swrip/bin/
swrip/doc/mudprogs/
swrip/gods/
swrip/player/d/
#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 $~


#$