#HELPS 0 !~ &CSyntax &W: &Y! &c! repeats the last command you typed. ~ 1 "ACUTE AWARENESS" ACUTE_AWARENESS~ &CSyntax &R&W: &YAcute_awarness &cThis skill adds the ability to detect those who are stealthed for a short period of time. ~ 1 "ACUTE DAMAGE" ACUTE_DAMAGE~ &CSyntax &R&W: &YAcute_damage &cThis skill lets you focus your energy into increasing your damage and damroll. ~ 1 "AFFECT MIND"~ . &CSyntax : &Yfeel 'affect mind' (victim) &cThis attempts to control a person or monster. If successful, they will follow you for a limited period. Failure, however, will start a fight (Note, there are many creatures resistant or immune to charm). ~ 0 "BOUNTY HUNTER" BH "BOUNTY HUNTING" HUNTER~ &cBounty hunters are some of the most feared people in the galaxy. Although they cannot roll force, their ability more than makes up for it. Backstab and circle provide an attacking ability to quickly take most of your marks. Because of this extreme power, only hunters in the guild can practice their offensive skills. Hunters are not for newbies. &RAlso see: &PHelp Skin &P Help Track &P Help Backstab &P Help Doorbash &P Help "Poison Weapon" &P Help Apprehend &P Help Bind &P Help "Acute Awareness" &P Help Circle &P Help "See Masking" &P Help "Focus Strength" &P Help "Inner Strength" &P Help "Heightened Accuracy" &P Help Limber &P Help "Acute Damage" ~ 1 "CAPITAL SHIPS" "MIDSHIPS" "STARFIGHTERS"~ &CSyntax &W: &YAutomatic &cThese skills allow you to fly ships of their respective size. Without these skills, you will not be able to move a ship. &RAlso see&W: &PHelp Ships ~ 1 "CLAN SUMMARY"~ &CThe Bounty Hunter's Guild&c The Guild exists for one purpose: contract killing. They live by their creed, and any hunter who violates that creed will be killed. They may use official bounties or private bounties. &C Black Sun.&c Prince Xizor's crime syndicate. Based on Coruscant, they run legitimate businesses to finance their operations. They also provide protection, both in space and in the air, and special equipment. &C The Triad Syndicate.&c A large business run by three co-CEO's based on Corellia. If they can make money off of it, they will do it, but their only motivation is the buck <or credit>. &C Outlaw Techs.&c A engineer-pirate clan based off an asteroid in the Hoth system, providing black market equipment as well as protection. ~ 1 "CREATE FIRE"~ . &CSyntax &W:&W feel 'create fire' &cCreates a small contained fire in the room. ~ 1 "CURE BLINDNESS"~ . &CSyntax &W:&Y feel 'cure blindness' (target) &cCures blindness of the target. ~ 1 "CURE CRITICAL" CURE "CURE LIGHT" "CURE SERIOUS" HEAL~ &CSyntax &W:&Y feel 'cure light' (target) &CSyntax &W:&Y feel 'cure serious' (target) &CSyntax &W:&Y feel 'cure critical' (target) &CSyntax &W:&Y feel heal (target) &cHeals the tagert. The stregnth of the healing depends on the ability, as cure light does very little to heal a wound, wheras "heal" can perform miracle healings. ~ 1 "CURE POISON"~ . &CSyntax &W:&Y feel 'cure poison' (target) &cRemoves poison from target's blood. ~ 1 "DETECT DARKNESS" "DETECT FORCE" "DETECT INTENT" "DETECT MASKING" "DETECT POISON" "DETECT TRAPS"~ &CSyntax &W:&Y feel 'detect (ability)' &CDetect Darkness &cPlaces a red aura around those who follow the ways of evil. &CDetect Force &cPlaces a blue aura around those able to feel the Force. &CDetect Intent Tells the emotions and general alignment of a being. &CDetect Masking &cAllows one to see the invisible &CDetect Poison &cAllows one to detect poisonous objects &CDetect Traps &cAllows one to foresee trapped objects ~ 1 "DISPEL DARK"~ . &CSyntax &W:Y feel 'dispel dark' (target) &cDamages characters aligned with the Dark Side ~ 1 "DISPEL FORCE"~ Syntax : feel "dispel force" <target> &G Removes any force affecting the victim. &w ~ 1 "DRAIN ESSENCE"~ Syntax : feel "drain essence" <victim> &r Drains XP, MANA and HP from victim. User gains HP. &w ~ 1 "FOCUS STRENGTH" FOCUS FOCUS_STRENGTH~ &CSyntax &R&W: &YFocus Strength &cThis skill allows you to focus your energy, increasing your strength for a period of time. During this time, you can carry more, and hit harder. ~ 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 "FORCE SPRAY"~ Syntax : feel "force spray" <victim> Cause minor damage to victim. ~ 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 "HAND OF DARKNESS"~ Syntax : feel "hand of darkness" <victim> Cause heavy damage to target. ~ 1 "HEIGHTENED ACCURACY"~ &CSyntax &R&W: &YHeightened Accuracy &cThis skill allows you to focus your energy to increase your accuracy. It raises 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"~ &CSyntax &R&W: &YInner Strength &cThis skill will increase both your constitution and your max hit points for a short period of time. ~ 1 "INVADE ESSENCE"~ Syntax : feel "invade essence" <victim> Causes damage to victim. ~ 1 "JEDI MASTER"~ ~ 1 "KNOW ESSENCE"~ Syntax : feel "know essence" <target> Dispels information on target. ~ 1 "PICK LOCK" PICKLOCK PICK~ &CSyntax &W:&Y Pick (direction) &c This skill enables you to pick open locked doors. ~ 1 "PICK SHIP LOCK" PICKSHIP PICKSHIPLOCK~ &CSyntax &R&W: &YPick &R&W<&YShip&R&W> &cA useful skill if you wish to get into someone's ship. &RNote:&r You need to have &YPick Lock&r practiced at least once, in order for &YPick Ship Lock&r to work. ~ 1 "POST GUARD"~ &CSyntax &W: &YPost guard &cThis posts a guard from your clan or organization at your location. These guards will attack other clanned members beside your own. &RSee also&W: &PRule 9 ~ 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"~ &cThis provides you with the ability to &YRepairship&c. &RAlso see&W: &PHelp Repairship, Help Ships ~ 1 "SHIP SYSTEMS" ~ &CSyntax &W: &YStatus &CSyntax &W: &YStatus <ship> &cThis skill allows you to check your ship's current status. You can also see the status of other ships during spaceflight, provided they're in range. You must be in either the pilot, copilot, gunner, or navigator's seat. &RAlso see&W: &PHelp Ships ~ 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"~ &CSyntax &R&W: &YAutomatic &R&cThese skills increase the damage you do in ships. It acts like enhanced damage, except for ships. ~ 1 "SPICE REFINING"~ &CSyntax &W: &YMakespice &W<&YSpice&W> &cThis skill allows you to make spice usable for consumption. You need to be in a refinery to use this. You also need some unrefined spice for this to work. &RSee also&W: &PHelp Spice ~ 1 "UNRAVEL DEFENSE"~ Syntax : feel "unravel defense" <victim> Makes victim more susceptable. ~ 1 "WEAPON SYSTEMS"~ &CSyntax &W: &YTarget &W<&YShip&W> &cThis skill allows you to make use of a ship's weapon systems, ie firing and targeting with them. &RAlso see&W: &PHelp Ships ~ 1 -PK- PK PKILL PKILLING RULE_12~ &cPlayer killing is legal on Star Wars: Rise in Power. However, please note the following: &Y Keep pkilling in-character. &Y Newbie killing is very discouraged/punishable. &Y Ask an immortal before you kill, if you have &Y questions about the validity of a pkill. &cAny player-killer who has killed out-of-character will Be slayed. If the player-killer was ordered to do an OOC kill, the player-killer and the person who ordered The kill will be slayed, regardless on whether or not the Player-killer was aware of the OOC situation or not. So Be sure you get a reason for an ordered pk before you do it. &RSee also&W: &PHelp IC ~ 105 '104.REMOVE'~ ~ 1 A~ &C MOVING THROUGHOUT GAME: &W --------------------------- &cThe 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 &YEXITS&c. Autoexit is a helpful command to initiate (type &YCONFIG +AUTOEXIT&c), 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. &CDirectional commands: &c(in parentheses you find the shorthand) &YNORTH (n) SOUTH (s) EAST (e) WEST (w) UP (u) DOWN (d) NORTHEAST (Ne) NORTHWEST (Nw) SOUTHEAST (Se) SOUTHWEST (Sw) &RNote&w:&c 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 &YSLEEP&c or &YREST&c your movement points will slowly be replenished. You must type &YSTAND&c or &YWAKE&c before walking again. ~ 101 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 ~ 1 ACCELERATE VELOCITY SPEED~ &CSyntax &W:&Y Speed (speed) &CSyntax &W:&Y Accelerate (speed) &CSyntax &W:&Y Velocity (speed) &cThis command sets your ships speed when not in hyperspace. ~ 101 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. ~ 1 ACUTE_AWARNESS~ &CSyntax &R&W: &YAcute_awarness &cThis skill adds the ability to detect those who are stealthed for a short period of time. ~ 1 ADARI~ &CSystem &W:&Y Adari System &CInhabitants &W:&W Adarian &c This planet is the homeworld of the Adarian race. It is covered with volcanic mountains, most of which are perpetually covered with snow. Its year lasts 409 standard days. ~ 0 ADARIAN ADARIANS~ &COrigin: &YAdari &c An alien race native to the planet Adari, the Adarians are humanoids with unusual cranial structures. Their skulls are elongated and tall, and have a 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. Adarians make up to the lack of ears with a covering of fine hairs alon their skulls that pick up 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 they have evolved an advanced technology based on the use of super-colled carbon-ice computers. They were able to remain neutral during the Galactic Civil War by signing a non-aggression treaty with the Empire, providing the Empire with unlimited raw materials in return for their neutrality. &RAlso type&W: &YShowstat Adarians ~ 105 ADDRESIDENT REMRESIDENT~ Syntax: addresident <player> Syntax: remresident <player> Addresident and remresident add and remove residents from a particular home. When adding or removing a resident, both the resident and the home owner must be in the home, where the home owner types addresident or remresident followed by the name of the player to be added or removed as a resident. Therefore, to add a resident to a home, the home owner must first invite the player to enter (see help invite). Residents may enter and invite others to enter the home, just as may the owner. However, residents cannot add or remove other residents, nor can they sell the home. Residents are not charged by the game and as such, any negotiations for payment must be made between the resident and the home owner. ~ 1 ADD_PATROL~ &CSyntax&R&W : &YAdd_patrol &cThis allows you to call a guard from your clan or organization at your location. These guards act like posted guards, but will walk around. &RSee also&W: &Phelp guard_posting ~ 1 ADJUSTTRACTOR~ &cYour tractorbeam has several settings. &CSyntax: &Yadjusttractor land dock undock pull/none &c Undocking a ship with adjusttractor will damage the docking ring of both the target and the ship it is docked to, including if it is yours! &RSee also&W: &Phelp TRACTOR ~ 101 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. ~ 101 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. ~ 1 ADVERTIZING RULE_1~ &c Do not advertise another mud on ANY channel. Doing so will get you site-banned. This means giving out a name or site to another mud to attract players there. It is considered rude in all circles. I will personally go to any MUD that is advertised And talk to the immortals there. People have been banned on THEIR mud for doing so. Also, I will ban any player found to be advertising on another MUD about this one if it is illegal on said mud, and if an immortal complains to me about the advertizing. ~ 1 AF'EL~ &CSystem &W:&Y Ka'Dedus &CInhabitants &W:&W Defel &c Homeworld of the Defel race, it is a large, high-gravity world orbitting the ultraviolet supergiant Ka'Dedus. The planet has a thick atmosphere but no ozone layer, and so unltraviolet light passes directly to the surface. Heavy atmospheric gases then block most of the remaining wavelengths of light. For these reasons, all lifeforms on the planet have evolved with the ability to see in ultraviolet light. The planet's main export is the metal meleenium. At one time, Kuat Drive Yards mined Af'El for many of its natural minerals. ~ 0 AFFECTED 'AFFECTED BY'~ &CSyntax: &Yaffected &c(abbrevation: &Yaf&c) &CSyntax: &Yaffected by &c(abbreviation: &Yaf by&c) '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. ~ 101 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 ~ 101 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~ &CSyntax: &Yafk &c The afk command will place an &W[AFK]&c 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 &Yafk&c, and will also go off automatically when you enter any command. &RAlso see&W:&P Help identify ~ 1 AID~ &CSyntax &R&W: &YAid &R&W<&YPlayer&R&W> &cThis skill allows you to bring a stunned player back to consciousness. However, if a player is mortally wounded, it will not revive them. You will need to perform &YFirstaid&c to save them. &RSee also&W: &Phelp firstaid ~ 1 ALDERAAN~ &CSystem &W:&Y Alderaan &CInhabitants &W:&W Human, Thranta &c this planet's human inhabitants were among the most peaceful beings in the galaxy. They were in continually harmony with the world around them, and chose to build their cities on top of sandstone bluffs and on stilts in the shallow seas. Their towering cities were built this way so that they wouldn't trample the grass or destroy the seas. The inhabitants of the planet catalogued over 8,000 species of grasses on the plains, and more than that in species of flowers. At the age of seventeen, an Alderaanian was considered and adult. It was a well-known custom that the adult members of Alderaans society never cut their hair, but allowed it to grow into long tresses. Alderaan was a staunch supporter of the Old Republic, and many of its inhabitants served in the armed forces. Following the Clone Wars and the widespread destruction caused by it, the government of Alderaan outlawed all weapons. They placed all weapons aboard a transport ship and sent the ship out on a never-ending series of random hyperspace jumps. The homeworld of the Organa family, Alderaan's role in galactici politics took a detour during the later years of the Old Republic. As Palpatine continued to gain power, the Organas began organizing a resistance to his Presidency. With the implementation of the New Order, Alderaan became one of the primary supporters of the newly-formed Alliance to Restore the Republic. However, the outspoken dissatisfaction with Palpatine's rule led to the destruction of the planet. When Leia Organa was captured aboard the Tantive IV over Tatooine, she was taken to Grand Moff Tarkin for questioning. Tarkin tried to obtain information from her, but she proved too strong. Even when Tarkin threatened to destroy Alderaan with the new Death Star, Leia lied to him about the location of the Alliance's base. Tarkin took no chances, however, and ordered the destruction of the planet. Alderaan was blown to pieces just before the Battle of Yavin, and all life on the planet was destroyed. Some 60,000 natives survived because they were off-world at the time, and were granted a unique status within the Alliance, as well as the New Republic ~ 1 ALERTNESS~ Syntax : feel alertness &G This makes you more alert for a period. &W ~ 1 ALIAS UNALIAS~ &CSyntax: &Yalias &w<&Yshortcut&w> <&Ycommand&w> &CSyntax: &Yalias &w<&Yshortcut&w> &c The &YALIAS&c command allows you to set shortcuts for commands or long strings of text. These can be quite useful for shortening routinely entered commands. Example: &Yalias heal cast heal darrik&c This assigns the command &Ycast heal darrik&c to the alias &Yheal&c so that typing in &Yheal&c will issue the full command. You can create up to 30 aliases. Typing &YALIAS&c with no arguments will list your current aliases. Your aliases will save with your character upon leaving the game. An alias may only contain a shortcut for a single command. If more sophisticated aliases are needed, a mud client package would probably serve the purpose better. To remove an alias, type &Yalias&c followed by the shortcut you wish to remove. &RSee also&W:&P Help aliasfocus ~ 1 ALIASFOCUS UNFOCUSALIAS FOCUSALIAS~ &CSyntax: &Yaliasfocus &W<&YWord&W> &Yunfocusalias &cWhen set, the focus variable will replace all instances of $$ in any user input, including aliases. unfocusalias will allow you to unset that variable and use $$ in normal conversation. &RSee Also&W: &Phelp Alias ~ 101 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. Arguments: imperial, rebel, civilian, mob, unowned ~ 1 AMMO AMMUNITION BATTERIES BATTERY CHARGE CHARGES BLASTER BLASTERS~ &R&CSyntax &R&W: &YAutomatic &R&W<&R&YBlaster&R&W> &R&CSyntax &R&W: &R&YAmmo &R&W<&R&YHolding Battery&R&W> &R&cThe blaster skill allows you to use a blaster. 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. &R&W ~ 104 AMOT~ ~ 0 AMOTD~ Yoda has been installed in Dagobah. Exar kun has been replaced with the evil spirit on Yavin. All skills are taught by one of these two (forcer skills) The level restriction on Dagobah Yoda's room has been removed. Clones now have memory up to the point they died. You may bounty your killer. ~ 0 ANSI~ &CSyntax &W:&Y ansi <on/off> &c The ansi command will either enable or disable ansi colour. Ansi colour will work provided your terminal has a compatible mode. &RAlso see&W:&P help color ~ 0 APPLY~ &CSyntax &W: &Yapply <item> &c In your travels you may come across various ointments and salves, use 'apply' to rub them into your skin. ~ 102 APPOINT PROMOTE~ ~ 1 APPRAISE~ &CSyntax:&Y appraise <item> appraise all &c Appraise, when at a repairshop type mob, will tell you the condition of your equipment in question. The mob will tell you if it needs repair or not, and if so, how much it will cost. ~ 1 APPREHEND~ &CSyntax &R&W: &YApprehend &R&W<&YMob&R&W> &YApprehend&c is used by bounty hunters to subdue their prey. It lets you force a mob to follow you. &RNote:&r Using &YApprehend&r on a player will start combat. ~ 1 AQUEST~ &CSee &PHelp Quest&R&W ~ 0 AREAS COMMANDS SOCIALS~ &CSyntax &W:&Y areas &CSyntax &W:&Y commands &CSyntax &W:&Y socials &YAREAS&c shows you all the areas in the game, with the author's name and the suggested levels. &YCOMMANDS&c shows you all the (non-social) commands available to you. &YSOCIALS&c shows you all the social commands available to you. (Special thanks to KaVir for mailing us lots of extra socials) ~ 1 ARENA ACCEPT DECLINE CHALLENGE BET AHALL AWHO~ &Y-&C* &WCode edited by Ulysses&C *&Y-&c The Arena is an area where players can challenge and duel each other, not to the death, but until one submits and cannot fight any longer. When a player loses, they are transported to wherever they were before the fight started. The general arena commands are as follows: &CAwho &R&W- &YDisplays who is currently in the arena. &CAhall &R&W- &YA list of the past winners in the arena. &CBet &Y<&WPlayer&Y> <&WAmount&Y> &W- &Y Bets on a player in the arena. &cNormal Arena match commands: &CChallenge &Y<&WPlayer&Y> &W- &YSends a challenge to the player. &CAccept &W-&Y Accepts the challenge. &CDecline &W-&Y Declines the challenge. &cThere is another type of arena, called &WChaos mode&c. Only immortals can start chaos mode. In this, it is a free-for-all, a fight to the last. The winner being the last standing. Commands in Chaos mode: &CChaos &Y<&WLow Lvl&Y> <&WHi Lvl&Y> <&WDelay&Y> <&WLength&Y> &CArena &W- &YJoins the Chaos mode. ~ 1 ARM~ &CSyntax &W: &YArm (device) &c Used for arming of various devices (ie grenades) around the galaxy. &RSee also&W:&P help grenade. ~ 0 ARMOR~ Syntax: feel armor <character> &C This power decreases (improves) the armor class of the target character by 20 points. &W ~ 101 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 ~ 1 ASSASSIN DROID ASSASSINDROIDS ASSASSIN_DROIDS 'ASSASSIN DROIDS'~ &COrigin&W:&Y Various &c The name given to any number of droid types which are programmed seek out and eliminate a specific target. They can be programmed to kill an individual, or to take out an entire population. There were also the so-called war droids used as guards and soldiers in many upstart planetary armies. The IG-series of assassin droids was among the best as performed their duties. They were banned during Palpatine's rule as Emperor, after they started to be used against Imperial forces. &RType Also&W:&Y 'SHOWSTAT ASSASSIN DROID' ~ 101 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 ASTROMECH DROID 'ASTROMECH DROIDS'~ &COrigin&W:&Y Various &c These small droids were designed for use with small starfighters. They are basically self-contained navigation computers, but also are programmed for starship maintenance. Industrial Automation produced many of the best astromech droids, including the R2, R5, and R7 series. &RAlso Type&W:&Y SHOWSTAT ASTROMECH ~ 101 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). ~ 101 ATTACKS~ 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). ~ 0 AUCTION~ &CSyntax &W:&Y auction &CSyntax &W:&Y auction <item name> <starting value> &CSyntax &W:&Y auction bid <value> &CSyntax &W:&Y auction stop &c 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, &Yauction <item name> <starting value>&c will begin an auction. If no starting value is specified, it will start at 0 gold. &YAuction bid <value>&c will place a bet for the item, and &Yauction stop&c (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 &YCHANNEL -AUCTION. ~ 101 AUTH AUTHORIZE AUTHORIZATION~ Associated help files: authorize Authorize <player> name -- This is the command used to allow a player to continue in the Spectral Gate pre-auth area, but will make them choose a new name prior to entering the Academy. 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. ~ 102 AUTOPILOT~ &CSyntax &W:&Y Autopilot &c &YAUTOPILOT&c allows the owner or designated pilots to toggle the ship's autopilot system on or off. While in autopilot mode, the ship "locks down" and does not move or respond to controls. It will also automatically respond to combat situations on it's own. ~ 1 AUTORECHARGE~ &YSyntax &W:&Y Autorecharge This will set your shields to automatically recharge. &RSee also&W:&P Help ships ~ 1 AUTOTRACK~ &CSyntax &W:&Y Autotrack &c This will set your nav computer to automatically adjust course to keep you firing on a targeted ship. &RSee also&W:&P help ships ~ 1 AVATAR AVATARS~ &c These are players that have shown enough devotion to the mud to attain level 100 in at least one skill area. ~ 104 AVT~ ~ 100 AVTALK IMMTALK :~ &CSyntax &W:&Y immtalk <message> &CSyntax &W:&Y avtalk <message> &CAbbrevation &W:&Y ": <message>" &CThis allows you to use the avtalk (level 100+) channel. &RSee also&W:&P Help Channels ~ 1 B~ &C COMMANDS FOR VARIOUS ACTIONS &W -------------------------------- &YLOOK (l)&c - can used by itself to look at the room you stand in - you can look at objects: &YLOOK <object>&c - you can look at mobs and players: &YLOOK <mob or player name> &Y SLEEP (sl) &c- sleeping will replenish your hitpoints, force, and movement &Y REST (r) &c- will replenish your hp, force, and mv, but slower than sleep - you can still communicate when resting but not while sleeping &Y WAKE (wa)/ STAND (st) &c- will return you to the standing position &Y SIT &c- your character will sit down &Y OPEN/CLOSE <direction or object> &c- will open/close a door or container &Y LOCK/UNLOCK <direction or object> &c- will lock/unlock a door or container &Y PICK <direction or container> &c- will pick lock on door or container &Y INVENTORY (in) &c- will show you all the objects you are carrying &Y EQUIPMENT (eq) &c- will show you all the equipment you are wearing ~ 1 BACKSTAB BS~ &CSyntax &R&W: &YBackstab &R&W<&YName&R&W> &YBackstab &clets you try to attempt to sneak up on your opponent and stab them in the back. In order to use backstab, you must wield a stabbing weapon. It can only be used to start combat. ~ 101 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. ~ 101 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. ~ 101 BANNED~ The following sites have been banned: 156.29.1.x 204.225.103.222 (for players level 50 and under) ~ 1 BARABEL~ &COrigin&W:&Y Barab I &c 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. &RAlso Type&W:&Y SHOWSTAT BARABEL ~ 102 BAS~ ~ 0 BASH~ &CSyntax &W: &YBash &cBash 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. Note that bash has a drastically reduced chance of hitting if the basher is not one of the primary targets, ie is not tanking. ~ 1 BEAUTY~ Syntax : feel beauty <target> &C Increases the charisma of target for a limited period. &W ~ 1 BEG~ &CSyntax &W: &YBeg <Mob> &c The beg skill is simply that, begging. It's useful for gaining small amounts of credits for newbies or when you're desperate. ~ 1 BERSERK~ &CSyntax &W:&Y berserk &c 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. ~ 102 BESPIN~ &CSystem &W:&Y Bespin &CInhabitants &W:&W Rawwk, Algae Sack, Human, Ugnaught &c This cloud-covered gas giant was the third planet in the Bespin system. Along with Cloud City, it is known for the tibanna gas it exports as well as for being a major location for playing sabacc. One of the major variations of sabacc is named for the planet, another for Cloud City. It is located just off the Corellian Trade Route. It has a number of natural satellites, and is located near the Anoat System. The gas giant has a quick rotation, taking only twelve standard hours to complete one revolution. Bespin's diameter measures some 118,000 kilometers. Much of the cloud cover over Bespin is well over 1,000 kilometers thick, and surrounds an outer core of seething molten rethin and compressed gas some 52,000 kilometers deep. This outer core exceeds 6,000 degrees, and covers a ball of solid metal 6,000 kilometers across. The average day on Bespin lasts twelve standard hours, but the year lasts 14 standard years. ~ 101 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. ~ 101 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~ &CSyntax &R&W:&Y Bind&R&W <&YPerson&R&W> &cThis skill ties a person up, keeping them paralyzed for a set number of rounds. However, it only works when that person is stunned. &RNote:&r attacking someone while they are bound will kill them. ~ 0 BIO DESCRIPTION RULE_7~ &CSyntax &W: &YBIO &CSyntax &W: &YDESCRIPTION &cThe &YBIO&c command puts you into an editor to edit your character's personal biography. It is what people see when they check WHOIS on you. It should contain information about your character's past history, and any other information that people should know when RPing with you. The &YDESCRIPTION&c command puts you in a similiar editor to edit your character's description. This is what people see when the LOOK at you. This should be what your character looks like. &RA good description site:&W http://themudjournal.com/rp/ABCs-B.php3&R&c Once in the editor &Y/f&c will format, and &Y/s&c will save. &cBios and descriptions are required for all players after level six. After you reach level 100, you may be required to rewrite your bio and description to be better quality, as avatars are expected to have good roleplay abilities. &R&w ~ 1 BLIND GOUGE BLINDNESS~ &R&cCertain powers and attacks can render a player blind for anywhere from a few rounds, to several hundred rounds. If you are blinded, you will see only your name on the 'who' list, and will be unable to see neither your inventory, equipment, nor your location. &R&CSyntax &R&W: &YGouge &R&cThis skill can only be used during combat. &R&CSyntax &R&W: &YFeel Blindness &R&W<&YVictim&R&W> &R&W ~ 101 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 ~ 101 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. ~ 1 BOTHAN~ &COrigin&W:&Y Bothawui &c 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. They joined the Alliance shortly after the Battle of Yavin. While the Bothans generally stayed out of the main fighting, there were two instances of Bothan exploits. The first came when they were leaked the information about the plans and data on the construction of the second Death Star near Endor. A number of Bothans assisted a shorthanded Rogue Squadron in recovering the plans from the Suprosa, but their lack of piloting skills got many of them killed. The plans were recovered and brought to Kothlis, where more Bothans were killed in an Imperial raid to recover the plans. Again, the Bothans retained possession of the plans, and eventually turned them over to Mon Mothma and the Alliance. The second came when they helped eliminate Imperial ships near New Cov. It was later revealed that the Bothans were also involved in bringing down the planetary shields of the planet Caamas, during the early reign of Emperor Palpatine, allowing the Empire to burn the surface of the planet to charred embers. Although the Bothans searched for several years to discover the clans invovled, Imperial records were too well- guarded to provide any clues. Then, some fifteen years after the Battle of Endor, records were discovered at Mount Tantiss that told of the Bothan involvement. &RAlso Type&W:&Y SHOWSTAT BOTHAN ~ 1 BOUNTIES RULE_4~ &c PK is heavily restricted. Paying a player to kill another can ONLY be done if certain conditions are met: 1. The player to be hired must be a bounty hunter OR 2. The target must be a bounty hunter itself. This does not include assistance in killing a player. This applies only to hired hits. All hired hits will be verified by an immortal BEFORE it is carried out. If a hunter carries out a hit without immortal approval, that hunter may Lose its position and its hunter levels. A system will be set up to make Communication between immortals and hunters easier. &R&w &RSee also&W:&P Help Addbounty ~ 1 BOUNTY ADDBOUNTY~ &CSyntax &W:&Y Addbounty (character) (amount) &CSyntax &W:&Y bounty &c 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. &RSee also&W:&P Help Bounties ~ 1 BOWCASTERS "FORCE PIKES" LIGHTSABERS VIBRO-BLADES VIBRO-BLADE LIGHTSABER "FORCE PIKE" BOWCASTER~ &R&CSyntax &R&W: &R&YAutomatic &R&cThese skills allow you to succesfully wield some of the weapons found in the Galaxy. &R&W ~ 1 BRIBE~ &CSyntax &R&W: &YBribe &R&W<&YCitizen&R&W> <&YAmount&R&W> &cIncreases support for your organization through bribery. Only works on planets governed by your group. Actual number varies with amount bribed. ~ 101 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 ~ 101 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 BUG_ABUSE RULE_13~ &c Any abuse of a bug by a player or an immortal will result in an Instant slay. If you find a bug or see someone using a bug, report It to Darrik via his mail account in the &Phelp Darrik&c pfile. A reward MAY be given determined by Darrik. &R&w ~ 1 BUILD 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 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 *************************************************************************** ~ 1 BUILDERS BUILDER~ &c To apply to build for Star Wars: Rise in Power: Send an email to Darrik@swrip.net. Include your past experience ( Not necessary for hiring, we just like to know ) Past characters on the mud, if any. And 3 sample room descriptions. If you wish, you can include mobs and objects in each room, if you like. We are curently looking for builders! Feel free to apply! &R&w A final thought. Any applications sent using anything other than third person perespective will be thrown out. ~ 0 BUY LIST SELL VALUE~ &CSyntax &W:&Y buy <object> &CSyntax &W:&Y buy <# of object> <object> &CSyntax &W:&Y list &CSyntax &W:&Y list <object> &CSyntax &W:&Y sell <object> &CSyntax &W:&Y value <object> &YBUY&c buys an object from a shop keeper. &YBUY <# of object> <object>&c will allow you to buy up to twenty of a normal store item at once. &YLIST&c lists the objects the shop keeper will sell you. &YLIST <object>&c lists just the objects with that name. &YSELL&c sells an object to a shop keeper. &YVALUE&c asks the shop keeper how much he, she, or it will buy the item for. ~ 1 BUYHOME HOMES HOME "PLAYER HOME" ~ &CSyntax &W:&Y Buyhome (home name) &c 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 BUYSHIP SELLSHIP~ &CSyntax &W:&Y Buyship (ship name) &CSyntax &W:&Y Sellship (ship name) &c Ships may only be bought from the port that they are currently docked in. &RSee also&W: &Phelp ships ~ 1 BUYVENDOR~ &CSyntax: &Ybuyvendor &w[&Yyes&w] &c From any shop keeper, you can buy a deed to a shop for a fee. If you already own a shop, you can override it buy typing buyvendor yes. This will erased any evidence of your shop on the shell IMMEDIATELY. The old vendor will remain in the game, along with the items you gave him, until the next reboot. &R Current cost for a deed: &W1 Million Credits ~ 1 BUZZ INVITE~ &CSyntax &W:&Y buzz <direction> &CSyntax &W:&Y invite <player> &c Buzz and invite allow visitors to enter homes. The guest types &Ybuzz <direction>&c, where direction is the direction to which the home he/she wishes to enter lies. The home owner will have to use some means of identifying the player who has pressed the buzzer, for the home owner types &Yinvite <player>&c, where player is the guest who buzzed, after which the guest will enter. ~ 1 BYSS~ &CSystem &W:&Y Beshqek &CInhabitants &W:&W (Unknown) &c A planet located in the Deep Core that is incredibly strong with the Dark Side of The Force. Originally used as a private retreat for the Emperor Palpatine, it was touted as a paradise. Much of its surface was covered with tranquil lakes, and it was lit with an unusual blue-green sunlight. Thus, Palpatine was able to get millions of people to voluntarily bring their life energies to the planet. Once they were there, Palpatine enslaved them by using the Dark Side of the Force, feeding the growing evil that existed on the planet. He then built it into a model of a society that was ruled by the Dark Side. The reborn Emperor used the planet as his stronghold for his cloning activities, and for the source of his power during his resurrection. It had a normal day of 31 standard hours, and a year which lasts 207 local days. ~ 1 C~ &C COMMANDS TO USE WITH OBJECTS &W ----------------------------------&C GET - &YGET <object> <container>&c will get an item from a container - &YGET <object>&c will get an object from the ground &C PUT - &YPUT <object> <container>&c will put an item in a container &Y DROP <object> -&c will drop the object from your inventory to the ground &Y GIVE <object> <player> -&c you will give the object to that player &Y SACRIFICE (sac) <object> -&c the object disappears &Y USE <object> <target> -&c invokes a device's function on a target &Y EAT/DRINK <object> -&c you can eat or drink different foods and drinks &C EMPTY - &YFILL <object> -&c fills a drink container from a water source - &YEMPTY <object> -&c empties a container onto the ground - &YEMPTY <object> <container> -&c empties a container into another ~ 1 CALAMARI~ &CSystem &W:&Y Calamari &CInhabitants &W:&W Mon Calamari, Quarren, Mermen &c An ocean-covered world with little solid land mass, Calamari is home to two amphibious races: the land-dwelling Mon Calamari and the ocean-dwelling Quarren. It is a tectonically stable world, without mountains. The planet is covered with deep oceans, with many islands and coral atolls. Much of the exposed land is marshy, and incapable of supporting any kind of civilization. Thus, the two native species turned to building floating cities from the ores mined from the ocean floor. Some parts of the cities are exposed above the ocean's surface, but the majority of the space in Calamari cities is underwater. It is famous for its shipyards. It has a single moon. Its day lasts about 21 standard hours, and its year spans 398 local days. ~ 1 CALCULATEDIFF~ &CSyntax &YCalculatediff &W<&Yx&W> <&Yy&W> <&Yz&W> &c This is the same as calculate <x> <y> <z>, except it uses the coordinates you would use for course... shown next to ships in radar, and the second set of coords under a planet or sun. &RSee also&W: &PCALCULATE, HYPERSPACE, COURSE, COURSEACTUAL ~ 1 CAPITALRULES~ &cCapital ships may now be destroyed even if they are unmanned. However, this doesn't apply to all cases. Ships that are &Bunmanned and in their clans' capital system may not be attacked&c. Manned ships in a clan's capital system, however, may. &R Clan --- Capital System &cGalactic Empire&O Coruscant &cNew Republic&O Calamari &cAssassins Guild &OOrd Mantell &cBlack Sun&O Coruscant &c Xizor Fleet Systems&O Asteroid 1234 &cOutlaw Techs&O Hoth &cTriad Syndicate&O Bespin &R&WNote: &YUnmanned capital ships in safe sectors may NOT be sabotaged or otherwise harmed. &WNote: &YUnmanned ships that are used deliberate in a battle are fair game while that battle lasts.&R&w ~ 1 CARGO~ &cThis is in progress. You will be able to transport cargo from planet to planet, buying and selling depending on the planet, at certain prices. The plan is to have clans able to build things using that cargo, to protect their planets. As I said, this is a work in progress, it will be a while before it is completed. ~ 0 CAST FEEL~ &CSyntax &W:&Y feel <force power> <target> &c 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. ~ 103 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 CHADRA FAN CHADRA-FAN CHAD CHADRAFAN~ &COrigin: &YChad &c The small, quick witted inhabitants of Chad, the Chadra-Fan, resemble humanoid rodents, with large ears, dark eyes, and flat, circular noses with four nostrils. The fur-covered, rodent-like Chadra-Fan have seven senses. In addition to the five shared by most intelligent species, they are also blessed with infrared sight and an advanced chemoreceptive smell. These small, one meter tall beings love to have fun. They tend to be flighty and have short attention spans, though they enjoy tinkering with technological items. &RAlso type&W:&Y showstat chadra-fan ~ 1 CHANGES~ &c New Space System is in! Help NEWSPACE for answers on the changes and how to fly!. Chaos has a purse option, for quests and such. Ships will no longer refuel when taking off from midships and cap ships. You will need to use the fuel command fromthe hanger. Ships has been changed. It will only show t hose ships you have access to. I have added two new wearlocs, over and floating. Over can be used with makearmor... closing a piece you have in your over wearloc will keep others from seeing what you have worn under it. Floating objects are only found in the game. There are only two, currently. However, floating containers do not affect your weight. Economy is being 'tweaked' to work properly. Hail, quit, and launch have been modified to cost, or cost more, credits. Those credits will be output through selling items, delivering packages and repoping mobs with credits, as it should. I will continue tweaking it until I have it working properly, and realistically. The Serins have been completely revamped. each has its own route. Use the findserin command to see them. Ship AI is smarter. Don't underestimate them. I have completed coding the basic modules, the ones governing ship stats. Although I have built the items themselves for Z-100s, I still have far to go, and can not work fast on them. I was going to have the help of a builder on the matter, but alas, Zilbringi appears to have disappeared. Such is life. drag <person> out will work, now, for dragging people out of ships. Oh, shove <person> in <ship and shove <person> out will work too :P &PSee Also: &WOLDCHANGES, OLDCHANGES2, OLDCHANGES3&R&w ~ 1 CHANGESOLD OLDCHANGES~ Coruscant has been redesigned to a smaller, less confusing, setup. Luke has been morphed into Yoda and has been relocated to Dagobah. Roleplaying is now enforced. help roleplay for information. BAYDOORS and Mass_prop have been added!!!! Ship Docking and Tractor beams have been added!!!! Request (open bay doors remotely) has been added! Apprehend has been added for bhers. You can bring in those live bounties. Cloak has been added, a disguise for forcers. A new sensor system has been added, which has varying levels of detection depending on distance, from full detail, to class type, to non-detection. Astroarray now determines how close your hyperjump will put you to your calculated coordinates. Makecomlink now accepts wearlocs!! hail will now take two arguements to 'hail' a ship in space. Upgradeship, buzz and invite (for visitors to homes) and sellhome added. New ship alarm system added (upgradeship installalarm to install one at space garage, costs 500k). Bay doors on cap ships are closed on reboot. Safe rooms have been removed from the game. You can no longer run into the sun. The ship will automatically evade. When you run out of energy, you will be stuck there. It will not recharge, and it will not blow up. reload <ship> will reload any ship on the ground. Who on / Who off - Wholist cloaking, go invis on the wholist. Who <clan> restricted to immortals only. Ion cannons added. All leadership and diplomacy skills coded. Addition of two Serins - Cassia and Siego. Trainer ships added. Bank transfers added. 'Help bank' Who on/off added. 'Recho' added for mortals. Rp purpose only. Wizi imms show up as 'A Great One' instead of someone. Jumpvector added. 'Help jumpvector' Fake signal added for engineers. 'Bind' for Hunters added. 'Help bind' Override added. 'Help override' This is a command, not a skill. Hide changed to stealth. Defels now hide, instead of invis. Infrared goggles see hidden instead of invis. ~ 1 CHANGESOLD2 OLDCHANGES2~ check 'oldchanges for ever earlier changes!! Titles will show up on channels for visible and disguised people. Addresident and remresident added. 'Help addresident' Some shopkeepers now speak multiple languages. Can no longer launch from a ship with its bays closed. Use override. 'Speeders' and 'Speeder combat' skills added. If you can fly a ship, you can addpilot/rempilot to it. A couple of bug fixes. Gather int will return the same message whether or not the person is online. Sellship will eliminate pilot and copilot as well as just the owner. Quest master is in! Bank deposits will now accrue interest. Salary can now be added with the command addsalary. Salary and Empower can now be empowered to other members besides the leader. Tells and Reply have been modified due to mortal recommendation to (Outgoing Message) and (Incoming Message) Unjail has been added to compensate for the inconveniences of jail <player 0> Prompt has been brought down to a level 1 command now that I discovered the cheat doesnt carry over to stock SWR. Speeders will not be able to leave ships into indoor areas. Cutdoor has been added... a doorbash for forcers... you need a lightsber and lightsaber skill for it to work. Steal will now only create a message to a PC instead of an autoattack. NPC's will still autoattack of course. Also, Steal will not be able to be learned past 50% on PCs. You can now use a persons disguise to reference him/her/it <attacking, looking> You can now ask for <pay for?> enlistment centers for the syndicates. Player Shops are coded! We just need to make rooms for them! Aliases are in. You can now sit, rest and sleep on furniture. Duinuogwuin race replaced with the Sullustan race. Bounty Hunting skills now give fail/success messages. You can now put your position into your prompt. It is %p. ~ 1 CHANNELS~ &CSyntax &W:&Y channels Syntax &W:&Y channels +<channel|all> Syntax &W:&Y channels -<channel|all> &c With no options, &YCHANNELS&c show you your current channels. With a plus or minus sign and an option, &YCHANNELS&c turns that channel on or off. With all as the option, &YCHANNELS&c will turn on/off all normal channels The first channels you will have available as a new player are &YSAY&c, &YTELL&c, and &YNEWBIE.&c To use say, the person you want to talk to must be in the same room, just type &YSAY <message>&c. To use tell, the target person may be anywhere, just type &YTELL <name or 0.name> [message]&c. ~ 1 CHARISMA CHA~ &cCharisma &Y(CHA)&c represents your character's physical beauty and charm, how pretty your character is. &CCharisma affects: &c &Y*&c The practice rate with a language scholar. &Y* *&c Prices charged by shopkeepers. &Y* *&c Increases max leadership level. &Y* *&c Increases max diplomacy level. &Y* ~ 0 CHAT . MUSIC ASK ANSWER SHOUT YELL OOC~ &CSyntax&W:&Y chat <message> &CSyntax&W:&Y music <message> &CSyntax&W:&Y ask <message> &CSyntax&W:&Y answer <message> &CSyntax&W:&Y shout <message> &CSyntax&W:&Y yell <message> &CSyntax&W:&Y ooc <message> &c These commands send messages through communication channels to other players. &YSHOUT&c sends a message to all awake players in the world. To curb excessive shouting, &YSHOUT&c imposes a three-second delay on the shouter. &YCHAT&c, &YMUSIC&c, and &YQUESTION&c and &YANSWER&c also send messages to all interested players. '&Y.&c' is a synonym for &YCHAT&c. The &YASK&c and &YANSWER&c commands both use the same 'question' channel &YYELL&c sends a message to all awake players within your area. You can use the &YCHANNELS&c command to hear, or not hear, any of these channels. &YOOC&c stands for out of character and is the only chennel that should be used for real world chatting as opposed to roleplaying. &RNote&W: Most channels now require a comlink. ~ 101 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 CHOKE~ . Syntax : Feel 'Choke' (victim) &r This nasty spell allows you to choke the life from your victim. &w ~ 1 'CIRCLE'~ &CSyntax &R&W: &YCircle &R&W<&YTarget&R&W> &YCircle&c is basically a &YBackstab &cin the middle of a fight. It requires a piercing weapon, and can only be used during combat. ~ 1 'CIVILIAN UPGRADES' CIVILIANUPG~ . &CCivilian Upgrades: &cshields: &W100 units for 200k &chull: &W4000 units for 500k &cspeed: &W25 units for 100k &cenergy: &W1000 units for 200k &clasers: &W1 for 100k &chyperspeed: &W25 units for 150k &cmissiles: &W1 missile for 20k &ctorpedos: &W1 torpedo for 30k &crockets: &W1 rocket for 75k &cchaff: &Winstallation and 10 chaff for 100k &Weach addition chaff is 5k &Wif a launcher is already installed, &W(chaff is > 0) 1 chaff for 5k &ctractor: &WInstallation for 1m &calarm: &WInstallation for 500k &cSensors: &W5k a point &cAstroArray: &W10k a point &cComm: &W10k a point &RAlso See&W: &PCIVILIANUPG2 ~ 1 CIVILIANUPG2~ &CStarfighter maxes: &c lasers:&W 4 &c missiles-types:&W 12 missiles, 6 torpedos, or 4 rockets &c shields:&W 100 &c speed:&W 120 &c hyperspeed:&W 150 &c hull:&W 1000 &c sensors:&W 100 &c Astroarray:&W 100 &c Comm:&W 100 &CMidShip maxes: &c lasers:&W 6 &c missiles-types:&W 20 missiles, 10 torpedos, or 6 rockets &c shields:&W 300 &c speed:&W 90 &c hyperspeed:&W 200 &c hull:&W 2500 &c sensors:&W 150 &c astroarray:&W 100 &c comm:&W 150 &CCapShip maxes: &c lasers:&W 8 &c missiles-types:&W 60 missiles, 30 torpedos, or 20 rockets &c shields:&W 500 &c speed:&W 30 &c hyperspeed:&W 150 &c hull:&W 10000 &c sensors:&W 150 &c astroarray:&W 150 &c comm:&W 200 ~ 1 CLAN CLANS ORGANIZATION ORGANIZATIONS ORGANISATION ORGANISATIONS~ &CThe following are commands used with clans or organizations: &Yclans &c....... shows a list of organizations. &Ydonate &c...... donates money to the clan funds. &Ywithdraw &c.... withdraws money from the clan funds. &Ynewclan &c..... allows crimelords to start a new crime clan &Yappoint &c..... allows leader to appoint a number1 and number2 &Ydemote &c...... takes away members status in the clan. &Yempower &c..... gives member special powers (ie. withdraw or induct) &Yinduct &c...... inducts a person into your clan. &Youtcast &c..... kicks a person out of the clan. &Yenlist &c...... to join a clan at a recruitment office. &Yresign &c...... to quit a clan. &Yclanbuyship &c. to purchas spacecraft and other vehicles for clan &Ycapture &c..... allows a clan to capture the government and declare leadership over an area. &Yroster &c...... Lists all members of your clan. &Yclanfunds &c... shows the amount of funds available to your clan. &RNote&W: not all of these are functional yet..... ~ 1 'CLAN CREATION'~ &CClan Creation: &c A clan will start out as an rp clan. It wont exist in the clan list, but it exists in roleplay. After a few weeks, if the clan is growing and has achieved a good amount of members, that clan may be added as a coded clan, with ships, funds, and a clan channel. An immortal does not have to be consulted to start a rp clan, although if an administrator has a problem with it, he or she may ask you to disband. ~ 0 CLANTALK~ &CSyntax &W:&Y clantalk <message> &c Provided that you are in a clan, clantalk will send the message to all current members, as well as the deity. ~ 0 CLASS CLASSES~ &cThe old classes have been removed in favor of an ability system that lets you advance in several areas at once. These ability classes are as follows: &CCombat &PHelp Class_Combat &CPiloting &PHelp Piloting &CEngineering &PHelp Engineer &CBounty Hunters &PHelp BH &CSmuggling &PHelp Smuggler &CDiplomacy &PHelp Diplomat &CLeadership &PHelp Leader &CCommando &PHelp Commandos ~ 0 CLASS_BH~ Bounty hunters are the most feared people in the galaxy, next to forcers. Although bounty hunters can not roll force, their ability more than makes up for it. Backstab and circle provide an attacking ability to quickly take most of your marks. Because of this extreme power, only hunters in the guild can practice their skills, and the leader is very strict about inducting people into the guild. The hunters guild is not for the newbie. ~ 0 CLASS_COMBAT~ &cCombat gives you many fighting abilities. It is ideal for someone who just wishes to act the grunt, as a imperial stormtrooper, a rebel ground trooper, or even a black sun basher. With abilities varying from wielding two weapons to a third attack to a 'hitall' ability to going 'berserk' to demolitions, it can be a fun class. Most combat specialists also get high leadership levels. &RAlso see&W: &Phelp scan help vibro-blades help snipe help blasters help 'force pikes' help bowcasters help throw help kick help mount help rescue help 'enhanced damage' help 'dual wield' help gouge help punch help disarm help 'second attack' help bash help dodge help grip help grenades help berserk help hitall help mine help 'third attack' help 'fourth attack' help 'fifth attack' &RAlso type&W:&Y showstat combat ~ 0 CLASS_DIPLOMAT~ Diplomat's also tend to have high leadership levels as well. Diplomat's can 'mass_propeganda', which will raise or lower popular support on a planet. 'Seduce' will force a person or mob to follow you. There are not many diplomatic skills, but most get all the leadership skills as well. ~ 105 CLASS_ENGINEER~ Engineering is one of the more profitable classes. The ability to make anything from a comlink to armor to a blaster makes you popular with a lot of people, because a master engineer provides better goods than anything ound in the shops of the game. One of the downsides of engineering is it takes a lot of time, and it is not very active sitting in a workshop making item after item. But hey, no pain, no gain! ~ 0 CLASS_LEADER~ Leadership main's get a few interesting abilities. Not only can they post guards, but they can post *elite* guards, as well as call special forces... a more powerful form of reinforcements. They also get dominate, which will make a mob your slave, and torture, which will permanently remove hitpoints from a person or a mob. A new skill, gather_intelligence, will gather information on an individual in the game... anything from where he/she/it is at that moment, to what clan it is in. ~ 0 CLASS_PILOTING~ Piloting is one of the more popular classes. One of the more fun features of the Star Wars Reality codebase is its space system, and especially its space combat. The piloting class gives you not only the best space combat abilities, but also the ability to fly the most powerful ships in the game, the capital-class ships, from the SSD Executor to the MC80 Cruiser to one of the faction clans custom ships. ~ 0 CLASS_SMUGGLER~ The smuggler has many abilities other classes can not get. The ability to pick doors, and even ship hatches, is combined with the ability to hijack other people's ships. This, coupled with the ability to hide from and sneak by other players, makes the smuggler a popular choice. ~ 1 'CLIMB'~ &CSyntax &R&W: &YClimb &R&W<&YDirection&R&W> &cThis skill enables you to climb into and out of rooms that have no floors or require it. ~ 1 CLONES CLONE CLONING~ &CSyntax &R&W: &Yclone &cCloning is a vital part of your existance. Since death is permanent, the only way to continue a character is to have a clone. &RNote: &WClones start at the last point you cloned, not the point you died. &RNote: &WAs of March 2nd, clones have no memory of their past lives. ~ 101 CMDTABLE~ Syntax: cmdtable Lists all of the commands in the game, and how many times they have been used since the last startup. ~ 102 CMENU~ Syntax: cmenu Invokes an online menu to ease entering 'cset' arguments. May not be fully functional at this time. ~ 102 CODETEST~ void do_openbay( CHAR_DATA *ch, char *argument ) { SHIP_DATA *ship; if ( (ship = ship_from_pilotseat(ch->in_room->vnum)) == NULL ) { send_to_char("&RYou aren't in the pilots chair!\n\r",ch); return; } if (ship->bayopen == TRUE) { echo_to_cockpit( AT_YELLOW , ship, "Bay doors are already open!"); return; } act( AT_PLAIN, "$n flips a switch on the control panel.", ch, NULL, argument , TO_ROOM ); ship->bayopen = TRUE; echo_to_cockpit( AT_YELLOW , ship, "Bay Doors Open"); } } ~ 1 CODE_AVOIDING CODE_AVOIDANCE RULE_10~ &c Using loops or bugs in the code to avoid a restriction is illegal. This Includes, for example, resigning from a clan in order to bypass code restrictions of members in that clan. &R&w ~ 101 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 ~ 1 COMBAT~ &cYou may choose a fight by finding a mob, and using &YLOOK&c, &YCONSIDER&c, and &YIDENTIFY&c to gauge the difficulty of the opponent. You can &YLOOK <mob>&c to get a look at its equipment and description, this will often help indictate how hard a fight might be. You can &YCONSIDER <mob>&c for a one on one comparison of the mobs hitpoints and level to your own. You may also &YFEEL 'KNOW ESSENCE' <mob>&c to get more detailed information about the mob if you have force ability. For those that don't have this ability, a scanner can do the same thing. You may start a fight by using &YKILL&c, &YMURDER&c, or many powers and skills available to players. The easiest way to start a fight is to &YKILL <mob>&c. Currently, you may also &YMURDER <mob>&c, but this causes the mob to yell out. You may find yourself in trouble during a fight, and wish to leave, this can be done by using &YFLEE&c. &RSEE ALSO&W: &PKILL, MURDER, WIMPY, RESCUE, AID ~ 102 COMBAT_CLASS~ ~ 1 COMMANDO CLASS~ &WCommando Class &c The commando class is a new type of class. It does not have its own levels, but gives bonuses to a set of classes. Instead of the 100 levels that a normal class gives to its main ability, the commando classes spreads it out. Combat gets 50, piloting gets 25, and smuggling gets 25. At the moment, there is only one of these classes. If this type of class is in demand, others will follow. New skills with these classes in mind will also be added if this type of class is popular. Please post any comments you have on this type on the Suggestions boards. &W Darrik Vequir ~ 1 COMMANDO_STATS~ . &pCombat Pilot Engineer B.Hunter Smug. Diplo. Leader. &p--Human &Y110 65 40 1 56 60 60 &pWookiee &Y146 63 50 10 56 4 55 &pTwi'lek &Y111 69 44 10 96 32 38 &p-Rodian &Y114 71 30 50 56 37 39 &p---Hutt &Y103 37 36 1 56 32 104 &pMonCal. &Y109 63 58 30 36 70 96 &pGamorrean &Y150 55 20 1 56 44 48 &p---Jawa &Y110 71 40 1 86 44 49 &pAdarian &Y106 63 44 1 36 106 76 &p---Ewok &Y106 63 30 1 56 75 57 &pVerpine &Y108 65 100 1 36 50 66 &p--Defel &Y140 71 34 1 81 30 54 &pTrando. &Y137 65 30 30 56 27 49 &pChadra. &Y109 71 44 1 56 60 62 &pQuarren &Y109 77 42 1 76 40 51 &pSullustan &Y 88 95 70 1 66 73 58 &pFalleen &Y110 67 42 1 56 72 68 &pIthorian &Y110 71 40 1 56 48 59 &pDevaronian &Y104 71 38 1 56 51 57 &p--Gotal &Y110 65 40 1 56 60 60 &p--Droid &Y104 51 68 1 36 53 56 &p-Shista &Y149 78 20 20 71 40 140 ~ 101 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 COMMUNICATION~ &c There are many channels of communication on Rise in Power: &RSee also&W: &Psocial quest clantalk ooc yell shout say tell chat auction wartalk avtalk newbie emote ~ 0 COMPARE~ &CSyntax:&Y compare <object-1> <object-2> &CSyntax:&Y compare <object> &YCOMPARE&c 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. &YCOMPARE&c with one argument compares an object in your inventory to the object you are currently wearing or wielding of the same type. &YCOMPARE&c doesn't consider any special modifiers of the objects. ~ 1 CONFIG~ &CSyntax: &Yconfig + or - &W<&Yoption&W> &c This command configures some of your character behavior. Typing &YCONFIG&c alone shows you your current settings. With a plus or minus sign and an option, &YCONFIG&c turns that option on or off. &CThe options are: &Y AUTOEXIT &cYou automatically see exits. &Y NORECALL &cToggle automatic recall if you lose link during combat &Y AUTOLOOT &cYou automatically loot corpses. &Y AUTOSAC &cYou automatically sacrifice corpses. &Y AUTOGOLD &cYou automatically split gold from kills with your group. &Y BLANK &cYou have a blank line before your prompt. &Y BRIEF &cYou see brief descriptions only. &Y COMBINE &cYou see object lists in combined format. &Y PROMPT &cYou have a prompt. &Y TELNTGA &cYou receive a telnet GA sequence. &Y NOINTRO &cToggle whether you see the graphic screen at login &Y GAG &cToggle whether battle outputs in full or brief form. &Y PAGER &cToggle how many lines pass before a pause &Y SOUND &cToggle sound support ~ 103 CONFIG +ROOMFLAG~ 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. ~ 0 CONSIDER~ &CSyntax:&Y consider <character> CONSIDER &ctells you what your chances are of killing a character. Of course, it's only a rough estimate. ~ 101 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~ &CConstitution &Y(CON)&C represents your character's physical stamina, and how well he/she can take a hit. It's your character's toughness. &cConstitution also affects: * The number of hitpoints regenerated per tick. * * Improvement or worsening of a character's mental * * state, thus affecting general endurance. * * Increase resistances to stun and poison. * * Increases max combat level. * &R&W ~ 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. &YEXAM <container>&c or &YLOOK IN <container>&c allows you to see what it contains. &YGET <item> <container>&c allows you to take one item from a container. &YGET ALL <container>&c allows you to take everything from a container. &YGET ALL.<item> <container>&c allows you to take all of a particular item &YPUT <item> <container>&c puts an item inside a container. &YPUT ALL <container>&c will put as much of your inventory in the container as possible, until the container is full. &YPUT ALL.<item> <container>&c will put as much of one type of item into the container as possible, until the container is full. ~ 100 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 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"~ &CSyntax &W:&Y Calculate (x) (y) (z) &c Cordinates are used for Hyperspace jumps into systems Syntax is completely different. Here are the options. &Y Calculate <planet/sun> [distance] &c This calculates a course to a planet or sun. How far away depends on the optional second argument. &Y Calculate <x> <y> <z> &c This calculates to a specific set of coords. &WTHIS IS NOT THE SAME COORDINATES AS WHAT YOU USE FOR TRAJECTORY/COURSE!!! &RSEE ALSO&W:&P Calculatediff ~ 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~ Corporate Sector I : CF-90 Barricade Runner (moves) Corporate Sector Space Mall (moves) 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 ~ 1 CORELLIA~ &CSystem &W:&Y Corellian &CInhabitants &W:&W Human, Drall, Selonian &c Homeworld of Han Solo and Garm Bel Iblis, Corellia is located in the Corellian System, in the Corellian Sector of the galaxy, somewhere near the Core Worlds. It was once a democracy (in the days of Berethon e Solo), and reverted temporarily to a monarchy when Korol Solo tried to raise himself to kingship. Following his hanging, Corellia returned to being a republic (about 250 years before Han was born). Since then, it has become an introverted world, keeping mainly to intself and not getting involved with outside politics. The planet has a temperate ecology, with many large oceans. ~ 1 CORPSE~ &cCorpses last approximately 15 minutes after the time of death. Corpse decay will happen even while you are linkdead or after you quit. If you know how to skin a corpse, you can take its skin and leave bones behind as a warning. ~ 102 CORPSES~ ~ 1 CORULAG~ &CSystem &W:&Y Corulag &CInhabitants &W:&W Human &c A planet in the Deep Core, located in the Bormea Sector. It is the primary planet in the Corulag System, and is a temperate world covered with forests and plains. A satellite of the Academy is located in the capital city of Curamalle. The planet's economy was maintained because of its position, located along the Perlemian Trade Route, as well as the presence of the Academy buildings. In many respects, Corulag was one of the most cosmopolitan worlds of the Empire. ~ 1 CORUSCANT~ &CSystem &W:&Y Coruscant &CInhabitants &W:&W Human, (Various) &c Located at galactic coordinates (0,0,0), this planet in the Core Worlds was home to the Old Republic. Most xenoarchaeologists believe that the human race evolved on Coruscant, which was also the homeworld of the Taung and the Zell races. It was renamed Imperial Center by Emperor Palpatine. When the New Republic was born, the planet was renamed to Coruscant. Located some 10,000 light-years from the actual galactic core, Coruscant had two moons and orbited a small white sun. The planet's entire landmass has been covered - over the thousands of generations spanning galactic history - by multiple levels of the buildings that make up Imperial City. The oceans which once covered part of the planet's surface had been drained and stored in vast, underground caverns for eventual reuse. Several of these immense skyscrapers reach over 6,000 meters into the atmosphere. This means that there is little land available for growing food, and no natural rivers or lakes to provide water. To solve the dilemma of feeding and watering millions of inhabitants, many of Coruscant's architects build self-contained ecosystems into their buildings. Engineers have developed a series of huge pipes through which polar ice water is pumped to the cities. Nearly everything on the planet is recyclable, from clothing to packaging and machinery. One problem with a cityworld like Coruscant was that it generated incredible amounts of carbon dioxide, so atmosphereic dampeners were placed in orbit to reactively remove it. It was the center of all the Old Republic's activities, and helped describe Galactic Standard time. The Imperial Senate was convened there. When Palpatine assumed control of the Senate and the rest of the government, he established that Coruscant would remain the center of his Empire. He began a massive work effort to shape Coruscant to his desires, including installing a large number of surveillance systems. Following the Battle of Endor, Mon Mothma moved the New Republic onto Coruscant and again re-established the center of the Republic there. This came after the planet was liberated from Ysanne Isard, and the New Republic overcame the threat of the Krytos virus. ~ 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 COURSEACTUAL~ &CSyntax: &YCourseactual &W<&Yx&W> <&Yy&W> <&Yz&W> &c This is the old trajectory/course. It uses the actual coordinates, seen as the first set of coordinates in radar for a planet or sun. &RSEE ALSO&W: &PCOURSE, CALCULATE, RADAR ~ 1 COYNITE~ &COrigin&W:&Y Coyn &c 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. One code is known as the Cradle Law. &RAlso Type&W:&Y SHOWSTAT COYNITE ~ 1 CREATING HELPFILES~ Guess what? We need more helpfiles. Silphion is working on updating our old smaug ones, which... just don't fit. What we need are good ones, about playing the game... roleplay, money making, descriptions. Things that will help the newbie... things that only you players know. So, we are asking you to write some. Send them to Darrik@swrip.net. We will review them. If we put them in the game, you will be rewarded. The reward of course, will be based on HOW good the help file is. The reward will most likely take the form of quest points. Don't worry, Naz is working on objects that you will be able to buy with them. Unbalanced Mandalorian Armor aside. That's all. Good luck, have fun. DV. ~ -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. Quest Code (c) 1996 Ryan Addams Ported to SMAUG by Vir of Eternal Struggle Arena Code by LrdElder 10/24/98 Bug fixes and modifications to SWRiP by Ulysses SW: Rise in Power MUD Codebase v1.0 (c) 2001 was created by Mark Miller ( Darrik Vequir ) with the advice and input of his staff. see HELP DIKU, HELP SMAUG, HELP MERC, HELP SWREALITY, and HELP SWRIP for more detailed credits. ~ 102 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~ &C WEARING AND SELLING EQUIPMENT &W -------------------------------&Y WEAR <object> - &cyou will wear that piece of equipment &Y WIELD <weapon> - &cyou will wield that weapon &Y HOLD <object> - &cyou will hold that object in your hands &Y REMOVE (rem) <object> - &cthe object is remove and placed in inventory &Y COMPARE (com) <object1> <object2> - &ccompares the value of two items &Y REPAIR (repa) <object> - &ca blacksmith will repair your damaged item &Y APPRAISE <object> - &ca blacksmith will tell the cost to repair the item &Y LIST - &cwhen in a store, the items for sale will be listed &Y BUY <object> - &cyou will purchase the item for the given price &Y SELL <object> - &cyou will sell the item to the store and receive money &Y VALUE <object> - &cstorekeepers will say how much they will pay for item ~ 1 DAGOBAH~ &CSystem &W:&Y Dagobah &CInhabitants &W:&W Dragonsnake, Swampslug &c Primary planet in the Dagobah system, this swamp planet was home to Yoda. It is located in the Sluis sector. Near the end of the Bpfassh Dark Jedi Insurrection, one of the fleeing Dark Jedi hid on Dagobah. No one knows what happened to the Dark Jedi, but it is surmised that he died there. Furthermore, his knowledge of the Dark Side of the Force caused the planet to be bathed in Dark Side energy. This might also explain why the Jedi Master Yoda was able to hide on Dagobah during Palpatine's purge of the Jedi, since his Light Side strength would have been masked by the amount of Dark Side energy on the planet. The planet's day lasts 23 standard hours, and its year is 341 local days long. ~ 0 DAMAGE~ &cWhen 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: &Y barely scratch scratch graze bruise hit injure wound maul thrash decimate devastate maim MUTILATE DISEMBOWEL EVISCERATE MASSACRE OBLITERATE ANNIHILATE &c The message shown will reflect the actual damage you are inflicting on (or receiving from) your opponent, and not a specific fixed amount. ~ 101 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 ~ 1 DARRIK~ The came from the woodwork to listen to the fears, Savoring the taste of a little child's tears. Bogeyman in the closet, monsters under the bed, Terrors of the night creeping into your head. There's no place to hide when you are alone, Under the covers shaking to the bone. Take a deep breath and try to relax, Try to forget the man with the axe. But they whisper to you from deep in the night, And you are too scared to turn on the light. So fear the night terrors my dear little ones, And pray for the rise of the new morning sun. Email: Darrik@swrip.net Darrik Vequir ~ 1 DATHOMIR~ &CSystem &W:&Y Quellii &CInhabitants &W:&W Human, Rancor &c A planet where the outcasts from the Old Republic were sent to die, it is the home of the Rancor, and home to a group of Force- sensitive witches who use spells to control The Force. It is located in the Quelii system, where Zsinj has established a prison colony and a new shipyard. The planet's gravity is somewhat lighter than standard. It is full of the Dark Side of The Force, moreso than Dagobah. Han 'won' the planet from Omogg in a sabacc game; its value is somewhere around three billion credits. It has 3 continents in a vast ocean. ~ 0 DEATH DYING~ &cDeath is now permanent unless you have made a clone. &YNote &C: You lose all posessions upon dying even if you have a clone. This includes ships, homes, and bank accounts. &R&W Also see: &PHelp Clone&R&W ~ -1 DEBUG DEBUGGING BUGS THORIC CODING SOURCE CODE DEVELOPMENT~ .-------------=======[ Debugging / Coding Credits ]=======-------------. | | | Most of the extensive debugging and coding of Rise in Power | | was done by Darrik in his large amounts of free time since he has | | no life. | | | | Other credits go out to Ulysses who set aside time in his busy | | life to help code the big projects that Darrik was too lazy to | | do. Oh, yeah, and he started this mud way back when :) | `----------------------------------------------------------------------' ~ 0 DEFEL~ &COrigin: &YAf'El &c Defel are an alien species that appear as large, red-eyed shadows under most lighting conditions. For this reason, they are commonly referred to as "Wraiths". Under ultraviolet light, Defels appear as stocky, fur covered bipeds with protruding snouts and long, clawed, triple jointed fingers. They stand about 1.3 meters tall, with shoulders as wide as 1.2 meters across. This species lives in underground cities on the planet Af'El, where most inhabitants make their living through mining and metallurgy. In the galaxy at large, Defel often find employment as hired muscle, spies, and assassins due to their shadowy forms. &RAlso type&W: &YShowstat Defel ~ 101 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). ~ 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. ~ 101 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 BALANCE BANK~ &CSyntax &W:&Y BANK (deposit|withdraw|ballance) (amount) &CSyntax &W:&Y BANK transfer (amount) (person) &c A bank is the safest place to keep your credits people get killed for money quite often in the star wars universe. &RNote&W: You most have a comlink for this to work ~ 101 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~ &CSyntax &R&W: &YDetrap &R&W<&YObject&R&W> &cThis skill allows you to try to disarm a trapped object. Failure will usually set off the trap. ~ 0 DEVARONIAN DEVARONIANS~ &COrigin: &YDevaron&R&W &c Devaronians come from the temperate world of Devaron. Although near humanoid in appearnace many feel uncomfortable in their presence, since they resemble devils of a thousand myths. The males are hairless, with a pair of horns springing from the tops of their heads and sharp incisors filling their mouths. About two percent of males are born with two sets of teeh. The females are larger, with think fur and no horns. The males have 'galactic wanderlust', the need to always travel, while the females prefer to stay at home and keep their advanced industries running. Their language is low, guttural, and full of snarling consonant. &RAlso type&W: &YShowstat Devaronian ~ 0 DEVARONIAN_STATS~ &ORace: &YDevaronian &OSpecial Abilities: &YNone &ORestrictions: &YNone &OStr: &Y21 &OInt:&Y 19 &OWis:&Y 21&O Dex:&Y 23 &OCon:&Y 19&O Cha:&Y 17 &OProfession: Combat Pilot Engineer B.Hunter Smug. Diplo. Leader. Combat&Y 150 63 63 88 63 63 63&O Pilot&Y 46 146 71 71 96 46 46&O Engine.&Y 38 58 138 38 38 38 38&O B.Hunt&Y 1 1 1 100 1 1 1&O Smugg.&Y 6+ 26+ 31+ 6+ 106+ 6+ 6+&O Diplo.&Y 51 61 51 51 51 150 101&O Lead.&Y 107 57 57 57 57 107 150&O ~ 1 DEXTERITY DEX~ &CDexterity &Y(dex)&C represents your character's agility and quickness. A common concern with dexterity deals with how many items your character can carry at once in his/her inventory. For each additional point of dexterity, you gain an additional amount of items you can carry. A character starts off being able to carry 5 items. One's level also affects how many things you can carry. &cDexterity also affects: * Improves natural armor class. * * Amount of movement points regenerated per tick. * * Chances of success of bash, poison weapon. * * Increases max piloting level. * * Increases max combat level. * &R&W ~ 101 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. ~ 101 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~ &CSyntax &R&W: &YDig Dig &R&W<&YDirection&R&W> &YBury &R&W<&YItem&R&W> &cYou can dig and bury items through the use of the dig skill and bury command. Buried items are not easily visible to players. To dig an item up, type &Ydig&c 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 &Ybury &R&W<&YItem&R&W>&c. Depending on the size and weight of the object, you might need a shovel. 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. ~ 0 DIPLOMACY DIPLOMAT~ &cThose who choose to be a diplomat also tend to have high leadership abilities as well. A diplomat's primary skill is mass propaganda, which raises or lowers population support considerably. Diplomats are needed in the galaxy to deal with the citizens, and sway their way of thinking. In order to use many diplomatic skills, one must be a part of a clan or organization. &RAlso see&W: &PHelp Aid Help "First Aid" Help Smalltalk Help Bribe Help Propaganda Help Seduce Help "Mass propaganda" &RAlso type&W: &Yshowstat diplomat ~ 1 DISARM~ &R&CSyntax &R&W: &YDisarm &R&cThis skill lets you attempt to remove your opponent's weapon using your own, forcing them to drop it on the floor. To use this skill, you must also be wielding a weapon. Can only be used during combat. &R&W ~ 1 DISGUISE~ &CSyntax &R&W: &YDisguise &R&W<&YTitle&R&W> &cThis skill allows you to change your title to one that does not include your name. Great for impersonating others. &RNote:&r Please keep disguises &YIC&r, if you are unsure, ask an Imm. ~ 101 DMESG~ Syntax: dmesg Displays the contents of the boot log. ~ 0 DODGE~ &CSyntax &W:&Y Automatic &cThis skill lets you dodge incoming attacks, taking no damage from them. Use and refinement of this skill is automatic once you train in it. ~ 1 DOMINATE~ &CSyntax &R&W: &YDominate &R&W<&Ymob&R&W> &cAllows you to overpower a mob, and make them follow you and your commands. &R&WAlso see: &PHelp Order ~ 1 DOORBASH~ &CSyntax &R&W: &YDoorbash &R&W<&YDirection&R&W> &cUseful for getting rid of locked doors, although some doors are bash resistant. ~ 101 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 DRAW~ &CSyntax: &Ydraw &cThis will map out the surrounding area and display the results. This requires a scanner to be held during use. It will use one charge. ~ 1 'DREAM'~ Syntax: cast 'dream' <player> <message> This power enables you to cast a dream or message on a sleeping player. ~ 0 DROID DROIDS~ &COrigin: &YVarious &c Droids are artifically intelligent beings built by various species, for various uses. They range in shape, model, and design, but most are either humanoid in appearance or squat, cylindrical bodies topped by a domed swiveling head. They are all designed to perform one duty or another, ranging from astromechs to protocol droids. Most of them are associated with mechanical devices or computer systems in one way or another. Majority of droids are loyal to their master without a single rebellious thought in their programmed minds, but there has been rumors of droids with their own free will, although it is rare. &RAlso Type&W: &Yshowstat Protocol showstat Gladiator showstat Assassin showstat Astromech showstat Interrogation ~ 0 DROID_STATS~ &gRace: &YDroid &gSpecial Abilities:&Y Infrared, Aqua Breath &gRestrictions: &YCombat Penalty &gStr:&Y 20&g Int:&Y 24&g Wis:&Y 21&g Dex:&Y 18 &gCon:&Y 16&g Cha:&Y 21 &gProfession: Combat Pilot Engineer B.Hunter Smug. Diplo. Leader. Combat&Y 150 54 54 79 54 54 54&g Pilot&Y 26 126 51 51 76 26 26&g Engine.&Y 68 88 150 68 68 68 68&g B.Hunt&Y 1 1 1 60 1 1 1&g Smugg.&Y 1+ 6+ 11+ 1+ 86+ 1+ 1+&g Diplo.&Y 53 63 53 53 53 150 103&g Lead.&Y 106 56 56 56 56 106 150&g ~ 1 DROID_UPGRADES~ &BYou are now able to upgrade your droid player for the price of half a million credits per level. There is a maximum of 75 levels able to be added to your droid's memory. Consider it a memory limit. To have this done, politely request an admin or above to work with your character.&w ~ 0 DROP GET GIVE PUT TAKE~ &CSyntax&W:&Y drop <object> drop <amount> credits &CSyntax&W:&Y get <object> get <object> <container> &CSyntax&W:&Y give <object> <character> give <amount> credits <character> &CSyntax&W:&Y put <object> <container> &CSyntax&W:&Y get/put/drop <# amount> <object> &CSyntax&W:&Y get/put <# amount> <object> <container> DROP&c drops an object, or some credits, on the ground. &Y GET&c takes an object, either lying on the ground, or from a container, or even from a corpse (&YTAKE&c is a synonym for get). &Y GIVE&c gives an object, or some credits, to another character. &Y PUT&c puts an object into a container. Use '&Ydrop/get/put all&c' to reference all objects present. Use '&Ydrop/get/put all.object&c' to reference all objects of the same name. &C Examples:&Y - drop 1000 coins - get all.ball backpack - get 5 sword - put 15 potion backpack ~ 1 'DUAL WIELD'~ &R&CSyntax &R&W: &YAutomatic &R&cThis skill allows you to wield two weapons simultaneously. The higher the skill, the more times you will use the weapon in your offhand. ~ 1 DUG DUGS~ &COrigin&W:&Y Malastare &c 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. Dugs became the sworn enemies of the Gran when a group of Gran established a settlement on Malastare. They fought viciously for many years before the Old Republic intervened. Unfortunately for the Dugs, the Republic ruled in favor of the Gran, and the Dugs were pushed to the fringes of Malastare's economy. Dug society became insular, and they turned into self-congratulatory braggarts. &RAlso Type&W:&Y SHOWSTAT DUG ~ 1 DUROS~ &COrigin&W:&Y Duro &c 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 (although the Star Wars Screen Entertainment software claims that they are reckless innature) 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. During the Galactic Civil War, the Duros were ostensibly loyal to the Empire, although the Empire established observation centers at many starship yards to keep an eye on them. During the Yuuzhan Vong invasion of the galaxy, many Duros felt that the New Republic was too lax in its defense against the alien invaders, and several Duros claimed that the galaxy would have been better prepared to defend itself if Emperor Palpatine had still been in power. &RAlso Type&W:&Y SHOWSTAT DUROS ~ 0 DUROS_NAMES~ Chidee La Maak Lai Nootka Jenssar So Billes Jiuk'chtna Jivis Kalend Thora Kandar Kir Vantai Krudar Kuuda De Nall Hes Glillto ~ 1 E~ &C GROUPING WITH OTHER PLAYERS &W -----------------------------&c If another character is following your character, you have the ability to group with that character. However, you cannot joint he group of a character you're following unless they bring you in themself. When you are grouped with another player, you attack mobs together and share the experience for each kill. &C Group Commands: &Y FOLLOW <player>&c - you will follow that player so long you are with them - to remove yourself from group type:&Y FOLLOW SELF GROUP <player>&c - you add that player to your group - typing &YGROUP&c alone will list those in your group - to remove someone from group use &YGROUP <player name> &c - to disband the group, type &YGROUP DISBAND GTELL <message>&c - you tell the group a message &Y SPLIT <amount>&c - splits the credits among the group ~ 1 EARTHQUAKE~ Syntax : feel earthquake Damages all players in the room on the ground. ~ 0 EAT DRINK~ &CSyntax&W:&Y drink <object> &c- drink liquid from a drink container) &CSyntax&W:&Y eat <object> &c- eat food or a magical pill) &Y eat <object> <container> &c- eat from a container) &c 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. ~ 101 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. ~ 101 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. ~ 101 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 ~ 1 ELITE_GUARD~ &CSyntax &R&W: &YElite_guard &cThis skill allows you to call an elite guard to your location. Elite guards act like posted guards, but are much stronger and experienced. ~ 1 EMOTE SOCIAL ,~ &CSyntax&W:&Y emote <action> &CExample&W:&Y emote leans forward and glares at Silphion &COutput&W:&Y Darrik leans forward and glares at Silphion. EMOTE &cis used to express emotions or actions. Besides &YEMOTE&c,there are several dozen built-in social commands, such as &YCACKLE&c, &YHUG&c, And &YTHANK&c. The acronym for &YEMOTE&c is &Y, <action>&c &CExample&W: &Y, leans forward and glares at Silphion &RAlso type&W: &Ysocials ~ 0 EMPTY~ &CSyntax&W:*Y empty <container> &CSyntax&W:&Y empty <container> <container> &c This command allows you to empty a container of its contents. Use &Yempty <container>&c to dump the contents to the ground. Use &Yempty <container> <container>&c will empty the contents of the first container into the second container. ~ 1 ENDOR~ &CSystem &W:&Y Endor &CInhabitants &W:&W None &c This silvery gas giant planet, located in the Moddell Sector, was orbited by nine moons, including the Forest Moon of Endor. It was not located near any hyperspace node, and required a fairly complex series of jumps in order to get there. ~ 0 ENGINEER ENGINEERING~ &cThose who choose to be engineers have access to many useful skills, but it is a very tedious job. They are capable of making extremely powerful weapons as well as armor. There are few engineers in the galaxy, but those who are, find it very profitable. Engineers are the only ones that can use fake signal. &R&WAlso see:&P Help Makecontainer Help Makecomlink Help Makeflashlight Help "Ship Maintenance" Help Makeblade Help "Spice Refining" Help Makeshield Help Makearmor Help Makejewelry Help Makelandmine Help Makeblaster Help Makegrenade Help "Fake Signal" &RAlso type&W:&Y showstat engineering ~ 0 'ENHANCED DAMAGE'~ &R&CSyntax &R&W: &YAutomatic &R&cThis skill increases the damage you inflict in combat. The higher it is, the more often you will receive that bonus. ~ 0 ENTER LEAVE~ &CSyntax&W:&Y enter &CSyntax&W:&Y leave &c In rooms either 'somewhere' exits or exits responding only to keywords, you can simply type 'enter' or 'leave' to pass through that exit. ~ 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~ &cWhile 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 a blacksmith. &RNOTE&W: Not all equipment can be repaired. &RSee also&W:&P REPAIR ~ 0 EWOK EWOKS~ &COrigin: &YEndor &c The native race to Endor. Ewoks grow to be about 1 meter tall and are primitive two-legged furry creatures. They are tribal and still use primitive weapons, like sling shots and bow and arrows, but their keen understanding of their environment and keen teamwork give Ewoks skills that just cannot be equaled, even by the most technologically advanced species. Ewok religion focuses around the giant conifer trees in whith they habitate. Each village plants a seedling for every new ewok born and nurture it as it grows. Each ewok is linked to his or her totem tree, and believe when they die, their spirit goes to live in their special tree. Curious by nature, they are prone to getting into trouble. Their appearance makes them cute and charming to most other species, and ewoks use this to their advantage. It's wise note to underestimate them for they are a clever species. They also love to hear stories and are very musical. &RAlso type&W: &YSHOWSTAT EWOK ~ 0 EXAMINE LOOK~ &CSyntax&W:&Y look &CSyntax&W:&Y look <object> &CSyntax&W:&Y look <character> &CSyntax&W:&Y look <direction> &CSyntax&W:&Y look <keyword> &CSyntax&W:&Y look in <container> &CSyntax&W:&Y look in <corpse> &CSyntax&W:&Y examine <container> &CSyntax&W:&Y examine <corpse> LOOK&c looks at something and sees what you can see. &Y EXAMINE&c is short for &YLOOK container&c followed by &YLOOK IN container&c. ~ 101 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 ~ 101 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~ &CSyntax&W:&Y exits &c 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). ~ 101 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 EXPERIANCE LEVEL XP EXP~ &CSyntax&W:&Y level &c Your character advances in power by gaining experience. Type &YLEVEL&c to see how many experience points you'll need for the next few levels. &CYou gain experience by:&c 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 &CYou lose experience by:&c 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~ &C COMMANDS FOR COMBAT &W ---------------------&Y KILL <mob> &cyou begin to attack the mob (you need only type once) &Y FLEE &cyou attempt to flee from the fight &Y FEEL <force power>&c you use the power (see &PHELP <power>&c for more) &Y GLANCE <mob or player> &ctells you how wounded the target is &Y CONSIDER (con) <mob> &cgives you an idea on how tough the mobile is &Y LEVEL &cshows you how many experience points you need till next level &Y WIMPY <number> &cif your hitpoints go under that number, you flee combat &Y CONFIG +/-FLEE &cyou do/don't flee when attacked &Y RESCUE <player> &cyou replace a player in a fight &Y SHOVE <player> <direction> &ca player is shoved in a given direction &Y DRAG <player> <direction> &ca sitting player is moved that direction ~ 1 'FAKE SIGNAL' FAKE SIGNAL~ &CSyntax &R&W: &YUsed with Request &cFake signal enables you to 'request' a ship to open it's hanger bays, even when you do not have a pilot for them. &RNote: &YFake Signal &ris a level 105 engineering skill. &RAlso see&w: &PREQUEST ~ 0 FALLEEN~ &COrigin: &YFalleen &c The Falleen are reptilian in ancestry, with scales, cold blood, and skin that can change color according to their mood. A Falleen's lung capacity is great, and they are able to stay underwater for up to twelve hours. Coolly calculating beings, the Falleen are considered among the most beautiful of all humanoid races. In addition, both males and females have enhanced hormones, exuding a pheromone that makes them practically irresistible to the opposite sex. &RAlso Type&W: &YSHOWSTAT FALLEEN ~ 1 FARSIGHT~ Syntax : feel farsight <victim> Gives a room description of victims location. ~ 1 FATIGUE~ Syntax : feel fatigue <victim> Makes victim more susceptable. ~ 1 FEEBLENESS~ Syntax : feel feebleness <victim> Makes victim more susceptable. ~ 101 FILENAMES~ When naming files, follow this convention: * Areas should have the extension .are (though areas have their own directory, when areasare modified they are moved to the building directory, so it is best to have an extension). * Planets should have no extension (planets have their own directory). * Starsystems should have the extension .system (starsystems share the space directory with ships). * Ships should have the extension .ship (see starsystems for reason). * Clans should have no extension (clans have their own directory). Avoid using fullstops in file names, but use underlines (_) or dashes (-) instead. ~ 0 FILL~ &CSyntax &W:&Y fill <drincon> &CSyntax &W:&Y fill <container> &YFILL&c can be used with drink containers, regular containers or pipes. - to fill a drink container, go to a fountain and &Yfill <drinkcon> &c - to fill a container such as a backpack with items from the ground, type &Yfill <container> ~ 1 FIREBALL~ Syntax : feel fireball <victim> Sends a fireball at victim. ~ 102 FIRRERRE~ ~ 1 FIRRERREO~ &COrigin&W:&Y Firrerre &c 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. &RAlso Type&W:&Y SHOWSTAT FIRRERREO ~ 1 FIRSTAID "FIRST AID" MEDPAC~ &CSyntax &R&W: &YFirst &R&W<&YPlayer&R&W> &YFirst self &cFirst aid, along with a medpac, allows you to heal minor damage to yourself, or another character. &RSee also&W:&P AID ~ 0 FIXCHAR~ Syntax: fixchar <character> Resets a character's saving throws and mentalstate. Should probably not be done while the character is equipped. ~ 1 FLAGPRICES~ &YOn ships: &BBacta - 100,000 &BHotel - 100,000 Home - 100,000 Hidden or Locked Door - 100,000 Fountain/sink - 50,000 Hanger - 500,000 Passworded Doors (cap only) - 500k Ration Dispensor (cap only) - 1m &OPlayer homes: &cBacta - 75,000 &W&zNote: Bacta costs an additional 100k for every 100 hp restored. &cStorerooms: &RShip: 125,000 &RHome: 100,000 &R&WNotes: Player homes are no longer being added to fighters or midships. Government boards <NR and Imperial> may not be added onto non-aligned ships. No civilian ships may have government boards on them. To rename your ship, there's a new command 'renameship' to be used at the normal upgrade site for ships. ~ 0 FLAMESTRIKE~ Syntax: feel 'flamestrike' <victim> This power inflicts damage on the victim. ~ 0 FLEE RESCUE~ &R&CSyntax &R&W: &YFlee &R&CSyntax &R&W: &YRescue &R&W<&YPlayer&R&W> &R&cOnce you start a fight, you can't just walk away from it. If the fight is not going well, you can attempt to &Yflee&R&c, or another character can try to &Yrescue&R&c you, thereby taking the hits for you. If you lose your link during a fight, then your character will keep fighting, or flee, depending on your settings in config. &RAlso see&W:&P CONFIG ~ 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. ~ 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. ~ 101 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. ~ 105 FOLLOW~ &CSyntax: &Yfollow &W<&YCharacter/NPC&W> &c 'Follow' starts you following another character. To stop following, type 'follow self'. &RSee Also: &WGROUP ~ 101 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. ~ 101 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'). ~ 1 'FORCE IMBUE'~ &bForce Imbue (Dark Side, Light Side) &p&w Imbue is a sacrificial roleplaying device. It is another way for Jedi and Dark Jedi masters to suicide and save a life or pass on their energy by death. When Imbue is used on another character who does not have any ability in the force, it will fully restore them to life and also give them extra hitpoints from tight bonding with the force. Consider it a suicidal way to heal another person. When Imbue is used on a student of the force (force level 5+) the student is able to absorb the energy given. The student gains no HP, but does advance their max force level and also raises their mana level to a corosponding amount. Permission to use this power will rarely be given, especially not to someone who simply wishes to suicide their forcer and give a friend a gift and use their clone. On this not note, be aware that the forcer who sacrifices themselves for the player recieving, will lose the chance of force capable clones. Also, if one is aiding a dying comrade, it must not be due to a mob. It must be entirely player related. For imbuing between two forcers, both players must be of the same alignment. ~ 101 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 FORCERS~ &cThe entire forcers system has been reset. Force able characters are expected to RP properly. This means Dark Jedi are not out to save the galaxy, and Light Jedi are not murdering fiends. For those of you new to the SW Universe, Jedi are the protectors of justice and the innocent. Dark Jedi are a more open class, because, although any action they do is ultimately self benifiting, it may well aid an evil or good cause. Forcers will no longer learn from mobs past the level of 5. Once a Dark/Light Jedi passes their fifth level, they must turn to more experienced forcers under the following system. &pMasters (Force max of 90-120) &WKnight and Learners may be taught by masters. &WMasters may teach a maximum of three students. &YKnights (Force max of 30-89) &WKnights may take on a single apprentice. &RLearners (Force max of 1-29) &WLearners may practice under Masters or Knights. &GNOTES- There are NO Sith in this time period. Jedi may not join the Empire. Dark Jedi may join any group. RP correctly your forcer correctly, or your force will be removed. No excuses. ~ 1 FORCE_RP~ &BLight Jedi RP&c - Jedi may enter any order/clan except the Empire without approval of the Admins - Jedi entering service/training within the Empire must seek admin approval - Jedi act only in defense - Jedi are not to provoke attacks - Jedi are not to purposefully cause trouble, lest they are sided with a clan &RDark Jedi RP&W&c - Being a Dark Jedi is not a license to kill - Dark Jedi are interested in self profit or profit for the Dark Side of the Force - Dark Jedi may, with proper RP, innitiate an attack - Dark Jedi cause trouble to suit their moods, or their profit - Clanned Dark Jedi may attack, without warning, as long as commanded to do so by their clan's hierarchy - Dark Jedi may join ANY group, without approval of the admins &RRemember, your RP determines if you keep your force. Improper RP will bring about the removal of your force. So do nothing brash, or act without thinking about the consequences before hand. ~ 1 FORETHOUGHT~ Syntax : feel forethought Increases wisdom for a limited period. ~ 101 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. ~ 101 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 FRC~ &CForce stat &Y(FRC)&C represents your character's ability in the force. It stays invisible to players throughout their lifetime. You never truly know how strong you are in the force. This is another stat that cannot be raised by any trainer. &R&W ~ 1 G~ &C COMMUNICATION COMMANDS &Y ------------------------&Y CHAT message &ceveryone can hear this message &Y TELL player message&c only that player will see your message &Y ASK/ANSWER message &cfor asking and answering questions &Y EMOTE message &cthis prints Your name message on the screen &Y QUEST message &cchannel used for questing players &Y REPLY message &csends a messages to the last person who sent you a tell &Y SAY message &cthe message is only heard by the people in the room &Y SHOUT message &cmessage is only heard by people who are awake &Y YELL message &cmessage is only heard by people in the area &Y CLANTALK, ORDERTALK, AND GUILDTALK &cchannels for clans, guilds, and orders &Y &RAlso see&W:&P LANGUAGES, NOTES, and MAIL ~ 102 GAMMOREAN~ ~ 1 GAMORR~ &CSystem &W:&Y Opoku &CInhabitants &W:&W Gamorrean &c This planet is the homeworld of the Gamorreans. It has a varied but temperate climate and ecology. The planet's poles are covered with frozen tundra, while the equator is covered with deep forests and jungles. The average day on Gamorr lasts 28 standard hours, and its year lasts 380 local days. There are very few large settlements on the planet, and the largest are controlled and populated by entire clans of powerful females. ~ 0 GAMORREAN~ &COrigin: &YGamorr &c A pig-like brutish race with green skin and snouts, small horns, and upturned tusks. They average in height of about 1.8 meters. They make excellent heavy laborers and mercenaries due to their raw strength. Gamorreans are known for their irrational violent tendencies. Their native world is the planet Gamorr. The females handle most of the work load, while the males constantly train for war and fight. They live in clans headed by matrons who order the males to fight from early spring to the late fall. Often hired as personal bodyguards, Gamorreans are even hired as bounty hunters on occasion. &RAlso type&W: &YShowstat Gamorrean ~ 1 GAND~ &COrigin&W:&Y Gand &c 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. When the Empire overran the planet, the findsmen were presented with advanced technology with which to hunt their targets. The better findsmen became bounty hunters. 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, after the Galactic Civil War, that the Gand have certain regenerative properties. &RAlso Type&W:&Y SHOWSTAT GAND ~ 102 GATHER_INT~ ~ 1 GATHER_INT GATHER_INTELLIGENCE 'GATHER INTELLIGENCE'~ &CSyntax &W: &YGather <Player> &cThis skill will attempt to retrieve information about a character, such as their location, skill focus, organization they belong to, and others. It takes time to use, and will only work on players. ~ 102 GETCREDITS~ &CSyntax &W:&Y getcredits &c After a vendor has sold your items, you can claim the money earned by typing the &YGETCREDITS&c command. Keep in mind, this only works if someone has actually bought something. ~ 1 GLADIATOR DROID 'GLADIATOR DROID'~ &COrigin&W:&Y Various &c Any droid which is programmed for armed combat in a controlled setting (such as an arena). It is programmed to fight to the death with its opponent. They were popular late in the Old Republic, when decadent and lawless activities began to get overlooked. &RAlso Type&W:&Y SHOWSTAT GLADIATOR DROID ~ 1 GLANCE~ &Csyntax &W:&Y glance &Csyntax &W:&Y glance <victim> &c Glance alone shows you only the contents of the room you are in, eliminating the description. &YGlance <victim>&c shows only the health condition, eliminating their description and equipment from your screen. Glance may be abbreviated as &Ygl&c. ~ 1 GOLD~ &Csyntax &W:&Y gold Displays the current total credits you are carrying. ~ 0 GOTAL GOTALS~ &COrigin: &YAntar Four &c A Gotal is any member of the intelligent, technologically advanced, bipedal species from the moon called Antar Four. They have two cone shaped growths rising from their heads, flat noses, protruding brows, and shaggy gray fur. The head cones serve as additional sensory organs, able to pick up and distinguish different forms of energy waves. Most other species feel uncomfortable around Gotals because of their additional senses. For their part, Gotals do not like droids due to the high energy output they give off, which tends to overload the Godals' senses. They have a hard time interpreting the emotions of other alien species, often mistaking affection for love and anger for hatred. They make excellent scouts, bounty hunters, trackers, and mercenaries, though they tend to try to remain neutral in galactic conflicts. &RAlso type&W:&Y SHOWSTAT GOTAL ~ 101 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. ~ 1 GRAN~ &COrigin&W:&Y Kinyen &c 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. They are strongly attached to their families and their race in general; all Gran mate for life, with the survivor usually dying of a broken heart hortly after its mate's death. 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 with the Herglics. &RAlso type&W:&Y SHOWSTAT GRAN ~ -1 GREETING~ . _________________ ____ __________ . . / | / \ . | \ . / ______ _____| . / \ | ___ | . \ \ | | / /\ \ | |___> | . \ \ | | / /__\ \ . | _/ . ________> | | | . / \ | |\ \_______ | / | | / ______ \ | | \ | |___________/ |___| /____/ \____\ |___| \__________| . ____ __ . _____ ____ . __________ . _________ \ \ / \ / / / \ | \ / | \ \/ \/ / / \ | ___ | / ______| . \ / / /\ \ . | |___> | \ \ . \ / / /__\ \ | _/. \ \ \ /\ / / \ | |\ \______> | . \ / \ / / ______ \ | | \ / . . \/ \/ /____/ \____\ |___| \____________/ *** REALITY *** Star Wars: Rise in Power based on 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. Please enter your name: ~ 1 GRENADES~ &Csyntax &W:&YArm (grenade) &c This skill allows you to arm grenades, before using them. Ussually combined with the throw skill. &RSee also&W:&P MINES, THROW ~ 1 GRIP~ &cThis skill is automatic, once practiced. The skill causes you to grip your weapon tightly as someone tries to disarm you, making it far more difficult to successfully disarm you. This skill will only increase as you are engaged in fights where someone is attempting to disarm you. &RSee also&W:&P DISARM ~ 0 GROUP~ &cGroup members share experience from kills, and may use the &YGTELL&c and &YSPLIT&c commands. If anyone in your group is attacked, you will automatically join the fight. A character can also leave your group by using the &Yfollow self&c command, in which case they will both leave your group and stop following you. &RSee also&W:&P GTELL SPLIT GROUPSYNTAX FOLLOW ~ 1 GROUPSYNTAX~ &CSyntax &W:&Ygroup <argument> &YGroup <character>&c adds someone who is following you into your group, making them a group member. &YGroup <character>&c will remove someone who is already in your group from your party. Removing the character from the group does not stop them from following you, however. &YGroup&c with no argument shows statistics for each character in your group. &YGroup all&c groups all eligible players following you in the room. &YGroup disband&c allows a leader to disband his group (members stop following and are ungrouped). &RSee Also&W: &PFOLLOW ~ 0 GTELL ; REPLY SAY TELL '~ &CSyntax &W:&Y gtell <message> &CSyntax &W:&Y say <message> &CSyntax &W:&Y tell <character> <message> &c All of these commands send messages to other players. &YGTELL&c sends a message to all of the characters in your group, wherever they are, even if they are sleeping or stunned or dying. '&Y;&c' is a synonym for &YGTELL&c. &YSAY&c sends a message to all awake players in your room. The single quote '&Y'&c' is a synonym for &YSAY&c. &YTELL&c sends a message to one awake player anywhere in the world. &YREPLY&c sends a message to the last player who sent you a &YTELL&c. &YREPLY&c 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 GUARD~ &CSyntax &YGuard [on/off] &c For capital ships only. This sets a planetary guarding program. The ship will not move from its current location unless under direct control. &RNOTE: &wGuard is a level 30 command. &RSEE ALSO&W:&P AUTOPILOT CAPITAL_RULES ~ 1 GUARD_POSTING RULE_9~ &c The skills post_guard, add_patrol, and elite_guard post guards that will Attack a person of any other clan automatically. These guards are Restricted to clan-held or private areas, such as ships. Multiple Violations to this rule will be dealt with harshly. If a guard is posted On a landing pad with security guards or other high level guards that Will assist the posted guards, the poster will be slayed. &R&w ~ 1 H~ &C COMMANDS FOR GENERAL INFORMATION &W -----------------------------------&Y WIZLIST &cshows a list of all the immortals &Y AREAS &clists of areas and their level ranges &Y COMMANDS &clists all the commands available &Y SCORE &cwill show the stats on your character &Y SOCIALS &clists the socials available to you &Y TIME &cgives the mud time &Y WEATHER &ctells you what the weather is like &Y WHO &cshows all the people playing at the time &Y CLANS &clists the names of different primary organizations in SWR ~ 1 HAIL~ Syntax: hail or: hail <ship name> <message> The hail command has two different uses: 1. To hail a speederbike to take you to a hotel where you can quit (see help quit) 2. To communicate with another ship while in space. In the latter use, ship name is obviously the name of the ship and the message is the message you wish to be sent. ~ 1 HAPES~ &CSystem &W:&Y Hapan &CInhabitants &W:&W Human &c Originally settled by a group of pirates called the Lorell Raiders, the planet Hapes later became a neutral system when the Jedi Knights wiped out the Raiders when they started making raids into Old Republic supply centers. The surviving women swore never to let a man run the government following this defeat. The system was later overrun by the Empire, but Ta'a Chume (the Queen Mother at the time) built a powerful armed forces and drove the Imperial out. The Hapans are known for their belligerence. The planet orbits the star Hapes, and has been the seat of the Hapan government for as long as anyone can remember. The planet has seven moons. The light from these moons, as well as from the star Hapes, has caused the natives to lose much of their ability to see at night. The average day on Hapes lasts 22 standard hours, and the year on Hapes encompasses 240 local days. ~ 1 HARDEN~ Syntax: feel "harden" Improves constitution and hit points for a limited period. Dark Jedi Spell ~ 1 HARM~ Syntax : feel harm <victim> Causes damage to victim. ~ 105 HCANGES~ ~ 101 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. ~ 101 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 | | 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 | 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. ~ 101 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~ &cYou may look up help files under many subjects: MOVEMENT GROUP CONFIG INFORMATION OBJECTS COMMUNICATION COMBAT To use the help menu, just type "help <topic>". If you are new to the game, type HELP NEWBIE to see a special help series. You can also type hlist to get a list of ALL help topics. &RAlso see: &W!, save, quit, pagelength, and practice. ~ 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 ~ 102 HELP PILOT~ ~ 100 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 HIJACK~ &CSyntax &R&W: &YHijack &cThis skill lets you "borrow" other people's ships. Must be used in the cockpit of a ship. ~ 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 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. ~ 101 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 HONOGHR~ &CSystem &W:&Y Honoghr &CInhabitants &W:&W Noghri &c This once-lush paradise of a planet is the homeworld of the Noghri, and was virtually unknown until it was nearly devastated following a starship battle in its orbit. The Emperor, upon discovering the Noghri, conceived of a plot to enslave Noghri, with the help of Darth Vader. The huge space battle took place above the planet, and one of the ships was destroyed. It plummeted to the planet's surface, setting off earthquakes and releasing toxic chemicals into the atmosphere. When Vader arrived to offer aid, the Noghri readily accepted, and made Vader their Lord and Savior. However, Palpatine had arranged that the decon droids sent to the planet would continue to poison it by planting modified kholm grass. This modified grass would choke out all other vegetation, while making it appear that the planet could still support life. &RSee also&W:&P HONOGHRRULES ~ 1 HONOGHRRULES~ &c Honoghr is the planet of the Noghri. Heavily controlled by the Empire in this timeline. It's space is patrolled by an agressive fleet. Any ship entering their space will be destroyed. Once rediscovered by the Empire, that fleet may allow imperial ships in. Anyone entering the Empire, and proceeding to Honoghr, without IC reason to do so, will be helled and any equipment from the planet confiscated. ~ 1 HOTH~ &CSystem &W:&Y Hoth &CInhabitants &W:&W Wampa, Tauntaun &c This snow planet is the sixth planet in the Hoth system, located in the Ison Corridor. It orbits a distant, blue-white star, and has three natural satellites. Just outside the orbit of Hoth is a huge asteroid belt, which is believed to be the result of the collision of two planets eons ago. Its remote location made it the perfect site for an Alliance base three years after the Battle of Yavin. It orbits its star inside a treacherous belt of asteroids, making any approach to the planet very hazardous. Many smaller asteroids get pulled in by Hoth's gravity, and rain down on the planet as meteors. The planet's normal daytime temperature was some thirty-degrees below zero, and its high- velocity wind and snow storms make it extremely inhospitable. Hoth has a fair amount of seismic activity, which is constantly changing the various ice formations and creating vast, natural ice caves and tunnels. It is for these reasons that Alliance Major Kem Monnon chose it for Echo Base. Its harsh, frozen climate has given rise to only two major lifeforms, the Wampa ice creature and the tauntaun. Small rodents, wirelike ice worms, and hardy lichens complete a minimal foodchain. ~ 1 'HP'~ This is an abbreviation for hit points. All classes begin with 20 hp at creation and gain between 6 and 19 hp per gained level, depending on class, race and CON. Equipment can also add to your total hp. ~ 1 'HRD' 'HUMAN REPLICANT DROID'~ &pHuman Replicant Droid: &YOnly assassin droids will be allowed to roleplay as HRDs, and even then only with the express permission of a Head Admin. Gladiator droids and protocal droids and the like will not be allowed to. ~ 101 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 ~ 101 HSET HEDIT~ ~ 0 HUMAN HUMANS~ &GOrigin: &YVarious &gHumans are the most numerous and least unusual of the races. They possess no special abilities or bonuses, but also have no penalties. Because of that, humans are extremely adaptable and are able to assume a variety of classes and roles Humans are bipedal beings, boasting two arms, two legs, and a roundish head. Amazingly, they have a strange tendency to look different from each other, almost none look exactly alike. &GAlso see: &PHelp Human_stats &R&W ~ 0 HUMAN_STATS HUMAN_STAT~ &GRace: &YHuman &GSpecial Abilities: &YNone &GRestrictions: &YNone &GStr: &Y20 &GInt: &Y20 &GWis: &Y20 &GDex: &Y20 &GCon: &Y20 &GCha: &Y20 &GProfession: Combat Pilot Engineer B.Hunter Smug. Diplo. Leader. Combat &Y150 60 60 85 60 60 60&G Pilot&Y 40 140 65 65 90 40 40&G Engine.&Y 40 60 140 40 40 40 40&G B.Hunt&Y 1 1 1 100 1 1 1&G Smugg.&Y 6+ 12+ 31+ 12+ 106+ 6+ 6+&G Diplo.&Y 60 70 60 60 60 150 110&G Lead.&Y 110 60 60 60 60 110 150 ~ 0 HUTT HUTTS~ &POrigin: &YVarl &p Hutts resemble large slug-like creatures, having no legs and very short stubby arms. They can use their muscular tails to slither forward, much like a snake. Most hutts use hoversleds or repulsor lifts to ferry themselves around however. They are hermaphrodites, containing both male and female reproductive organs. A Hutt's skin is impervious to most weapons and is highly protected against poisons. Hutts are alos notably arrogant and consider themselves to be the supreme race. Originally from the planet Varl, they escaped disaster on their homeworld many millenia ago. They migrated to the planet Nal Hutta, which means "Glorious Jewel" in their language. Throughout the galaxy's history, Hutts have been the tough, immoral, criminal underlords by taking and excercising power and control over other beings. They live long, some claim to be nearly 1000 years old. Their business philosophy is known as 'Kajidic', which means "Somebody's going to have it, so why not it be us?" &PAlso see: &YHelp Hutt_stats&R&W ~ 0 HUTT_STATS~ &PRace: &YHutt &PSpecial Abilities:&Y None &PRestrictions: &YCan Only Speak Hutt, Large Size &PStr:&Y 17 &PInt: &Y23 &PWis:&Y 17 &PDex:&Y 11&P Con:&Y 25&P Cha:&Y 14 &PProfession: Combat Pilot Engineer B.Hunter Smug. Diplo. Leader. Combat&Y 150 53 53 78 53 53 53&P Pilot&Y 12 112 37 37 62 12 12&P Engine.&Y 36 56 136 36 36 36 36&P B.Hunt&Y 1 1 1 80 1 1 1&P Smugg.&Y 6+ 26+ 31+ 6+ 106+ 6+ 6+&P Diplo.&Y 32 42 32 32 32 132 82&P Lead.&Y 150 104 104 104 104 150 150&P &R&W ~ 1 HYPERSPACE~ . Syntax : Calculate <system>/< <x> <y> <z> > Then Hyperspace 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 Syntax: Hyperspace off Drops you immediately out of hyperspace. ~ 1 I~ &C COMMANDS FOR YOUR CHARACTER &W -----------------------------&Y AFK &cthis adds an 'Away From Keyboard' flag to your name &Y CONFIG &clists all the config options available to you &Y DESCRIPTION &cyou can write a description for your character &Y PASSWORD <old> <new> &cchanges your password &Y TITLE <sentence> &cchanges the sentence behind your name &Y SAVE &csaves your progress (good idea to do it often) &Y PRACTICE <skill, power, weapons> &ctrains you to use a skill, power, etc. &RNOTE&c Typing &YPRACTICE&c will show you all your powers, skills, etc. &YHELP <power, skill, etc> &cwill define the power, skill, etc. &Y SLIST &clists the powers you will receive and at what level &R NOTE: &rnot all powers are revealed in this list. &Y QUIT &cquits the game &Y ! &cwill repeat the last command ~ 0 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 ~ 1 IDENTIFY ID~ &cAny ship can ask for an identify, if it is &YIC&c. Details will be asked on any pkill, a ship pkill especially, so be prepared to explain why your actions were &YIC&c. It is HIGHLY inadvisable to go AFK, while you are in a ship. Being AFK is NOT an excuse if you are killed when you did not ID. A ship requesting an ID does not know if you are AFK, so they can legally kill you. There will be no player restores or punishments given out if you are killed in a ship while afk. &cTo ID yourself, type: &Ysystem &R&W<&Yship name&R&W>&Y ID: &R&W<&YYour name&R&W> &cWhen IDing a ship, remember to have the name of the ship you are IDing. Example: &Ysystem Requesting ID from &R&W<&Yship name&R&W>&Y. &R&W ~ 101 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) ~ 101 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 ~ 101 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 ~ 1 ILLUMINATE~ Syntax : feel illuminate Creates a ball of force light. ~ 0 IMMD1~ . First, I would like to start off saying that this is a roleplay mud. This means, that ooc information and ooc identities have absolutely nothing to do with the actions on the mud. Half of the immortals on this mud were imm'd because of respect gained in their use of roleplay and their ability to distinguish between OOC and IC. That ability does not disappear over time, believe me. That is why they act as RP police, and most of them have kept their mortals, for the same reason they started to play here, they love roleplaying. Lately, these people have been getting harrassed by people who walk up to them and talk to them, or even taunt them, oocly, as if they were the person in front of the monitor, instead of the character they play here. This blatant disregard for roleplay is disrespectful to all involved. This is an rp-enforced mud. Anyone continuing to do this will be dealth with properly. &RCont in IMMD2&R&w ~ 105 IMMD1 LEVEL 0~ ~ 0 IMMD2~ We allow mortal's here on RiP for two reasons. The first, the obvious, is that the immortals here mostly came to play, and became staff later. They enjoying playing RiP, and wish to continue to do so. "That's great!" you say, "but they do not need to hide who their morts are!" Ah, but they do, for the second reason, which is to get the feel of the mud. Several times, the implementors have found that the mud's population has gone down over the last week, and they wonder why. Well, asking the question over the imm channel gives a few great ideas, and implementing these ideas has brought the population up once again. If everyone on the mud can honestly say they will talk as freely and openly to someone they know is an immortal as they would to a long-time roleplayer, then I am sure every immortal would be happy to tell you who they play as, since their characters is a point of pride for everyone. ~ 101 IMMORTALIZE~ Syntax: immortalize <character> Used to advance a level 50 character (avatar) to level 51 (the first level of immortality). This command will destroy the character's inventory and display to them a pre-written message. ~ 1 IMMORTAL_RESPECT RULE_14~ &c The immortals work hard on Rise in Power and deserve your respect. Any disrespect will be punished, right up to and including slaying and Siteban. However, this works both ways. Immortals are required to Show respect to mortals unless it is no longer deserved. Any disobeying Of this rule can result right up to and including slaying and siteban. &R&w ~ 104 IMMT~ ~ 101 IMOTD~ &W----- &RHelp Files to Read &W----- &Y* &WHelp Oldnews &Y* &Y* &R&WHelp Changes &Y* &W----- ----- ------ ----- ----- &RNews &W----- &Y* &WBuilders need 104+ permission to make area changes. &Y* &Y* &BImm alts must completely justify a pkill.&Y * &Y* &WDo not change stock ship names.&Y * &Y* &WAdd area ideas on the 100 board. &Y* &Y* &CChanges to IMOTD, AMOTD, MOTD. &Y* &Y* &W100 Board cleaned. &Y* &Y* &GWroona system added, report bugs. &Y* &RWelcome New Imms &W----- &Y* &BBuilder Sardog ^z&PPost questions to the Head Admins on the board north of room 100.^x&R&W &pA note from Uly: &z---&Y*Don't* savearea non-prototype areas, just foldarea them. &RAny immortal who is informed of a family playing here, loggin onto the same ip, MUST post it on the multiplay board. &R&w ~ 1 IMPRANKS~ &cThese are the Imperial Military's ranks and equivalencies. Yes, we stole this from Sote. &CArmy &YNavy &PPilot Corps &WStormtroopers &cMaster General &OGrand Admiral &p----------- &w----------- &cMajor General &OHigh Admiral &p----------- &w----------- &cGeneral &OFleet Admiral &p----------- &wGeneral &cBrig. General &OAdmiral &pWing Cmdr. &w----------- &cField Marshal &OVice Admiral &pGeneral &w----------- &cMarshal &ORear Admiral &p----------- &w----------- &cSr. Colonel &OCommodore &p----------- &w----------- &cColonel &OLine Captain &pColonel &wColonel &cLt. Colonel &OCaptain &p----------- &w----------- &cMajor &OCommander &pCommander &wMajor &cCaptain &OLt. Cmdr. &pLt. Cmdr. &wCaptain &c1st Lieutenant &OLieutenant &pLieutenant &w----------- &c2nd Lieutenant &OEnsign &pFlight Off. &wLieutenant &cCadet &OCadet &pFlight Cad. &w----------- &cMasterSergeant &OSr. Petty Off. &wMaster Sergeant &cSergeant &OPetty Officer &wSergeant &cLance Corporal &OMidshipman &wLance Corporal &cCorporal &OJr. Midshipman &wCorporal &cPrivate 1st &OSr. Deckman &wPrivate &cPrivate &ODeckman &wRecruit &cRecruit &ORecruit ~ 101 INDUCT OUTCAST~ &CSyntax &W:&Y induct <player> outcast <player> &c 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 INFILTRATE INFILTRATION~ Infiltrations by clan members require an ICly issued order by the clan leader and/or the first of your clan. You must have logged proof of this order. It is slayable to infiltrate a clan with intention to assassinate any member of the clan. The ONLY exceptions to this rule involves clans where leadership can be taken in combat You CAN infiltrate a clan to place a mole. The sole purpose of that mole is to gather/relay information. If you have any question to the legality of placing a mole..Contact an Admin. ~ 1 INFORMATION~ . &YSLIST - &ca command that lists all your powers and skills and the level at which you may practice them. &YAREAS - &cTyping &YAREAS&c will get you a list of all areas. You may sometimes get more information on each area by typing out &YHELP <full area name>&c. &YWIZLIST - &cThis is a list of all Immortals of the game. &YCOMMANDS- &cThis is a list of all commands available to you. &YSOCIALS - &cThis is a list of all socials available. &YTIME - &cThis will tell you the current times inside the game, the time the game was last rebooted, and the current time at the site &YSAVE - &cAfter being authorized, typing &YSAVE&c will save your char. &YQUIT - &cIf you want to leave the game, type &YQUIT&c. &YWHO - &cA list of other players visible to you in the game. &YTITLE - &cOnce you reach level five, you may make your own title. &YPASSWORD- &cYour character's password can be changed with &YPASSWORD <old> <new>. DESC - &cYou may set up a personal description, type DESC to edit. &RSee Also&W: &PEXPERIENCE LEVEL TITLE WEATHER NOTE BUG IDEA TYPO MAIL PRACTICE SCORE CHANNELS ~ 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. ~ 101 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. ~ 101 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~ &CIntelligence &Y(int)&C represents your character's mental capacity. It 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. &cIt also affects: * Amount of force regenerated per tick. * * Percentage rate one learns a skill or power. * * Percentage rage one practices a new language. * * Increases max engineering level. * * Increases max leadership level. * &R&W ~ 1 INTERROGATION DROID 'INTERROGATION DROID'~ &COrigin&W:&Y Various &c A spherical droid with a built-in repulsorlift, it has many devices suited for torture and other information-gathering activities. One such droid was employed by Darth Vader against princess Leia, and, despite her strength, she eventually revealed the location of the Rebel Force's base in Yavin IV. &RAlso Type&W:&Y SHOWSTAT INTERROGATION DROID ~ 1 ION IONS 'ION CANNONS'~ &CSyntax &W:&Y fire ion &c Ion cannons target a ship's shield and other systems, without harming the actual hull of the ship. Basically disables a ship. ~ 101 IRULES~ Immortal Rules: * No unnecessary action is to be taken against players. If a player is causing trouble, a warning is to be first given, followed by hell if necessary. Slay and such commands are highly discouraged and immortals caught using them unnecessarily will be seriously dealt with. * No bogus items are to be created (rooms, objects, areas, etc.) This makes the db messy and is hard to clean up. * Do not create too many items for personal use. One ship is of course ok but don't go overboard. * For immortals who can promote players to immortals, no player is to be given immortal status without consulting the other imms. The same goes for promoting immortals. This includes commands such as trust, etc. (Yes, this includes me too.) Uly ~ 101 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 ITHORIANS~ &COrigin: &YIthor &cThe species name for the aliens commonly referred to as Hammerheads is Ithorian. Their common name comes from their T-shaped heads, which rest atop long, curved necks. Ithorians come from the Ottega star system, in the Lesser Plooriod Cluster. They speak Basic with a strange twist due to their two mouths, each located on one side of their necks. This generates a stereo effect, which produces one of the most beautiful and difficult native languages in the galaxy. Ithorians are a gentle, peace loving species and as such they are particularly adept at healing, but much worse in fights that they have provoked. They have great respect for all forms of life, making them particularly bad bounty hunters. They are gregarious and curious people, who enjoy their roles as space merchants almost as much as ecological preservers. &RAlso type&W: &Yshowstat ithorian ~ 1 JAIL UNJAIL~ &CSyntax &W:&Y Jail <player> # <days/hours> &CSyntax &W:&Y Unjail &cSends a stunned player to your clan's jail for a certain amount of time. Jailed persons will log in to their prison, even after going link-dead. To unjail a person, &Yjail &R&W<&Yperson&R&W> &Y0&c. Someone who breaks them out of prison will have to do this as well, to avoid the person relogging back into the prison. This can also be done with &YUNJAIL&c. ~ 0 JAWA JAWAS~ &COrigin: &YTatooine &c Jawas are smelly, rodent-like creatures but very intelligent. They stand about a meter tall and constantly are jabbering away in their native tongue. They are desert dwellers of the planet Tatooine. They protect themselves from the fierce double suns by wearing a course homespun cloak with hoods around their bodies with only their glowing eyes being visible. Having a clan mentality, they live and travel in bands using giant treaded vehicles known as 'sandcrawlers'. They are very family oriented, and collect any kind of junk that doesn't have an owner attached to it. They love to barter and make deals, as well as trade with other races. Once a year, each clan makes the trek across the Dune Sea for a huge secret rendevous, that becomes a huge swapmeet, where they exchange salvaged items and tell stories of their greatest trades made to date. &RAlso type&W:&Y showstat jawa ~ 0 JAWA_NAMES~ Example Jawa Names. These are used in the books, and are not acceptable to be used, just as examples of the common format for Jawa names. R'kik D'nec Het Nkik Rkok <clan name> Iasa Herat <female> Hrar Kkak Aguilae Dathcha Eet Ptaa Wimateeka Wittin Akkik ~ 1 JEDIS "JEDI KINGHT" JEDI~ &CJedi Apprentice:&c A jedi apprentice must have a max force of 25+ and must be inducted by a master. &CJedi Knight:&c A jedi knight must be skilled in combat (Thats 75%), and must be at least level 10 in leadership. A knight must be maxed out in at least two specialties, one being force, which must be at least 25. Your stats must be maxed. You must also have created your first lightsaber. &CJedi Master:&c You must be level 75 Force, maxed out combat, leadership, and piloting. The only way you can be advanced to Master is to complete a quest, which will be roleplay related in that it will have something to do with the force. These are simply the qualifications to make you eligible. Read help &Pforcers&c for the restrictions for promotions. ~ 1 JUMPVECTOR~ &CSyntax &R&W: &YJumpvector &R&W<&YShip&R&W> &cThis gives you a ships course that has hypered out from near your position. SEE ALSO: &WHELP SHIPTRACK &w ~ 1 JUNK~ &CSyntax: &Yjunk &W<&Yobject&W> &c Junk will remove an object from a room. You can only junk certain items: Armor Containers/Drink Containers Trash Keys Medpacks ~ 1 KASHYYYK~ &CSystem &W:&Y Kashyyyk &CInhabitants &W:&W Wookiee, Kroyie &c This jungle planet, known for its deadly flora and fauna, is the Wookiee home world, although there are legends that say the Wookiees settled Kashyyyk after travelling from another planet. There are four main continents on the planet, separated by bands of ocean studded with archipelagoes. There is a small region of desert near the equator. The Wookiees live in huge tree cities built to elevate them from the dangerous lower levels of the jungle. The Wookies discovered that the jungle had seven distinct levels, each defined by the amount of light it receives. The lower levels - designated first, second, and third - have plants which are phosphorescent, providing their own light. Wookiees never traveled below the fourth level. The normal Kashyyyk rotational period lasts about 26 standard hours; its year lasts 381 local days. It is located in the Sumitra Sector, and has three moons. ~ 1 KESSEL~ &CSystem &W:&Y Kessel &CInhabitants &W:&W Human, Energy Spider, Bogey &c A planet with large spice mining operation, Kessel is the second and primary world in the Kessel System, far out in the Outer Rim. It has no natural atmosphere, so one is generated by huge processors. It has one moon. Kessel is doomed to be swallowed by the nearby Maw in the next few millennia, as the intense gravity of the multiple black holes draw it in. It was used as an Imperial penal colony, with an Imperial garrison stationed on the moon. The prisoners were used as spice miners. The miners work in near-absolute darkness, so as not to activate the spice. When Emperor Palpatine died at Endor, the Imperials stationed there were not prepared for autonomy. When the prisoners heard about the death of the Emperor, they revolted against the Imperial guards, overthrowing them and establishing control of the planet and the production of spice. Moruth Doole, a prisoner who had risen to the top of the Imperial's list, became the de facto ruler of the mines. He continued to use the lowest of the prisoners as spice miners, keeping a handful of the upper-level prisoners as advisors and crew chiefs. Doole had the atmospheric production reduced in an effort to save money; he felt that since the prisoners worked underground, an above-ground atmosphere was a frivolous waste of money. ~ 102 KEYWORD 'ACCELERATE VELOCITY' VELOCITY~ ~ 105 KEYWORD DELETE~ ~ 0 KICK~ &R&CSyntax &R&W: &YKick &R&cThis skill allows you to deliver a powerful blow in the form of a kick to your opponent. Can only be used during combat. &R&W ~ 1 KINYEN~ &CSystem &W:&Y Farfin &CInhabitants &W:&W Gran &c This planet is the homeworld of the three-eyes humanoid race of the Gran. ~ 1 KUAT~ &CSystem &W:&Y Kuat &CInhabitants &W:&W Human &c This planet was of prime importance to the New Order, for the Kuat Drive Yards shipyards there were among the first to mass-produce warships for the Empire. The relationship blossomed, and the Kuat Drive Yards were made into the primary facility for the construction of Star Destroyers. A forested world of pastoral beauty, Kuat was one of four planets located in the Kuat Sector, located in the most densely- populated area of the galaxy. The planet was orbited by three immense space stations, built by the Empire to manage traffic in and out of the system. The Kuat Passenger Port was dedicated to civilian and tourist traffic. The Kuat Freight Port was dedicated to the transport of goods to and from Kuat. The third station was strictly for use by the Imperial military,and controlled all access to the surface of Kuat. ~ 1 KUBAZ~ &COrigin&W:&Y Kubindi &c An alien race hailing from the planet Kubindi, the Kubaz have dark reen 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. These so-called Hive Wars were resolved when the Kubaz found a way to alter the genetics of their insects to not only improve their reproduction, but to identify each hive by its colorings as property of a certain clan. This newly-formed science of Insecticulture helped keep the rival clans from feuding, and also allowed the Kubaz to expand their horizons. 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. &RAlso Type&W:&Y SHOWSTAT KUBAZ ~ 0 LANGUAGES LANGUAGE LEARN~ &CSyntax &W:&Y languages &CSyntax &W:&Y language learn <language name> Languages &calone shows which languages you know, and &Ylanguage learn <name>&c 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. &RSee also&W: &PTONGUES SPEAK ~ 101 LAST~ &CSyntax &W:&Y last <character> &c Returns the last connected date of the victim. ~ 101 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. ~ 101 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. ~ 0 LEADERSHIP LEADER~ &cPlayers that pick leadership as their main get a few interesting abilities. Not only can they post guards, but they can post *elite* guards, as well as call special forces, a more powerful form of reinforcements. They also receive dominate, which will make a mob your follower, and torture, which will permanently remove the hit points from a person or a mob. A leadership centered character is usually weaker in areas such as combat and piloting, and stronger in diplomacy. &RSee also&W: &PHelp Jail Help "Post Guard" Help Add_patrol Help Reinforcements Help Dominate Help Elite_guard Help Torture Help Special_forces Help Gather_intelligence ~ 105 LEVEL 1 IMMD1~ ~ 105 LEVEL 1 JEDI~ Apprentice: A jedi apprentice must have a max force of 25+ and must be inducted by a master. Jedi Knight: A jedi knight must be skilled in combat (Thats 75%), and must be at least level 10 in leadership. A knight must be maxed out in at least two specialties, one being force, which must be at least 25. Your stats must be maxed. You must also have created your first lightsaber. Jedi Master: You must be level 75 Force, maxed out combat, leadership, and piloting. The only way you can be advanced to Master is to complete a quest, which will be roleplay related in that it will have something to do with the force. ~ 101 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 LIFT STEAL~ &CSyntax &R&W: &YLift Credits &R&W<&YName&R&W> &YLift &R&W<&YObject&R&W> <&YName&R&W> &YSteal&c attempts to steal credits, or an object, from a mob or player. ~ 1 LIMBER~ &CSyntax &R&W: &YLimber &cThis skill lets you focus your energy so you can be more agile. ~ 101 LIQUIDTYPES~ . &cName &WColor &RAlcohol Food Worth Liq. Worth 1. &cwater, &Wclear, &R0, &Y1, &C10 2. &cbeer, &Wamber, &R3, &Y2, &C5 3. &cwine, &Wrose, &R5, &Y2, &C5 4. &cale, &Wbrown, &R2, &Y2, &C5 5. &cdarkale, &Wdark, &R1, &Y2, &C5 6. &cwhisky, &Wgolden, &R6, &Y1, &C4 7. &clemonade, &Wpink, &R0, &Y1, &C8 8. &cfirebreather, &Wboiling, &R10, &Y0, &C0 9. &clocalspecialty, &Weverclear, &R3, &Y3, &C3 10. &cslimemoldjuice, &Wgreen, &R0, &Y4, &C-8 11. &cmilk, &Wwhite, &R0, &Y3, &C6 12. &ctea, &Wtan, &R0, &Y1, &C6 13. &ccoffee, &Wblack, &R0, &Y1, &C6 14. &cblood, &Wred, &R0, &Y2, &C-1 15. &csaltwater, &Wclear, &R0, &Y1, &C-2 16. &ccola, &Wcherry, &R0, &Y1, &C5 17. &cmead, &Whoneycolor, &R4, &Y2, &C5 18. &cgrog, &Wthickbrown, &R3, &Y2, &C5 19. &cmilkshake, &Wcreamy, &R0, &Y8, &C5 20. &cgin, &Wclear, &R6, &Y1, &C5 21. &cbrandy, &Wdarkyellow, &R7, &Y1, &C5 22. &crum, &Wclear, &R7, &Y2, &C7 23. &cheavyliquor, &Wclear, &R8, &Y1, &C5 24. &cliquor, &Wclear, &R5, &Y1, &C5 25. &cchampagne, &Wgolden, &R6, &Y1, &C1 26. &ccognac, &Wrust, &R6, &Y2, &C4 27. &calcohol, &Weverclear, &R6, &Y1, &C6 28. &cmixedalcohol, &Weverclear, &R4, &Y1, &C7 29. &cfrozenalcohol, &Weverclear, &R6, &Y5, &C5 30. &cbluealcohol, &Wblue, &R5, &Y1, &C1 31. &credalcohol, &Wred, &R5, &Y1, &C1 32. &corangealcohol, &Worange, &R5, &Y1, &C1 33. &cgreenalcohol, &Wgreen, &R5, &Y1, &C1 34. &cmineralwater, &Wclear, &R0, &Y0, &C10 35. &cethanol, &Wclear, &R15, &Y0, &C0 36. &capplejuice, &Wyellow, &R0, &Y4, &C6 37. &cfruitbeverage, &Wcherry, &R0, &Y3, &C8 38. &cmixedspritzer, &Wclear, &R3, &Y1, &C3 39. &csweettea, &Wtan, &R0, &Y2, &C6 ~ 101 LITTERBUG~ Syntax: litterbug <player> Places/removes the litterbug flag, allowing/prohibiting a player from dropping any objects. ~ 101 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. ~ 101 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 LUCK LCK~ &CLuck &Y(LCK)&C represents your character's chance, and basically how lucky he/she is. You cannot train this statistic at any trainer. Your luck stat does not show up on your score. &cLuck also affects: * Overall success with engineering. * * Determines one's max smuggling level. * &R&W ~ 0 MAIL~ &CSyntax &W:&Y mail list &CSyntax &W:&Y mail read <number> &CSyntax &W:&Y mail read all &CSyntax &W:&Y mail write &CSyntax &W:&Y mail subject <string> &CSyntax &W:&Y mail to <to-list> &CSyntax &W:&Y mail take <number> &CSyntax &W:&Y mail show &CSyntax &W:&Y mail post &CSyntax &W:&Y mail remove <number> &c 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. ~ 1 MAKEARMOR~ &CSyntax &R&W:&Y Makearmor &R&W<&YLocation&R&W> <&YName&R&W> &cThis allows you to create custom armor for yourself and others using some material, and a sewing needle. ~ 1 MAKEBLADE~ &CSyntax &R&W:&Y Makeblade &R&W<&YName&R&W> &cThis allows you to make a custom vibroblade, using a toolkit, some SCRAP durasteel, a battery, and an oven. ~ 1 MAKEBLASTER~ &CSyntax &R&W: &YMakeblaster &R&W<&YName&R&W> &cThis lets you make a blaster using a toolkit, some duraplast, a battery, an oven, some circuitry, and some sort of conductor. ~ 101 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 ~ 101 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~ &CSyntax &R&W: &YMakecomlink &R&W<&YLocation&R&W> <&YName&R&W> &cThis skill allows you to make a custom comlink, using a toolkit, a battery, some circuitry, and a crystal. ~ 1 MAKECONTAINER "MAKE CONTAINER"~ &CSyntax &R&W: &YMakecontainer &R&W<&YLocation&R&W> <&YName&R&W> &cThis skill is used to make containers that can be worn all over the body. The better you skill, the better the containers. &RNote:&r Different fabrics are worn on different layers. There are four layers. &R&WAlso see:&P Help Wearlocs ~ 101 MAKECOUNCIL~ 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~ &CSyntax &R&W: &YMakeflashlight &R&W<&YName&R&W> &cThis allows you to make a flashlight using a toolkit, a battery, a lens, some circuitry, and some chemicals. ~ 1 MAKEGRENADE~ &CSyntax&R&W :&Y Makegrenade &R&W<&YName&R&W> &cThis allows you to make a grenade using a toolkit, a drink container, a battery, some circuitry, and some chemicals. ~ 1 MAKEJEWELRY~ &CSyntax &R&W: &YMakejewelry &R&W<&YLocation&R&W> <&YName&R&W> &cThis skill lets you make jewelry from a precious metal. A toolkit and an oven are also needed. &R&WAlso see:&P Help Wearlocs ~ 1 MAKELANDMIND~ Syntax : makelandmine <mine name> This makes a landmine using a toolkit(reuseable), a drink container, a battery, some circuitry and some chemicals. ~ 1 MAKELANDMINE~ &CSyntax&R&W : &YMakelandmine&R&W <&YName&R&W> &cThis allows you to make a landmine using a toolkit, a drinking container, a battery, some circuitry, and some chemicals. ~ 101 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~ &CSyntax &R&W: &YMakeshield &R&W<&YName&R&W> &cThis skill lets you make an energy shield using a toolkit, a battery, some circuitry, a conductor, and a crystal. &RNote:&r Sometimes failing this skill will cause the shield to explode. ~ 101 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 ~ 101 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 MANDALOR~ Email: caggin@hotmail.com 'The crows seem to be calling my name,' thought Caw. /\____/\ | * * | &YMeow&R&W &cHelp Files Finished: &CRaces (All) Pkill Multi Piloting Skills Engineering Skills Bounty Hunting Skills Smuggling Skills Diplomacy Skills Leadership Skills Clone Death / Suicide &cSpace Ghost - Coast to Coast &CMoltar:&P So, Mark... what was it like working with Lord Vader? &CMark Hamil: &POh it was great... James Earl Jones is amazing. &CZorak: &PInfidel! David Prowse is the true Lord Vader! &CMoltar: &PDavid who? James Earl Jones! &CMark Hamil: &P*laugh* You got me there... &CMoltar: &PNo! James Earl Jones!! &CZorak: &PDavid Prrroooooowwwssseeee! &R&W ~ 1 MANNED RULE_8~ &c If you are on a ship, and that ship has a turret from which you can fire, or if not, if you can turn the autopilot off, whether you can move the ship or not, that ship is considered manned. &R&w ~ 1 MASK~ &CSyntax &W:&Y feel mask &cMasks User for a limited period. ~ 1 MASS MASS_PROPEGANDA "MASS PROPEGANDA"~ &CSyntax &R&W: &YMass_prop &R&W<&YCitizen&R&W> &cThis allows you to spread propeganda to all the citizens on a planet through one citizen. The actual number for this is +/-&R&W(Number of citizens on the planet)&Y*&c2.5. ~ 103 MASTRO~ ~ 101 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~ . &CSyntax &W:&Y Meditate &c This is the entry skill into becoming a jedi. Meditating will allow you to become one with the Force. &RSee also&W:&P FRC, JEDI ~ 101 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) ~ 101 MENU~ When in one of the menu systems (RMENU, OMENU, MMENU), to switch from one page to another, type '- <letter>'. (For example, '- a' will bring you to the first page in the current menu system). '- h' will bring up a help file in any menu system. '+ <name>' in OMENU or MMENU will change the object or mobile being edited if it exists in your inventory/room respectively. See RMENU, OMENU, MMENU. ~ -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. ~ 101 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 'MILITARY UPGRADES' MILITARYUPG~ &CMilitary Upgrades &cshields: &W100 units for 1m &chull: &W4000 units for 1.5m &cspeed: &W25 units for 750k &cenergy: &W1000 units for 1m &clasers: &W1 for 500k &chyperspeed: &W25 units for 500k &cmissiles: &W1 missile for 60k &ctorpedos: &W1 torpedo for 90k &crockets: &W1 rocket for 200k &cSensors: &W50k a point &cAstroArray: &W30k a point &cComm: &W30k a point &RSee also&W:&P MILITARYUPG2 ~ 1 MILITARYUPG2~ &CStarfighter maxes: &c lasers: &W4 &c missiles-types: &W16 missiles, 8 torpedos, or 6 rockets &c shields: &W150 &c speed: &W150 &c hyperspeed: &W255 &c hull: &W1500 &c sensors: &W150 &c Astroarray: &W150 &c Comm: &W150 &CMidShip maxes: &c lasers: &W8 &c missiles-types: &W30 missiles, 15 torpedos, or 10 rockets &c shields: &W500 &c speed: &W120 &c hyperspeed: &W255 &c hull: &W4500 &c sensors: &W200 &c astroarray: &W200 &c comm: &W200 &CCapShip maxes: &c lasers: &W10 &c missiles-types: &W30 missiles, 30 torpedos, AND 30 rockets &c shields: &W1000 &c speed: &W85 &c hyperspeed: &W255 &c hull: &W20000 &c sensors: &W255 &c astroarray: &W255 &c comm: &W255 ~ 1 MINE~ &CSyntax &W:&Y mine <object> &cAllows you to place a landmine using a shovel. ~ 101 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. ~ 101 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. ~ 101 MMENU~ Syntax: mmenu <mob name> [menu page] (defaults to 'a' if none given) Mmenu will bring you into a menu system of editing mobiles. To use mmenu, the mobile that you are editing should be in the same room as you. To choose an option in the menu, type the number of the section followed by the desired letter, and any variables that may follow. See MENU for generic menu commands. ~ -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. ~ 101 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 'MON CALAMARI'~ &COrigin&W: &YMon Calamari &c The Mon Calamari are a bipedal, amphibious species who come from a planet with the same name. They are shore-dwellers with an affinity for water, and have developed a symbiotic relationship with the water-dwelling Quarren. With the Quarren to mine ore from the ocean floor and the Mon Calamari to design practical uses for the metal, the great floating cities of Mon Calamari were built. These cities extend above and below the water, and the technology was eventually used to create orbiting space platforms. The Mon Calamari see space as an endless ocean of stars, and they were tempted to explore those depths from the earlist periods of their civilization. First they colonized their own star system, then they discovered the secret of the hyperdrive. But before they could reach out to find the galactic community they dreamed of, they met the Empire. &RAlso type&W: &W'&YSHOWSTAT MON CALAMARI&W' ~ 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, or have respect for your fellow players, without screaming over OOC or acting... moronic. ~ -1 MOTD~ I have spent 2 years dedicating much of my time to Rise in Power. I have brought it from an almost-stock Mud to (one of) the best SWR's currently out there. I took the job, and then took over, because programming is unquestionably my favorite thing to do. I pushed to open RiP because two previous imms that quit RiP opened up their own Mud, and I considered us in friendly competition ( We were all friends ). That Mud, of course, is The Dark hand. When I heard it opened, I bugged Uly and Kuthlan until they agreed that we should open too. We chose the name, and Rise in Power was born. Administration was never something I enjoyed, but I appear to have been good at it, and being good at things is my second favorite thing. Players were always a plus. I enjoyed having them to find my bugs. Probably why I got so upset when the players kept whining when I was trying to fix it. Anyway, I have spent enough time running a Mud, and not enough time coding one. I simply can not spend the time I want coding when I have to administrate, and I have found I can not trust other administrators to run my Mud for me. I cared too much. I will keep this account, and I will continue working on the code. I will release the current version, after I clean it up, although I may remove some of my newer, buggy features, as I want to release something stable. I will keep this copy up as long as I can, at the very least until I get my code copyrighted and then release it. I will run the changing copy on another port, because I plan on taking on big projects that will make the game unplayable while I create them, and to do so on this copy would defeat the purpose of keeping it up for your enjoyment. I will not administrate, but I will stay online and monitor, and ban anyone who makes the game unenjoyable for others... the mass pkers, for example. Any builders that wish their areas can surely ask for them via email. Any builders who wish their areas to be included in the code release, please inform me of this. I will not release any areas that I do not have permission to release. I will make new releases when I am satisfied I have made enough changes to warrant a new release. I hope you all enjoy the code that I have spent so much time on. Lastly, I hope you have all enjoyed having me as the owner of RiP. I do hope someone out there creates a new Mud to follow in creating a community for you all. I will keep the swrip.net email address so you all can reach me for whatever reason. My icq is #23751994, but do not expect me to authorize just anyone. You can send me messages without authorization, of course. I ask that those of you who do know my AIM to keep it to yourselves, as I have tried to use it for my personal life only. Thank you, Darrik Vequir ~ 101 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~ &R&CSyntax &R&W: &YMount &R&W<&YMob&R&W> &R&CSyntax &R&W: &YDismount &R&cMount 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 mounted person to traverse through without damage from drowning. If you are in an area where your movements begin to drop suddenly, and/or you begin to lose hitpoints quickly, you should try to mount immediately. ~ 1 MOVE~ &c 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 &Yn, e, s, w, u, d, ne, se, sw, and nw. &c If you need to pass through a door, at times they require being unlocked and opened. To unlock a door, you type &YUNLOCK <direction or door name>&c. To open a door, you type &YOPEN <direction or door name>&c. At times, you may run out of movement points or require healing. To allow for faster recovery, you may &YSIT, REST, or SLEEP&c. When are finished with your recovery, and wish to continue adventuring, type &YWAKE or STAND. ~ 1 MOVEMENT~ &cThis 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. &RSee also: &WEXIT SLEEP REST SIT WAKE STAND SOMEWHERE UNLOCK ENTER CLIMB FLY DRIVE ~ 101 MPADVANCE~ Syntax: MPADVANCE <name> <level> Advances the level of a player (not functional in prototype programs). ~ 101 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. ~ 101 MPASOUND~ Syntax: MPASOUND <phrase> Displays a phrase to all surrounding rooms. ~ 101 MPAT~ Syntax: MPAT <vnum> <command> Lets the mobile perform a command at another location. ~ 101 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. ~ 101 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. ~ 101 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. ~ 101 MPDREAM~ Syntax: MPDREAM <name> <phrase> Sends a message to a sleeping character. ~ 101 MPECHO~ Syntax: MPECHO <phrase> Displays a phrase to the entire room. ~ 101 MPECHOAROUND~ Syntax: MPECHOAROUND <name> <phrase> Displays a phrase to all in the room except victim. The abbreviation "mer" may be used for mpechoaround. ~ 101 MPECHOAT~ Syntax: MPECHOAT <name> <phrase> Displays a phrase to only the victim. The abbreviation "mea" may be used for mpechoat. ~ 101 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 ~ 101 MPFORCE~ Syntax: MPFORCE <name/all> Forces a player/mob to do a command (non-functional on immortals, all will only force all in room). ~ 101 MPGOTO~ Syntax: MPGOTO <vnum> Goes to any room which is not private. ~ 101 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. ~ 101 MPJUNK~ Syntax: MPJUNK <name> Destroys an object in inventory/being worn - can be used with all.object . ~ 101 MPKILL~ Syntax: MPKILL <name> Kills a player without using murder. ~ 101 MPMLOAD MPOLOAD~ Syntax: MPMLOAD <vnum> MPOLOAD <vnum> [<level> timer] Loads a mob or object. ~ 101 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) ~ 101 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. ~ 101 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. ~ 101 MPPURGE~ Syntax: MPPURGE <object/mobile> Purges the room, or a specified object/mobile. ~ 101 MPRESTORE~ Syntax: mprestore <victim> <amount> This command restores a specified number of hitpoints to the victim. ~ 101 MPSLAY~ Syntax: mpslay <victim> This command orders the mob to slay the victim in cold blood; the victim gets no saving throw. ~ 101 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 ~ 101 MPTRANSFER~ Syntax: MPTRANSFER <name/all> Transfers one or all in the room to a specified location. ~ 101 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. ~ 101 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. Also see MMENU, RMENU, and OMENU for the menu editing system. ~ 101 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~ &rMultiplaying &Ris illegal here in any way, shape, or form. We only allow one character per player. &rNote:&R This includes sharing passwords. &cOffenders will be dealt with harshly. Any families who play here MUST inform the immortals BEFOREHAND. If they are caught logging onto the same IP without informing anyone, one of those characters WILL be slayed. &R&WAlso see: &PHelp Rules&R&W,&P Help Rules2&R&W, &PHelp Suicide &R&W ~ 101 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 ~ -1 M_ADVHERO_~ Well done! ~ -1 M_BALZHUR_~ Suddenly you are thrust into the stream of the force, and you find yourself without any means of movement, without means of defense, without means of survival. Before your horrified eyes, a stream of pure darkness suddenly rushes into your heart, and slams into your very bieng, ripping at your soul. To the lack of your salvation, a stream of white simultaniously whiplashes at your mind, robbing you of all knowledge and memories... Woe to those who are attacked by the fury of the Force, for their punishment is great... ~ -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 'NAL HUTTA'~ &CSystem &W:&Y Y'Toub &CInhabitants &W:&W Evocii, t'landa Til, Hutt &c A planet in the Corellian sector, it was colonized by the Hutts and is the birthplace of Jabba the Hutt. The name "Nal Hutta" means "glorious jewel" in Huttese, which described its setting near a radioactive nebula. The planet, located in the Y'Toub System, was at one time known as Evocar, and was inhabited by the Evocii race. The Hutts, fleeing the desolation of Varl, settled on Evocar as a suitable home. They began trading technology to the Evocci for land, and continued to do so until they owned most of the planet. The Evocii realized what was happening, but too late. The Hutts began construction on a multitude of palaces and pleasure sites before the Evocii could do anything about. Their appeals to the Old Republic were taken seriously, but the contracts they signed with the Hutts were ironclad in favor of the Hutts. Even the Jedi Knights were powerless. The Hutts forced them off the planet and onto Nar Shaddaa, where they were eventually mutated over the years by the various technologies in use on the moon. The planet is ruled by the oldest Hutt families, who control Nar Shaddaa from their homes. The planet is huge, but it has no natural heavy metals. Thus, its density is less than expected. Its day lasts 87 standard hours, and its year is 413 local days in duration. What remains of the planet's natural landscape is flat, marshy bogs. In the aftermath of the Battle of Fondor and the duplicitous actions of Borga the Hutt, the Yuuzhan Vong targetted Nal Hutta for destruction. The Vong bombarded the planet from a remote location, although many of the missiles exploded in the atmosphere. ~ 0 NAME NAMES~ &c The name of your character is very important. As we are trying to keep this a Role Play Mud please pick reasonable names. Names of well known start wars characters are frownd upon and names with profanity or just plain stupid will be denied. In addition, "common names" that are used by our unoriginal world of today will also be denied. &w i.e. Luke, Vader, Han are well known names. i.e. Fish Head, Supermanguy, are just plain stupid. i.e. Jake, Michael, Jessica are too common a name. ~ 1 'NAR SHADDAA'~ &CSystem &W:&Y Y'Toub (Nal Hutta's moon-planet) &CInhabitants &W:&W Evocii, Hutt, Human &c Nal Hutta's spaceport moon, known for its vertically-built cities, experienced spaceship mechanics and its lawlessness. It is a center for smuggling operations, and is supposedly where Han Solo learned the smuggler's trade as a youth. When the Hutts took over the moon, they began using it as a spaceport, and soon huge refueling spires and repair facilities reached up from the ground into orbit. There is no observable land mass left on Nar Shaddaa, since the spaceports have grown around the spires and now completely cover the planet. The moon was uninhabited during the time that the Evocii lived on Nal Hutta, although they called it Evocar. When the Hutts took over the planet, they relegated the Evocii to Nar Shaddaa. However, the Hutts used them as semi-free slaves on the moon, and the press of so many various species and technologies eventually mutated the Evocii. Nar Shaddaa is similar to its parent planet, having a day which lasts 87 standard hours, and a year which lasts 413 local days. It is tide-locked with Nal Hutta, and only shows one side to its planet. This results in a day which has two distinct periods of ligthness: one in which is is in full view of the sun, and one in which it obtains light reflected from Nal Hutta. This also results in two periods of night. ~ 1 NAVIGATION~ &CSyntax &R&W: &YRadar &CSyntax &R&W: &YCalculate &R&W<&YCoordinates&R&W> &CSyntax &R&W: &YHyperjump &R&cThis skill allows you to calculate hyperjumps, and make use of a ship's radar. &R&WAlso see: &PHelp Coordinates&R&W,&P Help Hyperspace&R&W, &PHelp Course ~ 1 NEW NEWBIE START BEGIN~ &WPlease make sure you read everything in the academy before you graduate. It will prepare you to play the game. If you get stuck on anything, use the newbie channel and hopefully someone will be able to help you. &YNewbie <msg>&R&W If someone yells at you that the question is IC, Do not be put off. Read the help files IC and Roleplay. Rephrase the question so it is in character, and ask it over &YChat <msg>&R&W instead. Here are a list of newbie friendly areas by planet: &WCoruscant - &RGamaak Fitness Center &WCorellia - &RCoronet Academy &WSerin Pluogus(bus) - &RHolochambers &WTatooine - &RWomp Rat Caves &W To the east of Menari Spaceport on Coruscant is a building that contains several job opportunities, some of which might be good for newbies to earn money. Most rental ships can be found on Menari Spaceport on Coruscant, although there are some spread around the other planets. &RAlso see: Help Multi, Help Death, Help IC, Help Rules ~ 101 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. ~ -1 NEWS~ Listing of recent news ~ 1 NEWSPACE~ &WChanged help files: &cCourse Calculate Tractor Docking &WNew help files: &cCalculatediff Courseactual Shiptrack Guard Sabotage Adjustractor &WLanding: &c Landing exp will be given once you complete your landing sequence, to prevent several bug abuses that were possible before. Also, halfway through your landing sequence, other ships watching you will find out what pad you are landing on. &WManuever: &c It is now much harder to hit ships vastly better than you in speed and size. The calculate is complicated, so I wont explain it here. ~ 101 NEWZONES~ Syntax: newzones [low] [high] Lists the vnum range for rooms/mobs/objects in prototype areas that have been loaded. ~ -1 NMOTD~ Please read the motd. ~ 100 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 ~ 1 NONMUD_INFORMATION NON-MUD_INFORMATION RULE_11~ &c Information must be passed along MUD channels. ICQ, AIM, and Other instant messenger programs, as well as phone or same-room Conversations, are NOT acceptable channels. The one exception to This rule is any non-instant form of communication such as E-mail, Where large amounts of information can be transferred in such a way That is not possible over mud-mail. This rule is to help immortals Patrol for multiplaying. Any person violating this rule may be slayed For multiplaying. &R&w ~ 101 NORESOLVE~ Syntax: noresolve Toggles resolution of incoming player ip's into names. ~ 1 NORTH SOUTH EAST WEST UP DOWN~ &CSyntax &W:&Y north or n &CSyntax &W:&Y south or s &CSyntax &W:&Y east or e &CSyntax &W:&Y west or w &CSyntax &W:&Y up or u &CSyntax &W:&Y down or d &c Use these commands to walk in a particular direction. ~ 1 NORTHEAST NORTHWEST SOUTHEAST SOUTHWEST~ &CSyntax &W:&Y northeast or ne &CSyntax &W:&Y northwest or nw &CSyntax &W:&Y southeast or se &CSyntax &W:&Y southwest or sw &c Use these commands to walk in a particular direction. ~ 0 NOTE MESSAGE BOARD BOARDS TERMINALS TERMINAL BOARD~ &CSyntax &W:&Y note list &W<number> &COR &W:&Y message list <number> &CSyntax &W:&Y note read &W<number> &COR &W:&Y message read <number> &CSyntax &W:&Y note read all &COR &W:&Y message read all &CSyntax &W:&Y note write &COR &W:&Y message write all &CSyntax &W:&Y note subject &W<string> &COR &W:&Y message subject string &CSyntax &W:&Y note to &W<to-list> &COR &W:&Y message to <to-list> &CSyntax &W:&Y note take &W<number> &COR &W:&Y message take <number> &CSyntax &W:&Y note show &COR &W:&Y message show &CSyntax &W:&Y note post &COR &W:&Y message post &CSyntax &W:&Y note remove &W<number> &COR &W:&Y message remove NOTE LIST &clists notes which you can read. &YNOTE READ&c reads one or all notes. By specifying a number after &YNOTE LIST&c, you will list all notes including and after that number. &YNOTE SUBJECT&c sets the subject line of a new note. &YNOTE TO&c sets the list of recipients. The recipient &WALL&c means all players, and the recipient &WIMMORTAL&c means all immortals. &YNOTE WRITE&c puts you into edit mode, where you can easily enter your note with use of some simple editor commands: &Y/? - &Whelp &Y/s - &Wsave &Y/l - &Wlist &Y/c - &Wclear &YNOTE SHOW&c shows your note in progress; &YNOTE CLEAR&c starts over. &YNOTE POST&c posts your note for reading. Posting is not automatic. &YNOTE REMOVE&c removes the entire note if you are the sender, or just removes you from the to-list if you are a recipient. &YNOTE TAKE&c takes the note as in &YNOTE REMOVE&c, as well as physically taking it in your inventory. Notes now require a blank message disk to record :) &RSee also&W: &PVOTING ~ 101 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. ~ 101 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. ~ 101 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~ &c To see the objects you currently posess, type &YINVENTORY&c and &YEQUIPMENT. You may &YGET&c or &YDROP&c an item in a room, if you can carry it. You may &YWEAR, WIELD, &cor&Y HOLD&c equipment to use it. To stop using a piece of equipment, you &YREMOVE&c it. Before you may wield a new weapon, you must first &YREMOVE&c the old weapon. You pay also &YPUT&c objects in other objects. You can gain information on your objects by using &YLOOK &cor &YEXAMINE&c.&Y EXAMINE &ctells you the condition of your item, as a more detailed form of &YLOOK&c. &RSee Also&W:&P JUNK DIG APPRAISE BUY SELL EAT DRINK PICK COMPARE ~ 101 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. ~ 101 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~ ~ 105 OGRUB~ Syntax: ogrub <num of lines> <sort order> [keywords] [operands] ogrub 20 level<8 avg>12 Display weapons below level 8 that do more than 12 average damage. ogrub 20 +wear type=armor hp>100 dr>20 Display armor with more than 100 added hp and 20 added dam roll. Sort by wear location. ogrub 20 +type nm ng vnum>=900 vnum<=951 level>45 hp>0 Display all eq from Olympus that is above level 45 and affects hp. Sort by object type in ascending order. Display only that eq held by players - ignore any on mobs or on the ground. ogrub 20 +name name<>gloves Display all eq with the substring "gloves" in the name field. Sort by object name. Note that often objects are named with two or three keywords like "gauntlets steel gloves". The substring operator <> is used to search fields for substrings. ogrub 20 +cname np ng type=light int>0 Display lights on mobs that raise intelligence. Sort by character name. Ignore any lights on players or on the ground. ogrub 20 -dr np ng luck>0 level>=10 level<=20 Display eq that raises luck and is between levels 10 thru 20. Sort by object damroll in descending order. Only display eq on mobs. ogrub 20 +level or hr>25 dr>25 hp>100 mp>100 ac<-100 Display eq that raises hit roll more than 25 or dam roll more than 25 or hit points more than 100 or mana points more than 100 or lowers armor class by more than 100 (remember the lower the AC the better) Sort by object level in ascending order. ogrub 20 or d2 sav0>1 sav1>1 sav2>1 sav3>1 sav4>1 Display equipment that have affects resulting in any saving throws that are greater than one. Note that positive saving throws are bad for characters and negative ones are good. The more negative the better. The d2 keyword requests an alternate form of display which shows the saving throws. ogrub 20 nm cname=joe type=weapon Display Joe the player's weapons ogrub 20 np cname=joe type=armor Display Joe the mob's armor See Also: HELP OGRUB DATA ~ 105 OGRUB DATA~ Syntax: ogrub <num of lines> <sort order> [keywords] [operands] Here is some reference data you will need in order to use OGRUB. FIELDS TYPES WEAR MODIFIERS cname - chr name 1 light 1 take or - select any count - obj count 2 scroll 2 finger +field - sort up vnum - obj vnum 3 wand 3 neck -field - sort down type - obj type 4 staff 4 body np - no players name - obj name 5 weapon 5 head nm - no mobs level - obj level 9 armor 6 legs ng - not on the ground wear - obj wear locn 10 potion 7 feet d2 - display saving avg - obj avg dam 15 container 8 hands hr - obj hit roll 16 note 9 arms OPERATORS dr - ojj dam roll 18 key 10 shield = equals hp - obj hit pts 19 food 11 about != not equal mp - obj mana pts 23 mcorpse 12 waist > greater than ac - obj armor class 24 pcorpse 13 wrist >= greater than or equal str - obj str affect 26 pill 14 wield < less than dex - obj dex affect 24 book 15 hold <= less than or equal con - obj con affect 16 dual <> substring wis - obj wis affect 17 ears int - obj int affect 18 eyes luck - obj luck affect 19 missile sav0 - save_poison sav1 - save_rod sav2 - save_para sav3 - save_breath sav4 - save_spell Don't be scared by the fact that things like "pill" are referenced by a number like 26. If you want info about pills, you can request the info either by the name "pill" or the number "26". ***SMILE*** See also: HELP OGRUB ~ 1 OLDCHANGES3~ You can use a number argument in info, target, etc. 2.barloz, for example. Ships will now drop debris after being blown to pieces. Actions will no longer be seen if a person can not see you <emotes, socials> Incoming tells will buzz to other players in the room with you. Outgoing tells will show what you are saying through the comlink. SEnding a tell from the same room as the receiver will send a whisper-like message. Others will not hear or see the message. Inventory flagged items will no longer work in player shops. Punch is back in, and fixed. Due to a large amount of accidental deaths, you can no longer accept a challenge from the same room as your challenger. Using a staff as well as durasteel when making a vibro-blade will create a forcepike instead. Using a sniper scope in a blaster will increase snipe by 30, but hitroll will always be 0. Clan rosters are in. All 3 leaders can access it, and its empowerable. roster is the command, of course. aliasfocus/unfocusalias is in, see help file. draw is in, an area mapper. see help file. Your last-bought pet will now save with you. Dismiss will un-dominate mobs with you as their master. ~ 101 OLDNEWS~ &W1) &YComments &W- Make sure to write a comment when making an action against a player. 2) &YHangers &W- FAPS can't have one. 3) &YMortal Council &W- Ask Mandy for the note. 4) &YDiscussion on Mud Changes &W- Mandy has notes. 5) &YShip Maxes &W- Change still pending. 6) &YImm Alts &W- You can be in leadership positions again. 7) &YHapes &W- Kane.are needs to be looked over. 8) &YRule 14 &W- Does not apply if you throw the first stone. 9) &YBuilders&W - You are not admin. Go to admin if problem. 10) &YLaina&W - Has quit, Mandy promoted to Head. 11) &YPrograms &W- If you find a program giving away the name of the person, change it so it does not. ~ 0 OLDSCORE~ Syntax: oldscore Oldscore shows the score information in a different way than 'score'. ~ 101 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. ~ 101 OMENU~ Syntax: omenu <object name> [menu page] (defaults to 'a' if none given) Omenu will bring you into a menu system of editing objects. To use omenu, you must be holding the object that you are editing in your inventory. To choose an option in the menu, type the number of the section followed by the desired letter, and any variables that may follow. See MENU for generic menu commands. ~ 101 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~ &CSyntax &W:&Y open <object|direction> &CSyntax &W:&Y close <object|direction> &CSyntax &W:&Y lock <object|direction> &CSyntax &W:&Y unlock <object|direction> &CSyntax &W:&Y pick <object|direction> &c &YOPEN &cand &YCLOSE &copen and close an object or a door. &YLOCK &cand &YUNLOCK &clock and unlock a closed object or door. You must have the requisite key to &YLOCK &cor &YUNLOCK&c. &YPICK&c can open a lock without having the key. In order to &YPICK&c successfully, you must practice the appropriate skill. ~ 1 OPENBAY CLOSEBAY REQUEST~ &CSyntax &R&W: &YOpenbay &CSyntax &R&W: &YClosebay &CSyntax &R&W: &YRequest &R&W<&YShip&R&W> &YOpenbay&c and &Yclosebay&c open and close the hanger bay doors of a ship. This can only be done in the pilot seat, or the hanger of the ship. &YRequest &callows the owner of a capital ship to open the bay doors of that ship remotely. You must be close to the ship, and the ship must have autopilot on. ~ 101 OPENTOURNEY~ Not currently functional. ~ 101 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 ~ 1 'ORD MANTELL'~ &CSystem &W:&Y Bright Jewel &CInhabitants &W:&W Human, Savrip &c The planet on which Han Solo was almost captured by bounty hunters, including Boba Fett, prior to the Battle of Hoth. Ord Mantell was known for its lenient banking laws and their flexibility. It was settled some 12,000 before the Battle of Endor by Corellian colonists as an advanced military outpost for the Old Republic. Over time, more wealthy planets and better hyperspace routes diminished Ord mantell's strategic importance, but became something of a free port for all manner of freighters and cargo ships. Despite the planet's dropping stature, it remained known as the Heart of the Bright Jewel, orbiting the blue star at the center of the Bright Jewel System. The planet is famous for its thick, outer cometary cloud, which has been the site of the Blockade Runners Derby for nearly 100 years. It is also one of Thrawn's feint attacks just prior to his attack on Coruscant. It has two moons, and has a temperate environment. It claimed to be free of Imperial interest, but Han Solo discovered an Imperial fleet on maneuvers when he arrived there. It was at a starship scrapyard on Ord Mantell that Dash Rendar, working to locate information on Han Solo's whereabouts for Lando Calrissian after the debacle at Cloud City, ran into IG-88 and other bounty hunters. The bounty hunters were trying to intercept Boba Fett, who was transporting Han Solos frozen body to Jabba the Hutt. ~ 0 ORDER~ &CSyntax &W:&Y order <character> command &CSyntax &W:&Y order all command &YORDER&c 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. ~ 101 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 ~ 100 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 ~ 100 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. ~ 1 OVERRIDE~ Syntax: override <ship> <command> Override is similar to REQUEST, except it has more options. Commands include: shields - Toggles shields off/autorecharge on autopilot - Toggles autopilot openbay closebay stop - Stops ship ~ 101 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 ~ 102 PAGELEGNTH~ ~ 0 PAGELENGTH~ &CSyntax &W:&Y pagelength <number of lines> &c This command sets your screen to only display a certain amount of lines. After setting pagelength, type clear to reinitialize your screen. ~ 101 PARDON~ Syntax: pardon <character> killer Syntax: pardon <character> thief PARDON pardons a player for their crimes. ~ 0 PARRY~ &CSyntax &W:&Y <automatic> &c 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 lightsaber to parry. ~ 101 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~ &CSyntax &W:&Y password <old-password> <new-password> PASSWORD &cchanges your character's password. The first argument must be your old password. The second argument is your new password. The &YPASSWORD&c 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 ~ 101 PEACE~ Syntax: peace PEACE causes all characters in a room to stop fighting. ~ 0 PEEK~ &CSyntax &R&W: &YAutomatic &cThis skill shows you a player or mob's inventory when you look at them. Use of this 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 PILOTING~ &R&cPiloting is one of the more popular classes. One of the more fun features of the Star Wars Reality codebase is its space system, and especially its space combat. The piloting class gives you not only the best space combat abilities, but also the ability to fly the most powerful ships in the game, capital-class ships, from the SSD Executor to the MC80 Cruiser to one of the faction clan's custom ships. &RAlso see&W: &PHelp Navigation Help 'Ship Systems' Help Starfighters Help 'Weapon Systems' Help 'Space Combat 1' Help Midships Help 'Ship Docking' Help Speeders Help 'Tractor Beams' Help 'Space Combat 2' Help 'Space Combat 3' Help 'Speeder Combat' Help Jumpvector Help 'Capital Ships' &R&W ~ 0 PIRATE PIRATING~ &g Pirates are allowed to raid ships belonging to other players with intent of looting cargo and credits. They are allowed to disable the ship in order to gain access, but not to kill the individual. Pirates can &RNOT&g pkill unless out of self defense. Failure to abide by these rules will result in punishment to be determined by the Admin. ~ 1 PLACEVENDOR~ &CSyntax: &Yplacevendor &c When standing in an empty player shop, you can type this to place your vendor. ~ 0 'PLANT PASS'~ Syntax: cast '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 PLAYERSHOPS~ &c In certain rooms of the game, you can buy a shop. Using 4 commands, you can price items and collect the credits they get for any items you give them. &RSee Also&W:&P BUYVENDOR, PRICEVENDOR, PLACEVENDOR, GETCREDITS ~ 102 PLUOGUS~ ~ 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'~ &CSyntax &R&W: &YPoison &R&W<&YWeapon&R&W> &YPoison weapon&c is a skill that enables you to coat the tip of your weapon with a deadly poison. In battle, this poison will cause ill effects on your opponent. Be warned, it has been said 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 canteen in your inventory. ~ 101 'POSSESS'~ Syntax: cast 'possess' <mob> This power enables you to switch into a mob for a short amount of time. ~ 102 POSTGUARD~ ~ 1 PRACTICE~ &CSyntax &W: &YPRACTICE &R&W<&YSkill/Power/Weapon&R&W> &YPRACTICE&c alone, without an argument, tells you your current ability in all the skills and powers available to you. You can check this anywhere. &YPRACTICE&c with an argument, practices that skill or power. Your learning percentage starts off at 0% &r(Unlearned)&c, and can be practice to 20% by a guild master (mob). Most players, who have maxed their intelligence and wisdom, can teach much higher, up to 99%. Using the skill, one can get it at 100% &R(Adept)&c. &R&W ~ 1 PRICEVENDOR~ &CSyntax: &Ypricevendor &w<&Yitem&w> <&Ycost&w> &c After giving your vendor an item, you need to price it. The item WILL NOT SAVE if you do not price the item, and depending on the type, it may not show up in the list. ~ 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 %g - gold held %a - your alignment %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) %p - Position (ie Resting, Sitting, Sleeping) 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~ &CSyntax &R&W: &YPropeganda &R&W<&YCitizen&R&W> &cThis increases your clan's popular support if they control the planet or decreases it if they don't. Actual number is +/-2.5 per successful conversation. ~ 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. ~ 1 PROTOCOL DROID 'PROTOCOL DROID'~ &COrigin&W:&Y Various &c A humanoid robot programmed in diplomacy, interpretation, and other skills necessary for interplanetary interactions. They are humanoid in shape so that they will fit in better among the races that are trying to interact. &RAlso Type&W:&Y SHOWSTAT PROTOCOL DROID ~ 0 PULL PUSH LEVERS PULLCHAINS SWITCHES BUTTONS~ &CSyntax &W:&Y pull <trigger> &CSyntax &W:&Y push <trigger> &c 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~ &R&CSyntax &R&W: &YPunch &R&cThis skill can only be used during combat. It allows you to attempt to punch the victim. The skill is like kick. &RAlso see: &R&PHelp Kick &R&W ~ 101 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. ~ 101 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~ &COrigin: &cMon Calamari &c Quarren is a species named for the aliens who are commonly called Squid Heads by the galaxy's general populace. These amphibious beings share the world of Calamari with the Mon Calamari race, though the Quarren prefer the depths of the floating cities to the upper reaches the Mon Cals call home. The Quarren are more practical and conservative than their idealistic world-mates. Whereas the Mon Calamari have adopted Basic as their language of choice, the Quarren have kept their oceanic tongue. They are sea dwellers, able to live out of the water, but preferring the security of the ocean dephts. These pragmatic people are unwilling to trust new ideas. They do not dream of a brighter tomorrow like the Mon Cals, but instead hold fast to the reality of yesterday. While they profess that the two races should remain in the sea, they have followed the Mon Cals into their floating cities and out among the stars. They have become dependant on the Calamarians, and this dependancy has led to resentment and outright hatred. Rumors persist that it was a small number of Quarren who helped the Empire originally invade the planet. In the face of invading forces, Quarren cooperated with the Mon Calamari to repel the Imperials, but since that day, many Quarren have fled the planet to seek a life elsewhere in the galaxy. They seem to have purposely remained apart from both the Alliance and the Empire, preferring to find a place on the fringes of society. Quarren can often be found working with pirates, slavers, crime lords, smugglers, and other unsavory sorts. &RAlso see: &YSHOWSTAT QUARREN ~ 0 QUEST~ &CSyntax: &YQUEST &Y<&Wmessage&Y> &cThis is a channel, typically used when a quest is being held, to notify players who are involved as to new updates. &CQuestmaster Sub-Help &Y-&C*&W Code edited by Darrik&C *&Y- &cIf you're lucky enough to find a questmaster, there are a few commands you can use. &CAQUEST &Y<&WCommand&Y> &CINFO &W- &YGives you information about your current quest. &CPOINTS &W- &YTells you your total number of quest points. &CREQUEST &W-&Y Asks the questmaster to give you a quest. &CCOMPLETE &W-&Y Completes a quest once you have finished. &CLIST &W-&Y Gives a list of possible quest items. &CBUY &Y<&WNumber&Y> &W-&Y Buys an item. ~ 1 QUESTMASTER~ &YSee &PHelp Quest&R&W ~ 1 QUIT~ &CSyntax &W:&Y QUIT &YQUIT&c leaves the game. In an effort to provide realism in &WRise in Power&c you may only quit the game from certain safe resting places. There are several of these throughout the game - most are clearly marked. If you can't find one try to &YHAIL&c a taxi ... this will work in some areas. Here are a few places to get you started: The sleeping compartment on the &CPLUOGUS&c.&W 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 QUITTING_RULES RULE_5~ &c Quitting the game, flagging yourself AFK, or otherwise using OOC commands to get out of an ic situation is highly illegal. If the immortal involved decides you would have died if you had not, you will be slayed. There are no exceptions to this rule. &R&w ~ 1 RACE RACES~ &W0. &cHuman &W19. &cDevaronian &W1. &cWookiee &W20. &cGotal &W2. &cTwi'lek &W21. &cDroid &W3. &cRodian &W22. &cFirrerreo &W4. &cHutt &W23. &cBarabel &W5. &cMon Calamarian &W24. &cBothan &W6. &cShistavanen &W25. &cTogarian &W7. &cGamorrean &W26. &cDug &W8. &cJawa &W27. &cKubaz &W9. &cAdarian &W28. &cSelonian &W10. &cEwok &W29. &cGran &W11. &cVerpine &W30. &cYevethan &W12. &cDefel &W31. &cGand &W13. &cTrandoshan &W32. &cDuros &W14. &cChadra-Fan &W33. &cCoynite &W15. &cQuarren &W34. &cProtocal Droid &W16. &cSullustan &W35. &cAssassin Droid &W17. &cFalleen &W36. &cGladiator Droid &W18. &cIthorian &W37. &cAstromech Droid &W38. &cInterrogation Droid ~ 101 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.) ~ 101 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 ~ 101 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. ~ 101 RDELETE MDELETE ODELETE~ Syntax: rdelete <vnum> Syntax: mdelete <vnum> Syntax: odelete <vnum> These commands will allow you to delete a vnum's entry online. They are not currently functional. ~ 1 REBELRANKS~ These are the typical Rebel military ranks. Yes, we stole these from Sote. &GArmy/SpecForce &WNavy &CPilot Corps &gMajor General &wFleet Admiral &c----------- &gBrig. General &wAdmiral &cWing Cmdr. &gGeneral &wVice Admiral &cGeneral &gLt. General &wRear Admiral &c----------- &gSr. Colonel &wCommodore &c----------- &gColonel &wCaptain &cColonel &gLt. Colonel &wCommander &cCommander &gMajor &wLt. Cmdr. &cLt. Cmdr. &gCaptain &wLieutenant &cCaptain &g1st Lieutenant &wEnsign &cLieutenant &g2nd Lieutenant &cFlight Off. &cFlight Cad. &gMaster Sergeant &wSr. Petty Off. &gSergeant &wPetty Officer &gLance Corporal &wMidshipman &gCorporal &wJr. Midshipman &gPrivate 1st &wSr. Deckman &gPrivate &wDeckman &gRecruit &wRecruit ~ 101 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 51 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. ~ 101 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. ~ 103 REDIT_FLAGS~ ~ 101 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. ~ 101 REGOTO~ Syntax: regoto Returns an immortal to the previous roomvnum from which that immortal used the 'goto' command. See GOTO ~ 1 REINFORCEMENTS~ &CSyntax &R&W: &YReinforcements &cThis skill allows you to call troops for you to command. &RAlso see:&P Help Order ~ 104 REMOVE~ ~ 1 REMPILOT ADDPILOT~ . &CSyntax : &YAddpilot (name) &CSyntax : &YRempilot (name) &cUsed for adding and removing pilots from your ship. This command can allow either players or an entire clan access to your ship (You must type the clan's whole name to give them access). This must be done in the cockpit of the ship ~ 1 REPAIR~ &CSyntax &W:&Y repair <object> repair all &c &YREPAIR&c allows you to repair equipment a repair depot. &YREPAIR ALL&c attempts to repair every item in your inventory. There is a 10% surcharge for using &YREPAIR ALL&c. This surcharge is for the convenience of having all the equipment in your inventory repaired at once. ~ 101 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~ &CSyntax &R&W: &YRepairship &R&W<&YShip Part&R&W> &cTo use this skill, you must have &Yship maintenance&c and be in the engine room of a ship. With it, you can repair 6 areas of a damaged ship: &R&Whull, drive, launcher, laser, turret 1, or turret 2 ~ 101 REPAIRSHOPS~ Syntax: repairshops Displays statistics on all the repair shops. See MAKEREPAIR, REPAIRSET and REPAIRSTAT. ~ 101 REPAIRSTAT~ Syntax: repairstat <mobile vnum> Shows statistics on a mobile's repair shop. See MAKEREPAIR, REPAIRSET and REPAIRSHOPS. ~ 1 'REPORT' 'TIME' 'WEATHER'~ &CSyntax &W:&Y report &CSyntax &W:&Y time &CSyntax &W:&Y weather &YREPORT&c shows your current statistics to you and also announces them to other players in the room. &YTIME&c shows the game time, as well as the time the mud was last started, and the current local time for the host computer. &YWEATHER&c shows the current game weather. You must be in an outside room to see the weather. ~ 101 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 ~ 101 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 ~ 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. ~ 101 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 ~ 101 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 ~ 101 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 ~ 101 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. ~ 101 RETRAN~ Syntax: retran <player> This command will return that player or mob to the room from which you last transferred it from. ~ 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. ~ 101 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 ~ 101 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. ~ 101 RMENU~ Syntax: rmenu [menu letter] (defaults to 'a' if none given) Rmenu will bring you into a menu system of editing rooms. To use rmenu, you must be in the room that you are editing. To choose an option in the menu, type the number of the section followed by the desired letter, and any variables that may follow. See MENU for generic menu commands. ~ 1 ROBERT~ If you need something mail me. Robert@swrip.net ~ 104 ROBERT LEVEL 1~ ~ 1 ROCHE~ &CSystem &W:&Y Roche &CInhabitants &W:&W Verpine, Barabels, Kubaz &c &w(the asteroid field)&c A sector of the galaxy that contains the homeworlds of the Verpine, the Barabels, and the Kubaz. It also is a breeding site for mynocks and space slugs. It is a collection of asteroid belts orbiting a small yellow sun. [0m &w(the planet)&c A planet near the Roche Asteroid Field. It was the base for Ackbar's Project Shantipole ~ 0 RODIAN RODIANS RODIA~ &COrigin: &YRodia &c Rodians are a humanoid species with multifaceted eyes, a tapirlike snout and deep green skin. They have a prominent ridge of spines running along the back of their skulls. Their fingers are long, flexible and end in a suction cup. The suction cups are not vestigal, they can pick up small objects in them and manipulate them quite well, although the suction is not very strong. They are among the Galaxy's best bounty hunters. The history of Rodia is peppered with wars and feuds, many of which were long and bloody. Trained to fight from birth, they are amazingly agile and intelligent. Though they almost never go into the scientific fields, their hand-to-hand combat tactics are some of the best. Rodians spread across the galaxy, far and wide, seeking work as mercenaries, assassins, body guards, and &RALSO TYPE&W:&Y SHOWSTAT RODIAN ~ 0 ROLEPLAY RP~ &c Now that we have a bigger player base, we are starting to enforce RP. We are nowhere near as strict as some muds; you can tell each other ooc and talk in the same room, as long as this does not interfere with another player who wishes to stay in character. I have personally seen a few people conversing, with one trying hard to roleplay while the other keeps throwing in ooc comments, swearing, grinning stupidly, etc. So have respect for your fellow players. The game is fun because of the roleplaying, so keep in character as much as possible. The chat line is in character. I do not want to see someone mention ooc, conventional words and items <modern slang, items like cars and refridgerators, etc>. If someone talks ooc on the chat line, call him/her/it down on the ooc line, politely. I do not want to see someone screaming "THAT SHOULD BE ON THE OOC LINE YOU DUMB SUNOFAB*TCH!" like some people I know. The OOC line is out of character. I do not want people who are stunned saying over the ooc line that they need an aid. I do not want people who need rides saying it over the ooc line. I do not want people who do not have comlinks talking over the ooc line ic. I do not want people talking over the ooc line because they cant understand each other's languages. Read help ic. It explains the difference between ooc and ic very clearly. &RSee Also&W:&P ROLEPLAY2, IC, ID ~ 1 ROLEPLAY2~ Ok, it has come to my attention that some people have chosen to become 'experiements' lose from a particular clan. From now on, these backgrounds will not be excepted unless they rper has recieved permission from the head of the clan they are rping an escapee from. really, to rp any sort of reject from any sort of clan, you should talk it over with the leader or a high official of that clan. The roleplay is so much better that way, and it avoids information problems. Consider this a rule. ~ 101 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) ~ 101 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. ~ 1 ROSTER~ &YSyntax: Roster &cThis is a clan command, you must already be bestowed with the roster command. Roster is OOC. ICly it should be used to double check things such as a trooper claiming he's yours. ~ 0 RP2~ What is roleplay? Well its about time some of you asked. First, as mentioned in help rp, rp is NOT discussing ooc stuff with your friends. It is not talking in a room about races or stats or ships or any other code thing. Rp is NOT making a nice bio and desc and then doing socials until you have gone through the list alphabetically. Rp is not becoming the best code forcer/pilot/engineer etc. Now that we have covered some of what rp is not, we can get into what rp *is*. Roleplay is acting, in the best sense. It is creating a character, building it from the ground up in regards to its history and personality. It is finding a motivation for that character, a reason for being, a purpose and goal. Roleplay is not giving up when something bad happens, but instead incorporating that event into the character and making it wiser and more interesting. Roleplay is being a Jedi who is turned to the dark side by the loss of a loved one, or greed, or hate. Roleplay is a BlackSun member conning a Rebel into giving him all his money. Roleplay is a Sith turning back to the Light, after someone shows they care. Roleplay is a noghri who bows at the slightest mention of the Empire. Roleplay is being killed and your clone being a bit nuts. Roleplay is falling in love, making mistakes, killing your enemies, saving them if you are Jedi, creating small empires, having fun, growing, building, dying. If perhaps all of this sounds a bit too lifelike for you, and you cant take the idea of your character losing or dying, then perhaps you need to reconsider mudding. We are not here to be the interactive Phantom Menace game when you have beaten the computer game. We are a mud. A place of interacting with other people, acting and being something we arent. Hopefully this helps. ~ 101 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 ~ 101 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 ~ 1 RP_CHANNELS RULE_16~ &c The chat channel, the tell channel, the clan channel and the system channel Are all IC channels that include your name or disguise when you speak on Them. However, despite this code, the name you see can NOT be used Icly Unless you have met the person before and spoken to him, her or it, or Unless you know their voice from another source. This will be verified by The immortals if a question comes up. &R&w &RSending an OOC tell to a person, enemy or otherwise, to see if they are online is a slayable offense. I will begin to deal with these harshly. There will not be a warning beyond this message. &R&w ~ 101 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 RULES POLICY LAWS~ &c Breaking rules will have consequences. &c1. &WDo not advertise another mud. &RHelp&R advertising &c2. &WNo Muliplaying. &RHelp&R Multiplay &c3. &WShip destruction must be done for IC reasons. &RHelp&R ship_destruction. &c4. &WPaid killing will be done by the Hunters. &RHelp&R Bounties. &c5. &WUsing QUIT or AFK to avoid a situation is illegal. &RHelp Quitting &c6. &WShip owning is limited. &RHelp&R ship_limits. &c7. &WBios and descriptions are required. &RHelp&R Bio. &c8. &GCapital Ships may be destroyed now, with exceptions. &RHelp Manned, Help CapitalRules &c9. &WGuards can only be posted in clan or private areas. &RHelp&R Guard_posting. &c10. &WAvoiding a code restriction by doing something OOC is illegal. &Rhelp&R code_avoiding. &c11. &WInformation must be passed along MUD channels. &RHelp&R Nonmud_information. &c12. &WPK is done for IC reasons. The killer will be punished. &RHelp&R PK. &c13. &WBug abuse is a slayable offense. &RHelp&R Bug_abuse. &c14. &WImmortals work hard and deserve your respect. &RHelp&R Rule_14. &c15. &WTitles must be visible to all players. &RHelp&R title_restrictions. &c16. &WNames on channels are not known IC unless met before. &RHelp&R RP_Channels. &c17. &WTriggers are illegal, conditionally. &RHelp triggers&R&c &c18. &WUsing arena to get out of hell is slay offense, no excuse. &YSee Help Rules2&R&W ~ 1 RULES2 RULES_2 MORE_RULES~ &c19. &zInfiltrating clans as a newbie to assassinate members is illegal. &RHelp Infiltrate&R&W &c20. &zKilling a player simply because you want their ship is illegal. &RHelp Ship_Related_PK.&R&W ~ 1 RYLOTH~ &CSystem &W:&Y Ryloth &CInhabitants &W:&W Twi'lek, Rycrit &c This planet was the homeworld of the Twi'lek race, located in the Outer Rim Territories. It orbited its sun in such a way that one side was perpetually lit and the other was locked in the dark. The bright side generated huge heat storms which whipped around the planet and died on the night side, but not before warming the dark side up enough to support minimal life. It was a dry, rocky world with a thin, breathable atmosphere. The Twi'Leks there mine the mineral ryll for various legal and illegal uses throughout the galaxy. Ryloth was orbited by five, red-colored moons. ~ 1 SABOTAGE~ &c A level 120 engineering skill, sabotage works exactly like repairship. Except for the fact that it damages instead of repairs, of course. ~ 1 SALARY~ . Salary is given once every real time day. It is taken directly out of clan funds, so dont be overgenerous! ~ 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. ~ 103 SAVE AMOTD~ ~ 105 SAVE DOCK~ ~ 105 SAVE DUINUOGWUIN~ ~ 105 SAVE JEDI KINGHT~ ~ 101 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 ~ 101 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'~ &R&CSyntax &R&W: &YScan &R&W<&R&YDirection&R&W> &R&cThis skill enables you to look for people in the rooms in the direction specified. The higher the percentage of the skill, the more rooms you can see. The type of area you are in is also taken into account. ~ 1 SCORE~ &CSyntax &W:&Y score SCORE&c 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 &YREPORT&c. ~ 0 SEARCH~ &CSyntax &R&W: &YSearch Search &R&W<&YContainer&R&W> &cSometimes not all there is to find is in clear view. Some things may be concealed or hidden, and will require some searching to find. ~ 0 'SECOND ATTACK' 'THIRD ATTACK' 'FORTH ATTACK' 'FIFTH ATTACK'~ &R&CSyntax &R&W: &YAutomatic &R&cThese skills let you attack more than once during a round of combat. You can practice &Ythird attack&R&c and the following attacks before you have mastered &Ysecond attack&R&c, although it isn't efficient to do so. &R&W ~ 101 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 ~ 101 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 SEDUCE~ &CSyntax &R&W: &YSeduce &R&W<&YName&R&W> &cForces a mob or a player to follow you. Seduce will not work if the mob is charmed by another player. ~ 1 SEE MASKING "SEE MASKING" SEE_MASKING~ &CSyntax &R&W: &YSee Masking &cThis skill allows you to see things that are masked(invisible), both objects and creatures. See Masking simply means you have the ability IC to see characters that are masked. However, it doesn't mean you KNOW they are masked so be sure to RP the matter correctly. ~ 1 SELLHOME~ &CSyntax &W:&Y sellhome &c &YSELLHOME&c allows you to sell your apartment (should you be inside it), and recieve half the price you purchased it for. ~ 1 SELONIAN SELONIANS~ &COrigin&W:&Y Selonia &c One of the three primary races in the Corellian System, the Selonians are tall, strong, and quick. Often referred to as refined, the Selonians are well-muscled and covered with short, sleek fur, giving them a seal-like appearance. They have bristly whiskers on their noses, sharp teeth, and long tails. They are excellent swimmers. Taller and more slender than humans, they have long bodies and short limbs. Selonians are equally comfortable walking upright or on all-fours. Each hand or foot is equipped with retractable claws for climbing or defense. The Selonian race is believed to be descended from a predatory aquatic mammal which lived in riverside burrows, but later dug deeper into the ground and farther from water. Each burrow is inhabited by all members of a Selonian family; collectively, they are called a sept. ach sept is distinguished by its lone ferile male breeder. This male, along with the one fertile female, give birth to the sept's members. All male Selonians are born fertile; one of every hundred Selonians born is a male. Of 500 female Selonians, only one will be fertile. These fertile members of the sept, while revered for their fertility, are forced to remain in the burrows. The sterile females run the day-to-day activities of the sept. Non-familial groupings of Selonians, such as the government, are called dens. Each den is made up of sterile females. The Selonians have learned that dealing with other aliens, especially humans, is dangerous. Thus, only specially-trained females ever leave their burrows and contact the outside world. These females learn Basic in addition to the normal conversational Selonian tongue. All Selonians can also speak a modified language of sounds that is used in their burrows. Its pure sounds are not affected by echoes or other auditory anomalies caused by the burrows. &RAlso Type&W:&Y SHOWSTAT SELONIAN ~ 101 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). ~ 101 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 - "guild" - in showclan it is type 0 - "crime" or "crime family" - in showclan type 1 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 enlistroom1, enlistroom2 - vnums for recruit offices - This is to be used in conjuction with the RECRUIT room flag. See SHOWCLAN, MAKECLAN ~ 101 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 ~ 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 'SHIP DOCKING' DOCK DOCKING UNDOCK UNDOCKING~ &CSyntax &R&W: &YDock &R&W<&YShip&R&W> &CSyntax &R&W: &YUndock &cShip docking has been completely revamped. You can dock any ship to a larger ship. A midship can dock 2 ships to it, a cap ship 3, a platform unlimited. HOWEVER, if you only have 1 ship docked to the midship, you can dock the midship to a cap ship... 2 ships can be docked to a cap ship, and you can still dock it to a platform. Ships can fire while docked, if they are pointed in that direction... autopilot will fire at your(the mothership) target as well! Ships docked to you will follow you into hyperspace, land with you, launch, etc. Board by itself will board whatever ship you are docked to atm. If you are docked to more than one, board <ship>. SEE ALSO: &WAUTOPILOT BOARD ~ 1 SHIPALARM SHIPALARMS~ &cPreviously, when a ship was unsuccessfully picked or successfully hijacked, all players currently connected to the game were notified. Furthermore, when a ship was unsucccessfully picked, the name of the person who attempted to pick the ship was given. With the implementation of the new ship alarm system, only the owner of a ship will be notified by comlink of both successful and unsuccessful pick attempts and successful hijack attempts on that ship, if an alarm is installed. (Hence, if the ship has no alarm installed or the owner of the ship is not online, no one will be notified of pick or hijack attempts.) A ship alarm costs 500k and can be installed at the Space Garage. In the case of a clan being the owner of a ship, all clan members online who can pilot clan ships, including the leader, first and second, are considered the owner and will be notified as described above. ~ 1 SHIPTRACK~ &cThis is a command that allows you to use the coords &YShiptrack set &W<&Yx&W> <&Yy&W> <&Yz&W> &YShiptrack stop &c X, Y, and Z are what is returned by jumpvector. It is similar to the new trajectory command. Activating shiptracking will initiate a program that jumps a ship along a certain course. It drops your ship out of hyperspace periodically, allowing you to check your radar. &RSee Also&W:&P JUMPVECTOR COURSE HYPERSPACE ~ 1 SHIP_DESTRUCTION RULE_3~ &c Destruction of ships must be done for IC reasons. If you have a grudge Against the owner, this is acceptable. Destruction of a ship because You are a 'pirate' or a psycho, is not. A ship can not be blown up and Then bought by the person or by a person who hired the person who Destroyed that ship, whatever the reason the ship was destroyed. Destroying a system hopper or another pubic ship should be done Only if all other possibilities have been exhausted. Newbies fly these Ships often, and we prefer them to remain alive to learn how to 'ID'. &R&w ~ 1 SHIP_MAXES SHIP_LIMITS RULE_6~ &c A player can ONLY own 1 starfighter and 1 midship. Capital ships and platforms are unlimited, if you can afford them and find an immortal to make them for you. Anyone found breaking this limit will have ALL ships of that Particular type removed from that player's ownership. &RUnder no circumstances should a criminal family own more than 10 fighters and midships combined. Also, these new ships are for characters, not clans. I do not want the clans buying them. &R&w ~ 1 SHIP_RELATED_PK SHIP_PK RULE_20~ . &cKilling someone simply because you desire their ship is in no way shape or form acceptible. There are no exceptions. You may not kill someone because they purchased your ship after death. Again, there are no exceptions. Should you ignore these rules and kill someone for their ship, you will be &RSLAIN&c.&R&W ~ 1 SHISTAVANEN SHISTA WOLFMEN~ &COrigin: &YUvena &c 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. The Empire enlisted the aid of the Shistavanen many times, in an effort to explore the farthest reaches of the galaxy. &RALSO TYPE&W:&Y SHOWSTAT SHISTAVANEN ~ 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! ~ 101 SHOPS~ Syntax: shops Displays statistics on all the shops. See MAKESHOP, SHOPSET, SHOPSTAT and SHOPVALUES ~ 101 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 ~ 101 SHOPSTAT~ Syntax: shopstat <mobile vnum> Shows statistics on a mobile's shop. See MAKESHOP, SHOPSET, SHOPS and SHOPVALUES ~ 101 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~ &CSyntax &W:&Y drag <character> <direction> &CSyntax &W:&Y shove <character> <direction> DRAG&c will drag the victim in the specified direction if they are not standing up, while &YSHOVE&c 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. ~ 101 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 ~ 101 SHOWGUILD~ Syntax: showguild 'guild of <guild name>' Displays the statistics on a guild. ~ 1 SHOWSTAT SHOWSTATISTIC~ &CSyntax &W:&Y showstat <race> &CSyntax &W:&Y showstat <profession> &Yshowstat <race>&c will display that races maximum attributes and also give a datatable of their maxlevels (based on those attributes). &Yshowstat <profession>&c will show all racial maxlevels for that profession, so the player can compare what is best for them. &RAlso see&W:&P help races, help classes ~ 0 SIT~ &CSyntax &W:&Y sit &c Sit makes your character sit down. ~ 100 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 SKILLS~ &cType &YPRACTICE&c to get a list of skills currently available to you and to see to what extent you have them practiced. Type &YSLIST&c to view a list of all skills available at each level to your class. ~ 1 SKIN~ . &CSyntax &W:&Y skin (corpse) &cThis gruesome skill allows someone to skin the corpse of a player as means of a trophy. However, this only works when the user is wielding something to cut with. ~ 101 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. ~ 0 SLEEP~ Syntax: feel sleep <victim> This power puts its victim to sleep. ~ 0 SLINK~ This power makes you more dexterous for its duration. ~ 0 SLIST~ &CSyntax &W:&Y SLIST &CSyntax &W:&Y SLIST &W<&Ylo&W> <&Yhi&W>&Y SLIST &cwithout an argument gives you a complete list of powers and skills available to all classes, also indicating the minimum level of that class to which you can practice it. &YSLIST &W<&Ylo&W> <&Yhi&W>&c gives you a list of powers and skills available to all classes from levels &Wlo &cto &Whi&c. &CExample: &W <544hp 156m 700mv> <#2> slist 2 2 SPELL & SKILL LIST ------------------ ** combat ** ( 2) snipe ( 2) blasters ~ 101 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~ &CSyntax &R&W: &YSmalltalk &R&W<&YCitizen&R&W> &cIncreases support for your organization on planets they control. Actual number is +/-.2 support per successful conversation. Using it on planets that you do not control, lowers support. ~ -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 ~ 101 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. ~ 0 SMUGGLING SMUGGLER SMUGGLE~ &c &cThose that choose the smuggling profession have many abilities that others do not have. The ability to pick doors, and even ships. These, coupled with the ability to hide and sneak by others, makes the smuggler a popular choice. Smuggling is basically getting illegal items from one place to another without getting caught. &R&WAlso see:&P Help Beg Help Dig Help Search Help Sneak Help Climb Help Peek Help Steal Help Detrap Help Stealth Help "Pick Lock" Help Disguise Help "Pick Ship Lock" Help Hijack ~ 1 SNIPE~ &R&CSyntax &R&W: &R&YSnipe &R&W<&R&YDirection&R&W> <&R&YTarget&R&W> &R&cThis skill allows you to engage enemies at long distance, using a blaster. ~ 101 SOBER~ Syntax: sober <victim> Removes a character's inebriation and all affects of alcohol. ~ 1 SOLDIER SOLDIERS~ ~ 1 SONJA~ I am Sonja. I'm the bitch. I'm not just a bitch, I'm the Bitch, and it's MRS. Bitch to you. I have a short fuse, and if you're reading it, it's more than likely you're on the burning end of said fuse. I'm responsible for keeping you guys in line, and I'm responsible for making certain things run smoothly. Don't push my buttons and we'll all get along fine.. just fine.. ~ 1 SOUND~ &CSyntax &W:&Y sound &W<&Yon&W/&Yoff&W> &c This toggles the sound support commands for your mudclient. This can also be done with the &YCONFIG&c command. ~ 1 SPACE SHIP SHIPS FLIGHT SPACECRAFT~ The following are commands you can use to control spacecraft: &z. &COn the Ground: &YShips &W-&c Shows a list of ships that are for sale or rent. &YClanbuyship (Ship) &W-&c Buys a ship for your organization. &YBuyship (Ship) &W-&c Purchase a ship. &YSellship (Ship) &W-&c Sell a ship. &YOpenhatch (Ship) &W-&c Opens a ship's hatch. &YClosehatch (Ship) &W-&c Closes a ship's hatch. &YBoard (Ship) &W-&c Enter a ship. &YLeaveship &W-&c Leave a ship. &YAddpilot (Name) &W-&c Allows a character to pilot your ship. &YRempilot (Name) &W-&c Removes a character from your pilot list. &z &CPiloting the Spacecraft &YLaunch &W-&c Launch a ship. &YSpeed (Speed) &W-&c Accelerates/Decelerates. &YLand &W-&c Shows a list of possible landing sites. &YLand (Location) &W-&c Lands at specified location. &YCourse (X Y Z) &W-&c Steers a ship towars vector x y z. &YStatus &W-&c Shows a ship's status. &YInfo (Ship) &W-&c Gives info on a ship in space. &YRadar &W-&c Scans the surrounding system, showing ships, planets, etc. &YHyperspace &W-&c Preforms the hyperspace jump to system. &YCalculate (System X Y Z) &W-&c Calculates a hyperspace jump. &YShield (On/Off/Idle) &W-&c Turns the shields on, off, idle (no recharge). &YRecharge &W-&c Recharges a ship's shields. &YTarget (Ship) &W-&c Aims weapon systems or turrets at target. &YFire (Missile/Torpedo/Rocket) &W-&c Fires projectile. &YFire &W-&c Fires lasers. &YFire Ion &W-&c Fires Ion cannons. &YRepairship (Ship system) &W-&c Repairs a ship's specified system. &YAutotrack &W-&c Automatically adjusts your course to follow a target. ~ 1 SPACETALK SHIPTALK SYSTEMTALK~ &CSyntax &W:&Y Spacetalk <message> &CSyntax &W:&Y Systemtalk <message> &CSyntax &W:&Y Shiptalk <message> &c &YSPACETALK&c allows a pilot (from his cockpit) to talk to anyone within space, despite galaxy or landing pad. &YSYSTEMTALK&c allows a pilot to talk (and be heard) by any ship within the the mutual COMM ranges allow. &YSHIPTALK&c allows a a crewmember to talk to broadcast a message throughout the ship he or she is in. They must be inside a station to use this command. ~ 0 SPEAK~ &CSyntax &W:&Y speak &CSyntax &W:&Y speak <language> &CSyntax &W:&Y speak all (immortals only) &c The speak command changes the current language in which you are speaking. To speak your native tongue, type &YSPEAK&c alone. To speak a specific language (such as common, for example), type &YSPEAK COMMON&c. Immortals have the unique ability to speak so that everyone can understand, by typing &YSPEAK ALL&c ~ 101 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 ~ 1 SPECIAL_FORCES 'SPECIAL FORCES'~ &CSyntax &R&W: &YSpecial_forces &cThis allows you to call elite troops to do your bidding. Special forces are like reinforcements, but much stronger and more expensive. ~ 1 'SPEEDER COMBAT'~ &CSyntax &R&W: &YAutomatic &R&cThis skill is the equivalent of space combat, except for speeders. It increases damage in speeder-to-speeder combat. &R&WAlso see: &PHelp 'Space Combat 1' &R&W ~ 1 SPEEDERS~ &CSyntax &R&W: &YAutomatic &R&cThis skill allows you to drive a speeder and other land vehicles. ~ 101 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. ~ 101 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') ~ 101 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~ &CSyntax &W:&Y SPLIT &W<&Yamount&W> &Y SPLIT&c splits some credits between you and all the members of your group who are in the same room as you. It's customary to &YSPLIT&c the bounty after a kill. ~ 101 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 STARSYSTEMS~ &CSyntax &W:&Y Starsystems &c This command allows you to see all the KNOWN stars and planets within the game. All the stars are on the top list, and are in &Rred&c. All the known planets are in the lower list, in &GGreen&c. You can use the names of either a star or a planet from this list for automatic hyperspace calculation. ~ 1 STATUS~ &CSyntax &W:&Y Status &c &YSTATUS&c allows a person with the &Yship systems&c skill to check on the condition of their ship at any function terminal. ~ 1 STEALTH SNEAK VISIBLE~ &CSyntax &R&W: &YSneak &CSyntax &R&W: &YStealth &CSyntax &R&W: &YVisible &YSneak &cenables you to move from room to room without being noticed by other players. &YStealth&c allows you to remain unseen to players and mobs, unless they have goggles, or are affected by skills that let them see hidden. In order to use &YSneak &cor &YStealth&c, you must practice them. &YVisible&c cancels your stealth or sneaking, as well as any masking (invisbility), effectively making you visible to all again. ~ 1 STRENGTH STR~ &CStrength &Y(str)&C 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. A character with 20 strength can carry 500 kgs, while a character with 25 &Y(max)&C can carry up to 999 kgs. &cStrength also affects: * Increases hitroll/damroll. * * Chances of success for bash/stun. * * Ability to wield heavier weapons. * * Increases max combat level. * ~ 1 SUICIDE~ &CSyntax &W:&Y suicide &W<&Ypassword&W> &c When it becomes necessary to "get rid of the old, and start with the new", you may choose to suicide your character. Do this by typing &YSUICIDE <your password>&c. Do take note that you need a blade to slit your own throat. ~ 1 SULLUST~ &CSystem &W:&Y Sullust &CInhabitants &W: Sullustan &c Primary planet in the Sullust system, known for its mineral mines and technologies. It is a volcanically-active world with a hot, noxious atmosphere wracked by violent storms. Thus, the native Sullustans prefer to live underground, in the cool, humid caves that riddle the planet's mantle. There are also a number of underground lakes and caverns that support a surprising amount of life forms. The huge, diversified SoroSuub Corporation grew out of the caves, and when the Sullustan Council faltered, SoroSuub announced that it was aligned the planet with the Empire. Many of the working class Sullustans could not believe this, and a wave of Rebellion swept through the planet's inhabitants just before the Battle of Endor. It was then allowed to be the stop-over site for the massing Rebel fleet prior to the destruction of the second Death Star. ~ 1 SULLUSTAN SULLUSTANS~ &COrigin&W:&Y Sullust &c Small, mouse-like aliens with huge black eyes, loose jowls, and pointed ears. They salivate quite often, and live underground to avoid Sullust's inhospitable atmosphere. Their ingenuity and adaptability has allowed them to created huge underground cities and their technology has grown at an incredibly fast rate. They have an intense sense of direction, having lived in caves all their lives, and have the uncanny ability to remember a path or map exactly, even after the first time they see it. Thus, many of the Sullustans have become pilots and navigators. Many Sullustans, after the age of 30 standard years, begin to experience corneal defects, and must be fitted with special visors. &RAlso Type&W:&Y SHOWSTAT SULLUSTAN ~ 101 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 SWRIP~ SW: Rise in Power MUD Codebase v1.0 (c) 2001 was created by Mark Miller (Darrik Vequir) with the advice and input of his staff. This helpfile, along with the help file 'Credits' listing the derivatives, and all other help files required by each license supplied with this code, must be included with each distribution. Except for the 'credits' help file, which can be added to, but not deleted, each of these files must be kept intact as shipped. Any one who uses the SWRiP code should send an email to Darrik@swrip.net informing him of this. Once that has been done, he will assist you with any problems you may have as his time allows. ~ 1 SWRIPC CHRONICLES~ &c The Star Wars : Rise In Power Chronicles, or SWRIPC, is an ongoing epic whose content is decided primarily by you, the active roleplayer. You see, SWRIPC is a story which is continuously updated to tell the story of the events which take place here, on RIP. This story revolves around a central group of characters from the MUD, which is always changing and evolving. This group interacts with others in strange and destined ways, creating intruiging tangents and subplots for storylines. The SWRIPC also keeps a continuous eye on the ever struggling Rebel Alliance and the Empire, aswell as an idle eye on the Neutral clans, such as the Assassins Guild. This story will be decided by three things. A) The emails you send me with ideas, suggestions, and events. B) The ideas I come up with to tie you all together. C) The events of the MUD, such as deaths and conflicts. My email box is always open, and ready to receive ANY ideas or suggestions you may have, and I always want to be updated about roleplay events and occurances. What if your character dies? No problem! Send me details of his death, and we'll make him go out in style! In addition to this, at regular intervals, I'll be personally selecting an organization or character that has shown excellant ideas, initiative, or action in their roleplay and single him/her/them out in an exclusive story I'll entitle "Tales of _________". For example, should someone, say Magellan, make a superbly impressive bounty and take someone out? "Tales of the Bounty Hunters : Volume I - Magellan's Hunt" would be released detailing a wonderful story about him and making him even more famous than he is! So please, participate, because the SWRIPC is only as good as YOU MAKE IT! Email me, Caspian, at avatar.is@home.com with anything you want, even if it's just a question. ~ 1 TAKEDRUG DRUG DRUGS SPICE RHYLL~ &CSyntax &W:&Y Takedrug (drug) &c This allows all the junkies to get their fix. ~ 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. ~ 101 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 TATOOINE~ &CSystem &W:&Y Tatoo &CInhabitants &W:&W Jawa, Sandpeople, Human &c The primary planet in the Tatoo system, this desert world is located in the Arkanis Sector of the Outer Rim Territories near Piroket and Ryloth, some 43,000 light-years from the galactic core. It is close enough to a major hyperspace nexus to make it easy to get to such worlds as Coruscant and Corellia, but its environment makes it one of the most inhosptiable places in the galaxy. The planet's twin suns mercilessly heat the planet, keeping the sodium-rich deserts alive. The planet has a single, natural satellite. Several decades before the Battle of Yavin, settlers arrived to colonize this first world in what was then called the J11.9 system. They coined the name Tatooine from the Jawa name for the planet, Tah doo Een e. The settlers established strongholds on the planet, and many smugglers and criminals have set up operational bases in its wastelands. The settlers there are primarily moisture farmers, extracting what little water they can from the atmosphere for survival. Its location on the galactic fringes makes it a perfect base for smugglers, mercenaries, and bounty hunters. The planet, despite its hostile ecology, supports human life was well as the native races of Jawas, krayt dragons, and Tusken Raiders. The planet's remote location appealed to Owen Lars and his wife Beru, and they lived there with Luke Skywalker for many years. Tatooine's average day lasts 23 standard hours, and its year consumes 304 local days. ~ 1 TEACH~ &CSyntax &W:&Y Syntax &W<&Yperson&W> <&Yskill&W> &c This command allows a player to teach another player their skill. Of course, the teacher must be adept in the skill he is teaching, and the level of the teacher's wisdom will determine how adept the student becomes when he learns this skill. ~ 101 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~ &R&CSyntax &R&W: &YThrow &R&W<&YDirection&R&W> &R&cA useful skill that allows you to throw an object into another room. Useful if you want to throw a grenade. &R&WAlso see: &PHelp Grenades &R&W ~ 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. ~ 101 TIMECMD~ Syntax: timecmd <command> Example: timecmd mpstat <mob> Returns the time required to execute the specified command for that instance of its execution. ~ 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. ~ 1 TITLE_RESTRICTIONS RULE_15~ &c Title must be in-character. OOC information should not be included in them. The only exception to this rule is to inform people that you are running on triggers, also known as scripting. However, remember that only certain triggers are allowed, and that if you are using triggers, you are to be considered IC by any player to run into you. Also, titles must be seen by all players. This means that several of the darker colors which can not be seen by many players can not be used on the name part of your Title. This includes &zgrey&R&w, &xblack&R&w, and &bDark Blue&R&w. ~ 1 TOGORIAN TOGORIANS~ &COrigin&W:&Y Togoria &c A race of bipedal feline aliens from Togoria, the Togorians have long, sinewy limbs and well-muscled bodies that are equally useful moving through a forest or running across an open plain. Their hands and feet are studded with heavy claws, which are retractable on the hands. They regularly feed on bist and etelo herds, but are the favored prey of the reptilian liphons. The Togorians soon realized that they shared this trait with the mosgoths, and they formed a relationship which provided mutual protection as well as friendship. The Togorians have a society in which the males and females only see each other for a few days each year. The males spend their days wandering the plains and hunting for food, while the females stay in the cities and tend to their business there. The Togorians have a limited technology, including a solar technology maintained by the females, although they are fond of high-tech devices. The Togorian society is presided over by the Margrave, a position held by a male of a certain family line. &RAlso Type&W:&Y SHOWSTAT TOGORIAN ~ 1 TONGUE TONGUES~ &cThe different PC languages include Common, Wookiee, Twilek, Rodian, Hutt, Mon Calamari, Shistavanen, Ewok, Ithorian, Gotal, Devaronian, Barabel, Firrerreo, Bothan, Gamorrean, Togorian, Kubaz, Jawa, Adarian, Verpine, Defel, Trandoshan, Chadra-Fan, Quarren, Sullustan, Falleen, Binary, Yeventhan, Gand, Duros, Coynite. Most races can speak the majority of these languages, though common is recommended, however, some races, such as the Wookiee, can only speak their native language. &YLANGUAGES&c allows you to see how fluent you are in a particular language (percentage wise), the more fluent you are, the less likely an alien's words will appear garble to you. &RSee also&W:&P SPEAK LANGUAGES ~ 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~ &CSyntax &R&W: &YTorture &R&W<&YMob&R&W/&YPlayer&R&W> &cThis skill allows you to permanently remove hit points from a mob or a player. &RNote: &rUsing torture lowers your alignment considerably. ~ 0 TRACK~ &CSyntax &R&W: &YTrack &R&W<&YName&R&W> &cTrack will assist you in hunting down a player or mob that is within the area, giving you their general direction. ~ 1 'TRACTOR BEAMS' TRACTOR~ &CSyntax &R&W: &YTractor &R&W<&YShip&R&W> &R&cThis skill allows you to use a ship's tractor beam. You must be in the pilot's seat, and your hanger must be open. This locks a tractor beam on the target you specify. It automatically begins to pull the target towards you. However, if you tractor a ship bigger than you are, you will move towards it, rather than vice versa. It will NOT land a ship in your bay automatically. There is a new command for that. SEE ALSO: &WOPENBAY ADJUSTTRACTOR ~ 105 TRACTORBEAM~ ~ 1 TRAIN~ &CSyntax &W: &YTrain &R&W<&Ystat&R&W> &cTraining is the only way to permanently improve a character's starting stats. Training can only be done with certain mobs around the mud, and it is only about 20% effective. It does not cost anything to train, only takes time and patience. There is a training facility, the Fitness Center, 5 west of the Cheap Hotel on Coruscant. &R&W ~ 1 TRAINER 'TRAINER SHIPS'~ These are ships designed to help you raise space combat. You can only target other trainer ships while in one, and if you get blown up, you end back at the training pad. So no death by another trainer ship. ~ 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~ &COrigin: &YTrandosha &c These humanoid reptiles are natives to the planet Trandosha. They have long arms, which end in wide, splayed fingers. Their heads are blunt, with beady red eyes and a mouth full of razor sharp teeth. Their scales range in color from orange to ochre to brown. Much of their body can be regenerated if lost, so a Trandoshan can fight much harder without risk of permanent injury. Being a vicious, warlike race, the Trandoshans evolved into hunters, and were especially proficient at hunting Wookiees, which inhabited the nearby planet of Kashyyyk. It was a Trandoshan official who sold the idea of enslaving Wookiees rather than simply leveling Kashyyyk to the Empire. &CAlso see: &PHelp Trandoshan_stats &R&W ~ 0 TRANDOSHAN_STATS~ &CRace: &YTrandoshan &CSpecial Abilities: &YInfrared &CRestrictions: &YNone &CStr:&Y 22 &CInt:&Y 20&C Wis:&Y 20&C Dex:&Y 20&C Con: &Y25 &CCha:&Y 19 &CProfession: Combat Pilot Engineer B.Hunter Smug. Diplo. Leader. Combat&Y 150 87 87 112 87 87 87&C Pilot&Y 40 140 65 65 90 40 40&C Engine.&Y 30 50 130 30 30 30 30&C B.Hunt&Y 30 30 30 130 30 30 30&C Smugg.&Y 6+ 26+ 31+ 6+ 106+ 6+ 6+&C Diplo.&Y 27 37 27 27 27 127 77&C Lead.&Y 99 49 49 49 49 99 149&C &R&W ~ 101 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. ~ 101 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. ~ 101 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. ~ 101 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. ~ 101 TRIGGER~ &c 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: &RNote: &WIf we catch you idling to collect interest, there will be dire consequences. &w RPTRIGGERS, MPTRIGGERS, OPTRIGGERS ~ 1 TRIGGERS~ Triggers are Illegal. This means nobody can idle collecting packages, and hog them. Anyone caught using Triggers will be dealt with however the Imms see fit. A classic misunderstanding: You may use triggers to train your stats such as wisdom, dexterity, etc. That is perfectly legal. ~ 101 '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. ~ 101 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. ~ 0 TWI'LEK TWI'LEKS TWILEK~ &pOrigin:&Y Ryloth &P A humanoid race with twin head tentacles. The dual tail-like appendages, called "lekku", grown out the backs of their heads are used for communication with other Twi'leks. Their language combines both a spoken tongue along with the use of the lekku. Native to the planet Ryloth in the Outer Rim, they cultivate edible molds and fungi, and raise cow-like rycrits for their meats and hides. The species is not known for violence, instead they prefer to use cunning aside from force. Their homeworld is known for the substance ryll, which has legitimate medical use, but is vastly known for more dangerous addictive and recreational reasons. One hazard that the Twi'leks face on a regular basis is slavers, who come to their world to fill their ships with Twi'lek slaves. &pAlso see: &CHelp Twi'lek_stats &R&W ~ 0 TWI'LEK_STATS TWILEK_STATS~ &pRace: &YTwi'lek &pSpecial Abilities:&Y None &pRestrictions: &YNone &pStr: &Y20 &pInt: &Y22 &pWis: &Y22 &pDex: &Y22 &pCon: &Y19 &pCha: &Y19 &pProfession: Combat Pilot Engineer B.Hunter Smug. Diplo. Leader. Combat&Y 150 61 61 86 61 61 61&p Pilot&Y 44 144 69 69 94 44 44&p Engine.&Y 44 64 144 44 44 44 44&p B.Hunt&Y 10 10 10 110 10 10 10&p Smugg.&Y 46+ 66+ 71+ 46+ 146+ 46+ 46+&p Diplo.&Y 32 42 32 32 32 132 82&p Lead.&Y 88 38 38 38 38 88 138&p &R&W ~ 101 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 UPGRADES~ &cA new system of upgrades is being implemented, due to the power differences between the two most powerful clans and the rest of the galaxy. &CTwo new help files have been added. &P military upgrades civilian upgrades &c The two main clans will use civilian prices, but military maxes. Due to the significant price increases, and the fact that the GTC doesnt do anything, they will now get 5% of what they sell. &RSee Also&W: &PChangesUPG, UPGRADESHIP ~ 1 UPGRADESHIP~ &CSyntax &W:&Y upgradeship <ship name> <part to upgrade> <amount> &RAlso see&W:&P UPGRADES, MILITARY UPGRADES, MILITARYUPG2, CIVILIAN UPGRADES, CIVILIANUPG2 ~ 1 USE ACTIVATE~ &CSyntax &W:&Y Use (item) Obviously lets you use the item. ~ 101 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. ~ 101 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. ~ 101 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. ~ 1 VECTOR COURSE TRAJECTORY~ &CSyntax &W:&Y Course (x) (y) (z) &c This is used to adjust your course once inside a planatary system so you may attack other craft or land. This command takes an x, y and z as arguments. However, unlike before, these arguments are the difference between your current location and where you want to go. The difference is seen in radar. Ships on radar show these coordinates, and the second set of coordinates for planets and other space objects show these. ~ 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 VERPINES~ &COrigin&W:&Y Roche Asteroid Field &c Verpine are an advanced species of bipedal insectoids. Their thin, sticklike bodies have awkwardly articulated joints and chitnous shells. Two antennae jut from the sides of their heads, which have two large eyes and short snouts. The Verpine live in the Roche Asteroid Field, using great repulsor shells to keep occupied asteroids from crashing into each other and to deflect other bits of space debris. They are innate experts in most fields of technology, and their childlike fascination with all types of machinary have served them well. They hollow out the asteroids for use as colonies, sealing them against space and filling them will all kinds of technological wonders. Verpine have developed into expert starship builders. The Slayn and Korpil Corporation, named for two neighboring Verpine colonies, have been well known and respected since the days of the Old Republic. &RAlso type&W:&Y SHOWSTAT VERPINE ~ 101 VNUMS~ Syntax: vnums [low] [high] Lists the vnum range for rooms/mobs/objects in all prototype areas. ~ 1 VOTING VOTE VOTES~ &CSyntax &W:&Y note vote <number> open/close/yes/no/abstain &c Once a note has been posted on a bulletin board, the author may open voting with &YNOTE VOTE <number. OPEN&c. All those who can read the board may then vote on the issue in the note with &YNOTE VOTE <number> YES/NO/ABSTAIN.&c The author may close the voting; the syntax for that should be clear enough. &YNOTE LIST&c will show whether a note is not a voting note, open to voting, or closed to voting. The character that seperates the author and the recipient in &YNOTE LIST&c will be a colon, a capital V or a capital C accordingly. ~ 101 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~ &CSyntax &W:&Y war <message> &c 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. ~ 101 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. ~ 101 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. ~ 101 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~ &CSyntax &W:&Y Who &CSyntax &W:&Y Who Clan &w(for immortals only) &CSyntax &W:&Y Who (clan) &CSyntax &W:&Y Who (race) &YWHO&c will show a list of people who are currently in the game that are visable to you. This list mainly shows their name, title, and their level class. &YWHO CLAN &cis a command to show you all visible members of your clan who are online. Immortals can see all players online. They can also see those of one particular clan by typing &YWHO (clan)&c. Also, Immortals can see all members of one particular race by typing &YWHO (race)&c. ~ 0 WHOIS~ &CSyntax &W:&Y whois <player> The &YWHOIS&c command will tell you a bit of information about a player is online (and not who-cloaked). &RAlso see&W: &PBIO ~ 0 WIMPY~ &CSyntax &W:&Y wimpy &CSyntax &W:&Y wimpy <number> WIMPY &csets your wimpy value. When your character takes damage that reduces your hitpoints below your wimpy value, you will automatically attempt to flee. &YWIMPY &cwith no arguement sets your wimpy value to 20% of your maximum hitpoints. Some monsters are wimpy. ~ 1 WISDOM WIS~ &CWisdom &Y(WIS)&C represents your character's wisdom and ability to incorporate learning. &cWisdom also affects: * Percentage a character learns a new language * * but intelligence affects this slightly more. * * The ability to remove a trap or poison a weapon. * * The rate at which one gains force points. * * Increases max leadership level. * &R&W ~ 101 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~ &COrigin: &YKashyyyk &C &c Wookiees are tall, fur-covered creatures widely known for being ferocious opponents and extremely loyal, once friendship has been earned. They grow on average to over 2 meters in height, and their life expectancy is several times that of a human. They have retractable claws which they use to climb the giant worshyr trees in which they build their cities. Highly honorable beings, a wookiee would gladly sacrifice his or her life to save someone who had helped him. This "life debt" lasts until the wookiee decides it has been repaid, or sometimes even beyond that. &RAlso Type&W: &YSHOWSTAT WOOKIEE &R&W ~ 1 WROONA~ &CSystem &W:&Y Wroona &CInhabitants &W:&W Wroonian &c This planet is the homeworld of the Wroonian race. It is a small, blue world located in the edge of the Inner Rim, and is the primary planet in the Wroona System. Much of the planet is covered in water, at it has a rich history of seagoing commerce. It is located near Boeus Sector. ~ 1 WWW~ . For more information on the mud check out its homepage at : http://swrip.betterbox.net Or use http://swrip.net ~ 1 YAVIN~ &CSystem &W:&Y Yavin &CInhabitants &W:&W None &c The primary planet in the Yavin system, Yavin was a marginally habitable gas planet with dozens of moons. Three of its moons were inhabitable. The planet measured some 192,478 kilometers in diameter, and the atmosphere which surrounds it had an average depth of 65,000 kilometers. The density of its core gave Yavin a gravity which is 2.74 times the standard of Coruscant, and helped the gas giant to attract so many moons. Despite the intense pressures within the clouds, Yavin supported lifeforms which were thinner than paper but nonetheless alive. ~ 1 YEVETHAN~ &COrigin&W:&Y N'zoth &c 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 originally came from the planet N'zoth, and had populated the nearest worlds when the Empire subjugated them and used the Koornacht Cluster as a base of operations for the Black Sword Command. Under the guidance of Nil Spaar, the Yevetha overthrew the Imperials following the Galactic Civil War, and created plans to purge the Koornacht - and eventually the galaxy - of non-Yevethans. This plan became known as the Great Purge, and was initiated about twelve years after their defeat of the Empire. &RAlso Type&W:&Y SHOWSTAT YEVETHAN ~ 1 YEVETHAN_NAMES~ Kiv Truun Nil Spaar Kei <female> Kol Attan Eri Palle Vol Noorr Vor Duull ~ 101 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 $~ #$