0 0 0 0 0 0 1| 1 | silk shirt, light cloth tunic (Lowest Layer) |0 0 0 0 0 0 1 0| 2 | leather vest, heavy cloth |0 0 0 0 0 1 0 0| 4 | light chainmail, padded gambeson |0 0 0 0 0 1 1 0| 6 | padded chainmail |0 0 0 0 1 0 0 0| 8 | leather jacket, reinforced chainmail |0 0 0 0 1 1 0 0| 12 | platemail, similarly rigid armor |0 0 0 1 0 0 0 0| 16 | light cloak, loose robes |0 0 0 1 1 0 0 0| 24 | heavy fur cloak |0 0 0 1 0 0 0 0| 16 | light cloak, loose robes |0 0 0 1 1 0 0 0| 24 | heavy fur cloak |0 0 1 0 0 0 0 0| 32 | loose cloaks, surcoats |0 1 0 0 0 0 0 0| 64 | capes |1 0 0 0 0 0 0 0| 128 | magical effects (auras, clouds of dust, etc) |1 1 1 1 1 1 1 1| 255 | (Highest Layer - Nothing Layers) +-+-+-+-+-+-+-+-+-------+--------------------------------------------- &g* Thick or bulky items may need to occupy more than one layer. (example; padded chain covers 2 layers) * A "body" wear position will have more layers than other positions such as "arms", "hands", "legs", and "feet". (example for "hands"; silk gloves | leather gloves | chain gauntlets) See also OSET, AFFECTTYPES, WEARFLAGS, OBJECTFLAGS, OBJECTTYPES, ITEMVALUES, WEAPONTYPES, VARIABLES, ARMORCLASS, LAYERS, and OMENU. ~ 1 LEAVESHIP~ Syntax : leaveship Leaves the current ship (at hatch). ~ 36 LEVEL 1 FIRRERREO~ ~ 36 LEVEL 1 KUBAZ~ ~ 36 LEVEL 1 PK~ ~ 31 LEVERFLAGS SWITCHFLAGS BUTTONFLAGS PULLCHAINFLAGS DIALFLAGS~ FLAG NAME | BITVECTOR | DESCRIPTION ---------------------------------------------------------------------- UP | 1 | Trigger is UP UNLOCK | 2 | Trigger unlocks something LOCK | 4 | Trigger locks something D_NORTH | 8 | Affects the north exit D_SOUTH | 16 | Affects the south exit D_EAST | 32 | Affects the east exit D_WEST | 64 | Affects the west exit D_UP | 128 | Affects the exit up D_DOWN | 256 | Affects the exit down DOOR | 512 | Affects a door CONTAINER *| 1024 | Affects a container OPEN | 2048 | Opens something CLOSE | 4096 | Closes something PASSAGE | 8192 | Creates a passage OLOAD *| 16384 | Loads up an object MLOAD *| 32768 | Loads up a mobile TELEPORT | 65536 | Teleports the puller TELEPORTALL *| 131072 | Teleports everyone in the room TELEPORTPLUS *| 262144 | Teleports everything in the room DEATH *| 524288 | Causes instant death CAST *| 1048567 | Casts a power (sn in value1) FAKEBLADE *| 2097152 | Lever is a wax covered sword blade (OUCH) RAND4 | 4194304 | Randomizes the exits N, S, E, W RAND6 | 8388608 | Randomizes the exits N, S, E, W, U, D TRAPDOOR *| 16777216 | Opens a trap door, everthing falls down See OSET and ITEMVALUES. * = not yet implemented. ~ 0 LIGHT~ Syntax: light <pipe> This lights the herb in your pipe. Once lit, the herb will continue to burn until it burns itself out, is smoked out, or you tamp your pipe. See SMOKE, TAMP, FILL ~ 1 'LIGHT ARMOR'~ &GName: &w&WArmor Proficiency &G(&w&WLight&G)&w&W &GFeat Type: &w&WNon-Force Feat &GRequirements: &w&WNone &GBenefit: &w&WThis feat enables your character to wear light armor. ~ 1 'LIGHTNING REFLEXES'~ &GName: &w&WLightning Reflexes &GFeat Type: &w&WNon-Force Feat &GRequirements: &w&WNone &GBenefit: &w&WYou get a +2 synergy bonus on all Reflex saving throws. ~ 1 'LIGHTSABER DEFENSE'~ &GName: &w&WLightsaber Defense &GFeat Type: &CForce Feat&w&W &GRequirements: &w&WDexterity 13, Force-Sensitive, Control, Weapon Proficiency Lightsaber, Force Level 3 &GBenefit: &w&WWhen wielding a lightsaber, you gain a +2 dodge bonus. ~ 1 LIMBER~ Syntax : limber Increase your dexterity for a limited period. ~ 1 LINK~ &GName: &w&WLink &GFeat Type: &w&WNon-Force Feat &GRequirements: &w&WForce-Sensitive, Sense &GBenefit: &w&WYou get a +2 aptitude bonus on all Farseeing and Telepathy checks. ~ 31 LIQUIDTYPES~ Value | Liquid Type ------------------------------ 0 | water 1 | beer 2 | wine 3 | ale 4 | dark ale 5 | whiskey 6 | lemonade 7 | firebreather 8 | local specialty 9 | slime mold juice 10 | milk 11 | tea 12 | coffee 13 | salt water 14 | cola See OSET and ITEMVALUES. ~ 1 LISTEN~ &GName: &w&WListen &GSyntax: &w&WAutomatic &GSkill Type: &w&WNon-Force Skill &GDescription: &w&WUse this skill to hear approaching enemies, detect someone sneaking up on you from behind, or eavesdrop on a conversation. ~ 31 LITTERBUG~ Syntax: litterbug <player> Places/removes the litterbug flag, allowing/prohibiting a player from dropping any objects. ~ 31 LOADUP~ Syntax: loadup <player> LOADUP allows one to load up a player's character (playing or not), to do whatever needs be done to the character. (Modifying a flag, changing a password... etc). Use FORCE to make the character do your bidding. See FORCE. ~ 31 LOG SNOOP~ Syntax: log <character> Syntax: log all Syntax: snoop <character> LOG <character> causes all of a character's commands to be logged into the server's log file and to the log channel. Like FREEZE, it is a permanent character toggle that persists across reboots until removed. Certain commands (such as password) are protected against LOG. Conversely, certain commands (especially immortal commands) are always logged. LOG ALL logs all character and mob commands and actions to the server's log file, but does not send the output to the log channel. It is a server-wide toggle; it does not persist across reboots. SNOOP shows you a copy of all the input and output going to a character. The character must have an open channel. You may snoop more than one character at a time. The input from the player will be displayed with a header of the players name and a percentage sign (i.e. Mudder%) SNOOP yourself to cancel all outstanding snoops. ~ 1 'LOW PROFILE'~ &GName: &w&WLow Profile &GFeat Type: &w&WNon-Force Feat &GRequirements: &w&WNone &GBenefit: &w&WYou take a -2 penalty to your Reputation. ~ 0 'LOYAL PROTECTOR'~ &gName: &wLoyal Protector &gClass Type: &wNon-Force Prestige Class &gMax Level: &w10 &gDescription: &wWhen important public figures receive threats to their lives and well-being, it becomes their bodyguards' responsibility to make sure that no tragedy befalls them. Men and women trained in the art of protection can ensure the safety of their employers when others fail. Elite bodyguards such as loyal protectors are trained from an early age to put themselves between the person they protect and any danger, often at the cost of their own lives. These defenders are completely devoted to safeguarding their clients, no matter what it takes. Loyal protectors do more than simply ward off physical threats. They must be able to identify and deal with threats such as poisons in food, subtle traps, and a variety of other dangers. In addition, loyal protectors are well trained in the art of disguise. Rather than appear as conspicuous bodyguards, they often assume alternate identities, appearing as harmless suitors, innocuous servants, or even as the individuals they are trying to protect. &gRequirements: &wHitroll +4, Disguise 6 &gHitpoints: &wLoyal protectors gain 1-8 hitpoints per level. The character's Constitution applies. &wAlso see &rhelp protectorprof&w for more information. ~ 0 MAIL~ Syntax: mail list Syntax: mail read <number> Syntax: mail read all Syntax: mail write Syntax: mail subject <string> Syntax: mail to <to-list> Syntax: mail take <number> Syntax: mail show Syntax: mail post Syntax: mail remove <number> The mail command is very similar to the note command. To write mail, as in notes, you must have a blank note held in your hands, and a quill or pen in your inventory. Mail can only be addressed to real players, or 'all'. There is a charge for reading and taking mail. ~ 31 MAKE~ Syntax: make <object> For use by clan, Order or guild leaders only to make one of the three clan, Order or guild objects. See SETCLAN ~ 1 MAKEARMOR~ Syntax : makearmor <wear location> <armor name> This allows you to create armor for yourself and others using some material and a sewing kit(reuseable). The available locations are: Head, body, legs, feet, hands, arms, about, waist, and back. ~ 1 MAKEBINDERS~ Syntax: makebinder Allows an engineer to make binders for a bounty hunter. ~ 1 MAKEBLADE~ Syntax : makeblade <blade name> This allows you to make a vibro-blade using a toolkit(reuseable), some durasteel, a battery and an oven (reuseable). ~ 1 MAKEBLASTER~ Syntax : makeblaster <blaster name> This allows you to make a blaster using a toolkit(reuseable), some duraplast, a battery, an oven (reuseable), some circuitry and some sort of conductor. ~ 31 MAKEBOARD~ Syntax: makeboard <board filename> Example: makeboard newboard.brd Used to create a board file, which can then be defined using 'bset'. See BSET, BSTAT and BOARDS ~ 31 MAKECLAN~ Syntax: makeclan <clan name> Example: makeclan Retribution Used to create a new clan, Order or guild, which can then be defined using the 'setclan' command. Orders, guilds and clans are distinguished using the 'type' field in 'setclan'. See SETCLAN, SHOWCLAN ~ 1 MAKECOMLINK~ Syntax : makecomlink <comlink name> This allows you to make a comlink using a toolkit(reuseable), a battery, some circuitry and a crystal. ~ 36 MAKECONTAINER "MAKE CONTAINER"~ Syntax : Makecontainer (location) (name) Used to make containers that may be worn all over the body. The available locations are: head, legs, arms, hands, hold, holster1, holster2, back, and waist. Note : Different fabics are worn on different layers. ~ 1 MAKECONTAINER "MAKE CONTAINER"~ . Syntax : Makecontainer (location) (name) Used to make containers that mat be worn all over the body. Note : Different fabics are worn on different layers. ~ 31 MAKECOUNCIL MAKEGOVERNMENT MAKEGUILD~ This command is not implemented Syntax: makecouncil <council name> Example: makecouncil Newbie Council Used to create a new council, which can then de defined using 'setcouncil'. See SETCOUNCIL ~ 1 MAKEFLASHLIGHT~ Syntax : makeflashlight <light name> This allows you to make a light using a toolkit(reuseable), a battery, a lens, some circuitry and some chemicals. ~ 1 MAKEGOGGLES GOGGLES~ &wSyntax: makegoggles <magnifying/infrared> <name> &WInfrared goggles allow the user to see hidden beings or objects that would normally be unseen by the naked eye. Magnifying goggles allow the user to see greatly beyond his scanning capacity, adept goggles viewing up to ten rooms away. ~ 1 MAKEGRENADE~ Syntax : makegrenade <grenade name> This allows you to make a grenade suing a toolkit(reuseable), a drink container, a battery, some circuitry and some chemicals. ~ 1 MAKEJEWELRY~ Syntax : makejewelry <wear location> <name> This makes jewelry that can be sold for a profit from some precious metal. A toolkit and an oven are also needed. ~ 1 MAKELANDMINE~ Syntax : makelandmine <mine name> This makes a landmine using a toolkit(reuseable), a drink container, a battery, some circuitry and some chemicals. ~ 1 MAKELIGHTSABER "LIGHTSABER CRAFTING"~ Syntax : makelightsaber <name> Used be the force sensitive to make lightsabers. Note that up to three crystals can be used in production. If you have one-three in your inventory then they will ALL be used. ~ 1 MAKEMODULE~ Makemodule is a skill that allows you to make modules for ships, allowing you to later "installmodule" them and increase your ships capabilities. Remember, the higher your abilities in makemodule, the better the modules will be. ~ 1 MAKEPIKE~ Syntax: Makepike <pike name> This rather rudimentary engineering skill allows you to make a force pike using a toolkit, an oven, a battery, and some durasteel. ~ 31 MAKEPLANET~ Syntax : makeplanet <planet name> Creates a planet with stated name, don't forget to use setplanet to set the filename. ~ 31 MAKEREPAIR~ Syntax: makerepair <mobvnum> Automatically gives the mobile the ability to repair damaged equipment. Use 'repairset' to set the parameters by which the shop will function. See REPAIRSET, REPAIRSTAT, REPAIRSHOPS ~ 1 MAKESHIELD~ Syntax : makeshield <shield name> This makes an energy shield using a toolkit(reuseable), a battery, some circuitry, a conductor and a crytsal. ~ 31 MAKESHIP~ Syntax : makeship <filename> <ship name> This command makes a new ship info file, remember to make the areas that go with it! ~ 1 MAKESHIPBOMB~ Syntax: makeshipbomb <shipbomb name> This skill allows you to make a bomb for ships using a toolkit, a drink container(empty), a battery, 2 circuits, and 1-3 chemicals for strength. ~ 31 MAKESHOP~ Syntax: makeshop <mobile vnum> Creates a new shop and assigns it to a mobile. The levels of the items in the shop are picked randomly based on item type: -------------------------------------------- |Item Type | Level Range | -------------------------------------------- | default | 0 | | pill | 0 to 10 | | potion | 0 to 10 | | scroll | value[0] of the scroll object | | wand | 10 to 20 | | staff | 15 to 25 | | armor | 5 to 15 | | weapon | 5 to 15 | -------------------------------------------- See SHOPSTAT, SHOPSET, SHOPS and SHOPVALUES ~ 1 MAKESPICE~ Syntax : makespice <item to use> This makes spice from unrefined spice. ~ 31 MAKESTARSYSTEM~ Syntax : makestarsystem <system name> Creates a starsystem using that name, remember to then use setstarsystem to set the system's filename or the system won't save. ~ 31 MAKEWIZLIST~ Syntax: makewizlist Used to generate a new wizlist during game operation (a new wizlist is automatically created at each reboot). A character recently immortalized may need to 'save' first if they don't show up on the newly created wizlist. ~ 1 MALEVOLENT~ &GName: &w&WMalevolent &GFeat Type: &CForce Feat&w&W &GRequirements: &w&WForce-Sensitive, Sense, Alter &GBenefit: &w&WYou get a +2 aptitude bonus on all Feat and Force Grip checks. ~ 0 'MARTIAL ARTS MASTER'~ &gName: &wMartial Arts Master &gClass Type: &wNon-Force Prestige Class &gMax Level: &w10 &gDescription: &wMartial arts masters devote themselves not only to perfecting a single style of fighting, but also to expanding their knowledge to encompass several martial arts forms. They learn not only the individual techniques but also the philosophy and history behind the styles. They can switch styles quickly in the middle of combat and can improvise new styles by seamlessly combining elements of several forms into one. Some masters are so skilled at their chosen styles that they can execute the moves as second nature, making them among the fastest combatants alive. True masters hone their reflexes to such an extent that they can execute practiced motions almost by instinct. Martial arts masters are among the most deadly warriors in the galaxy. They are blindingly fast and need no weapons beyond their own hands, feet, tentacles, hooves, or whatever. &gRequirements: &wHitroll +8, Advanced Martial Arts, Martial Arts, Improved Martial Arts, Tumble 15, Darkpoints 0, Dexterity 18 &gHitpoints: &wMartial arts masters gain 1-8 hitpoints per level. The character's Constitution applies. &wAlso see &rhelp martialartsprof&w for more information. ~ 1 'MARTIAL ARTS'~ &GName: &w&WMartial Arts &GFeat Type: &w&WNon-Force Feat &GRequirements: &w&WNone &GBenefit: &w&WA Medium-size character deals 1d4 points of damage on an unarmed strike. Strength modifiers apply. Also you threaten a critical hit on a natural 20 when making an unarmed attack. Small characters deal 1d3 points of damage and Large characters deal 1d6 points of damage with an unarmed strike and this feat. ~ 1 MASK~ Syntax : feel mask Masks User for a limited period. ~ 1 'MASTER DEFENSE'~ &GName: &w&WMaster Defense &GFeat Type: &CForce Feat &GRequirements: &w&WDexterity 13, Force-Sensitive, Control, Weapon Proficiency Lightsaber, Lightsaber Defense, Jedi Level 11 &GBenefit: &w&WWhen wielding a lightsaber, you gain a +2 dodge bonus to AC. ~ 1 'MASTER MIND'~ &GName: &w&WMaster Mind &GSyntax: &w&WForcemind <victim> <ability> &GFeat Type: &CForce Feat&w&W &GRequirements: &w&WWisdom 15, Force-Sensitive, Sense, Force Mind, Jedi Level 11 &GBenefit: &w&WSame as Force Mind except that the bonus increases to +8. &GHit Point Cost: &w&W16 ~ 31 MCREATE OCREATE~ Syntax: mcreate <vnum> <keywords> Syntax: ocreate <vnum> <keywords> Create and new mobile / object. A prototype monster or object will be created with the selected vnum, and set up with the plainest of default values. A material image of the magical prototype will appear before you, for you to futher modify with MSET or OSET. See MSET or OSET. ~ 1 'ME I'M A MORON'~ We all know this, but put up with you anyways! ~ 1 MEDITATE~ &GName: &w&WMeditate &GSyntax: &w&WMeditate &GBenefit: &w&WMeditating allows Non-Dark Force-Users to clense themselves of the Dark Side of the Force. Each tick spent meditating in this way lowers the number of Dark Side Points a character possesses by one, at the cost of one Force Point. Only one Dark Side Point may be lost in this way per tick. Once a character is given over to the Dark Side, she loses this ability. Dark Side characters may only become Light through role play at the descretion of an Immortal. Also see &rHelp Darkpoints&w&W, &rHelp Forcepoints&w&W for more information ~ 1 'MEDIUM ARMOR'~ &GName: &w&WArmor Proficiency &G(&w&WMedium&G)&w&W &GFeat Type: &w&WNon-Force Feat &GRequirements: &w&WArmor Proficiency &G(&w&WLight&G)&w&W &GBenefit: &w&WThis feat enables your character to wear medium armor. ~ 31 MEM MEMORY~ Syntax: memory Reports the current counts of objects, mobiles, rooms, etc... Affects (# of affects) Areas (# of areas loaded) ExtDes (# of exdescs) Exits (# of exits) Helps (# of help files) Resets (# of resets) IdxMobs (# of unique mob indexes) Mobs (# of mobs in game total) IdxObjs (# of unique obj indexes) Objs (unique items) (total items) Rooms (# of rooms in the game) VRooms (# of virtual rooms present) Shops (# of shops defined) RepShps (# of repair shops defined) CurOq's (Not used) CurCq's (Not used) Players (Current # link-live players) Maxplrs (max players this reboot) MaxEver (Max # of players ever) Topsn (top sn used) (top sn open) MaxEver time recorded at: (date and time max users was reached) ~ 31 MENU~ The menu commands are no longer in operation. ~ -1 MERC FUREY KHAN HATCHET~ Originally based on the Merc 2.1 code which was created by Furey, Hatchet, and Kahn. This original code base is available as Merc_21.tar.gz via FTP from: ftp.tcp.com, ftp.math.okstate.edu and game.org. E-mail to 'merc-request@kpc.com' to join the merc mailing list. Merc would like to thank ... ... Diku Mud for their code base. ... The Free Software Foundation and DJ Delorie for kick-ass tools. ... Copper Mud and Alfa Mud for releasing their code and worlds. ... Aod of Generic for ... well, everything. You're a hoopy frood, Aod. ... Alander for many ideas and contributions. ... John Brothers of Silly for permission to use Silly code and worlds. ... Zrin for administering the mailing list. ... Abaddon for proofreading our comm.c. ... Hind, Quin, Vic, Diavolo, Oleg, Trienne, and others for porting help. ... Diavolo, Grodyn, Morgenes, and others for code and bug fixes. ... Raff, Doctor, VampLestat, Nirrad, Tyrst, PinkF, Chris, Glop for worlds. ... the players and imps of Mud Dome, Final Mud, Mud Lite, Vego Mud, Rivers of Mud, Ruhr Mud, and Mystic Realms for bug reports, ideas, new code, and hours of enjoyment. Share and enjoy. ~ 1 METTLE~ &GName: &w&WMettle &GFeat Type: &CForce Feat&w&W &GRequirements: &w&WForce-Sensitive, Control &GBenefit: &w&WYou get a +2 aptitude on all Battlemind and Force Defense checks. ~ 31 MFIND OFIND~ Syntax: mfind <name> Syntax: ofind <name> MFIND finds all mobile types with a particular name. OFIND finds all object types with a particular name. ~ 1 'MIDSHIP OPERATIONS'~ &GName: &w&WMidship Operations &GFeat Type: &w&WNon-Force Feat &GRequirements: &w&WPilot 2 ranks &GBenefit: &w&WYou can pilot Midship class space ships. ~ 1 'MIND TRICK'~ &GName: &w&WMind Trick &GFeat Type: &CForce Feat&w&W &GRequirements: &w&WForce-Sensitive, Alter &GBenefit: &w&WYou get a +2 aptitude bonus on all Affect Mind and Illusion checks. ~ 1 MINE~ Syntax : mine <object> Allows you to place a landmine using a shovel. ~ 31 MINVOKE OINVOKE~ Syntax: minvoke <vnum> minvoke <keyword of mob> Syntax: oinvoke <vnum> oinvoke <keyword of obj> oinvoke <vnum/keyword of obj> <level> MINVOKE invokes an instance of the mobile specified. OINVOKE invokes an copy of the object specified. It accepts an optional parameter for the level of the object to be invoked. ~ 0 MIRALUKA~ &gName: &wMiraluka &gDescription: &wTo all outward appearances, Miraluka appear Human. Their speech could be of any region from Coruscant to the Outer Rim. Only one aspect distinguishes them from Humans: All Miraluka are born without eyes. Although they are not entirely concerned with appearing Human, they prefer not to draw attention to themselves when traveling. Millennia of evolution robbed the Miraluka of sight but granted them the ability to "see" through the Force. Rarely is an entire species sensitive to the ebb and flow of the Force, but Miraluka are clearly the exception. The Miraluka species epitomizes the pure power of the Force. Not surprisingly, many Miraluka have been drawn to the teachings and traditions of the &bJedi Order&w. &gPersonality: &wMiraluka have no interest in personal gain or glory. They are thoughtful, pensive, and deliberate. Once they commit to a plan or course of action, they are rarely moved to change their mind. &gPhysical Description: &wMiraluka average 1.8 meters tall. In almost every resepct, they look like Humans except they have nearly featureless eye sockets. They tend to cover their eyeless visages with decorative cloth. &gHomeworld: &wAlpheridies, a planet in the Abron system, which lies on the spinward edge of the Expansion Region. &gSpecies Traits: &w-2 Dexterity, +2 Intelligence Medium-Sized Force Sight &g- &wCannot Be Blinded Bonus Feat Of &rForce-Sensitive&w During Character Generation ~ 31 MLIST~ Syntax: mlist : mlist <first mob> : mlist <first mob> <last mob> This command will list all of the prototype mobs in your area, when used with no arguments. When used with a single argument it will list all mobs including and after the argument, and when used with two arguments, it will list all mobs including and between the two. ~ 31 MMENU~ The menu commands are no longer in operation. ~ -1 MOBPROG MOBPROGRAMS OBJPROG ROOMPROG MUDPROG~ . The MOBprograms have been contributed by N'Atas-ha. Haus hacked together room && obj programs 'cause he got sick of failing to add lever bitvectors, and cause he thought Carnage was a Trancendentally Cool Mud. ~ 31 MOBTRIGGERS MUDTRIGGERS MPTRIGGERS~ Trigger Optnl Triggering Variable Explanation ------- ----- ------------------- ----------- Act {p} <keyword / phrase> [emotes, socials, actions, bamfs] Speech {p} <keyword / phrase> [says or tells from same room as mob] Rand <percentage> [randomly triggered based on percentile] Fight <percentage> [random, within a fight, based on percentile] Hitprcnt <percentage> [percent is % of mob's max H.P.] Greet <percentage> [entry that mob can see, by mob/player] Allgreet <percentage> [entry by a mob/player, regardless if seen] Entry <percentage> [when the mob itself enters a room] Bribe <amount of gold> [when a player gives the mob money] Death <percentage> [when the mob dies] Script {hour} [loops a line at a time. Hour triggers start] Time <hour> [script prog, runs once on hour specified] Hour <hour> [loops as Script for an hour from start hour] *NOTE* {hour}/<hour> is in military time. ie, 15 hours is 3p.m. mud time. *NOTE* The mpcommand MPDONOTHING currently only works in Script progs, NOT in Time or Hour progs. For mobs, see also: MPSTAT, MPEDIT, TRIGGER, MPCOMMANDS, IFCHECKS, VARIABLES. ~ 0 MON CALAMARI CALAMARIS "MON CALAMARI" "MON CALAMARIAN"~ &gName: &wMon Calamari &gDescription: &wThe Mon Calamari are land-dwellers who share their Outer Rim homeworld with the Quarren. They tend to be soft-spoken but vigorously defend causes that inspire them. Mon Calamari believe sentient beings should struggle to make order out of chaos, while attending to the greater good whenever possible. Their ancestors have been explorers from the species' earliest recorded history. They always dreamed of traveling to the stars. When they finally achieved their dream, they were delighted to find they weren't alone in the galaxy. Mon Calamari are widely recognized for their keen analytical and organizational abilities. The Mon Calamari have developed a reputation as being among the foremost ship designers in the galaxy. &gPersonality: &wThe Mon Calamari embody idealism and daring, often attaching themselves to causes that seem hopeless or lost right from the start. They are creative and inquisitive, concealing great spirit and enthusiasm behind a quiet, orderly exterior. &gPhysical Description: &wAdult Mon Calamari stand between 1.3 and 1.8 meters tall. They smell of salt and the sea, with high-domed heads, large eyes, and smooth, mottled skin. &gHomeworld: &wThe watery, technological planet of Mon Calamari in the Outer Rim. &gSpecies Traits: &w-2 Constitution, +2 Intelligence Medium-Sized Cannot Drown +4 Species Bonus On &rSwim&w Checks +4 Species Bonus On &rCraft Droid&w Checks ~ 1 MORON~ . If your reading this you've obviously done something Moronic. So next time take the time to look at things , read room descriptions or read the helps before bugging an Immortal or screaming over OOC. ~ -1 MOTD~ Use 'hedit motd' to write your own message of the day. ~ 31 MOTDS~ The motds are 'messages of the day', and there are several: New characters will see the 'nmotd', containing info relevant only to new characters (level 1). Leveling characters (2 through 49) will see the 'motd', containing information relevant to those who are still playing to level. Avatars (level 50) will see the 'amotd', containing information relevant to avatar characters. Immortals (level 51 and higher) will see the 'imotd', containing information specifically relevant to all immortals. Any of the motds may be seen with 'help <name of motd>' ... for example: 'help nmotd' The motds are edited with hedit and saved with hset like all helpfiles. ~ 0 MOUNT DISMOUNT~ Syntax: mount <mob> Syntax: dismount Mount is a skill, which allows you to mount certain mobs. Being mounted on a mob cuts down on movement points that are used whenever you move. New water sectors allow a person mounted to traverse them without damage from drowning. If you are in an area where your movement points begin to drop suddenly and/or you begin to lose hps <hitpoints> quickly, you should try to mount immediately. ~ 1 MOVE~ This discusses the process of moving your character from one place in the game to another. The common movements are north, east, south, west, up down, northeast, southeast, southwest, and northwest. You may also move in these directions by the use of n, e, s, w, u, d, ne, se, sw, and nw. If you need to pass through a door, at times they require being unlocked and opened. To unlock a door, you type UNLOCK <direction or door name>. To open a door, you type OPEN <direction or door name>. At times, you may run out of movement points or require healing. To allow for faster recovery, you may SIT, REST, or SLEEP. When are finished with your recovery, and wish to continue adventuring, type WAKE or STAND. ~ 1 'MOVE OBJECT' MOVEOBJECT~ &GName: &w&WMove Object &GSyntax: &w&WMoveobject <object> <victim> &GSkill Type: &CForce Skill&w&W &GDescription: &w&WYou can move objects using the Force. You may move an object that has yet to be claimed by anyone or you may pull an object from another player's inventory. If the object is a wielded weapon, the opponent gets a strength check to hold on. &GHit Point Cost: &w&W4 ~ 1 'MOVE SILENTLY' MOVESILENTLY~ &GName: &w&WMove Silently &GSyntax: &w&WSneak &GSkill Type: &w&WNon-Force Skill &GDescription: &w&WYou can use this skill to sneak up behind an enemy or slink away without being noticed. ~ 1 MOVEMENT~ This discusses the process of moving your character from one place in the game to another. The common movements are north, east, south, west, up down, northeast, southeast, southwest, and northwest. You may also move in these directions by the use of n, e, s, w, u, d, ne, se, sw, and nw. If you need to pass through a door, at times they require being unlocked and opened. To unlock a door, you type UNLOCK <direction or door name>. To open a door, you type OPEN <direction or door name>. At times, you may run out of movement points or require healing. To allow for faster recovery, you may SIT, REST, or SLEEP. When are finished with your recovery, and wish to continue adventuring, type WAKE or STAND. ~ 31 MPADVANCE~ Syntax: MPADVANCE <name> <level> Advances the level of a player (not functional in prototype programs). ~ 31 MPAPPLY MPAPPLYB~ Syntax: mpapply <victim> Syntax: mpapplyb <victim> These commands are used in the pre-auth area to signal a new character's authorization status. When a character first enters the game, it will be targeted by an 'mpapply <victim>' which will inform the immortals that the character is waiting for authorization. Once the character is authorized, a mob will attempt to 'mapplyb <victim>' the character, and the character will be sent into the actual game. ~ 31 MPASOUND~ Syntax: MPASOUND <phrase> Displays a phrase to all surrounding rooms. ~ 31 MPAT~ Syntax: MPAT <vnum> <command> Lets the mobile perform a command at another location. ~ 31 MPCOMMANDS RPCOMMANDS OPCOMMANDS~ The following commands can be used for Room, Mob and Object progs. The commands listed at the bottom are for mob progs only. A ** indicates command under development. Each command also has its own help file. Type HELP <COMMAND>. MPCOMMAND PARAMETERS MPCOMMAND PARAMETERS -------------- -------------------- ------------- -------------------- MPASOUND <phrase> MPJUNK <name/var> MPECHOAROUND <name/var> <phrase> MPECHOAT <name/var> <phrase> MPECHO <phrase> MPMLOAD <mob vnum> MPOLOAD <object vnum> MPPURGE <object/mobile name> MPADVANCE <player name> <level> MPTRANSFER <name/all> MPFORCE <name/all> <actions> MPSLAY <victim> MPDREAM <name> <phrase> MPDAMAGE <name> <#hps> MPCLOSEPASSAGE <room> <direction> MPOPENPASSAGE <origin> <dest> <dir> ** MPPRACTICE <victim> (skill|power) (max_percent) Mobs only: MPKILL <name> MPGOTO <vnum> MPAT <vnum> <command> See also: MPSTAT, RPSTAT, OPSTAT, MPEDIT, RPEDIT, OPEDIT, TRIGGER, MPTRIGGERS, RPTRIGGERS, OPTRIGGERS, IFCHECKS, VARIABLES. ~ 31 MPDAMAGE~ Syntax: mpdamage <victim> <amount> This command inflicts a specified amount of damage on the victim. This damage will be affected by sanctuary, but is not affected by protect, saving throws or resists. A mob should _never_ mpdamage itself, at risk of crashing. ~ 31 MPDEPOSIT MPWITHDRAW~ Syntax: mpdeposit <amount> Syntax: mpwithdraw <amount> This command orders the mobile to deposit or withdraw a specified number of gold coins from an area. These can be used in conjunction with mpat to tell the mob which area to withdraw/deposit money in. Example: mpat 21000 mpwithdraw 5000000 This would cause the mob to withdraw 5 million coins from the new Darkhaven area, as that is the area vnum 21000 is in. If no mpat is used, the mob will withdraw or deposit the gold from the area in which it is located at the time. ~ 31 MPDREAM~ Syntax: MPDREAM <name> <phrase> Sends a message to a sleeping character. ~ 31 MPECHO~ Syntax: MPECHO <phrase> Displays a phrase to the entire room. ~ 31 MPECHOAROUND~ Syntax: MPECHOAROUND <name> <phrase> Displays a phrase to all in the room except victim. The abbreviation "mer" may be used for mpechoaround. ~ 31 MPECHOAT~ Syntax: MPECHOAT <name> <phrase> Displays a phrase to only the victim. The abbreviation "mea" may be used for mpechoat. ~ 31 MPEDIT~ Syntax: mpedit <mobile> <command> [number] [program] [arguments] Syntax: mpedit <mobile> add <program> <arguments> Syntax: mpedit <mobile> insert <number> <program> <arguments> Syntax: mpedit <mobile> edit <number> [program] [arguments] Syntax: mpedit <mobile> delete <number> Syntax: mpedit <mobile> list Add, insert and edit will put you into the line editor to edit your program. The arguments consist of a trigger, plus any arguments associated with that trigger. For complete infomation, reference the mob program documentation available via FTP on realms.game.org: (building.tar.gz/building.tar.Z/building.zip ) See MPSTAT, TRIGGER, MPTRIGGERS, MPCOMMANDS, IFCHECKS, IFCHECKS2, VARIABLES ~ 31 MPFORCE~ Syntax: MPFORCE <name/all> Forces a player/mob to do a command (non-functional on immortals, all will only force all in room). ~ 31 MPGAIN~ Intended use is unknown. ~ 31 MPGOTO~ Syntax: MPGOTO <vnum> Goes to any room which is not private. ~ 31 MPINVIS~ Syntax: mpinvis Syntax: mpinvis <level> This command controls a mob's ability to use a modified form of wizinvis. Use 'mpinvis' alone to toggle the invisibility. Use 'mpinvis <level>' to set the level at which the mob will be invis. Mortals under the mobinvis level of the mob will be unable to see the mob when it goes mobinvis; they cannot see it with any power, it will be completely invisible to them. Be warned, however, that its programs will still function as normal, the mortal will simply see a 'someone' if it performs an action or an echo that they see, just as if a wizinvis immortal performed the action. Also be warned that at the present time, area attacks _will_ hit a mobinvis creature even if it is invisible. ~ 31 MPJUNK~ Syntax: MPJUNK <name> Destroys an object in inventory/being worn - can be used with all.object . ~ 31 MPKILL~ Syntax: MPKILL <name> Kills a player without using murder. ~ 31 MPMLOAD MPOLOAD~ Syntax: MPMLOAD <vnum> MPOLOAD <vnum> [<level> timer] Loads a mob or object. ~ 31 MPNOTHING~ Syntax : mpnothing This smiply does nothing, apparently used for scripts. ~ 31 MPOPENPASSAGE MPCLOSEPASSAGE~ Syntax: MPOPENPASSAGE <origin> <destination> <direction> Opens a passage to a room (does not affect pre-existing doors) Syntax: MPCLOSEPASSAGE <room> <direction> Closes a passage to a room (does not affect pre-existing doors that were not created with mpopenpassage) ~ 31 MPPKSET~ Syntax: mppkset <victim> yes/no This command tells the mob to set the victim to either deadly or non-deadly status. Mppkset yes will set the victim to deadly status. Mppkset no will set the victim to non-deadly status. ~ 31 MPPRACTICE~ Syntax: mppractice <victim> <skill/power/language> <amount> This command will set the victim's percentage of proficiency in the specified skill/power/language to the specified amount. It cannot train a character in a skill/power/language the character does not have as a part of its class and that it does not already have as a result of its level. In other words, it canot train a warrior in fireball, or a level 1 thief in gouge. ~ 31 MPPURGE~ Syntax: MPPURGE <object/mobile> Purges the room, or a specified object/mobile. ~ 31 MPRESTORE~ Syntax: mprestore <victim> <amount> This command restores a specified number of hitpoints to the victim. ~ 31 MPSLAY~ Syntax: mpslay <victim> This command orders the mob to slay the victim in cold blood; the victim gets no saving throw. ~ 31 MPSTAT~ Syntax: mpstat <mob/mobvnum> Mpstat will display all of the mobprograms that have been written for the specified mob. If an instance of that mob exists in the game, it can be accessed with its vnum. See MPEDIT, TRIGGER, MPTRIGGERS, MPCOMMANDS, IFCHECKS, IFCHECKS2, VARIABLES ~ 31 MPTRANSFER~ Syntax: MPTRANSFER <name/all> Transfers one or all in the room to a specified location. ~ 31 MRANGE ORANGE~ These functions, when complete, will function similarly to 'rat', but will be used to manipulate ranges of mobiles and objects instead of rooms. ~ 31 MSET RSET~ Syntax: mset <character> <field> <value> Syntax: rset <location> <field> <value> MSET and RSET set the properties of mobiles and rooms respectively. RSET has been replaced with REDIT, which allows you to change every part of a room. MSET: See ACTFLAGS, SPECFUNCS, SAVINGTHROWS, RIS, NPC_RACES, ATTACKS, DEFENSES and MSTAT. If a mobile has the PROTOTYPE flag, modifying an instance of the mobile will also modify the index mobile, which all other instances of the mobile are based on. See MCREATE and REDIT. For objects see OSET. ~ 31 MSTAT OSTAT RSTAT~ Syntax: mstat <character/mob or mobvnum> Syntax: ostat <object/object vnum> Syntax: rstat Syntax: rstat <location> MSTAT shows you statistics on a character or mobile. If a copy of the mobile is present in the game, you can access it using its vnum. OSTAT shows you statistics on an object. If a copy of the object is present in the game, you can acces it using its vnum. RSTAT shows you statistics on a location. The location may be specified as a roomvnum, as the name of a mobile, or as the name of an object. Rstat with no argument returns the statistics on your present room. See MSET OSET and REDIT ~ 1 MULTIPLAYER MULTIPLAYING MULTI MULTIPLAY~ . Multiplay is defined as having more than one character on at a time. We do not allow this. This also extends to sharing things amongst characters, which is forbidden as well. Punishment for this is severe! ~ 31 MUSE~ Syntax: muse <message> Allows you to use the 'muse' channel, which functions the same as all other channels and can only be seen by those of high enough level. The level for access to muse can be controlled with 'cset'. See CSET ~ 0 MUUN~ &gName: &wMuun &gDescription: &wMuunilinst, The Muun homeworld, has been the financial center of the galaxy for millennia. When the &bRepublic&w realized a need for a standard currency, the Muuns were a natural choice to spearhead its distribution and handling. Muunilinst is well defended and easily reached by &bRepublic&w warships. The Muuns, for the most part, take their responsibility in stride. &gPersonality: &wMuuns are generally greedy both in business and personal life. They rarely overextend themselves, preferring calculated risks over rash actions. They are extraordinarily adept at mathematics, able to calculate statistics, odds, and intricate formulas quickly and with little effort. &gPhysical Description: &wThe average Muun stands about 1.9 meters tall and has an elongated, almost featureless head and rail-thin body. &gHomeworld: &wMuunilinst is a temperate Outer Rim planet. A series of orbital defense platforms protect the planet from attack. Muunilinst guards an undisclosed cache of precious metals &g(&wcontained within secretly located vaults&g)&w used to back the Republic Credit. &gSpecies Traits: &w-2 Strength, +4 Intelligence Medium-Sized +4 Species Bonus On &rDiplomacy&w Checks ~ 0 'MYSTIC AGENT'~ &gName: &wMystic Agent &gClass Type: &bForce &wPrestige Class &gMax Level: &w10 &gDescription: &wThe mystic agent is strong in the Force and masters the arts of stealth and subterfuge. She's the one a crime lord turns to when he wants to steal an artifact from the vaults of the Jedi Temple on Coruscant. She's the one hired to retrieve a &bRepublic's&w senator's kidnapped daughter from a pirate fortress. Selling her expertise as a stealthy spy, swift courier, and silent assassin, the mystic agent is the consummate master of espionage. She handles missions involving infiltration, extraction, seduction, obfuscation, and assassination. A mystic agent typically works alone, although she relies on a web of contacts to get her into and out of dangerous locations. She serves a variety of clients, from galactic corporations and planetary governors to wealthy art dealers and crime syndicates, all the while keeping her true alliances veiled. Some mystic agents are interested only in credits, while others find a cause worthy of their loyalty. Even then, some organizations and individuals hesitate to call on the services of a mystic agent for fear of being doubled-crossed. &gRequirements: &wHitroll +3, Battlemind 4, Hide 7, Force-Sensitive, Alter, Control &gHitpoints: &wA mystic agent gains 1-6 hitpoints per level. The character's Constitution applies. &wAlso see &rhelp mysticprof&w for more information. ~ -1 M_ADVHERO_~ Well done! ~ -1 M_BALZHUR_~ Suddenly out of nowhere, a hideous beast appears, bringing with it the horrible smell of brimstone, death and decay! The demon gives you the most evil and spine tingling sneer that makes you fall to your knees, and release your bladder... The next second, the immense mass of slimey muscle and claws is all over you ...shredding you to a bloody mess! Mercifully, everything goes black as it moves its widening maw towards your head... ~ -1 M_GODLVL10_~ You are all powerful! ~ -1 M_GODLVL1_~ ...Everything begins to fade to black. You feel yourself leaving your body... rising up into the air, you feel indeed much more free than you have ever felt before... You float high into the heavens... a vortex of ever-changing curved beams of colored light swirling around you faster and faster... Your soul is bursting with emotions you can barely conceive... You feel a burning inside... both cold and hot... a tingle of electricity grows into a powerful buzzing surge jolting through every inch of your body. A strange chorus of voices begins to sing indecipherable and long forgotten words... the singing grows louder and louder... a million voices as one. You feel yourself losing touch with reality... and all goes quiet. ~ -1 M_GODLVL2_~ ...You begin to feel light-headed. Your hands begin to tingle softly... The feeling quickly grows into a strange radiating pulse of energy! The tingle rises up your arms and into your head, filing your mind with visions of worlds of wonder, far off places, great towers, vast mountains, oceans, seas, lush valleys, dark caverns and twisted passages... You sense a feeling of wonderous potential and power in your hands... Enough power to build and create these visions for yourself! You feel much more powerful, eager and inspired! ~ -1 M_GODLVL3_~ ...You feel slightly faint as your head begins to spin. Your hands begin to tingle once more... A vortex of energy starts to swirl throughout your hands, going faster and faster... becoming almost painful! Beams of light break through your skin, one at a time, then more and more until the light is almost to bright to bear... As your squint your eyes, you perceive a vision of great beasts of wonder, dangerous and unnatural fiends, pixies, faeries, tribes and clans, peoples of all kinds, ancient forgotten artifacts, weapons of vast untapped powers, crystal balls, magick rings, staves, wands, rods, arcane tomes of untold secrets... your mind is bursting with inspiration... You sense a new, reborn feeling of unlimited potential and power... In your hands the power to build and create these visions for yourself! The bright light from your hands fades away... but strange faint glow remains always. ~ -1 M_GODLVL4_~ You suddenly feel much more powerful! ~ -1 M_GODLVL5_~ You suddenly feel much more powerful! ~ -1 M_GODLVL6_~ You suddenly feel much more powerful! ~ -1 M_GODLVL7_~ You suddenly feel much more powerful! ~ -1 M_GODLVL8_~ You suddenly feel much more powerful! ~ -1 M_GODLVL9_~ You suddenly feel much more powerful! ~ 1 NAMES NAMING NAME~ . &W-&R=&W-&R=&W-&R=&W-&R=&W-&R=&W-&R=&W-&R=&W-&R=&W-&R=&W[ &BNaming Rules &W]&R=&W-&R=&W-&R=&W-&R=&W-&R=&W-&R=&W-&R=&W-&R=&W-&R=&W- &w&W1&R)&W No two-word names, such as "KnightKiller" or "DeathStalker" &w&W2&R)&W Original names are encouraged. "Tamin" and "Kortel" are two examples. &w&W3&R)&W Names from Movies or Books (especially star wars) are prohibited. If they are pretty unknown and non-star wars, they may be accepted. &w&W4&R)&W No nouns or verbs as names, such as "Blade" or "Slice" If you are curious about a name, do not hesitate to ask. ~ 1 NAVIGATION~ . Navigation is the skill that allows you to pilot a ship succesfully It is an automatic skill. See also Help coordinates. help hyperspace , help course ~ 1 NEW NEWBIE START BEGIN~ Unfortunately alot of the help files aren't done yet... If you get stuck on anything use the newbie channel and hopefully someone will be able to help you :) Here are some commands in SWReality that you might not find on most muds ammo, board, leaveship, newbiechat, hail, reclass, pluogus, clone Here are a list of newbie friendly areas by planet: Coruscant: Mountain School of Self Defence Adari: Newbie Zone Pluogus: Holochambers Tatooine: Womp Rat Caves To the east of manari spaceport on coruscant is a building that conatins several "job obertunities" some of which might be ok for newbies as well. &R See also , Help Multi, Help Death, Help IC, Help Jedi &g ~ 1 NEWBIECHAT~ Syntax : newbiechat <message> This channel can be used to ask questions about the MUD until you reach level 6. ~ 31 NEWBIESET~ Syntax: newbieset <character> NEWBIESET puts the default (i.e. Darkhaven Academy) equipment into the character's inventory. Recipient must be level 5 or lower. ~ 31 NEWCLAN~ Immortals should use the MAKECLAN command. See MAKECLAN. ~ 1 NEWCLAN~ Syntax : unknown This command is not currently available to mortals. ~ -1 NEWS~ Listing of recent news ~ 31 NEWZONES~ Syntax: newzones [low] [high] Lists the vnum range for rooms/mobs/objects in prototype areas that have been loaded. ~ 1 NIMBLE~ &GName: &w&WNimble &GFeat Type: &w&WNon-Force Feat &GRequirements: &w&WNone &GBenefit: &w&WYou get a +2 aptitude bonus on all Escape Artist and Sleight Of Hand checks. ~ -1 NMOTD~ Welcome to SWReality. There is a help file to help you get started. Type "help newbie" to view it. You also need to read the "help rules" file for obvious reasons. If you notice that people are speaking gibberish thats probably because you don't speak their language. ig. most humans don't understand wookie. You'll have to learn other ways to communicate until you are able to learn other languages ... see "help speak" for more info Have fun .... :) NOTE: We are still a very young mud and alot that maybe should be finished isn't... please bear with us as we experience some of these early growing pains. &R Note: We just did a player wipe and ship wipe, so you will need to create a new character, even if you've previously had one here.&w ~ 0 NOBLE~ &gName: &wNoble &gClass Type: &wNon-Force Base Class &gMax Level: &w20 &gDescription: &wMembers of the noble class use their intelligence and natural charisma to make their way in the galaxy. From true royalty to elected officials, military commanders to crime lords, traders, merchants, ambassadors, holovid stars, and influential corporate magnates, character types who appear in the noble class are varied and numerous. Some bring honor to the name. Others are sly, treacherous, and dishonorable to the core. With a winning smile, a golden tongue, a powerful message, or a knack for making compromises, the noble commands respect, makes friends, and inevitably influences people. &gBackground: &wNobles come to their profession in a variety of ways. Altruistic nobles believe it is their duty and responsibility to serve and lead. More selfish nobles seek the fame, wealth, and power often associated with the positions they aspire to. Power- hungry nobles take advantage of the system and wind up helping others only to help themselves. The halls of power are calling. How the noble answers can make all the difference. &gAbilities: &wCharisma is undoubtedly a noble's most important ability score, as the noble's skill at interacting with others and projecting a sense of confidence are crucial for his or her success. Wisdom and Intelligence form the basis of other important skills, so these ability scores are also significant. &gHitpoints: &wNobles gain 1-6 hitpoints per level. The character's Constitution applies. &wAlso see &rhelp nobleprof&w for more information. ~ 0 'NOBLE LORD'~ &gName: &wNoble Lord &gClass Type: &wNon-Force Clan-Specific Prestige Class &gMax Level: &w5 &gDescription: &wTapani Sector nobles are often referred to as "Lords of the Expanse," because the large central region of planets in the sector is referred to as the Expanse. The unique dynamics of the Tapani Sector, where the 345 different noble houses directly rule the planets and systems, allow these noble lords to wield power rivaling senators. The major houses, such as Mecetti, Calipsa, Pelagia, and Cadriaan, each rule several systems and billions of sentient beings. The Lords of the Expanse control the lives of their subjects like gleeful puppetmasters, granting prosperity through their benevolence or suffering through their malice, as the whim strikes them. &gRequirements: &wDiplomacy 8, Gather Information 6, Influence, Reputation 5, Republic Membership &gHitpoints: &wA Noble Lord gains 1-6 hitpoints per level. A character's Constitution applies. &wAlso see &rhelp noblelordprof&w for more information. ~ 0 NOGHRI~ &gName: &wNoghri &gDescription: &wThe Noghri are a small, compact humanoid species native to the isolated Outer Rim planet of Honoghr. Natural-born hunters, they prefer to use primitive weapons, usually killing their victims up close. The Noghri culture is built around clans &g(&wamong them Kihm'bar, Bakh'tor, Eikh'mir, and Hakh'khar&g)&w with a long history of bloody rivalry. The Noghri rarely travel the world alone. &gPersonality: &wNoghri are fierce, dedicated warriors who place the honor of their clans and the safety of their charges above all. For a relatively primitive species, they are shrewd, quick to adapt, and mindful of customs and rituals. They do not grasp the concept of humor well and are not particularly sociable. &gPhysical Description: &wNoghri are small, compact humanoids. A typical Noghri has gray skin, beady black eyes set deep within bony sockets, claws, and fangs. Adult Noghri average 1.3 meters tall. &gHomeworld: &wHonoghr, located in the Outer Rim. &gSpecies Traits: &w+2Dexterity, +2 Wisdom, -4 Charisma Small-Sized &g- &w+1 Hitroll, +1 Armor, +4 Species Bonus On &rHide&w Checks ~ 30 NOKILL KILL NO~ A 'nokill' flag has been added for NAMED mobs. It doesn't make sense for some mobs to die and then suddenly be back alive again ( the ones with names as opposed to ones like anonymous stormtroopers etc ). This flag will cause the mob that has it to appear to flee before it dies... It will still give experience but won't leave a corpse lying around. use: mset <mob#> flags nokill ~ 31 NORESOLVE~ Syntax: noresolve Toggles resolution of incoming player ip's into names. ~ 1 NORTH SOUTH EAST WEST UP DOWN~ Syntax: north or n Syntax: south or s Syntax: east or e Syntax: west or w Syntax: up or u Syntax: down or d Use these commands to walk in a particular direction. ~ 1 NORTHEAST NORTHWEST SOUTHEAST SOUTHWEST~ Syntax: northeast or ne Syntax: northwest or nw Syntax: southeast or se Syntax: southwest or sw Use these commands to walk in a particular direction. ~ 0 NOTE MESSAGE BOARD BOARDS TERMINALS TERMINAL BOARD~ Syntax: note list <number> OR: message list <number> Syntax: note read <number> OR: message read <number> Syntax: note read all OR: message read all Syntax: note write OR: message write all Syntax: note subject <string> OR: message subject "string" Syntax: note to <to-list> OR: message to <to-list> Syntax: note take <number> OR: message take <number> Syntax: note show OR: message show Syntax: note post OR: message post Syntax: note remove <number> OR: message remove NOTE LIST lists notes which you can read. NOTE READ reads one or all notes. By specifying a number after NOTE LIST, you will list all notes including and after that number. NOTE SUBJECT sets the subject line of a new note. NOTE TO sets the list of recipients. The recipient ALL means all players, and the recipient IMMORTAL means all immortals. NOTE WRITE puts you into edit mode, where you can easily enter your note with use of some simple editor commands: /? - help /s - save /l - list /c - clear NOTE SHOW shows your note in progress; NOTE CLEAR starts over. NOTE POST posts your note for reading. Posting is not automatic. NOTE REMOVE removes the entire note if you are the sender, or just removes you from the to-list if you are a recipient. NOTE TAKE takes the note as in NOTE REMOVE, as well as physically taking it in your inventory. Notes now require a blank message disk to record :) See also 'voting'. ~ 31 NOTITLE NOEMOTE NOTELL SILENCE UNSILENCE~ Syntax: notitle <character> Syntax: noemote <character> Syntax: notell <character> Syntax: silence <character> Syntax: unsilence <character> NOTITLE, NOEMOTE, NOTELL, and SILENCE are used to muffle other characters, by preventing them from setting their title, emoting, telling, and using channels, respectively. Characters who are notelled will also not recieve those forms of communication. Use UNSILENCE to remove a player's silence. Simple use notell, noemote or notitle on the character again to remove each of those restrictions. ~ 31 NPCRACES NPC_RACES~ A mobile may be any of the following races: human elf dwarf halfling pixie vampire half-ogre half-orc half-troll half-elf gith ant ape baboon bat bear bee beetle boar bugbear cat dog dragon ferret fly gargoyle gelatin ghoul gnoll gnome goblin golem gorgon harpy hobgoblin kobold lizardman locust lycanthrope minotaur mold mule neanderthal ooze orc rat rustmonster shadow shapeshifter shrew shrieker skeleton slime snake spider stirge thoul troglodyte undead wight wolf worm zombie bovine canine feline porcine mammal rodent avis reptile amphibian fish crustacean insect spirit magical horse animal humanoid monster god See also: ACTFLAGS, SPECFUNCS, BODYPARTS, SAVINGTHROWS, RIS, ATTACKS, LANGUAGES, DEFENSES, MSTAT, MCREATE, MMENU. ~ 1 NULLIFYBEACONS~ Usage: nullifybeacons <ship> Uses a device called a 'nullifier' that sends an electromagnetic pulse throughout a ship, disabling any transmitting beacons attached to it. SEE ALSO: plantbeacon, showbeacons, checkbeacons ~ 31 OBJECTFLAGS~ Flags that objects can have: Flag Affect Flag Affect ==== ====== ==== ====== glow n/a hum n/a dark n/a loyal loyalty ('help loyal') evil glow on det. evil invis invisible magic prevents enchant nodrop cannot drop bless +20% resist dam. antigood zap if align +350 dbl. duration poison weapon antievil zap if align -350 antineutal zap if align -350 to +350 noremove cannot remove inventory purge upon char. death antimage zap if mage antithief zap if thief antiwarrior zap if warrior anticleric zap if cleric organic +20% suscept. dam. metal +20% resist damage donation prevents get all clanobject n/a clancorpse n/a prototype n/a Additional flags: covering items inside this are 'covered', use 'look under <object>' to see 'inside'. The object does not have to be a container to be a covering object. Use 'reset put' to indicate objects to be covered by this object. ~ 1 OBJECTS~ To see the objects you currently posess, type INVENTORY and EQUIPMENT. INVENTORY is the items you are carrying, but are not currently wearing. EQUIPMENT shows you the equipement you are currently wearing. You may WEAR, WIELD, or HOLD equipment to use it. To stop using a piece of equipment, you REMOVE it. Before you may wield a new weapon, you must first REMOVE the old weapon. You can gain information on your objects by using LOOK or EXAMINE. EXAMINE tells you the condition of your item, as a more detailed form of LOOK. ~ 31 OBJECTTYPES~ Object types listed in bit order: None Light Scroll Wand Staff Weapon Fireweapon Missile Treasure Armor Potion Worn Furniture Trash Oldtrap Container Note Drink_con Key Food Money Pen Boat Corpse_npc Corpse_pc Fountain Pill Blood Bloodstain Scraps Pipe Herb_con Herb Incense Fire Book Switch Lever Pullchain Button Dial Rune Runepouch Match Trap Map Portal Paper Tinder Lockpick Spike Disease Oil Fuel Short_bow Long_bow Crossbow Projectile Quiver Shovel Salve Not all are implemented. See OSET ITEMVALUES ARMORCLASS. ~ 31 OBJTRIGGERS OPTRIGGERS~ Trigger Optnl Triggering Variable Explanation ------- ----- ------------------- ----------- Wear <percentage> [when a player wears the object] Remove <percentage> [when a player removes the object] Speech {p} <keyword / phrase> [says or tells from same room as mob] Rand <percentage> [randomly triggered based on percentile] Sac <percentage> [when a player sacrifices the object] Zap <percentage> [when the player is zapped due to alignment] Get <percentage> [when a player gets the object] Drop <percentage> [when a player drops the object] Damage <percentage> [when the object is damaged] Repair <percentage> [when the object is repaired] Greet <percentage> [when a mob/player enters the room] Exa <percentage> [when the object is Examined or Looked upon] Look ** THIS TRIGGER IS NOT CURRENTLY IN USE ** Push <percentage> [when a player pushes an object] Pull <percentage> [when a player pulls an object] Use <percentage> [see 'help useprog' for details] For objects see also: OPSTAT, OPEDIT, TRIGGER, OPCOMMANDS, IFCHECKS, VARIABLES. ~ 1 OFFICER~ ~ 0 OLDSCORE~ Syntax: oldscore Oldscore shows the score information in a different way than 'score'. ~ 31 OLIST~ Syntax: olist : olist <first object> : olist <first object> <last object> This command will list all of the prototype objects in your area, when used with no arguments. When used with a single argument it will list all objects including and after the argument, and when used with two arguments, it will list all objects including and between the two. ~ 31 OMENU~ The menu commands are no longer in operation. ~ 31 OPEDIT~ Syntax: opedit <object> <command> [number] [program] [arguments] Syntax: opedit <object> add <program> <arguments> Syntax: opedit <object> insert <number> <program> <arguments> Syntax: opedit <object> edit <number> [program] [arguments] Syntax: opedit <object> delete <number> Syntax: opedit <object> list Add, insert and edit will put you into the line editor to edit your program. The arguments consist of a trigger, plus any arguments associated with that trigger. Object programs are like mobprograms, with trigger differences. To edit an Objprogram, you must be holding the object in your inventory. See OPSTAT, TRIGGER, OPTRIGGERS, OPCOMMANDS, IFCHECKS, IFCHECKS2, VARIABLES ~ 0 OPEN CLOSE LOCK UNLOCK PICK~ Syntax: open <object|direction> Syntax: close <object|direction> Syntax: lock <object|direction> Syntax: unlock <object|direction> Syntax: pick <object|direction> OPEN and CLOSE open and close an object or a door. LOCK and UNLOCK lock and unlock a closed object or door. You must have the requisite key to LOCK or UNLOCK. PICK can open a lock without having the key. In order to PICK successfully, you must practice the appropriate skill. ~ 1 OPENBAY CLOSEBAY~ These commands are not current implemented. ~ 31 OPENTOURNEY~ Not currently functional. ~ 31 OPSTAT~ Syntax: opstat <object/object vnum> Opstat will display all of the objprograms that have been written for the specified object. If a copy of the object exists in the game, it can be accessed by its vnum. See OPEDIT, TRIGGER, OPTRIGGERS, OPCOMMANDS, IFCHECKS, IFCHECKS2 VARIABLES ~ 0 ORDER~ Syntax: order <character> command Syntax: order all command ORDER orders one or all of your charmed followers (including pets) to perform any command. The command may have arguments. You are responsible for the actions of your followers, and others who attack your followers will incur the same penalty as if they attacked you directly. Most charmed creatures lose their aggressive nature (while charmed). If your charmed creature engages in combat, that will break the charm. ~ 1 ORDERS ORDERTALK OT~ No order commands are currently implemented. ~ 31 OSET~ Syntax: oset <object> <field> <value> oset object on If the copy of the object you are currently modifying has the PROTOTYPE flag, your modifications will also modify the index of that object, which all other instances of the object are based on. In the future, every copy of that obj will reflect your modifications. Also be aware that modifications to the object affect list (everything that is listed after 'object values') will affect _every_ copy of that object in the game, including old copies (even if they are not online). Thus if you change a prototype-flagged copy of a sword to +4 damroll, every copy of that vnum ever made will reflect that change. If you add a 'magic' flag to that sword, however, only copies made after the change will be affected. If the copy of the object you are modifying does NOT have the PROTOTYPE flag, your modifications will affect only that copy. OSET ON will lock you onto a particular object. Once locked on, all commands commands will imply 'oset <object>'. Hitting enter while in OSET ON gives you an ostat of the object you are working on. To get out of OSET ON, simply type the word DONE. Example: oset staff on long A long gnarled staff of burnished oak lies here. type staff done See AFFECTTYPES, WEARFLAGS, OBJECTFLAGS, OBJECTTYPES, ARMORCLASS ITEMVALUES, WEAPONTYPES, VARIABLES, OMENU and LAYERING ~ 30 OSET_FLAGS OSET_FLAGS OSETFLAGS OFLAGS OFLAG OBJ_FLAGS~ help oset flags Usage: oset <object> flags <flag> [flag]... 1. glow: Object will glow. 2. dark: The object will be dark. 3. magic: The object will be capable of magic. 4. bless: The object will be blessed. 5. antievil: Object cannot be wielded/worn by a player with negative alignment. 6. noremove: Once a player wields/wears this object, they cannot remove it. 7. antisith: Object cannot be wielded/worn by a Sith 8. antisoldier: Object cannot be wielded/worn by a Soldier. 9. donation: ??? 10. covering: ??? 11. hum: The object will emit a humming sound. 12. invis: The object will be invisible. See also, Help Oset_Flags2 ~ 30 OSET_FLAGS2 OSET_FLAG2 OSETFLAGS2 OSETFLAG2 OFLAGS2 OFLAG2~ 1. nodrop: Once in a players inventory, the player cannot drop it. 2. antigood: Object cannot be wielded/worn by a player with positive alignment 3. antipilot: Object cannot be wielded/worn by a Pilot. 4. anticitizen: Object cannot be wielded/worn by a Citizen. 5. antineutral: Object cannot be wielded/worn by a player with neutral alignment. 6. inventory: ??? 7 antithief: Object cannot be wielded/worn by a Thief. 8. antijedi: Object cannot be wielded/worn by a Jedi. 9. clanobject: Object designed for a specific clan or organization. 10. antihunter: Object cannot be wielded/worn by a Hunter. 11. small_size: Can only be worn by; jawa, noghri, ewok 12. human_size: Can only be worn by; Human, Rodian, Twi'lek, Adarian 13. large_size: Can only be worn by; Wookiee, Mon Calamarian, Gamorrean 14. hutt_size: Can only be worn by; Hutt 15. contraband: DO NOT SET IT ... This will be added and removed automatically by customs officers and crimelords etc. Its purpose is to give experience for smuggling illegal goods from planet to planet. ~ 0 'OUTLAW SLICER'~ &gName: &wOutlaw Slicer &gClass Type: &wNon-Force Prestige Class &gMax Level: &w10 &gDescription: &wSlicers &g-&w computer specialists who write and repair computer programs &g-&w are an accepted part of corporate, military, and industrial life, due to their ability to keep computers running smoothly. But their skills are not exclusive to their trade. Outlaw slicers, computer specialists with criminal motivations &g(&wor atleast an anarchistic bent&g)&w, have made their mark throughout the galaxy on all levels of business, government, crime, and the military. When a necessary computer job is illegal, an outlaw slicer can do it &g-&ws and most likely, has done it before. Some outlaw slicers do what they do because they love the challenge. Some embrace the "no more secrets" philosophy and "information liberator" lifestyle. Others simply appreciate the huge piles of credits that clients pay them for illegally tampering with the clients' business competitors, romantic rivals, or political enemies. Outlaw slicers commonly lack any concern for the privacy of others. Information stored anywhere on the HoloNet or other information storage and retrieval systems is fair game, even if it's guarded by multiple levels of password protection and mundate security. The inform is out there to be discovered; getting at it provides the challenge. &gRequirements: &wComputers 8, Craft &g-&w Computer 4, Know Binary &gHitpoints: &wOutlaw slicers gain 1-6 hitpoints per level. The character's Constitution applies. &wAlso see &rhelp slicerprof&w for more information. ~ 31 OWHERE MWHERE~ Syntax: owhere <object keyword> Syntax: mwhere <mob keyword> Owhere displays the location of all instances of the specified object. Mwhere displays the location of all instance of the specified mobile. See VSEARCH ~ 0 PACIFISM~ &w&wWhen faced with a violent encounter, a Woostoid must succeed at a &rWill&w save &g(&wDC 15&g)&w before initiating combat. If the saving throw fails, the character suffers a -1 penalty to Defense and a -1 penalty on attack rolls because he or she finds the situation extremely disconcerting. The penalties last for the duration of the combat. ~ 0 PAGELENGTH~ Syntax: pagelength <number of lines> This command sets your screen to only display a certain amount of lines. After setting pagelength, type clear to reinitialize your screen. ~ 1 PAGER~ Syntax : Pager Toggles the pagelength limiter. ~ 31 PARDON~ Syntax: pardon <character> killer Syntax: pardon <character> thief PARDON pardons a player for their crimes. ~ 0 PARRY~ This skill wards off incoming attacks, taking no damage from them. Use of the skill is automatic once you have practice it. You must be wielding a weapon to parry. ~ 31 PART BODYPARTS XFLAGS~ Misc body parts: HEAD ARMS LEGS HEART BRAINS GUTS HANDS FEET FINGERS EAR EYE LONG_TONGUE EYESTALKS TENTACLES FINS WINGS TAIL SCALES Used for attacking: CLAWS HORNS TUSKS TAILATTACK SHARPSCALES ~ 0 'PASS DOOR'~ Syntax: feel 'pass door' This power enables the caster to pass through closed doors. ~ 0 PASSWORD~ Syntax: password <old-password> <new-password> PASSWORD changes your character's password. The first argument must be your old password. The second argument is your new password. The PASSWORD command is protected against being snooped or logged. Passwords can not contain certain characters, or spaces. As well, we advise that you use an alphanumeric password (containing both numbers and letters) as they are harder to guess. ~ 1 PC NPC~ PC = player character NPC = non-player character ~ 31 PEACE~ Syntax: peace PEACE causes all characters in a room to stop fighting. ~ 0 PEEK~ This skill shows you a character's inventory when you look at a character. Use of the skill is automatic once you have practice it. ~ 0 PET PETS~ You can buy pets in the pet shop. You may buy one more pet each time you advance in level. Your pet-buying opportunities do not accumulate; use them or lost them. This policy prevents wholesale abuse of pets. ~ 1 'PICK LOCK'~ Syntax : Pick (direction) This skill enables you to pick open locked doors. ~ 1 PILOT~ &GName: &w&WPilot &GSyntax: &w&WNone &GSkill Type: &w&WNon-Force Skill &GDescription: &w&WUse this skill to operate a vehicle, wheather it performs in land, sea, air, or space. To operate a space craft, you must also possess the appropriate Ship System feat. ~ 1 PLANETS~ Syntax : planets Shows the status of all planets. ~ 0 'PLANT PASS'~ Syntax: feel 'plant pass' <victim> This power allows the caster to merge with nearby foliage, and flow though it to emerge near the victim. Obviously this power requires a good deal of natural foliage in both the caster's and the victim's location. ~ 1 PLANTBEACON~ Usage: plantbeacon <ship> Places a universal locator on a ship. SEE ALSO: showbeacons, checkbeacons, nullifybeacons ~ 1 PLUOGUS TOCCA~ Syntax : pluogus or tocca Shows the current location of the intersystem buses. ~ 1 'POINT BLANK SHOT'~ &GName: &w&WPoint Blank Shot &GFeat Type: &w&WNon-Force Feat &GRequirements: &w&WNone &GBenefit: &w&WYou get a +1 competence bonus on attack and damage rolls with a ranged weapons against opponents within the same room. ~ 0 POISON~ Syntax: feel poison <victim> This power reduces the strength of the victim by two, as well as reducing the victim's regeneration rate. ~ 0 'POISON WEAPON'~ Syntax: 'poison weapon' <weapon> Poison weapon is a skill, unique to thieves, which enables them to coat the tip of their weapon with a deadly poison. In battle, this poison will cause ill effects on its recipient. Be warned however, it has been told that poison has a strong lessening effect on the lifetime of weapons. To poison a weapon, you must have the weapon, poison, and a full waterskin in your inventory. ~ 31 'POSSESS'~ Syntax: cast 'possess' <mob> This power enables you to switch into a mob for a short amount of time. ~ 1 'POWERED ARMOR'~ &GName: &w&WArmor Proficiency &G(&w&WPowered&G)&w&W &GFeat Type: &w&WNon-Force Feat &GRequirements: &w&WArmor Proficiency &G(&w&WLight&G)&w&W, Armor Proficiency &G(&w&WMedium&G)&w&W &GBenefit: &w&WThis feat enables your character to wear powered armor. ~ 1 PRACTICE~ Syntax: PRACTICE Syntax: PRACTICE <skill|power|weapon> PRACTICE without an argument tells you your current ability level in all the skills and powers available to you. You can check this anywhere. PRACTICE with an argument practice that skill or power. Your learning percentage starts off at 0% (unlearned), and can be practiced once. After this initial practice, the skill/power must be used to develop it to the level of 'adept' (Adept is not always necessarily 100%) You must be at a guild master to practice. The higher your wisdom, the more practice sessions you will have each time you gain a level. Unused sessions are saved until you do use them. All characters may practice skills, powers, and weapons in the Academy. ~ 1 'PRECISE SHOT'~ &GName: &w&WPrecise Shot &GFeat Type: &w&WNon-Force Feat &GRequirements: &w&WPoint Blank Shot &GBenefit: &w&WYou can shoot or throw ranged weapons at an opponent engaged in melee without taking a penalty. ~ 0 PROMPT~ Syntax: prompt <string> Sets your prompt to a given string. The game automatically sets your prompt when your character is created. You can use PROMPT to change your prompt to something else. If you type 'default' as the string, your prompt will be set back to the game default. Otherwise you may use any string you want. A few special characters may be embedded into the string to customize it to your player, followed by a token indicating what action to take. The first special character is: % Tokens for % are: %h - current hitpoints %H - maximum hitpoints %m - current forcepoints %M - maximum forcepoints %v - current movement %V - maximum movement %n - New Line %g - gold held %a - your alignment %e - enemies status (shows only during combat) %r - vnum of current room (Immortal only) %R - vnum of current room (Immortal only, and only if config +vnum is set. Shows '<#vnum> ', including trailing space) %x - current experience %X - experience needed to gain a level %i - Wizinvis (Immortal only, shows '(Invis Lv) ', including trailing space) %I - Raw wizinvis (Immortal only, only shows 'Lv', and only if wizinvis is active) The other special characters are: && - Foreground color ^^ - Background color Example: Prompt %h%m%v Will give you a prompt of current hit points, force, and movement. Please see HELP COLORS for a list of the color tokens. ~ 1 PROPEGANDA~ Syntax : propeganda <mob> This increases your clan's popular support if they control the planet or decreases the current control's support if they don't. ~ 0 PROTECTION SANCTUARY~ Syntax: feel protection Syntax: feel sanctuary <character> The PROTECTION power reduces the damage taken from any attack by an evil creature by one quarter. The SANCTUARY power reduces the damage taken by the character from any attack by one half. These powers may be used simultaneously for cumulative effect. ~ 0 PSHOPS VENDOR~ PShops or Player Shops are shops which a player can purchase and place a vendor. These vendors can then sell items the player gives them. The player is able to set a price on items the vendor sells. &GPricevendor: &WUse this command to set an items price. &GPlacevendor: &WUse this command to place a purchased vendor. &GBuyvendor: &WUse this command to buy a vendor. Must be in a room with a vendor. &GCollectcredits: &WUse this command to collect your money. A 5% fee will be charged by the vendor. &GBuyshop: &WUse this command to buy an empty shop. You need a shop to place a vendor in. These cost 200,000 credits. ~ 0 PULL PUSH LEVERS PULLCHAINS SWITCHES BUTTONS~ Syntax: pull <trigger> Syntax: push <trigger> Levers, switches, pullchains and buttons can do all sorts of interesting things... open or unlock doors, change exits around, teleport you to another location, cast a power, summon a monster... you name it! ~ 0 PUNCH~ Syntax: punch <mob> Punch is a skill which can only be used once a fight has started. It will reduce the hit points of your opponent if successful. ~ 31 PURGE~ Syntax: purge Syntax: purge <character> PURGE is used to clean up the world. PURGE with no arguments removes all the NPC's and objects in the current room. PURGE with an argument purges one character from anywhere in the world. PURGE will not get rid of PC's. ~ 31 QPSET~ This command is used for giving/taking Glory from players. The syntax is as follows: qpset <player> <give|take> <amount> Where one of give or take is used, and the amount is always a positive integer. ~ 0 QUAFF~ Syntax: quaff <potion> (to quaff potions) quaff <potion> <container> (quaff directly from container) QUAFF quaffs a potion (as opposed to DRINK, which drinks mundane liquids). See EAT, DRINK ~ 0 QUARREN~ &gName: &wQuarren &gDescription: &wThe Quarren are highly resilient, adaptive humanoids who hail from the distant Outer Rim world of Mon Calamari, sharing the world with the sentient humanoid species of the same name. The Mon Calamari live on the surface of the world, while the Quarren dwell in oxygen-filled cities in the deep recesses of the oceans. The Quarren were bemused by the Mon Calamari desire to explore, deeming them foolish for engaging in such behavior. Very few Quarren journeyed off Mon Calamari during the first many years after being discovered by the &bRepublic&w. &gPersonality: &wPractical and conservative, Quarren tend to hate change and distrust anyone who displays overt optimism and idealism. &gPhysical Description: &wThe average Quarren stands between 1.4 and 1.9 meters tall. They have heads that resemble four-tentacled squids, hence the name "squid-head" that has followed them to other worlds. They have leathery skin and suction-cupped fingers. Their eyes are typically bright blue or turquoise. &gHomeworld: &wThe watery, technological planet of Mon Calamari &g(&wlocated in the Outer Rim&g)&w. &gSpecies Traits: &w+2 Constitution, -2 Wisdom, -2 Charisma Medium-Sized Cannot Drown +4 Species Bonus On &rSwim&w Checks ~ 0 QUEST~ Syntax: QUEST <message> The quest channel is one which is typically used when a quest is being run, to notify players who are involved as to new updates. ~ 1 QUICKNESS~ &GName: &w&WQuickness &GFeat Type: &w&WNon-Force Feat &GRequirements: &w&WNone &GBenefit: &w&WYou gain +5 Hit Points. You may gain this feat multiple times. ~ 36 QUIT~ Syntax: QUIT QUIT leaves the game. In an effort to provide realism in SWReality you may only quit the game from certain safe resting places. There are several of these throught the game - most are clearly marked. If you can't find one try to CALL a taxi ... this will work in some areas. Here are a few places to get you started: The sleeping compartment on the PLUOGUS. The hotel on the commercial level of Coruscant Shipyard. The hotel on the commercial level of Byss Shipyard. The Akatamer Hotel Homeless shelter on Adari. ~ 1 QUOTES~ &wHuman life is different than dirt. - Tawnos &Wi will be making cloud city, expect it in a few weeks - OwEn - 4/28/02 &wOwEn (8:08PM): i wasnt thinking and did a search for 'hot boys' &WI'm working on Cloud City...not really sure when i'll be done, but it should be within a week or two - Trillen - 7/4/02 &wZapp: is there and food at coords 4000 4000 4000? &WZoloff: I gave head to kwen so many godamn times. No gratification for it either! &wCalaban: I'm not calaban, calaban died. &WSleep? Isn't that a completely inadequate substitute for caffeine? - Trillen to Tawnos at 1:30AM &wLive with Death - Squall, death count 43, kill count 0 &WTrelar: Do you want me to delete the Ass Guards? &wTrillen: I started to reach for a keyboard in my math class in 11th grade when the teacher asked me a question &WTawnos says: wouldn't it be wierd if we were just one large computer program, and god was up there and one of his angels said 'Yeah, Bob Sorenson died for no reason' and god replies, 'Check the logs.' &wTawnos says: and deja vu can be related to copyovers :P &WTrillen: I was at my grandmother's house to eat lunch, and actually SAID 'emote is hungry.' &wTrylarn: I never did it with a saber &WSomeone: Is there a representative of the Imperial Empire on that might be able to recruit me into its ranks? &wTrylarn: Yeah, you've done it to me a few times Trillen &WCarissa: ...If vegetarians eat vegetables, what do humanitarians eat? &w(OOC) Koensayr is getting bored &w(OOC) Tawnos thought that said getting boned &WKoensayr: I'm good at finding bugs because I'm good at thinking of how to abuse them =P &w(OOC) Sykar: After my knees heal from Tawnos making me skin them... :P Travis: yeah headshots are almost the only sure kill, almost. &W(IMM)(OOC) Eleven: Must put some pants on, away a few. ~ 0 RACE RACES~ &wThere are currently &g37&w races and &g5&w droid types. &w1&g. &wAnomid 2&g. &wArkanian 3&g. &wBartokk 4&g. &wCerean 5&g. &wChagrian 6&g. &wDeshade 7&g. &wDefel 8&g. &wDrall 9&g. &wDroid 10&g. &wFalleen 11&g. &wHo'Din 12&g. &wHuman 13&g. &wHutt 14&g. &wIktotchi 15&g. &wJawa 16&g. &wKel Dor 17&g. &wKlatooinian 18&g. &wMiraluka 19&g. &wMon Calamari 20&g. &wMuun 21&g. &wNoghri 22&g. &wQuarren 23&g. &wRodian 24&g. &wRyn 25&g. &wS'kytri 26&g. &wSullustan 27&g. &wTogorian 28&g. &wTogruta 29&g. &wTrandoshan 30&g. &wTwi'lek 31&g. &wUbese 32&g. &wUmbaran 33&g. &wVerpine 34&g. &wWeequay 35&g. &wWookiee 36&g. &wWoostoid 37&g. &wZeltron To gain more information on a specific race, see &ghelp race&w. ~ 1 RADAR~ Syntax : radar Shows the coordinates of all ships, stations, stars and planets in the current starsystem. ~ 1 RAGE~ &GName: &w&WRage &GSyntax: &w&WRage &GFeat Type: &CForce Feat&w&W &GRequirements: &w&WForce-Sensitive, Control, 2 Dark Side Points &GBenefit: &w&WYou temporarily gain +4 Strength, +2 Hit Points per level and +2 Force bonus on Fortitude and Will saves, but you also take a -2 penalty on AC. Whenever you use this feat, you gain a dark side point. The effects of Rage cannot be combined with Wookiee rage. ~ 31 RANK~ Syntax: rank <argument> Allows the character to change the text of their 'rank' on the who listing. (ranks are such things as 'Avatar', 'Immortal', etc.) ~ 1 'RAPID SHOT'~ &GName: &w&WRapid Shot &GFeat Type: &w&WNon-Force Feat &GRequirements: &w&WDexterity 13, Point Blank Shot &GBenefit: &w&WYou can get one extra attack per round with a ranged weapon. ~ 31 RASSIGN MASSIGN OASSIGN~ Syntax: rassign <character> <begin vnum range> <end vnum range> These commands allow you to assign a range of vnums to an immortal for so that they may build inside that range. Use the 'checkvnums' command before assigning a range to ensure that there will be no vnum conflicts. You can also use the 'vnums' command for a complete list of currently allocated ranges, and the 'newzones' command for a complete list of prototype vnum ranges. Warning: *Never* assign any vnums to a character who has another vnum range assigned to them via 'aassign'. Simply be sure to have the character type 'aassign none' before assigning vnums to them. Example: massign Joseph 9000 9099 This will assign the vnum range from 9000 to 9099 for rooms to Joseph. It is best to keep an areas object, room and mob range the same. Be sure to always use 'checkvnums' to ensure the vnums you are going to assign are clear. See CHECKVNUMS, ZONES, NEWZONES, VNUMS ~ 31 RAT~ Syntax: rat vnum1 vnum2 command [parameters] Rat, or 'range at' is the at command with the added parameters of two room vnums. Assuming the vnums are valid, your 'at' command will be executed in every room in the range you give. Example: rat 100 110 redit flags 0 This will clear the room flags in all rooms from 100 to 110 inclusive. ~ 31 RDELETE MDELETE ODELETE~ Syntax: rdelete <vnum> Syntax: mdelete <vnum> Syntax: odelete <vnum> These commands will allow you to delete a vnum's entry online. Be careful. Rdelete has been replaced with the more effective cleanroom. ~ 31 REBOOT SHUTDOWN WIZLOCK~ Syntax: reboot <nosave> Syntax: shutdown <nosave> Syntax: wizlock REBOOT shuts down the server. When the normal 'startup' script is used to control the server, a delay of sixty seconds will ensue (to allow old connections to die), followed by a reboot. SHUTDOWN shuts down the server and prevents the normal 'startup' script from restarting it. WIZLOCK is a toggle command. When the server is WIZLOCKed, players below level 101 may not log in. Players who lose their links, however, may reconnect. If nosave is specified for reboot or shutdown, it will not automatically save all of the players. ~ 30 RECALL~ Syntax : recall Recalls immortal to Omnipresent Being's Monitering Room. ~ 31 REDIT~ Syntax: REDIT FIELD [parameter list] FIELD | PARAMETERS -- DESCRIPTION / NOTES --------------------------------------------------------------------- name | <room name> -- sets the room name / short description exit | <direction> [vnum] [exit-type] [key] [keywords] bexit | same as above, but does the exit in both directions desc | none -- you will be placed into the buffer editor exdesc | <direction> [text] -- sets/clears an exit's description ed | <keyword(s)> -- adds/edits an extra description to the room rmed | <keyword(s)> -- removes an extra description from the room sector | <value> -- sets the sector type flags | <flag> [flag] -- toggles room flags exflags| <direction> [flags] -- displays/toggles exit flags exname | <direction> [keywords] -- sets an exit's keywords exkey | <direction> <key vnum> -- sets an exit's key vnum/value Note: Put a '+' before the direction to force ADDing of that exit and use a '#' to specify the exit by sequential order. See EXITTYPES, EXFLAGS, EXITMAKING, SECTORTYPES and ROOMFLAGS ADVANCEDEXITS. ~ 31 REDIT_FLAGS~ ~ 31 REDRAW~ Syntax: redraw This will redraw the whole screen, and update the menu that is being worked on if any. See REFRESH. ~ 1 REFRESH~ Syntax: feel refresh <character> This power refreshes the movement points of a character who is out of movement points. ~ 1 REFUEL RELOAD~ These commands are not implemented. ~ 31 REGOTO~ Syntax: regoto Returns an immortal to the previous roomvnum from which that immortal used the 'goto' command. See GOTO ~ 1 REINFORCEMENTS~ Syntax : reinforcements This calls some troopers to follow you. ~ 1 REMCONTRACT~ Syntax: remcontract <target> Use remcontract to remove either a dead contract (not killed by you) or a contract you do not wish to pursue. See also: contract, showcontracts ~ 1 REMEMBER~ SYNTAX: remember <person> <name> Where person is person in room and name is how you want to remember them. This allows you to remember a person without them explicitly introducing themselves to you. ~ 1 REPAIR~ &GName: &w&WRepair &GSyntax: &w&WRepair <object> Repair <ship> <component> &GSkill Type: &w&WNon-Force Skill &GDescription: &w&WYou can repair damaged machinery or electonic devices. The cost to repair objects depends on their complexity or size. ~ 31 REPAIRSET~ Syntax: repairset <mobile vnum> <field> <value> This command allows you to set the following fields for repair shops: ----------------------------------------------- | Fields | Meaning | ----------------------------------------------- | fix# | Types of items the keeper will fix | | | - armor, weapon, wand, staff | | profit | Profit on fixing items | | type | Repair shop type | | | type 1 = standard | | | type 2 = recharge | | open | Hour shop opens | | close | Hour shop closes | | keeper | Vnum of repair shop keeper | ----------------------------------------------- See MAKEREPAIR, REPAIRSTAT and REPAIRSHOPS ~ 1 REPAIRSHIP~ Syntax : REPAIRSHIP <item> In an engineroom this command allows you to repair one of the following: hull, drive, launcher, laser, turret 1, or turret 2. ~ 31 REPAIRSHOPS~ Syntax: repairshops Displays statistics on all the repair shops. See MAKEREPAIR, REPAIRSET and REPAIRSTAT. ~ 31 REPAIRSTAT~ Syntax: repairstat <mobile vnum> Shows statistics on a mobile's repair shop. See MAKEREPAIR, REPAIRSET and REPAIRSHOPS. ~ 1 'REPORT' 'TIME' 'WEATHER'~ Syntax: report; Syntax: time; Syntax: weather REPORT shows your current statistics to you and also announces them to other players in the room. TIME shows the game time, as well as the time the mud was last started, and the current local time for the host computer. WEATHER shows the current game weather. You must be in an outside room to see the weather. ~ 1 REQUEST~ Syntax: request <ship> <open/close> Remotely opens or closes a ship's bay doors. ~ 31 RESET RESETS~ Syntax: reset list [start] [end] Syntax: reset delete [number] Syntax: reset add <command> <parameters> Syntax: reset insert <number> <command> <parameters> Syntax: reset edit <number> <command> <parameters> Syntax: reset area (will "reset" your area based on the defined resets) WARNING: The order that resets are in is VERY important. You cannot equip a mobile with an object before putting the mobile into a room first. Likewise, you cannot put an object into a container until the container is put into a room first. This command is used to display, edit, delete, add and insert resets for your area. See INSTAROOM, INSTAZONE and RESETCMDS ~ 31 RESETCMDS RESETCOMMANDS~ Syntax: reset edit <number> <commands> Syntax: reset insert <number> <commands> Syntax: reset add <commands> Commands: MOB <mobile vnum> <room vnum> [limit] loads a mobile into a room OBJ <object vnum> <room vnum> [limit] loads an object into a room GIVE <object vnum> [limit] gives object to last loaded mobile EQUIP <object vnum> <position> [limit] equips object on last loaded mobile PUT <object vnum> <object vnum> puts and object into another object DOOR <room vnum> <door dir> <state> resets a door to a certain state RAND <room vnum> <last door dir> randomizes a range of exits TRAP <vnum> <type> <charges> <flags> sets a trap HIDE <object vnum> hides an object For EQUIP position, see WEARLOCS. For DOOR door dir, see DOORDIRS. For TRAP setting see TRAPSETTING. See RESETS, INSTAROOM and INSTAZONE ~ 31 RESETSHIP~ Syntax : resetship <ship name> Resets all the ships stats(including ownership) and returns it to its original location. ~ 1 RESIGN~ Syntax : resign Resigns from your current clan. ~ 0 REST SLEEP STAND WAKE~ Syntax: rest Syntax: sleep Syntax: stand Syntax: wake These commands change your position. When you REST or SLEEP, you regenerate hit points, force points, and movement points faster. However, you are more vulnerable to attack, and if you SLEEP, you won't hear many things happen. Use STAND or WAKE to come back to a standing position. You can also WAKE other sleeping characters. ~ 31 RESTORE~ Syntax: restore <victim> Syntax: restore all Restore returns the victim to full hitpoints, force and movement. Restore all can be done once per day (real time) by any Saint and above, and will 'restore' every link-live player in the game. Restore alls such as this are limited to once every 6 hours, so if one Savior does one, another cannot do one until 6 hours has passed, regardless of whether or not they have not done one that day. A Greater God or higher can do a restore all whenever they wish, and are not constrained by the above limitations. Use 'restoretime' to see when the last restore all was done. See RESTORETIME ~ 31 RESTORETIME~ Syntax: restoretime Displays the last 'restore all' performed by you, as well as the last time a 'restore all' was done by anyone else. See RESTORE ~ 31 RESTRICT~ Syntax: restrict <command> <level> Syntax: restrict <command> show Used to restrict a command to a higher or lower level. You cannot rstrict a command you yourself cannot access. Changes to a command's level are not permanent unless they are saved using 'cedit save'. A command's level may also be changed using 'cedit'. Use 'restrict <command> show' to see the level a command is currently restricted to. See CEDIT ~ 31 RETIRE~ Syntax: retire <immortal> This command will 'retire' an active immortal and place them on the wizlist under 'retired immortals'. They will retain their level in number only; they will be trusted to Savior level, and will have access only to Savior-level commands. They will not be able to see logs of anyone higher than Savior, and their commands will be logged as if they were a Savior. A retired immortal can, however, manually be given a higher trust level. To bring an immortal out of retirement, simply 'retire immortal' again. ~ 31 RETRAN~ Syntax: retran <player> This command will return that player or mob to the room from which you last transferred it from. ~ 1 REVERT~ Syntax : revert Reverts to your natural state. ~ 31 REWARD~ Syntax: reward (player) (number) Rewards the entered amount of rp points to the player. An amount of -1 will reduce the players total by 1. ~ 1 RIDE~ &GName: &w&WRide &GSyntax: &w&WRide <mobile> &GSkill Type: &w&WNon-Force Skill &GDescription: &w&WUse this skill to ride any kind of mount, including tauntauns, dewbacks, and banthas, among others. This skill is also used to maintain riding a mount while it performs various manuevers. Also see &rhelp mountcommands&w&W for more information ~ 0 RIP~ Syntax: rip <on/off> The rip command will either enable or disable rip graphics. Rip graphics will only work provided you are using a rip compatible terminal program. ~ 31 RIS RESISTANT IMMUNE SUSCEPTIBLE~ Players and mobiles may have resistance, suceptibility or immunity to certain types of attack: FIRE COLD ELECTRICITY ENERGY BLUNT PIERCE SLASH ACID POISON DRAIN SLEEP CHARM HOLD NONMAGIC PLUS1 PLUS2 PLUS3 PLUS4 PLUS5 PLUS6 MAGIC PARALYSIS ~ 31 RLIST~ Syntax: rlist : rlist <first room> : rlist <first room> <last room> This command will list all of the prototype rooms in your area, when used with no arguments. When used with a single argument it will list all rooms including and after the argument, and when used with two arguments, it will list all rooms including and between the two. ~ 31 RMENU~ The menu commands are no longer in operation. ~ 0 RODIAN RODIANS RODIA~ &gName: &wRodian &gDescription: &wRodians hail from the Tyrius star system in the Mid Rim, and their culture places great emphasis on hunting and tracking. The Rodian homeworld is humid and choked with heavy rain forests teeming with dangerous lifeforms. The Rodians evolved into brutal hunters and killers to survive. As their technology became more advanced, they started exterminating other lifeforms on their world at an increasing pace. If a &bRepublic&w scout vessel hadn't reached Rodia when it did, the world's ecosystem might well have been damaged beyond repair, and the Rodians would have died out. Instead, they joined the &bGalacitc Republic&w, fascinated by the powerful ships that let them travel to the stars and the mighty energy weapons used by the aliens they found there. Rodian culture is built almost entirely around the concept of "the hunt." Their art glorifies violence and the act of stalking prey. The more intelligent and dangerous the hunter's prey, the more honorable the hunt. Rodians have numerous annual festivals that exist solely to honor such activities. &gPersonality: &wRodians tend to be violent, tenacious, and dedicated. &gPhysical Description: &wRodians have multifaceted eyes that range in color from light blue to pitch black, a tapered snout, and skin that is universally deep green. A typical Rodian has a prominent ridge of spines running along the back of his skill. His fingers are long and flexible, and end in suction cups. The average Rodian stands 1.5 to 1.7 meters tall. &gHomeworld: &wRodia, an industrial Mid Rim planet choked with heavy rian forests. &gSpecies Traits: &w+2 Dexterity, -2 Wisdom, -2 Charisma Medium-Sized +2 Species Bonus On &rListen&w Checks +2 Species Bonus On &rSearch&w Checks +2 Species Bonus On &rSpot&w Checks Bonus Feat Of &rTrack&w On Character Generation ~ 31 ROOM ROOMFLAG ROOMFLAGS~ Toggling the ROOMFLAG option in config will allow you to see all the flags which are set ON in a room. It also causes the room number to be displayed to you. This command is very useful when building new areas, as it allows you to see what a room already has set. ~ 31 ROOMFLAGS~ FLAG NAME | BITVECTOR | DESCRIPTION ---------------------------------------------------------------------- DARK | 1 | Room is always dark DEATH | 2 | Room causes instant death NOMOB | 4 | Mobs cannot wander into this room INDOORS | 8 | Room is indoors - MUST also use sectortype 0 LAWFUL | 16 | Room is oriented to those of lawful alignment NEUTRAL | 32 | Room is oriented to those of neutral alignment CHAOTIC | 64 | Room is oriented to those of chaotic alignment NOMAGIC | 128 | Magic cannot be used in this room TUNNEL | 256 | Room is a tunnel - x number of players allowed (use 'redit tunnel #' to set the number) PRIVATE | 512 | Room is private (restricted to 2 people) SAFE | 1024 | Room is safe... no violence allowed SOLITARY | 2048 | Room is solitary (restricted to 1 person) PETSHOP | 4096 | Petshop (next vnum must be the storeroom) NORECALL | 8192 | Players cannot recall out of this room DONATION | 16384 | Donation room... cannot get all NODROPALL | 32768 | Cannot drop all in this room SILENCE | 65536 | Not a sound can be made or heard in this room LOGSPEECH | 131072 | All speech in this room is logged NODROP | 262144 | Nothing can be dropped in this room CLANSTOREROOM | 524288 | Clan storage room NOSUMMON | 1048576 | Player cannot be summoned out of this room NOASTRAL | 2097152 | People cannot astral to this room TELEPORT | 4194304 | People in this room will be teleported out TELESHOWDESC | 8388608 | Players will see the room desc of the dest room NOFLOOR | 16777216 | Room has no floor: exit down + no fly = fall PROTOTYPE | 1073741824 | Room is a prototype, (under construction) ~ 31 ROOMTRIGGERS RPTRIGGERS~ Trigger Optnl Triggering Variable Explanation ------- ----- ------------------- ----------- Act {p} <keyword / phrase> [emotes, socials, actions, bamfs] Speech {p} <keyword / phrase> [says or tells from same room as mob] Rand <percentage> [randomly triggered based on percentile] Fight <percentage> [random, within a fight, based on percentile] Hitprcnt <percentage> [percent is % of mob's max H.P.] Greet <percentage> [entry that mob can see, by mob/player] Allgreet <percentage> [entry by a mob/player, regardless if seen] Entry <percentage> [when the mob itself enters a room] Bribe <amount of gold> [when a player gives the mob money] Death <percentage> [when the mob dies] Script {hour} [loops a line at a time. Hour triggers start] Time <hour> [script prog, runs once on hour specified] Hour <hour> [loops as Script for an hour from start hour] *NOTE* {hour}/<hour> is in military time. ie, 15 hours is 3p.m. mud time. *NOTE* The mpcommand MPDONOTHING currently only works in Script progs, NOT in Time or Hour progs. For mobs, see also: MPSTAT, MPEDIT, TRIGGER, MPCOMMANDS, IFCHECKS, VARIABLES. ~ 0 RP POINTS~ RP Points are a reward given to players who we feel do an excellent job at rping. These points can be used with the command Redeem different items that may be desirable, including gold, or a restore. Only immortals can give out RP points but once you have them you can use them at your discretion. ~ 1 RPCONVERT~ Syntax: rpconvert (bonus #) (extra arguments) Rpconvert changes rppoints into bonuses. To see a list of available bonuses type rpconvert. The extra arguments are the skill/stat/class that the bonus affects. Ex: rpconvert 1 engineering would advance the player's engineering level by one. NOTE: Anyone asking for rppoints will have their score deducted by one point. ~ 31 RPEDIT~ Syntax: rpedit <command> [number] [program] [arguments] Syntax: rpedit add <program> <arguments> Syntax: rpedit insert <number> <program> <arguments> Syntax: rpedit edit <number> [program] [arguments] Syntax: rpedit delete <number> Syntax: rpedit list Add, insert and edit will put you into the line editor to edit your program. The arguments consist of a trigger, plus any arguments ssociated with that trigger. To edit a toomprogram you must be in the room. See RPSTAT, TRIGGER, RPTRIGGERS, RPCOMMANDS, IFCHECKS, IFCHECKS2, VARIABLES ~ 1 RPPOINTS ~ Rppoints are given out by the immortals as a reward for good roleplaying. To check your rppoints type score. Rppoints can be cashed in for bonuses. To see a list of available bonuses type rpconvert. NOTE: Anyone asking for rppoints will have one rppoint deducted from their score. See also: RPCONVERT ~ 31 RPSTAT~ Syntax: rpstat Rpstat will display all of the roomprograms that have been written for a room. You must be standing in the room that you are rpstatting (though you can also use 'rpstat' in conjunction with the 'at' command to rpstat a room remotely). See RPEDIT, TRIGGER, RPTRIGGERS, RPCOMMANDS, IFCHECKS, IFCHECKS2, VARIABLES ~ 31 RRESET~ Syntax: rreset <list|edit|delete|add|insert|place> Syntax: rreset remove <#> Syntax: rreset mobile <mob#> [limit] Syntax: rreset object <obj#> [limit [room]] Syntax: rreset object <obj#> give <mob name> [limit] Syntax: rreset object <obj#> equip <mob name> <location> [limit] Syntax: rreset object <obj#> put <to_obj name> [limit] Syntax: rreset hide <obj name> Syntax: rreset trap <obj name> <type> <charges> <flags> Syntax: rreset trap room <type> <charges> <flags> Syntax: rreset bit <set|toggle|remove> door <dir> <exit flags> Syntax: rreset bit <set|toggle|remove> object <obj name> <extra flags> Syntax: rreset bit <set|toggle|remove> mobile <mob name> <affect flags> Syntax: rreset bit <set|toggle|remove> room <room flags> Syntax: rreset random <last dir> ~ 1 RUGGED~ &GName: &w&WRugged &GFeat Type: &w&WNon-Force Feat &GRequirements: &w&WNone &GBenefit: &w&WYou get a +1 synergy bonus on all Fortitude saving throws and a +2 synergy bonus on all Survival checks. ~ 1 RULES~ &B1&W) &RAbsolutely no multiplaying. Up to 2 characters per person is allowed, but playing them at the same time is not. &w&B2&W) &RTriggering is not allowed while not at the computer. We have ways to check for this, and we do so often. &w&B3&W) &RConspiring with an immortal for any sort of illegal gain will result in a slaying of the imm and a banning of the player. No exceptions. &B4&W) &RAll PvP attacks must be authorized by an immortal. Newbie killing, although frowned upon, is legal as long as an immortal authorizes it. &w&B5&W) &RExploiting bugs is illegal. Period. &w&B6&W) &RNo spamming. &B7&w) &RBlack is allowed in titles only when disguised. Colorized names _ARE_ allowed and are coded as useable to prevent this. &w&B8&W) &RQuitting during an imminent hostile situation is SEVERELY frowned upon, and in some situations may be considered illegal. &w&B9&W) &RStun Killing is also Illegal, if you use stun blaster setting, either jail or bind them, DO NOT kill them. &w&B10&W) &RNO DARK JEDI OR SHADOW JEDI. If you are lucky enough to roll the force, you must be either SITH or JEDI. &W &b&B11&W) &RNO SHARING ANYTHING BETWEEN CHARACTERS. This includes suiciding and running to your corpse! Penalties will be harsh! &B12&w) &RIt is illegal to use excessive caps on any public channel, and will result in a hell.&w &w&WThe immortals reserve the right to consider any unsavory or unfair act illegal. It is completely under their discretion what is and what is not illegal, excepting these rules, which are non-negotiable. ~ 0 RYN~ &gName: &wRyn &gDescription: &wThe Ryn are a species of interstellar vagabonds who wander the galaxy as spacehands, merchants, construction workers, pilots, and scouts. Known for their exhilarating music and transience, Ryn possess a certain gypsylike quality. The Ryn have been spacefarers for so long that they have forgotten where they originated. Not even the great libraries of Obroa-skai or Woostri can confirm their distant origin. Theories about why the Ryn spread across the galaxy are abundant, and the Ryn themselves have two contradictory legends regarding their past. One says that the Ryn were once fierce warriors who were set against a long-forgotten Inner Rim threat. Another professes that the Ryn people volunteered ten thousand of their musicians and entertainers to a nearby world whose culture lacked poets and artists. Universally reviled and distrusted, Ryn have a reputation as thieves and confidence tricksters, and their personal philosophy about doing whatever it takes to surive only strengthens that reputation. &gPersonality: &wRyn are flamboyant, gregarious, self-sufficient, and driven. They work hard, often seeking employment as entertainers, tradesfolk, mechanics, and spacehands. They love secrets and have come to expect little from other species; hence, they are instinctively wary of any non-Ryn who offers them aid. &gPhysical Description: &wRyn have sharp features, slender tails, and skin tones ranging from light purple to deep blue-black. Their bodies are covered with smokey-hued fuzz ranging in color from light brown to snow white. Ryn tend to have brown or blue eyes, although a few have green or amber eyes. Their chitinous beaks are perforated and extend down past their thin-lipped mouths. Male Ryn cultivate large, snow-white mustaches to match their unkempt, shock-white hair. Ryn adults stand 1.4 to 1.8 meters tall. &gHomeworld: &wUnknown, although research leads some to speculate that the Ryn homeworld lies somewhere in the Core Worlds region. &gSpecies Traits: &wMedium-Sized Musical Beak &g- &wCapable of mimicing Binary +2 Species Bonus On &rDisarm&w Checks Bonus Feat Of &rInfamy&w On Character Generation ~ 1 SABOTAGE~ Syntax: sabotage <ship system component> Sabotage destroys a ships drives. ~ 1 SACRIFICE~ Syntax: sacrifice <object> Sacrifice offers an object to the gods. The gods may reward you for the sacrifice, and the nature of the reward depends upon the type of object. Hint: the gods like corpses. ~ 1 SAVE~ Syntax: Save SAVE saves your character and its inventory; you must be at least second level to save. The system automatically saves one character approximately minute, but with the high number of players usually online it may take hours before your own is auto-saved. For this reason, you should not rely on auto-save to keep your character updated -- save frequently. Type SAVE immediately after recovering your corpse, gaining experience or a level in battle, getting new items, making purchases or repairs, etc. Some objects (such as keys) may not be saved. ~ 31 SAVEAREA LOADAREA~ Syntax: savearea loadarea Savearea and loadarea will save or load your prototype area. A God or higher may load or save any other prototype area by simply specifying the area name. Example: savearea/loadarea Joseph.are See also BESTOWAREA, AASSIGN ~ 31 SAVINGTHROWS~ Saving throws: sav1 - Saving vs. poison or death sav2 - Saving vs. wands sav3 - Saving vs. paralysis or petrification sav4 - Saving vs. breath sav5 - Saving vs. powers or staves See MSET or type MSET by itself. ~ 1 'SCAN'~ Syntax: scan <direction> This skill enables you to scan for one or more rooms in the direction specified, dependent on the percent to which the skill is practiced, and the type of area you are in. ~ 1 SCORE~ Syntax: score SCORE is a sheet filled with your characters statistics. When you type score, only you can see what is listed there. Should you want to let others see your characters health, you can type REPORT. ~ 0 SCOUNDREL~ &gName: &wScoundrel &gClass Type: &wNon-Force Base Class &gMax Level: &w20 &gDescription: &wScoundrels are rogues &g- &wgood, bad, and neutral &g- &wwho either live outside the law or fight against it in order to get the upper hand. They can come from any world or region of the galaxy. Most use their intelligence and dexterity to accomplish tasks, and many rely on charisma as a fallback when all else fails. The scoundrel gets by with bravado, cunning, duplicity, and trickery. They live by their wits, lying, cheating, stealing, and even fighting when the need arises. &gBackground: &wScoundrels don't often start out seeking to defy authority and break the law. Some are thrust into the profession as a means of rebellion. Others wind up on the wrong side of the law due to back luck, porr decisions, or circumstances beyond their control. The skills they pick up along the way make them great members of any mission team. &gAbilities: &wDexterity and Intelligence are a scoundrel's most important ability scores, because he must ahve quick reflexes and a sharp wit to survive. Charisma is important for talking one's way out of trouble, and Wisdom is useful for spotting trouble before it finds the scoundrel. &gHitpoints: &wScoundrels gain 1-6 vitality points per level. The character's Constitution applies. &wAlso see &rhelp scoundrelprof&w for more information. ~ 0 SCOUT~ &gName: &wScout &gClass Type: &wNon-Force Base Class &gMax Level: &w20 &gDescription: &wScouts are natural explorers and adventurers, full of curiousity and trained to handle the out-of-the-way locations where they often operate. Scouts tend to be independent, signing on when the credits are good and their skills are best utilized and tested. Scouts understand the lay of the land and the orbit of the stars. They know how to recognize danger and locate the basic necessities for survival. Unlike the fringer, who is born to the frontier and often wants to escape from it, the scout consciously embraces the wild regions and understands the skills he or she possesses instead of coming to them by innate ability and happenstance. The scout seeks knowledge, tries to solve mysteries, and wants to be the first to see something new and different. The scout learns to find a path through the wild regions, often becoming a decent pilot along the way, and usually learns how to protect himself from whatever hides over the next hill or beyond the most distant nebula. &gBackground: &wScouts come to their profession in seach of something, usually knowledge or secrets or the answers to the mysteries of the ages. Scholars, while possibly associated with an institute of learning or a particular government, often forsake the halls of academe for the pure research of working in the field. Pathfinders and explorers may work for a government or a military institution, or they may take on freelance contracts from anyone willing to pay for their services. Many scouts develop into bounty hunters, especially those who combine military skills with their tracking and searching abilities. &gAbilities: &wMost of the scout's key skills rely on Dexterity, Intelligence, and Wisdom. Strength is also useful for the scout who uses athletic skills. &gHitpoints: &wScouts gain 1-8 hitpoints per level. The character's Constitution applies. &wAlso see &rhelp scoutprof&w for more information. ~ 1 SEARCH~ &GName: &w&WSearch &GSyntax: &w&WSearch Search <object> &GSkill Type: &w&WNon-Force Skill &GDescription: &w&WYou can make a detailed examination of a specific area, looking for lost items, hidden compartments, and traps, or to discern other details that aren't readily apparent at a casual glance. The Search skill lets a character detect some small detail or irregularity through active effort, whereas the Spot skill lets you notice something with a quick scan. ~ 0 'SECOND ATTACK' 'THIRD ATTACK' 'FORTH ATTACK' 'FIFTH ATTACK'~ These skills let you attack more than once during a combat round. Use of these skills is automatic once you have practice them. You can practice THIRD ATTACK before you have mastered SECOND ATTACK, although it isn't efficient to do so. ~ 31 SECTORTYPES~ INSIDE 0 CITY 1 FIELD 2 FOREST 3 HILLS 4 MOUNTAIN 5 WATER_SWIM 6 WATER_NOSWIM 7 UNDERWATER 8 AIR 9 DESERT 10 UNKNOWN 11 OCEANFLOOR 12 UNDERGROUND 13 ~ 31 SEDIT~ View, create, edit or delete socials online. Sytanx: sedit <social> Syntax: sedit <social> [field] Syntax: sedit <social> create Syntax: sedit <social> delete Syntax: sedit <save> Field being one of: cnoarg onoarg cfound ofound vfound cauto oauto Use sedit <social> to view the current settings of an existing social. Use sedit <social> [field] to set one of the fields: CNoArg: response to character if no argument given ONoArg: response to room if no argument given CFound: Response to character if target is someone else OFound: Response to room if target is someone else VFound: Response to target if target is someone else CAuto : Response to character if target is self OAuto : Response to room if target is self Use sedit <social> create to create a new social, then edit with sedit field. Use sedit <social> delete to delete an existing social. Use sedit save to save the new social or changes to existing socials. ~ 1 'SEE FORCE' SEEFORCE~ &GName: &w&WSee Force &GSyntax: &w&WAutomatic &GSkill Type: &CForce Skill&w&W &GDescription: &w&WYou can detect the presence of the Force in a person. This skill will also enable someone to detect the presense of the Dark Side within a person. The Force Stealth skill enables a player to hide these aspects of themselves. Also see &rhelp forcestealth&w&W for more information ~ 1 SENATE~ Command not in operation. ~ 1 SENSE~ &GName: &w&WSense &GFeat Type: &CForce Feat&w&W &GRequirements: &w&WForce-Sensitive, Force Level 1 &GBenefit: &w&WYou may learn Sense-based Force skills. ~ 1 SETBLASTER~ Syntax : setblaster <full|high|normal|half|low|stun> Alters your blaster's power setting. ~ 31 SETBOOT~ Syntax: setboot time <hour> <minute> setboot manual <0|1> The setboot command is useful for planning a reboot, (to save you from the trouble of all those echos :) ) and for the daily boot. The manual bit is used by the mud to determine whether the boot time was set by hand. When the mud starts up, the boot time is set to 0600hrs (6am) and the manual bit to 0. If 'setboot time' is used, the mud sets the manual bit to 1. When it comes time to do the reboot, the mud checks how long it has been running. If it has been running less than 18 hours and the reboot time has not been set manually, the reboot does not take place (nor do the automatic warning echoes). Echoes: when a scheduled reboot is coming up, the mud will send out echoes to that effect. The echoes start 30 minutes before the reboot and are repeated at t minus 15, 10, 5, 4, 3, 2 and 1 minute(s). ~ 31 SETCLAN~ This command is used to define clan, Order and guild files. The filename field must be defined before other fields can be entered. Syntax: setclan <clan> <field> <deity|leader|number1|number2> <player> Field being one of: filename- filename of the clan, guild or Order type - 13 is an Order (peaceful clan) - 14 is a Guild - 0 is a deadly clan class - class # accepted by the clan (for use with Guilds, leave 0 if none) name - name of the clan motto - motto of the clan desc - description of the clan favour - favour bestowed by the gods (not currently supported) strikes - displeasure of the gods toward the clan (not currently supported) deity - name of the clan's Deity leader - name of the clan's Leader number1 - name of the clan's Number One number2 - name of the clan's Number Two members - manually set the number of members board - roomvnum of the clan's board recall - roomvnum to which members of the clan recall storage - roomvnum of the storage room of the clan (so that items in the room will save over reboot/crash; use the clanstoreroom roomflag in this room as well) align - alignment to which members must adhere (commented out in code) obj1, obj2, obj3 - vnums of the objects which the Leader can 'make' guard1, guard2 - mobvnums of the clan's primary guardians See SHOWCLAN, MAKECLAN ~ 31 SETCOUNCIL~ Syntax: setcouncil <council> <field> <deity|leader|number1|number2> <player> Field being one of: name - name of the council filename - filename in which to store the council data desc - description of the council head - leader of the council members - manually set the number of members board - roomvnum of the council's board meeting - roomvnum in which the council meets powers - commands all members will receive regardless of their level (similiar to council-wide bestowments) Used to define a council after it has been created with 'makecouncil'. The filename must be specified before other fields can be set. See SHOWCOUNCIL, MAKECOUNCIL ~ 31 SETPLANET~ Syntax : setplanet <planet> <field> [value] Field being one of: base_value - Planet's base value flags - planet flags : permanent name - planet name filename - filename starsystem - starsystem of planet governed_by - government ~ 31 SETSHIP~ Syntax : setship <ship> <field> <values> Field being one of: filename - file name rockets - No of rockets name - Ship's name torpedos - No of torpedos owner - Ship's owner class - ship class copilot - extra pilot comm - unknown to me! pilot - ditto astroarray - ditto description - ship description sensor - ditto home - home starsystem chaff - No of chaffs cockpit - cockpit vnum energy - fuel entrance - hatch vnum hull - hull strength turret1 - turret vnum shield - shield strength turret2 - ditto missiles - No of missiles hanger - hanger vnum lasers - No of lasers engineroom - engine room vnum tractorbeam - not in use pilotseat - pilot seat vnum hyperspeed - hyperspace speed coseat - copilot seat vnum speed - realspace speed gunseat - gunnery seat vnum manuever - manueverability navseat - navigation seat vnum shipyard - vnum of shipyard firstroom - first vnum lastroom - last vnum ~ 31 SETSTARSYSTEM~ Syntax : setstarsystem <starsystem> <field> <values> Field being one of: name filename xpos ypos, star1 s1x s1y s1z gravitys1 star2 s2x s2y s2z gravitys2 planet1 p1x p1y p1z gravityp1 planet2 p2x p2y p2z gravityp2 planet3 p3x p3y p3z gravityp3 location1a location1b location1c doc1a doc1b doc1c location2a location2b location2c doc2a doc2b doc2c location3a location3b location3c doc3a doc3b doc3c ~ 1 SETWAGE~ Syntax: setwage <clan member> <amount> This command will allow clan leaders to set a salary for their loyal members. ~ 1 SHARP-EYED 'SHARP EYED'~ &GName: &w&WSharp-Eyed &GFeat Type: &w&WNon-Force Feat &GRequirements: &w&WNone &GBenefit: &w&WYou get a +2 aptitude bonus on all Search checks. ~ 0 SHIELD~ Syntax: feel shield These powers protect the caster by decreasing (improving) the caster's armor class. SHIELD provides 20 points of armor. ~ 1 SHIPLOCK~ Syntax: Shiplock <code> Sets the code of your ship to a new code. For a random code, shiplock random. ~ 1 SHIPTALK~ Syntax : shiptalk <message> Sends message to all on current ship. ~ 0 SHISTAVANEN~ a race of wolf-like bipeds whose eyes glow red, the Shistavenen were native to the Uvena system, and are veiled in mystery throughout the galaxy. They are hunters by nature, and are known for their abilities as bounty hunters and scouts. However, they were also isolationist as a species, and tended to discourage interaction with other species. ~ 0 'SHOCKSHIELD'~ Syntax: feel 'shockshield' This power will surround you with a shield of electric energy that will return your enemies attacks with bolts of lightning! ~ 31 SHOPS~ Syntax: shops Displays statistics on all the shops. See MAKESHOP, SHOPSET, SHOPSTAT and SHOPVALUES ~ 31 SHOPSET~ Syntax: shopset <mobile vnum> <field> <value> ----------------------------------------------- | Fields | Meaning | ----------------------------------------------- | buy# | Types of items the keeper will buy | | buy | Profit on buying items | | sell | Profit on selling items | | open | Hour shop opens | | close | Hour shop closes | | keeper | Vnum of shop keeper | ----------------------------------------------- Lets you set certain stats on a shop. see MAKESHOP, SHOPSTAT, SHOPS and SHOPVALUES ~ 31 SHOPSTAT~ Syntax: shopstat <mobile vnum> Shows statistics on a mobile's shop. See MAKESHOP, SHOPSET, SHOPS and SHOPVALUES ~ 31 SHOPVALUES~ Syntax: shopset <mobile vnum> buy# <value> 1 - light 21 - pen 41 - rune 2 - scroll 22 - boat 42 - runepouch 3 - wand 23 - corpse 43 - match 4 - staff 24 - corpse_pc 44 - trap 5 - weapon 25 - fountain 45 - map 6 - _fireweapon 26 - pill 46 - portal 7 - _missile 27 - blood 47 - paper 8 - treasure 28 - bloodstain 48 - tinder 9 - armor 29 - scraps 49 - lockpick 10 - potion 30 - pipe 50 - spike 11 - _worn 31 - herbcon 51 - disease 12 - furniture 32 - herb 52 - oil 13 - trash 33 - incense 53 - fuel 14 - _oldtrap 34 - fire 54 - shortbow 15 - container 35 - book 55 - longbow 16 - _note 36 - switch 56 - crossbow 17 - drinkcon 37 - lever 57 - projectile 18 - key 38 - pullchain 58 - quiver 19 - food 39 - button 59 - shovel 20 - money 40 - dial 60 - salve 61 - rawspice 62 - lens 63 - crystal 64 - duraplast 64 - battery 65 - toolkit 66 - durasteel 67 - oven 68 - mirror 69 - circuit 70 - superconductor 71 - comlink 72 - medpac 73 - fabric 74 - rare metal 75 - magnet 76 - thread 77 - spice 78 - smut 79 - device THE LAST OF THESE ARE WRONG ... ADD 1 to FIX (I THINK ... YOU HAVE TO PLAY WITH IT)) ~ 0 SHOVE DRAG~ Syntax: drag <character> <direction> Syntax: shove <character> <direction> Drag will drag the victim in the specified direction if they are not standing up, while shove will shove them in the specified direction only if they are standing. Characters who have been in a safe room for longer than 30 seconds will be unable to be shoved or dragged out of that room until they either leave of their own choice or they shove/drag another player. ~ 1 SHOWBEACONS~ Usage: showbeacons Lists all active beacons that you have placed. SEE ALSO: plantbeacon, checkbeacons, nullifybeacons ~ 31 SHOWCLAN~ Syntax: showclan <clan/order/guild name> Example: showclan guild of mages, showclan Retribution Used to display statistics for any clan organization, which includes clans, Orders and guilds. See SETCLAN, MAKECLAN and CLANS ~ 1 SHOWCONTRACTS~ Syntax: showcontracts Use showcontracts to see your current list of contracted targets. See also: contract, remcontract ~ 1 SHOWCOUNCIL~ Syntax: showcouncil <council name> Displays the statistics of the specified council. See SETCOUNCIL, MAKECOUNCIL, COUNCILS ~ 31 SHOWGUILD~ Syntax: showguild 'guild of <guild name>' Displays the statistics on a guild. ~ 31 SHOWPLANET~ Not in operation. ~ 31 SHOWQUESTS~ &GSyntax: &w&WShowquests <victim> &w&WThis command enables immortals to view which quests a player has unlocked. The value &G0&w&W will appear after the quests name if they have not completed it and &G1&w&W if they have. ~ 31 SHOWSHIP~ Syntax : showship <ship name> Shows the stats of the ship. ~ 31 SHOWSTARSYSTEM~ Syntax : showstarsystem <system name> Shows the systems stats. ~ 0 SIMULATORS~ Simply explained simulators are ships which go into a special starsystem. Simulators when destroyed are not destroyed but instead returend to their home. For this reason simulators can be used for practice space battles, learning how to fly, and basicly anything else. To exit a simulator type endsimulator. ~ 0 SIT~ Syntax: sit Sit makes your character sit down. ~ 0 'SITH ACOLYTE'~ &gName: &wSith Acolyte &gClass Type: &bForce &wPrestige Class &gMax Level: &w10 &gDescription: &wThe Sith acolyte is a Force-using adherent of the Sith tradition. Descended from a rogue Jedi faction, the Sith tradition has dominated their corner of the galaxy for millenia. Sith acolytes come and go as many perish and few get promoted. Every Sith acolyte delves deep into the mysteries of the Sith, learning how to wield the Force in ways that draw upon the dark side. They are dark sorcerers and fell priests, practitioners of living sacrifices and base deception. They come to the Sith tradition from the ranks of the Force adepts and the dark side devotees. People who become Sith acolytes often do so simply out of naked ambition. The Sith path teaches the power of the dark side of the Force, and such a weapon is often irresistible to those without power of their own. Victims and subordinates make excellent Sith acolytes. Those with more authority and control make even better Sith acolytes. The Sith acolyte proceeds from a position of weakness, even within the ranks of the Sith. Sith warriors are far more physically capable, the Sith Lords combine the best aspects of both the cultist and the warrior. Therefore the Sith acolyte comes to rely on cunning and subterfuge, advancing more through assassination and betrayal than conquest and domination. For those who perform well, the role of acolyte is only the beginning. For those who perform poorly, the dark side is a yawning abyss of madness. The path of the Sith acolyte should never be traveled lightly. &gRequirements: &wHitroll +3, See Force 6, Force-Sensitive, Alter, Sense, Reputation 4, Darkpoints 4 &gHitpoints: &wA Sith acolyte gains 1-8 hitpoints per level. The character's Constitution applies. &wAlso see &rhelp acolyteprof&w for more information. ~ 0 'SITH LORD'~ &gName: &wSith Lord &gClass Type: &bForce &wPrestige Class &gMax Level: &w10 &gDescription: &wThe Sith Lord is the pinnacle of the Sith tradition. His most sacred tasks include preserving the lord and glory of the Sith and plotting their eventual ascendance to their place as rulers of the galaxy. The Sith Lord must allow nothing to stand in the way of his goal: not all the forces of the &bRepublic&w military, nor the entirety of the Jedi Order. When the time comes, the Sith Lord must be prepared to ruthlessly crush all opposition, leaving no traces behind. This has been the way of the Sith for a thousand years. Most Sith Lords begin as Sith Acolytes or Sith warriors. The Sith Lord cultivates individuals with the potential for both great power and great evil, training them from childhood, when possible, to be every bit as ruthless as he is himself. The training can be better described as physical and mental torture, but it is designed to create someone strong, fast, cunning, and deadly. The Sith Lord passes on his knowledge of the dark side of the Force, instilling in his apprentice both a lust for power and a fear of failure. Arguably, only the truly ambitious or deeply twisted ever seek to become Sith Lords. Following the path of the Sith dominates one's destiny, requiring a constant devotion to engineering the ascendance of the Sith. A Sith Lord cannot afford the luxury of friends, mercy, or even rest. The dark side sustains him through decades of scheming and planning, of masterminding plots subtle and grandiose. &gRequirements: &wHitroll +6, Battlemind 6, Intimidate 8, Force-Sensitive, Control, Alter, Sense, Darkpoints = Wisdom &gHitpoints: &wA Sith Lord gains 1-10 hitpoints per level. The character's Constitution applies. &wAlso see &rhelp sithlordprof&w for more information. ~ 1 'SITH SORCERY'~ &GName: &w&WSith Sorcery &GSyntax: &w&WSithsorcery &GFeat Type: &CForce Feat&w&W &GRequirements: &w&WForce-Sensitive, Sense, Force Level 3, Darkpoints 6 &GBenefit: &w&WYou may use this feat to gain a bonus on attacks and saves. You gain a +1 competence bonus for every three levels you have attained. Whenever you use this ability, in addition to gaining a Dark Side Point, you open yourself to possession by the Sith spirits you have summoned. During the envoking of this power, you must attempt a Will saving throw. If the save succeeds, there are no side effects. If the save fails, however, a dark side spirit takes its toll on your body as payment for its power. &GHit Point Cost: &w&W4 ~ 0 'SITH WARRIOR'~ &gName: &wSith Warrior &gClass Type: &bForce &wPrestige Class &gMax Level: &w10 &gDescription: &wThe Sith warrior combines mastery with the power of the dark side to create a living embodiment of rage and savagery. Physical conditioning and punishing discipline make the Sith warrior into a formidable opponent, and facility with the powers of the dark side add a wicked barb to an otherwise deadly weapon. The Sith warrior is dedicated to the conquest and subjugation of any obstacle to the Sith tradition. A single Sith warrior is usually more than a match for most Jedi. When Sith warriors gather in numbers, the galaxy trembles. Where other Sith focus on plots and deceptions, the Sith warrior devotes himself to the art of violence. The two complement each other perfectly, with the Sith warrior often delivering the final blow to a foe laid low by the machinations of a Sith acolyte or Sith Lord. When the plans of the Sith hinge on a crime boss or a senator or a military officer dying a vicious death, the Sith warrior is in his element. His is the last face the enemies of the Sith ever see &g-&w if they see him at all. The training of a Sith warrior is always one of deprivation and hardship. Mercy and forbearance create a weak weapon, and such a weapon is useless. The Sith warrior is subjected to endless conditioning and drilling. Displays of fear and uncertainty are rewarded with painful and educational punishment. Displays of strength and ruthlessness are rewarded with another day's survival. The Sith warrior learns to live for the precious few words of encouragement his master gives, and the dream that he will one day stand atop a pile of slain Jedi. For the Sith warrior, battle is its own reward. &gRequirements: &wHitroll +4, Battlemind 4, Intimidate 6, Force-Sensitive, Alter, Control, Reputation 4, Darkpoints 6 &gHitpoints: &wA Sith warrior gains 1-10 hitpoints per level. A character's Constitution applies. &wAlso see &rhelp warriorprof&w for more information. ~ 30 SIZE EQ_SIZE~ There are now four sizes of EQ: small_size, human_size, large_size and hutt_size. Please set one of these flags for all eq .. you'll have to do it online. Heres the race breakdown for who can use what: small_size: jawa, noghri, ewok human_size: Human, Rodian, Twi'lek, Adarian large_size: Wookiee, Mon Calamarian, Gamorrean hutt_size: Hutt See also help Oset and help Layers. ~ 1 'SKILL EMPHASIS'~ &GName: &w&WSkill Emphasis &GFeat Type: &w&WNon-Force Feat &GRequirements: &w&WNone &GBenefit: &w&WYou gain +5 skillpoints. You can gain this feat multiple times. ~ 0 SKYTRI S'KYTRI~ &gName: &wS'kytri &gDescription: &wThe winged S'kytri hail from Skye. In their native tongue, "S'kytri" mean "&Ythe Windborn&w". The enlightened beliefs of the &bJedi&w appealed to Klarymere, the S'kytri Patriarch. S'kytri seem more interested in protecting and nurturing their homeworld by treating it as a living, breathing entity. They are also afraid of losing their culture. Most S'kytri have little use of technology, although contact with the rest of the galaxy has prompted some S'kytri to reluctantly adopt technology designed to ease the quality of life. Although a mammalian species, S'kytri hatch from eggs. Clothing is unimportant to S'kytri, for too much material creates unwanted wind resistance during flight. Males wear anklets bearing the insignia of their clans, and both genders wear slight, close-fitting coverings. &gPersonality: &wProud, independent, and headstrong. S'kytri take great stock in tradition and "old world" values. They deplore violence but fight ably and courageously when threatened. They see themselves as inherently superior to species that are incapable of natural flight. Young adult S'kytri tend to be especially arrogant, defiant, and rebellious. &gPhysical Description: &wS'kytri have thin, muscular physiques and attractive, chiseled features. Feathered wings grow from their shoulder blades. Although physically strong, S'kytri have hollow bones and are much lighter than they seem at a glance. Adults average 2 to 2.2 meters tall, and S'kytri under 1.9 meters tall are considered "short" by the species' standards. Male S'kytri typically have pale blue skin, while females usually have light green skin. Less than one percent of the population is born with reversed pigmentation; the S'kytri treat these hatchlings as abominations of nature and destroy them. Hair color ranges from deep maroon to dusty yellow to moon-white. &gHomeworld: &wSkye, a mountainous and temperate world located in the Marat system &g(&win the Outer Rim Territories&g)&w. &gSpecies Traits: &w+2 Strength, -2 Constitution, -2 Wisdom Medium-Sized Natural Flight +1 Species Bonus On &rWill&w Saves ~ 31 SLAY SLA~ Syntax: slay <victim> [immolate/shatter/demon] SLAY kills a character in cold blood, no saving throw. The optional parameters cause different messages to be sent to the actor, the victim and the room, just for a bit of variety. Slay bypasses auto actions such as autoloot and autosac. Slay should not be used to test death_programs on mobs, as it is not the same as an actual death to the mobile and may not return accurate results. ~ 1 SLEEP~ Syntax : sleep <victim> Sends victim to sleep for a limited period. ~ 0 SLEEP~ Syntax: feel sleep <victim> This power puts its victim to sleep. ~ 1 'SLEIGHT OF HAND'~ &GName: &w&WSleight Of Hand &GSyntax: &w&WThis skill is used in conjunction with other commands &GSkill Type: &w&WNon-Force Skill &GDescription: &w&WYou can lift a purse and hide it on your person, palm an unattended object, or perform some feat of adroitness with an object no larger than a hat or a loaf of bread. ~ 1 SLICEBANK~ Syntax: Slicebank <account> <amount> This skill attempts to transfer credits from an account to the user's account. Banks have taken precautionary measures to prevent this, such as limiting the amount being transferred at a time to Balance/20. If the slicer attempts to transfer more than this, it will fail, and the account owner will be notified of the intrusion. ~ 0 SLINK~ This power makes you more dexterous for its duration. ~ 0 SLIST~ Syntax: SLIST Syntax: SLIST <lo> <hi> SLIST without an argument gives you a compleat list of the powers and skills available to your class, also indicating the maximum level to which you can practice it. SLIST lo hi gives you a list of powers and skills available to your class from levels lo to hi. Example: <554hp 156m 700mv> <#2> slist 2 2 SPELL && SKILL LIST ------------------ Level 2 skill : mount Current: 75 Max: 85 ~ 31 SLOOKUP~ Syntax: slookup <skill-or-power> Syntax: slookup all SLOOKUP shows you the internal 'sn' and external 'slot' for the given skill or power. The 'sn' is used for OSET and OSTAT. The 'slot' is used for area files. Neither 'sn' nor 'slot' is used for player files; these operate with the actual skill and power names. SLOOKUP ALL shows this information for all skills and powers. ~ 1 SMALLTALK~ Syntax : smalltalk <mob> Increases support for your clan on planets they control. ~ -1 SMAUG THORIC~ . [S]imulated [M]edieval multi-[U]ser [A]dventure game SMAUG is an ongoing project headed up by Derek Snider (Thoric), who has taken on several assistants in expanding and improving the code. Thoric Altrag Blodkai Narn Haus Scryn Swordbearer Rennard Tricops Gorog ~ 31 SMAUGSPELLS~ SMAUG has a specially coded power type "power_smaug", which is a generic power handler that uses the extra power fields to determine what the power is going to achieve. damtype the class of damage done (see DAMTYPES) acttype the action of the power (see ACTTYPES) classtype the class of power (see CLASSTYPES) powertype the power ranking of the power (see POWERTYPES) flag special extra flags this power has (see SPELLFLAGS) hit Message displayed when power is successful miss Message displayed when power misses or fails die Message sent if power causes death imm Message sent if victim is immune (Messages must specify char, vict or room, ie: hitchar, hitvict, hitroom) dice a dice formula used for rolling things like damage (see DICEFORMULAS) saves saving throw victim gets (see SPELLSAVES) bitvector see AFFECTED_BY, the bitvector applied by the power, if any affects see AFFECTTYPES, the effect the power has, if any value an extra field reserved for things like the vnum used in powers that create objects, or summon monsters to the caster's aid. ~ 1 SMOKE~ Syntax : smoke <object> Smokes pipe. ~ 1 SNIPE~ . Syntax : Snipe (direction) (target) This skill allows you to engange enemies at long range. ~ 31 SOBER~ Syntax: sober <victim> Removes a character's inebriation and all affects of alcohol. ~ 0 SOLDIER SOLDIERS~ &gName: &wSoldier &gClass Type: &wNon-Force Base Class &gMax Level: &w20 &gDescription: &wSoldiers combine discipline with martial skills to become the best pure warriors in the galaxy. Soldiers can be stalwart defenders of those in need, cruel marauders, or brave adventurers. They can be hired guns, noble champions, or cold-hearted killers. They fight for glory, for honor, to right wrongs, to gain power, to acquire wealth, or simple for the thrill of battle. &gBackground: &wMost soldiers come to the profession after receiving at least some amount of formal training from a military organization, local militia, or private army. Some attend formal academies; others are self-taught and well tested. A soldier may have taken up his weapon to escape a mundane life. Another may be following a proud family tradition. Soldiers in a particular unit share a certain camaraderie, but most have nothing in common except battle prowess and the desire to apply it to a given situation. &gAbilities: &wSince most combat in the Star Wars universe uses blasters and other ranged weapons, Dexterity is the soldier's most important ability score, followed closely by Constitution and Strength. Don't underestimate the importance of Intelligence and Wisdom, however, since many of a soldier's useful skills are based on these abilities. &gHitpoints: &wSoldiers gain 1-10 hitpoints per level. The character's Constitution applies. &wAlso see &rhelp soldierprof&w for more information. ~ 1 SOUND~ Syntax : sound <on|off> Sets sound status. Sound available from www.bigfoot.com/<tilda key>SWReality ~ 1 SPACE SHIP SHIPS PILOTING FLIGHT SPACECRAFT~ The following commands are used to control spacecraft in Star Wars Reality: SHIPS Shows list of ships that are for sale or rent. BOARD <shipname> Enters a ship. LEAVESHIP Leaves a ship. LAUNCH Launches a ship .. make sure you wait till finished before doing anything else. LAND <Planet><location> Lands at specified dock. Land <planet> alone lists docks. SPEED <newspeed> Accelerates to specified speed. COURSE <x y z> Stears ship towards vector x y z. STATUS Shows ships status. INFO <ship> Gives info on a ship. RADAR Scans the surrounding system. HYPERSPACE Preforms hyperspce jump to system set with calculate. CALCULATE <system> Calculates hyperspace jump to system. BUYSHIP Used to purchase a ship. SELLSHIP Sells the ship to the local shipyard. SHIELDS [ON|OFF|IDLE] Turns shields on or off (idle leaves shields on but they do not recharge and eventually drain away). RECHARGE Recharges shields faster. OPENHATCH <ship> Opens ships hatch. CLOSEHATCH <ship> Closes ships hatch. TARGET <ship> Aims weapons or turret at specified target. FIRE [missile|rocket|torpedo] Fires lasers or specified missile. REPAIRSHIP [shipsystem] Preforms repairs to ships hull or specified system. ADDPILOT <name> Allows a character to pilot your ship. REMPILOT <name> Removes a character from your ships pilot list. AUTOTRACK Automaticly adjusts you course to follow your target. CLANBUYSHIP Buys a ship for your organization. CUT This cuts the power to your ship for roughly one minute. It also repairs all damage done by Ion Cannons. ~ 1 SPACER~ &GName: &w&WSpacer &GFeat Type: &w&WNon-Force Feat &GRequirements: &w&WNone &GBenefit: &w&WYou get a +2 aptitude bonus on all Astrogate and Pilot checks. ~ 1 SPACETALK~ Syntax : spacetalk <message> Channel for space. ~ 0 SPEAK~ Syntax: speak Syntax: speak <language> Syntax: speak all (immortals only) The speak command changes the current language in which you are speaking. To speak your native tongue, type 'speak' alone. To speak a specific language (such as common, for example), type "speak common". Immortals have the unique ability to speak so that everyone can understand, by typing "speak all". ~ 1 'SPEAK LANGUAGE'~ &GName: &w&WSpeak Language &GSyntax: &w&WLanguage learn <language> &GSkill Type: &w&WNon-Force Skill &GDescription: &w&WWhen you purchase a rank in Speak Language, you gain a language train which allows you to speak another language fluently. Without this skill, you may only know your given language from your species. Without being fluent in a language, you will not be able to discern what another character is trying to say. The exception to this is by obtaining Level 7 in the Force Adept class. Also see &rhelp language&w&W for more information ~ 31 SPEC SPEC_PROC SPECIAL~ The syntax for a spec proc is: mset <mob vnum> spec spec_<program desired> mset <mob vnum> spec_2 spec_<program desired> Here is a list of the spec programs: spec_jedi, spec_jedi_healer, spec_dark_jedi, spec_fido, spec_janitor, spec_poison, spec_thief, spec_auth *DO NOT USE* its for one mob only in the academy, spec_stormtrooper, spec_new_republic_trooper, spec_guardian, spec_customs_smut, spec_customs_alcohol, spec_customs_weapons, spec_customs_spice, spec_police_attack, spec_police_fine, spec_police_jail, spec_police ~ 0 SPECIAL_FORCES~ Special Forces are the strongest of the different forms of ground troops. Their purpose is like the ground patrol's and elite guards, to protect their leader. However they are by far the strongest of these three types of troops. They will provide the best protection and prove the most dangerous to your enemies. ~ 1 SPEED VELOCITY ACCELERATE~ Syntax : speed <speed> Sets speed of vessel in realspace. BTW velocity should never have been used here as it doesn't require you to specify a direction too. ~ 31 SPELLCOMPONENTS~ T### check for item of type ### V##### check for item of vnum ##### Kword check for item with keyword 'word' G##### check if player has ##### amount of gold H#### check if player has #### amount of hitpoints Special operators: + don't consume this component @ decrease component's value[0], and extract if it reaches 0 # decrease component's value[1], and extract if it reaches 0 $ decrease component's value[2], and extract if it reaches 0 % decrease component's value[3], and extract if it reaches 0 ^^ decrease component's value[4], and extract if it reaches 0 && decrease component's value[5], and extract if it reaches 0 and ! will make the power fail if the caster is carrying that component. Example: V1100 V+1101 The power will only succeed if the caster is carrying objects of vnums 1100 and 1101. The object of vnum 1100 will get consumed by the power, and the object of vnum 1101 will not. With the decremental operators (@#$%^^&&), the object must have at least a value of 1 in the respective location for the power to succeed. ~ 31 SPELLFLAGS~ water water based (create water, ice powers) earth interracts with nature (earthquake) air involve the air or winds astral involve the astral plane (astral walk) area an "area power"... affects everyone in the room distant affects something far away reverse has a reverse affect save_half_dam victim can save for half damage save_negates victim can save for no effect accumulative can be cast repeatedly to have an increased effect recastable can be cast again to refresh the power nobrew cannot be brewed into a potion noscribe cannot be scribed onto a scroll group affects everyone in the caster's group (same room only) object specifically affects an object (for target 'ignore') character specifically affect a character (for target 'ignore') ~ 31 SPELLS~ Type 'practice' to get a list of powers currently available to you and to see to what extent you have them practiced. Type 'slist' to view a list of all powers available at each level to your class. ~ 31 SPELLSAVES~ Here are the saving throws you can set for use in SMAUG powers: none victim doesn't get a saving throw poison_death save vs. poison or death wands save vs. wands para_petri save vs. paralysis or petrification breath save vs. (dragon) breath power_staff save vs. powers or staves ~ 0 SPLIT~ Syntax: SPLIT <amount> SPLIT splits some gold between you and all the members of your group who are in the same room as you. It's customary to SPLIT the gold after a kill. ~ 1 SPOT~ &GName: &w&WSpot &GSyntax: &w&WAutomatic &GSkill Type: &w&WNon-Force Skill &GDescription: &w&WUse this skill to notice opponents waiting in ambush, to see a scoundrel lurking in the shadows, or to discern a wampa hiding in a snowbank by making a quick scan of your surroundings. This skill is used anytime you 'look' in a room. ~ 0 SPY~ This allows a slicer to listen to another players communications over tells with other players. ~ 31 SSET~ Syntax: sset <victim> <skill> <value> or: sset <victim> all <value> or: sset <sn> <field> <value> name the name of the skill or power code for powers, the code executed when the power is cast target for powers, the target of the power (see TARGETTYPES) minpos the minimum position required to use this skill/power slot for powers, the slot number used in area files mana for powers, the amount of mana consumed by the power beats how long this skill takes to be used (in 1/4 seconds) dammsg a word to describe the damage done by this skill or power wearoff for powers, the message given when the power wears off type the type of skill (Spell, Skill, Weapon, Tongue) difficulty how difficult the power/skill is to learn and/or use damtype for powers, the class of damage it does components the components required for this power (see SPELLCOMPONENTS) teachers will restrict the teaching of this skill to these mob vnums participants the minimum number of required participants (for powers) For the special fields used by SMAUG powers (power_smaug) see SMAUGSPELLS ~ 1 'STARFIGHTER OPERATIONS'~ &GName: &w&WStarfighter Operations &GFeat Type: &w&WNon-Force Feat &GRequirements: &w&WPilot 2 ranks &GBenefit: &w&WYou can pilot Starfighter class space ships. ~ 0 'STARSHIP ACE'~ &gName: &wStarship Ace &gClass Type: &wNon-Force Prestige Class &gMax Level: &w10 &gDescription: &wThe starship ace is to starship combat what the elite trooper is to hand-to-hand fighting. Her arms and armor are the weapons and shields of a sleek starship soaring through space or shrieking through the atmosphere. A veteran of countless engagements, the starship ace has proven her skill again and again by virtue of facing the enemy and surviving &g-&w and making sure the enemy did not. She has several kills to her credit, some of which might be studied and discussed in training academies for their ingenuity and effectiveness. &gRequirements: &wHitroll 6, Pilot 10, Starship Dodge, Starfighter Operations &gHitpoints: &wStarship aces gain 1-8 hitpoints per level. The character's Constitution applies. &wAlso see &rhelp starshipaceprof&w for more information. ~ 1 'STARSHIP DODGE'~ &GName: &w&WStarship Dodge &GFeat Type: &w&WNon-Force Feat &GRequirements: &w&WDexterity 13, Pilot 6 ranks, Starfighter Operation or Midship Operations &GBenefit: &w&WWhen piloting a starfighter or a midship, you receive a +1 dodge bonus to the Defense against other ship attacks. ~ 1 STARSYSTEMS~ Syntax : starsystems Shows current starsystems. ~ 1 STATUS~ Syntax : status <ship name> Shows ships status. Shows current ship when no ship specified. ~ 1 STEADY~ &GName: &w&WSteady &GFeat Type: &w&WNon-Force Feat &GRequirements: &w&WNone &GBenefit: &w&WYou get a +1 synergy bonus on all Reflex saving throws and a +2 synergy bonus on all Balance checks. ~ 0 STEAL~ Syntax: STEAL coins <character> Syntax: STEAL <object> <character> STEAL attempts to steal coins, or an object, from a mob or another player. There are penalties for using STEAL on other players. In order to STEAL successfully, you must practice the skill. &w&RWarning:&W If you are caught using this skill, it is ample reason to kill you. ~ 1 STEALTHY~ &GName: &w&WStealthy &GFeat Type: &w&WNon-Force Feat &GRequirements: &w&WNone &GBenefit: &w&WYou get a +2 aptitude bonus on all Hide and Move Silently checks. ~ 1 STRENGTH STR~ Strength (STR in your 'score') represents your character's physical power. The most common concern with strength deals with how much your character can carry. For each additional point of strength you gain an additional amount of maximum carryable weight. Any character with 20 strength can carry 500kgs; Wookiees can have a maximum of 25 strength, and can therefore carry up to 999kgs when their strength is at its maximum. Strength also affects (among other things): - damage roll and hitroll; for each additional point of strength, each of these will increase - chances of success for bash, stun, bashdoor, shove and drag, and the ability to dual-wield heavier weapons - your max levels in classes where strength would naturally relate. ~ 0 STUN~ Syntax: stun <mob> Stun is a skill which can only be used once a fight has started. It will stun your opponent if successful. ~ 1 'SULFUROUS SPRAY'~ With the incantation 'Sulfurous Spray,' the casting mage culls from the air the elements necessary to form a strong acid which rains down upon his opponent or opponents. This strength and velocity of the spray is such that it can work its way into various forms of armor and clothing, and it is also able to harm opponents one might think resistant to such attacks, due to its magical nature. ~ 0 SULLUSTAN~ &gName: &wSullustan &gDescription: &wTo survive the natural perils of their harsh, volcanic homeworld, the Sullustans evolved in the planet's numerous caves. They prefer to dwell underground, constructing highly advanced cities of such great beauty that wealthy sightseers come from all over the galaxy to visit them. They have natural inclinations toward astrogation and piloting. It is said that once a Sullustan has traveled a path, he or she never forgets it, even in hyperspace. This friendly, gregarious species enjoys interacting with unique, unusual, and interesting beings. When &bRepublic&w scouts first visited their homeworld, the Sullustans embraced the notions of space travel and a galaxywide civilization wholeheartedly. The Sullustan manufacturing company SoroSuub quickly became one of the first non-Human-owned interstellar corporations. It remains one of the largest manufacturing conglomerates in the galaxy. The company is so powerful that is has become the official government of Sullust. More than half of the planet's population is on its payroll. &gPersonality: &wSullustans tend to be pragmatic, pleasant, and fond of practical jokes. &gPhysical Description: &wHumanoid with large round eyes, big ears, and jowls, the average Sullustan stands between 1.3 and 1.8 meters tall. &gHomeworld: &wSullust, a volcanic technological world located in the Outer Rim Territories. &gSpecies Traits: &w+2 Dexterity, -2 Constitution Medium-Sized Darkvision +2 Species Bonus On &rClimb&w Checks +2 Species Bonus On &rListen&w Checks ~ 1 SURVIVAL~ &GName: &w&WSurvival &GSyntax: &w&WAutomatic or used with Track feat &GSkill Type: &w&WNon-Force Skill &GDescription: &w&WUse this kill to hunt wild game, guide a party safely through frozen wastelands, identify signs that wampas live nearby, or avoid quicksand and other natural hazards. This skill is also used to track prey. &w&WAlso see &rhelp track&w&W for more information ~ 1 SWIM~ &GName: &w&WSwim &GSyntax: &w&WSwim <direction> &GSkill Type: &w&WNon-Force Skill &GDescription: &w&WUsing this kill, a land-based creature can swim, dive, navigate underwater obstacles, and so on. ~ 31 SWITCH RETURN~ Syntax: switch <character> Syntax: return SWITCH switches you into the body of another character (who must not already have a descriptor, e.g. you can't switch into a PC). RETURN returns you to your original body. ~ 1 SWREALITY~ ~ 1 SYSTEMTALK~ Syntax : systemtalk <message> Sends message to all ships in current starsystem. ~ 1 TAKEDRUG DRUG DRUGS SPICE RHYLL~ . Syntax : Takedrug (drug) This allows all the junkies to get there fix. ~ 1 TAMP~ Syntax : tamp <object> <object> Tamp's pipe. ~ 1 TARGET~ . Syntax : Target (ship name) Used in ship to ship combat to target enemy ships. See also help Space Combat 1, help Weapon Syatems. ~ 31 TARGETTYPES~ . Target Function -------------------------------------------------------------------- ignore Spell affect relies on the casting argument offensive Spell will initiate combat defensive Can be cast on anyone safely self Spell only affects the caster objinv Casted onto an object in the caster's inventory ~ 1 TEACH~ Syntax : teach <player> <skill> If you have a skill at adept (100%) you may teach it to another player. Player must be able to practice skill normally to be taught. ~ 0 TECH SPECIALIST~ &gName: &wTech Specialist &gClass Type: &wNon-Force Base Class &gMax Level: &w20 &gDescription: &wTech specialists combine expert training with natural genius to reach the top of their chosen field. Tech specialists can be dedicated physicians, curious scientists, brilliant technicians, or computer geniuses. They seek to help people or gain knowledge, to create technical gadgets or develop new scientific theories. &gBackground: &wMost tech specialists start out in decidedly unheroic careers. They train to reach the top of their chosen field, eventually offering their services to an adventuring party. Unlike most of the other examples of heroic classes, the average tech specialist can't wait to get back to his workshop or laboratory. He does what is necessary while it is necessary, but the call of research and development make the tech specialist long to return to his primary profession. &gAbilities: &wIntelligence, by far, is the most important ability for a tech specialist. Wisdom and Dexterity serve the tech specialist well, providing the ability to better perceive the world around him and to interact with it at an advanced level. &gHitpoints: &wTech specialists gain 1-6 hitpoints per level. The character's Constitution applies. &wAlso see &rhelp techprof&w for more information. ~ 0 TECHNICIAN~ The life of a technician revolves around...well...technical things. They have the ability to remove bugs from people and to install and remove upgrades from ships. Not only that, but they can repair ships as well. This makes a technician a very valuable person to have around. ~ 1 TELEPATHY~ &GName: &w&WTelepathy &GSyntax: &w&WTelepathy <target> <message> &GSkill Type: &CForce Skill&w&W &GDescription: &w&WYou can use the Force to establish a mental link with a specific target. Through the link, you can exchange emotions and thoughts. &GHit Point Cost: &w&W3 ~ 1 THIEF THIEVES~ ~ 0 THIEF THIEVES~ The thief is a dark character which makes use of many skills often deemed improper by the rest of society. The skills of the thief reflect his way of life, namely sneaking in the dark, picking locks, and attacking from behind with deadly backstabs. Thieves have always had a bad reputation so don't be suprised if you are always under suspicion. Thieves start off fairly weak, but as they gain skills such as backstab and circle they soon become dangerous foes. A thief is always usefull when there is a lock that needs opening or an item that needs to be stolen. ~ 31 THINK~ Syntax: think <message> Allows you to use the 'think' channel, which functions the same as all other channels and can only be seen by those of high enough level. The level for access to think can be controlled with 'cset'. See CSET ~ 1 THROW~ . Syntax: Throw <object> <direction> Syntax: Throw <object> <ship> A usefull skill that allows you to throw what you are holding into an connecting room. See also help grenades. ~ 0 TICK~ Many of the actions in the game are based upon interval timers, including combat, most autonomous monster actions, hp/force/move regeneration, power duration, weather, and area resetting. Of these timers, the hp/force/move regeneration timer is popularly called the 'tick'. Ticks in the game average 30 seconds of real time, but the actual amount varies randomly from 15 seconds to 45 seconds. Area resetting happens roughly every 3 minutes if there are no characters in in the area; less often (15 minutes) if any characters are present. Also note that objects lying on the ground will not be regenerated if anyone is in the area when it resets. Area resets are indicated by 'squeaking noises' just prior to the reset. ~ 31 TIMECMD~ Syntax: timecmd <command> Example: timecmd mpstat <mob> Returns the time required to execute the specified command for that instance of its execution. ~ 1 TIMELINE~ Rebellion defeats Imperial forces at Endor: Death Star II, Emperor Palpatine destroyed. The Rebellion renames itself the New Republic, and both sides reorganize their ranks. A short time after, Coruscant captured by the Republic. Grand Admiral Molly Wintermute begins campaign against the New Republic. Coruscant retaken, along with several previously Imperial planets. The Empire appoints a new Emperor, Jent. Emperor Jent Assassinated, his death is made to look like a suicide. Grand Admiral Wintermute becomes Empress Wintermute, and rekindles the war. Empress Molly assassinated by Koensayr, a reknowned bounty hunter. Her clone vanishes from vats before imprinting. The Empire is thrown into a temporary turmoil, and Grand Admiral Nfinet becomes Emperor. He resigns position after a short tenure. The hunter Koensayr is killed by Imperial forces, and the Empire regains control of majority of the galaxy. New Republic forces thrown into disarray. Corran steps up to lead the Republic, and is killed shortly thereafter. Kram takes his position, and orders a naval attack upon the Empire. New republic forces decimated by SSD Aggressor and ISD Cataclysm. Leader Kram and Captain Venex killed in the battle, along with several Republic vessels. An unknown terrorist group takes over the SSD Aggressor demanding a ransom of 1,000,000 credits. Imperial forces quickly fire upon their own ship, and the terrorists flee. Imperial Defect Blevins killed while escaping, the second party escapes clean. ISD Cataclysm severely damaged, and destroyed while repair crews are working onboard. Emperor Sykar, overseeing the repair, is presumed dead. Yet again, more turmoil within the Empire... SSD Lusankya targets ISD Valor with no obvious reasoning, and destroys it with several thousand personnel onboard. Ensign Robb, also onboard at the time, manages to send a brief distress signal before being killed. SSD Aggressor destroyed as well, by unknown means. After an extensive search, thousands of legions of stormtroopers are deployed to Mon Calamari to seek out and terminate the Republic leader, Venex. A grand battle ensues between the Empire and Republic, leaving many innocent bystanders , Stormtroopers, and Republic forces dead. Venex is among these. ~ 35 TIMELINE.HLP~ ~ 0 TITLE~ Syntax: title <string> Sets your title to a given string. The game supplies a title when your character is created and when you advance a level. You can use TITLE to set your title to something else. ~ 0 TOGORIAN~ &gName: &wTogorian &gDescription: &wEnormous carnivores built for combat, Togorians are predatory, fearless warriors known to the galaxy at large as ruthless pirates. They prowl the shipping lanes and hyperspace routes in ragtag fleets, looking for easy plunder. They usually stick to the less-traveled routes, although a particularly successful pirate fleet will boldly attack major thoroughfares. The &bRepublic&w has launched major campaigns to eradicate the Togorian threat, with mixed success. More than once, the &bRepublic&w believed it had eliminated a Togorian pirate fleet, only to see the pirates resurface days or weeks later at full strength. Because they lack the necessary skills to maintain their own ships, Togorians will often keep slaves who possess such talents. Togorian males and females rarely interact with one another, with encounters between genders occurring only a few days each standard year. Males prefer a nomadic way of life, wandering the plains of Togoria on domesticated flying lizards called mosgoths. The females spend their time in the cities, tending domesticated animals, and maintaing their society's solar-based technology. &gPersonality: &wBrutal, short-tempered, and trecherous, male Togorians respect only the strength of their betters. Like gladiators, they savor any chance to face a worthy foe in melee combat, especially members of other powerful species &g(&wlike Wookiees&g)&w. Female Togorians are no less vicious and domineering, but they are less inclined to wander the stars in active pursuit of conflict. &gPhysical Description: &wMuscular bipeds, Togorians stand 2.5 meters tall on average. Thick fur covers their bodies and is usually jet-black or striped black and orange. Their large hands have retractable razor-sharp claws, and their jade green eyes are capable of discerning prey ever in poor light. &gHomeworld: &wTogoria, a temperate Mid Rim world of sprawling savannas, great canyons &g(&wmany containing isolated cities&g)&w, and dense forests. &gSpecies Traits: &w+4 Strength, -2 Dexterity, +2 Constitution, -2 Intelligence, -2 Wisdom Large-Sized &g- &w-1 Hitroll, -1 Armor, -4 Species Penalty On &rHide&w Checks Bonus Feat Of &rWeapon Proficiency Simple Weapon&w On Character Generation ~ 0 TOGRUTA~ &gName: &wTogruta &gDescription: &wEvolved from pack creatures, Togrutas are effective hunters and work well in large groups. Togruta society considers overt independence a sign of mild deviance and consequently discourages individuality. Paradoxically, Togrutas who rise to positions of prominence generally do so by judiciously exercising their individualism. Outsiders see this as a sign of the ongoing social evolution of the Togruta people. All Togrutas are marked by colorful skin patterns, a holdover from their days as dangerous, stalking predators. The wild scrublands of their homeworld are covered with meter-high &Yturu-grass&w, which is red on one side and white on the other. Primitive Togrutas would slink through the turu-grass using their highly developed sense of space and distance to encircle unsuspecting herbivores. &gPersonality: &wAs noted above, Togruta society discourages independence, and yet many Togrutas have gained power and prestige through individuality. Togrutas are social, forthright, perceptive, and attentive. &gPhysical Description: &wStriped, curved horns rise from the top of a Togruta's head. A pair of darker-striped head-tails &g(&wsimilar to Twi'lek lekku&g)&w frame an oval face set with black, penetrating eyes and grayish lips. A Togruta's face features elaborate red and white patterns. Vertical red and white stripes adorn the Togruta's chest, back, arms, and legs. Togruta adults stand between 1.5 and 1.9 meters tall. &gHomeworld: &wShili, a temperate wilderness planet located in the Expansion Region. The Togrutas live in small communities hidden beneath forest canopies or tucked away in hidden valleys. &gSpecies Traits: &w+2 Dexterity, -2 Constitution, +2 Wisdom Medium-Sized Spatial Awareness &g- &wCapable Of Maintaing Dexterity Bonus To Armor Even If Blinded +2 Species Bonus On &rHide&w Checks ~ 1 TONGUE TONGUES~ The different languages include common, wookiee, twilek, rodian, hutt, mon calamari, noghri, ewok, gamorrean, jawa, adarian, verpine, defel, trandoshan, chadra-fan, quarren and duinuogwuin. ~ 1 TOPICS~ Additional topics you may want to look over: *TICK *WIZLIST *EXPERIENCE *EQDAMAGE *CLANS *CHANGES *DAMAGE *NEWS *STORY To view a topic type: HELP <topic> ~ 1 TORTURE~ Syntax : Torture (mob/player) This handy skill allows you to permenatly remove hit points from a mob or player. ~ 1 TRACK~ &GName: &w&WTrack &GSyntax: &w&WTrack <mob/player> &GFeat Type: &w&WNon-Force Feat &GRequirements: &w&WNone &GBenefit: &w&WYou can follow the trails of creatues and characters across most types of terrain. To find tracks or to follow them requires a Survival check. ~ 1 TRACTORBEAM~ Not in use. ~ 1 TRAIN~ Syntax : Train (stat) Training is the only way to perminatly improve a characters starting stats. Train can only be done with a few mobs around the mud and is only about 20% effective. There is no cost for training, just the long time it takes. If you input ANY commands during training the training will be aborted. ~ 1 TRANCE~ Syntax: trance A character in possession of this skill may use it to briefly focus its energies toward restoring a small burst of force. ~ 0 TRANDOSHAN TRANDOSHA DOSHA~ &gName: &wTrandoshan &gDescription: &wTrandoshans are strong, reptilian, warlike humanoids from an arid world that orbits the same star as the lush Wookiee homeworld. Bad blood exists between the two species for many reasons. The Trandoshans tried to colonize regions of the Wookiee homeworld and were driven back following numerous bloody skirmishes. The influx of tourists from other systems also worried the Wookiees, who started realizing the negative impact on their planet's delicate ecosystem. They created laws restricting the number of tourists allowed to visit their homeworld, which greatly reduced the number of tourists to the system and infuriated Trandoshans eager to profit from the tourist trade. Trandoshans value hunting above all else and worship a female deity who rewards Trandoshans baed on their success or failure in the hunt. Young Trandoshans hatch from eggs and ahve the ability to regenerate lost limbs. Trandoshans lose their regenerative ability once they become young adults. Trandoshans refer to themselves as "&YT'doshok&w." &gPersonality: &wTrandoshans are aggressive, selfish, and vindictive beings. Violent, brutal, and driven, they love to compete, but can show compassion and mercy when the situation warrants. They like to collect trophies from various successful hunts, and they generally value credits more than friendship, although a Trandoshan will pledge his life to protect another being who has saved him from certain death. &gPhysical Description: &wTrandoshans range from 1.5 to 2.1 meters tall. Their scaly hides offer additonal defense against attacks and range in color from sandy brown to glossy green. &gHomeworld: &wTrandosha &g(&walso called Hsskor or Dosha&g)&w, an arid planet located in the Mid Rim. The planet orbits the same sun as Kashyyyk, the Wookiee homeworld. &gSpecies Traits: &w+2 Strength, -2 Dexterity Medium-Sized +1 Natural Armor Darkvision ~ 31 TRANSFER~ Syntax: transfer <character> Syntax: transfer all Syntax: transfer <character> <location> Syntax: transfer all <location> TRANSFER transfers the target character, or ALL player characters, to your current location (default) or to a specified location. ~ 31 TRAPFLAGS~ Flags to describe a trap and what triggers it: ROOM - Trap is in a room OBJ - Trap is on an object ENTER - Trap is triggered by entering the room LEAVE - Trap is triggered by leaving the room OPEN - Trap is triggered by opening CLOSE - Trap is triggered by closing GET - Trap is triggered by getting the object PUT - Trap is triggered by putting the object EXAMINE - Trap is triggered by examining the object PICK - Trap is triggered by picking the object UNLOCK - Trap is triggered by unlocking the object NORTH - Trap is triggered by moving north SOUTH - Trap is triggered by moving south EAST - Trap is triggered by moving east WEST - Trap is triggered by moving west UP - Trap is triggered by moving up DOWN - Trap is triggered by moving down See RESET, TRAPSETTING and TRAPTYPES. ~ 31 TRAPSETTING~ Setting a trap is a little tricky. Parameters: <vnum> <type> <charges> <flags> VNUM - The vnum of either the room or object to be trapped. TYPE - The type of trap. (See TRAPTYPES) CHARGES - The number of charges this trap should contain. FLAGS - Flags specifying the characteristics of the trap. (ie: room trap or object trap, what triggers the trap, etc.) See RESETS, TRAPTYPES and TRAPFLAGS. ~ 31 TRAPTYPES~ Types of traps: -------------------------------------------------------------------- | Number | Description | Number | Description | -------------------------------------------------------------------- | 1 | Poison gas | 8 | Flame | | 2 | Poison dart | 9 | Explosion | | 3 | Poison needle | 10 | Acid Spray | | 4 | Poison dagger | 11 | Electric Shock | | 5 | Poison arrow | 12 | Blade | | 6 | Blindness gas | 13 | Sex change power | | 7 | Sleeping gas | | | -------------------------------------------------------------------- See RESET, TRAPSETTING and TRAPFLAGS. ~ 1 'TREAT INJURY' TREATINJURY~ &GName: &w&WTreat Injury &GSyntax: &w&WAid <victim/self> &GSkill Type: &w&WNon-Force Skill &GDescription: &w&WUse this skill to help characters that have been hurt by damage, poison, or disease. The character must possess some form of medical equipment, be it a bandage, medkit or bacta vial. Different types of equipment enhance your treat injury skill. ~ 31 TRIGGER~ A trigger is an action, phrase, or game event that causes a program held within a room, mob or object, to begin playing out its commands. Triggers can be anything from a player or mob entering a room, to a player stating a particular phrase within a room, or to a mob or an object. For detailed information on triggers, see: RPTRIGGERS, MPTRIGGERS, OPTRIGGERS ~ 1 'TRUE SIGHT'~ Syntax: feel 'true sight' This power can only be cast upon yourself. It is a combination of infravision (enabling you to see in the dark), detect invisible, and detect hidden. This power also allows you to see through blinding attacks. ~ 31 TRUST~ Syntax: trust <character> <level> TRUST sets a character's trust to the specified level. This is similar to advancing the character for accessing immortal commands, but has no effect on combat strength, et cetera. You can give more trust to mortal (or immortal) characters to give them access to more power without messing up the character. You can also restrict a player's trust to less than their natural level. A trust of 0 means to use the character's natural level again. ~ -1 TSR D&&D AD&&D~ . Dungeons && Dragons (tm) and TSR Hobbies Inc. Here we'd like to duplicate the original credits from the Basic Rules, Dungeons && Dragons (tm), (c) 1974, 1977, 1978, 1981, 1983 TSR Hobbies Inc. Acknowledgements: The following individuals have made this work possible through its years of evolution: Dave Arneson, Brian Blume, Dave Cook, Anne C. Gray, Ernie Gygax, E. Gary Gygax, Allen Hammack, Kevin Hendryx, John Eric Holmes, Harrold Johnston, Tim Kask, Jeff Key, Rob Kuntz, Alan Lucien, Steve Marsh, Tom Moldvay, Mike Mornard, Jon Pickens, Brian Pitzer, Michael Price, Patrick L. Price, Paul Reiche, Evan Robinson, Gordon Schick, Lawrence Schick, Don Snow, Edward G. Sollers, Garry Spiegle, Stephen D. Sullivan, Ralph Wagner, Jim Ward, Jean Wells, Bill Wilkerson, Donald Paterson, and Frank Mentzer. DIKUMud's concepts were directly based on TSR's D&&D concepts. ~ 1 TUMBLE~ &GName: &w&WTumble &GSyntax: &w&WAutomatic &GSkill Type: &w&WNon-Force Skill &GDescription: &w&WYou can dive, roll, somersault, flip, and so on. You can land softly when you fall or tumble past opponents. ~ 0 TUNE~ Syntax: Tune <channel> This command when in a ships cockpit allows you to tune a ships channel. System talk is channel based so you will only hear comm traffic on the channel your on. ~ 0 TWI'LEK TWI'LEKS TWILEK~ &gName: &wTwi'lek &gDescription: &wTwi'leks are tall, thin humanoids native to the Ryloth star system in the Outer Rim. The species includes a variety of distinct subraces, but all are instantly recognizable by the tentacular "head-tails" that protrude from the backs of their heads. Their native technology is primitive by galactic standards, and while they haven't developed their own means of space travel, they are common sights on many Outer Rim planets. Sly, cunning beings, Twi'leks frequently consort with people from various "walks of life," including legitimate merchants, temperamental mercenaries, dangerous pirates, and wanted slavers. Their entrepreneurial spirit frequently leads them to positions of influence, and Twi'lek corporate executives and ambassadors are no less common than unscrupulous Twi'lek freighter captains and crime lords. &gPersonality: &wTwi'leks are calculating, pragmatic, and charismatic people. Generally speaking, they try to avoid being swept up in other beings' troubles, preferring instead to duck into the shadows and wait out large conflicts. From a safe hiding place, they can observe, plan, and prepare to profit from the outcome. &gPhysical Description: &wHumanoid, with long tapered head-tails, the average Twi'lek stands between 1.6 and 2.1 meters tall. Skin tones include shades of blue, white, and green. &gHomeworld: &wRyloth, a storm-swept Outer Rim planet. &gSpecies Traits: &w-2 Wisdom, +2 Charisma Medium-Sized +1 Species Bonus On &rFortitude&w Saves ~ 1 'TWO-WEAPON FIGHTING' 'TWO WEAPON FIGHTING'~ &GName: Two Weapon Fighting &GFeat Type: &w&WNon-Force Feat &GRequirements: &w&WNone &GBenefit: &w&WYou suffer less penalties for fighting with two weapons. ~ 0 UBESE~ &gName: &wUbese &gDescription: &wFew beings know what an Ubese looks like, for members of the species rarely, if ever, appear before non-Ubese without their masks, battle armor, or environmental suits. When away from their homeworlds, Ubese warap themselves from head to toe in battle armor, environmental suits, or flowing robes. &g(&wTrue Ubese must wear protective gear when venturing into the radioactive wastes of their world.&g)&w Their masks and helmets are fitted with voice modulators that clarify and amplify their natural speech. &gPersonality: &wThe hatred that the &Yyrak pootzck&w and "true" Ubese share for other species unites them. They typically make their living as mercenaries, bounty hunters, slavers, or assassins &g- &w professions where they get to vent their hatred without fear of retibution. Although they take great pains to conceal their true appearance, the Ubese do not bother to hide their vindictive dispositions. &gPhysical Description: &wUbese have slight builds, appearing almost frail. They tend to have fair skin and dark hair, with eye colors of brilliant green or blue. They have no body or facial hair. Their facial structure tends to be narrow, with high cheekbones and eyes that appear much too large for their faces. Males and females of the species both stand roughly the same height, with males being only slightly heavier of build than females. Adults stand between 1.4 and 2.2 meters tall. &gHomeworld: &wUba 111, located in the Mid Rim Territories. &gSpecies Traits: &w+2 Dexterity, -2 Constitution Medium-Sized -4 Species Penalty On &rDiplomacy&w Checks +2 Species Bonus On &rSurvival&w Checks Bonus Feat Of &rArmor Proficiency Light&w During Character Generation Bonus Feat Of &rGearhead&w During Character Generation ~ 0 UMBARAN~ &gNames: &wUmbaran &gDescription: &wUmbarans hail from a gloomy corner of the galaxy called the Ghost Nebula. Although present since the dawn of the &bRepublic&w, Umbarans have rarely been encountered in great numbers. They drift like specters through Senate corridors and various chambers of power, respected and oftentimes feared for their ability to subtly influence others. Speculation abounds that all Umbarans are Force-users who use the Force to probe and control minds. Others simply view the Umbarans as perceptive, silver-tongued opportunists. &gPersonality: &wUmbarans are secretive, manipulative, and inscrutable beings who crave power and influence. They are masters of obfuscation and misdirection, seldom revealing their true thoughts. They have a dark sense of humor that occasionally manifests in social situtations. &gPhysical Description: &wUmbarans are gaunt, hauntingly pallid humanoids with sunken eyes. Male Umbarans stand between 1.7 and 2.0 meters tall, while female Umbarans range in height from 1.5 to 1.8 meters. &gHomeworld: &wUmbara, a dark planet hidden in the deepest reaches of the Ghost Nebula &g(&win the Outer Rim Territories&g)&w. &gSpecies Traits: &w-2 Constitution, +2 Wisdom, +2 Charisma Medium-Sized Darkvision Light Sensitivity &g- &w-1 Hitroll, Saves And Skill Checks While In Direct Sunlight Bonus Feat Of &rInfluence&w During Character Generation ~ 31 UNFOLDAREA~ Syntax: unfoldarea <area filename> This command will load up an area file. NOTE: It could be quite dangerous to unfold an area that is already loaded, or one that has not been tested. ~ 1 USE ACTIVATE~ . Syntax : Use (item) Quite obviously lets you use an item. ~ 1 'USE COMPUTER'~ &GName: &w&WUse Computer &GSyntax: &w&WAutomatic when using computer systems &GSkill Type: &w&WNon-Force Skill &GDescription: &w&WUse this skill to access computer systems and write or modify computer programs, to reprogram droids, and to override or bypass computer-controlled devices. ~ 31 USEPROG~ Syntax: opedit <object> <command> [number] [use_prog] [percentage] The use_prog is an objtrigger that can be used in object programs. The use_prog will be executed when the item is used. To define what will trigger the use_prog, here is a list: * Wands - when you zap * Staves - when you brandish * Food/pills - when you eat * Blood/fountains/drink containers - when you drink * Lights/armour/weapons - when you wear/wield/hold * Potions - when you quaff * Pipes - when you smoke When the use_prog is executed you will not see the standard 'use message' (ie You quaff a violet potion). What you will will be any mpechoes placed in the program. Also, any mobprog commands can be used in use_prog (see MPCOMMANDS). **NOTE** The use_progs on lights, armour, and weapons are executed BEFORE the player wears/holds/wields any item. Therefore, a mpforce to remove the item will not work in the use_prog. You will have to use a wear trigger to accomplish this. ~ 31 USERS~ Syntax: users <host ip> Syntax: users <playername> USERS reports all of the visible users connected to the server, including users in the process of logging in. If used with an argument, it will show all users from that host ip. Shortforms of host will work -- e.x. 205, or 205.113, etc. Shortened names will also work. e.x., users fre would show Fredrick and Fred if they were on at the time. The first number, (desc), is the descriptor number that this user is on. The second number is the user's connected state. (See CONSTATES) The third number is the number of seconds the user has been idle. The fourth number is the remote TCP port on the user's host machine. Next is the user's character name, then the user's host address. (Usually the IP number as name resolving is normally disabled.) The FORCECLOSE command can be used to force a connect to close by its descriptor number. ~ 31 VARIABLES~ This is the list of variables to be used in actiondescs for objects and in mob/room/object programs. VARIABLE MOBILE ACTOR VICTIM RANDOM OBJECT 2ND_OBJECT --------------- ------ ----- ------ ------ ------ ---------- Name $i $n $t $r $o $p shrt_desc/title $I $N $T $R $O $P he/she/it $j $e $E $J -- -- him/her/it $k $m $M $K -- -- his/hers/its $l $s $S $L -- -- a/an -- -- -- -- $a $A See also: MPSTAT, RPSTAT, OPSTAT, MPEDIT, RPEDIT, OPEDIT, TRIGGER, MPTRIGGERS, RPTRIGGERS, OPTRIGGERS, MPCOMMANDS, RPCOMMANDS, OPCOMMANDS, IFCHECKS. ~ 31 VASSIGN~ Syntax : vassign <player> <min> <max> Creates a new area named <playername>.are and assigns it to the <player>. The vnums for the rooms, mobs and objects in the area will be between <min> and <max>. ~ 1 VECTOR COURSE TRAJECTORY~ . Syntax : Course (x) (y) (z) This is used to adjust your course once inside a planatary system so you may attack other craft or land. ~ 0 VENTRILOQUATE~ Syntax: feel ventriloquate <speaker> <message> This power throws your voice, making it appear that some other object or character in the room is saying your message. Victims who make their saving throw will know that someone is using ventriloquism, but not who. Victims who fail their saving throw will think that the object or character really did say your message. ~ 0 VERPINE ROCHE "ROCHE ASTROID FIELD"~ &gName: &wVerpine &gDescription: &wThe Verpine have been spacefarers for their entire recorded history and for untold centuries longer than they have had contact with other species. Like a handful of other ancient spacefaring species, their world of origin is unknown even to themselves. Verpine society is based around absolute majority rule. At home in the Roche asteroid belt, they use their natural telecommunication ability to poll every Verpine in the system about every governmental initiative, and because everyone has a voice, everyone considers the final decisions completely binding. Other Verpine communities tend to use a similar method of arriving at decisions; therefore, every Verpine in a community is able to speak with complete authority about his community's stance on an issue.Verpine engineers could be found at nearly every major shipyard and spaceport. &gPersonality: &wTechnology fascinates the Verpine. The average Verpine isn't likely to risk "life and limb" for a political cause that has no measurable impact on Verpine society but will throw himself in the path of a blaster bolt to protect a valuable piece of technology, such as a customized droid or personalized toolkit. &gPhysical Description: &wThe Verpine have sticklike bodies covered in plates of flexible, brilliant-green chitin. They possess two arms and two legs, each of which ends in two fingers and an opposable thumb. Their large black eyes allow them to see even microscopic details, and the two antennae that extend from the backs of their heads allow them to communicate with one another over great distances by creating natural radio waves. Adult Verpine stand between 1.8 and 2 meters tall. &gHomeworld: &wThe largest settlement of Verpine in the galaxy lies in the Roche asteroid field, located in the Expansion Region. The Verpine rely on technology to generate atmospheres and gravity within hollowed-out chunks of rock. &gSpecies Traits: &wMedium-Sized +2 Natural Armor Telecommunication &g- &wRacial chat channel &g- &rSyntax: verpine message&w +2 Species Bonus On &rSpot&w Checks +2 Species Bonus On &rSearch&w Checks Bonus Feat Of &rGearhead&w On Character Generation ~ 31 VNUMS~ Syntax: vnums [low] [high] Lists the vnum range for rooms/mobs/objects in all prototype areas. ~ 1 VOTING VOTE VOTES~ Syntax: note vote <number> open/close/yes/no/abstain Once a note has been posted on a bulletin board, the author may open voting with 'note vote <number> open'. All those who can read the board may then vote on the issue in the note with 'note vote <number> yes/no/abstain'. The author may close the voting; the syntax for that should be clear enough. Note list will show whether a note is not a voting note, open to voting or closed to voting. The character that separates the author and the recipient in 'note list' will be a colon, a capital V or a capital C accordingly. ~ 31 VSEARCH~ Syntax: vsearch <vnum of target object> Returns all instances of the target object presently in the game, as well as their level. Allows location of objects via vnum instead of by keyword, useful for locating rekeyed and renamed objects. See OWHERE ~ 2 WAR WARTALK~ Syntax: war <message> Wartalk is a channel created as a haven for those players who like to openly discuss their exploits in combat - and brag against their opponents. It is most often used for those who declare war on other deadlies and is desirable for those who like to invite others to battles in player versus player whether it be in the arena or around the Realms. Wartalk can be seen by all players in the game, and has the same rules as other channels. No harassment, profanity, spamming, or inappropriate subject matter. ~ 0 WEAKEN~ Syntax: feel weaken <victim> This power reduces the strength of the victim by two points. ~ 1 'WEAPON PROFICIENCIES'~ &GName: &w&WWeapon Proficiencies &GFeat Type: &w&WNon-Force Feat &GRequirements: &w&WNone &GBenefit: &w&WYou are proficient with your selected weapon. You cannot wield a weapon without being proficient with it. ~ 31 WEAPONTYPES~ For items of type "weapon", the value3 field specifies the weapon type: Value3 | Type | Weapons ------------------------------ 0 | hit | general 1 | slice | VIBRO-AXE 2 | stab | VIBRO-BLADE 3 | slash | LIGHTSABER 4 | whip | 5 | claw | 6 | blast | BLASTER 7 | pound | 8 | crush | 9 | shot | BOWCASTER 10 | bite | 11 | pierce | FORCE PIKE 12 | suction | See OSET. ~ 31 WEARFLAGS~ These flags should be self explanitory: take finger neck body head legs feet hands arms shield about waist wrist wield hold ears eyes See OSET and RESETCMDS. ~ 1 WEARLOCS~ Here are the various locations where items may be equipped: --------------------------------------------------------- | 0 | light | 1 | finger1 | 2 | finger2 | | 3 | neck1 | 4 | neck2 | 5 | body | | 6 | head | 7 | legs | 8 | feet | | 9 | hands | 10 | arms | 11 | shield | | 12 | about | 13 | waist | 14 | wrist1 | | 15 | wrist2 | 16 | wield | 17 | hold | | 18 | dual_wield | 19 | ears | 20 | eyes | --------------------------------------------------------- See RESETS and RESETCMDS. ~ 0 WEEQUAY~ &gName: &wWeequay &gDescription: &wWeequay are vicious warriors with no concept of individuality. They worship a pantheon of deities, chief among them the god of the moon, Quay. The species' name translates as "Follower of Quay," and Weequay warriors honor Quay with ritual sacrifices and bloody murders. They also erect shrines of black stone, called &Ythals&w, to honor their gods. Although primitive by galactic standards, they are capable crafters. The Weequay had achieved an industrial level of technology before making contact with the rest of the galaxy. Male Weequay grow a new braid each year they're away from their homeworld and shave it off when they return, even if only briefly. &gPersonality: &wWeequay are brooding, superstitious beings prone to violence. Weequay lack individual names, referring to themselves simply as "Weequay," though they will answer to names given to them by others they trust. They rarely talk, even among their own kind. &gPhysical Description: &wHumanoid, with leathery skin, a flat nose, lipless mouth and a bony frill along each jowl, the average Weequay stands about 1.7 meters tall. Male Weequay have one or more long dark braids of hair collected into a topknot. Female Weequay are completely bald. &gHomeworld: &wSriluur, a semi-arid world on the periphery of Hutt Space in the Outer Rim. Weequay originally roamed the deserts of Sriluur to avoid predators. As their technology advanced to an industrial level, makeshift cities began to form near the ocean shores. These cities provided much-needed protection from Sriluur's predators and access to its bountiful seas. &gSpecies Traits: &w+2 Strength, +2 Constitution, -2 Intelligence, -2 Wisdom, -4 Charisma Medium-Sized ~ 36 WELCOME~ Any ideas/improvements you might have, please e-mail me, OwEn at: palda@stratos.net ~ 31 WHERE~ Syntax: where Syntax: where <character> WHERE without an argument tells you the location of visible players in the same area as you are. WHERE with an argument tells you the location of one character with that name within your area, including monsters. ~ 0 WHO~ . Syntax : Who Syntax : Who (clan) Syntax : Who (race) This will show you people currently in the game that are visable to you. It will show there current clans and races. ~ 1 WHOINVIS~ Syntax: whoinvis Makes you invisible to who, and whois. Nothing more. ~ 0 WHOIS~ Syntax: whois <player> The WHOIS command will tell you a bit of information about a player who is online. See BIO ~ 0 WIMPY~ Syntax: wimpy Syntax: wimpy <number> WIMPY sets your wimpy value. When your character takes damage that reduces your hit points below your wimpy value, you will automatically attempt to flee. WIMPY with no argument sets your wimpy value to 20% of your maximum hit points. Some monsters are wimpy. ~ 1 WISDOM WIS~ Wisdom (WIS in your 'score') represents your character's wisdom and ability to incorporate learning. Among other things, it affects: - the percentage a character learns of a new language at each practice, though intelligence affects this slightly more - your max levels in classes where wisdom would naturally relate. ~ 31 WIZHELP~ Syntax: wizhelp WIZHELP provides a list of all the immortal commands. ~ 0 WIZLIST~ Syntax: wizlist Displays a hierarchical list of immortals. ~ 0 WOOKIEE WOOKIEES~ &gName: &wWookiee &gDescription: &wWookiees are widely recognized as one of the strongest and fiercest intelligent species in the galaxy, but their homeworld of Kashyyyk has predators so powerful that the Wookiees must live in the tops of the world's giant &Ywroshyr&w trees. When the &bRepublic&w first made contact with Kashyyyk, the Wookiees were engaged in a war against the Trandoshans. The &bRepublic&w mediated the dispute, and the Wookiees eagerly joined the galactic community. Wookiees have a great many customs and traditions that revolve around honor and loyalty, including the special bond of friendship called the honor family, and the sacred pledge of honor called the life debt. Though arboreal, a Wookiee never uses his or her climbing claws in combat; doing this is considered dishonorable and a sign of madness. &gPersonality: &wWhile Wookiees have a well-deserved reputation for hostility &g(&wsuch as pulling arms off droids and ears off gundarks&g)&w, they also possess a great capacity for kindness. Wookiees tend to be honorable, rash, loyal, and short-tempered. &gPhysical Description: &wLarge, arboreal humanoids covered in thick fur, Wookiees stand between 2 and 2.3 meters tall. &gHomeworld: &wThe jungle world of Kashyyyk, located in the Mid Rim. Wookiees build their communities amid the crowns and boughs of Kashyyyk's enormous wroshyr trees. &gSpecies Traits: &w+4 Strength, -2 Dexterity, -2 Wisdom, -2 Charisma Medium-Sized Rage &g- &rhelp rage&w Regains Twice The Normal Hitpoints Per Tick +2 Species Bonus On &rClimb&w Checks +4 Species Bonus On &rIntimidate&w Checks ~ 0 WOOSTOID~ &gName: &wWoostoid &gDescription: &wWoostoids are slender humanoids whose logical minds give them a natural affinity for computer technology and database management. Woostoids are often found at the head of bureaucracies devoted to the collection and analyzing of data, and Woostri &g(&wtheir homeworld&g) &wis the single largest repository of &bRepublic&w databases. One of the acknowledged Wonders of the Galaxy, the HoloScan Database, is located on Woostri. It is the most complete research facility known to exist, a huge complex thousands of kilometers across and hundreds of stories high. For a few credits per visit, the Woostoids and their computers can locate information on everything from the latest members of the Senate to pre-Republic civilizations within a matter of minutes. &gPersonality: &wWoostoids are a peaceful species in the extreme &g- &wthey find even the concept of warfare frightening. Their minds work in such a way that they always think of situations in an orderly manner, trying to create logical ties between events. When presented with chaotic situations or facts that have no logical pattern, they become confused and disoriented. &gPhysical Description: &wWoostoids have dark orange skin and thick red hair. They have large, bulbous black eyes that rarely blink. Traditionally, they wear long flowing robes of shiny, bright-colored materials. Adult Woostoids stand between 1.5 and 2 meters tall. &gHomeworld: &wWoostri, an advanced industrial world located in the Expansion Region. &gSpecies Traits: &w-2 Strength, +4 Intelligence Medium-Sized Pacifism &g- &rhelp pacifism&w +2 Species Bonus On &rComputer&w Checks ~ 1 WWW~ For more information on the mud check out it's homepage at : http://fote.dune.net ~ 0 YEVETHA~ a humanoid alien race which resemble skeletons. Their facial structure is highly colored, with a white nasal ridge and scarlet cheek and chin ridges surrounding dark black eyes. The Yevetha have six clawed fingers on each hand, and a wicked dewclaw could be extended from their wrists. They are a very self-important race, and consider all other races to be vermin. The Yevetha have a hierarchical society, with the males being dominant. There are castes of males and females, and the higher classes alway dominate the lower. Lower-ranking Yevethan males must bear their necks in deferrence to their superiors. Yevetha are also extrememly quick to learn about new things, and are particularly adept at assimilating technology. They never eat in mixed company, and detest the smell and feel of other races. They have installed specialized bathing stations on their embassy ships, to wash away the scent of other races. The Yevetha come from the planet N'zoth. ~ 0 ZELTRON~ &gName: &wZeltron &gDescription: &wZeltrons are known the galaxy over as unabashed hedonists. All members of the species encourage the pursuit of pleasure in all its forms. Known as the most fun-loving and convivial species in the galaxy, the Zeltrons take recreation and the pursuit of pleasure to new heights. Because of their popularity and lives spent pursuing gratification, Zeltrons are common throughout the galaxy, particularly at spaceports where they can find many prospective mates. Since many Zeltrons also love gambling, these locations serve two purposes for them. For lonely spacefarers living on the fringe and others who find lasting companionship elusive, the ever-willing Zeltrons provide a welcome respite. Zeltron technology is on par with most spacefaring worlds. The Zeltrons possess space travel, advanced agricultural and industrial methods, and excellent knowledge of medicine. Zeltron artists are renowned for their erotic sculptures, paintings, and other works of art. Zeltron courtesans, known as &Ycriblez&w, fulfill any physical desire one might have, without limits. Many crime lords, particularly Hutts, have taken special interest in these Zeltron events. &gPersonality: &wGregarious, warm, lustful, and merry, Zeltrons love parties and people. Zeltrons who reach old age or endure great travails or suffering often manifest different peronality traits: a deep melancholy, a fervent passion for justice or a cause, or an intense loneliness and desire for a lasting bond. &gPhysical Description: &wZeltrons are near-Humans with skin colors ranging from pink to crimson. Nearly all are considered &g(&wby Human standards&g)&w shockingly beautiful and handsome. Zeltrons average 1.8 meters tall. &gHomeworld: &wZeltros, an idyllic planet located on the edge of the Outer Rim and the Unknown Regions. &gSpecies Traits: &w-2 Constitution, -2 Wisdom, +4 Charisma Medium-Sized ~ 31 ZONES~ Syntax: zones [low] [high] Lists the name of the file, and room/mob/object vnum range for each non-prototype zone in the mud. ~ -1 _DIEMSG_~ ...Everything begins to fade to black ...and then ...nothing. ~ 0 $~ #$