#HELPS -1 DIKU~ . Original game idea, concept, and design: 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) Developed at: DIKU -- The Department of Computer Science at the University of Copenhagen. ~ -1 GOLD SILVER MONEY~ Ghost Dancer's economy is based on gold and silver coinage (and the lowly copper, which you as an adventurer are far too proud to carry). Gold coins are worth 100 silver coins, but are also four times as heavy (25 to the pound, as opposed to 100 to the pound for silver). Gems can be bought to alleviate weight problems from the Shadow Dancer's jeweller, he charges a mere 10% more than they are worth. 10 gems weigh one pound, and they can be worth more than 100 gold pieces for the highest quality stones. ~ 0 BRIEF COMPACT~ Brief and compact help set your display options for the game. Typing brief toggles on and off the showing of room descriptions when you move around (considerably reducing the text to be processed), and typing compact removes the extra blank line before your prompt. ~ -1 DEAF~ The deaf toggle turns off incoming tells, helpfull if you are being bombarded by messages from other players. You can still use reply (see 'help reply') to reply to people who were telling you before you went deaf, although you cannot reply to a deaf person unless you or they are a diety (it's mostly useful for sending a quick "I'm being spammed so I went deaf" message to a person). ~ -1 AFK~ Typing AFK puts your character in a tell-saving mode as follows: any tell to you is stored in a special buffer, and can be seen later by typing recall. This is useful when you need to leave the mud for 5 or 10 minutes, but don't want to miss tells. AFK shows up in your prompt until it is turned off. Tells to link-dead players are stored in a similar fashion, and can also be seen by typing replay (unless, of course, the character logs off before reading them). ~ -1 PROMPT~ Syntax: prompt Syntax: prompt all Syntax: prompt <%*> PROMPT with out an argument will turn your prompt on or off. PROMPT ALL will give you the standard "<hits mana moves>" prompt. PROMPT <%*> where the %* are the various variables you may set yourself. {W%h {M: {GDisplay your current hits{x {W%H {M: {GDisplay your maximum hits{x {W%m {M: {GDisplay your current mana{x {W%M {M: {GDisplay your maximum mana{x {W%v {M: {GDisplay your current moves{x {W%V {M: {GDisplay your maximum moves{x {W%x {M: {GDisplay your current experience{x {W%X {M: {GDisplay experience to level{x {W%g {M: {GDisplay your gold held{x {W%s {M: {GDisplay silver carried{x {W%a {M: {GDisplay your alignment{x {W%r {M: {GDisplay the room name you are in{x {W%e {M: {GDisplay the exits from the room in NESWDU style{x {W%c {M: {GDisplay a carriage return (useful for multi-line prompts){x {B *** Prompts by Taka *** {x {W%O {M: {GDisplay your current hits in Percentage form{x {W%P {M: {GDisplay your current mana in Percentage form{x {W%Q {M: {GDisplay your current moves in Percentage form{x {W%S {M: {GDisplay the current Stock value.{x {R *** Battle Prompts by Gothar *** {x {W%b {M: {GDisplay enemy health in graphical form.{x {W%B {M: {GDisplay enemy health in percentage form.{x {D *** Immortal Prompts Only *** {x {W%R {M: {GDisplay the vnum you are in (IMMORTAL ONLY){x {W%z {M: {GDisplay the area name you are in (IMMORTAL ONLY){x Example: PROMPT <%hhp %mm %vmv> Will set your prompt to "<10hp 100m 100mv>" ~ -1 SUMMARY~ {WMOVEMENT GROUP{x {Gnorth south east west up down follow group gtell split{x {Gexits recall{x {Gsleep wake rest stand{x {WOBJECTS INFORMATION / COMMUNICATION{x {Gget put drop give sacrifice help credits commands areas{x {Gwear wield hold report score time weather where who{x {Grecite quaff zap brandish description password title{x {Glock unlock open close pick bug idea typo{x {Ginventory equipment look compare gossip cgossip say shout tell yell{x {Geat drink fill emote pose{x {Glist buy sell value note{x {Gauto autoall gsoc{x {WCOMBAT OTHER{x {Gkill flee kick rescue disarm ! save quit{x {Gbackstab cast wimpy practice train{x {Gsecond{x {WNEW BANKING - bank subcommands listed below{x {Gremort unremort knock deposit sdeposit withdraw swithdraw{x {Gconsume scan check balance transfer buy1 buy2 buy3{x {G buy4 sell1 sell2 sell3 sell4 convert{x For more help, type 'help <topic>' for any command, skill, or spell. Also help on: DAMAGE DEATH EXPERIENCE NEWS STORY TICK WIZLIST ~ 0 DEATH~ When you're in combat, and your opponent is hitting you enough, at some point your health/hitpoints will run out. You will die then. When your character dies, you are reincarnated in the morgue. You will find your corpse at your feet. It holds all the equipment you had when you died. Any spells which were affecting you are canceled by death. Following and groups are not affected by death. You lose experience points for dying. The amount you lose is two-thirds of the way back to the beginning of your level. Corpses decay after time, and the objects inside corpses decay with them. Player corpses last *roughly* 30 hours of game time (15 minutes of real time). Only the player who died, or someone in the same group, can retrieve objects from a player's corpse. ~ 0 MORGE~ Your boby upon death is sent to the morge. This is an optional function on Ghost and on various muds will very. ~ 0 EXPERIENCE LEVEL XP~ Your character advances in power by gaining experience. You need a set amount of experience points for each level based on your creation points. You gain experience by: being part of a group that kills a monster You lose experience by: - fleeing from combat - recalling out of combat - being the target of certain spells - 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; how many of this monster have been killed lately; and some random variation. AS a mortal you can reach a maximum of 251 levels, and there are a total of 260 levels in all. Also, when you level, you will receive an autorestore, which will do two things. It removes any negative affects you might have suffered (ie. blind, plague, poison). And it restores your hp/mana/moves. ~ 0 PET PETS~ You can buy pets in the pet shop. You may own only one pet at a time, after the old one dies you may purchase a replacement. New pets are planned for a shop in New Thalos. ~ 0 TICK~ Many of the game actions 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 on this mud average 30 seconds of real time, but the actual amount varies randomly from 15 seconds to 45 seconds. Area resetting happens roughly every 3 minutes if no one is in the area; less often (15 minutes) if some one is. Also note that objects lying on the ground will not be regenerated if anyone is in the area when it resets. ~ 0 !~ Syntax: ! ! repeats the last command you typed. ~ 0 NORTH SOUTH EAST WEST UP DOWN~ Syntax: north Syntax: south Syntax: east Syntax: west Syntax: up Syntax: down Use these commands to walk in a particular direction. ~ 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 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 DROP GET GIVE PUT TAKE~ Syntax: drop <object> Syntax: drop <amount> coins Syntax: get <object> Syntax: get <object> <container> Syntax: give <object> <character> Syntax: give <amount> coins <character> Syntax: put <object> <container> DROP drops an object, or some coins, on the ground. GET gets 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. DROP, GET and PUT understand the object names 'ALL' for all objects and 'ALL.object' for all objects with the same name. You can drop/get/give/put/take multiple items by typing <action> <number>*<item> ~ 0 EQUIPMENT INVENTORY~ Syntax: equipment Syntax: inventory EQUIPMENT lists your equipment (armor, weapons, and held items). INVENTORY lists your inventory. ~ 0 COMPARE~ Syntax: compare <object-1> <object-2> Syntax: compare <object> COMPARE compares two objects in your inventory. If both objects are weapons, it will report the one with the better average damage. If both objects are armor, it will report the one with the better armor class. COMPARE with one argument compares an object in your inventory to the object you are currently wearing or wielding of the same type. COMPARE doesn't consider any special modifiers of the objects. ~ 0 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. (You can also RECALL, but this is less likely to work, and costs more experience points, then fleeing). 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. ~ 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'. ~ 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 aggresive nature (while charmed). If your charmed creature engages in combat, that will break the charm. ~ 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 faster. However, you are more vulnerable to attack, and if you SLEEP, you won't hear many things happen. Use STAND or WAKE to come back to a standing position. You can also WAKE other sleeping characters. ~ 0 GREETING3~ ==(W{==========- /===- || (.--.) /===-_------------------____ | \_,|**|,__ |==---___ _,-'` -==\\ `\ ' `--' ), `//=\\ ----`---.___.--- ______-==| /`\_. .__/\ \ | | \\ _--` __----- ,-/-==\\ ( | . |----| | | `\ ,' _-- /' | \\ )__/==0==-\<>/ / / \ / .' / | \\ /-\___/--\/ /' / \ /' / ____ / | \`\.__/--- \ |_/' / \/' /-'- --------__ | --/- ( ) /' _---` \_| / _) | ; ), __---- '----_/ _--/- |/ \ '-- \ {\__--_/} / \\_>-|)<__\ \ /' (_/ _-- | |__>--<__| | | _/) )-- | |__>--<__| | / /- ,_/ / /__>---<__/ | o-o _// /--_>---<__-- / (^(- /-_>---<__- _-- ,/| /__>--<__/ _-- ,//('( |__>--<__| / .----_ ( ( ')) |__>--<__| | /' _---_-\ `-)) )) ( |__>--<__| | -Tua Xiong /' / -\`\ ,/,'//( ( \__>--<__\ \ /' // || ,( ( ((, )) --__>--<_--_ ---____----' _/'/ /' `-/ )` ) ,/| --_->--<_/-__ __-- _/ ._--//( )/ )) ` ---'_/_/ /-------__--- ;'( ')/ ,)( ---------- ' ') '( (/ ' ' ` ~ 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 NOTE NOTES CHANGES NEWS PENALTY IDEA UNREAD~ The notes on ROM replace the bulletin boards and mail systems found on many other mud. The following options are usable: reading notes: note list : show all notes (unread notes are marked with an N) note read : either by number, or read next to read unread notes note remove : removes a note that you wrote or are the target of note catchup : markes all notes as read writing new notes: note to : sets the to line (playername, clanname, immortal, or all) note subject : sets the subject for a new note note + : adds a line to a new note (i.e. note + hi guys!) note - : remove a line from a note in progress note clear : erase a note in progress note show : shows the note you are working on note post : posts a new note. This MUST be done to post a note. When you log in, you will be informed if there are unread notes waiting. Type note read to scroll through them one at a time. Four other note directories exist, these are ideas, news, changes, and penalties (gods only). They are used the exact same way, for example idea read 5 will read idea #5. Posting to the news and changes boards is restricted. The 'unread' command can be used to show your unread notes on all the note spools. ~ 0 CHANNEL GOSSIP . SHOUT YELL SING MUSIC TALK SPEECH SPEAK SAY~ Syntax: <channel> <message> Available channels: gossip auction music Q/A Quote grats shouts tell Say quiet mode SHOUT sends a message to all awake players in the world. To curb excessive shouting, SHOUT imposes a three-second delay on the shouter. GOSSIP is a variant of SHOUT (without the delay). '.' is a synonym for GOSSIP. YELL sends a message to all awake players within your area. TELL is used to send a private message to a specific player. Syntax TELL <player> <message> MUSIC This channel can be used to express your musical needs, if you feel the need to burst into song, you can do it here. ACTION is the channel to use if you want to sell something to other players. Q/A is a two part channel, specifically for asking and answering questions. Use ASK if you want to ask something, ANSWER if you know the answer. QUOTE is the channel to use if you have a need to quote something or someone. SAY is the channel to use if you want only the people that are in the same room as you to hear you. Type a channel name by itself to turn it off. QUIET MODE turns off all channels except SAY, it allso allows you to see emotes ~ 0 EMOTE PMOTE POSE SOCIAL~ Syntax: emote <action> Syntax: pose EMOTE is used to express emotions or actions. Besides EMOTE, there are a lot of built-in social commands, such as CACKLE, HUG, and THANK (type socials or help socials for a listing). PMOTE is similar to emote, but will substitute you and your for a target's name (i.e. pmote bonks Alander will be read as bonks you by Alander, and as bonks Alander by everyone else). POSE produces a random message depending on your class and level. SOCIAL commands are preformatted mud-commands, they can be used to enhance your interaction with other players. Related to this is GSOCIAL. ~ 102 SMOTE~ Syntax: smote <action> Smote works exactly like pmote, except you must place your name somewhere in the string, and it will show that string to everyone in the room. ~ 0 HOLD REMOVE WEAR WIELD~ Syntax: hold <object> Syntax: remove <object> Syntax: wear <object> Syntax: wear all Syntax: wield <object> Three of these commands will take an object from your inventory and start using it as equipment. HOLD is for light sources, wands, and staves. WEAR is for armor. WIELD is for weapons. WEAR ALL will attempt to HOLD, WEAR, or WIELD each suitable item in your inventory. 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. REMOVE will take any object from your equipment and put it back into your inventory. ~ 0 BUG TYPO~ Syntax: bug <message> Syntax: idea <message> Syntax: typo <message> These commands will take your message and record it into a file as feedback to the mud implementors. ~ 0 CREDITS~ Syntax: credits This command shows the list of the original Diku Mud implementors. ~ 0 CREDIT AMARON CREDITS~ NOTE: The following is a list of help entries derived from another mud called Amaron. www.amaron.mudservices.com Polearm, Poleaxe, Glaive, Guisarme, Halberd, Pike, Lance, Ranseur, Bardiche, Spear, History, Dragon Breath Spells, Pardon, Violate, Bonus, Mpstat, Mpdump, Lore, Circle, Hitroll, Damroll, Thaco/Thac0, Strength, Intelligence, Wisdom, Dexterity, and Constitution. These entries are believed to be all the help entries taken in part or in total from Amaron. Felix the Imp of Amaron has granted permission to use these entries provided this help block remains. To reach Felix: irsmith@telusplanet.net Also the standard help entries found in ROM 2.4b6 are still inplace. ~ 0 AREAS COMMANDS REPORT SCORE TIME~ Syntax: areas Syntax: commands Syntax: report Syntax: score Syntax: time Syntax: weather AREAS shows you a list of areas in the game. COMMANDS shows you all the commands in the game. REPORT shows your current statistics to you and also announces them to other players in the room. SCORE shows much more detailed statistics to you only. Your ability scores are shown as true value(current value), so for example Str: 15(23) means you have a 15 strength from training, but a 23 strength from other factors (spells or items). 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. ~ -1 WHO~ Syntax: who Syntax: who <level-range> Syntax: who <class or race> Syntax: who <clan name> Syntax: who <class or race> <level-range> <clan name> WHO shows the people currently in the game. Some people may choose to remain unseen and won't appear on the WHO WHO without any arguments shows all of the (visible) people currently playing. With arguments, WHO can show players of certain classes or levels. For example: who 10 lists all players of level 10 or above who 15 20 lists all players between level 15 and 20 who cleric lists all clerics playing who immortal lists all immortals playing who cleric 1 5 lists all clerics between levels 1 and 5 who elf cleric lists all elven clerics who demise e m lists all elven mages in Demise (hi Alander!) Classes and races may be abbreviated. ~ -1 WHOIS~ Syntax: whois <name> The whois command identifies any user who matches the name given. For example, 'whois a' shows all characters whose name begins with A. This command works for both online and offline players. ~ 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. ~ 0 HELP~ Syntax: help Syntax: help <keyword> HELP without any arguments shows a one-page command summary. HELP <keyword> shows a page of help on that keyword. The keywords include all the commands, spells, and skills listed in the game. ~ 0 DESCRIPTION DESC~ Syntax: description <string> Syntax: description + <string> Syntax: description - Sets your long description to the given string. If the description string starts with a '+', the part after the '+' is appended to your current description, so that you can make multi-line descriptions. You can delete lines by uses description -. ~ 0 PASSWORD~ Syntax: password <old-password> <new-password> PASSWORD changes your character's password. The first argument must be your old password. The second argument is your new password. The PASSWORD command is protected against being snooped or logged. ~ 0 TITLE~ Syntax: title <string> Sets your title to a given string. The game supplies a title when your character is created and when you advance a level. You can use TITLE to set your title to something else. ~ 0 WIMPY~ Syntax: wimpy Syntax: wimpy <number> WIMPY sets your wimpy value. When your character takes damage that reduces your hit points below your wimpy value, you will automatically attempt to flee. You will only flee if your character is not in a wait state -- i.e. has not been using combat commands like cast, trip and bash, and has not been tripped or bash by an enemy. WIMPY with no argument sets your wimpy value to 20% of your maximum hit points. Some monsters are wimpy. ~ 0 OPEN CLOSE LOCK UNLOCK PICK~ Syntax: open <object|direction> Syntax: close <object|direction> Syntax: lock <object|direction> Syntax: unlock <object|direction> Syntax: pick <object|direction> OPEN and CLOSE open and close an object or a door. LOCK and UNLOCK lock and unlock a closed object or door. You must have the requisite key to LOCK or UNLOCK. PICK can open a lock without having the key. In order to PICK successfully, you must practice the appropriate skill. ~ 0 DRINK EAT FILL POUR~ Syntax: drink <object> Syntax: eat <object> Syntax: fill <object> Syntax: pour <object> out Syntax: pour <object> <object> Syntax: pour <object> <character> When you are thirsty, DRINK something. When you are hungry, EAT something. FILL fills a drink container with water. POUR transfers a liquid to a container, or empties one. You can also pour from an object into something a character is holding. ~ 0 BUY LIST SELL VALUE~ Syntax: buy <object> Syntax: list Syntax: sell <object> Syntax: value <object> BUY buys an object from a shop keeper. When multiple items of the same name are listed, type 'buy n.item', where n is the position of the item in a list of that name. So if there are two swords, buy 2.sword will buy the second. If you want to buy multiples of an item, use an * (buy 5*pie will buy 5 pies). These can be combined into (for example) buy 2*2.shield, as long as the * is first. LIST lists the objects the shop keeper will sell you. List <name> shows you only objects of 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 SACRIFICE~ Syntax: sacrifice <object> sacrifice <all> SACRIFICE offers an object to makoce, who may reward you. The nature of the reward depends upon the type of object. Be very carefull with the "Sacrifice all" though, it will sacrifice all the items and corpses in a room. ~ 0 SCROLL~ Syntax: scroll Syntax: scroll <number> This command changes the number of lines the mud sends you in a page (the default is 24 lines). Change this to a higher number for larger screen sizes, or to 0 to disabling paging. ~ 0 BRANDISH QUAFF RECITE ZAP~ Syntax: brandish Syntax: quaff <potion> Syntax: recite <scroll> <target> Syntax: zap <target> Syntax: zap BRANDISH brandishes a magical staff. QUAFF quaffs a magical 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 zaps 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 HOLD 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 have multiple charges. When a magical object has no more charges, it will be consumed. These commands may require an item skill to be succesful, see the help entries on the skills scrolls, staves, and wands for more information. ~ 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 FOLLOW GROUP~ Syntax: follow <character> Syntax: group Syntax: group <character> FOLLOW starts you following another character. To stop following anyone else, just FOLLOW <yourself>. GROUP <character> makes someone who is following you a member of your group. Group members share experience points from kills and may use the GTELL and SPLIT commands. If anyone in your group is attacked, you will automatically join the fight. If the <character> is already a member of your group, then GROUP will kick out the <character> from your group. Characters can also leave your group by using a FOLLOW command to stop following you. GROUP with no argument shows statistics for each character in your group. You may FOLLOW and GROUP only with characters who are within five levels of your own. ~ 0 VISIBLE~ VISIBLE cancels your hiding and sneaking, as well as any invisibility, making you visible again. ~ 0 QUIT SAVE~ Syntax: QUIT Syntax: SAVE SAVE saves your character and object. The game saves your character every 15 minutes regardless, and is the preferred method of saving. Typing save will block all other command for about 20 seconds, so use it sparingly. (90+ players all typing save every 30 seconds just generated too much lag) Some objects, such as keys and potions, may not be saved. You will not be able to save your char before reaching level 2. QUIT leaves the game. You may QUIT anywhere. When you re-enter the game you will be back in the same room. 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. ~ 0 RECALL / HRECALL~ Syntax: RECALL HRECALL set RECALL prays to makoce for miraculous transportation from where you are back to the Temple of Taka. '/' is a synonym for RECALL. If you RECALL during combat, you will lose experience (more than for fleeing), and you will have a chance of failing (again, more than for fleeing). This chance is based on your recall skill, although a 100% recall does not insure success. RECALL costs half of your movement points. RECALL doesn't work in certain god-forsaken rooms. Characters afflicted by a curse may not recall at all. Hrecall allows you to set a chosen recall spot. By entering HRECALL set, the current location is set as target for HRECALL. ~ -1 SPLIT~ Syntax: SPLIT <silver> <gold> SPLIT splits some coins between you and all the members of your group who are in the same room as you. It's customary to SPLIT the loot after a kill. The first argument is the amount of silver the split (0 is acceptable), and the second gold (optional). Examples: split 30 --> split 30 silver split 20 50 --> split 20 silver, 50 gold split 0 10 --> split 10 gold ~ 0 STEAL~ Syntax: STEAL coins <character> Syntax: STEAL <object> <character> STEAL attempts to steal coins, or an object, from a character. There are penalties for using STEAL on other players. In order to STEAL successfully, you must practice the appropriate skill. ~ 0 PRACTICE~ Syntax: PRACTICE Syntax: PRACTICE <skill|spell> 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 varies from 0% (unlearned) to a some maximum between 80% and 100%, depending on your class. You must be at a guild master to practice. The higher your intelligence, the more you will learn at each practice session. 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. ~ 0 TRAIN~ Syntax: train <str int wis dex con hp mana> TRAIN increases one of your attributes. When you start the game, your character has standard attributes based on your class, and several initial training sessions. You can increase your attributes by using these sessions at a trainer (there are several in town). It takes one training session to improve an attribute, or to increase move, mana or hp by 10. You receive one session per level. The best attributes to train first are WIS and CON. WIS gives you more practice when you gain a level. CON gives you more hit points. In the long run, your character will be most powerful if you train WIS and CON both to 18 before practising or training anything else. ~ 110 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. ~ 110 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. ~ 108 ALLOW BAN PERMBAN~ Syntax: allow <site> ban <site> <newbies|all|permit> ban BAN <site> prohibits players from that site from logging in. BAN with no arguments lists the banned sites. ALLOW <site> removes a site from the ban list, if the remover is of equal or higher level than the banner. A site may have all players, new players, or non-permitted players (set by editing the player file) banned, by changing the argument after the site. *s may be used to ban either by suffix (*.edu), prefix (labmac*), or content (*andrews*), but be careful not to accidently lock out too many sites with a wildcard. Bans do not save unless the permban command is used. ~ 109 REBOOT SHUTDOWN~ Syntax: reboot shutdown Reboot shuts down the server. When the normal 'startup' script is used to control the server, a delay of fifteen 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. ~ 106 WIZLOCK NEWLOCK~ Syntax: wizlock newlock Wizlock and newlock both block login attempts to ROM. Wizlock locks out all non-gods (i.e. level less than 51), except for link-dead players who are returning. Newlock only locks out new character generation, typically used for preventing a spammer from returning. Wizlocking should be avoided, and newlocking should be accompanied by mail or a note to the imps. A god must be at least Supreme level to wizlock the game. ~ 109 DENY~ Syntax: deny <name> Deny locks a character out of a game permanently, rendering their character name unusable. It may only be removed by editing the file, for this reason freeze is usually preferred. ~ 107 DISCONNECT~ Syntax: disconnect <name> Disconnect breaks a player's link to the game, dumping them back to the telnet prompt. This is a non-lethal way of getting rid of spammers and annoying players. ~ 107 FREEZE~ Syntax: freeze <name> FREEZE <character> is a toggle which prevents a character from issuing any commands at all. It can be removed from within the game, so freezing a troublemaker is usually a better option than the deny command. ~ 103 FORCE~ Syntax: force <character> <command> Syntax: force all <command> FORCE forces one character to execute a command, except of course delete. Below level 257 (Deity) force can only be used on mobiles, and force all is unavailable. You also cannot 'force orc murder hugo', for example. FORCE 'all' forces all player characters to execute a command. This is typically used for 'force all save'. ~ 106 SOCKETS~ Syntax: sockets sockets <name> SOCKETS reports all of the visible users connected to the server, including users in the process of logging in. The two numbers inside brackets are the channel number and the 'connected' state. The 'connected' states are listed in merc.h: 0 is CON_PLAYING; non-zero values are various states of logging in. The optional name argument shows the site of a player, or optional can be used to identify switched gods (i.e. socket orc shows the name of anyone switched into an orc). ~ 106 LOAD~ Syntax: load mob <vnum> load obj <vnum> <level> The load command is used to load new objects or mobiles (use clone to duplicate strung items and mobs). The vnums can be found with the vnum command, or by stat'ing an existing mob or object. Load puts objects in inventory if they can be carried, otherwise they are put in the room. Mobiles are always put into the same room as the god. Old format objects must be given a level argument to determine their power, new format objects have a preset level that cannot be changed without set. (see also clone, vnum, stat) ~ 108 SET~ Syntax: set mob <mobile> <field> <value> set obj <object> <field> <value> set room <number> <field> <value> set skill <char> <name> <rating> set skill <char> all <rating> The set command is used to change the numerical values of the various data structures. Type set <class> without an argument to see a listing of options. Set skill all (pc's only) will set all the character's skills to the value given. Use string to change the strings on an object or mobile. (see also string, stat) ~ 105 STRING~ Syntax: string obj <field> <string> string mob <field> <string> The string command changes the various strings associated with an object or mobile. A full list of fields can be viewed by typing string obj or string mob. Sorry, multi-line strings are not yet supported. ~ 105 NOCHANNEL NOEMOTE NOSHOUT NOTELL~ Syntax: nochannel <character> noemote <character> noshout <character> notell <character> Noemote, noshout, and notell are used to muffle other characters, by preventing them from emoting, shouting, and telling, respectively. Characters who are noshout'ed or no'telled will also not receive those forms of communication. The nochannel command is similar, but more drastic. It prevents the victim from using any of the channels (gossip, cgossip, Q/A, music) on the game. Nochannels usually result from swearing or spamming on public channels. ~ 106 PURGE~ Syntax: purge 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, or objects or mobiles with a NOPURGE flag set (i.e. the pit, the fountain, shopkeepers). Mobiles may be purged if they are called directly by name. ~ 106 RESTORE~ Syntax: restore <character> restore room restore all Restore restores full hit points, mana points, and movement points to the target character. It also heals poison, plague, and blindness. Restore room (or restore with no argument) performs a restore on every player in the room, restore all does the same for all connected players. Restore all is only usable by creators and implementors. Restore should be used sparingly or not at all. ~ 107 SLAY MSLAY GSLAY~ {GSyntax: {Rslay {W<character>{x {GSlay kills a character in cold blood, no saving throw. Best not to use this{x {Gcommand on players if you enjoy being a god.{x {M** Only works in the same room{x {GSyntax: {Rslay {W<character> !{x {GSlays the character anywhere in the world in cold blood. There is no saving{x {Gthrow. Becareful with this command!{x {M** Works anywhere in the world. {RBE CAREFUL WITH THIS COMMAND!{x {GSyntax: {Rgslay {W<character>{x {GSlay kills a character in cold blood, for breaking the rules. Best not to {x {Guse this command on players who do not deserve it if you enjoy being a god.{x {GThe gslay command presents a global warning and forces the victim to read{x {Gthe rules. {x {M** Idea by Pyrox of the Ghost Dancer MUD Project.{x {GSyntax: {Rmslay {W<mob>{x {GSlay kills a mob in cold blood, no saving throw. ~ 105 TRANSFER TELEPORT~ Syntax: transfer <character> transfer all transfer <character> <location> transfer all <location> Transfer transfers the target character, or ALL player characters, to your current location (default) or to a specified location. Trans all should almost never be used, as 100 players popping into one room can have horrible effects on slow links. Teleport is a synonym for transfer. ~ 104 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 as the name of an object. At works by temporarily moving you to that location, executing the command, and then moving you back (if the command didn't change your location). ~ 104 ECHO GECHO PECHO~ Syntax: echo <message> gecho <message> pecho <character> <message> These commands all perform similar functions. Echo sends the message to all characters in the same room as the user, with no indication of who sent it. Gecho does the same for all players connected to the game, and pecho sends the message to the player specified as the target. Any higher-level god will see a prompt in front of your message, informing him or her that it is an echo. ~ 102 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. 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. Some other rooms are barred to players below a certain god level. Implementors can use the violate command to get into private rooms. ~ 102 HOLYLIGHT INVIS WIZINVIS~ Syntax: holylight wiznvis <level> 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. Wizinvis takes a level argument, and will make you invisible to all players of a lower level than your invisibility level. It defaults to the maximum (your level) if no argument is given. Wizi 260 characters are totally invisible. ~ 102 INCOGNITO~ Toggling your incognito status will hide your presence from people outside the room you are in, but leave you visible to those who are with you. It takes a level argument similar to wizinvis, people at that level or higher can see you regarless of location. ~ 102 MEMORY~ Syntax: memory Memory reports the size of your mud. The 'Mobs' and 'Objs' lines report the number of types of mobiles and objects, not the number of instances currently in the game. The 'Strings' line shows memory used by area-file strings. These strings have a maximum limit, which is also shown. The 'Perms' line shows permanently allocated memory blocks. There is no limit on the number and size of these blocks. ~ 106 VNUM~ Syntax: vnum <name> vnum <obj or mob> <name> vnum skill <name> Vnum finds all objects and mobiles with a particular name, and prints out the results. Use vnum obj or vnum mob to limit the search. This vnum is very useful for loading. Vnum skill returns the skill number (for set) and the slot number (for making new zones) of a skill name. (see also load) ~ 103 STAT~ Syntax: stat <name> stat mob <name> stat obj <name> stat room <number> The stat command gives you detailed information on an object, mobile, or room within the game. Without a class argument, the command will return a object (if found), a mobile (if no object exists, but a mobile does), or a room (if a number is given). Stat room with no argument stats the room you are standing in. Stat can be used to find room vnums for goto. (see also goto, transfer) ~ 103 MWHERE OWHERE~ Syntax: mwhere <name> owhere <name> Mwhere shows you the locations of all mobiles with a particular name. Owhere shows you the locations of all objects with a particular name. ~ 105 PEACE WPEACE~ Syntax: peace wpeace Peace causes all characters in a room to stop fighting. It also strips the AGGRESSIVE bit from mobiles. Wpeace, or world peace, stops ALL fighting, and that means literally everywhere on the mud. ~ 102 POOFIN POOFOUT~ Syntax: poofin <message> Syntax: poofout <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 poofin and poofout commands. These messages must include your name somewhere in the string. Poofin and poofout only show to characters who can see you. (see also goto) ~ 109 PROTECT~ Syntax: protect <character> Protect is used to protect a character from unwanted snooping. Removing protected status from a character WILL be seen by that character. ~ 105 LOG SNOOP~ Syntax: log <character> log all 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. Logs may only be used by creators and implementors, and should be accompanied by mail to the implementors. 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. Please do not use this unless you tell the imps. 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. Try to respect privacy. Snoop yourself to cancel all outstanding snoops. ~ 104 SWITCH RETURN~ Syntax: switch <character> 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). You also cannot switch into link-dead PCs. Return returns you to your original body. ~ 102 IMMTALK :~ Syntax: immtalk <message> immtalk Immtalk sends a message to all immortals. : is a synonym for immtalk. Using this command with no argument turns off the immortal channel (or turns it back on). ~ 102 WIZNET~ Syntax: wiznet on/off wiznet wiznet <field> Wiznet is sort of an immortal news service, to show important events to the wiznetted immoral. Wiznet on/off turns wiznet on and off, wiznet lists all settable flags (they are not detailed here), Wiznet <field> toggles a field on and off. The events should be self-explanatory, if they are not, fiddle with them a while. More events are available at higher levels. ~ 102 WIZHELP~ Syntax: wizhelp Wizhelp provides a list of all the immortal commands. ~ 0 ARMOR~ Syntax: cast armor <character> This spell created a magical armor that surrounds you. This spell decreases (improves) the armor class of the target character by 20 points. ~ 0 'ACID BLAST'~ Syntax: cast 'acid blast' <victim> This spell inflicts damage on the victim. ~ 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 makoce. ~ 103 'CHANGE SEX'~ Syntax: cast 'change sex' <victim> This spell changes the sex of the victim (temporarily). ~ 0 'CHARM PERSON'~ Syntax: cast 'charm person' <victim> This spell, if successful, causes the victim to follow you and to take orders from you. Use ORDER to order your charmed followers. You are responsible for the actions of your followers. Conversely, other people who attack your followers will be penalized as if they attacked you. ~ 0 'CONTINUAL LIGHT'~ Syntax: cast 'continual light' Syntax: cast 'continual light' <object> This spell creates a ball of light, which you can hold as a light source. The ball of light will last indefinitely. It may also be used on an object to give it an enchanted glow. ~ 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. ~ 0 'CREATE WATER'~ Syntax: cast 'create water' <drink-container> This spell replenishes a drink container with water. ~ 0 'CURE LIGHT' 'CURE SERIOUS' 'CURE CRITICAL' HEAL~ Syntax: cast 'cure light' <character> Syntax: cast 'cure serious' <character> Syntax: cast 'cure critical' <character> Syntax: cast 'heal' <character> These spells cure damage on the target character. The higher-level spells heal more damage. (see 'help healer' for details on the heal command) ~ 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 caster to detect magical objects. ~ 0 'DETECT POISON'~ Syntax: cast 'detect poison' <object> This spell detects the presence of poison in food or drink. ~ 0 'ENCHANT WEAPON'~ Syntax: cast 'enchant weapon' <weapon> This spell magically enchants a weapon, increasing its to-hit and to-dam bonuses by one or two points. Multiple enchants may be cast, but as the weapon grows more and more powerful, it is more likely to be drained or destroyed by the magic. Also, every successful enchant increases the level of the weapon by one...and there is no turning back. ~ -1 'ENCHANT ARMOR'~ The enchant armor spell imbues armor with powerful protective magics. It is not nearly as reliable as enchant weapon, being far more prone to destructive effects. Each succesful enchant increases the plus of the armor by 1 or 2 points, and raises its level by one. ~ 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 IDENTIFY~ Syntax: cast identify <object> This spell reveals information about the object. ~ 0 INFRAVISION~ Syntax: cast infravision <character> This spell enables the target character to see warm-blooded creatures even while in the dark, and exits of a room as well. ~ 0 INVIS 'MASS INVIS' INVISIBLITY~ Syntax: cast 'invisibility' <character> Syntax: cast 'invisibility' <object> Syntax: cast 'mass invis' The INVIS spell makes the target character invisible. Invisible characters will become visible when they attack. It may also be cast on an object to render the object invisible. The MASS INVIS spell makes all characters in the caster's group invisible, including the caster. ~ 0 'KNOW ALIGNMENT'~ Syntax: cast 'know alignment' <character> This spell reveals the alignment of the target character. ~ 0 'LOCATE OBJECT'~ Syntax: cast 'locate object' <name> This spell reveals the location of all locatable objects with the given name. ~ 0 POISON~ Syntax: cast poison <victim> Syntax: cast poison <object> This spell reduces the strength of the victim by two, as well as reducing the victim's regeneration rate. It may also be used to poison food, drink, or a weapon in a fashion similar to envenom ('help envenom'), but with drastically reduced effectiveness. ~ 0 SLEEP~ Syntax: cast sleep <victim> This spell puts its victim to sleep. ~ 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. ~ 0 GLOWING HUMMING FLAGS HIDE INVISIBLE MAGICAL AURA KILLER THIEF~ {G[G] Glowing{x {D[I] Invisible{x {M[M] Magical{x {Y[H] Humming{x {D[H] Hide{x {C[W] Wizi (immortal only){x {G[C] Charmed{x {M(Pink Aura) Fearie Fire{x {w(Translucent) Translucent{x {R(Red Aura) Evil Alignment{x {Y[AFK] Away From Keyboard{x {Y(Golden Aura) Good Alignment{x {W(White Aura) Sanctuary{x {r(KILLER) Player is a killer{x {r(THIEF) Player is a Thief{x ~ 104 NOCAST~ Syntax: NOCAST <player> An imm command that allows the immortal to prevent a player from casting spells. ~ 102 NOTITLE~ Syntax: NOTITLE <player> This command allows immortals to prevent players from changing their title This might be usefull in case of offensive titles from the player, or as a means of showing punishment by the imm. ~ 104 NOEXP~ Syntax: NOEXP <player> This command allows an imm to stop players from gaining experience points ~ 105 SETLAG~ Syntax: SETLAG <player> <argument> This command allows imm's to place a player under lag, where the <argument> is a time index in seconds, ranging between 10 seconds and 200 seconds. ~ 0 PHASE~ A skill allowing the user to pahse out of existance making them immune to physical damage for a brief period of time. ~ 0 axe dagger flail mace polearm spear sword whip~ The ability to use a weapon of this type. ~ 0 shield block~ Shield block is a rather fancy name for the art of parrying with a shield. Characters with no shield block skill will not be able to defend themselves well with a shield. Only the thief, warrior, ranger, paladin and assassin classes may learn shield block. Beware, flails ignore shield blocking attempts, and whips have an easier time getting around them. Axes may split shields in two. ~ 0 bash~ The bash skill is a warrior talent, a brute-force attack designed to knock your foe to his knees. Its success depends on many factors, including the bash rating, your weight, and the size of your opponent. Bashing a dragon is not generally a wise idea. ~ 0 enhanced damage~ This skill allows you to do more damage with an attack. It depends on your weapon skill and your skill in enhanced damage what the actual increase in damage is. This skill does not require activation, if you have the skill, you use it. ~ 0 parry~ If at first you fail to dodge, block it. Parry is useful for deflecting attacks and is successful more often than dodge. Parry requires a weapon for full success, the hand-to-hand skill may also be used, but results in reduced damage instead of no damage. The best chance of parrying occurs when the defender is skilled in both his own and the opponent's weapon type. ~ 0 rescue~ A friend in need is a friend indeed. And when in combat, a warrior with the rescue skill is just the friend you need. Rescue allows you to intercede in combat, protecting weaker characters from bodily harm. Hopefully the favor will be returned. Success in rescuing depends on the skill rating, as well as a comparison of level, dexterity, and speed between the character and the target. (note: you rescue a friend, not the monster). ~ 0 recall~ Syntax: RECALL Syntax: / RECALL prays to the god Pelor for miraculous transportation from where you are back to the temple in your hometown. / is a synonym for RECALL. If you RECALL during combat, you will lose experience (more than for fleeing), and you will have a chance of failing (again, more than for fleeing). RECALL costs half of your movement points. RECALL doesn't work in certain god-forsaken rooms. Characters afflicted by a curse may not recall at all. ~ 0 butcher~ What to do with a corpse after you're done? Why not make use of it and get a few juicy steaks for your effort? With this skill you can turn corpses into food. ~ 0 dirt kicking~ Considered by some to be a cowardly skill, dirt kicking gives the clever combatant a chance to blind his opponent by casting dirt into his eyes. The blindness does not last long, but can provide an edge in combat. Dexterity helps in hitting or avoiding a dirt kick. ~ 0 second attack~ Training in second attack allows the character a chance at additional strikes in combat, however, a 100% second attack skill does NOT guarantee 2 attacks every round. ~ 0 hand to hand~ Hand to hand combat is a rare skill. Learning this style of fighting gives the player a weapon even when disarmed -- his or her bare hands. Trained hand to hand experts are far more effective than many swordsmen. ~ 0 Fast healing~ The fast healing skill improves wound healing rates, whether walking, resting, or sleeping. It represents knowledge of healing herbs or just general toughness and stamina. Fast healing is checked every tick, and it is possible for it to fail. ~ 0 kick~ Kicking allows the adventurer to receive an extra attack in combat, a powerful kick. However, a failed kick may throw an unwary fighter off balance. If a player becomes a master at this skill, he/she will be able to do more damage with the roundhouse attack. ~ 0 hide sneak~ Hide and sneak are similar skills, both related to remaining undetected. Hide has a very high chance of success, but only works for as long as the character remains stationary. Sneak may be used when moving (including to sneak by monsters), but has a lower chance of success. ~ 0 disarm~ Disarm is a somewhat showy and unreliable skill, designed to relieve your opponent of his weapon. The best possible chance of disarming occurs when you are skilled in both your own and your opponent's weapon. ~ 0 third attack~ Training in third attack allows the character a chance at an additional strike in a combat, and increases the chance of a second attack as well. A perfect third attack skill of 100% does NOT assure three attacks per round. ~ 0 dodge~ In the words of one wise warrior, 'the best way to block a blow is to not be where it lands'. The dodge skill honors this tradition, by improving the character's natural agility to the point where many blows will miss the target. The chance of dodging is also affected by the dexterity of the attacker and the target. ~ 0 haggle~ Haggling is an indispensable skill to the trader. It allows a character to match wits with a merchant, seeking to get a better price for merchandise, or to buy at the lowest possible cost. Unfortunately, most merchants are already very skilled at haggling, so the untrained adventurer had best guard his treasure closely. ~ 0 peek~ The peek skill is useful for seeing what a player or monster is carrying, the better to use the steal command with. More intelligent characters are harder to peek at. The peek skill functions automatically when you look at a character or mob. ~ 0 trip~ Trip is a somewhat dastardly attack, and involves using any one of a number of methods to bring your opponent down to the ground. Tripping large monsters is generally not a good idea, and agile ones will find the attack easy to avoid. ~ 0 meditation~ This skill is similar to fast healing, but relies on the concentration and mantras to increase mana recovery when the character is sleeping or resting ~ 0 staves wands scrolls~ Magical items require training to use properly. If your character lacks the necessary skill to use an item, he will fail, possibly destroying it. The item skills are as follows: scrolls The reading of magical scrolls and books (see help recite) staves The use of staves and similar devices (see help brandish) wands The use of wands and similar items (see help zap) ~ 0 BRANDISH QUAFF RECITE ZAP~ Syntax: brandish Syntax: quaff <potion> Syntax: recite <scroll> <target> Syntax: zap <target> Syntax: zap BRANDISH brandishes a magical staff. QUAFF quaffs a magical potion (as opposed to DRINK, which drinks liquids such as water). RECITE recites a magical scroll; the <target> is optional, depending on the nature of the scroll. ZAP zaps 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 mustHOLD 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 have multiple charges. When a magical object has no more charges, it will be consumed. Wands and staves, however, can be recharged once, by a mage, BEFORE you use up all the charges. The lower the amount of charges, the harder to recharge. See help recharge These commands may require an item skill to be successful, see the help entries on the skills scrolls, staves, and wands for more information. ~ 0 berserk~ Only powerful warriors can master berserking, the ability to enter insane rage in combat. Its effects are not altogether unlike the frenzy spell -- a huge surge of combat prowess, coupled with a disregard for personal safety. Berserking warriors are more resistant to the effects of magic. ~ 0 lore~ Syntax: lore <object name> Lore is a general skill, consisting of knowledge of myths and legends. Use of the lore skill gives a chance of obtaining information on an object concerning its power and uses. It also may occasionally increase the value of an object, because more will be known about its worth. You must be holding the object in your inventory that you want to use the lore skill on. ~ 0 pick lock~ Lock picking is one of the prime skills of thieves and assassins, allowing them to gain access to many secured areas. Lock picking chances are improved by intelligence, and hindered by the difficulty of the lock. ~ 0 counter~ This skill enables you to turn the attack of your enemy back on him. ~ 0 critical strike~ Critical strike is a skill, that when learned, will increase the fighter's chance of delivering a death blow to the victim. This is a straight 2% chance of killing the mob in one hit. If the percent chance fails, critical strike will still increase the amount of damage that is dealt from the attack. ~ 0 circle~ "author: morning glory" The circle command lets you backstab while you are fighting, thus allowing for a second attack. Only assassins may learn circle. Circle now has a small chance of killing a mob in one attack. This chance is calculated based our you level: 1% chance/20 levels of experience ~ 0 steal~ Syntax: STEAL coins <character> Syntax: STEAL <object> <character> STEAL attempts to steal coins or an object from a character. There are penalties for using STEAL on other players. In order to STEAL successfully, you must practice the appropriate skill. ~ 0 delete~ Syntax: delete <password> Use the delete command to erase unwanted characters, so the name will be available for use. Typing delete with an argument will return your character to 'safe' status if you change your mind after the first delete. NOTE: You must play your character at least ONCE A MONTH. All player files are scanned every month and anyone that has not logged on in the last 30 days will be deleted. However, if you are going away for an extended period of time, tell any Immortal and we will make sure nothing happens to your player file ~ 0 'magic missile'~ Syntax: 'magic missile' <target> Use of the magic missile spell creates up to five missiles of magical energy that dart forth from the wizard's fingertip and unerringly strike their target ~ 0 'cause light' 'cause serious' 'cause critical' 'harm'~ Syntax: 'cause light' <target> Syntax: 'cause serious' <target> Syntax: 'cause critical' <target> Syntax: 'harm' <target> These spells cause various degrees of physical injury to the victim. The higher the spell level, the more damage it does. ~ 0 'cure blindness' 'cure disease' 'cure poison'~ Syntax: 'cure blindness' <target> Syntax: 'cure disease' <target> Syntax: 'cure poison' <target> When you are affected by blindness, disease or poison, these spells will cure you of the effects of those spells. ~ 0 'faerie fog'~ Syntax: 'faerie fog' <target> This spell enables the caster to outline one or more objects or creatures with a pale glowing light. This will make the target easier to hit, since it is now clearly visible. ~ 0 'burning hands' ~ Syntax: 'burning hands' <target> Once cast, a fan of flame shoots from the wizard's touching thumbs and outstretched hands. The fan reaches three feet forward from the thumbs, and extends 60 degrees to the right and left, gradually shortening until the fan slopes into the wrists ~ 0 refresh~ Syntax: refresh <target> This spell, when cast, restores a number of movement points to the target. ~ 0 'protection evil' 'protection good'~ Syntax: 'protection evil' <target> Syntax: 'protection good' <target> When this spell is cast, it creates a magical barrier around the recipient at a distance of 1 foot. The barrier moves with the recipient and has a major effect: All attacks made by evil or evilly enchanted creatures in case of protection evil, or good in case of protection good against the protected creature receive a penalty on it's attacks. ~ 0 'shocking grasp' 'chill touch'~ Syntax: 'shocking grasp' <target> Syntax: 'chill touch' <target> These spells do damage to a target. When the wizard casts shocking grasp, he develops a powerful electrical charge that gives a jolt to the creature touched. Chill touch does cold damage. ~ 0 'dispel evil' 'dispel good'~ Syntax: 'dispel evil' <target> Syntax: 'dispel good' <target> Dispel good brings forth evil energies that inflict horrific torment on the pure of heart. Good-aligned characters use this dark magic at their peril. Dispel evil invokes the wrath of ANON on an evil victim. It can be very dangerous for casters who are not pure of heart. ~ 0 bless~ Syntax: bless <target> This spell improves the to-hit roll and saving throw versus spell of the target character by 1 for every 8 levels of the caster. It may also be cast on an object to temporarily bless it (blessed weapons, for example, are more effective against demonic beings). ~ 0 earthquake~ When this spell is cast, a local tremor of fairly high strength rips the ground. The shock is over in one round. The earthquake affects all terrain, vegetation, structures, and creatures in its area of effect. 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! ~ 0 blindness~ Syntax: blindness <target> "To strike your opponent you need to see your opponent" - ancient saying. With this spell you take away your foe's ability to see, thus making him more or less helpless. ~ 0 'floating disc'~ Syntax: 'floating disk' This useful spell creates a floating disc field of force which follows the caster around, allowing him or her to pile treasure high with no fear of weight penalties. It lasts no more than twice the casters level in hours, and usually less. It can hold 10 pounds per level of the caster, with a maximum of five pounds per item. The spell requires an open float location on the character, and the only way to remove the disc is to die or allow it to run out of energy ~ 0 fireproof~ syntax fireproof <target> The fireproof spell creates a short-lived protective aura around an object, to protect it from the harmful effects of acid and flame. Items protected by this spell are not harmed by acid, fire, or the heat metal spell. Although inexpensive to use, the spell's short duration makes it impractical for protecting large numbers of objects. ~ 0 plague ~ Syntax plague <target> The plague spell infests the target with a magical disease of great virulence, sapping its strength and causing horrific suffering, possibly leading to death. It is a risky spell to use, as the contagion can spread like wildfire if the victim makes it to a populated area. Most players announce if they have plague before returning to recall in order to warn other players, who will then have a chance of leaving the area and avoiding contracting the plague as well. You need the 'cure disease' spell to cure the plague. ~ 0 curse~ Syntax curse <target> This spell reduces the character's to-hit roll and save versus spells. It also renders the character unclean in the eyes of ANON and unable to RECALL. Curse may be used to fill equipment with evil power, allowing (for example) weapons to do more damage to particularly holy opponents. ~ 0 lightning bolt~ Upon casting this spell, the wizard releases a powerful stroke of electrical energy. Striking down from the sky, it is a dangerous thing to face. ~ 0 weaken~ What do you do when you face an opponent that is stronger then you? With this spell, you can even out the difference a bit. Casting this spell on an opponent will cause him to lose some of his strenght. ~ 0 calm~ One of the most useful, and often overlooked, abilities of the master cleric is the calm spell, which can put an end to all violence in a room. Calmed creatures will not attack of their own volition, and are at a disadvantage in combat as long as the spell soothes their minds. The more violent activity there is in a room, the harder the spell, and it is all or nothing --either all combat in the room is ended (with the exception of those who are immune to magic) or none is. ~ 0 colour spray~ Upon casting this spell, the wizard causes a vivid, fan-shaped spray of clashing colors to spring forth from his hand. Blind or unseeing creatures are not affected by the spell. Creatures affected by this spell are struck unconscious or are blinded. ~ 0 giant strength~ This spell is rather the opposite of "weaken". By casting this spell on a target, the caster can magically enhance the strength of the target. This is not a permanent effect. ~ 0 call lightning ~ When a call lightning spell is cast, there must be a storm of some sort in the area--a rain shower, clouds and wind, hot and cloudy conditions, or even a tornado. The caster is then able to call down bolts of lightning. Note that this spell only works our of doors. ~ 0 control weather~ Syntax 'control weather' worse Syntax 'control weather' better This spell allows a caster to create better or worse weatherconditions, mainly in conjunction with the 'call lightning' spell. The caster can either turn the weather better or worse then current conditions. ~ 0 fly~ Are you wearing out those boots too fast? Are your feet weary from all that walking? Why not fly? With this spell you can allow yourself or another target to fly. ~ 0 remove curse~ Upon casting this spell, the priest is usually able to remove a curse on an object, on a person, or in the form of some undesired sending or evil presence. Note that the remove curse spell does not remove the curse from a cursed shield, weapon, or suit of armor, for example, although the spell typically enables the person afflicted with any such cursed item to get rid of it. Certain special curses may not be countered by this spell, or may be countered only by a caster of a certain level or more. ~ 0 summon~ "If the mountain will not come to Methusalem, then Methusalem must come to the mountain." With this spell that no longer holds true. A wizard can use this spell to bring the target to him, instead of having to go to the target. Note that the summon spell only works on targets of lower level and targets who are not immune to summoning. ~ 0 energy drain~ this spell saps the experience points, hit points, mana, and movement points of its target. The caster however only gains hit points from the vitim. The higher the level of the spell, the more damage it does. Only the Necromancer may use these spells. ~ 0 heat metal~ If you have ever grabbed something off the fire by mistake, the effects of this spell can be imagined. Casting heat metal on a target causes all the metal items that the target is wearing to become very hot indeed. This causes damage, and forces the target to drop the items affected. ~ 0 create rose~ This spell creates a beautifull rose. ~ 0 faerie fog~ This spell reveals all manner of invisible, hidden, and sneaking creatures in the same room as you ~ 0 adrenaline~ This spell pumps up the mighty warrior to help increase his to-hit and to-dam rolls, like giving him a "shot of adrenaline." However, there is a side affect of a penalty to armor class, making the recipient somewhat easier to hit. ~ 0 fireball~ This spell inflicts direct magical damage on the victim and are a vital part of the mage's arsenal of magics. The higher the level of the spell, the more damage it causes. ~ 0 frenzy~ The frenzy spell fills the target with righteous fury, greatly increasing his or her attack skill and damaging capacity. Unfortunately, this divine wrath is coupled with a tendency to ignore threats to personal safety, making the character easier to hit. Frenzy provides immunity to the calm spell (see 'help calm'), and may only be used on those of the caster's alignment ~ 0 flamestrike~ This spell inflicts direct magical damage on the victim and are a vital part of the mage's arsenal of magics. The higher the level of the spell, the more damage it causes. ~ 0 gate~ The gate spell is a powerful transportation magic that opens up a portal between your character and another person or creature somewhere else in the world. This portal will transport you and any pet you might have, but not other members of your group. Monsters receive a save against gate, and monster or players more than 3 levels higher than you can not be gated to at all. God rooms, private rooms, and no-recall rooms cannot be gated to, and no-recall rooms cannot be gated out of. Finally, any IMM or Hero is also immune to gate, as well as any player who has no-summon set. Clan members may not be gated to except by their fellow Clan members ~ 0 haste~ The haste spell increases the speed and agility of the recipient, allowing an extra attack (or even a backstab) in combat, and improving evasive abilities in combat. However, it produces a great strain on the system, such that recuperative abilities are halved. Haste is capable of negating the slow spell. (see 'help slow') ~ 0 'dispel magic' 'cancellation'~ Syntax: cast 'dispel magic' <character> cast 'cancellation' <characte> Both of these spells remove magical affects from the target. Dispel magic has a reduced chance of working, and is considered an attack spell. Cancel- lation can only be used on allies, but is much more effective and does not provoke attack. Unfortunately, these spells do not discriminate between harmful and benign spells. The chance of dispelling is based on the level of the spell. Permanent spells (such as mobile sanctuary) are much harder to remove. Not all spells may be dispelled, notable examples are poison and plague, which must be cured. ~ 0 sanctuary~ The SANCTUARY spell reduces the damage taken by the character from any attack by one half. Only clerics and paladins may use the sanctuary spell ~ 0 slow~ Despite popular mythology, slow is not the opposite of haste, but is a spell with it's own unique set of effects. When cast on an unfortunate victim, it slows its movements, making it easier to hit and reducing its rate of attack. The effect of slow also double movement costs and halve healing rates, due to reduced metabolism ~ 0 'GAS BREATH' 'ACID BREATH' 'FROST BREATH' 'FIRE BREATH' 'LIGHTNING BREATH'~ Syntax: cast 'gas breath' <area affect> Syntax: cast 'acid breath' <victim> Syntax: cast 'frost breath' <victim> Syntax: cast 'fire breath' <victim> Syntax: cast 'lightning breath' <victim> These spells allow the caster to breath forth the breath of a dragon. Acid and Lightning damage one victim whereas Gas, Frost, and Fire damages everyone in the room. Fire and Frost can break objects, and Acid can damage armor. These spells are listed in order of power, with Gas Breath doing the least damage and Lightning Breath doing the most ~ 0 smoke screen~ Smoke Screen is a powerful shield spell allowing the caster to gain a -80 to his/her AC for a limited time. It is part of the Infernosphere group. ~ 0 chain lightning~ Chain lightning is a deadly spell, producing a powerful bolt of lightning that arcs from target to target within the room, until its force is fully expended. Allies of the caster may be hit by this spell even if they are members of a dynasty or group, while the caster himself will not be struck unless no other viable target remains. Chain lightning is most effective when used on groups of creatures. ~ 0 teleport~ This spell takes you from your current location to a random location somewhere in the world. This spell can be found in the transportation group. ~ 0 pass door~ This spell enables the caster to pass through closed and locked doors. ~ 0 portal~ The portal spell is similar to gate, but creates a lasting one-way portal to the target creature, instead of transporting the caster. Portals are entered using 'enter' or 'go' command, as in 'go portal'. Portals cannot be made to certain destinations, nor used to escape from gate-proof rooms. Portal requires a special source of power to be used,namely a warp stone. ~ 0 holy word~ Holy word involves the invocation of the full power of a cleric's god, with disastrous effects upon the enemies of the priest coupled with powerful blessings on the priest's allies. All creatures of like alignment in the room are blessed and filled with righteous divine wrath, while those of opposite morals (or both good and evil in the case of neutral priests) are struck down by holy (or unholy might) and cursed. The cleric suffers greatly from the strain of this spell, being left unable to move and drained of vitality. ~ 0 demonfire~ Demonfire is a spell of blackest evil and as such can only be used by those who follow the paths of darkness. It conjures forth demonic spirits to inflict terrible wounds on the enemies of the caster. ~ 0 nexus~ This spell is virtually identical to portal (see 'help portal'), with the only difference being that while portal creates a one-way gate, a nexus spell makes a two-sided gate. It also lasts longer than the lower- powered portal spell. Both spells require an additional power source, namely a warp stone. ~ 0 stone meld~ Stone meld is a clerical spell similar to the mage's stone skin. It causes the character's skin to meld with stone providing 40 points of armor. ~ 0 'stone skin' 'shield'~ 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. ~ 0 mass healing~ The mass healing spell, as its name might suggest, performs a healing spell on all players in the room. It also throws in a refresh spell for good measure ~ 0 ray of truth~ Ray of truth opens a portal to the planes of positive energy, bringing forth a beam of light of sufficient purity to harm or or annihilate the servants of evil. It cannot harm the pure of heart, and will turn and strike casters who are tainted by evil ~ 0 'detect evil' 'detect good'~ These spells enable the caster to detect good or evil characters, which will reveal a characteristic golden aura or red aura. ~ 0 vapor~ These spells protect the caster by decreasing (improving) the caster's armor class. ~ 0 groups skins and rain~ ~ 0 'acid rain' 'ice rain' 'fire rain' 'ice storm' 'fire storm' 'acid storm'~ Syntax: cast <spellname> <target> These are all powerfull attack spells, all using the elements to do their havoc. Calling down the rain, will indeed rain down the chosen element down on your opponent in seven murderous waves. Calling upon a storm will cause three devestating attacks on your foe. ~ 0 'mudskin' 'moss-skin' 'barkskin' 'steelskin' 'emeraldskin' 'rubyskin' 'diamondskin'~ Syntax: cast <spellname> These spells, all part of the "skin"-spellgroup will turn your skin into the chosen material. This will give you more protection against the world, and the often sharp things that wander around in it. This is the effect of the various spells: mud -10 ac moss -15 ac bark -20 ac steel -50 ac emerald -60 ac ruby -70 ac diamond -80 ac ~ 0 witch~ Anyone familiar with the witches of Greek myth, or of medieval legend would know that the witch is not simply a subclass of the mage, locked in an internal battle against arcane spirits. Witches such as Circe, Rhiannon, or even Morgan LeFey were priestesses of Gods and Goddesses who were lesser know, but ultimately no more or less nefarious than their better known kindred. The essence of witchcraft is knowledge, secrecy, ritual, and a sense of respect for the powers of nature. Evil is not a necessary part of witchcraft, though certainly the secrecy of their sects has opened them to numerous rumors. Whatever their alignment, witches have more in common with druidic priests than any other class of character, though the way in which their spells work often is reminiscent of magecraft ~ 0 Warrior~ The warrior is a champion, swordsman, soldier, and brawler. He lives or dies by his knowledge of weapons and tactics. Warriors can be found at the front of any battle, contesting toe-to-toe with monsters and villains. A good warrior needs to be strong and healthy if he hopes to survive. ~ 0 'Paladin' 'Deathknight'~ The paladin is a warrior bold and pure, the exemplar of everything good and true. Like the fighter, the paladin is a man of combat. However, the paladin lives for the ideals of righteousness, justice, honesty, piety, and chivalry. He strives to be a living example of these virtues so that others might learn from him as well as gain by his actions. Deathknights are exactly like normal paladins except for the fact that they oppose all good. ~ 0 Ranger~ The ranger is a warrior and a woodsman. He is skilled with weapons and is knowledgeable in tracking and woodcraft. The ranger often protects and guides lost travelers and honest peasant-folk. A ranger needs to be strong and wise to the ways of nature to live a full life. ~ 0 'Mage' 'Priest'~ Mage: The Mage strives to be a master of magical energies, shaping them and casting them as spells. To do so, he studies strange tongues and obscure facts and devotes much of his time to magical research. A mage must rely on knowledge and wit to survive. The mage studies all types of magic and learns a wide variety of spells. His broad range makes him well suited to the demands of adventuring. Cleric: A Cleric sees to the spiritual needs of a community or location. The cleric is a generic priest (of any mythos) who tends to the needs of a community. He is both protector and healer. He is not purely defensive, however. When evil threatens, the cleric is well- suited to seek it out on its own ground and destroy it. ~ 0 'Thief'~ Thief: The thief can be found throughout the world, wherever people gather and money changes hands. While many thief are motivated only by a desire to amass fortune in the easiest way possible, some thieves have noble aims; they use their skills to correct injustice, spread good will, or contribute to the success of an adventuring group. To accomplish his goals, for good or ill, the thief is a skilled pilferer. Cunning, nimbleness, and stealth are his hallmarks. Whether he turns his talent against innocent passers-by and wealthy merchants or oppressors and monsters is a choice for the thief to make. ~ 0 Assassin~ This class is intended for evil aligned characters, as the act of killing for pay cannot be justified as a good act. In any society there exists an element that wishes to dispose of rivals, business competitors, and any others deemed to be in the way. It is to this element that the assassin, a hired killer, caters. Unlike simple warriors or soldiers, the assassin relies on anonymity and surprise to earn his living. A successful assassin may not even be seen by his target. Slipping out of the darkness or a crowd of friends, the assassin does his dark deed and disappears. Social ranks: Assassins tend to be well?off, as their services are expensive. Further, they often are educated, which helps them fit into different segments of society to stalk their prey. ~ 0 Morgue~ Players who die are now transfered to the morge. - When a player dies his/her corpse is no longer left where it falls it is transfered to the morge. - Players should go there and collect thier gear from the corpse then sacrafice it for a little silver ~ 104 'Olevel' 'Mlevel'~ Syntax: Olevel <level> Mlevel <level> Immortal commands to find items and mobiles of a given level. ~ 103 'Mortskill' 'Mortspell'~ Syntax: Mortskill <player> Mortspell <player> Immortals can now see what groups/spells/skills a mortal has selected for the porpuse of helping that mortal better select things that will aid him/her in thier struggle. ~ 104 'rename'~ Syntax: rename <player> <newname> Immortals can now rename mortals with names that are not as medevil as might be preffered. ~ 0 'GSOC' 'GSOCIAL'~ Syntax: GSOC <social> <target> Gsoc and gsocial display a social mud wide so the target does not have to be in the same room anymore. Careful everyone sees these socials. ~ 0 Knock~ Syntax: knock <direction> Knock does exactly like it sounds one person knocks on a door others in a room hear the knock on the door. ~ 0 'someone'~ If a player is affected by an invisible spell or is hiding/sneaking, players who do not have the ability to see past those affects will see "Somone" when that player says/does something. When it's an immortal instead of a mortal player, "someone" will be replaced by "An Immortal". ~ 0 'icebolt' 'firebolt' 'gasbolt' 'lightningbolt' 'acidbolt' 'holybolt'~ Syntax: cast 'spellname' <target> These are spells that will shoot a bolt of the selected element at the target, damaging it. ~ 251 "Divine intervention'~ Syntax: cast 'Divine intervention' <target> This immortal spell will allow you to heal a player more thoroughly then with a heal spell, yet not require a "restore". ~ 0 'holy light'~ Syntax: cast 'holy light' This powerfull mass healing spell will allow you to heal all those who are wounded and in the room with you. ~ 0 'holy armor'~ syntax: cast 'holy armor' <target> This spell grants the target an armor of holy energy. ~ 0 'fireblast' 'iceblast' 'electric blast' 'gasblast' 'lightningblast' 'holyblast'~ Syntax: cast 'spell' <target> These spells will blast the target with the chosen element. ~ 0 'throw star'~ Syntax: cast "throw star' <target> This spell throws a poisonous star at thr target. It will not only poison the target, it will allso affect the damage roll of that target. ~ 0 'Fear'~ Syntax: cast 'fear' <target> This is the spell to use if you want to strike fear into the heart of your opponent. It will not only cause the target to flee from combat, it will allso give you first strike in the next round. ~ 109 'ushare'~ Syntax: This allows the imm's to update the share value, in other words, you can set the shares to any value you want... ~ 0 'Commstat'~ This command shows the people online and their channel settings ==Idea from Darkscapes, coding by {WTaka{x from Ghost Dancer== ~ 0 'bank' 'deposit' 'transfer' 'withdraw' 'buy' 'sell' 'check' 'convert' 'swithdraw' 'sdepostit'~ What to do with all that bulky gold you've been piling up? Why not deposit it at your local bank, where it is safely stored for you to withdraw later... Bank commands: Deposit - Deposit gold (syntax: bank deposit <amount>) Sdeposit - Deposit silver (syntax: bank deposit <amount>) Transfer - Transfer gold to another account (syntax: bank transfer <amount> <player>) Balance - Show bank balance (syntax: bank balance) Withdraw - Withdraw gold from your account (syntax: bank withdraw <amount>) Swithdraw - Withdraw silver from your account (syntax: bank withdraw <amount>) Buy1 - Buy shares type I (syntax: bank buy1 <amount>) Buy2 - Buy shares type II (syntax: bank buy2 <amount>) Buy3 - Buy shares type III (syntax: bank buy3 <amount>) Buy4 - Buy shares type IV (syntax: bank buy4 <amount>) Sell1 - Sell shares type I (syntax: bank sell1 <amount>) Sell2 - Sell shares type II (syntax: bank sell2 <amount>) Sell3 - Sell shares type III (syntax: bank sell3 <amount>) Sell4 - Sell shares type IV (syntax: bank sell4 <amount>) Convert - Converts 100 silver to 1 gold (syntax: bank convert <amount>) Check - Check your share value (syntax: bank check) ~ 102 'memory'~ syntax: memory This command shows memory usage by the mud, total and counterspecific, also it shows a spells counter and a skills counter. ~ 108 'frctick' 'force tick'~ This command allows an immortal to force the passage of time, in the form of a tick. In other words, one hour of mud time is passed when this command is entered. PLEASE USE VERY SPARINGLY!!! ~ 0 'ignore'~ Syntax: ignore <player> This allows you to ignore the tells of up to 12 people. ~ -1 SEARCH HIDE~ The search command is to benifit a pyrox idea to be able to hide and/or have in areas hidden items. hide <item name> To use the hide skill type hide with no argument. ~ 0 race~ Different races have different starting statistics, and also different statistic maximums for magic items and training. Creation points increase the amount of experience it takes to gain a level. For more information, see the help files for each race. i.e. help dwarf, etc. ~ 0 class~ The class you have to choose is the type of adventurer you will be, like a warrior or or a mage. This has an impact on the skills you can learn and whether or not you will be able to learn magic. To see more specific help on each class, look at the help entries for the different classes. ~ 108 nuke~ This high level imm command will both disconnect and delete a player. Use with great restraint. ~ 0 HEALTH~ Your health, expressed in a number of hitpoints. This is a measure of how much damage you can take in combat. As you are hit, you loose hitpoints, IE health. You can regain your health by resting, or by way of a spell. As you level, you will gain a certain amount of health/hitpoints. So as you grow in levels your health will become greater. ~ 0 BREW MPILL SCRIBE~ syntax: BREW <spell1> <spell2> <spell3> <spell4> syntax: MPILL <spell1> <spell2> <spell3> <spell4> BREW skill allows you to make potions for use by yourself or others. MPILL skill will allow you to make pills with spells for yourself or others. ~ -1 STRENGTH~ Strength is a measure of how strong you are. It affects the maximum amount of items you can carry and how much weight you can carry. It also has an affect on your Hit and Damage rolls which are used during combat. ~ -1 INTELLIGENCE~ Intelligence is a measure of how smart you are or how thick you are. Your intelligence will have a direct affect on how many percentage points you receive from each practice session you use. The higher your intelligence score the more your skill/spell will increase when you practice with your guildmaster. ~ -1 WISDOM~ Wisdom is a measure of how wise you are. Some consider it to be the most important statistic of them all and it typically is the one you increase to maximum first. Wisdom directly affects how many practice sessions you receive each time you level. You will receive anywhere from 0-5 practice sessions depending on your Wisdom score. ~ -1 DEXTERITY~ Dexterity is a measure of your physical agility and reaction time. It directly affects your armour class against attacks in combat. ~ -1 CONSTITUTION~ Constitution is a measure of your physical endurance and stamina. Your constitution is considered by some to be the second most important statistic that you can increase. It directly affects how many Hit Points you will gain each time you gain a level. ~ -1 PETNAME~ . This command allows you to rename your pets! The syntax is really quite simple, you have four options; [name|short|long|desc] and they work like this. Syntax: petname name dino (renames your pet to "dino") Syntax: petname short a fierce, mottled mutt! Syntax: petname long Dino, the stalwart companion of (your name) is here.{x The NAME you give your pet is what you must use in order to LOOK at it. If you call your pet FIDO, like the example above, the you must use LOOK FIDO to look at it. The SHORT description for your pet is what you will see in combat and what is displayed just before the health indicator when you look at it. Ex: When you LOOK at your pet you will see its description, then you will see its SHORT description followed by "is in perfect health". The LONG description is what everyone will see when the pet is in the room. So, if you used the LONG description that is in the example above you would see (Charmed) Dino, the stalwart companion of _____ is here, every time you looked at the room. Your pets DESCRIPTION is the main piece of info that is displayed when you look at your pet. In order to use multiple lines in your pets description, simply use the {{/ command to force a new line. Ex: This large dog is resting comfortably here.{{/Better not bother him. A word about color. Color works great for the pet's three description commands. Don't bother using color for the pet's name. The NAME is never shown unless you use it in the other descriptions. ~ -1 HITROLL DAMROLL~ Hitroll is added to your chance of a successful attack and Damroll is added to the amount of damage that you can do when delivering a successful attack. Obviously the higher these two statistics are, the better off you will be in melee combat. ~ -1 THACO THAC0~ THAC0, or "To hit armor class 0", is used to calculate your base chance of hitting a mobile during combat. Your Thac0 is listed on your score sheet and will change as you increase in levels. ~ -1 HISTORY~ {WSyntax: history <text> Syntax: history + <text> Syntax: history - <text> This {GHISTORY{x command works exactly the same way as the description command. The History command will allow you to enter a detailed history or background for your character. It can be up to twice the size of your description. Using the {C+ sign{x will add lines of text to your history and using the {C- sign{x will remove lines of text from your history. The history command by itself will show you your current history. To view any other players history, use the whois/whowas command. It will be listed after the normal whois/whowas information. Please see {chelp whois{x. ~ 102 FRECALL 'force recall'~ Syntax: frecall <player> This command forces a player to recall to his hometown. ~ -1 GLAIVE~ The glaive is a knife-bladed spear. It has the thrusting function of the spear and the secondary cutting function of the convex blade of the knife. The weapon was rapidly enlarged in the blade in order to give it a greater cutting function as well as a cleaving attack. ~ -1 GUISARME~ The guisarme was furnished with a sharp cutting edge along its convex side, probably from reverse spike to hook. The spike, of course, could be used to penetrate armor when the weapon was swung, and the curved hook provided an ample means of pulling horsemen to the ground. ~ -1 HALBERD~ This form of pole axe is seen as a convex-headed brad axe in early examples, but the head is set at a convenient angle, so this alone makes it quite distinct from an ordinary long-hafted axe. The whole weapon often reached 8 feet in length. It was also always topped with a fairly long spear point and backed by a spike, which was often angled or hooked slightly downward. The spear point is, of course, designed to keep oponents at bay and deliver a thrusting attack. ~ -1 VOULGE~ Place a hefty cleaver at the end of a long, stout shaft, and the leverage which the polearm gives thw wielder will enable him to cleave through armor. The volgue has no provision to keep the enemy at a distance in its simple form, but if the top front or back edge is ground down so as to provide a pointed or dagger-like tip, the weapon assumes a more completed form. ~ -1 PIKE~ Although there is not set rule, any spear with a shaft of 15 feet or longer is considered to be a pike. The pike is designed to deliver a thrusting attack at an oponent at long range, and its great length was used to keep him there, as the weapon was always used in mass. One of the most common form of pike is the awl pike, a strictly piercing weapon, although there are many other forms of blades which were used. Swiss and German pikes were fashioned so that metal protected the wooden shaft up to 2 feet from the head, so that an enemy could not easily lop the blade off and make the weapon useless. ~ -1 RANSEUR~ At first glance, a ranseur appears to be a form of spetum, or vice versa, but the purpose of the design of the former weapon is more complex than that of the latter. A ranseur's secondary blades are backward-hooking projections set well below the large central blade. ~ -1 BARDICHE~ This very broad and heavy axe links the pole axes to the pole cleavers as a sort of transitional step between the two forms, although its only obvious use is as a military arm. A bardiche head ranged from about 2 feet to over 3 feet in length, and it was attached to its haft with two rings or a single one in those examples where the blade is shorter and backed with a hammer head or spike. ~ -1 SPEAR~ The spear is a dagger set atop a pole. It is principally a thursting weapon but if a broad blade is attached it can also be used as a cutting weapon. ~ -1 LANCE~ A lance is a long spear carried by a mounted person. Usually around 12 feet in length, some even as long as 14 feet. Just as with the spear and pike, many different heads were attached to the end of the lance shaft to meet the requirements of varying oponents armor. ~ -1 POLEAXE~ Strictly speaking, a pole axe is nothing more than an axe head of any sort set upon a long haft in order to to deliver an earlier and more forceful blow. It can be double bitted, backed by a spike, and or topped off with a dagger point, but it is still recognizable as an axe. ~ -1 POLEARM~ Amaron has various polearm weapons. Please see the following help files: Poleaxe, Lance, Spear, Bardiche, Ranseur, Pike, Volgue, Guisarme, Halberd, and Glaive. ~ 102 MPROG OPROG RPROG OBJPROG ROOMPROG MOBPROG PROG~ These are scripting types. ===================================================== Ever wonder why most muds either seem dead or overcrowded? The answer is probably partially due to the fact that the mobiles never do anything but wait to be slaughtered. Unless someone has gone to great lengths and added many special procedures, most mobiles have no idea you are in the room with them and rarely listen to what you say. The typical Midgaard mayor wanders happily along even when the populace pokes him, waves his City Key about, unlocks his gates, or frenchs his secretary, etc. So a way to give the mobiles a bit more spirit would be neat. Enter the MOBprograms. Ever wanted a room to trap someone? Or an object to explode on contact? Enter OBJ and ROOM progs. TRIGGERS AND SCRIPTS The backbone of the Programs shall be called triggers from this point on. Essentially, they are procedure calls placed in sneaky places in the mud code which provide the context for what is going on around the mobile/object/room. So, if something happens and a trigger is activated, then a list of commands is sent to the interpreter in the mobile/object/room's name, thus making her/it/him do an appropriate something. VARIABLES Since knowing the appropriate response for everything to every possible trigger is not easy, this command list shouldnt be a rigid script, but needs to be somehow unique for the thing and the situation. However, in order to know the situation, a mobile/object/room needs to know more about the trigger than that it just happened. So, we have to include some sort of variables as well to set the context appropriately. MOBPROGRAMS VS. SPEC_PROCS As most implementors know, most area creators are not versed in coding, but usually have great ideas. Therefore, whatever system is used needs to be quite simple. This is not to demean creators in anyway. Simply, it is useless to have a powerful system, if the only person able to write anything is someone who finds C coding in general to be exciting and non frustrating. If that is going to be the case, then stick to the special procedures, since there is no bound to what a complex special procedure can accomplish. Yet, from experience working on several muds, most admins and implementors prefer not to be writing one shot spec_procs to satisfy the needs of their creators. Thus, the basic idea: let mobiles react to a myriad of mud events/situations by having them perform a list of commands which can be tailored to the moment through a simple and unintimidating scheme usable by any creator. see more on them: Basics, Variables, Reference, Linking, Triggers Control Flow, MobCommands, RoomCommands ObjCommands. ~ 102 BASICS~ A little help for progs. ===================================================== -- Explanations A VNUM is the Program virtual number that identifies the program. The number must be unique across area files (like mobile and object vnums). A PROGRAM_COMMAND can be any legal mud command (unless is is an object or room program), or a control flow command. NOTE 1: Any whitespaces (space, tab, newline) are NOT stripped from the programs when loading the database (why? because I'm too damn lazy to have implemented it). Thus, to save memory and execution time, omit all unnecessary spaces from your Program scripts. If you must have indentation, use TAB. NOTE 2: Programs do NOT have to be in the same area file as the mobile/object/room definitions, since the programs are linked to the mobiles/objects/rooms after the database has been loaded. A Program can also be used as a subroutine (see MOB CALL, OBJ CALL, ROOM CALL commands) without having to be linked to any mobile/object/room. -- MOBprogram Example #MOBPROGS #3001 say Hey, no loitering! poke $n -- OBJprogram Example #OBJPROGS #3001 obj echo spikes shoot out of $i, impailing your hands! obj damage $n 50 50 -- ROOMprogram Example #ROOMPROGS #3001 room echo A bright light flashes and you find yourself in a different place. room transfer $n 3054 room force $n look ~ 102 LINKING~ --------------------------Linking Programs-------------------------------- Once you've written your Programs, you must link the programs to appropriate mobiles/objects/rooms. In the #MOBILES section, for each mobile you wish to have a MOBprogram, add lines of the following type to the end of the mobile definition: For Mobiles: "addmprog (vnum) (trigger) (phrase)" For Objects: "addoprog (vnum) (trigger) (phrase)" For Rooms: "addrprog (vnum) (trigger) (phrase)" --Explanations The KEYWORD is a single word, see below for explanations. The VNUM is the Program virtual number. The ARGUMENT is the argument that triggers the event. --Example addmprog 3001 act sits down In the above example, an ACT trigger is defined. When the mobile sees someone sitting down in the room, the mobile will execute program number 3001 (defined in #MOBPROGS section). Objects and rooms will react to anyone preforming the act regardless of there visibility status. Immortals be careful, as of this writing, they don't check to see if you're wizi (consult the README to see any changes made after this writing). NOTE: Several mobiles can use the same MOBprogram, i.e. MOBprograms can be SHARED with several mobiles. The keyword and trigger argument can be different for each mobile even if they share the same MOBprogram code. Likewise for the objects and rooms. ~ 102 TRIGGERS~ -----------------------------Trigger Types---------------------------------- Here's a summary of triggers: Triggers are fairly easy to add, but this basic list should hold for most needs. Their names, argument list syntaxes, and translation into more articulate english are given below: ACT Program types: MOB, OBJ, ROOM Keyword : 'act' Argument: string The argument is a phrase, a text string. The trigger is activated whenever the phrase is contained in the act() message. NOTE: Most general trigger. Applies to almost every event which happens in the mud. Anytime the function act() is called with a message to be delivered TO_CHAR,TO_VICT,TO_ROOM,etc. the act can be triggered. Basically this will trigger on almost everything you'll ever want. Output of "say", "shout" and "emote" do not trigger this event. SPEECH Program types: MOB, OBJ, ROOM Keyword : 'speech' Argument: string NOTE: This is only triggered when the phrase is contained in a message which has been said by a PC in the same room as the mob/obj/room. The PC restriction is not necessary, but makes infinite loops between two talking mobiles impossible. It also makes it impossible for two NPC's to stand and discuss the weather however. RANDOM Program types: MOB, OBJ, ROOM Keyword : 'random' Argument: number The argument is a number betweeen 0 and 99 inclusive. NOTE: This trigger is checked at each PULSE_MOBILE and if the argument is greater than a percentage roll the trigger is activated. This will happen even if there is no PC in the room with the mob/object/room, but there must be players in the same area. It is useful to give mobiles a bit of a personality. For instance a janitor who stops to spit tobacco, or complain about the hours, or wonder why there are no woman janitors on muds, or a fido which barks or growls or pees on the curb is much more alive than one which just sits there scavenging. Note that this trigger is checked only when there are players in the area. If you want this event to be triggered always, you must set the ACT_UPDATE_ALWAYS flag of the mobile. This trigger for objects is checked at each PULSE_TICK, and for rooms at each PULSE_AREA. GREET/GREET ALL Program types: MOB, OBJ, ROOM Keyword : 'greet' Argument: number Again a percentage argument. NOTE: Whenever someone enters the room with the mobile/object/room, and the mobile saw the person enter, this is checked. Good for shopkeepers who want to welcome customers, or for pseudo-aggressive mobiles which need to discriminate on who they attack. Greet trigger activates only when the mobile is not busy (fighting, sitting, sleeping etc.). If you want to be sure to catch all players, use grall. Objects and rooms will always fire on this trigger regardless of the PC's visibility status. Program types: MOB Keyword : 'grall' Argument: number Again a percentage argument. NOTE: Like greet, but it can be triggered even if the mobile didn't see the arrival (i.e. sneak, invis, etc) or is busy. Most useful for faking teleport rooms or for impassable guardians. ENTRY Program types: MOB Keyword : 'entry' Argument: number Again a percentage argument. NOTE: The opposite of greet trigger. Whenver the mobile itself enters a new room, this can be triggered. Useful for looking around, or waving or other things that real PCs do when they arrive at a crowded room. IMPORTANT: In an entry program, the mobile can only refer to a random pc ($r in if checks) -- there's no way to know how many PCs exist in the room the mobile enters! Also, you must check visibility of the target in your program. EXIT/EXIT ALL Program types: MOB, OBJ, ROOM Keyword : 'exit' Argument: number Argument is the exit number (0:north, 1:east, 2:south 3:west etc.) NOTE: The opposite of entry trigger. This is activated when PC tries to leave a room through an exit indicated by the argument, and the mobile/object/room sees the person leave. Useful for having a single guardian to watch several exits. An exit trigger works better than an entry trigger, since you can refer to a specific PC instead of a random PC. IMPORTANT: If this event is triggered, the victim will not move through the exit. If necessary, you must move the character yourself in your program (see MOB/OBJ/ROOM TRANSFER/MOB/OBJ/ROOM GTRANSFER). Also, this event is not triggered when a character flees from combat or the mobile is not in its default position. Objects and rooms will always fire on this trigger regardless of the PC's visibility status. Program types: MOB Keyword : 'exall' Argument: number Argument is the exit number (0 = north etc.) The same as exit trigger, but it can be triggered even if the mobile cannot see the person trying to leave the room or if the mobile is busy. GIVE Program types: MOB, OBJ, ROOM Keyword : 'give' Argument: string or object vnum The argument is either the a string containing words to be matched against the keywords of the object, or the word "all"; e.g. argument "long sword" will match to objects "long bow" and "small sword". Alternatively, the argument can be the virtual number of a single object. MOB NOTE: This is triggered whenever something is given to the mobile. Best used for quests. Since the first successful trigger is the only one of this type which is processed, having an "all" argument in the script at the end of the MOBprogram list is essentially a default response. OBJ NOTE: This is triggered whenever the object is given to someone else. Also, the argument is ignored in this case. ROOM NOTE: This is triggered whenever the object (according to argument) is given to someone in the room. GET Program types: OBJ, ROOM Keyword: 'get' Argument: string or object vnum The argument is either a string containing words to be matched against the keywords of the object, or the word "all"; e.g. argument "long sword" will match to objects "long bow" and "small sword". Alternatively, the argument can be the virtual number of a single object. OBJ NOTE: Fires whenever the object is picked up, argument is ignored. ROOM NOTE: Fires whenever the object (according to argument) is picked up in the room. DROP Program types: OBJ, ROOM Keyword: 'drop' Argument: string or object vnum The argument is either a string containing words to be matched against the keywords of the object, or the word "all"; e.g. argument "long sword" will match to objects "long bow" and "small sword". Alternatively, the argument can be the virtual number of a single object. OBJ NOTE: Fires whenever the object is dropped, argument is ignored. ROOM NOTE: Fires whenever the object (according to argument) is dropped in the room. BRIBE Program types: MOB Keyword : 'bribe' Argument: number The argument is any positive integer number. NOTE: This trigger is activated whenever money is given to the mobile. If the amount given exceeds the number, then process the commands. Note again, that an argument of '1' would act as a default response. Also note that if the script is not triggered (because of too little money having been given), the mobile still keeps the money... ROM 2.4 NOTE: Since ROM 2.4 has two different types of currency (gold and silver coins), for bribe trigger the amount to be given is converted to silver coins with the rate of 1 gold = 100 silver. Thus, the number in the argument should be the expected amount in silver coins. KILL Program type: MOB Keyword : 'kill' Argument: number The argument is a percent once again. NOTE: This trigger is checked whenever a PC attacks the mobile. The check occurs only ONCE, in the beginning of combat. Useful for summoning assistance etc. (See MOB MLOAD). FIGHT Program type: MOB, OBJ, ROOM Keyword : 'fight' Argument: number The argument is a percentage. MOB NOTE: Useful for giving mobiles combat attitude. It is checked every PULSE_VIOLENCE when the mobile is fighting. Can be used to cast spells (see MOB CAST), curse at the opponent, or whatever. Only the first successful one will be processed to save time. Also, this means that the mobile wont get lucky and 1. curse, cast a fireball and 2. spit on the player, cast another fireball in the same pulse. OBJ NOTE: Fires when the object is worn when the player wearing it is fighting. Targets the opponent. Checked every PULSE_VIOLENCE. ROOM NOTE: Fires when there is a fight going on in the room. Targets the first person fighting. Checked every PULSE_VIOLENCE. HIT POINT PERCENTAGE Program type: MOB Keyword : 'hpcnt' Argument: number The argument is a percentage. NOTE: Is activated at each PULSE_VIOLENCE when the mobile is fighting. It checks to see if the hitpoints of the mobile are below the given percentage. Multiple hpcnt triggers should be listed in increasing order of percent since a 40% will always be activated before a 20% and, only the first successful trigger is performed. (See also MOB FLEE). DEATH Program type: MOB Keyword : 'death' Argument: number The argument is a percent once again. NOTE: When the mobile dies, if the random percentage is less than the argument the mobile performs the MOBprogram commands rather than the usual death_cry() sequence. This is done before the corpse is made, so the commands can be considered the mobiles last gasp. It could perhaps destroy the items it was holding (see MOB REMOVE and MOB JUNK), or create some (see MOB OLOAD), or cast a spell (see MOB CAST) on the killer and the room, or even goto a new location (see MOB GOTO) and die there (with a text message, the corpse would seem to vanish) The position of the mobile is set to STANDING, and so it can do all the normal commands, without worrying about being DEAD. However, even if the mobile restores itself to full hitpoints, it will still die. This is not a way to immortal mobiles. However, the last thing this mobile does could be to goto some vacant room, load a fresh version of itself, drop all its items, force the new mobile to get all the items and wear them, send the new mobile back to the character who killed it and force the new mobile to attack that character. Along with a text message which said the mobile restored itself, this might be a convincing effect. (Note that your kitten could turn into a dragon this way too). DELAY Program type: MOB, OBJ, ROOM Keyword : 'delay' Argument: number The argument is a percentage chance. NOTE: This trigger activates when the delay of a mobile/object/room (set with the MOB/OBJ/ROOM DELAY command) expires. This trigger can be used to create staged mobile/object/room behavior, for example, a guardian could see a player entering a room, give a warning and activate a delay. If the player is still present when the delay expires, the guard would attack the player. (See also MOB REMEMBER). A mobile/object/room can have several delay triggers, but every time the delay timer expires, all the triggers are checked and the first successful one executed. SURRENDER Program type: MOB Keyword : 'surr' Argument: number The argument is a percentage. NOTE: This trigger activates when the mobile is fighting and the opponent issues a "surrender" command. When triggered, both parties will cease fighting, and the mobile can accept the surrender (perhaps taking all equipment from the character with MOB REMOVE). Note that if the mobile does not accept the surrender, it must resume fighting with MOB KILL. If a character surrenders and the mobile does not have a surrender trigger, or the trigger does not activate, the fight resumes normally. SIT Program type: OBJ Keyword: 'sit' Argument: number The argument is a percentage. NOTE: This trigger activates when the object is sat on/in/at, rested on/in/at, slept on/in/at, or stood on/in/at. NOTE: No MOBprograms will be successful when the mobile is charmed (since it has no self volition, it should act like it has none) to protect mobiles which are given special powers from being implemented by a player. ~ 102 VARIABLES~ ------------------------------Variables------------------------------------ To make things come alive, variables are needed. These are represented in the Programs by using a dollar sign convention as in the socials. When the mud command is processed, these variables are expanded into the values shown below. Usually, it is best to use the short descriptions of mobiles and the names of players when speaking them, but if you are performing an action to someone almost always you want the name. The title field for players is an extra that probably wont often be used. Without further hesitation... the variables: $i the first of the names of the mobile/object itself (doesn't work on rooms). $I the short description of the mobile/object itself or name of room. $n the name of whomever caused the trigger to happen. $N the name and title of whomever caused the trigger to happen. $t the name of a secondary character target (i.e A smiles at B) $T the short description, or name and title of target (NPC vs PC) $r the name of a random PC in the room $R the short description, or name and title of the random PC $q the name of the Program target (see MOB/OBJ/ROOM REMEMBER) $Q the short description of the Program target $j he,she,it based on sex of $i (doesn't work with rooms). $e he,she,it based on sex of $n. $E he,she,it based on sex of $t. $J he,she,it based on sex of $r. $k him,her,it based on sex of $i (doesn't work with rooms). $m him,her,it based on sex of $n. $M him,her,it based on sex of $t. $K him,her,it based on sex of $r. $l his,hers,its based on sex of $i (doesn't work with room). $s his,hers,its based on sex of $n. $S his,hers,its based on sex of $t. $L his,hers,its based on sex of $r. $o the first of the names of the primary object (i.e A drops B) $O the short description of the primary object $p the first of the names of the secondary object (i.e A puts B in C) $P the short description of the secondary object Also, in if_checks, the accepted variables are the basic ones (i,n,t,r,o,p,q). If a variable is referenced that doesnt exist, then the value is simply left blank or replaced with "someone"/"something" in output (i.e referring to $o when the trigger is: A kisses B) If variable $q has not been defined, it is automatically set to the last player that has triggered the program being executed (i.e. variable $n). Once $q has been defined, it can be modified with REMEMBER and FORGET commands in a program. Variable $q lets the mobile/object/room "remember" a player across different programs, which can be useful. Note that $q is set automatically only the FIRST TIME the mobile/object/room executes a program, every time thereafter it must be set with a REMEMBER command. The only problem with the variables is that the secondary object and the secondary target are passed by act() in the same location. This means that if you reference $t in an A puts B in C situation, the result will probably be a happy mud crash or some weird side effect, espescially if $t is used in an if_check (i.e. if isnpc($t) in the above situation) The basic fix for this is to change everyone who calls the act() procedure to specify a secondary object and a secondary character. But that is a fairly comprehensive trivial twiddle, so we left it the way it is so that, you arent forced to make all those twiddles to use the Programs. ~ 102 CONTROL FLOW~ --------------------------------Operators----------------------------------- Most of the basic numeric operators are legal and perform the same function as in C. Operators: == != > < >= <= ------------------------If_Checks In Control Flow--------------------------- The provided list of if_checks and their arguments are below. They should all be fairly obvious in what they do, but some of the more obtuse deserve a slight explanation. Any '==' operator can be replaced with any of the available ones described above. The argument $* refers to any of the variables which make sense for that if_check (i.e. for an if_check which is referencing a person the only valid variables would be $i, $n, $t, $r or $q) A value type of string is a sequence of characters. It does not need to be included in quotes or anything like that (i.e. if name $n fido ). The if_checks work for all types of programs unless otherwise noted. There are five types of if checks: Type 1: Keyword and value rand num Is random percentage less than or equal to num mobhere vnum Is a NPC with this vnum in the room mobhere name Is a NPC with this name in the room objhere vnum Is an object with this vnum in the room objhere name Is an object with this name in the room mobexists name Does NPC 'name' exist somewhere in the world objexists name Does object 'name' exist somewhere in the world Type 2: Keyword, comparison and value people == integer Is the number of people in the room equal to integer players == integer Is the number of PCs in the room equal to integer mobs == integer Is the number of NPCs in the room equal to integer clones == integer Is the number of NPCs in the room with the same vnum as the NPC who activated the program equal to integer. ONLY WORKS WITH MOBprogs order == integer Is the order (of several similar NPCs) of the NPC who activated the trigger equal to integer ONLY WORKS WITH MOBprogs hour == integer Is the hour (game time) equal to integer Type 3: Keyword and actor isnpc $* Is $* an NPC ispc $* Is $* a PC isgood $* Does $* have a good alignment isneutral $* Does $* have a neutral alignment isevil $* Does $* have an evil alignment isimmort $* Is $* an immortal (level of $* > LEVEL_HERO) ischarm $* Is $* affected by charm isfollow $* Is $* a follower with their master in the room isactive $* Is $*'s position > POS_SLEEPING isdelay $* Does $* have a delayed MOBprogram pending isvisible $* Is $* visible to NPC who activated the program hastarget $* Does $* have a MOBprogram target in the room istarget $* Is $* the target of NPC who activated the program Type 4: Keyword, actor and value affected $* 'affect' Is $* affected by 'affect' act $* 'act' Is $*'s ACT bit 'act' set off $* 'off' Is $*'s OFF bit 'off' set imm $* 'imm' Is $*'s IMM bit 'imm' set carries $* 'name' Is $* carrying object 'name' wears $* 'name' Is $* wearing object 'name' has $* 'type' Does $* have object of item_type 'type' uses $* 'type' Is $* wearing object of item_type 'type' name $* 'name' Is $*'s name 'name' pos $* 'position' Is $*'s position 'position' (sleeping etc.) clan $* 'name' Does $* belong to clan 'name' race $* 'name' Is $* of race 'name' class $* 'name' Is $*'s class 'name' objtype $* 'type' Is $*'s item_type 'type' Type 5: Keyword, actor, comparison and value vnum $* == integer Is $*'s virtual number equal to integer hpcnt $* == integer Is $*'s hitpoint percentage equal to integer room $* == integer Is vnum of the room $* is in equal to integer sex $* == integer Is $*'s sex equal to integer level $* == integer Is $*'s level equal to integer align $* == integer Is $*'s alignment equal to integer money $* == integer Does $* have money (in silver) equal to integer objval# $* == integer Is $*->value[#] equal to integer (# from 0-4) NOTE: The original MERC 2.2 MOBprograms used parenthesis '(' and ')' around variables. In this version, they are not allowed. Also,parameters MUST BE separated with spaces (if level $n<10 is NOT valid, correct syntax is: if level $n < 10). ~ 102 MOBCOMMANDS~ MOBcommands are special commands that allow mobiles to perform immortal-like actions within a MOBprogram (transferring players or loading items, for example). Most MOBcommands them are wiz commands which have been changed to allow for mobiles to perform the commands. In this version of Programs, players have been prevented from using these commands by adding a separate interpreter for MOBcommands. This also speeds up (in most cases) MOBprogram execution when MOBcommands are used. All MOBcommands are preceded with the word 'MOB' on the command line. Syntax: MOB ASOUND [string] MOB ZECHO [string] MOB GECHO [string] ASOUND prints the text string to the rooms around the mobile in the same manner as a death cry. This is really useful for powerful aggressives and is also nice for wandering minstrels or mobiles like that in concept. ZECHO prints the string to all players in the same area with the mobile. GECHO prints the string to all players in the game. Syntax: MOB ECHO [string] MOB ECHOAT [victim] [string] MOB ECHOAROUND [victim] [string] ECHO displays the string to everyone in the room. ECHOAT displays the string to the victim only. ECHOAROUND displays the string to everyone except the victim. The three options let you tailor the message to goto victims or to do things sneaky like having a merchant do: mob at guard mob echoat guard rescue_please This coupled with a guard act trigger on rescue_please to: mob goto $n mob echo $I has arrived. It is an affective way of quickly bringing guards to the scene of an attack. (Note that the merchant has to be the only one of its kind in the game or have a unique name, otherwise the guard might go to different mobile...). Syntax: MOB MLOAD [vnum] MOB OLOAD [vnum] [level] {{'room'|'wear'} MLOAD creates a mobile and places it in the same room with the mobile. OLOAD loads the object into the inventory of the mobile. Even if the item is non-takable, the mobile will receive it in the inventory. This lets a mobile distribute a quest item or load a key or something. The optional 3rd parameter can be specified; 'room' means to load the object to the room, 'wear' means to force the mobile to wear the object loaded (useful for equipping mobiles on the fly). Syntax: MOB KILL [victim] Lets a mobile kill a player without having to murder. Lots of MOBprograms end up with mpkill $n commands floating around. It works on both mobiles and players. Syntax: MOB FLEE Causes a mobile to unconditionally flee from combat. Can be used for example with the hit point percentage trigger to simulate "wimpy" behavior. Syntax: MOB REMOVE [victim] [vnum|'all'] Lets the mobile to strip an object of given vnum from the victim. Objects removed are destroyed. If the vnum is replaced with "all", the whole inventory of the victim is destroyed. This command is probably most useful for extracting quest items from a player after a quest has been completed. Syntax: MOB JUNK [object] Destroys the object refered to in the mobile's inventory. It prints no message to the world and you can do things like junk all.bread or junk all. This is nice for having janitor mobiles clean out their inventory if they are carrying too much (have a MOBprogram trigger on the 'full inventory') Syntax: MOB PURGE [argument] Destroys the argument from the room of the mobile. Without an argument the result is the cleansing of all NPC's and items from the room with the exception of the mobile itself. However, mppurge $i will indeed purge the mobile, but it MUST be the last command the mobile tries to do, otherwise the mud cant reference the acting mobile trying to do the commands and bad things happen. Syntax: MOB AT [location] [command] Perfoms the command at the designated location. Very useful for doing magic slight of hand tricks that leave players dumbfounded.. such as metamorphing mobiles, or guard summoning, or corpse vanishing. Syntax: MOB GOTO [location] Moves the mobile to the room or mobile or object requested. It makes no message of its departure or of its entrance, so these must be supplied with echo commands if they are desired. Syntax: MOB TRANSFER [victim|'all'] [location] MOB GTRANSFER [victim] [location] MOB OTRANSFER [object] [location] Sends the victim to the destination or to the room of the mobile as a default. if the victim is "all" then all the characters in the room of the mobile are transfered to the destination. Good for starting quests or things like that. There is no message given to the player that it has been transfered and the player doesnt do a look at the new room unless the mob forces them to. Gtransfer works like transfer, except that the group the victim belongs to is transferred with the victim. Otransfer transfers an object in the room. Syntax: MOB FORCE [victim|'all'] [command] MOB GFORCE [victim] [command] MOB VFORCE [vnum] [command] Forces the victim to do the designated command. The victim is not told that they are forced, they just do the command so usually some mpecho message is nice. You can force players to remove belongings and give them to you, etc. The player sees the normal command messages (such as removing the item and giving it away in the above example) Again, if the victim is "all" then everyone in the mobiles room does the command. Gforce works like force except that it affects the group the victim belongs to. Vforce affects all mobiles with given vnum in the game world. This is useful for, for example, purging certain type of NPCs from the game (by forcing them to purge themselves). Syntax: MOB CAST [spell] [victim] Lets the mobile to cast spells. Beware, this does only crude validity checking and does not use up any mana. All spells are available regardless of the race or other abilities of the mobile. Casting the spell occurs silently, but spell effects are displayed normally. Syntax: MOB DAMAGE [victim|'all'] [min] [max] {{lethal} Causes unconditional damage to the victim. Specifying "all" as victim causes damage to all characters in the room except the mobile. Min and max parameters define the minimum and maximum amounts of damage caused. By default, the damage is non-lethal, but by supplying the optional 'lethal' parameter, the damage can kill the victim. This command is silent, you must echo all messages yourself in the program. Useful for implementing special attacks for mobiles. Syntax: MOB DELAY MOB CANCEL MOB DELAY sets the time in PULSE_MOBILE after which the mobile's delay trigger is activated. If the mobile has a program defined for delay trigger, the program is executed when the timer expires. MOB CANCEL resets the delay timer. Syntax: MOB REMEMBER [victim] MOB FORGET This command enables the mobile to remember a player for future reference in a MOBprogram. The player can subsequently be referred as '$q' in programs activated by the mobile. MOB FORGET clears the target. Note that if the first time the mobile runs a program, $q is automatically set to the player who triggered the event. Most commonly this command is used in delayed programs, where the mobile has to remember the player who triggered the original event, for example to continue conversation. Syntax: MOB CALL [vnum] {{victim} {{target1} {{target2} This command lets you call MOBprograms from within a running one, i.e. to call a MOBprogram subroutine. The first parameter is the vnum of the program to execute, the second is the victim's name (for example $n), and the third and fourth are optional object names. All other parameters except vnum can be replaced with word 'null' indicating ignored parameter. MOBprograms can be called recursively, but as a safety measure, parser allows only 5 recursions. ~ 102 OBJCOMMANDS~ OBJcommands are special commands that allow objects to perform immortal-like actions within an OBJprogram (transferring players or loading items, for example). Most OBJcommands them are wiz commands which have been changed to allow for objects to perform the commands. In this version of Programs, players have been prevented from using these commands by adding a separate interpreter for OBJcommands. This also speeds up (in most cases) MOBJprogram execution when OBJcommands are used. All OBJcommands are preceded with the word 'OBJ' on the command line. Syntax: OBJ ZECHO [string] OBJ GECHO [string] ZECHO prints the string to all players in the same area with the object. GECHO prints the string to all players in the game. Syntax: OBJ ECHO [string] OBJ ECHOAT [victim] [string] OBJ ECHOAROUND [victim] [string] ECHO displays the string to everyone in the room. ECHOAT displays the string to the victim only. ECHOAROUND displays the string to everyone except the victim. The three options let you tailor the message to goto victims or do other sneaky stuff:). Syntax: OBJ MLOAD [vnum] OBJ OLOAD [vnum] [level] MLOAD creates a mobile and places it in the same room with the object. OLOAD loads the object into the room. Syntax: OBJ REMOVE [victim] [vnum|'all'] Lets the object strip an object of given vnum from the victim. Objects removed are destroyed. If the vnum is replaced with "all", the whole inventory of the victim is destroyed. Syntax: OBJ PURGE [argument] Destroys the argument from the room of the object. Without an argument the result is the cleansing of all NPC's and items from the room with the exception of the object itself. However, mppurge $i will indeed purge the object, but it MUST be the last command the object tries to do, otherwise the mud cant reference the acting object trying to do the commands and bad things happen. Syntax: OBJ GOTO [location] Moves the object to the room or mobile or object requested. It makes no message of its departure or of its entrance, so these must be supplied with echo commands if they are desired. Syntax: OBJ TRANSFER [victim|'all'] [location] OBJ GTRANSFER [victim] [location] OBJ OTRANSFER [object] [location] Sends the victim to the destination or to the room of the object as a default. if the victim is "all" then all the characters in the room of the object are transfered to the destination. Good for starting quests or things like that. There is no message given to the player that it has been transfered and the player doesnt do a look at the new room unless the object forces them to. Gtransfer works like transfer, except that the group the victim belongs to is transferred with the victim. Otransfer transfers an object in the room. Syntax: OBJ FORCE [victim|'all'] [command] OBJ GFORCE [victim] [command] OBJ VFORCE [vnum] [command] Forces the victim to do the designated command. The victim is not told that they are forced, they just do the command so usually some opecho message is nice. You can force players to remove belongings and drop them, etc. The player sees the normal command messages (such as removing the item and dropping it in the above example) Again, if the victim is "all" then everyone in the object's room does the command. Gforce works like force except that it affects the group the victim belongs to. Vforce affects all mobiles with given vnum in the game world. This is useful for, for example, purging certain type of NPCs from the game (by forcing them to purge themselves). Syntax: OBJ DAMAGE [victim|'all'] [min] [max] {{lethal} Causes unconditional damage to the victim. Specifying "all" as victim causes damage to all characters in the room. Min and max parameters define the minimum and maximum amounts of damage caused. By default, the damage is non-lethal, but by supplying the optional 'lethal' parameter, the damage can kill the victim. This command is silent, you must echo all messages yourself in the program. Syntax: OBJ DELAY OBJ CANCEL OBJ DELAY sets the time in PULSE_TICK after which the object's delay trigger is activated. If the object has a program defined for delay trigger, the program is executed when the timer expires. OBJ CANCEL resets the delay timer. Syntax: OBJ REMEMBER [victim] OBJ FORGET This command enables the object to remember a player for future reference in a OBJprogram. The player can subsequently be referred as '$q' in programs activated by the object. OBJ FORGET clears the target. Note that if the first time the object runs a program, $q is automatically set to the player who triggered the event. Most commonly this command is used in delayed programs, where the object has to remember the player who triggered the original event. Syntax: OBJ CALL [vnum] {{victim} {{target1} {{target2} This command lets you call OBJprograms from within a running one, i.e. to call a OBJprogram subroutine. The first parameter is the vnum of the program to execute, the second is the victim's name (for example $n), and the third and fourth are optional object names. All other parameters except vnum can be replaced with word 'null' indicating ignored parameter. OBJprograms can be called recursively, but as a safety measure, parser allows only 5 recursions. ~ 102 ROOMCOMMANDS~ ROOMcommands are special commands that allow rooms to perform immortal-like actions within a ROOMprogram (transferring players or loading items, for example). Most ROOMcommands them are wiz commands which have been changed to allow for rooms to perform the commands. In this version of Programs, players have been prevented from using these commands by adding a separate interpreter for ROOMcommands. This also speeds up (in most cases) ROOMprogram execution when ROOMcommands are used. All ROOMcommands are preceded with the word 'ROOM' on the command line. Syntax: ROOM ASOUND [string] ROOM ZECHO [string] ROOM GECHO [string] ASOUND prints the text string to the rooms around the room in the same manner as a death cry. ZECHO prints the string to all players in the same area. GECHO prints the string to all players in the game. Syntax: ROOM ECHO [string] ROOM ECHOAT [victim] [string] ROOM ECHOAROUND [victim] [string] ECHO displays the string to everyone in the room. ECHOAT displays the string to the victim only. ECHOAROUND displays the string to everyone except the victim. The three options let you tailor the message to goto victims or do other sneaky stuff:). Syntax: ROOM MLOAD [vnum] ROOM OLOAD [vnum] [level] MLOAD creates a mobile and places it in the room. OLOAD loads the object into the room. Syntax: ROOM REMOVE [victim] [vnum|'all'] Lets the room strip an object of given vnum from the victim. Objects removed are destroyed. If the vnum is replaced with "all", the whole inventory of the victim is destroyed. This command is probably most useful for extracting quest items from a player after a quest has been completed. Syntax: ROOM PURGE [argument] Destroys the argument from the room. Without an argument the result is the cleansing of all NPC's and items from the room. Syntax: ROOM TRANSFER [victim|'all'] [location] ROOM GTRANSFER [victim] [location] ROOM OTRANSFER [object] [location] Sends the victim to the destination or to the room as a default. if the victim is "all" then all the characters in the room are transfered to the destination. Good for starting quests or things like that. There is no message given to the player that it has been transfered and the player doesnt do a look at the new room unless the room forces them to. Gtransfer works like transfer, except that the group the victim belongs to is transferred with the victim. Otransfer transfers an object in the room. Syntax: ROOM FORCE [victim|'all'] [command] ROOM GFORCE [victim] [command] ROOM VFORCE [vnum] [command] Forces the victim to do the designated command. The victim is not told that they are forced, they just do the command so usually some rpecho message is nice. You can force players to remove belongings and drop them, etc. The player sees the normal command messages (such as removing the item and giving it away in the above example) Again, if the victim is "all" then everyone in the room does the command. Gforce works like force except that it affects the group the victim belongs to. Vforce affects all mobiles with given vnum in the game world. This is useful for, for example, purging certain type of NPCs from the game (by forcing them to purge themselves). Syntax: ROOM DAMAGE [victim|'all'] [min] [max] {{lethal} Causes unconditional damage to the victim. Specifying "all" as victim causes damage to all characters in the room. Min and max parameters define the minimum and maximum amounts of damage caused. By default, the damage is non-lethal, but by supplying the optional 'lethal' parameter, the damage can kill the victim. This command is silent, you must echo all messages yourself in the program. Syntax: ROOM DELAY ROOM CANCEL ROOM DELAY sets the time in PULSE_AREA after which the room's delay trigger is activated. If the room has a program defined for delay trigger, the program is executed when the timer expires. ROOM CANCEL resets the delay timer. Syntax: ROOM REMEMBER [victim] ROOM FORGET This command enables the room to remember a player for future reference in a ROOMprogram. The player can subsequently be referred as '$q' in programs activated by the room. ROOM FORGET clears the target. Note that if the first time the room runs a program, $q is automatically set to the player who triggered the event. Most commonly this command is used in delayed programs, where the room has to remember the player who triggered the original event. Syntax: ROOM CALL [vnum] {{victim} {{target1} {{target2} This command lets you call ROOMprograms from within a running one, i.e. to call a ROOMprogram subroutine. The first parameter is the vnum of the program to execute, the second is the victim's name (for example $n), and the third and fourth are optional object names. All other parameters except vnum can be replaced with word 'null' indicating ignored parameter. ROOMprograms can be called recursively, but as a safety measure, parser allows only 5 recursions. ~ 102 REFERENCE~ Program quick reference to triggers/variables/ifchecks/mobcommands ----------------------------------------------------------------------------- trigger argument and what must happen to activate trigger ----------------------------------------------------------------------------- act STRING to match from act() to mobile, for obj and rooms it matchs acts TO_ROOM and TO_NOTVICT speech STRING to match in dialogue (say, tell) to mobile, matches says in the room for objects and rooms rand PERCENT chance to check whenever a PC is in the mobile/object/room's zone bribe INTEGER miminum amount of silver coins given to mobile ONLY MOB give OBJECT NAME, OBJECT VNUM or ALL to match when obj given to mobile, for objects: fires when the object with the tirgger is given, for rooms: fires when object is given in the room. greet PERCENT chance to check if visible char enters mobile's room, for objects and rooms it is basically grall grall PERCENT chance to check when any char enters mobile's room MOB ONLY entry PERCENT chance to check when mobile moves to a new room MOB ONLY exit EXIT NUMBER a visible char tries to exit mobile's room, for objects and rooms it is basically exall exall EXIT NUMBER any char tries to exit mobile's room MOB ONLY kill PERCENT chance to check when the mobile begins fighting MOB ONLY fight PERCENT chance to check at fight_pulse if mobile is fighting, object is worn in a fight, or there is a fight in the room hpcnt PERCENT lower than mobile's hit/max_hit if mobile is fighting MOB ONLY death PERCENT chance to check after mobile has been slain MOB ONLY surr PERCENT chance to activate when a char surrenders to mobile MOB ONLY ---------------------------------------------------------------------------- variable mobile/obj/room actor victim random target object 2nd_object ----------------------------------------------------------------------------- name $i $n $t $r $q $o $p shrt_desc/title $I $N $T $R $Q $O $P he/she/it $j $e $E $J $X -- -- him/her/it $l $m $M $L $Y -- -- his/hers/its $k $s $S $K $Z -- -- a/an -- -- -- -- -- -- -- ---------------------------------------------------------------------------- ifcheck argument(s) meaning ----------------------------------------------------------------------------- rand num Is random percentage less than or equal to num mobhere vnum Is a NPC with this vnum in the room mobhere name Is a NPC with this name in the room objhere vnum Is an object with this vnum in the room objhere name Is an object with this name in the room mobexists name Does NPC 'name' exist somewhere in the world objexists name Does object 'name' exist somewhere in the world - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - people == integer Is the number of people in the room equal to integer players == integer Is the number of PCs in the room equal to integer mobs == integer Is the number of NPCs in the room equal to integer clones == integer Is the number of NPCs in the room with the same MOB ONLY - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - isnpc $* Is $* an NPC ispc $* Is $* a PC isgood $* Does $* have a good alignment isneutral $* Does $* have a neutral alignment isevil $* Does $* have an evil alignment isimmort $* Is $* an immortal (level of $* > LEVEL_HERO) ischarm $* Is $* affected by charm isfollow $* Is $* a follower with their master in the room isactive $* Is $*'s position > POS_SLEEPING isdelay $* Does $* have a delayed MOBprogram pending isvisible $* Is $* visible to NPC who activated the program hastarget $* Does $* have a MOBprogram target in the room istarget $* Is $* the target of NPC who activated the program - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - affected $* 'affect' Is $* affected by 'affect' act $* 'act' Is $*'s ACT bit 'act' set off $* 'off' Is $*'s OFF bit 'off' set imm $* 'imm' Is $*'s IMM bit 'imm' set carries $* 'name' Is $* carrying object 'name' wears $* 'name' Is $* wearing object 'name' has $* 'type' Does $* have object of item_type 'type' uses $* 'type' Is $* wearing object of item_type 'type' name $* 'name' Is $*'s name 'name' pos $* 'position' Is $*'s position 'position' (sleeping etc.) clan $* 'name' Does $* belong to clan 'name' race $* 'name' Is $* of race 'name' class $* 'name' Is $*'s class 'name' objtype $* 'type' Is $*'s item_type 'type' - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - vnum $* == integer Is $*'s virtual number equal to integer hpcnt $* == integer Is $*'s hitpoint percentage equal to integer room $* == integer Is vnum of the room $* is in equal to integer sex $* == integer Is $*'s sex equal to integer level $* == integer Is $*'s level equal to integer align $* == integer Is $*'s alignment equal to integer money $* == integer Does $* have money (in silver) equal to integer objval# $* == integer Is $*->value[#] equal to integer (# from 0-4) ----------------------------------------------------------------------------- MOBcommand argument_list MOBcommand argument_list ----------------------------------------------------------------------------- ASOUND [text_string] ECHO [text_string] GECHO [text_string] ZECHO [text_string] ECHOAT [victim] [text_string] ECHOAROUND [victim] [text_string] MLOAD [vnum] OLOAD [vnum] [level] {{wear|room} KILL [victim] FLEE REMOVE [victim] [vnum] JUNK [object] PURGE [argument] AT [dest] [command] GOTO [dest] TRANSFER [victim] [dest] GTRANSFER [victim] [dest] OTRANSFER [object] [dest] FORCE [victim] [command] GFORCE [victim] [command] VFORCE [vnum] [command] CAST [spell] [victim] DAMAGE [victim] [min] [max] {{lethal} DELAY CANCEL REMEMBER [victim] FORGET CALL [vnum] [victim] [target1] [target2] ~ 102 PREFIX~ Syntax: prefix The prefix command is used in conjunction with WIZNET. It simply adds the charatcers --> infront of any information that is displayed on WIZNET. ~ 103 AREALIST~ Syntax: arealist This command displays a list of all areas currently available on the mud, with the VNUM range and the filename. ~ 103 FREMOVE~ Syntax: FREMOVE <player> This command will force any target to remove his or her equipment, and transfer it to your inventory. Use some discretion with this command, as it will leave the target naked and weaponless. ~ 104 check~ This imm command is to fight cheaters .... Allow you to quick detect/compare modified chars... Syntax: 'check' display info about players of all players 'check stats' display info and resume stats of all players 'check eq' resume eq of all players 'check snoop' show who snoop who ( to avoid lowest imm abuse ) Use the stat command in case of doubt about someone... ~ 105 MORTLAG~ SyntaxSyntax : lag <char> <0-200> This command will force a lag on a player. Be very carefull with this command, and ALLWAYS have a reason for this, as abuse will be punished with immediate termination!! 100 and above use sparingly! ~ 103 MPDUMP MPSTAT~ Syntax: mpstat <mob name> Syntax: mpdump <mob prog number> These two command will allow you to check any mobile for a mob prog and also allow you to "dump" the mob prog code to your screen to see what it is doing. This can be used to debug mob progs or maybe to check what a mortal is doing wrong. The following is what you would see using mpstat: mpstat were Mobile #10096 [a werewolf] Delay 0 [No target] [ 1] Trigger [DEATH ] Program [10058] Phrase [100] You now can use the mpdump command on program numer 10058 showing you: mpdump 10058 if ispc $n if carries $n werewolf mob oload 10118 1 'room' mob echo The werewolf's head falls to the ground. else if wears $n werewolf mob oload 10118 1 'room' mob echo The werewolf's head falls to the ground. endif endif endif ~ 107 ADDAPPLY~ Syntax for applies: addapply <object> <apply type> <value> Apply Types: hp str dex int wis con sex mana ac move hitroll damroll saves Syntax for affects: addapply <object> affect <affect name> Affect Names: blind invisible detect_evil detect_invis detect_magic detect_hidden detect_good sanctuary faerie_fire infrared curse poison protect_evil protect_good sneak hide sleep charm flying pass_door haste calm plague weaken dark_vision berserk swim regeneration slow Affects availible include the ones you add too! This command will add affects or applies to an item. Some may be permanent, others will dissipate. ~ 107 BONUS~ Syntax: bonus <char> <exp> The BONUS command is used to give players a bonus amount of experience points. You can ADD experience points and also REMOVE experience points. The range is from -5000 to +5000 exp. This command can be used for rewards to quests, excellent roleplaying, discovering the secrets to area quests, etc. It also can be used for punishment. Please use it with common sense and good judgement. ~ 107 PARDON~ Syntax: pardon <character> killer pardon <character> thief Pardon pardons a player for their crimes. Don't pardon a player unless you are sure they deserve it. Being killed by the Avatar acts as an automatic pardon. ~ 107 RSETPWORD~ Syntax: RSETPWORD <char> <new pword> This command allows imms to set a new password for a player, in case that player has lost/forgotten their password. Use only when required for this purpose. Abuse will be punished. ~ 108 FLAG~ Syntax: flag mob <name> <field> <flags> flag char <name> <field> <flags> mob flags: act, aff, off, imm, res, vuln, form, part char flags: plr, comm, aff, imm, res, vuln +: add flag, -: remove flag, = set equal to otherwise flag toggles the flags listed. The FLAG command is available to Arch-Angels and above. It can be used to set or modify various flag settings on Mobs or Players. The syntax above lists how to add or remove flags. Also use the Stat command first to get the needed information on a mob or player before using the Flag command. ~ 109 DISABLE~ This command gives a list of all disabled commands. ~ 110 LPFILE ULPFILE~ Syntax: lpfile <playername> ulpfile <playername> The lpfile command allows you to load a player, without the player actually connecting. This way, if there are problems, they can be fixed without having to wait for that player to log on. Use this command very wisely, abuse will be punished. The ulpfile releases the character, logging it of as it were... ~ 102 ITEM_WEAPON~ v0 ? WCLASS v3 ? WEAPON v4 ? WTYPE ~ 110 VIOLATE~ Syntax: violate <room vnum> The violate command is only available to MAX_LEVEL characters. It is used in place of the goto command to enter "private" rooms, or rooms that already have the max amount of people or IMMs present. ~ 110 DUMP~ Makes a dump of the memory, containing all the items. ~ 0 $~ #$