#HELPS 0 !~ Syntax: ! ! repeats the last command you typed. ~ 0 "REMOVE INVIS"~ Syntax: cast 'remove invis' <object> This spell will make an invisible object in the character's inventory visible. This is an AGGRESSIVE spell when used on others. I.e, it will attack another player if you attempt to use it on them. ~ 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. &rWarning&w!! 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 by a Greater God or higher. In order to assign a nonproto area to yourself, you must either have that area bestowed to you by an Exalted+. Even if you have the area bestowed only Lesser+ can aassign themselves nonproto areas. ~ 1 'ACETUM PRIMUS'~ 'Acetum Primus,' is the third and most powerful of the known acid disciplines at the Mage's disposal. This incantation pulls forth the strongest caustic agents in the casting Mage's neighboring planes, and propels them in a tight cyclone-like blast towards the Mage's chosen victim. The cross-dimensional disturbance, the physical violence, and the bonescouring potency of the conjured compound all work together to effect an estimable estrapade. ~ 1 'ACID BLAST' 'BURNING HANDS' 'COLOUR SPRAY' FIREBALL 'LIGHTNING BOLT' 'MAGIC MISSILE' 'SHOCKING GRASP'~ These are all attack spells and should not be used against another player unless both you and the other player are listed under 'who deadly' and are within the legal pkill level range. 1) Syntax: cast fireball <victim> 2) Syntax: cast 'acid blast' <victim> 4) Syntax: cast 'colour spray' <victim> 5) Syntax: cast 'shocking grasp' <victim> 6) Syntax: cast 'burning hands' <victim> 7) Syntax: cast 'magic missile' <victim> Each of these spells inflict variable damage on the victim. The higher the caster's level, the more damage inflicted. The spells are listed by their inherent power from strongest to weakest, though differences in strength are in many cases minimal. ~ 0 'ACID BREATH' 'FIRE BREATH' 'FROST BREATH' 'GAS BREATH' 'LIGHTNING BREATH'~ Syntax: cast 'acid breath' <victim> Syntax: cast 'fire breath' <victim> Syntax: cast 'frost breath' <victim> Syntax: cast 'gas breath' Syntax: cast 'lightning breath' <victim> These spells are for the use of dragons. Acid, fire, frost, and lightning damage one victim, whereas gas damages every PC in the room. Fire and frost can break objects, and acid can damage armor. High level mages may learn and cast these spells as well. Be aware that area attacks are aggressive to all mobs in the room, including pets, mounts and charmed creatures. Gas breath is an area attack, the other breath spells are not. ~ 103 ACTFLAGS MOBFLAGS~ &GMOBFLAG &W|&GDESCRIPTION&W &Y--------------&W|&Y--------------------------------------------------------&W 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. running Mobile is running (moves twice as fast) noassist Mobile won't assist other mobs in a fight. pacifist Mobile cannot be attacked. scholar Mobile can teach languages. secretive Mobile will not echo acts. MOBs actions are invisible. mobinvis Mobile is invisible to both pc's and non pc's. noattack Mobile won't use any physical attacks. autonomous Mobile won't switch tanks if hit by someone with higher style. pet Mobile can be used in creating a petshop. &Y--------------&W|&Y--------------------------------------------------------&W ~ -1 AD ADS ADVERTISING~ . It is against the rules of this mud to advertise another mud either on public channels (say, chat, ask, answer, shout, yell, music, quest, avatar, newbiechat, any guild, order, clan or council channel, wartalk or racetalk), through your title, description, or biography or via leaving a note on any public, guild, order, clan or council board in the Realms. If you are asked to desist and do not do so immediately, your priveleges on this mud may be restricted or terminated. ~ 104 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's also usually a good idea to set the HIDDEN flag for any special exit so that it looks nicer to those 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" ... here, 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 AFFECTED 'AFFECTED BY'~ Syntax: affected (abbrevation: af) Syntax: affected by (abbreviation: af by) 'Affected' is a spells-at-a-glance function, which displays only the spells (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 <spell/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 spell/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_spell 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: weaponspell <sn> Will cast a spell on victim with every blow of a weapon wearspell <sn> Will cast a spell on wearer when object is worn removespell <sn> Will cast a spell on wearer when object is removed <skill> <modifier> Will modifify a player's ability in a skill See AFFECTEDBY ~ 0 AFK~ Syntax: afk (abbreviation for "away from keyboard") The 'afk' command will place an [AFK] flag beside your name on the who list when activated, as well as informing those who send tells that you you are afk. It can be toggled on or off by typing afk, and will also go off automatically when you enter any command. ~ 1 AGGRESSIVE~ Syntax: style aggressive This style of combat allows a fighter to strike more effectively, but leaves many holes in his defenses as well. Fighters who know this tactic can strike enemies for more damage, but their enemies' weapons will slip through their defenses for slightly more damage as well. See Also: style, evasive, defensive, standard, aggressive, berserk ~ 0 AID~ Syntax: aid <character> This skill allows you to bring a stunned person back into consciousness. ~ 1 ALERTNESS~ Syntax: c alertness <self> Alertness renders the target resistant to the sleep spell. ~ 102 ALLOW BAN~ ALLOW BAN WARN Syntax: allow site/race/class <address/race/class> Syntax: ban site/race/class <address/race/class> <type> <duration> Syntax: ban show <class/site/race> <number> Syntax: warn <site/class/race> <number> BAN site will ban a site from playing the game. BAN race bans anyone with that race from playing the game. BAN class bans anyone with that class from playing the game. BAN site/race/class without any other arguemts will give you a list of currently banned sites/races/classes. Type can either be a level or one of the following keywords: all,newbie,mortal, warn. If you set it to a level everyone equal to that level and below will not be allowed on. Warn, sends a warning to the Warn: channel that someone if logging in from the site, with a certaing class or race. If you add the duration, the ban will expire in that many days. Sites can be banned with the * wildcard as well. Be carefull however as *.edu would ban everysite from .edu, or *foo* would ban anysite that had the string foo in it. BAN show, will print out the reason why that particular site/race or class was banned and by who. Number can be a class or race name, a site address or you can use # followed by the ban number. WARN will toggle the warn flag on a CURRENTLY banned site/class or race. ALLOW site/race/class <address/race/class> removes a site, class or race from the ban list. This also can be allowed by using # syntax. ~ -1 AMOTD~ .&R \-,_ _,-/ , \ `-, &gThe SMAUG Avatar MOTD &R,-` / , _)\ | `\ &gUPDATED: &w7/6/98 &R/' | /(_ /, \_,/ \ `\ /' / \,_/ .\ `-, ,\ | \ / | /, ,-' |G,/ / ,-, | | &gAs the Gods rip the Realms &R| | ,-, \ \_3| _\_,/_ \ \|-, | &gasunder, a slew of changes &R| ,-|/ / ,_\,_/_ (_ ,__` | `\ | &grain down on you - the victims.&R| /' | __, _) `--._`-;' \| |/ `;-`_.--` __/ / | &gSome of these changes &R..... \ \__ ''&B,-,&R' `&B,-,&R`` &B((|)) &R<&w*&R> &wNew ways to kick some arse have been added. &B((|)) ||| &R<&w*&R> &wShort of practices? Suffer: &GHelp AvPrac &B||| ||| &R<&w*&R> &wPets are more pet-like again: &GHelp PetSave &B||| ||| &R<&w*&R> &wEvil this way comes: &GNephandi &whas spawned. &B||| ||| &R<&w*&R> &wRangers can now raise some cane: &GHelp Missile &B||| ||| &R<&w*&R> &wFlint has been added: &GHelp Fletch &B||| //|\\ &R<&w*&R> &wIdirect is throwing a party! &GHelp Picnic &B//|\\ |||||||&R<&w*&R> &wMagic from afar! &GHelp Magic_Missile &B||||||| |||||||&R<&w*&R> &wNew commands added, worship a Coder today! &B||||||| |||||||&R<&w*&R> &wSee help: &Gfindnote, 'note date', 'who leader' &B||||||| ~ 1 'ANIMATE DEAD~ Syntax: cast 'animate dead' <victim> After a mobile has been killed, the magic user has the ability to animate the corpse of the recently deceased mob. The mob will be animated with full hitpoints and will be under the caster's control for a short period of time. The undead can only exist in the living realm for a short period of time before returning to the underworld. ~ 0 ANSI~ Syntax: ansi <on/off> The ansi command will either enable or disable ansi colour. Ansi colour will work provided your terminal has a compatible mode. ~ 0 'ANTIMAGIC SHELL' ANTIMAGIC SHELL~ This spell makes you more resistant to all types (including beneficial types) of magic. ~ 0 APPRAISE~ Syntax: appraise <item> appraise all 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 'AQUA BREATH' 'AQUA'~ Syntax: cast 'aqua breath' <character> This spell allows you to breath in water areas and underwater. Certain water sectors will require the use of aqua breath to prevent damage from drowning. If you are in an area and your movement suddenly begins to drop and/or you begin losing hps <hitpoints>, you should either cast aqua breath immediately or leave the area. ~ 1 AREAS~ Syntax: areas Syntax: areas info <area name> Syntax: areas <low range> <hi range> The 'areas' command displays an alphabetically sorted list of all areas within the game, together with the author and suggested level range of each area. The 'areas info' command displays information about a particular area, including anyone who has derived upon that work. You can specify a level range to see a list of all areas with suggested ranges which encompass the argument. This can be a little awkward as each area has a low and a high suggested range. Suffice to say that if an area's level range matches even one level of the range you request, it will be displayed. Special thanks to Fireblade for design and coding of this restyled function. ~ 0 ARMOR~ Syntax: cast armor <character> This spell decreases (improves) the armor class of the target character by 20 points. ~ 101 ARMORCLASS~ . &gThere are two values used with armor class for object type Armor: &GValue0: Variable amount based on level of item at repop. Value1: Maximum repairable armor setting for the object. &gSetting Value0 has no effect. It will re-adjust itself on repop based on the repop level of the item. Setting Value1 below the expected repop value for Value0 will result in an item that cannot be repaired until Value0 drops below Value1's setting. The listing below gives you a rough approximation of the values returned for Value0 based on level: &GLevel Invoked Value0 Level Invoked Value0 Level Invoked Value0 ------------- ------ ------------- ------ ------------- ------ 1 1-3 10 3-5 20 6-8 30 8-10 40 11-13 50 13-15 &gThe amount that Value0 is set to determines the amount the player's A.C. will be adjusted. Different wear locations have a different multiplying affect: &G0 X Value0: Wield, Ears. 1 X Value0: Arms, Finger, Neck, Feet, Hands, Shield, Waist, Wrist, Hold, Eyes. 2 X Value0: Head, Legs, About. 3 X Value0: Body. &gSee also OSET, AFFECTTYPES, WEARFLAGS, OBJECTFLAGS, OBJECTTYPES, ITEMVALUES, WEAPONTYPES, VARIABLES, and OMENU. ~ 103 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 ASTAT, ECONOMY, FOLDAREA ~ 103 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 'ASTRAL WALK' 'FARSIGHT' 'PORTAL' 'HELICAL FLOW'~ Syntax: cast 'astral walk' <victim> Syntax: cast 'farsight' <victim> Syntax: cast 'portal' <victim> Syntax: cast 'helical flow' <victim> These spells allow the very shape of space and time to be warped at the caster's bidding: 'Astral walk' instantaneously moves the caster to the victim's location. 'Farsight' allows you to see the room in which the victim stands. 'Portal' forms a temporary tunnel through space to the victim. A portal will not succeed if a portal already exists in either the caster's or the victim's location. Type 'enter' or 'enter portal' to pass through. 'Helical Flow' morphs an Augurer into a coil of colour which instantly travels to the victim's location. These spells may fail if either the victim or the caster is in a location which blocks their use, such as no-recall areas, no-summon areas, etc. See also TRANSPORT ~ 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. 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 ATOBJ~ Syntax: atobj <object> <command> ATOBJ executes the given command (which may have arguments) at the given object. ATOBJ works by temporarily moving you to that location, executing the command, and then moving you back (if the command didn't change your location). ~ 2 ATTACKER ATTACKERFLAG ATTACKERFLAGS~ &PAttacker &Wflags are automatically given by the mud code to players who engage in illegal attacks upon other players. These attacks can initiated by using MURDER, casting an attack spell, or ordering followers to attack a player. Deadlies attacking Deadlies do not receive Attacker Flags. These flags are only given out in situations that involve Peaceful players, i.e. Deadlies attacking Peacefuls, (or vice versa), or Peacefuls attacking Peacefuls. You will be tagged with an &PAttacker &Wflag if: 1. You attempt to MURDER another player, or they attempt to MURDER you. (See &CHelp Murder &Wand &GLaws Pkill &Wfor more info on attacking other players). 2. You order charmed mobiles or pets to attack a player, or you are attacked by another players mobiles. (See &CHelp Charm &Wor &CHelp Pets &Wfor more info)> 3. You are a &RDeadly &Wplayer and attacked a fellow Clanmember. &WDarkhaven Guards, shopkeepers and special function mobs now respond differently to illegal flags. You may find yourself barred from making purchases, placed before Judge Kendra for a hearing, or sentenced to jail. Should you acquire an &PAttacker &Wor any other illegal activity flag, see Judge Kendra in Townhall. Her Honour is located one west of the Main Lobby (See &CHelp Townhall &Wfor info). ~ 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). ~ 1 AUC AUCTION~ .Syntax: auction (abbreviations: a , auc) Syntax: auction <item name> <starting value> Syntax: auction bid <value> The auction command is used for performing auctions. Simply typing auction will display the current item being auctioned, if there is one. If nothing is being auctioned, auction <item name> <starting value> will begin an auction. If no starting value is specified, it begins at 0 gold. Auction bid <value> will place a bet for the item. Special thanks to Erwin Andreasen for writing this function. (Ported to SMAUG 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 at some point be fixed. You are able to see auction almost from the point of character creation, however, you cannot USE auction unless you're level FIVE or higher. To remove the auction channel from your screen, type CHANNEL -AUCTION. SEE also "help AUCTION2" for more on auction commands &Y* Auctions will not be stopped for overbidding or misbidding*&w ~ 1 AUCTION2~ Auction will also work with the following arguments: au bid 20k - bids 20000 coins au bid 20k500 - bids 20500 coins (20,000 + 500) au bid 20k5003 - bids 20500 coins, too (only checks first 3 chars after "k") au bid 1m - bids 1 million coins On an existing bid of 10000: au bid +10 - adds 10%, making the bet 11000. au bid + - adds 25% (the default if no number given), bet is 12500. au bid x - multiplies by 2, making the bet 20000. au bid x5 - multiplies by 5, making the bet 50000. It is illegal to auction <or barter, sell, trade> clan, order, or guild items. Exception: Old clan equipment that was converted to be worn by both peaceful and deadly players. Also see: 'HELP AUCTION' for more information. ~ 0 AUGURER AUGURERS~ The Augurer is very strong-minded in its nature, both physically and magically. It is very confident of its actions in combat, and this confidence shows in its physical appearance. The Augurer is of a medium height, with a defined bone structure which shows both intelligence and assurance. Its appearance is wizened, but at times the Augurer may look frail due to exhaustion. Though it is of a medium size, its physical strength is not. The Augurer relies on both brain and brawn to overcome its challengers. When it is confronted, its wisdom decides what course of action it should take, and wisdom is its prime stat. While in combat, the Augurer is capable of utilizing both spells and skills to their greatest potential. However, because of the Augurer's size, it tires of magic easily. To overcome this mental exhaustion, the Augurer is a strong believer in the use of mana for rejuvination of its magical powers, and uses a lot of it. In its spare time, the Augurer enjoys the local lore, both the teaching and learning of it, as well as musical and theatrical pursuits. The Augurer is a very independent person, and spends much of its spare time in meditation, reflecting upon the days activities. ~ 76 AVTALK~ Syntax: avtalk <message> This allows you to use the avtalk (level 76+) channel. ~ 1 BACKFIRE~ Magical items (pills, potions, staffs, wands) which cast offensive spells have a chance of backfiring if the character using them is much lower in level than the spell level on the item. For example, a level 15 character trying to invoke a wand with level 50 fireball may injure themselves when the spell backfires. ~ 1 BACKSTAB BS~ Syntax: backstab <victim> Syntax: bs <victim> A backstab is a method of attack, used primarily by thieves but able to be utilized by others in some circumstances, and which inflicts a tremendous degree of damage on unsuspecting victims if successful. An appropriate weapon type is required to backstab, and if your victim is wounded or suspicious it may not be possible to surprise them. The most important factor in anyone's ability to backstab is to catch the victim when they are unaware of your presence. ~ 1 BALZHUR~ . , \, '-,-`,'-.' | ._ /| \ , |\ } )/ / `-,', [ , |\ /| | | / \| |/` ,` | | ,.` `,` `, | | _,...( ( _', \ \ __ ,-` ` , , `/ |,' Y ( \_L\ \ \_\,``, ` , , / | ) _,/ \ ' ` ,_ _`_,-,<._.< / / ', `>.,` ` ` ,., |_ | / \/` `, ` ,` | /__,.-` _, `\ -,-..\ _ \ ` / , / `._) _,-\` \ Balzhur- \_,,.) /\ ` / / ) (-,, `` , | the pet demon,` ) | \_\ '-` | `( \ / /```( , --, ,' \ |`<` , | / /_,--`\ <\ V /> ,` )<_/) | \ _____) ,-, ,` ` (_,\ \ | /) / __/ / `----` (-, \ ) \ ('_.-._)/ /,` / | / ` `/ \\ V V, /` / ,--\( , <_/`\\ || / ( ,``- \/| \-A.A-`| / ,>,_ )_,..( )\ -,,_-` _--` (_ \|` _,/_ / \_ ,--` \( ` <.,../` `-.._ _,-` ` ``` ~ 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. ~ 103 BARENUM BARESIZE~ Syntax: mset <mob> barenum <number> mset <mob> baresize <num> These mob fields control the mobs ability to fight without weapons. Barenum is the low end of the damage done and baresize is the multiplier. For example: barenum 10 and baresize 5 would have the effect of allowing the mob to hit barehanded for 10-50 damage. * This field also affects experience gained. ~ 0 BASH~ Syntax: bash Bash can only be used once a fight has started. It will inflict damage and temporarily daze both yourself and your opponent for approximately two rounds during which you cannot heal, flee or perform other extraneous combat actions (i.e. you will be able to dodge/parry/attack but nothing else). These same consequences are inflicted on your opponent if it is a player character, otherwise the skill only inflicts damage. Note that bash has a drastically reduced chance of hitting if the basher is not one of the primary combatants (i.e. is not tanking). ~ 1 'BENEDICTION'~ Syntax: cast benediction The spell BENEDICTION lays upon the members of the casters group a strong, but short-lived Protection of The High Gods. ~ 1 'BENEFIC AURA'~ Syntax: c 'benefic aura' The Paladin may infuse itself with a general protection from evil with this ancient cantrip. As with most of the major Paladin spells, it requires the utilization of the Paladin symbol. ~ 1 BERSERK~ Syntax: berserk Going berserk sends your warrior into a frenzied state, increasing its attacks per round to a maximum of six and your strength by one. While you are berserking you cannot flee. See Also: berserk style ~ 1 'BERSERK STYLE'~ Syntax: style berserk This tactic is truly powerful, for it causes the fighter to allow pure rage to flow through him, at the cost of his own judgement and care for his or her well-being. While the berserked fighter will strike deeper into an enemies' flesh, his foes will be able to take advantage and bury their weapons deeper into the berserker. See Also: style, evasive, defensive, standard, aggressive, berserk. ~ 103 BESTOW BESTOWMENTS~ Syntax: bestow <victim> command [command] [command] etc bestow <victim> show list bestow <victim> none Bestow is used to give a command to a player that the player would not normally have. Bestow victim command will give the command to the person, bestow victim show list will show all commands currently bestowed on the person, and bestow victim none will remove all bestowments. ~ 103 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 ~ 1 'BETHSAIDEAN TOUCH' BETHSAIDEAN TOUCH~ Syntax: c 'bethsaidean touch' <target> With the use of a the Paladin's holy symbol, one may endeavor to lift the blindness of the afflicted. ~ 1 BITE~ Syntax: bite Bite is a vampire skill which can only be used once combat has begun. It inflicts damage on the victim relative to the vampire's own level if it lands successfully. ~ 1 'BLACK FIST'~ The spell 'Black Fist' calls from the Ethereal Plane a disembodied clenched fist to pummel the calling Mage's opponents in combat. The fist may be called once per combat round. ~ 1 'BLACK HAND'~ The spell 'Black Hand' calls from the Ethereal Plane a disembodied hand to pummel the calling Mage's opponents in combat. The hand may be called once per combat round. ~ 1 'BLACK LIGHTNING'~ The spell 'Black Lightning' calls from the Ethereal Plane a highly organized spike of the Ethereal analogue to electricity. This spike orients itself on the calling Mage's main opponent in combat, onto whom it unleashes its awesome destructive power. The Black Lightning may be called once per combat round. ~ 0 BLAZEBANE~ Syntax: cast 'blazebane' <mob> Syntax: cast 'blazebane' <player> This spell makes the victim more susceptible to fire and heat. It should only be cast on mobs. Casting this spell on a player will be considered an attack. ~ 0 BLAZEWARD~ This spell makes you more resistant to fire and heat. It can only be cast upon yourself. ~ 0 BLESS~ Syntax: cast bless <character> This spell improves the to-hit roll and saving throw versus spell of the target character by +1 each. ~ 1 BLIND BLINDNESS~ syntax: cast blindness <victim> This spell renders the target character blind. See also BLINDED, GOUGE ~ 1 BLINDED~ Certain spells and attacks can render a player blind for anywhere from a few rounds (gouge) to several hundred rounds (the blind spell). If you are blinded, you will see only your name on the 'who' list, and will be unable to see either your inventory or your location. You may either wait out the effect of the blindness, request assistance over channels, or make your way to a healer such as Sonoria in Darkhaven, who will eventually remove your blindness. See also GOUGE, BLIND ~ 1 BLITZ~ Syntax: blitz Blitz is a skill which can only be used once a fight has started, and can only be used against your primary opponent. If it successfully lands, it inflicts damage on your opponent. ~ 1 BLOODLET~ Syntax: bloodlet A vampire which is itself sated on blood may open his own veins to drain a small amount of the vitae for the consumption of a more needy comrade through the use of bloodlet. The pool spilled last only a very brief time, however, as already-consumed blood loses its value quickly once exposed again to air. ~ 102 BOARDS~ This command displays statistics on all boards in the game. Example: imm.brd Vnum: 1200 Read: 50 Post: 51 Rmv: 55 Max: 50 Posts: 1 Type: 0 The first column lists the board's filename (imm.brd) Vnum - object vnum to which the board is attached (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 - 0 = note board 1 = mail board See Also: BSTAT BSET MAKEBOARD ~ 101 BODYBAG~ Syntax: &Wbodybag <name> <bag/yes> bodybag <name> will show the status of the corpse. &w BODYBAG gets all of <character's> corpses and puts them in your inventory to do with as you wish. If you find yourself getting the wrong corpse, post a bug report immediately! See also TIMER ~ 0 BRANDISH QUAFF RECITE ZAP~ Syntax: brandish (to invoke a staff) Syntax: quaff <potion> (to quaff potions) quaff <potion> <container> (quaff directly from container) Syntax: recite <scroll> <target> (to recite a scroll) Syntax: zap <target> (to use a wand on a target) BRANDISH invokes a magical staff. QUAFF quaffs a potion (as opposed to DRINK, which drinks mundane liquids). RECITE recites a magical scroll; the <target> is optional, depending on the nature of the scroll. ZAP fires a magical wand at a target. If the target is not specified, and you are fighting someone, then that character is used for a target. You must be holding a wand or a staff before using BRANDISH or ZAP. All of these commands use up their objects: Potions and scrolls have a single charge. Wands and staves (staffs) have multiple charges. When a magical object has no more charges, it will be consumed. Use the spell 'identify' to see the remaining charges. See EAT, BACKFIRE, RECHARGE ~ 1 BROACH~ Syntax: broach <direction> This skill causes the vampire to attempt to bypass a locked or barred door or other obstruction. ~ 103 BSET BSTAT~ Syntax: Bset <board filename> <field> <value> Syntax: Bstat <board filename> (same room as board needs no args) BSTAT will show the current setting for the statted board. BSET will set new values for a given board. Correct FIELD values for Bset are: ovnum, read, post, remove, maxpost, filename, and type read_group, post_group, extra_readers, and extra_removers All boards will be type 1, except Nerif's mail board (type 2). Action FIELD values include: oremove, otake, olist, oread, ocopy, opost, and postmessg These should be followed by the message to be sent to those who are at the board, but not performing the action (similar to mpechoaround). Postmessg is the only message that will be seen by the actor of a Bset action value. ~ 0 BUY LIST SELL VALUE~ Syntax: buy <object> Syntax: buy <# of object> <object> Syntax: list Syntax: list <object> Syntax: sell <object> Syntax: value <object> BUY buys an object from a shop keeper. BUY <# of object> <object> will allow you to buy up to twenty of a normal store item at once. LIST lists the objects the shop keeper will sell you. LIST <object> lists just the objects with that name. SELL sells an object to a shop keeper. VALUE asks the shop keeper how much he, she, or it will buy the item for. ~ 0 'CALL LIGHTNING'~ Syntax: cast 'call lightning' This spell works only out of doors, and only when the weather is bad. It calls down lightning bolts from God. Be aware that area attacks are aggressive to all mobs in the room, including pets, mounts and charmed creatures. ~ 0 CAST~ Syntax: cast <spell> <target> Before you can cast a spell, you have to practice it. The more you practice, the higher chance you have of success when casting. Casting spells costs mana. The mana cost decreases as your level increases. The <target> is optional. Many spells which need targets will use an appropriate default target, especially during combat. If the spell name is more than one word, then you must quote the spell name. Example: cast 'cure critic' frag. Quoting is optional for single-word spells. You can abbreviate the spell name. When you cast an offensive spell, the victim usually gets a saving throw. The effect of the spell is reduced or eliminated if the victim makes the saving throw successfully. See also the help sections for individual spells. ~ 0 'CAUSE LIGHT' 'CAUSE SERIOUS' 'CAUSE CRITICAL' HARM~ Syntax: cast 'cause light' <victim> Syntax: cast 'cause serious' <victim> Syntax: cast 'cause critical' <victim> Syntax: cast harm <victim> These spells inflict damage on the victim. The higher-level spells do more damage. ~ 1 'CAUSTIC FOUNT'~ The second discipline of acid mastery, 'Caustic Fount' causes a fountain of acid to levitate about the casting Mage's victim, bathing him in a malodorous and painful concoction. The combination of magical and physical attack gives this spell appreciable effect in combat versus a wide variety of physical types. ~ 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 ~ 1 CHA CHARISMA~ Charisma (CHA in your 'score') represents your characters physical beauty and charm. It primarily affects: - a character's practice rate with a language scholar - prices charged to a character by shopkeepers No class receives charisma as a prime attribute. ~ 1 'CHANGE SEX'~ Syntax: cast 'change sex' <victim> This spell changes the sex of the victim (temporarily). ~ 1 CHANNELS~ Syntax: channels Syntax: channels +<channel|all> Syntax: channels -<channel|all> With no options, CHANNELS show you your current channels. With a plus or minus sign and an option, CHANNELS turns that channel on or off. Using the 'all' option, CHANNELS will turn on/off all normal channels. Public channels are those that can be seen by everyone, regardless of their affiliation with clans, guilds, orders or councils. Private channels are channels available to those with affiliations of some sort, and also tells. The first channels you will have as a new player are SAY, TELL, and NEWBIE. - to use say, the person you want to talk to must be in the same room, just type SAY <message>. - to use tell, the target person may be anywhere within the Realms, just type TELL <name or 0.name> [message]. - newbiechat is seen and used only by level 1 characters, members of the Newbie Council, and Immortals. For a more complete explanation of each channel's use and who can use it, read section 3 of your Adventurer's Guide book. ~ 1 'CHARGED BEACON'~ Syntax: c 'charged beacon' <victim> Charged beacon renders the victim susceptible to electricity attacks. ~ 1 'CHARM' 'CHARM PERSON'~ The charm spell, if successful, will place the victim (only mobs, attempts to charm other player-characters may incur the wrath of the gods) under your control for the duration of the spell. While under your control the creature is your servant, and may assist you in combat and other more minor duties. Use the 'order' command to give them orders. Be warned, you are responsible for the actions of your charmed beast. If it should go awry and take the life of another player-character, you will be charged as a murderer and will be hunted by several creatures around the Realms. Aggressive mobs will lose their aggressiveness while charmed, but will immediately return to their violent ways when the spell wears off. For this reason, charmed aggressive mobs should not be taken into any area lower from the one from which they came, and should *never* be taken into Darkhaven or the Academy. Those found doing so will pay dearly. As a matter of etiquette, charmed mobs should not be attacked. You can tell a mob is charmed if it is wandering "in a dazed, zombie-like state." Be aware when taking your charmed mobs around other characters that any area attack such as call lightning, gas breath or earthquake will hit your creature and cause it to engage in combat. SEE ALSO: Help dismiss ~ 0 CHAT . MUSIC ASK ANSWER SHOUT YELL~ Syntax: chat <message> Syntax: music <message> Syntax: ask <message> Syntax: answer <message> Syntax: shout <message> Syntax: yell <message> These commands send messages through communication channels to other players. SHOUT sends a message to all awake players in the world. To curb excessive shouting, SHOUT imposes a three-second delay on the shouter. CHAT, MUSIC, and QUESTION and ANSWER also send messages to all interested players. '.' is a synonym for CHAT. The ASK and ANSWER commands both use the same 'question' channel YELL sends a message to all awake players within your area. You can use the CHANNELS command to hear, or not hear, any of these channels. ~ 102 CHECKVNUM CHECKVNUMS~ Syntax: checkvnums <field> <start vnum> <end vnum> Checkvnums will allow you to view if any areas conflict with a set of vnums that you need. Correct FIELD values include Mob, Object, Room, or All (all three fields). Starting and ending vnums should not be more than 5k from each other as you might spam yourself out :) See Also: AASSIGN, MAASSIGN, OASSIGN, FREEVNUMS, FREEVNUMS2 ~ 0 'CHILL TOUCH'~ Syntax: c 'chill touch' <victim> This spell inflicts damage on the victim, and reduces their strength by one point for a short period of time. ~ 1 'CIRCLE'~ Syntax: circle <mob> A skill unique to thieves, and which can only be used while in combat. It inflicts damage comparable to backstab, and requires the thief to be wielding a piercing weapon. To sucessfully circle you must be the first to attack in the battle, or be grouped with whoever was. ~ 0 CLANS~ Syntax: clans or: clans <clan name> The 'clans' displays a list of all current clans, the clan deity and its leader, as well as the clan pkills (victories) and pdeaths (losses). You can also use 'clans <clan name>' to view information on the specified Clan. To see more information on the roles of clans type HELP DEADLYCLANS. See also GUILDS, ORDERS ~ 0 CLANTALK~ Syntax: clantalk <message> Provided that you are in a clan, clantalk will send the message to all current members, as well as the deity. ~ 0 CLERIC CLERICS~ A cleric is a mighty healer and protector of the weak. Led with a mission to heal and teach, Clerics have many varied and sundry healing spells at their command. While clerics possess some combat spells and magic to affect one's chances in battle, their main goal is self preservation. They accelerate in wisdom and knowledge as they gain in level and experience. The wisdom of the cleric in the ways of magic and the art of healing, make them a desirable asset for any group. ~ 103 CLIMATE~ Syntax climate <field> <name> This command allows you to view or modify the climate settings for an area. There are settings for temperature, precipitation, and wind. In addition, you may specify neighboring areas who will affect changes in the current areas weather. Therefore there are four fields to choose from. Each field has a different range of values available. Field name: Values: temp cold, cool, normal, warm, hot precip arid, dry, normal, damp, wet wind still, calm, normal, breezy, windy neighbor <area name> Specifying an area name with neighbor which is already on the list will remove it. Using climate without any arguments will display the area's current setting. Note that this command always refers to the area which you are currently in. ~ 1 'CLIMB'~ Syntax: climb <direction> This skill enables you to climb into and out of rooms that require it. ~ 102 CMDTABLE~ Syntax: cmdtable Lists all of the commands in the game, and how many times they have been used since the last startup. ~ 102 COINDUCT COOUTCAST COIN COOUT~ Syntax: coinduct <playername> cooutcast <playername> Coinduct inducts an player into a council. Cooutcast removes a player from a council. This command should only be used if it is your council unless authorized. ~ 101 COLOR COLOUR~ . 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 Note that the indicator is the first three letters of the color itself so that it is easy to remember. If the indicator is preceded by an asterisk, the message will blink. You only need to enter as much of the color indicator as needed to uniquely identify it. recho _red This is an example of recho in red. recho *red This is an example of recho in blinking red. 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. mpe _r This is an example of mpecho in red. ~ 105 COLORIZE~ Syntax: colorize Syntax: colorize [<LOCATION> <COLOR>] LOCATION: Without any arguments will list your current settings. Otherwise specify the location you want to change. COLOR: This can be the name of the color you want or default which will set it to the current color in the mud scheme for that location. ~ 101 COLORS~ The ability to color Help and other files is very useful. We ask that you try to stick to these guidelines for color usage so that we can have some consistency in their use: Here are some outlines for using color on a white text file: &CHelp (Filename) &Wcolored cyan. &GLaws (Law) &WColored green. &PAttacker/Killer/Thief &Wcolored pink. &GOrder/Guild (Order/Guild) &Wcolored green. &RClans (Clan) &Wcolored red. &YSyntax &Wfor sytax references, colored yellow. &CDeities (Deity) &Wcolored cyan. &RDeadly/Dealies &Wcolored red. &YConfig (+/- option) &Wcolored yellow. If you wish to add other colors to your file, please use good taste, make sure it is readable and don't get too whacky. If you follow the above guidelines and stick to using white for all other text, it will keep the text solid and legible. Should you choose not to use any colors at all, that is also okay, the above guidlines are merely for proper use of color, white is always acceptable. In addition, please keep in mind that the following topics should not be colored except by their defaults: - Help (area name) - Help (skill) - Help (spell) - Help (class) ~ 1 COMBAT~ You may choose a fight by finding a mob, and using LOOK, CONSIDER, and IDENTIFY to gauge the difficulty of the opponent. You can LOOK <mob> to get a look at its equipment and description, this will often help indicate how hard a fight might be. You can CONSIDER <mob> for a one on one comparison of the mobs hitpoints and level to your own. You may also CAST IDENTIFY <mob> to get more detailed information about the mob. You may start a fight by using KILL, MURDER, or many spells and skills available to players. The easiest way to start a fight is to KILL <mob>. Currently, you may also MURDER <mob>, but this causes the mob to yell out. You may find yourself in trouble during a fight, and wish to leave, this can be done by using FLEE or RECALL. You can flee a fight by typing FLEE. You may recall from a fight with the spell 'word of recall' or by reciting a recall scroll. You may also set it up to flee automatically once you go below a certain number of hitpoints by using WIMPY. To use your wimpy, type WIMPY or WIMPY <number of hitpoints>. Leaving a fight with wimpy, flee, and recall WILL cost you a loss of experience, with recall causing the greatest loss. For more information on combat, read section 12 of your Adventurer's Guide. ~ 1 COMMANDS SOCIALS~ Syntax: commands <string> Syntax: socials COMMANDS shows you all the (non-social) commands available to you. If you include a string you see all available commands that begin with that string. SOCIALS shows you all the social commands available to you. (Special thanks to KaVir for mailing us lots of extra socials) See also EMOTE ~ 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 a buffer, and the commands work just like writing a note. You may only read and post comments on players currently online. Comments should be used for all disciplinary actions and warnings, on anyone who makes frequent demands of or troubles for immortals in general even if the player is not doing something specifically illegal, repeated problems, after _all_ reimbursements, and any other information you feel would be important to another Immortal when dealing with the player in the future. If you have a disciplinary action and the player quits before you are able to post a comment, please place a copy of the comment on the board located in hell, room vnum 6. ~ 0 COMPARE~ Syntax: compare <object-1> <object-2> Syntax: compare <object> COMPARE compares two objects in your inventory. If both objects are weapons, it will report the one with the better average damage. If both objects are armor, it will report the one with the better armor class. COMPARE with one argument compares an object in your inventory to the object you are currently wearing or wielding of the same type. COMPARE doesn't consider any special modifiers of the objects. ~ 1 CON CONSTITUTION~ Constitution (CON in your 'score') represents your character's physical stamina. Among other things, it affects: - the number of hitpoints a character receives each time it levels - the number of hitpoints recovered or regenerated at each tick if resting or sleeping - the number of additional moves a character receives at level - improvement or worsening of a character's mental state, thus affecting general endurance No class receives constitution as a prime attribute. ~ 0 CONFIG~ Syntax: config + or - <option> This command configures some of your character behavior. Typing CONFIG alone shows you your current settings. With a plus or minus sign and an option, CONFIG turns that option on or off. The options are: NICE Toggle attack response if attacked by a player (non-deadly only) NORECALL Toggle automatic recall if you lose link during combat AUTOEXIT You automatically see exits AUTOLOOT You automatically loot corpses (not on pkilled corpses) AUTOSAC You automatically sacrifice corpses AUTOGOLD You automatically split gold from kills with your group AUTOGLANCE You automatically glance at an enemy, during combat AUTONEWS You automatically check the news on login GAG Toggle whether you see battle details in full or brief form PAGER Toggle page pausing on long scrolls BLANK You have a blank line before your prompt BRIEF You see brief descriptions only. COMBINE You see object lists in combined format NOINTRO Toggle whether you see the graphic screen at login PROMPT You have a prompt TELNTGA You receive a telnet GA sequence ANSI You receive ANSI color sequences RIP You don't receive RIP graphics SLOTS You view open slots in your equipment when checking eq DRAG Toggle whether others can drag you if you are incapacitated NOSUMMON Toggle whether you will allow player characters to summon you GROUPWHO Toggles an announcement that you seek to group. For more information on the configuration menu, read section 5 in your Adventurer's Guide book. See also: PAGER, PROMPT, PCOLORS. ~ 0 CONSIDER~ Syntax: consider <character> CONSIDER tells you what your chances are of killing a character. Of course, it's only a rough estimate. ~ 0 CONTAINER CONTAINERS~ Containers are almost a necessity in the Realms. They are used to carry items, food, and drinks. They help allow you to sort things, by using two or more types of containers at once. Corpses use many of the same commands as regular containers. EXAM <container> or LOOK IN <container> allows you to see what it contains. GET <item> <container> allows you to take one item from a container. GET ALL <container> allows you to take everything from a container at once. GET ALL.<item> <container> allows you to take all of a particular item type PUT <item> <container> puts an item inside a container. PUT ALL <container> will put as much of your inventory in the container as possible, until the container is full. PUT ALL.<item> <container> will put as much of one type of item into the container as possible, until the container is full. EMPTY <container> will pour all of the contents onto the ground. EMPTY <container> <different container> will transfer the contents. Read your Guide to the Realms for more information on containers. ~ 101 CONTAINER_FLAGS~ Container flag values: Closeable = 1 Pickproof = 2 Closed = 4 Locked = 8 ~ 0 'CONTINUAL LIGHT'~ Syntax: cast 'continual light' This spell creates a ball of light, which you can hold as a light source. The ball of light will last indefinitely. ~ 0 'CONTROL WEATHER'~ Syntax: cast 'control weather' <warmer/colder> Syntax: cast 'control weather' <wetter/drier> Syntax: cast 'control weather' <windier/calmer> This spell allows you to change either the temperature, amount of precipitation, or amount of wind. Note that these changes do not take effect until the next tick. ~ 1 COOK~ Syntax: Cook <item> Cooking requires certain food types and a fire. Cooking ones' food will keep it preserved longer, and remove many poisons. However, overcooking may destroy the item. ~ 1 COUNCILTALK~ Syntax: counciltalk <message> Syntax: coun <message> The Counciltalk command will allow your message to be heard by other characters in your council, should you be a member of one. ~ 1 'CR' 'CORPSE RETRIEVAL' 'CORPSE'~ Before asking an immortal for a corpse retrieval, you &r-must-:&w &r -&w Attempt to get your corpse yourself, &rand -&w Use invis and hidden, this will get you past a lot of mobiles,&r and -&w Seek mortal assistance to retrieve your corpse.&r -&g If all else fails, wait at least 20 minutes after death to ask for an Immortal corpse retrieval.&w ** "I need to leave now!" is not grounds for an early Immortal CR. ** Corpses last approximately 40 - 60 minutes after the time of death. ** Corpse decay will happen even while you are linkdead or after you quit. ** Characters listed under 'who deadly' are not eligible for Immortal CR. ** Corpses _will_ save over crashes and reboots, but will continue to decay once the Realms comes back online. Log back on quickly to get corpse. The cost for CRs is usually one item from your corpse. An Immortal may choose to charge MORE or LESS. &gAn Immortal corpse retrieval is not a right, but a privilege.&w Pestering or being demanding is cause for the Immortal to deny your request. An Immortal may refuse to do any CR at their discretion. You may not barter which items an Immortal can take from your corpse as the charge, the Immortal's decision is final. ~ 1 CRASH~ Crashes are unforeseen interruptions in the game that cause everyone to be disconnected. If you type time and look at the system start up time, you can determine if the game has just rebooted or if it was a problem with only your character. 99.9% of the time corpses will save over a crash. The game will start back up with your character at the last place you saved or the game saved you. See &WHELP REIMBURSEMENT &w and &WHELP SAVE &w ~ 0 'CREATE FIRE'~ Syntax: cast 'create fire' This spell brings forth a magical fire from the ground. Though it currently has no use other than a lightsource in the room, it will soon have many uses, including cooking and lighting things. ~ 0 'CREATE FOOD'~ Syntax: cast 'create food' This spell creates a Magic Mushroom, which you or anyone else can eat. ~ 0 'CREATE SPRING'~ Syntax: cast 'create spring' This spell brings forth a magical spring from the ground, which has the same properties as a fountain. ~ 1 'CREATE SYMBOL'~ This spell creates a holy symbol which is required as a component in powerful clerical spells. ~ 0 'CREATE WATER'~ Syntax: cast 'create water' <drink-container> This spell replenishes a drink container with water. ~ 104 CSET~ Cset is used to set the system's 'control panel' settings. Syntax: cset <field> <level> Fields: save - saves the control panel settings dodge_mod - divide dodge chance (% learned) by this (default 2) parry_mod - same as above, for parry (default 2) tumble_mod - same as above, for tumble (default 4) stun - sets normal (mob vs. player / player vs. mob) stun modifier stun_pvp - as above, for player vs. player bash_pvp - bash modifier player versus player bash_nontank - modifier if basher is not tanking the victim gouge_pvp - gouge modifier player versus player gouge_nontank - gouge modifier if gouger is not tanking the victim 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 mset_player - level to allow mset to operate on a player override_private - level to override private/solitary rooms forcepc - level to force pc's guild_overseer - name of the Overseer of Guilds guild_advisor - name of the Advisor to Guilds saveflag - flags/actions on which to save a pfile (drop, give, get, receive, auction, zap, death, auction, auto, password) ~ 1 CUFF~ Syntax: cuff Cuff is a skill which can only be used once a fight has started, and can only be used against your primary opponent. If it successfully lands, it inflicts damage on your opponent. ~ 0 'CURE BLINDNESS'~ Syntax: cast 'cure blindness' <character> This spell cures blindness in one so unfortunate. ~ 1 'CURE LIGHT' 'CURE SERIOUS' 'CURE CRITICAL' HEAL~ . 1) Syntax: cast heal <character> 2) Syntax: cast 'cure critical' <character> 3) Syntax: cast 'cure serious' <character> 4) Syntax: cast 'cure light' <character> These spells heal damage suffered by the target character. The higher-level spells heal more damage. ~ 0 'CURE POISON'~ Syntax: cast 'cure poison' <character> This spell cures poison in one so unfortunate. ~ 0 CURSE~ Syntax: cast 'curse' <character> This spell reduces the character's to-hit roll by 1 and save versus spells by 1. It also renders the character unclean in the eyes of God and unable to RECALL. ~ 0 DAMAGE~ When one character attacks another, the severity of the damage is shown in the verb used in the damage message. Damage messages vary depending on weapon type, or what is inflicting the damage. Escalating damage is indicated by the use of _ _ around the messages, regardless of weapon type. Messages in all caps indicate even higher degrees of damage, while those surrounded by * * indicate the highest levels. The message shown will reflect the actual damage you are inflicting on (or receiving from) your opponent, and not a specific fixed amount. ~ 101 DAMPLUS~ . For those unsure of what damplus is, it is part of the damage equasion for a mob... ie: 10d6 + 10 (the +10 is the damplus) This "damplus" is always added, whether or not the mob is barehanded or wielding a weapon. This is basically the mob's damroll. ~ 1 DAMROLL~ Represents the amount of damage you inflict upon an opponent. The higher the number, the better. ~ 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 spell_staff poison obscure death drain change illusion ~ 1 DEADLYCLANS~ Clans are a society within Realms composed of a group of players which have joined together under a common cause. If you a member of a clan you have the ability to pkill other deadly players outside of your own clan. Depending on the clan in which you join, you may be asked to follow set of rules dictated by the clan's leaders. For more information on a current deadly clan type HELP <clanname> NOTE: Non-deadly and deadly players may join a deadly clan, however when the character is outcasted it remains deadly. ~ 0 DEATH~ When your character dies, you are reincarnated at the Altar to Thoric in Darkhaven (or your clan's temple). Your corpse is left behind where you were killed, together with all of your equipment. Your gold stays with you (the gods want you to have your gold). Any spells which were affecting you are canceled by death, and you lose experience points as well. Following/groups are not affected by death. Corpses decay after time. When this happens the objects inside a corpse will decay with it. Player corpses last roughly 30 minutes of real time. Only the player who died or someone in their group can retrieve objects from a player's corpse. The only exceptions are for deadly characters, who can loot each other's corpses at will. If you have chosen a deity and have gained enough favor, you may be able to supplicate to your god for your corpse. Also see 'help supplicate', 'help deities', 'help favor' for more information on deities. For more information on death, see section 13 of your Adventurers Guide. ~ 1 DEATHTRAP DT~ A "death trap" refers to the scenario where one steps into a room and is immediately awakened from death with no equipment or corpse. A corpse recovery is not an option in this case as there is no corpse to retrieve. There are also pseudo death traps that may appear to be a dt, but leave a corpse or transfer a corpse to another area. This is not a true dt. It is often advisable to look before one leaps and heed room descriptions. DT's do not warrant a reimbursement, they are a part of the game. Gold, glory and favor are not affected by a death trap. ~ 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). ~ 1 DEFENSIVE~ Syntax: style defensive This style emphasizes the deflecting of blows from an enemy. It is similar to the evasive style, except that it focuses on holding ground instead of dodging. An effective fighter will take less damage from an enemy, but not as much as one using evasive tactics. A fighter will also do less damage to enemies, but slightly greater than those who simply evade. See Also: style, evasive, defensive, standard, aggressive, berserk ~ 1 DEITIES DEITY~ Syntax: 'deities' 'deities <deity>' The deities command displays all the deities of the world. Using an argument will display the target deity's description. ~ 102 DEITYFIELD2 DEITYFIELDS2~ Flee, flee_npcrace, flee_npcfoe: favor adjustment made when fleeing Kill, kill_npcrace, kill_npcfoe: favor adjustment made when you kill something Kill_magic: favor adjustment for each offensive spell cast Sac: favor adjustment for sacrificing a corpse Bury_corpse/dig_corpse: Favor adjustments for burying/digging up corpses. Aid_spell: favor adjustment for helping someone with a spell Aid: favor adjustment for aiding someone physically (aid, rescue) Steal: favor adjustment for theft Backstab: favor adjustment for circling and backstabbing Die, die_npcrace, die_npcfoe: favor adjustment for dying spell_aid: favor adjustment for having a help spell cast upon you. ~ 103 DEITYFIELDS DEITYFIELD~ Alignment: Deities alignment. Followers lose favor for all actions when 650 or more out of alignment. Worshippers: # of followers. Npcrace: A mob race protected by the deity. The _npcrace fields only apply to this race. Npcfoe: A mob race detested by the deity. The _npcfoe fields only apply to this race. Race: A race the deity is restricted to. Class: A class the deity is restricted to. Sex: A sex the deity only accepts. Element: Resistance deity bestows on followers. Suscept: Susceptible deity bestows on followers. Affected: Spell deity bestows on followers. Object: vnum of deity object Avatar: vnum of deity avatar Scorpse, Savatar, Sdeityobj, Srecall: Prices (in favor) to supplicate for these for a particular deity. SEE HELP DEITYFIELDS2 ~ 102 DELAY~ Syntax: delay <victim> <rounds> This command will allow an immortal to "pause" a player. All commands received by the mud from that player will be delayed by the number of round determined by the delaying immortal. After the rounds have elapsed, anything input by the victim during the delay will take affect on the mud. NOTE: Mobiles cannot be delayed. ~ 0 DEMONSKIN~ This spell makes you less susceptible to slashing attacks. ~ 102 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 persists past reboots and crashes and can only be undone by either loading up the character and doing a 'mset <character name> flags deny', or by editing the player file offline. DISCONNECT <character> immediately disconnects that character. FREEZE <character> is a toggle which prevents a character from issuing any commands at all. ~ 0 DESCRIPTION BIO~ Syntax: description bio The DESCRIPTION command puts you into an editor to edit your long character description (what people see when they look at you). The BIO command puts you into an editor to edit your personal bio: what people see when they check WHOIS on you. An Immortal can request you change your description or bio if it contains inappropriate material. Do not use profanity, racial slurs, sexual comments, other players names (without their permission), or off-color remarks. Refusal to change your bio, description, or title on Immortal request is grounds for loss of character privileges. ~ 105 DESTROY~ ----------------------------------------------------------- SYNTAX: destroy <target> DESCRIPTION: The DESTROY command does exactly as it suggests: destroys player files. Caution, the command destroys the pfile in use, leaving only the backup of the pfile, if there is one. ----------------------------------------------------------- ~ 0 'DETECT EVIL'~ Syntax: cast 'detect evil' This spell enables the caster to detect evil characters, which will reveal a characteristic red aura. ~ 0 'DETECT HIDDEN'~ Syntax: cast 'detect hidden' This spell enables the caster to detect hidden creatures. ~ 0 'DETECT INVIS'~ Syntax: cast 'detect invis' This spell enables the caster to detect invisible objects and characters. ~ 0 'DETECT MAGIC'~ Syntax: cast 'detect magic' This spell enables the character to detect the presence of magic in objects, and is also necessary to detect the magical affects of others for the successful use of the 'dispel magic' spell. See also DISPEL MAGIC ~ 0 'DETECT POISON'~ Syntax: cast 'detect poison' <object> This spell detects the presence of poison in food or drink. ~ 0 'DETECT TRAPS'~ Syntax: cast 'detect traps' This spell makes one magically aware of dangerous traps for a period of time. ~ 0 DETRAP~ Syntax: detrap <object> This skill allows one to disarm a trapped object. Use it with care. ~ 0 DEVOTE~ Syntax: 'devote <deity>' 'devote none' Devote allows you to devote yourself to a deity. If you leave your deity for another, your favor is set to -2500 and you are blinded for a period of time. Devote is available to level 5 characters and higher. Note: You must 'devote none' first before devoting to a new deity. SEE ALSO: supplicate, deities, favor. To see specific information about a deity, type 'deities [deityname]' ~ 1 DEX DEXTERITY~ Dexterity (DEX in your 'score') represents your character's agility, and it affects (among other things): - the maximum number of items you can carry at once in your inventory; with each additional point of dex you can carry additional items. - each additional point of dexterity also lowers (improves) your natural armor class. - the number of new moves you receive each time you level, as well as the number of moves you regenerate at each tick (when resting to refresh or regain movement points). - success chances with bash, stun and gouge, and helps determine whether a thief will be able to poison a weapon or tumble effectively. Dexterity is also very important for quaffing potions in combat. High dex will allow you to quaff without dropping many potions during the heat of battle, while a poor dexterity will cause you to accidentally drop many of the valuable vials. Dexterity is the prime attribute of thieves and vampires. ~ 102 DICEFORMULAS~ To make the special SMAUG spells 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 mana V movement S strength I intelligence W wisdom X dexterity C consitution A charisma U luck Y age See SMAUGSPELLS and SSET. ~ 1 DIG DIGGING BURY BURYING~ Syntax: dig Syntax: dig <direction> Syntax: bury <item> You can dig and bury items through the use of the dig skill and bury command. Buried items are not visible to players, even through the use of spells such as locate object. To dig an item up, type dig with no arguments. Having a shovel raises your chance of success. If you dig in a direction, you will attempt to dig open an exit. To bury an item (or corpse), drop the item on the ground and bury <item>. Depending on the size and weight of the object, you might need a shovel. * Note: Deadly players can bury/dig up each other's corpses. * Items buried will not last beyond crash or reboot. Do not attempt to use this skill for storage of items you wish to keep. ~ -1 DIKU~ . SMAUG was originally based on the Merc 2.1 code which was based on the orignal DIKUMud code created by: The Original DIKUMud Team: Katja Nyboe [Superwoman] (katz@freja.diku.dk) Tom Madsen [Stormbringer] (noop@freja.diku.dk) Hans Henrik Staerfeldt [God] (bombman@freja.diku.dk) Michael Seifert [Papi] (seifert@freja.diku.dk) Sebastian Hammer [Quinn] (quinn@freja.diku.dk) Additional contributions from: Michael Curran - the player title collection and additional locations. Bill Wisner - for being the first to successfully port the game, uncovering several old bugs, uh, inconsistencies, in the process. And: Mads Haar and Stephan Dahl for additional locations. The Original DIKUMud was Developed at the Department of Computer Science at the University of Copenhagen. ~ 1 DISARM~ Syntax: disarm Disarm is an auxiliary fighting command to attempt to disarm your opponent. Several things affect your ability to disarm or resist a disarm attempt successfully, including your weapon and your stats compared to the weapon and stats of your opponent. You can only attempt to disarm your primary opponent, meaning you will be unable to try to disarm a second or third attacker until you have disposed of the first. ~ 1 DISCLAIMER~ By continuing to play this MUD you are acknowledging that: (1) you are willing to abide by the decisions of the Immortals concerning all issues involved in the game, and (2) conversation and situations may arise during the course of play that may not be suitable for young children. By these acknowledgments you hereby save and except this MUD and it's Administrators from any and all liability that may arise during gameplay. ~ 1 DISMISS~ Syntax: dismiss <target> The dismiss command will force your charmed mobile to follow itself and will negate the charm effect. ~ 0 'DISPEL EVIL'~ Syntax: cast 'dispel evil' <victim> This spell invokes the wrath of the gods upon an evil victim. If you do not specify a target, the spell's effect will strike you instead of a secondary target. ~ 0 'DISPEL MAGIC'~ Syntax: cast 'dispel magic' <character> This spell dispels magical affects on the victim. It may be used as an offensive spell to remove an enemy's magical advantages, or as a benign spell to completely remove your own magical affects. If you are not a mage, you must be affected by the 'detect magic' to be able to use this spell. Though mages do not necessarily need to use it, being under the affects of 'detect magic' will reveal more information unavailable otherwise or to other classes. 'Dispel magic' can be used by players and mobiles alike against either players or mobiles. It cannot remove affects from equipment, your race or your deity; some other affects are immune to this spell as well. When a caster successfully casts 'dispel magic' on themself they will remove all of their dispellable magical affects. If a mage successfully dispels a victim, the number of affects stripped will depend on their success and intelligence. Otherwise a successful cast of 'dispel magic' on a victim will result in the removal of a single affect each time (victims will notice when and what affects are stripped). WARNING: this is an offensive spell, and its use on anyone other than yourself will be treated as an attack on your target. ~ 1 DISRUPTION~ With the spell 'Disruption,' the casting Mage causes his opponent to be enveloped in a weird energy field that momentarily alters the plane which the victim inhabits. The spell was an early attempt by the Dark Mage Thanatos to cause teleportation, but it was a failed attempt. Instead of teleporting it causes a horrendous nerve-wracking pain as the victim exits and reenters his current plane of existence. ~ 1 DIVINITY~ Syntax: c divinity <target> This spell heals the target of 200 hitpoints of damage. ~ 102 DMESG~ Syntax: dmesg Displays the contents of the boot log. If you have the ability, please fix any problems found in the boot log. ~ 103 DND~ On or off syntax: DND This command toggles your personal dnd flag. This command effectively secludes immortals from those of lower level. Each immortal has a personal dnd flag associated with their pfile. In addition, each room can have a dnd flag associated with the room. When your personal dnd flag is set, lower level imms can't 'at', 'goto', 'trans', sight you on 'where' or 'where (name). This does not affect LD immortals, they can still be transferred, even with the DND flag on. To see the flag's status, 'mstat self', it will be listed under 'pcflags'. Syntax for room flag: redit flags DND The DND room flag effectively blocks any 'at', and 'goto' commands either to the room, or to a mob/object in the room. NOTE: It is only in effect if: a) there is an immortal in the room with their DND flag on. b) the immortal attempting the commands is of lower level than the immortal with the activated DND flag in the room. ~ 0 DODGE~ Syntax: operates automatically Dodge is a skill which assists in the evasion of incoming attacks. If you are successful, your opponent's attack misses and you take will take no damage. Dodge is an automatic skill and requires no weapon. ~ 1 DOMINATE~ Syntax: dominate <victim> Dominate allows the vampire to bend his victim's will to his own. Dominate is functionally similar to charm, and the rules and matters of etiquette regarding its use are the same. See CHARM ~ 1 DONATE DONATION DONATIONS~ The Cathedral of Notre Dame de Sioux, northwest of the Darkhaven Square, maintains two donation rooms where equipment and items may be left for the use of the needy. These rooms are located just before the great altar (south), to either side of the aisle. Items placed in the altar itself for donation will be sorted and placed appropriately by the Cathedral's clerics. ~ 1 DOORBASH~ Syntax: doorbash <direction> This skill can be used to effectively bash open doors. NOTE: Not all doors are affected by this skill. ~ 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 DRAG~ Syntax: drag <character> <direction> Drag will drag the victim in the specified direction if they are not standing up. Deadly characters can drag any other deadly character who is not standing up, as long as the victim is within the 5-level pkill range. Peaceful characters can drag other peaceful characters only if the target is stunned, incapacitated or worse. Peaceful characters cannot drag any deadly character at any time. Peacefuls can use 'config +/- drag' to prevent others from dragging them if they wish. You cannot drag a character into a death trap, or if either you or they are under attack. ~ 0 'DRAGON WIT' DRAGONWIT~ This spell increases your ability to reason for its duration. ~ 0 DRAGONSKIN~ This spell makes you less susceptible to piercing weapons. ~ 1 'DREAM'~ Syntax: cast 'dream' <player> <message> This spell enables you to cast a dream or message on a sleeping player. ~ 0 DROP GET GIVE PUT TAKE~ Syntax: drop <object> drop <amount> coins Syntax: get <object> get <object> <container> Syntax: give <object> <character> give <amount> coins <character> Syntax: put <object> <container> Syntax: get/put/drop <# amount> <object> Syntax: get/put <# amount> <object> <container> DROP drops an object, or some coins, on the ground. GET takes an object, either lying on the ground, or from a container, or even from a corpse (TAKE is a synonym for get). GIVE gives an object, or some coins, to another character. PUT puts an object into a container. Use 'drop/get/put all' to reference all objects present. Use 'drop/get/put all.<object>' to reference all objects of the same name. Examples: - drop 1000 coins - get all.ball backpack - get 5 sword - put 15 potion backpack ~ -1 DROW DROWELVES~ Drow are the darker, more evil cousins of Elves. They were once part of the happy community of Elves which roam the forests today, but have long since moved under the ground, building vast subterranean cities and complex networks of caves. Drow have black skin and white hair, and are moderately weaker and have a more slight constitution than average humans. Still, like all Elves, they have a slightly higher dexterity than men. Members of this race specialize in spell casting, and have thus developed a very high intelligence. Being creatures of darkness the Drow tend to fight more proficiently in the darkness, and have innate infravision with which to discern objects and living things in the absence of light. Drow gain experience on a scale of normal rate * 1.08 ~ 0 DRUID DRUIDS~ The druid is a lover and protector of the natural land. Be it the forests full of centaurs and deer, the streams full of fish, or the bug-infested swamps, a druid always strives to protect and preserve nature. Wielding mighty spells from the gods themselves, druids strive hard at their work. Strong in wisdom, with a body trained to near perfection by their rugged lifestyle, a druid has many disciplines upon which to draw. From powerful spells of healing which can bring the near dead back to full vigor, to the ability to mystically create water and food, to the awesome power of nature which they command in battle via spells able to quake the land and split the sky, druids demonstrate that mastery of magic is not just a hobby, but a way of life for them. Able to face many warriors on almost even footing, and able to shield themselves nearly as well as some mages, druids are truly a gifted class. ~ 1 DUAL WIELD~ Characters with this skill are able to wield two weapons at once. To do so, the character must remove any 'held' item and any shield, then simply wield two weapons. Characters with strength under 25 may be unable to dual wield two very heavy weapons. Once two weapons are wielded, the affects of the skill are automatic. ~ 0 DWARF DWARVES DWARFS~ Dwarves are relatively short (in Human terms), stocky and powerfully-built creatures. Long-lived and extremely sturdy, they are known equally as well for their hardiness as for their cantankerous personalities. Their thick, stout frames lend them poor dexterity, but high strength and stamina. This race has produced some of the most reknowned fighters. Dwarves possess the inherent ability to see in the dark with infravision. Dwarves average from four foot five inches and five feet tall, with dusky complexions and thick, fur-covered torsos and limbs. Both men and women proudly wear and take pride in their beards. Dwarves gain experience on a scale of normal rate * 0.97. ~ 0 EARTHQUAKE~ Syntax: cast 'earthquake' This spell inflicts damage on every enemy character in the room. Beware that other characters who are not yet fighting may attack you as a result! Be aware that area attacks are aggressive to all mobs in the room, including pets, mounts and charmed creatures. ~ 0 EAT DRINK~ Syntax: drink <object> (drink liquid from a drink container) Syntax: eat <object> (eat food or a magical pill) eat <object> <container> (eat directly from a container) Drink instructs your character to drink from a fountain or a drink container to alleviate thirst. Eat instructs your character to eat an item of food or a magical pill (which function in a similar fashion as potions); pills do not fill stomach space. When you are hungry or thirsty (you will see messages at each tick that tell you if you are starving or dying of thirst, and can check your current state with either 'score' or 'oldscore'), you will not regain hitpoints, movement points or mana 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. See MENTALSTATES ~ 1 EATING DRINKING HUNGER THIRST~ Eating and drinking are very important... If you let yourself starve or dehydrate, your mental state will be affected, and you may have problems performing even the simplest of tasks. Typing 'score' will give you an indication of your current mental state. ('oldscore' will also show this information) Sitting, resting and sleeping will increasingly contribute to better your mental state (if done while not starving/dehydrating). Being hurt badly in battle ("That really did HURT", and "You wish that your wounds would stop BLEEDING so much!") as well as poisoning will also have a rapid negative affect on your mental state. ~ 101 ECHO RECHO~ Syntax: echo <color> <message> echo imm <color> <message> echo pc <color> <message> Syntax: recho <color> <message> ECHO sends a message to all players in the game, without any prefix indicating who sent it. If 'echo imm <message>' is used, only level 51+ characters will see the message. If 'echo pc <message>' is used, only player characters will see the message. Echos should always adhere to the guidelines laid out in the Realm of Order (vnum 1214). ECHO done in color should avoid the use of red and dark red unless it is a Urgent message containing important information related to the game. RECHO sends a message to all players in your room, without any prefix indicating who sent it. See also : COLOR 'IMM ECHO' ~ 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 EDITOR~ The SMAUG Editor is used when you're writing mail, notes, your bio, description or other long bodies of text. The commands in the editor are (these commands are shown with a space between the / and the command letter. Omit the space when using the commands in your notes): / ? Displays editor help. / l Lists the current contents of the note. / c Clears the current contents of the note. / d [line] Delete line. If no line number is given, the most recent line is deleted. / g <line> Goto line. This is useful for inserting lines, deleting and fixing lines, etc. / i <line> Insert line. Inserts a new blank line where specified. / r <old> <new> Global replace. '/g' to the line you want to start replacing at first, or no occurences will be found. / a Abort editing. No changes you made are kept. / ! <command> Execute mud command. '/! smile' sends the smile command, without exiting the editor. / s Save buffer, and exit the editor. ~ 1 ELBOW~ Syntax: elbow Elbow is a skill which can only be used once a fight has started, and can only be used against your primary opponent. If it successfully lands, it inflicts damage on your opponent. ~ 0 'ELDRITCH SPHERE'~ This powerful spell increases your resistence to both magical and nonmagical attacks. ~ 103 ELEVATE~ syntax: elevate (name) Elevate is for advancing neophytes to acolytes and acolytes to creator. ~ 0 ELF ELVES~ Tall, slender creatures with an affinity for the woods and nature, Elves are distant cousins to the Pixies and share the intelligence and dexterity of that winged race to a lesser degree. With a lighter frame than Humans, what they lack in strength and stamina is made up for with their superior agility - both in thought and movement. Elves are capable in all classes, though they function poorest in the role of pure fighter. Most Elves will prefer to stay close to nature, and many become druids. All Elves have the inherent ability to detect magic. The average Elf stands taller than most Humans, being well over six feet. Most have fair skin and long, straight hair, though there are individual Elves who chose a darker life reflected in their outward appearance. Elves gain experience on a scale of normal rate * 1.1. ~ 0 'ELVEN BEAUTY' ELVEN BEAUTY~ This spell makes you more charismatic for its duration. ~ 1 EMOTE~ Syntax: emote <text> Emote is a customized expression of emotions or actions. For example: emote justs smiles and nods. ... displays to everyone in the room: <Your character's name> just smiles and nods. See also SOCIALS ~ 0 EMPTY~ Syntax: empty <container> Syntax: empty <container> <container> This command allows you to empty a container of its contents. Use 'empty <container>' to dump the contents to the ground. Use 'empty <container> <container>' will empty the contents of the first container into the second container. ~ 0 'ENCHANT WEAPON'~ Syntax: cast 'enchant weapon' <weapon> This spell imbues a weapon with a magical enchantment, increasing its to-hit and to-dam bonuses. The weapon must be non-magical to start with, else the enchantment will not succeed. This spell also causes the weapon to be aligned with the alignment with the caster. ~ 0 'ENERGY DRAIN'~ Syntax: cast 'energy drain' <victim> This spell saps the experience points, mana, and movement points of its target. This is an attack spell and should not be used against other players. ~ 0 'ENHANCED DAMAGE'~ This skill increases the damage you inflict when attacking. Use of the skill is automatic once you have practiced it. ~ 0 ENTER LEAVE~ Syntax: enter Syntax: leave In rooms either 'somewhere' exits or exits responding only to keywords, you can simply type 'enter' or 'leave' to pass through that exit. The most common use of this is with portals cast by mages. To use the portal, simply type 'enter' on either side of it and you will pass through to the other side. ~ 1 EQDAMAGE~ While in combat, you may notice that your equipment is taking damage. For example, you may see "Your lifebane gets damaged." Each time this happens, the AC of the item is damaged by one. If the AC on an item is 5, after it is damaged more than five times it will be destroyed or scraped. If you wish to preserve the equipment, you must repair it by taking it to the town blacksmith. (NOTE: Not all equipment is repairable) You may also notice that while fighting a creature which attacks you with acid breath or another acid attack, your equipment gets "etched and pitted." When this occurs the AC on that item is damaged by one permanently. You cannot repair the damage done by "pitting and etching." ~ 0 EQUIPMENT INVENTORY~ Syntax: equipment Syntax: inventory EQUIPMENT lists your equipment (armor, weapons, and held items). INVENTORY lists your inventory. ~ 1 'ETHEREAL FIST'~ 'Ethereal Fist' is an odylic enchantment in which the casting Mage conjures from the ether about himself a solid manifestation of a cubical volume of ether. As if this weren't great fun in and of itself, the final syllables of the spell cause the fist to repeatedly and mercilessly pound into a victim of the caster's choice. Fun to cast in a room by yourself, and always a hit at parties, 'Ethereal Fist' is a low-level Mage's best friend. ~ 0 'ETHEREAL FUNNEL' ETHEREAL FUNNEL~ This spell increases the damage done to the victim by energy attacks. ~ 1 'ETHEREAL SHIELD'~ This spell decreases the amount of damage taken from energy attacks. ~ 1 EVASIVE~ Syntax: style evasive This style of fighting focuses on the art of dodging and parrying blows. Less damage will be taken by a fighter using this style, but the damage a fighter does in battle is also reduced due to the concentration needed for evading an enemy. See also: style, defensive, standard, aggressive, berserk ~ 0 EXAMINE LOOK~ Syntax: look Syntax: look <object> Syntax: look <character> Syntax: look <direction> Syntax: look <keyword> Syntax: look in <container> Syntax: look in <corpse> Syntax: examine <container> Syntax: examine <corpse> LOOK looks at something and sees what you can see. EXAMINE is short for 'LOOK container' followed by 'LOOK IN container'. ~ 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 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 spell 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 BASHED | Denotes a door that has succesfully been bashed open BASHPROOF | Cannot bash the door NOMOB | Mobs may not pass through this exit WINDOW | Points to a destination, but does not allow direct access to it CAN_LOOK | Allows a person to view the destination room for a WINDOW exit PUSHTYPE | Players will be pushed or pulled by a type of force. PUSH | Players will be pushed or pulled with a degree of force. ~ 101 EXITMAKING~ The 'redit exit' command is used to create, modify and remove exits in a room. Currently there can only be one exit in a certain direction. The syntax of the 'redit exit' command is as follows: redit exit <direction> [vnum] [exit-type] [key] [keyword(s)] direction: one of: n, s, e, w, u, d, ne, nw, se, sw or ? vnum : the room number in which the exit leads to. exit-type: a number detailing the exit -- has a door, open/closed/locked etc. key : a number corresponding to a key object which can unlock the door. keywords : keywords used to refer to the door, (or exit). If only 'redit exit <direction>' is specified, the exit will be removed. The 'key' field is optional when specifying keywords. All other fields are required previous to the field desired. Examples: redit exit n 3001 - Creates an exit north to room 3001 redit exit n 3001 3 gate - Changes the exit north to have a closed "gate" redit exit n 3001 3 15 gate - Changes the gate to allow use of a key vnum 15 redit exit n - Removes the north exit See EXITTYPES for generating the exit-type value. ~ 0 EXITS~ Syntax: exits Tells you the visible exits of the room you are in. Not all exits are visible. You can use the 'bump' technique to find hidden exits. (Try to walk in a certain direction and see what you bump into). ~ 0 EXPERIENCE LEVEL XP~ Syntax: level Your character advances in power by gaining experience. Type LEVEL to see how many experience points you'll need for the next few levels. You gain experience by: inflicting damage upon an opponent being part of a group that kills an opponent succeeding while learning a skill or a spell through real world usage You lose experience by: fleeing from combat recalling out of combat being the target of some spells (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 50 kills are recorded. Each time you kill a creature that has been one of your last 50 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 EXPURGATION~ Syntax: c expurgation This spell was granted by the Gods, when it was discovered that many of their devout Paladins were falling prey to poisons. This spell will cure the poison, but if the Paladin's state of mind has been affected..it will still require rest. ~ 0 'EXTRADIMENSIONAL PORTAL' 'EXTRADIMENSIONAL'~ The Great Wizard Thanatos, after creating his fabled WarMagicks, found himself snubbed and abused in and about The Realms for his researches. Much time would pass before mages and other classes alike would learn the true power of these spells. In the interim, disguised as an assassin, Thanatos became interested in a more minor problem: that of carrying off the loot he gained from all those he slew with Quantum Spike. Realising that such a formula would be easily grasped by his class, he thought to extend it freely. As a final touch to the spell, he thought he would spite those of other classes by inbuing into these containers a quality which made them unobtainable by the other classes. ~ 0 'FAERIE FIRE'~ Syntax: cast 'faerie fire' <victim> This spell increases (makes worse) the armor class of its victim. For each level of the caster, the victim's armor class is increased by two points. ~ 0 'FAERIE FOG'~ Syntax: cast 'faerie fog' This spell reveals all manner of invisible, hidden, and sneaking creatures in the same room as you. ~ 1 FATIGUE~ Syntax: c fatigue <victim> Fatigue renders the victim susceptible to the sleep spell. ~ 1 FAVOR~ Your favor reflects how much your deity favors you. It can increase if you follow the principles of your deity, and decrease if you go against those wishes. High favor gives you better chance rolls and weapon bonuses, while low favor penalizes you. You also use favor when you supplicate to your deity for special services. Note: If you deviate from your deity's alignment, you shall suffer a penalty in favor for some actions. SEE ALSO: deities, devote, supplicate, favor_levels ~ 1 FAVOR_LEVELS~ The following lists the favor scale as listed on the 'score' sheet. The prompt variable for favor uses the same scale, but with fewer levels (thus is less accurate): Loved Cherished Honored Praised Favored Respected Liked Tolerated Ignored Shunned Disliked Dishonored Disowned Abandoned Despised Hated Damned See also: favor, deities, supplicate, devote ~ 0 FEED~ Syntax: feed Vampires require copious amounts of blood to function properly, and often the small puddle remaining after a kill is insufficient to satiate the Hunger. Thus, the Vampire will often need to grapple with a victim in an attempt to feed from the living veins. To 'feed', the Vampire must be engaged in combat; simply type 'feed' while fighting. If the bite succeeds a small amount of damage will be done and a varying amount of blood will be drawn. ~ 0 FILL~ Syntax: fill <drincon> Syntax: fill <container> Syntax: fill <pipe> <herb> FILL can be used with drink containers, regular containers or pipes. - to fill a drink container, go to a fountain and 'fill <drinkcon>' - to fill a container such as a backpack with items from the ground, type 'fill <container>' - to fill a pipe you must have both the pipe and the herb in your inventory, then type 'fill <pipe> <herb>' ~ 1 FINDNOTE~ Syntax: findnote <keyword> This command searches through all the notes that you have on you. It seaches through portals, within portals, within portals, etc. It will find the note and place it in your hands. The <keyword> must be words taken from the subject of the note you are trying to find. ~ 1 FIRE~ Syntax: fire <direction> target This command is for use with bows and arrows. You must have the weapon type missileweapons, a bow wielded and a quiver or arrows in your inventory. **This will damage another player and should be used with caution ** *** For smaug release.. use wooden bow and flint from newdark*** ~ 101 FIXED~ Syntax: fixed <message> fixed list This command records your message (250 chars or so max) to a permanent record file. All changes made to live areas, made with foldarea, etc. should have some kind of entry recorded here. Your name and the roomvnum in which you are standing at the time are automatically recorded when you use the command. If you post a note about the change, please make a fast entry pointing it out. (The board in 1215 is best for such notes.) Using 'fixed list' will display the contents of the current fix record. NOTE: This file supports color tokens, be careful with them. ~ 2 FLAG FLAGS~ &P(ATTACKER)&W, &P(KILLER) &Wand &P(THIEF) &Wflags are given to players who violate laws regarding Pkilling and/or Theft. Having one of these flags will cause Darkhaven mobs to treat you differently. You may be placed before Judge Kendra and be fined or thrown in jail until an immortal can impose a sentence upon you. For help on &P(ATTACKER) &Wor &P(KILLER) &Wflags, see &CHELP ATTACKER &Wor &CHELP KILLER&W. To find out what constitutes illegal theft, see &YLAWS STORES&W. ~ 0 FLAMESTRIKE~ Syntax: cast 'flamestrike' <victim> This spell inflicts damage on the victim. ~ 0 FLEE RESCUE~ Syntax: flee Syntax: rescue <character> Once you start a fight, you can't just walk away from it. If the fight is not going well, you can attempt to FLEE, or another character can RESCUE you. If you lose your link during a fight, then your character will keep fighting, and will attempt to RECALL from time to time. Your chances of making the recall are reduced, and you will lose much more experience. In order to RESCUE successfully, you must practice the appropriate skill. ~ 1 FLETCH~ Syntax c fletch flint This ranger specialty will transform a piece of flint into a usable arrow. The flint must be in the caster's inventory. ~ 5 FLOAT~ Syntax: cast 'float' <character> This spell 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 spell 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. ~ 103 FOLDAREA~ Syntax: foldarea <area filename> This command saves an area file, usually after modification. &rThis command must be used with extreme care. If you aren't exactly and intimately familiar with the changes being made or what the command does -- don't use it.&w *NOTE* Area files have backups that record the file as it was prior to foldarea. If you folda something and realize there's a mistake, and you've only folded it once -- don't do anything else. Post a note or find the Owner. Do not fold changes into non-quest areas that are quest related. If you must do this, write a note or ensure it's changed back. Any time an area is folded, document it with the fixed command. (check 'help fixed') See ASET and INSTALLAREA. ~ 1 FOLLOW~ Syntax: follow <character> 'Follow' starts you following another character. To stop following, type 'follow self'. You cannot follow those more than ten levels above you. You may follow lower level characters or characters up to ten levels higher. You must first follow someone before you can join their group. See also GROUP ~ 103 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. ~ 105 FORCE~ Syntax: force <character> <command> Syntax: force all <command> FORCE forces one character or mob to execute a command. FORCE 'all' forces all player characters to execute a command. This is typically used for 'force all save'. Force is restricted to mob use only until level 57. *Note.. NEVER force a mob to drop eq and give to a player..lest God smite thee down in your very tracks. ~ 102 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. ~ 103 FORMPASS~ Syntax: formpass <password> <character name> This is an online high level immortal command for displaying what the encrypted value of a certain password is using the character name as the salt. This is only to be used if you have access to the PFiles directly. To change a password online, loadup the character, and mset the password directly. ~ 101 FQUIT~ Syntax: fquit <character> FQUIT forces a level one player to quit. It is used in case you accidently authorize a bad name. Please be sure to send a tell to the player explaining why you are forcing them to quit before using FQUIT. ~ 102 FSHOW~ ----------------------------------------------------------- SYNTAX: fshow <moblog | plevel> DESCRIPTION: The FSHOW command when used with the MOBLOG variable, displays the current log of MPLOG. When FSHOW is used with the PLEVEL variable, it will display the current log of all character levels that have occurred since the last reboot. ----------------------------------------------------------- ~ 1 'GALVANIC WHIP'~ The spell 'Galvanic Whip' allows the casting Mage to form in the air a highly charged rope of air that automatically lashes out at his opponents in combat. The Whip may be called once per combat round. ~ 1 GATE~ Syntax: cast gate This spell gates in a guardian vampire. Player characters don't have much use for it, but high demons, and guardian vampires themselves, like it a lot. ~ 103 GFIGHTING~ ----------------------------------------------------------- SYNTAX: gfighting gfighting <low> <high> gfighting <low> <high> mobs DESCRIPTION: The GFIGHTING command does a global search for the fighting targets specified, where <low> <high> indicates the target's level. EXAMPLE: gfighting 1 5 would display a list of PCs levels one through five that are fighting, who they are fighting and their level, what vnum/room name they are fighting in, and the name of the area they are fighting in. By adding the 'mobs' variable, the command would display the same information for mobs of the levels specified. ----------------------------------------------------------- ~ 0 GITH~ The Gith are a race descended from humans. Once long ago, they were a peaceful civilization of humans that were captured by mind flayers and tormented for centuries. Eventually, a savior named Gith led them to freedom, yet their bodies had been flayed by the mental powers of the illithids. The Gith found themselves, stronger, quicker, luckier and smarter than average humans, yet they had lost much of their faith, wisdom, stamina and charisma. They had yellowed skin and were very long of limb. Sunken eyes peered from yellowed sockets, now strangely capable of naturally detecting invisible things. The Gith race has split into three distinct groups recently. The good, the Githzerai, the selfish neutral, the Pirates of Gith, and the evil, the Githyanki. Gith gain experience on a scale of normal rate * 1.06. ~ 1 GLANCE~ syntax: glance syntax: glance <victim> Glance alone shows you only the contents of the room you are in, eliminating the description. Glance <victim> shows only the health condition, eliminating their description and equipment from your screen. Glance may be abbreviated as 'gl'. ~ 0 GLORY~ Glory is a measure of how valiant you are, and is accumulated by taking part in quests (mostly) and possibly in a few other ways in the near to distant future. It appears on your score screen as: Glory: 264(430) The number in parentheses is the total lifetime glory attained by your character, and the other number is your current glory. Glory can be "spent" to improve your items and weapons (among possible other things in the future) as according to the scale detailed in HELP GLORY RATES. Unlike Quest Points of old, Glory will not only go to the "winner" of the quest, but will be awarded on a basis of participation. For example, the big prize might not only go to the person who killed the monster, but also to the person who solved the riddle first, etc. Players who took part in the quest and helped a notable amount will also recieve lesser amounts of Glory. Glory cannot be traded or transferred between characters. This would be like Odysseus passing all the reknown for his deeds off onto someone else. See also: GLORY RATES, GLORY TRADE ~ 0 'GLORY RATES~ All prices are for adding affects/stats to an item or weapon, excepting the "Sex Change" which is a permanent altering of one's player file. &W &W+1 Manapoint &G5 Glory | &WWeight to 1 &G125 Glory &W+1 Hitpoint &G10 Glory | &WGlow/Hum Removal &G5 Glory &W+1 Stat &G100 Glory | &WRename/Rekey &G20 Glory &W+1 Hitroll &G125 Glory | &W1 Practice &G50 Glory &W+1 Damroll &G175 Glory | &WSex Change &G10 Glory &W-1 Save &G175 Glory | &WMinor Affect &G300 Glory &W-1 AC (lowers ac) &G50 Glory | &WResistance &G750 Glory &W+1 AC (base obj AC) &G130 Glory | &WAff_Protect &G500 Glory &WObject edit(per line) &G5 Glory | &W &CMinor Affects&Y -------------&W Invis, Detect_Invis, Hide, Detect_Hidden, Detect_Magic, Detect_traps, Sneak Infravision, Fly, Float, Passdoor, Scry, Aquabreath &CResistances&Y -----------&W Fire, Cold, Electricity, Energy, Blunt, Pierce, Slash, Acid, Poison, Drain Sleep, Charm, Hold, Non-Magic, Magic, Paralysis &CSee also: &WGLORY, GLORY TRADE ~ 0 'GLORY TRADE'~ . Glory is a trait inherent in a character, and as such will not under any circumstances be moved from one player to another. On a similar note, Glory is cashed in as per GLORY RATES, on an all or nothing basis. Glory will NOT be taken from more than one character in order to buy an affect. See also GLORY, GLORY RATES ~ -1 GNOME GNOMES~ Gnomes are a quirky demi-human race. Though not the mightiest of races, they are well versed in their studies of knowledges, magics and religions. Additionally, due to their familiarity with such lore, they tend to be more resistant to magics. They can, though, suffer tremendously from physical attacks. Gnomes usually focus in the magical or clerical arts, though a few rogues have ventured into the arts of thieving (albeit often not very well.) Gnomes are a short, stocky race, similar to their dwarven cousins. Most often prefer an evening at home with a magical tome, a loaf of pipeweed bread and a cup of ale over venturing out to battle. Gnomes gain experience on a scale of normal rate * 1.2 ~ 1 GODS~ The domains of the Gods are often terror-filled and designed to horrify and shock any mortal visitors. None have ever discovered an entrance to any of these domains, for they are guarded by the most powerful of godly magics. ~ 1 GOLD~ Syntax: gold Displays the current total amount of gold you are carrying. ~ 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, or it can simply be 'next' to go to the next vnum or 'prev' to go to the previous vnum. 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. You may also "GOTO pk" to go to the site of the most recent illegal pkill. See REDIT. ~ 1 GOUGE~ syntax: gouge This attack can only be used in combat, and will strike at the eyes of your opponent, causing damage and temporary blindness. Note that gouge has a reduced chance of hitting if the gouger is not one of the primary combatants (i.e. is not tanking). See also BLIND, BLINDED ~ 1 GRASP 'GRASP SUSPIRIA'~ Syntax: grasp The suspiric grasp is the vampire's most lethal attack, allowing it to drain the life of its opponent in larger quantities than nearly any other skill or spell in the Realms. The more intelligent is the vampire, the more effectively it will perform this loathsome act. Be aware that the magical nature of this attack causes it to be affected by the victim's saves. ~ -1 GREETING~ . /---------------------------------------------------------------------------\ | | | | | SCIFI Smaug Deriavtive | | Unotherised use prohibited | | I'll put more credits here before it is released. | | -Lews | | | >---------------------------------------------------------------------------< | Chronicles is a deriavtive of the SMAUG codebase. | >-----------------------+------------------------+--------------------------< | DikuMUD: Hans-Henrik | MERC: Hatchet, Furey | SMAUG: Thoric, Altrag, | | Staerfeldt, Katja | and Kahn. | Blodkai, Haus, Narn, | | Nyboe, Tom Madsen, | | Scryn, Swordbearer, | | Michael Seifert and | | Tricops, Gorog, Rennard, | | Sebastian Hammer. | | Grishnakh, Fireblade and | | | | Nivek. | >-----------------------+------------------------+--------------------------< | WARNING: This game is not intended for minors. If you are under the age | | of eighteen years, please get the permission of your parent(s) or legal | | guardian(s) before continuing. We can not be held responsible for the | | content encountered within the game. | >---------------------------------------------------------------------------< | NOTE: We are extremely strict with our naming policy. All names must be | | of a fantasy, dark ages, or olde english style. Thank you. | \---------------------------------------------------------------------------/ Enter thine name, stranger: ~ 1 GRIP~ This 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. ~ 1 GROUNDING~ Syntax: c grounding Grounding renders the victim resistant to electricity attacks. This spell may not be used on a target. ~ 1 GROUP GROUPING~ Syntax: group <character>, group all, group, group disband 'Group <character>' adds someone who is following you into your group, making them a group member. Group members share experience from kills, and may use the GTELL and SPLIT commands. If anyone in your group is attacked, you will automatically join the fight. If character is already a member of your group, 'group <character>' again to remove them from your party. Removing the character from the group does not stop them from following you, however. A character can also leave a group by using the 'follow self' command, in which case they will both leave your group and stop following you. 'Group' with no argument shows statistics for each character in your group. 'Group all' groups all eligible players following you in the room. 'Group disband' allows the leader to disband his group (members will stop following and are ungrouped). You may group only characters within eight levels of your own. See section 10 of your Adventurer's Guide for more information on groups and grouping. ~ 0 GTELL ; REPLY SAY TELL~ Syntax: gtell <message> Syntax: say <message> Syntax: tell <character> <message> All of these commands send messages to other players. GTELL sends a message to all of the characters in your group, wherever they are, even if they are sleeping or stunned or dying. ';' is a synonym for GTELL. SAY sends a message to all awake players in your room. The single quote ''' is a synonym for SAY. TELL sends a message to one awake player anywhere in the world. REPLY sends a message to the last player who sent you a TELL. REPLY will work even if you can't see the player, and without revealing their identity. This is handy for talking to invisible or switched immortal players. ~ 1 GUIDE~ All players get a copy of The adventurer's guide to the Realms of Despair when they enter the game. To use this guide, type LOOK BOOK. This guide has been created to answer the most commonly asked questions and to give you a general grasp of the commands and rules of the game. This first section of the Guide deals with commonly asked questions. It's advised that you take the time to read this section first if you are new to our Realms. Please enclose in text or subject that you would like a copy of the guide. If you have problems understanding matters in the guide type: &BHELP NC ~ 2 GUILD GUILDS~ Guilds are special organizations for each class within the realms. Belonging to a Guild has many advantages, such as gaining new knowledge of your class, making new friends in the Realms, exciting quests, the great feeling of helping other players, and many other aspects of Guild life make being in a Guild a memorable experience. Each Guild has its own separate headquarter with a healer, a practice room, a Guild store, and many other rooms that makes each Guild unique unto itself. Membership in a Guild is not something that is easily obtained, and you must be a law-abiding player. Deadly players are not allowed to join Guilds. There are rules within each Guild, and along with these rules, you must follow the rules of this MUD. To gain entry into a Guild, you should speak with a leader of the Guild. The leaders are those people who have the title <Leader>, <First> and <Second>. To find out who is on from a Guild, type "who 'Guild of *****'. For example, if you are a Druid, and you wish to find out who is on from the Guild of Druids, type "who 'Guild of Druids'", and you will be given a list of players that belong to the Guild. Type &Ghelp guild rules&w for a list of rules about Guild equiment and items. ~ 2 'GUILD RULES'~ . &RIt is illegal to sell, trade, auction or give away Guild items.&w Including potions, pills, scrolls, equipment and containers. Anything you can buy in a Guild house is off limits for selling. If you are found to be trading in these illegal items, you stand the chance of not only being outcast from your Guild, but your Guild may lose the ability to sell those items. Please do not engage in buying such items either, as the Immortals reserve the right to remove Guild items from ANY person not belonging to that Guild. Just because you can buy it on the "black market" does not mean the Immortals will allow you to keep it. If you are in doubt whether an item is a Guild item, you are free to ask an Immortal. Most Guild items have the name "guild" on it when you use identify. There are rules that are specific to Guilds. If you are not sure if something is legal or illegal within your Guild, please contact a leader. ~ 0 GUILDTALK~ Syntax: guildtalk <message> Provided that you are in a Guild, guildtalk will send the message to all members currently online. ~ 104 GWHERE~ ----------------------------------------------------------- SYNTAX: gwhere gwhere <low> <high> gwhere <low> <high> mobs DESCRIPTION: The GWHERE command displays a global location list of the targets specified; name of target and level, vnum/name of room, and name of area are all displayed, where <low><high> indicates the level of the players or MOBs. If level criterias are note defined, all will be displayed. ----------------------------------------------------------- SEE ALSO: GFIGHTING ~ 0 HALF-ELF HALFELF HALFELVES~ These beautiful creatures are the result of the mixing of human and Elven blood. Though the resulting Half-Elf is not as intelligent as the pure- blooded Elf, nor as hardy as the full-blooded Human, this mix serves quite well in a variety of classes which require the standards of both mental and physical prowess. Their beautiful almond eyes enable them to discern objects in the darkness. Not as tall as the pure Elf, they range from five feet six inches to six feet five inches, with a heavier musculature than their ancestors. Half-Elves gain experience on a scale of normal rate * 1.04. ~ 0 HALF-OGRE HALFOGRE~ The Half-Ogre is a result of breeding during the dark days with humans, when pure-blooded Ogres were known for raping and looting Human villages. As a result of this, the Half-Ogre stands from six to nine feet tall in height and is known for its muscle-packed body that can weigh from three to four hundred pounds. Most are relatively hairless, their bodies are covered with small, boney growths, and their disproportionately long limbs gives them a somewhat simian appearance. This offspring of humans and Ogres has inherited great physical abilities: an apptitude for aggression from its Ogre lineage, inherent infravision to assist in traversing darkness, and though slightly smaller than pure-bred Ogres it nevertheless boasts an awesome strength. Being territorial, most Half-Ogres will readily engage in battle to establish superiority over any it encounters. All in all a race best suited for the role of pure fighter. Half-Ogres gain experience on a scale of normal rate * 0.92. ~ 0 HALF-ORC HALF-ORCS HALFORC HALFORCS~ A recent mingling of Orcish and Human blood arising as the darker races have encroached further upon the remaining settled areas, most members of this half-blooded race are distinctly more Orcish than Human in both appearance and behavior. Large and dull of wit, with short but broad bodies, their poor mental and physical dexterity is offset by an iron constitution. Though some have dabbled in the sorcerous arts due to their human influence, brute combat is is still the natural call which stirs in the soul of the Half-Orc. All Half-Orcs possess infravision. Though not as broad nor powerful as full-blood Orcs, Half-Orcs usually retain their wider bodies, longer, bowed limbs and heavier musculature. A ridged brow crowned by bushy eyebrows conceals small, squinting eyes; below a snout-like noses opens a maw filled with crooked fangs; dark skin emanating a rancid odor; their presence disgusts civilized races. Standing from five to seven feet tall and averaging two hundred pounds, an altogether fearsome race. Half-Orc's gain experience on a scale of normal rate * 0.94. ~ 0 HALF-TROLL HALFTROLL~ An intermingling (carried out in the darker lands of the Realms) of the blood of the Troll with that of Humans, the Half-troll is as deadly as it is hideous. Though considerably smaller than full-blood Trolls, the Half-troll often stands well over eight feet in height and carries over three hundred pounds on its heavily-muscled frame. Though naturally of low wisdom, the race was sorcerously imbued with a wicked intelligence and the ability to see naturally in the darkness. Half-trolls usually make poor pure magic users, and suffer from an unusually low dexterity. Yet their boundless energy and high intellect create one of the most cunning physical beasts of the Realms in experienced hands. Owing in part to the black blood which courses through their heavy veins, the heavily-scaled skin of the Half-troll ranges in color from a charcoal grey to a deep, blackish green. Half-trolls revel in the fright of their appearance, often wearing their hair in battle-braids and emblazoning themselves with brands and tattoos to accentuate the effect. Half-Trolls gain experience on a scale of normal rate * 0.90. ~ 0 HALFLING HALFLINGS~ Stout, round, open-minded and very elusive the Hobbit has a level of dexterity which is only equal to his wit. Many enjoy the thrill of reading a good book, or telling stories by the fire. Many halflings, because of this, tend to avoid adventuring, though some rare hobbits choose the path of the Bard, or storyteller, for their keen intellect serves them well. This intelligence, coupled by a surprising determination makes them a curious (though somewhat underpowered) ally. Halflings have compact bodies and thick, long limbs, and usually have very hairy feet. Eye color range from blue, brown, green, and any shade inbetween. Halflings gain experience on a scale of normal rate * 1.02. ~ 1 HEADBUTT~ Syntax: headbutt Headbutt is a skill which can only be used once a fight has started, and can only be used against your primary opponent. If it successfully lands, it inflicts damage on your opponent. ~ 103 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's 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) At the very least, the first character of a help file cannot be either the symbol '&&' or the symbol '^^'. 2) Color changes have to be separated by at least one character. ie, '&&Y.^^r' will work, '&&Y^^r' will cause problems. 3) Color codes are imbedded within text and _do_ count in note buffers for line length. ie, watch out for <Long Line Trimmed>. &w Colors should be used to &Yenhance &wthe help file, or specific parts of the help file. Tact and restraint should be used if considering the use of colors. See HSET, PCOLORS. ~ 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. You may not hell someone for more than thirty days with the hell command. To release a player from hell, simply "unhell <character>". ~ 0 HELP~ You must really need Help! To find help topics available to you, type hlist . This will give you a very long list of help files. If you'd like a shortened list, type hlist a for help files that begin with the letter a. ~ 1 HERBS HERB~ The names of current herbs have been changed to the following: a small dusk of timian herbs - black cohosh some bluish herbs - elder flowers some purplish herbs - belladonna some blackish herbs - linden flowers some grayish herbs - poison ivy some reddish herbs - tamarind herbs some orangish herbs - bay leaves some pinkish herbs - callamus 11 herbs and spices - caeduceus herbs green herbs - kingsfoil clear white herbs - ringwort ~ 1 HEZEKIAH HEZEKIAHS 'HEZEKIAHS CURE' HEZEKIAH'S~ Syntax: c 'hezekiahs cure' <target> c hezekiahs <target> Hezekiah was a great Paladin for whom the Gods showed great pleasure. As a reminder of his greatness, the Gods granted a spell in his honor. The spell brings about a mild cure to the wounded, with the use of the Paladin Holy Symbol. ~ 1 HIDE SNEAK VISIBLE~ Syntax: hide Syntax: sneak Syntax: visible If you successfully hide, creatures cannot see you unless they are affected by 'detect hidden'. Player characters can detect you, however. If you successfully sneak, you can move from place to place without being noticed by other player characters. If you flee, you will stop sneaking and will have to 'sneak' again. In order to either hide or sneak successfully, you will have to practice the appropriate skill. Visible (vis) cancels your hiding and sneaking, as well as any invisibility, effectively making you visible again to all. ~ 1 HITALL~ Syntax: hitall Hitall is a fighter skill that will start a fight by hitting all the opponents in the room. For nondeadly characters, the 'opponents' means mobs, for deadlies it means all the deadly players in the room. Be aware that area attacks are aggressive to all mobs in the room, including pets, mounts and charmed creatures. ~ 1 HITROLL HR~ Represents your chances of hitting your opponent. The higher the number, the better. ~ 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. ~ 1 'HOLY SANCTITY'~ Syntax: c 'holy sanctity' This spell casts sanctuary on every member of the cleric's group. ~ 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. ~ 1 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 do a 'who www'. To remove your homepage setting, type 'homepage clear'. ~ 103 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 spellcasting) 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'. Setting a help entry level to -1 prevents the header from showing up when you view the help with the help command. See also: HEDIT ~ 0 HUMAN HUMANS~ In the beginning there were Humans, Elves and Ogres. Humans are the most numerous and the plainest race in the Realms. Although possessing no special abilities or bonuses, they are the most adaptable and flexible race and are able to assume any class. Humans are bipedal creatures with two arms and a roundish head. Their height, weight, eye and hair color vary greatly. It is rare to find any two who look exactly alike. In dark times Humans and Elves mated creating a new race, called HALF-ELVES (see help HALF-ELF HALFELF) and Humans and Ogres mated created the Half-Ogre Race. (See help HALF-OGRE, or help HALFOGRE) ~ 0 I3~ Syntax: i3 <option> Note: You must meet the mud's minimum level requirement before accessing I3. You will be notified when you have reached the approptiate level. General Usage: ------------------------------------------------ List channels available : i3 chanlist [all] [filter] To tune into a channel : i3 listen <localchannel> To see who is listening on another mud : i3 chanwho <channel> <mud> List muds connected to I3 : i3 mudlist [filter] Information on antoher mud : i3 mudinfo <mud> Ignore someone who annoys you : i3 ignore <person@mud> Make yourself invisible to I3 : i3 invis i3 chanlist: Lists the channels the mud has available to listen to. Specifying 'all' will list the channels for the entire network. i3 listen : Tunes you in to the specified channel. You must meet or exceed whatever the minimum level is for that channel to do so, and your mud must have the channel configured locally. i3 chanwho : Shows you who is listening to the specified channel on the specified mud. Invisble players will not be shown. i3 mudlist : Lists the muds which are connected to the network. Specifying a filter will narrow the list down to only those muds whose information matches. IE: &Wi3 mudlist smaug&D will list all muds who have &Wsmaug&D as part of their listing. i3 mudinfo : Lists the information provided by the specified mud. i3 ignore : Allows you to selectively ignore all contact with person@mud. This will block tells, beeps, locates, fingers, emotes, and whos. It will also block channel output from them, but will NOT block them from seeing YOU on a channel. i3 invis : Makes you invisible to I3. Performs similar to the ignore option except it prevents EVERYONE on the network from finding you. You will still be able to use channels, and you will NOT be invisible to others if you do so. See also: i3tell, i3finger, i3emote, i3locate, i3who ~ 0 I3BEEP~ Syntax: i3beep <person@mud> i3beep sends a quick message to a person on another mud. If the target mud supports the beep tone, then the person on that mud will hear the standard beep tone used by whatever client software they are using. Works in the same manner as the local beep command. See also: I3, INTERMUD3 ~ 0 I3EMOTE~ Syntax i3emote <person@mud> <message> Sends a private emote to a person on another mud. See also: I3, INTERMUD3 ~ 0 I3FINGER~ Syntax i3finger <person@mud> Request for information regarding a player on another mud. Operates in a similar manner to the local 'finger' command. Will only reveal information the target mud feels is appropriate. See also: I3, INTERMUD3 ~ 0 I3LOCATE~ Syntax i3locate <name> Asks all the muds on the Intermud-3 network if a person known by the name is there. Be patient when using this command, there are a lot of muds on the network to search through, so a response may take some time to come back. See also: I3, INTERMUD3 ~ 0 I3TELL I3REPLY~ Syntax: i3tell <person@mud> <message> Syntax: i3reply <message> i3tell sends a private message to a person on another mud. To send a tell to someone on a mud with a multi-word name, you need to enlcose person@mud in quotes, like so: i3tell 'person@mud with long name' Otherwise this command operates in much the same way as the local tell command. To reply to the last i3tell you received, simply type 'i3reply' followed by your message and it will be sent back to the last person on I3 who sent a tell to you. Works in the same manner as the local reply command. See also: I3, INTERMUD3 ~ 0 I3WHO~ Syntax i3who <mud> Requests an overview of players on a different mud. Operates similarly to the local who command. See also: I3, INTERMUD3 ~ 1 ICESHIELD FIRESHIELD SHOCKSHIELD~ Iceshield conjures an encompassing shield of ice which will return the attacks of your enemy with tongues of cold. Syntax: cast iceshield Fireshield surrounds the caster with a wall of fire which returns your enemies' attacks with balls of fire. Syntax: cast fireshield Shockshield surrounds the caster with a field of electric energy which will return your enemies' attacks with bolts of lightning. Syntax: cast shockshield * shockshield cannot be cast on others The chances of your shields striking your opponent increase with your level, with the odds at low levels being very low. Like shields will negate each other's effects. For example, if your enemy has fireshield, your fireshield will counter any fireballs thrown by his, and his will counter any fireballs thrown by yours. ~ 0 IDEA IDEAS TYPO BUG~ 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. ~ 0 IDENTIFY~ Syntax: cast identify <object> This spell reveals information about the object. ~ 101 'IFCHECK CANPKILL'~ &r*-------------------------------------------------------------------* &GEXAMPLE: &cif canpkill($n) mpechoat 0.$n Your fate awaits, $n. &GDESCRIPTION: &cThe CANPKILL ifcheck is used to determine if the target is a: - Minimum age of 18, - Minimum level of 5, and - pkiller. &r*-------------------------------------------------------------------*&w &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3 ~ 101 'IFCHECK CANSEE'~ &r*-------------------------------------------------------------------* &GEXAMPLE: &cif cansee($n) '$n can see just fine! &GDESCRIPTION: &cThe CANSEE ifcheck is used to determine if the target is able to see. &r*-------------------------------------------------------------------* &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3 ~ 101 'IFCHECK CHA'~ &r*-------------------------------------------------------------------* &GEXAMPLE: &cif cha($n) > 18 'You're very charismatic, $n! &GDESCRIPTION: &cThe CHA ifcheck is used to direct a command based on the charisma stat of the target. &r*-------------------------------------------------------------------* &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3 ~ 101 'IFCHECK CHARCOUNT'~ &r*-------------------------------------------------------------------* &GEXAMPLE: &cif charcount(21000) > 10 &GDESCRIPTION: &cCHARCOUNT ifcheck counts the number of chars in the specified room. This example returns TRUE if there are more than 10 chars in room 21000. You can use this form in room or mob programs and you can have one room program check the number of chars in a different room. Note the number of characters is defined as the number of mortals plus the number of mobs. &GEXAMPLE: &cif charcount(0) > 10 &GDESCRIPTION: &cUse a zero room number if you want to have a mob check the number of chars in its room. Note that if the mob changes rooms, the ifcheck applies to whatever room the mob is in. You should use this form in mob programs only. &r*-------------------------------------------------------------------* &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3 ~ 101 'IFCHECK CLAN'~ &r*-------------------------------------------------------------------* &GEXAMPLE: &cif clan($n) == inconnu tell 0.$n You're an Inconnu! &GDESCRIPTION: &cThe CLAN ifcheck is used to determine if the target belongs to a Clan or Order. &r*-------------------------------------------------------------------* &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3 ~ 101 'IFCHECK CLANTYPE'~ &r*-------------------------------------------------------------------* &GEXAMPLE: &cif clantype($n) == 15 '$n belongs to an Order. &GDESCRIPTION: &cThe CLANTYPE is used to determine what type of clan the target belongs to. &r*-------------------------------------------------------------------* &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3 ~ 101 'IFCHECK CLASS'~ &r*-------------------------------------------------------------------* &GEXAMPLE: &cif class($n) == 0 t 0.$n You're a mage! &GDESCRIPTION: &cThe CLASS ifcheck is used to determine the class of the target. (HELP NPCCLASSES) &r*-------------------------------------------------------------------* &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3 ~ 101 'IFCHECK CON'~ &r*-------------------------------------------------------------------* &GEXAMPLE: &cif con($n) < 5 'You're constitution is low, $n. &GDESCRIPTION: &cThe CON ifcheck is used to direct a command based on the constitution stat of the target. &r*-------------------------------------------------------------------* &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3 ~ 101 'IFCHECK COUNCIL~ &r*-------------------------------------------------------------------* &GEXAMPLE: &cif council($n) == 1 '$n is from the Council of Elders. &GDESCRIPTION: &cThe COUNCIL ifcheck determines what council the target belongs to.(HELP COUNCILNUMS) &r*-------------------------------------------------------------------* &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3 ~ 101 'IFCHECK DEITY'~ &r*-------------------------------------------------------------------* &GEXAMPLE: &cif deity($n) == vl'arescht 'May Thoric save your evil soul! &GDESCRIPTION: &cThe DEITY ifcheck is used to determine who the target is devoted to. &r*-------------------------------------------------------------------* &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3 ~ 101 'IFCHECK DEX'~ &r*-------------------------------------------------------------------* &GEXAMPLE: &cif dex($n) > 20 'You're pretty nimble, $n &GDESCRIPTION: &cThe DEX ifcheck is used to direct a command based on the dexterity stat of the target. &r*-------------------------------------------------------------------* &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3 ~ 101 'IFCHECK DOINGQUEST'~ EXAMPLE: DESCRIPTION SEE ALSO: mpedit, opedit, rpedit, ifchecks. ~ 101 'IFCHECK ECONOMY'~ &r*-------------------------------------------------------------------* &GEXAMPLE: &cif economy(21001) > 10000000 mpecho DH economy is booming! &GDESCRIPTION: &cThe ECONOMY(rvnum) ifcheck is used to base a command on the economy of the area the checker is in. NOTE: area will be specified by default to area the MOB is in, via rvnum. &r*-------------------------------------------------------------------* &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3 ~ 101 'IFCHECK FAVOR'~ &r*-------------------------------------------------------------------* &GEXAMPLE: &cif favor($n) == 2500 'You're well loved by your deity, $n. &GDESCRIPTION: &cThe FAVOR ifcheck is used to determine the amount of favor held by the target. &r*-------------------------------------------------------------------* &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3 ~ 101 'IFCHECK GOLDAMT'~ &r*-------------------------------------------------------------------* &GEXAMPLE: &cif goldamt($i) > 10000 'I'm rich! &GDESCRIPTION: &cThe GOLDAMT ifcheck determines the specified amount of coins carried by the target. &r*-------------------------------------------------------------------* &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3 ~ 101 'IFCHECK GUILD'~ &r*-------------------------------------------------------------------* &GEXAMPLE: &cif guild($n) == guild of thieves 'You belong to the GoT! &GDESCRIPTION: &cThe GUILD ifcheck is used to determine what guild the target belongs to, if any. &r*-------------------------------------------------------------------* &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3 ~ 101 'IFCHECK HITPRCNT'~ &r*-------------------------------------------------------------------* &GEXAMPLE: &cif hitprcnt($n) < 10 'You're going to dieeeeeee! &GDESCRIPTION: &cThe HITPRCNT ifcheck is used to base a command on the targets current hit points. &r*-------------------------------------------------------------------* &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3 ~ 101 'IFCHECK HPS'~ &r*-------------------------------------------------------------------* &GEXAMPLE: &cif hps($n) > 1900 'You're buff, $n!! &GDESCRIPTION: &cThe HPS ifcheck is used to base a command on the target's current hit points. &r*-------------------------------------------------------------------* &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3 ~ 101 'IFCHECK INROOM'~ &r*-------------------------------------------------------------------* &GEXAMPLE: &cif inroom($i) == 1200 'Look at all the notes to read! &GDESCRIPTION: &cThe INROOM(target) ifcheck is used to determine the target's rvnum location. &r*-------------------------------------------------------------------* &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3 ~ 101 'IFCHECK INT'~ &r*-------------------------------------------------------------------* &GEXAMPLE: &cif int($i) == 25 'I'm smart! &GDESCRIPTION: &cThe INT ifcheck is used to direct a command based on the intelligence of the target. &r*-------------------------------------------------------------------* &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3 ~ 101 'IFCHECK ISASUPRESSED'~ &r*-------------------------------------------------------------------* &GEXAMPLE: &cif isasupressed($n) > 10 '$n's got a bit of wait ahead of them! &GDESCRIPTION: &cThe ISASUPRESSED ifcheck checks the target's asupress timer. &r*-------------------------------------------------------------------* &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3 ~ 101 'IFCHECK ISATTACKER' 'IFCHECK ISKILLER' 'IFCHECK ISTHIEF'~ ----------------------------------------------------------- SYNTAX: if isattacker($n) say Didn't quite pull it off, did you? DESCRIPTION: The ISATTACKER, ISTHIEF, and ISKILLER, if checks are used to determine if the target is flagged as an attacker/killer/thief. ----------------------------------------------------------- SEE ALSO: MPPARDON, FLAGS, PARDON ~ 101 'IFCHECK ISCHARMED'~ &r *-------------------------------------------------------------------* &GEXAMPLE: &cif ischarmed($n) 'Wake up! &GDESCRIPTION: &cThe ISCHARMED ifcheck determines if the target is charmed. &r*-------------------------------------------------------------------* &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3 ~ 101 'IFCHECK ISDEVOTED'~ &r*-------------------------------------------------------------------* &GEXAMPLE: &cif isdevoted($n) 'I see you have devoted your soul, $n. &GDESCRIPTION: &cThe ISDEVOTED ifcheck is used to determine if the target is devoted to a Deity. &r*-------------------------------------------------------------------* &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3 ~ 101 'IFCHECK ISEVIL'~ &r*-------------------------------------------------------------------* &GEXAMPLE: &cif isevil($n) 'Greetings, evil one. &GDESCRIPTION: &cThe ISEVIL ifcheck is used to determine if the targets alignment is lower than -350. &r*-------------------------------------------------------------------* &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3 ~ 101 'IFCHECK ISFIGHT'~ &r*-------------------------------------------------------------------* &GEXAMPLE: &cif isfight($i) yell Lookie Mom! I'm fighting! &GDESCRIPTION: &cThe ISFIGHT ifcheck determines if the target is fighting. &r*-------------------------------------------------------------------* &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3 ~ 101 'IFCHECK ISFOLLOW'~ EXAMPLE: DESCRIPTION SEE ALSO: mpedit, opedit, rpedit, ifchecks. ~ 101 'IFCHECK ISGOOD'~ &r*-------------------------------------------------------------------* &GEXAMPLE: &cif isgood($n) 'Always a pleasure, $n. &GDESCRIPTION: &cThe ISGOOD ifcheck is used to determine if the target's alignment is +350 or higher. &r*-------------------------------------------------------------------* &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3 ~ 101 'IFCHECK ISIMMORT'~ &r*-------------------------------------------------------------------* &GEXAMPLE: &cif isimmort($n) bow 0.$n &GDESCRIPTION: &cThe ISIMMORT ifcheck determines if the target is an Immortal. &r*-------------------------------------------------------------------* &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3 ~ 101 'IFCHECK ISLEADER'~ &r*-------------------------------------------------------------------* &GEXAMPLE: &cif isleader($n) '$n is an Order, Guild, or Clan leader. &GDESCRIPTION: &cThe ISLEADER ifcheck is used to determine if the target is a leader of an Order, Guild, or Clan. &r*-------------------------------------------------------------------* &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3 ~ 101 'IFCHECK ISLOCKED'~ &r*-------------------------------------------------------------------* &GEXAMPLE: &cif islocked($n) == 6 'The northeast exit is locked. &GDESCRIPTION: &cThe ISLOCKED(dir) ifcheck is used to determine if a specified exit is locked. (HELP DOORDIRS) &r*-------------------------------------------------------------------* &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3 ~ 101 'IFCHECK ISMORPHED'~ &r*-------------------------------------------------------------------* &GEXAMPLE: &cif ismorphed($n) '$n is not as they appear! &GDESCRIPTION: &cThe ISMORPHED ifcheck is used to determine if the target is morphed. (HELP MORPHTYPES) &r*-------------------------------------------------------------------* &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3 ~ 101 'IFCHECK ISMOUNTED'~ &r*-------------------------------------------------------------------* &GEXAMPLE: &cif ismounted($n) mpforce 0.$n dismount &GDESCRIPTION: &cThe ISMOUNTED ifcheck determines if the target is mounted. &r*-------------------------------------------------------------------* &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3 ~ 101 'IFCHECK ISNEUTRAL'~ &r*-------------------------------------------------------------------* &GEXAMPLE: &cif isneutral($n) 'Make up your mind, $n. &GDESCRIPTION: &cThe ISNEUTRAL ifcheck is used to determine if the target's alignment is: - less than +350 and - greater than -350 &r*-------------------------------------------------------------------* &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3 ~ 101 'IFCHECK ISNPC'~ &r*-------------------------------------------------------------------* &GEXAMPLE: &cif isnpc($n) '$N is a Non-player character. &GDESCRIPTION: &cThe ISNPC ifcheck is used to determine if the target is a Non-player character. (MOB) &r*-------------------------------------------------------------------* &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3 ~ 101 'IFCHECK ISNUISANCE'~ &r*-------------------------------------------------------------------* &GEXAMPLE: &cif isnuisance($n) '$n is a bit of a pest. &GDESCRIPTION: &cThe ISNUISANCE ifcheck is used to determine if the PC is nuisanced. &r*-------------------------------------------------------------------* &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3 ~ 101 'IFCHECK ISOPEN'~ &r*-------------------------------------------------------------------* &GEXAMPLE: &cif isopen($n) == 6 'The northeast exit is open. &GDESCRIPTION: &cThe ISOPEN ifcheck is used to determine if an exit is open in the specified direction. (HELP DOORDIRS) &r*-------------------------------------------------------------------* &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3 ~ 101 'IFCHECK ISPACIFIST'~ &r*-------------------------------------------------------------------* &GEXAMPLE: &cif ispacifist($n) '$n will not fight. &GDESCRIPTION: &cThe ISPACIFIST ifcheck is used to determine if the target is flagged pacifist. (MOB) &r*-------------------------------------------------------------------* &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3 ~ 101 'IFCHECK ISPASSAGE'~ &r*-------------------------------------------------------------------* &GEXAMPLE: &cif ispassage($n) == 6 'There is a passage leading northeast. &GDESCRIPTION: &cThe ISPASSAGE(dir) ifcheck is used to determine if there is an exit in the specified direction. (HELP DOORDIRS) &r*-------------------------------------------------------------------* &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3 ~ 101 'IFCHECK ISPC'~ &r*-------------------------------------------------------------------* &GEXAMPLE: &cif ispc($n) '$n is a Player Character. &GDESCRIPTION: &cThe ISPC ifcheck is used to determine if the target is a Player Character. (PC) &r*-------------------------------------------------------------------* &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3 ~ 101 'IFCHECK ISPKILL'~ &r*-------------------------------------------------------------------* &GEXAMPLE: &cif ispkill($n) '$n is a deadly character. &GDESCRIPTION: &cThe ISPKILL ifcheck is used to determine if the target is a deadly character. (pkiller) &r*-------------------------------------------------------------------* &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3 ~ 101 'IFCHECK ISSHELLED'~ &r*-------------------------------------------------------------------* &GEXAMPLE: &cif isshelled($n) mpat 0.$n 'Tsk, tsk. &GDESCRIPTION: &cThe ISSHELLED ifcheck is used to determine if the target is helled. &r*-------------------------------------------------------------------* &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3 ~ 101 'IFCHECK LCK'~ &r*-------------------------------------------------------------------* &GEXAMPLE: &cif lck($n) < 5 'Betcha don't feel very lucky, $n. &GDESCRIPTION: &cThe LCK ifcheck is used to direct a command based on the luck stat of the target. &r*-------------------------------------------------------------------* &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3 ~ 101 'IFCHECK LEADER'~ EXAMPLE: if isleader($n) $ is an order, guild, or clan leader SEE ALSO: mpedit, opedit, rpedit, ifchecks. ~ 101 'IFCHECK LEVEL'~ &r*-------------------------------------------------------------------* &GEXAMPLE: &cif level($n) < 5 'You're just a wee baby, $n! &GDESCRIPTION: &cThe LEVEL ifcheck is used to determine the level of the target. &r*-------------------------------------------------------------------* &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3 ~ 101 'IFCHECK MANA'~ &r*-------------------------------------------------------------------* &GEXAMPLE: &cif mana($n) > 100 'You're low on mana, $n. &GDESCRIPTION: &cThe MANA ifcheck is used to determine the amount of mana the target has. &r*-------------------------------------------------------------------* &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3 ~ 101 'IFCHECK MOBCOUNT'~ &r*-------------------------------------------------------------------* &GEXAMPLE: &cif mobcount(21000) > 10 &GDESCRIPTION: &cMOBCOUNT ifcheck counts the number of mobs in the specified room. This example returns TRUE if there are more than 10 mobs in room 21000. You can use this form in room or mob programs and you can have one room program check the number of mobs in a different room. &GEXAMPLE: &cif mobcount(0) > 10 &GDESCRIPTION: &cUse a zero room number if you want to have a mob check the number of mobs in its room. Note that if the mob changes rooms, the ifcheck applies to whatever room the mob is in. You should use this form in mob programs only. &r*-------------------------------------------------------------------* &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3 ~ 101 'IFCHECK MOBINAREA'~ &r*-------------------------------------------------------------------* &GEXAMPLE: &cif mobinarea(3) == 1 'The SuperMob is here working. &GDESCRIPTION: &cThe MOBINAREA(vnum) ifcheck is used to determine if the target is in the area. &r*-------------------------------------------------------------------* &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3 ~ 101 'IFCHECK MOBINROOM'~ &r*-------------------------------------------------------------------* &GEXAMPLE: &cif mobinroom(3) > 1 'We only need one SuperMob! &GDESCRIPTION: &cThe MOBINROOM(vnum) ifcheck is used to determine if, and/or how many, of target are present in the room. &r*-------------------------------------------------------------------* &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3 ~ 101 'IFCHECK MOBINVIS'~ &r*-------------------------------------------------------------------* &GEXAMPLE: &cif ismobinvis($n) '$N is mobinvis &GDESCRIPTION: &cThe ISMOBINVIS ifcheck determines if the target MOB is flagged mobinvis. &r*-------------------------------------------------------------------* &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3 ~ 101 'IFCHECK MOBINVISLEVEL'~ &r*-------------------------------------------------------------------* &GEXAMPLE: &cif mobinvislevel($i) == 50 'I'm invisible to all under lvl 50 &GDESCRIPTION: &cThe MOBINVISLEVEL is used to determine the level the target is invisible to. &r*-------------------------------------------------------------------* &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3 ~ 101 'IFCHECK MOBINWORLD'~ &r*-------------------------------------------------------------------* &GEXAMPLE: &cif mobinworld(21044) < 1 'Who killed Harakiem? &GDESCRIPTION: &cThe MOBINWORLD(vnum) ifcheck is used to determine if the specified MOB is anywhere in the realms. &r*-------------------------------------------------------------------* &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3 ~ 101 'IFCHECK MORTAL'~ &r*-------------------------------------------------------------------* &GEXAMPLE: &cif mortal($n) 'Greetings Mortal. &GDESCRIPTION: &cThe MORTAL ifcheck is used to determine if the target is level demigod or lower. &r*-------------------------------------------------------------------* &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3 ~ 101 'IFCHECK MORTCOUNT'~ &r*-------------------------------------------------------------------* &GEXAMPLE: &cif mortcount(21000) > 10 &GDESCRIPTION: &cMORTCOUNT ifcheck counts the number of mortals in the specified room. This example returns TRUE if there are more than 10 mortals in room 21000. You can use this form in room or mob programs and you can have one room program check the number of mortals in a different room. &GEXAMPLE: &cif mortcount(0) > 10 &GDESCRIPTION: &cUse a zero room number if you want to have a mob check the number of mortals in its room. Note that if the mob changes rooms, the ifcheck applies to whatever room the mob is in. You should use this form in mob programs only. &r*-------------------------------------------------------------------* &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3 ~ 101 'IFCHECK MORTINROOM'~ &r*-------------------------------------------------------------------* &GEXAMPLE: &cif mortinroom(Fred) ruffle fred &GDESCRIPTION: &cThe MORTINROOM ifcheck returns true everytime the mortal is in the room. MORTINROOM will work for link dead as well as link live players. &r*-------------------------------------------------------------------* &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3 ~ 101 'IFCHECK MORTINWORLD'~ &r*-------------------------------------------------------------------* &GEXAMPLE: &cif mortinworld(Fred) mpat 0.Fred say Hi Fred! &GDESCRIPTION: &cMORTINWORLD ifcheck returns true if the mortal is in the game. MORTINWORLD will work for both link dead as well as link live players. &r*-------------------------------------------------------------------* &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3 ~ 101 'IFCHECK MULTI'~ &r*-------------------------------------------------------------------* &GEXAMPLE: &cif multi($n) > 4 '$n has more than four characters logged in. &GDESCRIPTION: &cThe MULTI ifcheck is used to determine if/ how many PCs the target has logged in. Also applies to MOBs, objects, rooms. &r*-------------------------------------------------------------------* &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3 ~ 101 'IFCHECK NAME'~ &r*-------------------------------------------------------------------* &GEXAMPLE: &cif name($n) == haus bow 0.$n &GDESCRIPTION: &cthe NAME ifcheck is used to determine the name of the target. &r*-------------------------------------------------------------------* &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3 ~ 101 'IFCHECK NORECALL'~ EXAMPLE: DESCRIPTION SEE ALSO: mpedit, opedit, rpedit, ifchecks. ~ 101 'IFCHECK NUISANCE'~ &r*-------------------------------------------------------------------* &GEXAMPLE: &cif nuisance($n) 'How much of a pest are you.... &GDESCRIPTION: &cThe NUISANCE ifcheck is used to determine at what level the target is nuisanced. &r*-------------------------------------------------------------------* &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3 ~ 101 'IFCHECK NUMBER'~ EXAMPLE: DESCRIPTION SEE ALSO: mpedit, opedit, rpedit, ifchecks. EXAMPLE: DESCRIPTION SEE ALSO: mpedit, opedit, rpedit, ifchecks. ~ 101 'IFCHECK OBJTYPE'~ &r*-------------------------------------------------------------------* &GEXAMPLE: &cif objtype($o) == 19 'Yummy! Food! &GDESCRIPTION: &cThe OBJTYPE ifcheck is used to determine the type of object the target is. (HELP OBJTYPENUMS) &r*-------------------------------------------------------------------* &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3 ~ 101 'IFCHECK OBJVAL0'~ &r*-------------------------------------------------------------------* &GEXAMPLE: &cif objval($0) = 10 (and the object is a drink container) This container has 10 units of fluid in it &GDESCRIPTION: &cThe OBJVAL0(name) ifcheck returns the numeric value of the val0 field of the object referenced by name. See 'help ITEMVALUES' for what val0 can be used for. &r*-------------------------------------------------------------------* &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3 ~ 101 'IFCHECK OBJVAL1'~ &r*-------------------------------------------------------------------* &GEXAMPLE: &cif objval($1) == 20 (and the object is an armor) The AC of the armor is 20 &GDESCRIPTION: &cThe OBJVAL1(name) ifcheck returns the numeric value of the val1 field of the object referenced by name. See 'help ITEMVALUES' for what val1 can be used for. &r*-------------------------------------------------------------------* &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3 ~ 101 'IFCHECK OBJVAL2'~ &r*-------------------------------------------------------------------* &GEXAMPLE: &cif objval($2) == 12 (And the item is a drinkcon) This container holds coffee &GDESCRIPTION: &cThe OBJVAL(name) ifcheck returns the numeric value of the val2 field of the object referenced by name. See 'help ITEMVALUES' for what val2 can be used for. &r*-------------------------------------------------------------------* &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3 ~ 101 'IFCHECK OBJVAL3'~ &r*-------------------------------------------------------------------* &GEXAMPLE: &cif objval($3) == 12 (And the object is a weapon) This is a suction type weapon &GDESCRIPTION: &cThe OBJVAL(name) ifcheck returns the numeric value of the val3 field of the object referenced by name. See 'help ITEMVALUES' for what val3 can be used for. &r*-------------------------------------------------------------------* &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3 ~ 101 'IFCHECK OBJVAL4'~ &r*-------------------------------------------------------------------* &GEXAMPLE: &cif objval($4) == 135 (And the object is a salve) The 1st spell this salve casts is poison &GDESCRIPTION: &cThe OBJVAL(name) ifcheck returns the numeric value of the val3 field of the object referenced by name. See 'help ITEMVALUES' for what val4 can be used for. &r*-------------------------------------------------------------------* &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3 ~ 101 'IFCHECK OBJVAL5'~ &r*-------------------------------------------------------------------* &GEXAMPLE: &cif objval($4) == 135 (And the object is a salve) The 2nd spell this salve casts is poison &GDESCRIPTION: &cThe OBJVAL(name) ifcheck returns the numeric value of the val3 field of the object referenced by name. See 'help ITEMVALUES' for what val4 can be used for. &r*-------------------------------------------------------------------* &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3 ~ 101 'IFCHECK OTYPEHERE'~ EXAMPLE: DESCRIPTION The OTYPEHERE(name)/OTYPEHERE(number) ifcheck is used to determine if an object of the given objecttype is in the room. See 'help OBJECTTYPES.' SEE ALSO: mpedit, opedit, rpedit, ifchecks. ~ 101 'IFCHECK OTYPEINV'~ EXAMPLE: DESCRIPTION The OTYPEINV(name)/OTYPEINV(number) ifcheck is used to determine if an object of the given objecttype is in the checker's inventory. See 'help OBJECTTYPES.' SEE ALSO: mpedit, opedit, rpedit, ifchecks. ~ 101 'IFCHECK OTYPEROOM'~ EXAMPLE: DESCRIPTION SEE ALSO: mpedit, opedit, rpedit, ifchecks. The OTYPEROOM(name)/OTYPEROOM(number) ifcheck is used to determine if an object of the given objecttype is in the checker's room. See 'help OBJECTTYPES.' SEE ALSO: mpedit, opedit, rpedit, ifchecks. ~ 101 'IFCHECK OTYPEWEAR'~ EXAMPLE: DESCRIPTION The OTYPEWEAR(name)/OTYPEWEAR(number) ifcheck is used to determine if an object of the given objecttype is worn by the checker. See 'help OBJECTTYPES.' SEE ALSO: mpedit, opedit, rpedit, ifchecks. ~ 101 'IFCHECK OVNUMCARRY'~ &r*-------------------------------------------------------------------* &GEXAMPLE: &cif ovnumcarry(1200) > 1 'Why do you have so many general imm boards? &GDESCRIPTION: &cThe OVNUMCARRY(vnum) ifcheck is used to determine if an object with the given vnum is worn OR carried by the CHECKER. &r*-------------------------------------------------------------------* &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3 ~ 101 'IFCHECK OVNUMHERE'~ &r*-------------------------------------------------------------------* &GEXAMPLE: &cif ovnumhere(1200) 'Reading Imm Sam, I see. &GDESCRIPTION: &cThe OVNUMHERE(vnum) ifcheck is used to determine if an object is: - in the room of the checker - in the inventory of the checker - being worn by the checker - carried by the checker &r*-------------------------------------------------------------------* &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3 ~ 101 'IFCHECK OVNUMINV'~ &r*-------------------------------------------------------------------* &GEXAMPLE: &cif ovnuminv(1200) < 1 'Where's my Imm board? &GDESCRIPTION: &cThe OVNUMINV(vnum) ifcheck is used to determine if an object is in the checker's inventory. &r*-------------------------------------------------------------------* &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3 ~ 101 'IFCHECK OVNUMROOM'~ &r*-------------------------------------------------------------------* &GEXAMPLE: &cif ovnumroom(1200) > 1 'Why are there so many general Imm boards here? &GDESCRIPTION: &cThe OVNUMROOM(vnum) ifcheck is used to determine if an object is in the room the checker is in. &r*-------------------------------------------------------------------* &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3 ~ 101 'IFCHECK OVNUMWEAR'~ &r*-------------------------------------------------------------------* &GEXAMPLE: &cif ovnumwear(1200) 'Why am I wearing the general imm board? &GDESCRIPTION: &cThe OVNUMWEAR(vnum) ifcheck is used to determine if the specified object is being worn by the checker. &r*-------------------------------------------------------------------* &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3 ~ 101 'IFCHECK POSITION'~ &r*-------------------------------------------------------------------* &GEXAMPLE: &cif position($i) == 6 stand &GDESCRIPTION: &cThe POSITION ifcheck is used to determine the position of the target. &r*-------------------------------------------------------------------* &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3 ~ 101 'IFCHECK RACE'~ &r*-------------------------------------------------------------------* &GEXAMPLE: &cif race($n) == drow ,eyes the Drow suspiciously &GDESCRIPTION: &cThe RACE ifcheck is used to determine the race of the target.(HELP NPCRACES) &r*-------------------------------------------------------------------* &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3 ~ 101 'IFCHECK RAND'~ &r*-------------------------------------------------------------------* &GEXAMPLE: &cif rand(25) 'I will say this 25% of the time, or less. &GDESCRIPTION: &cThe RAND ifcheck is used to vary command strings given to the same trigger. &r*-------------------------------------------------------------------* &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3 ~ 101 'IFCHECK SEX'~ &r*-------------------------------------------------------------------* &GEXAMPLE: &cif sex($n) == 2 'Greetings M'Lady! &GDESCRIPTION: &cThe SEX ifcheck is used to determine the gender of the target. &r*-------------------------------------------------------------------* &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3 ~ 101 'IFCHECK STR'~ &r*-------------------------------------------------------------------* &GEXAMPLE: &cif str($n) < 5 'You need to work out, $n. &GDESCRIPTION: &cThe STR ifcheck is used to direct a command based on the target's strength stat. &r*-------------------------------------------------------------------* &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3 ~ 101 'IFCHECK TIME'~ &r*-------------------------------------------------------------------* &GEXAMPLE: &cif time($n) == 1201 'Noon, and all is well. &GDESCRIPTION: &cThe TIME ifcheck is used to determine the time of day in military time. <,>, ! and == also apply in any combination. &r*-------------------------------------------------------------------* &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3 ~ 101 'IFCHECK TIMESKILLED'~ &r*-------------------------------------------------------------------* &GEXAMPLE: &cif timeskilled($n) > 200 'Try an easier MUD, $n :) &GDESCRIPTION: &cThe TIMESKILLED(name) ifcheck is used to base a command on the specified number of times the target has been killed. &r*-------------------------------------------------------------------* &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3 ~ 101 'IFCHECK WAITSTATE'~ &r*-------------------------------------------------------------------* &GEXAMPLE: &cif waitstate($n) > 5 '$n is a bit lagged. &GDESCRIPTION: &cThe WAITSTATE ifcheck is used to check the amount of "wait" a PC has. Does not apply to NPCs. &r*-------------------------------------------------------------------* &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3 ~ 101 'IFCHECK WASINROOM'~ &r*-------------------------------------------------------------------* &GEXAMPLE: ¢ry_prog 100 if ispc($n) if wasinroom($n) == 1200 mpe $n was in room 1200 &GDESCRIPTION: &cThe WASINROOM ifcheck is used to determine if the target was in a specified room. NOTE: wasinroom checks for the 'last' room the target was in only. &r*-------------------------------------------------------------------* &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3 ~ 101 'IFCHECK WIS'~ &r*-------------------------------------------------------------------* &GEXAMPLE: &cif wis($n) > 20 'You're a wise person, $n. &GDESCRIPTION: &cThe WIS ifcheck is used to direct a command based on the wisdom stat of the target. &r*-------------------------------------------------------------------* &YSEE ALSO: &wMPEDIT, OPEDIT, RPEDIT, IFCHECKS, IFCHECKS2, IFCHECKS3 ~ 101 IFCHECKS~ VALUE CHECKS (If check == #/string/vnum) Ifcheck Question Ifcheck Question &r------------ --------------------------- --------- ------------------ &GHitprcnt &cPercentage of hit/max_hit? &GSex &cSex? &GDeity &cName of deity? (STRING) &GName &cName? (STRING) &GLevel &cExperience level? &GInroom &cRoom #? (VNUM) &GObjtype &cType of Object? &GStr &c# of strength? &GObjval# &cValue# equal to this? &GInt &c# of intelligen &GNumber &cIs its vnum equal to this? &GWis &c# of wisdom? &GPosition &cPosition #? &GDex &c# of dexterity? &GClan &cClan name? (STRING) &GCon &c# of constituti &GRace &cRace name? (STRING) &GCha &c# of charisma? &GMobinarea &cIs mob in area? &GMobinworld &cDoes mob exist? &GMobinroom &cHow many of mob? (VNUM) &GLck &c# of luck? &GGuild &cGuild name? (STRING) &GGoldamt &c# of gold ya go &GClass &cClass name? (STRING) &GFavor &c# of favor? &GMobinvislevel &cLevel of invis? &GEconomy &c# of economy? &GCouncil &cMember of council? &GHps &c# of hps? &GMana &c# of mana? &GMortal &c*Not In Use* &r------------ --------------------------- --------- ------------------ &wValue checks can use == (equals) > (greater than) < (less than) and ! (not). Combine for: != (not equal) >= (greater than or equal). &YSee individual help files for each ifcheck: &Whelp 'ifcheck mortcount' &YContinued on: IFCHECKS2, IFCHECKS3 &rSee Also: MPSTAT RPSTAT OPSTAT MPEDIT RPEDIT OPEDIT TRIGGER MPTRIGGERS RPTRIGGERS OPTRIGGERS MPCOMMANDS RPCOMMANDS OPCOMMANDS VARIABLES AFFECTEDBY (for a list of affect types)&w ~ 101 IFCHECKS2~ &r---------- ------------------------ ----------- ------------------ &GIsgood &cAlign +350 or higher? &GIsdevoted &ctarget devoted? &GIsneutral &cAlign < 350 and > -350? &GIsimmort &cImmortal? &GIsevil &cAlign -350 or lower? &GIsmounted &cMounted? &GIsfollow &cFollow master in room? &GIsnpc &cMob? &GRand (#) &cEqual to or less? &GIspc &cPlayer character? &GIsaffected &cAffected_by name? &GIspkill &cPkill? &GCanpkill &cPkill lev>4 and age>17 &GIsfight &cFighting? &GIsmobinvis &cMobinvis? (versus invis) &GIscharmed &cCharmed? &GNorecall &cIs target's room norecall? &GIspacifist &cPacifist? &GMortinworld &cIs mort anywhere? &GMortinarea &cin area? &GMortinroom &cIs mort in room? &GIspassage &c(DIR)Exit exists? &GWasInRoom &cWas target in X room? &GIsMulti &cMulti-playing? &GIsopen &c(DIR)Exit open? &GIslocked &c(DIR)Exit locked? >ime &c(Military)Time of day? &GWeight &cTarget's weight? &GMortCount &cMortals in room? &GMobCount &cNPCs in room? &GCharCount &cNPCs + Mortals in room? &r---------- ------------------------ ----------- ------------------ &wValue checks can use == (equals) > (greater than) < (less than) and ! (not). Combine for: != (not equal) >= (greater than or equal). &YSee individual help files for each ifcheck: &Whelp 'ifcheck mortcount' &YContinued on: IFCHECKS, IFCHECKS3 &rSee Also: MPSTAT RPSTAT OPSTAT MPEDIT RPEDIT OPEDIT TRIGGER MPTRIGGERS RPTRIGGERS OPTRIGGERS MPCOMMANDS RPCOMMANDS OPCOMMANDS VARIABLES AFFECTEDBY (for a list of affect types)&w ~ 101 IFCHECKS3~ . >imesKilled &c If timeskilled($* OR vnum) == amount For character checks only, can use any normal mobprog operator &GOvnumHere OvnumRoom OvnumCarry OvnumWear OvnumInv &c If ovnum<place>(vnum) == amount For objects only, counts how many objects of vnum 'vnum' exist in <place> &GOtypeHere OtypeRoom OtypeCarry OtypeWear OtypeInv &c If otype<place>(type OR value) == amount For objects only, counts how many objects of type 'value' are in <place> Will convert the type names (light is 1, for example) &gDefinitions: 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 &YContinued on: IFCHECKS, IFCHECKS2 &rSee Also: MPSTAT RPSTAT OPSTAT MPEDIT RPEDIT OPEDIT TRIGGER MPTRIGGERS RPTRIGGERS OPTRIGGERS MPCOMMANDS RPCOMMANDS OPCOMMANDS VARIABLES AFFECTEDBY (for a list of affect types)&w ~ 101 IFCHECKS4~ >he following are ifchecks available to port 4000 immortals only: &Yifcheck syntax usage &Wisasupressed if isasupressed($n) is the target asupressed? ismorphed if ismorphed($n) Is the target morphed? (not in use) isnuisance if isnuisance($n) Is the target nuisanced? ishelled if ishelled($n) Is the target currently helled? ismulti if ismulti($n) (value) Is the target multying? waitstate if waitstate($n) (val) Is the target in waitstate? &YAdditional help on each of these subjects is available through 'IFCHECK (IFCHECK NAME)'. &WSee Also: IMMPROGS ~ 1 IGNORE~ Syntax: ignore Syntax: ignore <character> Syntax: ignore reply/none Ignore allows you to ignore other characters in the Realms. All tells, says, socials, and emotes from these characters will be blocked (gagged out). You will still see their communications through public channels, however. Simply typing ignore will give you a list of all the characters you are currently ignoring. Ignore <character> allows you to add or remove a character from your list of ignored players. If the name is already on the list it will be removed. If the name is not on the list it will be added. Note that only the names of actual characters will be accepted and that it is not necessary for them to be logged on at the time. Ignore reply will cause you to ignore the last person to send you a tell. This can be used to prevent invisible people from spamming you. Ignore none will set you to ignoring no one. ~ 103 IMMHOST~ Syntax: immhost add <name> <host> Syntax: immhost delete <name> <host> Syntax: immhost save Syntax: immhost This command is for setting the hosts allowed for immortals that are added with this command. Wildcards are allowed (*), so *edu, would allow any domain from edu connect and 127*, would allow any local domain to connect. IMMHOST without arguments will show a list of names and what domains they are allowed to connect from. To delete a command you need to provide the name and the host, this allows for multiple hosts for a certain name. This file won't be saved until the immhost save command is issued. ~ 102 IMMPROGS~ These mpcommands are restricted knowledge to port 4000 immortals. &Ympcommand syntax basic description &Wmpapply/mpapplyb mpapply 0.$n For use in pre-auth. mpbodybag mpbodybag 0.$n Not currently in use. mpfillin mpfillin <dir> Closes off exits mplog mplog <text> Logs mob activity mposet/mpmset mp$set <field> <value> Osets and Msets objs mobs. mpnuisance mpnuisance $n <val>... Sets player to nuisance (in use?) mpscatter mpscatter $n vnum vnum Do not use. mpstrew unknown unknown mppeace mppeace <victim> Performs an immortal peace. mpasurpess mpasupress $n val Not in use. mpdelay mpdelay <victim><time> Delays a victim for * rounds &WNOTE: &CIf flagged "not in use" or "do not use", then &YDON'T USE &W:P &WFor more on individual mpcommands, type "Help (mpcommandname)". &YSee also: &WIFCHECKS4 ~ 101 IMMPROMPT IMMTOKENS ITOKENS IPROMPT 'IMMORTAL TOKENS' 'IMMORTAL PROMPT'~ &G&WIn addition to the normal prompt tokens, the following are available for Immortal use. &G&wBuilding Tokens: &C&G &C&G %r - 'vnum' of curr. room &C&g| &C&G%R - '<#vnum>' of curr. room &C&G %F - 'flags' of curr. room &C&wStatus Indicators: &C&G &C&G %i - '(Invis Lv) ' WizInvis &C&g| &C&G%I - 'Lv' WizInvis &G&wMUD Statistics: &C&G &C&G %u - curr. number of desc. &C&g| &C&G%U - maximum number of players See also PROMPT, PTOKENS ~ 101 IMMTALK :~ Syntax: immtalk <message> IMMTALK sends a message to all immortals. : is a synonym for IMMTALK. ~ 76 IMMTALK :~ Syntax: immtalk <message> IMMTALK sends a message to all avatars. : is a synonym for IMMTALK. ~ 101 IMOTD~ This is where you may post messages to imms only To edit it.. type hedit imotd then hset save ~ 10 INDUCT OUTCAST~ Syntax: induct <player> outcast <player> Induct and outcast are clan commands. The leader and number 1 of the clan receive the induct commands, while the deity, leader, number 1 and number 2 all receive outcast. Induct will bring a new player into the clan, while outcast will remove them. ~ 1 INFORMATION~ SLIST - a command that lists all your spells and skills and the level at which you may practice them. AREAS - Typing AREAS will get you a list of all areas. You may get more information on each area by typing HELP <full area name>. WIZLIST - This is a list of all Immortals of the game. COMMANDS- This is a list of all commands available to you. SOCIALS - This is a list of all socials available. TIME - This will tell you the current times inside the Realms, the time the Realms was last rebooted, and the current time in Toronto. WHERE - Where will give you a list of other players in the same area. SAVE - After level two, typing SAVE will save your process. QUIT - If you want to leave the game, type QUIT. WHO - A list of other players visible to you in the Realms. TITLE - Once you reach level five, you may make your own title. PASSWORD- Your password can be changed with PASSWORD <new> <new> DESC - You may set up a personal description, type DESC to edit. This is only a brief list of commands that will help you do things with your character. More detailed information on each command can be found in the HELP files. You may also read sections 1 and 20 in your Adventurer's Guide book to learn more about these commands. ~ 1 INFRAVISION INFRARED~ Syntax: c infravision Syntax: c infravision <character> This spell enables the character to detect the heat signatures of other players and creatures in the room with them. This spell will also allow you to find items in corpses, containers, etc. but will not allow you to view the actual contents. You must have a light source to actually see items, room descriptions, the contents of corpses or containers, room exits and the like inside a darkened area. Infravision is not the same as "night vision". ~ 0 'INNER WARMTH' INNER WARMTH~ This spell makes you more resistant to all forms of coldness. ~ 105 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 the new name.) Currently the builder should quit and have his/her vnums cleared manually. (This should be fixed soon). ~ 1 INT INTELLIGENCE~ Intelligence (INT in your 'score') represents your character's mental capacity. Among other things, it affects: - heavily influences the amount of mana a character gains at level - affects the amount of mana regenerated or recovered at each tick if a character is resting or sleeping - the rate at which a character learns a new skill or spell - the percentage rate at which a character practices a new language Intelligence is an important factor in learning between combatants. If a character fights a creature several times, the more intelligent of the two opponents will gain an advantage over time... Intelligence is the prime attribute of the mage. ~ 0 INTERMUD3~ Intermud-3 is a protocol which allows you to chat with people on other muds who are also connected to Intermud-3. It is primarily populated by LP based muds at this time, but the hope is to get more Diku based muds to join over time. While some may say that Diku based muds would be better served on the IMC Network, it is far easier for a mud to obtain a connection to the Intermud-3 network, and the commands to use it are generally simpler. The protocol itself is also cleaner and much less prone to attack. In either case, should a mud desire it, Intermud-3 will coexist peacefully with an IMC enabled mud. Currently, there is limited support for cross-network traffic. This includes some channels, private tells, and mudlists from either network. This may or may not be expanded in the future. --=[Bridged I3 Commands]=-- i3tell Name:MUD@IMC2 (message) - Sends a tell to a person on the IMC2 network. i3who imc2 - Shows IMC2 network mudlist. See also: I3, I3TELL, I3EMOTE, I3FINGER, I3WHO, I3LOCATE, IMC ~ 0 INVIS 'MASS INVIS'~ Syntax: cast invis <character> Syntax: cast 'mass invis' The INVIS spell makes the target character invisible. Invisible characters will become visible when they attack. The MASS INVIS spell makes all characters in the caster's group invisible, including the caster. ~ 101 IPCOMPARE~ Syntax: ipcompare <name> ipcompare <site> ipcompare <name or site> <room|area|world> <#> This takes * as a wild card. Ipcompare will compare online users to search for multiplayers. A positive match using ipcompare does not always mean it is a multiplayer..but shows that there are more than one user from a site on simultaneously. Ipcompare <field> <#> will limit the output to x number of lines based on #. * may be used as a wild card, for example ipcompare 207.18.3.* will return matches from any that begin with the ip prior to the asterisk. Ipcompare <field> <room|area|world> will limit the search based on that criteria. The room|area|world limitation will be judged on the room that the immortal issued the command in. So if you are in a different area than the victim, it will show only players matching the site in the area you are in. ~ 101 ITEMVALUES~ In these values, 'sn' is a spell number; a negative value means 'no spell'. Item Type |V0 |V1 |V2 |V3 |V4 |V5 ----------|-----------|------------|-----------|-----------|---------|------- armor |current AC |original AC | | | | container |capacity |flags |key vnum |condition | | drinkcon |capacity |quantity |liquid # |poison? | | food |food value |(condition) | |poison? | | herb | |charges |herb # | | | key |(lock #) | | | | | keyring |capacity | | | | | lever |leverflags |vnum/sn |vnum |vnum/value | | light | | |hours left | | | money |# of coins |coin type | | | | pill |spell level|sn 1 |sn 2 |sn 3 |food val | pipe |capacity |# of draws |herb (sn) |flags ** | | potion |spell level|sn 1 |sn 2 |sn 3 | | projectile| | | | | | salve |spell level|charges |max charges|delay |sn |sn scroll |spell level|sn 1 |sn 2 |sn3 | | staff |spell 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 | | missiles |condition | |dam bonus |weapontype |range | quiver |capacity |flags |key vnum |condition | | ** pipe flags : see help pipeflag See OBJECTTYPES, WEAPONTYPES, SLOOKUP, LIQUIDTYPES, LEVERFLAGS, OSET, ARMORCLASS, WEAPONCONDITION and MISSILES. ~ 1 JAB~ Syntax: jab Jab is a skill which can only be used once a fight has started, and can only be used against your primary opponent. If it successfully lands, it inflicts damage on your opponent. ~ 102 KHISTORY~ Syntax: khistory <player> This command will display a list of mobs recently killed by the character in question. This is an imm only command. ~ 1 KICK~ Syntax: kick Kick is a skill which can only be used once a fight has started, and can only be used against your primary opponent. If it successfully lands, it inflicts damage on your opponent. ~ 1 KILL MURDER~ KILL MURDER Syntax: kill <character> Syntax: murder <character> -- must be level 5 or higher to murder KILL starts a fight, and, hopefully, kills something. MURDER is used to initiate attacks on other player characters (WARNING: see 'laws pkill' for restrictions on attacking other players). You must be level 5 or higher to be able to use the murder command. ~ 2 KILLER KILLERFLAG KILLERFLAGS~ &WThe mud will automatically assign you a &PKiller &Wflag if you cause the death of another player. Only situations which involve peacefuls being killed by mortals, or &RDeadlies &Wkilling fellow clanmembers will result in the assignment of this flag. You will receive a &PKiller &Wflag if: 1. You caused the DEATH of another player, regardless of who attacked first. To help prevent yourself from acquiring a &PKiller &Wflag after being attacked, set yourself to &YConfig +Nice &W(See &CHelp Config &Wfor info). 2. You were the Master of a mobile which killed another player while under the influence of your charm. PLEASE NOTE that you will receive a &PKiller &Wflag even if the player that died attacked the charmed mobile without the Master's permission. Charmers and Pet Owners are held responsible for the actions of their Pets/Charmies. (See &CHelp Charm &Wand &CHelp Pets &Wfor more info on these topics). 3. You are a &RDeadly &Wplayer and caused the death of a fellow Clanmember. &WDarkhaven Guards, shopkeepers and special function mobs now respond differently to illegal flags. You may find yourself barred from making puchases, placed before Judge Kendra for a hearing, sentenced to jail, or SLAYED by Harakiem. You may apply to Judge Kendra in person to seek removal of the flag. She is located one west of the Main Lobby in the Townhall. (See &CHelp TOwnhall &Wfor info) Kendra in person if you wish. Her Honour is located one west of the Main Lobby in Townhall (See &CHelp Townhall &Wfor info). ~ 1 'KINDRED STRENGTH'~ Syntax: cast kindred <character> This spell increases the strength of the target character. ~ 1 KNEE~ Syntax: knee Knee is a skill which can only be used once a fight has started, and can only be used against your primary opponent. If it successfully lands, it inflicts damage on your opponent. ~ 1 'KNOCK'~ Syntax: cast 'knock' <direction> This spell enables one to unlock doors. ~ 0 'KNOW ALIGNMENT'~ Syntax: cast 'know alignment' <character> This spell reveals the alignment of the target character. ~ 1 LANGUAGES~ Syntax: languages Syntax: language learn <language name> Languages alone shows which languages you know, and "language learn <name>" will add to your percentage of language knowledge. To learn a language, a scholar who is knowledgable in that tongue must be present. If someone is speaking in a language, and you know it, you will understand what they are saying. However, to change the language in which you are speaking, you must change that manually. (See help on SPEAK). See also LANGUAGE , SPEAK ~ -1 'LAW ASSIST'~ . &GA non-deadly may give, sell or trade scrolls, potions and equipment with a deadly character. A non-deadly character may spy for a deadly character. A non-deadly may _not_ shield, heal, summon, help, hinder, portal or otherwise assist a deadly character (this includes charm). ~ -1 'LAW CHANNELS'~ . &GSpam (repeating the same message repeatedly or otherwise purposely causing the screen to scroll), harassment (including sexual) and abusive behavior are not permitted on any channel (this includes in 'say' or 'tell'). Do not continue to 'tell' to someone after they have asked you to stop. Profanity is not permitted on any public channel, which is a channel seen by those other than yourself and the person to whom you are speaking. If you use profanity in a private conversation and the other party asks you to stop, please respect their wishes. The difference between '****, I'm having a bad day' and 'what is your ****** problem' should be obvious to everyone. If any level of Immortal asks you to desist on a subject, or to move the subject to an appropriate channel, do so immediately. Continuing on a subject or channel after you are requested to stop may result in your character losing its access to channels through silencing. An Immortal's decision on subject matter and/or channel use should be obeyed. &WWarning: &GArguing with or flaming immortals on channels _will_ get you silenced or worse, and this may extend to your other characters as well if you push the matter. The Realms provides ample avenue for complaint without resorting to public baiting and name-calling. ~ -1 'LAW CHARM'~ . &GDo not bring aggressive mobs into or near Darkhaven, as when their charm wears off (either naturally or by attack) their aggressive nature will return. Also do not bring aggressive mobs into areas which are lower in level than the area from which the mob originally came. You can use the 'areas' command to check an area's level. See 'help charm' for more. ~ -1 'LAW CHEATING'~ . &GCheating is a very serious offense and subjects _all_ characters involved to a slay, purge (loss of all equipment), freeze, balzhur (destruction of all equipment and public demotion to level 2), deny or even a site ban. What is considered cheating? - exploiting (intentionally using) a bug to gain equipment or gold - intentionally causing the system to crash - intentionally duplicating equipment or gold - knowingly accepting illegal equipment (see above) from others - attempting to duplicate equipment or gold -- * even if not successful * - using or making profit from equipment that was accidentally duplicated - using gold that was accidentally duplicated Cheating hurts the game, and every player in the game. Protect yourself and report any bugs you find, and inform the Immortals if you have strong cause to believe someone is engaged in any of the above. If you find you have accidentally duplicated an item, turn the item over _immediately_ to an Immortal or drop and sacrifice the item. ~ -1 'LAW HARASSMENT'~ . &GHarassment is giving a person unwanted attention, whether you perceive it as negative or positive attention. If a person is made to be uncomfortable by your attention or comments, you are harassing that person. If a person asks you to desist in talking to them or performing socials on them, and you do not stop, you are harassing that person. If you act in an intimate manner to a character, without their permission, you are harassing that person. No form of harassment is tolerated in the Realms. We especially frown upon unwanted comments or actions with a sexual nature or explicit content. If you do not have an intimate relationship with the person, whether in real life or within the Realms, you should refrain from using suggestive actions and/or comments. If you are caught harassing another player in any way, you can be silenced, helled, frozen, denied, and/or site banned. Harassing another player is a serious violation of the rules and will not be permitted. If you choose to harass an immortal, you will simply be deleted. ~ -1 'LAW KILLSTEAL'~ Don't do it... Kill stealing occurs when a player attacks a mob that is already being fought. This is both highly annoying and illegal. If someone should do this to you please inform them of the rules (ask them to read 'laws killsteal'). If they continue, seek an immortal but do not take the law into your own hands. ~ -1 LAW LAWS~ . >he Realms are governed by a set of laws, most of which are simple common sense and courtesy, and all of which must be followed to ensure everyone the opportunity to enjoy the game. As with any mud, a player's presence here is a priviledge, not a right, and is something we reserve the right to deny at any time at our discretion. The Immortals of the Realms are responsible for enforcing these laws, and their decisions these matters should be abided. If you feel an Immortal has treated you unfairly, you may petition directly to a level 56 (God) or higher or you may petition via a note at the Oracle. The decisions of a God or higher are final. To see which Immortals are online and visible, type "who 51" at any time. To read the laws, type "laws <topic>" for any of the following: &W | CHANNELS | PKILL | STORES | HARASSMENT | | MULTIPLAYING | SHARING | STAKE | CHARM | | OBJECTS | CHEATING | MURDER | ASSIST | &GFor further explanation, see section 2 of the Adventurer's Guide... ~ -1 'LAW MULTIPLAYING'~ . &GMulti-playing is permitted within the Realms, with the following rules: - you may only have &Wone&G character link-live if it is a deadly character (if it appears under the "who deadly" section of the who list). You may have more than one character online as long as &Wnone&G of your characters are listed under the "who deadly" section of the who list. - using multiple characters to spam any player or channel via making all characters say/tell/chat/avtalk a same message or series of messages is highly frowned upon and may earn each character a silence. &WNOTE:&G Link-dead characters are not considered to be "online." ~ -1 'LAW MURDER'~ . &GPlayer killing is decided the instant you cast any hostile spell or make any aggressive action against a non-deadly player. Actually killing the target means little. The only form of player killing allowed is between players whose names appear on "who deadly" section of the who list. A battle between non-deadly characters is still illegal even if those who are involved have agreed to the combat. Being involved in an illegal pkill is a serious violation of law, and can result in a stay in hell, slay, loss of all equipment, freeze and/or deny or site ban. ~ -1 'LAW OBJECTS'~ . &GIf you notice an item on the ground and there is a player in the room with it, do _not_ pick it up without first getting permission from the person<s> in the room. Taking such items may be considered stealing if you do not first obtain permission from those present. Do not simply take an item to identify it without asking permission. If you are asked to drop an item you picked up, do so immediately. Do not take items laying next to a corpse, even if no one is present, without asking the owner of the corpse if the item(s) belong to them. Do not take items from a mob corpse unless you made the kill yourself or you have specific permission from the character who made the kill. This includes removing gold from a corpse. * &WWarning:&G It is never wise to leave items or containers unattended and expect them to be there when you return. If there is an item on the ground and there is neither a corpse nor a player in the room, the object is considered abandoned and free for the taking. ~ -1 'LAW PKILL'~ . &GDeadly Characters are those which appear on the who list under the section titled "Deadly Characters" (type 'who deadly'). A character must be level 5 _and_ 18 years of age to officially become deadly; if you are a pkill character who doesn't fill these criteria yet, you will not appear under 'who deadly' and are _not_ yet able to pkill. Deadly characters may &Wnot&G: a) multi-play while using a deadly character b) be shared c) receive help (healing, shielding, portaling, etc.) from non-deadlies d) receive Immortal corpse retrievals or reimbursements - no exceptions e) attack players more than 5 levels outside their own - includes picking up disarmed weapons from someone outside your range - includes healing a fighting character outside your range - includes looting the corpse of someone outside your level range Deadly characters are allowed to: a) pkill another player who appears on the deadly list (who deadly) who is within 5 levels of their own. b) loot the corpse of the fallen deadly player, provided they were the tank or delt the killing blow. c) use mobs within or lower than the pkill level range of the victim &WWarning&G: Going AFK or link-dead in a non-safe area leaves you open to attack; a deadly is open to attack every second online, link-live or not. ~ -1 'LAW SHARING'~ . &GCharacter sharing (when allowed) is always done at the risk of the players involved. Immortals will &Wnot&G recover any character lost to trading or sharing. Whoever owns the password owns the character. A character may &Wnot&G be shared if: - the character is a deadly character - the character holds any leadership position in a Guild or Order ~ -1 'LAW SPAM'~ No, we are not talking about a luncheon meat here. Spam is the repeated use of a phrase, command, or channel that causes screen scroll for others. Not only is spam considered rude, but excessive screen scroll can interfere with the game play of anyone seeing it (not to mention combat situations). The game will also tell you to PUT A LID ON IT and force-quit you after the 20th repeat of a single command It is also considered spam to use the same phrase over several different channels. The use of all-caps can also be considered spam. Only use capitals to add emphasis to key words in a sentence. Moving a large number of items into and out of a container in a crowded, non-store room is considered spam. Using multiple characters to chat the same message at the same time is considered spam. Making charmed mobs or pets to cause screen scroll through movement or orders is considered spam. ANYTHING that causes excessive or irritating screen scroll can be considered spam. ~ -1 'LAW STAKE'~ . >he first player to attack a mob has the rights to the kill. Others should not get involved without being requested to do so. Those receiving aid are under no obligation to reward their benefactors. Monopolization of a mob and its repops will not be tolerated. Any disputes brought to the attention of an immortal for resolution will be handled according the the immortal's discretion. All such decisions are final. ~ -1 'LAW STORES'~ . &GShopkeepers inside Darkhaven are protected by the laws of the city's Lord, Duke Luther. As the gods have pledged their favor to Darkhaven, they have imbued these shopkeepers with the powers necessary to carry out retribution against those who defy these laws. In short, anyone who chooses to attack a Darkhaven shopkeeper will die brutally. In addition, they may find themselves facing the direct wrath of the gods in hell... Those caught stealing from these shopkeepers will be incarcerated by the guards of the Duke until such time as their release is granted by the gods. A Darkhaven shopkeeper is any mob inside Darkhaven at which you can type 'list'. If you are given a list of items for sale, or are told to try back later, it is a shopkeeper. This also applies to guild shopkeepers and the blacksmith. ~ 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. It is suggested that only those items that will occupy the highest value slots, or a slot of 0, have any special affects added to them. Underclothing should only have a.c. settings. 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 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) * Any items with layer bit(s) should NOT have any/many magical effects as they will be overpowerful when mixed with other layered equipment. * Lower layers (thinner layers) should have a lower AC than higher layers. * A "body" wear position will have more layers than other positions such as "arms", "hands", "legs", and "feet". (example for "hands"; silk gloves | leather gloves | chain gauntlets) See also OSET, AFFECTTYPES, WEARFLAGS, OBJECTFLAGS, OBJECTTYPES, ITEMVALUES, WEAPONTYPES, VARIABLES, ARMORCLASS, LAYERS, and OMENU. ~ 1 LCK LUCK~ Luck (LCK in your 'score') represents the tendency of a character to succeed or prosper through chance or good fortune. As in life, the exact extent of this factor remains and will always remain shrouded in uncertainty... Also as in life, however, it can be said with surety that its influence on a character is pervasive. Though it affects some aspects of life here in a very direct manner, it can affect nearly every aspect to at least a degree. ~ 1 LEAP~ Syntax: leap Leap is a skill which can only be used once a fight has started, and can only be used against your primary opponent. If it successfully lands, it inflicts damage on your opponent. ~ 1 LETHARGY~ Syntax: c lethargy <victim> Lethargy reduces the victim's dexterity by two. ~ 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 spell (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. ~ 1 LIGHT~ Syntax: light <pipe> This lights the herb in your pipe. Once lit, the herb will continue to burn until it burns itself out, is smoked out, or you tamp your pipe. ~ 1 LIMBO~ The limitless void known as Limbo is a strange plane fabricated by the Gods to hold mortals who have been rendered unconscious or have been mortally wounded. It is a well known fact that only Gods may travel here of their own volition. ~ 101 LIQUIDTYPES~ Value | Liquid Type ------------------------------ 0 | water 1 | beer 2 | wine 3 | ale 4 | dark ale 5 | whiskey 6 | lemonade 7 | firebreather 8 | local specialty 9 | slime mold juice 10 | milk 11 | tea 12 | coffee 13 | salt water 14 | cola See OSET and ITEMVALUES. ~ 101 LITTERBUG~ Syntax: litterbug <player> Places/removes the litterbug flag, allowing/prohibiting a player from dropping any objects. ~ -1 LIZARDMAN LIZARDMEN LIZARD-MAN LIZARD-MEN 'LIZARD MAN' 'LIZARD MEN'~ Lizardmen are semi-aquatic, breathing air but often dwelling totally underwater. They are often noted to use underwater caves as their lair, and are typically found in swamps, marshes, and similar places. Members of this race band together in rough tribal form; they are omnivores, and are likely to prefer human flesh to other foods. Due to this taste for humans, they suffer if their alignment strays too much towards the honorable side of the spectrum. This race, of course, has the innate ability to breath under water. Lizard men gain experience on a scale of normal rate * 0.91 ~ 102 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. If we make any changes to the char, we comment the char and place a note in their inventory explaining who loaded them up and what changes were made. The character is transed to room 99 and forced to quit there (unless they are going to be left in hell). If we don't make any changes to the char, we trans them back from where they came and force quit them there. Loadup is used primarily when a player quits to avoid dealing with immortals or if they quit before you finish writing a comment. But it is also used to investigate chars for duping and other allegations made against them. So... there is actually a wide range of reasons to use loadup and you are encouraged to use your discretion in this area. If you load up a character to slay or purge them, you must post in 1205. See FORCE ~ 0 'LOCATE OBJECT'~ Syntax: cast 'locate object' <name> This spell reveals the location of all objects with the given name. ~ 102 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. Like FREEZE, it is a permanent character toggle. Certain commands (PASSWORD) are protected against LOG. Conversely, certain commands (especially immortal commands) are always logged. LOG ALL logs all character commands. 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. -- Do not snoop people being intimate. <i.e. Mudsex, voyeurism, etc...> -- Do not repeat information learned in snoop casually, especially to mortals -- Only snoop a person talking to a higher level Immortal with the higher Immortals "Express Permission". -- If a higher level Immortal begins communication with someone you are snooping, inform that higher Immortal immediately of the snoop. -- Any incidental references learned in snoop should be disregarded ** For example, you hear someone is having a mud affair, it is not ** important to the reason you are snooping. Do not judge or pass ** on information learned in this manner. -- "Spot check" snooping of lower level Immortals is part of being a higher level immortal. All Immortals may be snooped at any time, for any reason. -- Do not snoop for the purpose of gaining information for personal reasons. -- Being an Immortal is a privilege and a job. Snoop is a tool to assist you do your job properly. Snoop is neither a toy nor a right. ~ -1 LOGIN_MENU~ .&r&G&Y&w@&G&W=============================================================================&G&w@ &r&G&Y&W| &G&cWelcome to the 13 Chronicles. &G&W| &r&G&Y&w@&G&W=============================================================================&G&w@ &r&G&Y&W| &G&C0&G&c] &G&CLeave the 13 Chronicles &G&W| &r&G&Y&W| &G&C1&G&c] &G&CEnter the 13 Chronicles &G&W| &r&G&Y&W| &G&C2&G&c] &G&CWho is in the 13 Chronicles &G&W| &r&G&Y&W| &G&C3&G&c] &G&CRead the Chronicles &G&W| &r&G&Y&W| &G&C4&G&c] &G&CChange Password &Y&g(&Y&GCurrently Unavailable&Y&g) &G&W| &r&G&Y&W| &G&C5&G&c] &G&CEnter Description &Y&g(&Y&GCurrently Unavailable&Y&g) &G&W| &r&G&Y&W| &G&C6&G&c] &G&CDelete Character &Y&g(&Y&GCurrently Unavailable&Y&g) &G&W| &r&G&Y&w@&G&W=============================================================================&G&w@ &r&G&Y&CChoose&G&c: &G&W~ 1 LOYAL LOYALTY~ The item flag 'loyal' reflects a weapon's loyal status to its deadly owner. Such a weapon will return to a player's inventory when disarmed by another deadly character. Note that a weapon will only be loyal to a deadly character, and it will be loyal when disarmed by another deadly. Non-deadly characters will gain no advantage with a loyal weapon. ~ 1 LUNGE~ Syntax: lunge Lunge is a skill which can only be used once a fight has started, and can only be used against your primary opponent. If it successfully lands, it inflicts damage on your opponent. ~ 1 'MAGIC MISSILE'~ Syntax: Cast Magic <mob> Magic Missile enables the caster to hit a victim with a blast of magic from a distance. In order to work, the conditions must be right and the victim must be visible to the caster. Attempting to hit a player with a missile will cause the caster to be branded an Attacker. Ex: If an orc were one room to the west, you could hit the orc by typing cast magic orc . ~ 0 MAGICUSER MAGE MAGES~ A mage is one of the weakest classes when it comes to body, but the mage is a being of pure magic. Their minds are by far the sharpest, retaining the knowledge of some of the worlds most powerful spells. When one begins as a mage the body is weak. As they grow in knowledge, experience and power. They will become a powerful fighting force. Armed with an arsenal of various spells, with the main focus in combat spells. Their vast repertoire of spells makes them a sought after commodity in the Realms for their spells can mean victory or defeat for others. A mage must constantly study their spells for they are quickly forgotten, ruled by the three moons, the silver moon of good, the red moon of neutrality and the fabled black moon of evil. A mage has a choice of either using their powers for good or for evil. ~ 1 'MAGNETIC THRUST'~ 'Magnetic Thrust,' much like 'Sonic Resonance,' allows the casting Mage to control the nature of space and time in the immediate locale of his victim. In this sorcery, the Mage forms a wedge of magnetic energy within the body of the victim. As the spell progresses, the victims organs are violently rent and internal tissues are torn. The resulting pain and damage are formidible, indeed. ~ 1 'MAJOR INVOCATION'~ Syntax: cast 'major invocation' The spell MAJOR INVOCATION lays upon the members of the casters group a strong, but short-lived Sanctuary of The High Gods. ~ 10 MAKE~ Syntax: make <object> For use by clan, Order or guild leaders only to make one of the three clan, Order or guild objects. See SETCLAN ~ 103 MAKECLAN~ ----------------------------------------------------------- SYNTAX: makeclan <clan name> DESCRIPTION: The MAKECLAN command is used to create a new clan, order, or guild which may then be customized with the SETCLAN command. ----------------------------------------------------------- SEE ALSO: SETCLAN, SHOWCLAN ~ 103 MAKECOUNCIL~ ----------------------------------------------------------- SYNTAX: makecouncil <council name> DESCRIPTION: The MAKECOUNCIL command creates a new council that may then be customized with the SETCOUNCIL command. ----------------------------------------------------------- SEE ALSO: SETCOUNCIL, SHOWCOUNCIL ~ 103 MAKEDEITY~ ----------------------------------------------------------- SYNTAX: makedeity <deity name> DESCRIPTION: The MAKEDEITY command creates a new deity that may then be customized with the SETDEITY command. ----------------------------------------------------------- SEE ALSO: SETDEITY, SHOWDEITY, DEITIES ~ 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 ~ 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 and SHOPS. ~ 102 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 MEDITATE MEDITATION~ Syntax: meditate A character in possession of this skill may use it to briefly focus its energies toward restoring a small burst of mana. ~ 102 MEMORY~ Syntax: memory MEMORY reports the current counts of objects, mobiles, affects, rooms, areas, etc, etc. ~ -1 MENTALSTATE MENTALSTATES 'MENTAL STATE' 'MENTAL STATES'~ . &gYour mental state is your current frame of mind, and how clearly and realistically you view your surroundings. Mental states can be affected by prolonged combat, hunger, thirst, or poison. If you are affected by one of the above for a period of time, your mental state will begin to deteriorate, and you will not view your surroundings as they truly are. You may begin to hallucinate, or become too lethargic to function, and your general abilities will be affected. In extreme cases you may collapse from exhaustion or enter a delirious coma. To restore your mental state, you may need to rest (resting and sleeping will speed your recovery), eat, cure whatever poison afflicts you, etc. Note that if you are malnourished your state will &wnot&g improve, even with sleep, until you have fed and/or quenched your thirst. Your mental state is by the text line in 'score' which describes your state of mind (You feel great, etc.) The 'group' display contains a less accurate reading of your and your group-mates' mentalstates as well. Note: Changing your deity now affects your mental state. See also 'GROUP DISPLAY' ~ -1 MERC FUREY KHAN HATCHET~ SMAUG was 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 ftp.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 'MIDAS TOUCH' 'MIDAS'~ MIDAS TOUCH: Syntax: cast 'midas touch' obj [where obj is in your inventory] Turns an object in your inventory into gold. ~ 1 'MINOR INVOCATION'~ Syntax: cast 'minor invocation' This spell improves the to-hit roll and saving throw versus spell of all members of the caster's group by 1 each. ~ 101 MINPOS~ Minimum Positions affect both spells and skills. For example, if the minimum position for a spell was 8, it would work while sitting, fighting or any position higher than that. The same spell would not work in the resting position as it's ranked at 6. 0 POS_DEAD 1 POS_MORTAL 2 POS_INCAP 3 POS_STUNNED 4 POS_SLEEPING 5 POS_BERSERK 6 POS_RESTING 7 POS_AGGRESSIVE 8 POS_SITTING 9 POS_FIGHTING 10 POS_DEFENSIVE 11 POS_EVASIVE 12 POS_STANDING 13 POS_MOUNTED 14 POS_SHOVE 15 POS_DRAG See also : Help STYLE ~ 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. ~ 1 MISSILE~ Missile weapons have the unique ability to fire at one's opponent from a distance. In order to be successful, the attacker must have a weapon missile wielded (Only certain weapons are able to be missile wielded) and must have an appropriate ammunition in inventory. Example: To use a bow and arrow, one must have a bow missile wielded and have an arrow in inventory. See help &Wfire and help &Wfletch ~ 101 MISSILES~ Creating a projectile is basically the same as making any other weapon. The exception to this are its Values (see ITEMVALUES) and the need to have missiles which match missileweapons. &GFollow this basic proceedure to make a set of projectiles&W: 1) Create a firing mechanism, for instance, a long bow. 2) Set the itemtype to 'missileweapon'. 3) Set the wearflags to 'take missile' 4) Set the projectile values from the HELP ITEMVALUES table. 5) Set the Value3 (V3) from the table in HELP WEAPONTYPES. &G Now the wielded weapon is done, but you need something to fire...&W 1) Create a shootable object, for instance, an arrow. 2) Set the itemtype to 'projectile' 3) Set the wearflags to 'take'. 4) Set the projectile values from the HELP ITEMVALUES table. 5) Set the V3 to match the V3 on the firing mechanism you created. Don't forget to finish the items with weight, cost, long, short etc. You now have two objects in inventory which are ready to fire. Lastly, you may create a quiver for certain objects. To do this, set the itemtype to 'quiver', and use v0 to set its capacity. Be sure not to set the capacity too high, as quivers should be small. See also: PROJECTILES, ITEMVALUES, WEAPONTYPES and OSET. ~ 1 MISTFORM~ Syntax: mistform The vampire may assume a form of lucent mist, capable of traveling through many barriers otherwise unpassable. ~ 1 MISTWALK~ Syntax: mistwalk <victim> The vampire may become a fine mist, capable of traveling with great speed and precision through the smallest of cracks and crevices to to reach its intended victim. Due to the nature of this skill, it only works in darkest night (between the hours of 9 o'clock in the night and 5 o'clock in the morning). ~ 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. ~ -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. ~ 101 MORPH UNMORPH~ Syntax: morph <vnum> <target> Syntax: unmorph Morph is an immortal command used to morph into various things, while unmorph reverts the effect. See also: polymorph, morphcreate, morphdestroy, morphstat ~ 105 MORPHCREATE MORPHDESTROY~ These commands are used for the creation or deletion of polymorph data. See also: polymorph, morph, morphstat ~ 105 MORPHSTAT~ Syntax: morphstat <vnum|name> [help|desc] Stats a morphed target by name or vnum. See also: polymorph, morphcreate, morphdestroy, morph ~ -1 MOTD~ . The MOTD (message sent to a player upon log in) goes here. To create your own .. use hedit motd ~ 0 MOUNT DISMOUNT~ Syntax: mount <mob> Syntax: dismount Mount is a skill, which allows you to mount certain mobs. Being mounted on a mob cuts down on movement points that are used whenever you move. New water sectors allow a person mounted to traverse them without damage from drowning. If you are in an area where your movement points begin to drop suddenly and/or you begin to lose hps <hitpoints> quickly, you should try to mount immediately. ~ 1 MOVE MOVEMENT~ This discusses the process of moving your character from one place in the Realms 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. For more detailed information on movement and doors, read sections 7 and 8 of your Adventurer's Guide book. ~ 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. 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|spell) (max_percent) MPFAVOR <victim> <favor> 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. ~ 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 MPECHOZONE~ ----------------------------------------------------------- SYNTAX: mpechozone <color> <string> DESCRIPTION: The MPECHOZONE mpcommand works much like the ECHO and RECHO comands do except the specified string is only displayed within the area. ----------------------------------------------------------- SEE ALSO: COLOR, MPCOMMANDS ~ 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 MPFAVOR~ ----------------------------------------------------------- SYNTAX: mpfavor <target> -# mpfavor <target> +# mpfavor <target> # DESCRIPTION: The MPFAVOR mpcommand is used to take, give, or set a PCs favor by/to the specified amount. EXAMPLES: mpfavor 0.$n -10 -> decrease $n's favor by 10 mpfavor 0.$n +10 -> increase $n's favor by 10 mpfavor 0.$n 10 -> set $n's favor to 10 NOTE: The current high/low settings for favor can not be exceeded: 2500 and -2500 ----------------------------------------------------------- SEE ALSO: MPCOMMANDS, 'IFCHECK FAVOR' ~ 101 MPFILLIN~ Syntax: mpfillin <exit> New mpfillin, this simply sets a closed door bit, so can be used for several things, quietly closing a door, closing an exit that was dug, etc... ~ 103 MPFIND OPFIND RPFIND 'PROG FIND'~ Syntax: mpfind <lines> <location(s)> <text> opfind <lines> <location(s)> <text> rpfind <lines> <location(s)> <text> Location can be a set of vnums. To search the whole MUD, simply use the location 'mud' in the command. Examples: mpfind 20 901 969 if isnpc Result: Searches all mob progs on mobs from 901 to 969, and then displays 20 lines that contain 'if isnpc' in the prog. opfind 100 mud mpslay Result: Searches all obj progs on objs in the MUD, and then displays 100 lines that contain 'mpslay' in the prog. rpfind 50 21000 21500 mptransfer Result: Searches all room progs in rooms from 21000 to 21500, and then displays 50 lines that contain 'mptransfer' in the prog. ~ 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 spell, 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. In the case of objects, the level must be set, or supermob will end up setting the level. Timer is optional, and is the decay timer for objects. ~ 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 MPPARDON~ ----------------------------------------------------------- SYNTAX: mppardon <target> <flag> DESCRIPTION: The MPPARDON mpcommand works just as the immortal PARDON command does. ----------------------------------------------------------- SEE ALSO: PARDON, FLAGS, 'IFCHECK ISATTACKER', 'IFCHECK ISKILLER', 'IFCHECK ISTHEIF' ~ 101 MPPEACE~ *-------------------------------------------------------------------* SYNTAX: MPPEACE <name> DESCRIPTION: Any target name within the room can be forced to cease all fighting. *-------------------------------------------------------------------* See Also: MPCOMMANDS OPCOMMANDS RPCOMMANDS OPTRIGGERS MPTRIGGERS ~ 101 MPPKSET~ ----------------------------------------------------------- SYNTAX: mppkset <target> yes/no DESCRIPTION: The MPPKSET mpcommand will set the PC to deadly or peaceful based on what is specified regardless of their present state. No = peaceful Yes = deadly ----------------------------------------------------------- ~ 101 MPPRACTICE~ Syntax: mppractice <victim> <skill/spell/language> <amount> This command will set the victim's percentage of proficiency in the specified skill/spell/language to the specified amount. It cannot train a character in a skill/spell/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 cannot 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. ----------------------------------------------------------- SYNTAX: mppurge mppurge <item name> mppurge <mob name> DESCRIPTION: The MPPURGE mpcommand works much like the immortal command PURGE, but for one exception: there must be something to purge. If there is nothing to be purged, the command will log a bug. ----------------------------------------------------------- ~ 101 MPRESTORE~ Syntax: mprestore <victim> <amount> This command restores a specified number of hitpoints to the victim. ~ 101 MPSCATTER~ *-------------------------------------------------------------------* SYNTAX: MPSCATTER <target name> <low vnum> <hi vnum> DESCRIPTION: This command will send the victim to any one of the rooms specified at random. Example: mpscatter lascivias 1 50 Will transfer Lascivias to a room between 1 and 50. The numbers you specify are inclusive in the formula. *-------------------------------------------------------------------* See also: MPCOMMANDS OPCOMMANDS RPCOMMANDS OPTRIGGERS MPTRIGGERS ~ 101 MPSLAY~ ----------------------------------------------------------- SYNTAX: mpslay <target> DESCRIPTION: The mpcommand MPSLAY works exactly as the immortal slay command does, causing the PC/NPC target instant death. NOTE: This is a mob program command only. ----------------------------------------------------------- SEE ALSO: MPCOMMANDS ~ 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 MSET~ Syntax: mset <character> <field> <value> mset character on MSET sets the properties of mobiles. If a mobile has the PROTOTYPE flag, modifying an instance of this mobile will also modify the index mobile, which all other instances of the mobile are based on. MSET ON will lock you onto a particular mob/character. Once locked on, all mset commands will imply 'mset <character>'. Hitting enter while in MSET ON will give you an mstat of the mob/character you are working on. To get out of MSET ON, simply type the word DONE. Example: mset gracca on long A large hulking figure stands here. sex 1 done See also: ACTFLAGS, SPECFUNCS, SAVINGTHROWS, RIS, NPC_RACES, ATTACKS, DEFENSES, MCREATE, MMENU and MSTAT. ~ 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 ~ 0 MUDMAIL MAIL~ Syntax: mail list Syntax: mail read <number> Syntax: mail read all Syntax: mail write Syntax: mail subject <string> Syntax: mail to <to-list> Syntax: mail take <number> Syntax: mail show Syntax: mail post Syntax: mail remove <number> The mail command is very similar to the note command. To write mail, as in notes, you must have a blank note held in your hands, and a quill or pen in your inventory. Mail can only be addressed to real players, or 'all'. There is a charge for reading and taking mail. To post mail to more than one party, use 'note to <name> <name> <name>', etc. Note that any of the named parties can remove the mail before the other parties get a chance to read it. See also 'HELP BOARDS', 'HELP NOTE'. ~ 101 MWHERE~ Syntax: mwhere <name> MWHERE shows you the locations of all mobiles with a particular name. ~ -1 M_ADVHERO_~ You suddenly feel a strange surge of power flow through your veins! You have mastered yourself as far as mortally possible, and now see immortality within your grasp... Along with your new position you recieve a new channel, to use this channel type ': <message>' or 'imm <message>'. ~ -1 M_BALZHUR_~ Suddenly out of nowhere, a hideous beast appears, bringing with it the horrible smell of brimstone, death and decay! The demon gives you the most evil and spine tingling sneer that makes you fall to your knees, and release your bladder... The next second, the immense mass of slimey muscle and claws is all over you ...shredding you to a bloody mess! Mercifully, everything goes black as it moves its widening maw towards your head... ~ -1 M_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 suddenly feel more confident and sure of yourself and your new powers... You feel that you have earned some trust and respect among your peers, yet you know that your jouney has only just begun. ~ -1 M_GODLVL3_~ ...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_GODLVL4_~ ...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_GODLVL5_~ You suddenly feel much more powerful! ~ 1 NAME NAMES~ &YSyntax: name <newname>&W This command allows a pre-authorization player to change their name to a new one if their original choice has been denied. Example: A new player named Pete has his name denied. To change his name to 'Joe', Pete would simply type: &YName Joe&W. When choosing a name, please try to choose one which is both medieval and unique. Good names help add to gameplay and will allow you to forge an identity for yourself. Simply put, your name should &YNOT &Wbe:&G - Nonsensical, unpronounceable or ridiculous. - Profane or derogatory as interpreted in any language. - Futuristic or common, such as 'Jill' or 'Laser'. - Similar to that of any Realms Immortal, major mob, or equipment. - Significant in history, mythology, or any religion. - Comprised of various capital letters, such as 'BrACkkA' or 'CORTO'. - Comprised of ranks or titles, such as 'Lord' or 'Master'. - Composed of singular descriptive nouns, adverbs or adjectives, as in 'Heart', 'Big', 'Flying', 'Broken', 'Slick' or 'Tricky'. - Any of the above in reverse, i.e., writing Jade as 'Edaj'. - Any combination of singular descriptive nouns/adverbs or adjectives, as in 'Metaljacket Heartbound Earthstone or Softheart'. &WPlease keep in mind that names which were authed in the past do not validate current name authing. Above are the guidelines which all immortals follow. In addition, they may have their own reasons for denying your name. The final determination as to the validity of a name on the Realms is the discretion of the Immortals and is NOT subject to debate or discussion. If your name is denied, simply follow the guidelines and try a new one. ~ 1 'NECROMANTIC TOUCH'~ Syntax: c 'necromantic touch' <victim> This spell drains hitpoints from the victim and returns some to the caster. ~ 1 'NEW DARKHAVEN ACADEMY'~ The Darkhaven Academy is the training institute of majestic Darkhaven. A great number of adventurers come here to learn the basics of battle and spellcasting, as well as many survival techniques. Magically controlled by Avatars of the most powerful deities, there is an abundance of monsters here kept for the sole purpose of practice and tutelage. ~ 1 'NEW DARKHAVEN' DARKHAVEN~ New Darkhaven, famed City of Hope, lies in the center of the Realm's main continent. The city, though constantly under the threat of invasion, has never fallen to the forces of Darkness and remains one of Light's most fervent defenders. In fact, the greatest adventurers originate from New Darkhaven, probably due to the excellent teachings of the famed New Darkhaven Academy. New Darkhaven is a growing city, with busy markets filled with objects of wonder and anyone wishing to join one of the guilds will certainly want to visit Darkhaven, where the guild halls are located. Also of note is the newly rebuilt Art Gallery and Town Hall. ~ 1 'NEW' 'NEWBIE' 'NEWBIECHAT' 'START' 'BEGIN'~ If you are new to the Realms, here are a few help files that will help you get acquainted with our world. Please remember that during peak times we host upwards of 300 players online, so we have tried to make the help system as detailed as possible for everyone's benefit: GUIDE - Will help you learn to use your Adventurers Guide Book. RULES - Will lead you through the laws of the land. SPAM - Will explain what spam is, and why you should not do it. CONFIG - Will teach you about our configuration menu. SCORE - Will tell you about your character's personal score sheet. MOVEMENT - Will teach you various commands for moving about the Realms. OBJECTS - Will teach you various commands to use your equipment. CONTAINER - Will teach you about using containers to hold belongings. CHANNELS - Will teach you about communication with other players. GROUP - Will help you with grouping with other adventurers. COMBAT - Will teach you how to choose, start and stop a fight. DEATH - Will tell you about the death experience in the Realms. PRACTICE - Will teach you about training spells, skills, and weapons. INFORMATION - Will cover ways to find certain types of information. To use these files, type HELP <topic>. Type 'help' for general commands. ~ 0 NEWBIE~ Newbiechat is a channel created for and use by only low-level new players. It is designed to lessen the confusion of their transition into the Realms, and can be used to gain answers to any questions or problems the player may have. ~ 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~ Syntax: news or: news <field> [parameters] Mortal Fields : all first last version Immortal Fields: all first last version list add remove load html ~ 101 NEWZONES~ Syntax: newzones [low] [high] Lists the vnum range for rooms/mobs/objects in prototype areas that have been loaded. ~ -1 NEW_DEATH~ ...Everything begins to fade to black. You feel yourself leaving your body. Rising up into the air, you feel more free than you have ever felt before... However, before your deity comes to collect your soul, you feel a strange pulling sensation as strange and colorful mists swirl around you... &CA low voice fills your head with words of advice... "When your character dies, you are reincarnated at the cathedral of Notre Dame de Sioux in New Darkhaven; should you one day become a member of a clan, guild or order you will be returned to your own altar." "Your corpse, however, is left behind where you were killed, together with all of your equipment, so that you can attempt to return to the scene and loot your corpse. Your gold stays with you. Corpses decay after time, and when this happens the objects inside will decay with it." "Once you have chosen a deity and gained sufficient favor, you may be able to supplicate to your deity for your corpse. Type '&Whelp death&C' for more information. This message will appear only on your first two deaths..." ~ -1 NMOTD~ . &B __________________________________________________________________________ / \ &B[&w=&B] &w February 1998, the Ill Month &B[&w=&B] &W"&wYou will begin at the Spectral Gates, an area to explore while awaiting authorization. You will pass into the Realms at this area's end...&W" &B[> &wConsult your Guide for detailed information on all topics &BPlease type: &Wlook book&B to consult your copy of the Guide &W\> &wSee '&Whelp start&w' for a list of helpful files &BIf you need help, typing: &Whelp nc &Bwill put you in touch with experienced players who can offer advice and assistance. &B[> &wSee '&Whelp pager&w' for screen pausing information &B[> &wSee '&Whelp deities&w' for information on devoting ('&Wdeities&w') &B[> &wSee '&Wnews&w' often to keep apprised of changes in the Realms &B[> &wEnjoy your stay within the Realms, but don't ruin it for the others: &W\> &wEveryone must abide by the laws - no exceptions (type '&Wlaws&w') &B\__________________________________________________________________________/ / \ &w... And in the time which passed, great tumult and misery was wreaked upon the stronghold of Darkhaven by the dark gods, and much change visited upon the carnage which remained by the gods of the light ...&B &B\__________________________________________________________________________/ ~ 1 NORTH SOUTH EAST WEST UP DOWN NORTHEAST NORTHWEST SOUTHEAST SOUTHWEST~ Syntax: north or n Syntax: south or s Syntax: east or e Syntax: west or w Syntax: up or u Syntax: down or d Syntax: northeast or ne Syntax: northwest or nw Syntax: southeast or se Syntax: southwest or sw Use these commands to walk in a particular direction. ~ 1 NOSTRUM~ Syntax: c nostrum A restorative spell of the Augurer which heals the caster of wounds. The spell cannot be cast on others. ~ 1 NOTE NOTES~ USAGE - 'note (command) [number or text]' (command) can be any of the following: List, Read, Write, Subject, To, Show, Post, Remove, Take, Date. [number or text] can be left blank, be a number, or be words depending on what (command) you use. Usage is explained below. LIST - Lists the notes you can read. List [number] lists all the notes including, and after [number]. You must be at a note board to List. example: 'note list' shows all notes on the board. 'note list 10' shows notes 10 and later on the board. READ - Displays the contents of [number]. You must be at a note board to Read, and you must specify a [number]. example: 'note read 5' displays note #5. WRITE - Puts you in an editor where you can write a note. You must be holding a note, and have a quill in your inventory to Write. example: 'note write' puts you in the editor. See Help EDITOR. See Also Help Note2 ~ 1 NOTE2~ SUBJECT - Sets the subject line of a new note to [text]. You must be holding a note, and have a quill in your inventory to set the Subject. example: 'note subject Hello World!' sets Hello World! as the subject. TO - Sets the recipient(s) to [text]. ALL means all players. IMMORTAL means all immortals. You must be holding a note, and have a quill. example: 'note to Harakiem' sets Harakiem as the note's recipient. SHOW - displays a note you are holding. example: 'note show' displays the note you're holding. POST - takes a note you're holding and posts it to the board you are at, so others may read it. example: 'note post' puts it on the board. REMOVE - erases note [number] from a note board. You must be at a note board and be the note's author or an immortal to use Remove. example: 'note remove 12' removes note #12, if you're its author. TAKE - similar to 'Remove' but places the note in your inventory, rather than completely erasing it. example: 'note take 10' moves note 10 to your inventory from the board. DATE - similar to 'list' but replaces who the message is to with the date that the note was written. Also See Help &Wnote &w ~ 101 NOTELL NOEMOTE NOTITLE 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. ~ 103 NUISANCE UNNUISANCE~ &WSyntax: &cunnuisance <victim> &cnuisance <victim> [options] &GUnnuisance will remove the nuisance flag from a player. Nuisance will add a nuisance flag to the player specified by victim. &wThis only works on pc's. The optional parameters are as follows: &cmaxtime <#> <minutes/days/hours>&w &wThe maxstage of nuisance. Default is 8 days. &ctime <#>&w: The time in days that the nuisance flag will stay on the player, once the time is expired the flag will automatically be removed. If this option is not used it will default to a permenant penalty. &cpower <#>&w: A number from 1 to 10, 10 being the worst for the player. &WNote the words before the options are not optional and must be used. &RExamples: &cnuisance mortal maxtime 5 days time 7 power 5 >his would nuisance mortal for 7 days with the maximum stage being reached in 5 days, at a power level of 5. Also note you can leave options out: &cnuisance mortal maxtime 5 days power 5 &Gfor example would set the maximum time to reach the final stage at a power level 5 and use the default value for the time. Also options can be rearranged n like: &cnuisance mortal power 5 maxtime 5 days time 7 &Gwould be the same as the first example. >o see info on nuisance level, power and set time of a player, use &WMSTAT. &WFor information on stages see help 'NUISANCE STAGES' &G We are not to give mortals any info about nuisance. If they notice something is wrong and ask for an explanation just &Wtrans <name> nuisance &G MORTS ARE NOT TO BE TOLD WHAT THE FLAG IS OR GIVEN OTHER INFO RE: IT>. ~ 101 OBJECTFLAGS~ Flags that objects can have: Flag Affect Flag Affect &r==== ====== ==== ====== &Gglow &cn/a &Ghum &cn/a &Gdark &cn/a &Gloyal &cloyalty ('help loyal') &Gevil &cglow on det. evil &Ginvis &cinvisible &Gmagic &cprevents enchant &Gnodrop &ccannot drop &Gbless &c+20% resist dam. &Gantigood &czap if align +350 &cdbl. duration poison &cweapon &Gantievil &czap if align -350 &Gantineutral &czap if align -350 to +350 &Gnoremove &ccannot remove &Ginventory &cpurge upon char. death &Gantimage &czap if mage &Gantithief &czap if thief &Gantiwarrior &czap if warrior &Ganticleric &czap if cleric &Gantivampire &czap if vampire &Gantidruid &czap if druid &Gorganic &c+20% suscept. dam. &Gmetal &c+20% resist damage &Gdonation &cprevents get all &Gclanobject &cn/a &Gclancorpse &cn/a &Gprototype &cn/a &Gnolocate &cnot visible on locate &YAdditional flags: &Gcovering &cItems 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.&w ~ 1 OBJECTS~ To see the objects you currently possess, type INVENTORY and EQUIPMENT> INVENTORY is the items you are carrying, but are not currently wearing. EQUIPMENT shows you the equipment you are currently wearing. You may WEAR, WIELD, or HOLD equipment to use it. To stop using a piece of equipment, you REMOVE it. Before you may wield a new weapon, you must first REMOVE the old weapon. You can gain information on your objects by using LOOK or EXAMINE. EXAMINE tells you the condition of your item, as a more detailed form of LOOK. To find out more information on objects, read sections 9, 10 and 17 of your Adventurer's Guide book. ~ 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 'OCCULUTUS VISUM'~ Syntax: occulutus visum or: occu (or other unique abbreviation) Triggers the vampire's innate ability to sense all manner of the unseen. See DETECT INVIS, DETECT HIDDEN ~ 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 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 ~ 1 OPEN CLOSE LOCK UNLOCK PICK BOLT UNBOLT~ Syntax: open <object|direction> Syntax: close <object|direction> Syntax: lock <object|direction> Syntax: unlock <object|direction> Syntax: pick <object|direction> Syntax: bolt <direction> Syntax: unbolt <direction> OPEN and CLOSE open and close an object or a door. LOCK and UNLOCK lock and unlock a closed object or door. You must have the requisite key to LOCK or UNLOCK. PICK can open a lock without having the key. In order to PICK successfully, you must practice the appropriate skill. BOLT and UNBOLT bolt and unbolt a closed door. You must be on the side of the door that has the bolt to BOLT or UNBOLT the door. ~ 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 ~ 0 ORDER~ Syntax: order <character> command Syntax: order all command ORDER orders one or all of your charmed followers (including pets) to perform any command. The command may have arguments. You are responsible for the actions of your followers, and others who attack your followers will incur the same penalty as if they attacked you directly. Most charmed creatures lose their aggressive nature (while charmed). If your charmed creature engages in combat, that will break the charm. ~ 1 ORDERS~ Syntax: orders or: orders <order name> This command will display a list of all currently existing Orders, as well as their deities, leaders, mobkills and mobdeaths. You can also use 'orders <order name>' to view information on the specified Order. See also GUILDS, ORDERS ~ 0 ORDERTALK~ Syntax: ordertalk <message> Provided that you are in an Order, ordertalk will send the message to all members currently online, as well as the deity if they are online. ~ 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, LAYERS and LAYERS2 ~ 101 OWHERE~ Syntax 'Owhere <object/keyword> This command will allow you to search for a certain item by using its keyword. This will list the name of the object, its' location, the name of the player(s) carrying it and the number of the objects currently online. are currently on-line. ~ 0 PAGER~ Syntax: Pager <# of lines per screen> Syntax: Config +pager (turns page pausing on) Syntax: Config -pager (turns page pausing off) Syntax: Pager (toggles pager on/off) Pager is a configurable item that will pause screen scrollage at the user specified pager length. To set it, first set a desired page length using: Pager <# of lines> Initially, page length is set to 24 lines. Once page length is set, use the Config command to turn it on and off, or simply type 'pager'. Commands available within the pager are: (C)ontinue, (R)efresh, (B)ack, (Q)uit. With 'continue' being the default item. When the screen pauses, hit the enter key to continue, or type another choice and hit the enter key. See also: CONFIG ~ -1 PALADIN PALADINS~ The Paladin ___________________________________________________________ "You are the most excellent of men and your lips have been anointed with grace, since God has blessed you forever. Gird your sword upon your side, O mighty one; clothe yourself with splendor and majesty. In your majesty ride forth victoriously in behalf of truth, humility and righteousness; let your right hand display awesome deeds. Let your sharp arrows pierce the hearts of the king's enemies; let the nations fall beneath your feet... You love righteousness and hate wickedness; therefore God, your God, has set you above your companions by anointing you with the oil of joy... I will perpetuate your memory through all generations; therefore the nations will praise you for ever and ever..." ___________________________________________________________ Paladins are warrior priests who draw their power from acts of righteousness and strict adherence to the Code of The Temple of Solomon. Their strength in battle, combined with the ability to perform limited miracles is offset by the difficulty they experience in perfecting their craft, and the penalties they suffer when they stray from the path of good. ~ 101 PARDON~ Syntax: pardon <character> killer Syntax: pardon <character> thief Syntax: pardon <character> attacker PARDON pardons a player for their crimes. ~ 0 PARRY~ Syntax: operates automatically Parry is a skill which assists in warding off incoming attacks. If you successfully parry attack, you take no damage from it. Parry is an autonomic skill, but you must be wielding a weapon to use it. ~ 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 HOOVES FORELEGS HAUNCHES Used for attacking: CLAWS HORNS TUSKS TAILATTACK SHARPSCALES ~ 0 'PASS DOOR'~ Syntax: cast 'pass door' This spell enables the caster to pass through closed doors. ~ 0 PASSWORD~ Syntax: password <new password> <new password> PASSWORD changes your character's password. You repeat the new password only. If you do not get it correctly it will not work. This should end the typo locking you out of your character. The PASSWORD command is protected against being snooped or logged; it is impossible for any immortal to in any way see, find or retrieve it. It is the responsibility of the player to ensure that the password of the character is kept secure. Passwords can not contain certain characters, or spaces. We also advise that you use an alphanumeric password (one containing both numbers and letters) as they are harder to guess. We also recommend that you choose a password that is greater than 6 characters in length. A good rule of thumb is if it is in the dictionary, it is probably not a good password. NOTE: if you decide to trade a character, you do so at your own risk. Immortals are not responsible for ensuring fair trades. You may seek an immortal to oversee a trade, but it is not their responsibility. &YThe password policy is: password equals ownership.&w See also PASSWORD_ZMUD ~ 2 PASSWORD_ZMUD~ When you're using zMUD and want to change your password, remember to change it in the zMUD character settings as well as on the mud. The MUD's command for this is: password <new password> <new password> In zMUD, click on 'File', then 'Another Character', or 'File', then 'Open' to access the character settings - and change the password there. If you have forgotten your character's password but can still log on with the character, you can still find out what the password is. Log on with that character, click on 'View', then 'Preferences' and then click on General Settings'. Find the checkbox for 'Gag Password' and make sure the box is not checked. Click on 'Ok' to close the dialog box. Type the command #say %pass [enter]. Your password will be shown on your screen, but not sent to the mud. Write it down, for future reference. For more information, see HELP PASSWORD and the zMUD web site: http://www.zuggsoft.com See also PASSWORD ~ 0 PCOLORS 'PROMPT COLORS'~ The foreground special character is: && Tokens for && are: &&x - Black &&r - Red (blood) &&g - Green &&O - Orange (brown) &&b - Dark Blue &&p - Purple &&c - Cyan &&w - Gray (default color) &&z - Dark Grey &&R - Light Red &&G - Light Green &&Y - Yellow &&B - Blue &&P - Pink &&C - Light Blue &&W - White The background special character is: ^^ Tokens for ^^ are: ^^x(z) - Black ^^r(R) - Red ^^g(G) - Green ^^O(Y) - Orange ^^b(B) - Blue ^^p(P) - Purple ^^c(C) - Cyan ^^w(W) - Grey The tokens in brackets are the same colors, but cause the foreground color to flash. Note: If setting both foreground and background colors. The foreground must precede the background color. Also, the last color setting in your prompt will wash over into the text you type. So, if you want a set of colors for your typed text, include that at the end of your prompt set. Example (assuming current h.p.'s of 43 and mana of 23): Prompt &&Y^^b<%h/&&x^^r%m>&&w^^x = <43/23> {A }{B}{C } A) Yellow with blue background. B) Black with red background. C) Light Grey with black background. See also: HELP PROMPT ~ 103 PCRENAME~ syntax pcrename <oldname> <newname> This command permanently changes a players name and should be used sparingly. It does a check to ensure there is no other player by that name already in the files. ~ 101 PEACE~ Syntax: peace PEACE causes all characters in a room to stop fighting. ~ 0 PEEK~ This skill shows you a character's inventory when you look at a character. Use of the skill is automatic when you 'look' at a character after you have practiced the skill. ~ 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 lose them. This policy prevents wholesale abuse of pets. You are responsible for the actions of your pets. See also &WHelp PETSAVE &w ~ 1 PETSAVE~ Petsaving is automatic in the Realms. When you purchase a pet, it is loyal to you until its' death. Your pet will automatically save when you save and quit when you quit. If you die, your pet may still live and vice-versa. Pets remain loyal until they die or until you purchase a new pet. If you lose link your pet may be killed without you around to protect it. In no instances will pets be reimbursed. Do not even ask. *** You may only purchase one pet per level *** ~ 1 'PICK LOCK'~ This skill enables you to pick open locked doors. ~ 101 PIPEFLAG~ The following flags may be used with the item type pipe in the v3 item value: PIPE_TAMPED Pipe has been tamped (not really used yet) PIPE_LIT Pipe is lit (required for smoking) PIPE_HOT Pipe is hot PIPE_DIRTY Pipe is dirty (not really used yet) PIPE_FILTHY Pipe is REALLY dirty (not used at all yet) PIPE_GOINGOUT Pipe is about to go out PIPE_BURNT Not used yet. PIPE_FULLOFASH Pipe is full of ashes, and needs to be emptied. ~ 1 PIT ETCH PITTING ETCHING~ Pitting and etching occurs when acid hits your armor, due to spells or breath. It permanently reduces the armor class of the item and reduces the value of the armor. ~ 0 PIXIE PIXIES~ Pixies are small Elfin creatures with gossamer wings. They are very much more intelligent than most other races, but their strength and constitution suffers from their small size. Because of this, the Pixie often choose the calling of magic and excels especially in the arts of the Mage; the mind of the Pixie knows no equal. Pixies possess the obvious ability of flight. Pixies are slight of stature, standing less than five feet in height. Both their skin and hair color varies from among all the colors of the rainbow. Pixies gain experience on a scale of normal rate * 1.08. ~ 0 'PLANT PASS'~ Syntax: cast 'plant pass' <victim> This spell allows the caster to merge with nearby foliage, and flow through it to emerge near the victim. Obviously this spell requires a good deal of natural foliage in both the caster's and the victim's location. ~ 0 POISON~ Syntax: cast poison <victim> This spell reduces the strength of the victim by two, as well as reducing the victim's regeneration rate. ~ 0 'POISON WEAPON'~ Syntax: 'poison weapon' <weapon> Abbrev: poison <weapon> A skill unique to thieves which enables them to coat their weapon with a deadly poison. In battle, this poison will cause ill effects on its recipient. Be warned however, it has been told that poison has a strong lessening effect on the lifetime of the weapon poisoned. To poison a weapon you must have the weapon itself, the poisoning powder and a full waterskin in your inventory. Your intelligence and wisdom must both also be relatively high, else you will be unable to complete the poisoning process until they are raised to a sufficient level. ~ 1 POLYMORPH~ Syntax: c polymorph A spell enabling the caster to morph into the desired creature. Varies by class and/or race according to the machinations of the gods. See also: revert ~ 1 PRACTICE~ Syntax: PRACTICE Syntax: PRACTICE <skill|spell|weapon> PRACTICE without an argument tells you your current ability level in all the skills and spells available to you. You can check this anywhere. PRACTICE with an argument practice that skill or spell. Your learning percentage starts off at 0% (unlearned), and can be practiced once. After this initial practice, the skill/spell must be used to develop it to the level of 'adept' (Adept is not always necessarily 100%) You must be at a guild master to practice. The higher your wisdom, the more practice sessions you will have each time you gain a level. Unused sessions are saved until you do use them. All characters may practice skills, spells, and weapons in the Academy. For more information on spell, skills, weapons, and practicing, read section 15 of your Adventurer's Guide book. ~ 101 PROJECT~ Syntax: project -- same as project list project save project list [available] project code --- Lists approved projects with no coders project mine -- Lists all projects that you own or are the coder project more --- Lists projects as well as coder/log info project add <name> project <number> coder --- Assigns you as the coder of a project project <number> delete project <number> take project <number> log write project <number> log subject <subject> project <number> log post project <number> log list project <number> log <number> read project <number> log <number> delete project <number> description --- Buffer to describe the project project <number> show -- shows description of the project You can remove yourself as a coder or owner by repeating the command. Change status/post on other's projects, 60+, Code council, Vc heads. List logs/read logs from others projects, 54+ Add/ delete logs <Level 60+, Code council and VC heads) ~ 1 PROJECTILES~ &YSyntax&W: fire <direction> <target> Projectiles are wielded weapons which allow players to hit victims without being in the same room. Projectiles have several forms, those being bow & arrow; crossbow & bolt; sling & stone; peashooter & pebble: tube & dart. All are used in a similar manner. You must first be wielding the weapon which will perform the action of firing the intended object. To do this, simply 'wield <weaponname> missile'. This will place the bow, sling or other firing mechanism in the location 'missile wielded', which you will see when you type 'eq'. You must have a type of projectile in your inventory, this being an arrow, rock, bolt, pebble or other projectile(s). You must have practiced 'missile weapons' in order to wield a firing mechanism. If you do not practice it, you will not be able to fire. Lastly, provided you have a projectile in inventory, and a firing weapon wielded in the 'missile wielded' position, you are ready to try out your new projectile. Note that firing a weapon at another player will result in a pkill attempt, which can have severe consequences. If you and your mortal target are not both listed under "Who Deadly", you will be confronted by an immortal for your actions and flagged as a violater of Realms Law. See &YLaws Pkill&W for more information on players vs. players. ~ 0 PROMPT FPROMPT~ Syntax: prompt <string> Syntax: fprompt <string> PROMPT sets your prompt to a given string. The game automatically sets it when your character is created, but you can use PROMPT to change your prompt to be more to your liking. If you type 'default' as the string, your prompt will be set back to the game default. FPROMPT sets your fighting prompt. This is the prompt that is displayed to you while you are in combat. It follows the same format as the normal prompt does. Your prompt can be any string of characters that you wish. You can also embed special characters and tokens into the string that you set, that are linked with specific groups of tokens. These tokens will add specific information to your prompt. See also: PCOLORS, and PTOKENS ~ 0 PROTECTION SANCTUARY~ Syntax: cast protection Syntax: cast sanctuary <character> The PROTECTION spell reduces the damage taken from any attack by an evil creature by one quarter. The SANCTUARY spell reduces the damage taken by the character from any attack by one half. These spells may be used simultaneously for cumulative effect. ~ 0 PTOKENS PTOKEN 'PROMPT TOKENS' 'PROMPT TOKEN'~ &C&WThe prompt tokens are special character sets that produce a desired affect. &C&wMajor Status Indicators: &C&G %h - current hitpoints &C&g| &C&G%m - current mana/blood &C&G %H - maximum hitpoints &C&g| &C&G%M - maximum mana/blood &G&G %v - current movement &G&G %V - maximum movement &C&wMinor Status Indicators: &C&G %x - current experience &C&g| &C&G%g - gold held &C&G %X - experience to next level &C&g| &C&G%G - gold in bank &C&G %s - invis/hide/sneak status &G&g| &C&G%a - your alignment &C&G %A - AFK indicator &C&wAuction Indicators: &C&G %o - name of item on auction &C&g| &C&G%O - cost of item on auction &C&wQuest Indicators: &C&G %q - times (left and next) &C&g| &C&G%Q - same as 'q' &C&wDeity Status Indicators: &C&G %f - favor indicator &C&wCombat Indicators: &C&G %S - current combat style &C&R (&C&rCombat Only&C&R)&G&C&G &C&G %c - opponent's health &C&g| &C&G%C - opponent's victim's health &C&G %n - opponent's name &C&g| &C&G%N - opponent's victim's name &C&wTime Indicators: &C&G %T - current daylight status &C&WExamples (assuming current hp of 43, mana of 23, and movement of 120) prompt %h%m%v = 4323120 prompt <%h|%m|%v>>> = <43|23|120>>> prompt %h %m %v = 43 23 120 See also: PROMPT, FPROMPT, and PCOLORS ~ 1 PUGILISM 'LONG BLADES' 'SHORT BLADES' 'FLEXIBLE ARMS' 'TALONOUS ARMS' BLUDGEONS~ These skills represent your proficiency with various type of weapons. Each class has different maximum proficiencies with different types of arms, i.e. the best choice for mages are 'short blades, while a cleric's best choice is with 'bludgeons.' Proficiency of less than 50% with a given weapon type means that damage inflicted is less than "average", while proficiency greater than 50% increases your damage per hit. These skills are automatic: you need not type anything to invoke them. "Pugilism" affects your proficiency with otherwise unclassified weapons. ~ 0 PULL PUSH LEVERS PULLCHAINS SWITCHES BUTTONS~ Syntax: pull <trigger> Syntax: push <trigger> Levers, switches, pullchains and buttons can do all sorts of interesting things... open or unlock doors, change exits around, teleport you to another location, cast a spell, summon a monster... you name it! ~ 101 PULLTYPES~ &YSyntax&W: redit pushtype <direction> <type> &YSyntax&W: redit push <direction> <force> Where type is equal to Current, Wave, Whirlpool, Geyser, Wind, Storm, and Vortex, to name a few . These equal the 'pushforce' Other types include Vacuum, Slip, Coldwind, Sinkhole, Landslide, Quicksand, Earthquake, Undefined, Lava, Hotair and Breeze (objects only). The frequency of the push is controlled by the value set in redit push <force>, and may be anything from -100 to 100. Positive and negative values represent pulling and pushing, respectively. The more positive (or negative) the number is, the sooner the force will push or pull you. ~ 1 PUMMEL~ Syntax: pummel Pummel is a skill which can only be used once a fight has started, and can only be used against your primary opponent. If it successfully lands, it inflicts damage on your opponent. ~ 1 PUNCH~ Syntax: punch Punch is a skill which can only be used once a fight has started, and can only be used against your primary opponent. If it successfully lands, it inflicts damage on your opponent. ~ 1 PUNT~ Syntax: punt Punt is a skill which can only be used once a fight has started, and can only be used against your primary opponent. If it successfully lands, it inflicts damage on your opponent. ~ 102 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. See also: GLORY, GLORY RATES. ~ 101 QPSTAT~ syntax ( qpstat target) This command will show information regarding the amount of glory a player has. The first number is their current glory, the second is the amount of glory held over lifetime. See also : HELP GLORY, HELP GLORYRATES, HELP QPSET ~ 1 'QUANTUM SPIKE'~ The 'Quantum Spike' is one of the Sorceror's most awesome attacks. With this spell, the casting Mage is able to form, within the body of his victim, a sphere of Quantum probability optimized in such a way as to cause the most bizarre contortion of bodily order imaginable. Organs and tissues are rendered into unrecognizable blobs interconnected in fiendish, unknowable geometries. Obviously, such an attack has astonishing effects on any physical creature, as well as any entity which has an extention into the physical world. ~ 1 QUESTS QUESTING~ . Quests are run at random times for different groups of players within the realms. They may involve anything from a scavenger hunt, to solving riddles, to killing mobs that threaten the Realms. Quests are an excellent way to meet other players, and enhance roleplaying throught the realm. Different quests will result in different awards. Awards are up to the discretion of the immortal running the quest. Some things to remember while questing: &W-&GWe are volunteers, and choose to run quests. If you have criticisms of the quest, or the person running the quest, please be constructive and vent your concerns in an appropriate forum - in the Hall of Heroes located in the Darkhaven Town Hall. &W-&GDo not ask when the next quest will be, or if there is a quest. Just pay attention to channels and what is going on around you. If something out of the ordinary is going on, there's a good chance it might be a quest. &W-&GUnless explicitly stated, Multi-playing is &YNOT&G allowed during quests. IF you are caught multi-playing, you will forfeit any reward, and most likely have a temporary ban from questing placed on the characters involved &CSee Also:&YQUEST, GLORY, GLORY RATES, GLORY TRADE ~ 1 QUIT~ Syntax: QUIT QUIT leaves the game. You may QUIT anywhere. When you re-enter the game you will be back in the same room, unless that room has a prog that moves you upon re-entry. QUIT automatically does a SAVE, so you can safely leave the game with just one command. Nevertheless, it's a good idea to SAVE before QUIT. If you get into the habit of using QUIT without SAVE, and then you play some other mud that doesn't save before quitting, you're going to regret it. There is no RENT here. Just SAVE and QUIT whenever you want to leave. ~ 2 RACETALK~ Syntax: racetalk <message> The racetalk channel will send your message to all the members of your race currently online. This channel can be used to roleplay in accordance with the characteristics of your race, to plan runs or grouping with a more focused body of players, or for general chatter. Please note that racetalk is partially designed to promote roleplaying, so attempting to limit yourself to the characteristics of your race may enhance your enjoyment of the mud, and may provide a unique experience for those who have never roleplayed previously. ~ 0 RANGER~ A ranger is the outdoorsman and adventuresome free spirit of the times. A self-sufficent person, the ranger is adaptable and can survive in almost any locale. Skilled with weapons and able to utilize some of the finest armor available, a ranger is physically skilled enough to take on most any foe. However, for especially hardy opponents, a ranger also can cast many useful spells to both hinder his opponent and aid himself. From minor curative magics to blinding his enemy, the ranger is the most adept class at surviving on its own. A ranger typically travels light, but he does have the mighty strength of a warrior to carry equipment needed in his travels. Like the druid (the class other than warrior that he most closely resembles), his need for help from outside sources is low. ~ 101 RAP~ This command allows you to rap on a closed passageway and anyone on the other side will "hear" it. The message sent is an act_message, and act_progs can be trigger by it. This commands seems awfully pointless, right now. ~ 103 RASSIGN MASSIGN OASSIGN~ Syntax: rassign oassign massign > Steps for creating a new area from scratch; > 1. checkvnum rooms low_vnum hi_vnum > checkvnum objects low_vnum hi_vnum > checkvnum mobs low_vnum hi_vnum > (make sure the vnums don't overlap another area) > 2. rassign (person) low_vnum hi_vnum > massign (person) low_vnum hi_vnum > oassign (person) low_vnum hi_vnum > 3. mset (person) aloaded yes > 4. goto low_vnum > goto hi_vnum > 5. savea > 6. save > > This should create a new area listed as '{PROTO} (Person)'s area in > progress', with the file name '(person).are' and it should load up after > rebooting the MUD with 'loadarea' or 'loadarea (person).are' if it's not > your area. NEVER do this to someone who has an area assigned to them. This would change the range for the area they have assigned and wipe out the area. ~ 103 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. ~ 0 RAZORBAIT~ This spell makes the victim more susceptible to stabbing attacks. ~ 103 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. ~ 1 RECALL~ With a scroll or potion of 'word of recall' you can instantly return from most areas to your attuned recall spot (Thoth's Rune in Darkhaven for any those who are not deadly, clanned or a member of an Order or Guild). Scrolls of recall are available in Darkhaven's section of magic shoppes. See also: 'word of recall' ~ 0 'RECHARGE'~ Syntax: cast 'recharge' <wand/staff> This spell is used to recharge wands and staves after use. The mage or cleric performing the recharge should always insure the item is not fully charged, as overcharging is considered dangerous. Also, there is always a small chance of destroying the staff, or in even rarer instances multiplying the charges available. ~ 101 REDIT~ Syntax: REDIT FIELD [parameter list] REDIT ON 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. REDIT ON will lock you into a mode in which 'redit' is implied in each command sequence, and hitting enter will give you an instant rstat of whichever room you are in at the time. To get out of REDIT ON, simply type the word DONE. Example: redit on name A dark and forboding hallway flags dark indoors done See EXITTYPES, EXFLAGS, EXITMAKING, SECTORTYPES and ROOMFLAGS. ~ 0 REFRESH~ Syntax: cast refresh <character> This spell refreshes the movement points of a character who is out of movement points. ~ 1 REKEY~ Rekey changes the keyword of an item. It differs from rename in that it is not the name that is seen, but the name the object is identified as and can be looked at or picked up as. For example, if a sword of legend was rekeyed to blade , get sword would no longer work with this item. (get blade would pick up the item) When an item is rekeyed, one of the words from the short description &GMUST&W be used in the rekey. Rekey is included in the rename fee. See help glory for more information. ~ 1 REMAINS~ Syntax: remains A worshipper may request knowledge on the disposition of their remains from his or her deity (meaning the location and remaining time before complete decay). However, the imposition comes at the cost of a small amount of favor -- approximately twice that of the character's level. If no remains exist, there is no penalty to favor. SEE ALSO: supplicate ~ 0 'REMOVE CURSE'~ Syntax: cast 'remove curse' <character> This spell removes a curse from a character, or one of the objects a character is carrying or using. ~ 0 'REMOVE TRAP'~ Syntax: cast 'remove trap' <object> This spell will magically disarm a trap on an object. ~ 1 RENAME~ A rename may be done by a level 54 or higher immortal. If you wish for the rekey to be completed at the same time, you must contact a level 56 or higher immortal. The rename can be purchased with 20 glory or a rename scroll. Wedding renames are done with a marriage license by Blorin, the Darkhaven engraver. (See help wedding) Renames are to be medieval in style for mortals and must not contain the name of an immortal without their expressed consent. Items will not be renamed to machine gun, silly putty, etc. Before contacting an immortal to redeem glory or scrolls for a rename, please have in mind what you would like done. You will need to consider the following: Short description - what is seen when the item is worn by a person. Long description - what is seen when the item is lying on the ground. Rekey - the renaming of the item (usually something from the short desc) ~ 1 REPAIR~ Syntax: repair <object> repair all Repair allows you to repair equipment and swords at metal blacksmiths, and recharge staves and wands at magical 'blacksmiths.' Repair all attempts to repair every item in your inventory. There is a 10% surcharge for using "repair all". 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 ~ 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. ~ 101 REPEAT~ Syntax: repeat <letter> This command will repeat tell messages which you have already received. If no parameters are given it will simply produce the last tell you received. If a single letter is given, then the last tell sent to you by a character with a name starting with that letter will be displayed. This is an imm only command. ~ 1 REPOP~ 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. ~ 1 'REPORT' 'TIME' 'WEATHER'~ Syntax: report; Syntax: time; Syntax: weather REPORT shows your current statistics to you and also announces them to other players in the room. TIME shows the game time, as well as the time the mud was last started, and the current local time for the host computer. WEATHER shows the current game weather. You must be in an outside room to see the weather. ~ 105 RESERVE~ . The "Reserve" command enables us to specify certain names that are reserved and cannot be used by players. We can specify names that we want to reserve because they belong to former imms (like Narn and Dominus). We can specify names that are often tried and are a bit of a pain (like Killer or Satan or Seth). We can specify parts of names by preceding the string with an "*"> e.g. reserve *goof This will prevent any name with the substring "goof" ... like ... "goofface", "biggoof" or "biggoofface". All deity names should be reserved. reserve list current reserved names reserve joe add joe to the list if he's not on it reserve joe remove joe to the list if he is on it reserve *goof add the substring "goof" to the list ~ 101 RESET~ 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 INSTAZONE and RESETCMDS. ~ 105 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. ~ 1 RESILIENCE~ Syntax: c resilience <target> Resilience renders the victim resistant to draining attacks. ~ 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, mana points, and movement points at a much faster rate. 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. SEE ALSO: help 'sleep spell' ~ 1 RESTORATION~ This spell casts heal upon every member in a cleric's group, and requires the combined power of two casters. ~ 101 RESTORE~ Syntax: restore <character> restore all RESTORE restores full hit points, mana points, and movement points to the target character. RESTORE ALL does this for all mortals except player killers and any who happen to be in the arena. A note on RESTORE ALL: This is a gift from the gods, and it is never planned in advance or done on request. The best way to ensure that a restore all will NOT be done is to ask for one. ~ 101 RESTORETIME~ Restoretime shows you how much time has passed since you last did a restore all. All Immortals between the levels of 53 and 56 can do one restore all per 18 hours of Real Time. Those of level 57+ can restore all at any given time, upon their discretion. ~ 102 RESTRICT~ restrict <command> -Displays the current level of the command. restrict <command> -Displays the current level of the command Please remember to set the command back to its original level when you are done with it. Some commands may not be restricted. ~ 1 RETELL~ Syntax: retell <message> The command will send a message to the last character you replied to or sent a tell to. ~ 103 RETIRE~ Syntax: retire <victim> This command will set or remove the 'retired' flag on the immortal you use it on. Retired immortals are imms who are no longer very active on the Realms. They keep their level but are limited in their commands and authority (equivalent to a level 101 immortal). Retired imms are not involved in the day to day running of the realms. Retirement is only given to immortals who have reached level 103 or higher and whose immship is in good standing. See also: GUESTS ~ 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 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) NOMISSILE ~ 101 ROOMTRIGGERS RPTRIGGERS~ Trigger Optnl Triggering Variable Explanation ------- ----- ------------------- ----------- Act {p} <keyword / phrase> [emotes, socials, actions, bamfs] Speech {p} <keyword / phrase> [says or tells from within the room] Rand <percentage> [randomly triggered based on percentile] Sleep <percentage> [when a player sleep within the room] Rest <percentage> [when a player rests within the room] Entry <percentage> [when a mob/player enters the room] Fight <percentage> [when a player is fighting in the room] Death <percentage> [when a player dies in the room] Leave <percentage> [when a player leaves the room] 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 rooms, see also: RPSTAT, RPEDIT, TRIGGER, RPCOMMANDS, IFCHECKS, VARIABLES. ~ 1 ROUNDHOUSE~ Syntax: roundhouse Roundhouse is a skill which can only be used once a fight has started, and can only be used against your primary opponent. If it successfully lands, it inflicts damage on your opponent. ~ 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 'SACRAL DIVINITY'~ Syntax: c 'sacral divinity' The prayer of a Paladin for personal sanctuary to its deity, made over the clasped symbol of the Paladin. It is said that never will the prayer be heard should it be uttered by the unworthy. ~ 1 SACRIFICE~ Syntax: sacrifice <object> Sacrifice offers an object to the gods, or to your Order or Clan's deity. The gods may reward you for the sacrifice, and the nature of the reward depends upon the type of object. Hint: the gods like corpses. ~ 0 SAGACITY~ This spell increases your wisdom for its duration. ~ 0 SALVE APPLY~ In your travels you may come across various ointments and salves. Use 'apply <itemname>' to rub some of the salve onto your skin. ( For Smaug Release.. A sample salve is available in vnum 21084) ~ 1 SAVE~ Syntax: Save SAVE saves your character and its inventory; you must be at least second level to save. The system automatically saves approximately one character every 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. You cannot SAVE and QUIT with objects of a higher level than your own, as they will vanish when you log out. Every character is auto-saved at reboot. ~ 1 SAVE POSITIONS~ At current time, there are 14 "positions" in the game. Positions are in a special order. If position b is below position a on the list, that indicates that while in position b, you have more physical or mental energy to spend on a task, be it a command, a spell, or a skill. For example, while standing, you have a greater ability to do things than while sitting. While fighting evasively, you have more options than while fighting aggressively. The ordered list is as follows, left to right, top to bottom: Dead Mortally Wounded Incapacitated Stunned Sleeping Fighting (Berserk) Resting Fighting (Aggressive) Sitting Fighting (Std)Fighting (Defensive) Fighting (Evasive) Standing Mounted See Also: STYLES ~ 101 SAVEAREA LOADAREA~ Syntax: savearea loadarea Savearea and loadarea will save or load your prototype area. ~ 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. spells or staves See MSET or type MSET by itself. ~ 1 'SCAN'~ Syntax: scan <direction> This skill enables you to scan for one or more rooms in the direction specified, dependent on the percent to which the skill is practiced, and the type of area you are in. ~ 1 'SCORCHING SURGE~ Syntax: c 'scorching surge' <victim> Abbrev: c scorching, c scorch A powerful wave of heat created by an Augurer and directed at its victim. The spell inflicts fire damage on the target, the higher the level of the Augurer the greater the damage. ~ 1 SCORE~ Syntax: score SCORE is a sheet filled with your characters statistics. When you type score, only you can see what is listed there. Should you want to let others see your characters health, you can type REPORT. To get a breakdown of what each slot in your score means, read section 4 in your Adventurer's Guide book. ~ 0 SCRIBE BREW~ &YSyntax&W: brew <spell name> &YSyntax&W: scribe <spell name> A mage or cleric of sufficient level holding a 'blank scroll or 'empty flask' may transform them into spelled scrolls or potions via the scribe and brew commands. It takes significantly more mana to bind a spell to a potion or scroll than to simply cast it. Note that a fire is required to brew potions. ~ 0 SCRY~ Syntax: cast scry This spell will allow the character to scry (look) in to nearby rooms. After casting the spell, the character needs only to "look" in the desired direction. Thieves have an innate ability to scry. ~ -1 SEAELF SEA-ELF SEA-ELVES SEAELVES 'SEA ELF' SEA_ELVES~ Also called Aquatic Elves, they are akin to mermen as land elves are akin to men. Found almost exclusively among heavy weed beds in quiet, sheltered, salty waters, they are great friends of the dolphins. The race historically prefers to fashion caverns in lagoon bottoms and reefs in which to live and work, but the reality of today's world has forced them into the general populace. The race is humanoid in appearance, with gill slits on the throat and greenish-silver skin and green or blue-green hair. Sea elves have an inate ability to notice magical auras as well as breath under water. Sea-elves gain experience on a scale of normal rate * 1.12 ~ 0 SEARCH~ Syntax: search Syntax: search <container> Sometimes not all there is to find is in clear view. Some things may be concealed or hidden, and will require some searching to find. ~ 1 'SECOND ATTACK' 'THIRD ATTACK' 'FOURTH ATTACK' 'FIFTH ATTACK'~ These are powerful skills which allow a character to attack more than once per combat round. Use of these skills is automatic once you have practiced them. While you can practice the attacks out of turn (third attack before you have mastered second attack, for example), it is extremely inefficient to do so. ~ 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 ~ 102 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> 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 Variables you can use are: $n - Name of the user of the social. $N - Name of the target of the social. $m - him/her/it for the user the social. $M - him/her/it for the target of the social. $s - his/her/its for the user of the social. $S - his/her/its for the targt of the social. $e - he/she/it for the user of the social. $E - he/she/it for the target of the social. 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. ~ 103 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). ~ 102 SETCLAN~ Usage: setclan <clan> <field> <deity|leader|number1|number2> <player> Field being one of: deity leader number1 number2 members board recall storage guard1 guard2 align (not functional) memlimit obj1 obj2 obj3 obj4 obj5 name filename motto desc favour strikes type class pkill1-7 pdeath1-7 ex: to set a new person in the number 1 spot of guild of warriors.. setclan 'guild of warriors' number1 <name> ~ 103 SETRACE~ .&w Syntax: Setrace <racename> <field> Setrace &g<name> &wwill name your newly created race Setrace <name> &gsave&w will save the creation and changes. Setrace <name> &g<language> &wdetermines the races native language. Field &gclasses&w will set the allowed classes. IE.. setrace elf classes cleric paladin would allow those classes for the race. This is a toggle feature that will disallow the same classes if repeated. Field(s) &gstrplus dexplus wisplus intplus conplus chaplus lckplus &w apply the set modifier to the race.(setrace elf str 2 gives elves +2 bonus to str). Setrace <race> &ghit &wor &gmana &wwill determine the amnt of hps or mana gained by leveling. Example: Setrace drow hit 5 would yield a 5pnt hp gain with each level. Setrace &galign &wdetermines the alignment default for the race. (Setrace mage align 500 sets the mage default alignment to 500) Setrace <racename> &g minalign&w/&gmaxalign &w sets min and maxs from -1000 to 1000 to determine if a penalty will be applied. If the max align is 500 - character would suffer a mental state penalty for straying above 500. See also &ghelp showrace &wand &ghelp setrace2 &w ~ 103 SETRACE2~ .&W .&w &wSetrace racename &gaffected /attack/resist/suscept/defense&w are similar to msetting mobs. Setrace elf affected resist poison would make the race resistant to poison attacks Setrace <racename> &gheight/weight &w<value> do not have affects..yet. Setrace with a field of &ghungermod/thirstmod &w will determine the rate of thirst or hunger is affected by upon each round. Setrace <racename> &gexpmultiplier &w determines the rate of experience acquired from leveling, adepting or successfully using skills and spells . Example: If a race with an experience modifier of 80 , the race would gain 80 % of the exp.that a human would by having completed the same task. Setrace <racename> &gacplus &w <variable> sets the armor class for the race without any equipment or spells. See also &ghelp AC &w Setrace <race> <save> &gsaving_poison,death,saving_wand,saving_,para_petri,saving_breath, saving_spell_staff &wwill modify the races saving throw capabilities. See also &ghelp showrace &wand &g help setrace1 &w .&w ~ 0 SHADOWFORM~ Entering Shadowform makes you almost untouchable by non-magical attacks, at no cost to your attributes. ~ 0 SHIELD 'STONE SKIN'~ Syntax: cast shield Syntax: cast 'stone skin' These spells protect the caster by decreasing (improving) the caster's armor class. SHIELD provides 20 points of armor. STONE SKIN provides 40 points of armor. ~ 101 SHOPS~ Syntax: shops Displays statistics on all the shops. See MAKESHOP, SHOPSET and SHOPSTAT. ~ 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 and SHOPS. ~ 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 ~ 1 SHOULDER~ Syntax: shoulder Shoulder is a skill which can only be used once a fight has started, and can only be used against your primary opponent. If it successfully lands, it inflicts damage on your opponent. ~ 1 SHOVE~ Syntax: shove <character> <direction> Deadly characters can shove other deadly characters in the direction specified if the victim is standing up. 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. You cannot shove a character into a death trap, and cannot shove someone outside the 5-level pkill range. ~ 101 SHOWCLAN~ Syntax: showclan <clan name> Displays statistics on a clan. ~ 101 SHOWCOUNCIL~ Syntax: showcouncil '<name> council' Shows the statistics on the council. ~ 101 SHOWGUILD~ Syntax: showguild 'guild of <guild name>' Displays the statistics on a guild. ~ 101 SHOWRACE~ Syntax: Showrace <name of race> This will give vital statistics on pc races. IE.. showrace lizardmen would net the following: Disallowed Classes:Mage Cleric Thief Vampire Druid Augurer Paladin Nephandi Allowed Classes:Warrior Ranger Str Plus: 002 Dex Plus: -003 Wis Plus: -006 Int Plus: -006 Con Plus: 002 Cha Plus: -002 Lck Plus: -004 Hit Pts: 002 Mana: 000 Align:0 AC: 0 Min Align: -1000 Max Align: 500 XP Mult:91% Height: 78 in. Weight: 215 lbs. HungerMod: 0 ThirstMod: 0 Affected by:aqua_breath Resistant to:slash Susceptible to: Saves: (P/D) 0 (W) 0 (P/P) 0 (B) 0 (S/S) 0 Innate Attacks:tail Innate Defenses: See also help &WSETRACE &w ~ 1 SHRIEK~ Syntax: shriek An undead wail which may be used to wither the life of all who hear its anguished sound. ~ 0 SIT~ Syntax: sit Sit makes your character sit down. ~ 1 SKILLS~ Type 'practice' to get a list of skills currently available to you and to see to what extent you have them practiced. Type 'slist' to view a list of all skills available at each level to your class. ~ 102 SLAY~ 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. ~ 0 SLEEP 'SLEEP SPELL'~ Syntax: cast sleep <victim> A spell of lethargy which, if successful, will send your victim into a deep slumber from which they cannot awaken until attacked or the spell wears off. ~ 0 SLINK~ This spell makes you more dexterous for its duration. ~ 1 SLIST~ Syntax: slist Syntax: slist <low level> <high level> SLIST without an argument gives you a complete list of the spells and skills available to your class, also indicating the maximum level to which you can practice each. SLIST <low level> <high level> gives a list of spells and skills available to your class from the low level to the high level specified. Example: slist 2 2 SPELL && SKILL LIST ------------------ Level 2 skill : mount Current: 75 Max: 85 ~ 101 SLOOKUP~ Syntax: slookup <skill-or-spell> Syntax: slookup all SLOOKUP shows you the internal 'sn' and external 'slot' for the given skill or spell. 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 spell names. SLOOKUP ALL shows this information for all skills and spells. ~ -1 'SMAUG CREDITS'~ --------------------------------------------------------------------------- | o M A N Y S P E C I A L T H A N K S T O : o | | ================================================ | | Dennis M. Ritchie and Ken Thompson for their creation and development | | of "C" and UNIX; also Bell Laboratories, AT&&T, MIT, and the University | | of Berkeley California for their development and contributions to UNIX | | and C libraries; and thanks also to The Free Software Foundation for | | their GCC compiler, C library and development tools. | | | | J.R.R. Tolkien for his huge contribution to the fantasy world and great | | many, many inspirations; and of course TSR Hobbies Inc. for their many | | continuing contributions to the world of gaming, including Dungeons && | | Dragons (tm), AD&&D (tm) and Forgotten Realms (tm); also Steve Jackson | | and Ian Livingstone for their Fighting Fantasy (tm) games and books. | | | | The DIKU Mud team for their contributions to the Internet world of MUDS,| | and the MERC Mud team for their work and development towards DikuMud. | | | | And a great many thanks to all the gods, avatars and wonderful players | | of Realms of Despair, as without them this mud could not be what it is. | | | | o -Thoric o | --------------------------------------------------------------------------- ~ 102 SMAUGSPELLS~ SMAUG has a specially coded spell type "spell_smaug", which is a generic spell handler that uses the extra spell fields to determine what the spell is going to achieve. damtype the class of damage done (see DAMTYPES) acttype the action of the spell (see ACTTYPES) classtype the class of spell (see CLASSTYPES) powertype the power ranking of the spell (see POWERTYPES) flag special extra flags this spell has (see SPELLFLAGS) hit Message displayed when spell is successful miss Message displayed when spell misses or fails die Message sent if spell 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 spell, if any affects see AFFECTTYPES, the effect the spell has, if any value an extra field reserved for things like the vnum used in spells that create objects, or summon monsters to the caster's aid. ~ 1 SMOKE~ You may 'smoke' a pipe after first filling it with a smokable herb or tobacco. ~ 101 SOBER~ syntax 'Sober <player>' This command can be used to Sober a player or your self when they/you are in a drunken state. ~ 102 SOCIAL~ The following information is needed to create a 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 Variables you can use are: $n - Name of the user of the social. $N - Name of the target of the social. $m - him/her/it for the user the social. $M - him/her/it for the target of the social. $s - his/her/its for the user of the social. $S - his/her/its for the targt of the social. $e - he/she/it for the user of the social. $E - he/she/it for the target of the social. ~ 1 'SOLAR FLIGHT'~ Syntax: c 'solar flight' <victim> This spell allows the caster to merge from an outdoor area to their victim in an outdoor area. The spell has a few restrictions: you will only succeed in casting it during daytime hours, between 7 A.M. and 5 P.M. and you will only succeed in casting if both you and your victim are in an outdoor area -- you need the power of the sun in order for this spell to work (thus it will also not succeed in bad weather). ~ 1 'SOLOMONIC INVOCATION'~ Syntax: c 'solomonic invocation' The Paladin prayer by which their holy symbol is created. ~ 1 'SONIC RESONANCE'~ The magick of 'Sonic Resonance' allows the casting Mage to realign the component particles of his foe in such a way that they are susceptible to a certain mystical tone. By the completion of the spell, this tone is conjured, causing the particles to vibrate violently causing intense pain and tissue damage. ~ 1 SPEAK LANGUAGE~ Syntax: speak Syntax: speak <language> Syntax: speak all (immortals only) The speak command changes the current language in which you are speaking. To speak your native tongue, type 'speak' alone. To speak a specific language (such as common, for example), type "speak common". Immortals have the unique ability to speak so that everyone can understand, by typing "speak all". See also Languages ~ 101 SPECFUNCS~ These special functions are available to assign to mobiles. Use them sparingly: To add spec: mset <mob> spec <function> (ex. mset guard spec spec_guard) To remove: mset <mob> spec none spec_breath_any Mobiles breathes one of the four breaths randomly. spec_breath_acid Mobile has breath of acid. spec_breath_fire Mobile has breath of fire. spec_breath_frost Mobile has breath of frost spec_breath_gas Mobile has gas breath. spec_breath_lightning Mobile has lightning breath. spec_cast_adept Mobile casts helpful spells. spec_cast_cleric Mobile casts healing spells. spec_cast_mage Mobile casts offensive spells during battle. spec_cast_undead Mobile casts offensive spells during battle. spec_guard Mobile attacks KILLERS and THIEVES. spec_executioner Same as above except summons guards to help. spec_fido Mobile eats corpses. spec_janitor Mobile picks up trash. spec_mayor Reserved for the mayor... don't use. spec_poison Mobile poisons during battle. spec_thief Mobile steals gold from players. ~ 1 'SPECTRAL FUROR' 'HAND OF CHAOS'~ After the Dark Mage Thanatos accidentally discovered the spell 'Disruption' in a failed attempt to create a teleportation magic, he spent many years studying how to increase the pain that can be inflicted by incorrectly moving a victim across the threshold of dimensions. 'Spectral Furor' is a formula which, by upsetting the very nature of the space the victim inhabits causes neural as well as brute physical damage. With 'Hand of Chaos,' Thanatos perfected this line of magic, and he returned to his researches on the art of astral travel. ~ 1 'SPECTRAL GATE'~ It is a well known fact that when a God creates a mortal, the being enters the multiverse through the Spectral Gate. The strange journey through this portal sobers the mortal and determines his demeanor and nature. All know as well that once you enter the multiverse, you may never return through the Spectral Gate. ~ 102 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 spell fail if the caster is carrying that component. Example: V1100 V+1101 The spell will only succeed if the caster is carrying objects of vnums 1100 and 1101. The object of vnum 1100 will get consumed by the spell, 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 spell to succeed. ~ 102 SPELLFLAGS~ water water based (create water, ice spells) earth interracts with nature (earthquake) air involve the air or winds astral involve the astral plane (astral walk) area an "area spell"... 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 spell 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') pksensitive affects target as if they were double your level ~ 1 SPELLS~ Type 'practice' to get a list of spells currently available to you and to see to what extent you have them practiced. Type 'slist' to view a list of all spells available at each level to your class. ~ 102 SPELLSAVES~ Here are the saving throws you can set for use in SMAUG spells: 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 spell_staff save vs. spells or staves ~ 1 SPINKICK~ Syntax: Spinkick (victim) To lift one's foot, spin to gain momentum, and kick your opponent. ~ 1 'SPIRAL BLAST~ Syntax: c 'spiral blast' Abbrev: c spiral A powerful, spinning blast of coloured gas conjured by an Augurer, it attacks every enemy target in the area. The spell is hostile to all creatures in the room, and will cause them to engage the caster in combat. ~ 0 'SPIRITUAL WRATH'~ Spiritual Wrath sends a blast of blinding light at all targets in the room. It requires 2 casters and the damage it does depends upon the caster's wisdom. ~ 0 SPLIT~ Syntax: SPLIT <amount> SPLIT splits some gold between you and all the members of your group who are in the same room as you. It's customary to SPLIT the gold after a kill. ~ 1 SPURN~ Syntax: spurn Spurn is a skill which can only be used on your primary target. If it successfully lands, it inflicts damage on your opponent. ~ 102 SSET~ Syntax: sset <victim> <skill> <value> or: sset <victim> all <value> or: sset <sn> <field> <value> name the name of the skill or spell code for spells, the code executed when the spell is cast target for spells, the target of the spell (see TARGETTYPES) minpos the minimum position required to use this skill/spell slot for spells, the slot number used in area files mana for spells, the amount of mana consumed by the spell 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 spell wearoff for spells, the message given when the spell wears off type the type of skill (Spell, Skill, Weapon, Tongue) difficulty how difficult the spell/skill is to learn and/or use damtype for spells, the class of damage it does components the components required for this spell (see SPELLCOMPONENTS) teachers will restrict the teaching of this skill to these mob vnums participants the minimum number of required participants (for spells) For the special fields used by SMAUG spells (spell_smaug) see SMAUGSPELLS ~ 1 STANDARD~ Syntax: style standard This style is both a balance of offense and defense, giving neither a fighter nor his enemy an advantage in battle. See Also: style, evasive, defensive, standard, aggressive, berserk ~ 1 STAT STATREPORT~ Syntax: stat Syntax: statreport STAT Displays to the character its basic stats and attributes in brief form. STATREPORT Displays a brief summary of a character's basic stats and attributes to everyone present. See also: score, worth ~ 0 STEAL~ Syntax: STEAL coins <character> Syntax: STEAL <object> <character> STEAL attempts to steal coins, or an object, from a mob or another player. There are penalties for using STEAL on other players. In order to STEAL successfully, you must practice the skill. ~ 1 STR STRENGTH~ Strength (STR in your 'score') represents your character's physical power. The most common concern with strength deals with how much your character can carry. For each additional point of strength you gain an additional amount of maximum carryable weight. Any character with 20 strength can carry 500kgs; Warriors and Rangers can have a maximum of 25 strength, and can therefore carry up to 999kgs when their strength is at its maximum. Strength also affects (among other things): - damage roll and hitroll; for each additional point of strength, each of these will increase - chances of success for bash, stun, bashdoor, shove and drag, and the ability to dual-wield heavier weapons Strength is the prime attribute of warriors, rangers and paladins. ~ 1 STRIKE~ Syntax: strike Strike is a skill which can only be used once a fight has started, and can only be used against your primary opponent. If it successfully lands, it inflicts damage on your opponent. ~ 103 STRIP~ Syntax 'strip <victim> Silently transfers their entire inventory and clothing to yours. ~ 0 STUN~ Syntax: stun <mob> Stun is a skill which can only be used once a fight has started. It will stun your opponent if successful. ~ 1 STYLE STYLES~ Usage: style <style name> Styles, when effectively used, can change the tide of battle. The more experienced one is in a particular style, the better the chances that it will work for the fighter's advantage. There are five different known styles. Styles can be changed within combat to better ones advantage and knowledge of each of the different forms of combat. See help files on AGGRESSIVE, BERSERK, DEFENSIVE, EVASIVE, STANDARD. ~ 1 'SULFUROUS SPRAY'~ With the incantation 'Sulfurous Spray,' the casting mage culls from the air the elements necessary to form a strong acid which rains down upon his opponent or opponents. This strength and velocity of the spray is such that it can work its way into various forms of armor and clothing, and it is also able to harm opponents one might think resistant to such attacks, due to its magical nature. ~ -1 SUMMARY~ . &B |----------------------------------|----------------------------------| |&C MOVEMENT&B |&C GROUP &B| |&Cnorth east south west northeast up&B|&C follow group gtell ; split &B| |&Cnorthwest southeast southwest down&B|----------------------------------| |&Csomewhere open close lock unlock &B|&C INFORMATION &B| |&Cleave enter climb fly float look &B|&Cdeath CR reimb rules damage areas &B| |&Cwhere scan scry sleep wake stand &B|&Ccommands experience score title &B| |&Crest sit&B |------------------------|&Cweather channels description story&B| |---------|&C CONFIG OPTIONS &B|&Cwho report tick password typo note&B| |&Cautoloot autogold autoexit autosac&B|&Cwizlist MOTD news bug weapons mail&B| |&Cnice flee norecall ansi blank rip &B|&Ctime slist report languages spells&B| |&Cnointro prompt telnetga shovedrag &B|&Cskills idea&B |---------------------| |&Ccombine&B |------------------------|------------|&C COMBAT &B| |---------|&C OBJECTS &B|&Ckill flee wimpy rescue aid murder &B| |&Cget put drop give sacrifice recite&B|&Ccast&B |----------------------------| |&Csay tell chat question answer yell&B|-----|&C COMMUNICATION &B| |&Cwield wear remove inventory list &B|&Csocial quest clan ordertalk newbie&B| |&Cappraise buy sell compare examine &B|&Cavatar counciltalk quildtalk shout&B| |&Chold quaff zap brandish equipment &B|&Csay tell chat question answer yell&B| |&Cempty fill eat drink pick value &B|&Cauction&B |------------------------| |----------------------------------|----------| &CAlso see help on: !, SAVE, QUIT, 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 Realms, type HELP NEW to see a special help series. ~ 1 SUMMON SUMMONING~ Syntax: cast summon <character> This spell summons a character from elsewhere in the Realms to your own location ... and stuns your character. Characters who are fighting cannot be summoned. Do not summon aggressive mobs into an area lower in level than the one from which they came, and do not summon aggressive mobs of any level into Darkhaven. ~ 1 SUPPLICATE~ Syntax: 'supplicate <supplication>' Supplicate begs your deity (if you have one) for aid. You may supplicate for 'corpse', which retrieves your corpse, 'avatar', which summons an avatar of the deity, 'object', which summons an object of the deity and 'recall', which sends the player back to his recall point (bypassing norecall flag). Note: All deities offer corpse and recall, while object and avatar are for particular deities only. Deadlies may not supplicate for their corpse. *** To be rid of an avatar, dismiss them. (help dismiss) SEE ALSO: remains, deities, favor, devote ~ 1 SWAT~ Syntax: swat Swat is a skill which can only be used once a fight has started, and can only be used against your primary opponent. If it successfully lands, it inflicts damage on your opponent. ~ 1 SWIPE~ Syntax: swipe Swipe is a skill which can only be used once a fight has started, and can only be used against your primary opponent. If it successfully lands, it inflicts damage on your opponent. ~ 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. ~ 0 SWORDBAIT~ This spell makes the victim more susceptible to slashing attacks. ~ 1 TAIL~ Syntax: tail Tail is a skill which can only be used once a fight has started, and can only be used against your primary opponent. If it successfully lands, it inflicts damage on your opponent. ~ 1 TAMP~ Syntax: tamp <pipe> This empties your pipe so that you may fill it with fresh herbs. ~ 102 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 ~ 0 TELEPORT~ &YSyntax&W: c teleport This spell takes you from your current location to a random location somewhere in the world. As the energies involved are difficult to control, there is no sure way of determining your destination. Therefore, caution and planning should be in the forefront when considering whether to use this spell. ~ 1 TEND~ Syntax: tend <target> tend The well-traveled Paladin will normally learn the techniques necessary to mend the wounds of himself or others. This is the greatest mending ability in the Paladin's repertoire, though due to its nature it can not be used while in combat. ~ 0 THIEF THIEVES~ The thief is a dark character which makes use of many skills often deemed improper by the rest of society. Known to haunt the darkest roads and alleys. The skills of the thief reflect his way of life, be it sneaking, peeking into others' inventories, picking locks, or attacking from behind with deadly backstabs. With amazing dexterity they have the ability to circle around an enemy, but for living such a dark life, thieves have always had a bad reputation so don't be suprised if you are always under suspicion. Thieves start off fairly weak, but as they gain skills such as backstab and circle they soon become dangerous foes. A thief is always useful when there is a lock that needs pryed, or an item that one wishes to acquire without detection. ~ 0 TICK~ Many of the actions in the Realms are based upon interval timers, including combat, most autonomous monster actions, hp/mana/move regeneration, spell duration, weather, and area resetting. Of these timers, the hp/mana/move regeneration timer is popularly called the 'tick'. Ticks in these Realms average 60 seconds of real time, but the actual amount varies randomly from 45 seconds to 75 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, some lower level areas have shorter reset periods, while some higher level areas have longer reset periods. 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' or other messages just prior to the reset itself. ~ 101 TIMER~ Associated help files: help corpse, help bodybag 31 to 40 "is lying here." 23 to 30 "is buzzing with flies." 15 to 22 "fills the air with a foul stench." 07 to 14 "is crawling with vermin." 01 to 06 "is in the last stages of decay." Since a corpse now lasts from 40 to 60 minutes, we are requested to wait until the corpse has reached below a timer of 23 or has hit the "fills the air with a foul stench." stage in decay. You can see what stage of decay a corpse is in by either typing: ostat <player name> (i.e. ostat Brittany) OR at 'corpse <name>' look (i.e. at 'corpse Brittany' look) ~ 0 TITLE~ Syntax: title <string> This command allows you to set your title the text of your choice. The game supplies a title when your character is created and each time you advance a level. * Must be level five or higher to use title ** Titles are subject to the same guidelines for use of language as channels ~ 0 TRACK~ Syntax: track <mob> Track will assist you in tracking down a mob that is within the area, giving you its general direction. ~ 5 TRAFFIC~ Syntax: traffic <message> Traffic is akin to the old auction channel, meaning it is a simple channel on which to offer to buy or sell whatever it is you wish to buy or sell. Please do not spam other channels with offers to buy or sell goods. Use the traffic channel. Avatar traffic is seen only by avatars, and non-avatars see only non-avatar traffic. Immortals on the channel see and are seen by all. Traffic is for the exchange of equipment, not for discussion. See also: AUCTION ~ 1 'TRANCE'~ TRANCE Syntax: trance A character in possession of this skill may use it to briefly focus its energies toward restoring a small burst of mana. ~ 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. ~ 1 TRANSPORT~ Syntax: cast 'transport' <object> <victim> 'Transport' sends an object in the caster's inventory to the victim. ~ 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 spell | | 7 | Sleeping gas | | | -------------------------------------------------------------------- See RESET, TRAPSETTING and TRAPFLAGS. ~ 0 'TROLLISH VIGOR' TROLLISH VIGOR~ This spell increases your stamina during its duration. ~ 1 TRUE TRUESIGHT 'TRUE SIGHT'~ Syntax: cast truesight Syntax: c true Truesight confers the caster with a very brief immunity to blindness (from attacks such as gouge or the blindness spell itself). While under the spell's effect, the caster continues to see. Be warned that when the spell wears off the caster will become blind should the effects of the blinding attack still remain. Truesight cannot be cast on anyone but the caster itself. ~ 105 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 TUMBLE~ Syntax: operates independently Tumble is a high-level thief skill for the evasion of incoming attacks. The skill functions autonomically, and its effectiveness is greater for more dexterous thieves. ~ 1 'UNRAVEL DEFENSE'~ Syntax: c 'unravel defense' <victim> This spell renders the victim susceptible to both magic and nonmagic attacks. ~ 1 UPLIFT~ Syntax: c uplift <target> Uplift is a cleric spell that can heal from afar, meant to be used in aiding players with negative hitpoints. Uplift is not to be used as your common mode of healing. Repeatedly asking for uplifts on public channels is spammy and annoying for other players. Keep in mind that the clerics that are uplifting you are doing so out of kindness. Do _not_ abuse it or consider it a right. ~ 1 UPPERCUT~ Syntax: uppercut Uppercut is a skill which can only be used once a fight has started, and can only be used against your primary opponent. If it successfully lands, it inflicts damage on your opponent. ~ 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. ~ 0 VALIANCE~ This spell increases your perserverence when you are on the verge of losing consciousness. ~ 0 VAMPIRE VAMPIRES~ . Vampires are one of the powerful creatures of the Realms. Being a creature of the undead, they require copious quantities of fresh blood. Instead of using mana, Vampires use blood points (bp) for spell casting. If a Vampire takes a large amount of damage, Blood points will be lost, but, Blood points can give a small surge of hit points (hp) in battle when needed. As a undead creature of the night, Vampires recieve an armor class (ac) bonus at night, a time when they can use the skill mistwalk. See also : help MISTWALK ~ 101 VARIABLE 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/her/its $l $s $S $L -- -- See also: MPSTAT, RPSTAT, OPSTAT, MPEDIT, RPEDIT, OPEDIT, TRIGGER, MPTRIGGERS, RPTRIGGERS, OPTRIGGERS, MPCOMMANDS, RPCOMMANDS, OPCOMMANDS, IFCHECKS. ~ 1 VAULT~ Syntax: vault Vault is a skill which can only be used once a fight has started, and can only be used against your primary opponent. If it successfully lands, it inflicts damage on your opponent. ~ 0 VENTRILOQUATE~ Syntax: cast ventriloquate <speaker> <message> This spell 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. ~ 102 VNUMS~ Syntax: vnums [low] [high] Lists the vnum range for rooms/mobs/objects in all prototype areas. ~ 1 'VOMICA PRAVUS'~ Syntax: vomica <victim> or: vom <victim> A truly depraved afflicition which may be inflicted by a vampire upon its victim, this curse will weaken an opponent's hitroll and damage roll, deprive them of precious luck and curse them for a brief time. The damroll and hitroll affects of this curse increase with the level of the vampire. ~ 1 VOTING VOTE VOTES~ Syntax: note vote <number> open/close/yes/no/abstain Once a note has been posted on a bulletin board, the author may open voting with 'note vote <number> open'. All those who can read the board may then vote on the issue in the note with 'note vote <number> yes/no/abstain'. The author may close the voting; the syntax for that should be clear enough. Note list will show whether a note is not a voting note, open to voting or closed to voting. The character that separates the author and the recipient in 'note list' will be a colon, a capital V or a capital C accordingly. ~ 102 VSEARCH~ Syntax: Vsearch <vnum> This command will list all instances of an object with that vnum that are currently in the game. ~ 1 WAR WARTALK~ Syntax: war <message> Wartalk is a channel created as a haven for those players who like to openly discuss their exploits in combat - and brag against their opponents. It is most often used for those who declare war on other deadlies and is desirable for those who like to invite others to battles in player versus player whether it be in the arena or around the Realms. Wartalk can be seen by all players in the game, and has the same rules as other channels. No harassment, profanity, spamming, or inappropriate subject matter. ~ 102 WARN ~ Syntax: warn class <field> Syntax: warn race <field> Syntax: warn site <field> Field is either #(ban_number) or the site/class/race. Example: warn class #1 ~ 0 WARRIOR WARRIORS~ Warriors are the epitome of fighters, able to use all weaponry and armour in the exercise of their most lethal of combat skills. A warrior must be strong in body to survive his dangerous lifestyle, and though he has no magic and limited skills he is nevertheless a formidable force with which to be reckoned. Warriors learn no magic, and have no use for mana. ~ 102 WATCH~ . &w &W Syntax: &G watch &W Shows you a help screen &W Syntax: &G watch size &W Shows the size of your watch file &W Syntax: &G watch clear &W Deletes your watch file &W Syntax: &G watch show &W Shows all your active watches &W Syntax: &G watch player <name> &W Starts watching a player &W Syntax: &G watch site <site> &W Starts watching all players from site &W Syntax: &G watch delete <number> &W Stops a watch &W Syntax: &G watch print 1 &W Shows file starting at line 1 &W Syntax: &G watch print 500 &W Shows file starting at line 500 &W Syntax: &G watch print 500 100 &W Shows 100 lines starting at line 500 Watch will work 24 hours a day from the time you put a watch on a player until you take it off. You can also watch all players from a specific site. We need you to be real careful about the size of your watch file. If you are watching a number of players or sites, please do not just forget about your watches and allow your watch file to grow to outrageous sizes. You should never have more than 5,000 or 10,000 lines in your watch file. If you are doing some watching, be sure you check your watch file daily and either print it, display it, copy it to your hard drive or do whatever you need to do with it but then ... please ... please ... be sure you clear it so that it don't grow huge and eat up all our hard drive space. If you clear your watch file daily ... there should be no problem. If you aren't watching anyone ... you don't have to worry about this. But if you start a watch, it is your responsibility to know how big your watch file is and to stop the watch when you no longer need it. The command &G"watch size" &W tells you how many lines are in your watch file. The command &G"watch clear"&W clears (deletes) your watch file. For the time being the maximum number of lines you can display at one time is 1000. So ... even if you have 5,000 lines in your watch file ... you can only display 1,000 at a time. ~ 1 WEAKEN~ Syntax: cast weaken <victim> This spell reduces the strength of the victim by two points. ~ 102 WEAPONCONDITION WEAPONCONDITIONS~ Value0 Condition ------ --------- 12 in superb condition. 11 in excellent condition. 10 in very good condition. 9 in good shape. 8 showing a bit of wear. 7 a little run down. 6 in need of repair. 5 in great need of repair. 4 in dire need of repair. 3 very badly worn. 2 practically worthless. 1 almost broken. 0 broken. See also OSET, OBJECTTYPES, WEAPONTYPES, ITEMVALUES and OMENU. ~ 1 WEAPONS~ Weapons are the primary source of fighting power for most classes, especially at lower levels where other skills and spells remain unlearned. To use a weapon, simply 'wield <weapon name>'. You will hit more frequently with a weapon which is suited to your class, so choose your weapon wisely. For instance, mages use short blades at 95% efficiency. A mage wielding a long blade would hit his/her target less frequently, dependant upon the hitroll of the weapon in hand. Also, be sure to practice and adept your favored weapontype for best results. ~ 102 WEAPONTYPES~ For items of type "weapon", the value4 field specifies the weapon type: Value4 | Type --------------------------------------------------------- 00 | barehand 01 | sword 02 | dagger 03 | whip 04 | talon (talonous arms) 05 | mace (includes hammer) 06 | archery (includes arrows and crossbow bolts) 07 | blowgun 08 | sling 09 | axe 10 | spear 11 | staff See also: OSET, MISSILES, WEAPONCONDITION, ITEMVALUES, DAMAGETYPES ~ 101 WEARFLAGS~ These flags should be self explanatory: take finger neck body head legs feet hands arms shield about waist wrist wield hold ears eyes See OSET, RESETCMDS, and ARMORCLASS. ~ 101 WEARLOCS~ Here are the various locations where items may be equipped: --------------------------------------------------------- | 0 | light | 1 | finger1 | 2 | finger2 | | 3 | neck1 | 4 | neck2 | 5 | body | | 6 | head | 7 | legs | 8 | feet | | 9 | hands | 10 | arms | 11 | shield | | 12 | about | 13 | waist | 14 | wrist1 | | 15 | wrist2 | 16 | wield | 17 | hold | | 18 | dual_wield | 19 | ears | 20 | eyes | --------------------------------------------------------- See RESETS and RESETCMDS. ~ 0 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. ~ 1 WHISPER~ whisper <name> msg To whisper to another, you must be in the same room as the recipient of the whisper. ~ 1 WHO~ WHO shows the characters currently in the Realms. Invisible characters will not appear on this list if you cannot detect invisible. Immortals who are wizinvis higher than your own level also will not appear. Syntax: who who <class> who <class> race> who <level range> who deadly who <class> <race> <level range> With arguments, WHO can show players of certain classes, races, or levels: For example: who 10 lists all characters level 10 or above who 15 20 lists all characters between level 15 and 20 who cleric lists all clerics playing who cleric elf lists all cleric elfs playing who imm lists all Immortals playing who cleric 1 5 lists all clerics between levels 1 and 5 who deadly lists all deadly (pkill) characters playing NEW ADDITIONS: who 'guild of mages' lists all online members of the specified Guild who <order name> lists all online members of the specified Order who <clan name> lists all online members of the specified Clan who 'newbie council' lists all online members of the specified Council who <deity name> lists all online worshippers of the specified deity who group lists all online grouped players who group 10 20 will list all players level 1 thru 10 who are grouped or who desire to group. (see also help CONFIG) who leader will list all leaders of clans, orders, guilds and councils. This can be used in conjuction with a specific order if it is listed after the name. For example who 'guild of mages' leader ~ 0 WHOIS~ Syntax: whois <player> The WHOIS command will tell you a bit of information about a player who is online. ~ 0 WIMPY~ Syntax: wimpy Syntax: wimpy <value> Syntax: wimpy max This command sets your wimpy value. When your character takes damage that reduces your hit points below your wimpy value, you will automatically attempt to flee. 'Wimpy' by itself sets your wimpy to about 20% your maximum hitpoints. 'Wimpy <value>' allows you to set your wimpy at a level you determine, but it cannot exceed about 75% of your maximum hitpoints. 'Wimpy max' sets your wimpy at its maximum level for you. Some monsters are wimpy. See also FLEE ~ 0 'WINTER MIST' WINTER MIST~ This spell makes the victim more susceptible to all forms of coldness. ~ 1 WIS WISDOM~ Wisdom (WIS in your 'score') represents your character's wisdom and ability to incorporate learning. Among other things, it affects: - the number of practices a character gains each time it levels - the mana a character gains each time it levels, though intelligence affects this much more heavily - the percentage a character learns of a new language at each practice, though intelligence affects this slightly more - the ability to remove a trap or poison a weapon Wisdom is the prime attribute of druids and clerics. ~ 101 WIZHELP~ Syntax: wizhelp WIZHELP provides a list of all the immortal commands. ~ 101 WIZINVIS~ All immortals have the responsibility to be available to others whenever possible, be they mortal or immortal. When the use of wizinvis is called for, the following are parameters for its use: - Immortals level 101 through 102 should be visible at all times, save for when snooping, running a quest or some similar circumstance. - Immortals level 103 and up may invis to any level at their discretion. Guidelines for use of wizinvis by 103 and higher: It is considered mandatory to be visible to all other immortals whenever reasonably able to do so. Using wizinvis beyond 101 to facilitate work on a project, allow concentration on something, avoid excessive tells or the like is fine, but it should only be used while necessary. Guidelines for use of wizinvis beyond 101 in immortal channels: Sightings of Someones in immortal channels should be kept to a minimum. If you are free enough to be able to use an immortal channel, you should be visible to the lowest immortal in that channel; no higher than 103 in Muse, no higher than 101 in immtalk, etc. Being a Someone to anyone on an immortal channel should only occur if you're too tied up to go visible but need to make a comment. The same applies to all situations using channels, tells or actions. Avoid being a Someone to mortals and immortals alike unless you have a good reason to do otherwise. ~ 0 WIZLIST~ Syntax: wizlist Displays a list of the powerful beings who govern this SMAUG MUD! ~ 0 'WORD OF RECALL'~ Syntax: cast 'word of recall' This spell will recall the caster to his or her home sanctuary. ~ -1 WORTH~ Syntax: worth WORTH shows a simple, easy-to-read table of important and widely used statistics. This command is for the character itself and cannot be used on others. The Statistics that follow have been included in the table: Level, Favor, Alignment, Experience, Glory, Weight, Style, and Gold. ~ 102 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. You feel yourself leaving your body... rising up into the air, you feel more free than you have ever felt before... However, before your deity comes to collect your soul, you feel a strange pulling sensation as strange and colorful mists swirl around you... ~ 0 $~ #$